<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - buffer geometry custom attributes - particles</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #ffffff; background-color: #000000; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; 100%; padding: 5px; font-family: Monospace; font-size: 13px; text-align: center; font-weight: bold; } a { color: #fff; } </style> </head> <body> <div id="container"></div> <script src="../build/three.js"></script> <script src="js/Detector.js"></script> <script type="x-shader/x-vertex" id="vertexshader"> attribute float size; attribute vec3 customColor; varying vec3 vColor; void main() { vColor = customColor; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_PointSize = size * ( 300.0 / mvPosition.x ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform sampler2D texture; varying vec3 vColor; void main() { gl_FragColor = vec4( vColor, 1.0 ); gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord ); } </script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var renderer, scene, camera, stats; var particleSystem, uniforms, geometry; var particles = 200; var WIDTH = window.innerWidth; var HEIGHT = window.innerHeight; init(); animate(); function init() { camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 ); camera.position.z = 500; scene = new THREE.Scene(); uniforms = { texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) } }; var shaderMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent, transparent: true }); var radius = 400; var geometry = new THREE.BufferGeometry(); var positions = new Float32Array( particles * 3 ); var colors = new Float32Array( particles * 3 ); var sizes = new Float32Array( particles ); for ( var i = 0, i3 = 0; i < particles; i ++, i3 += 3 ) { positions[ i3 + 0 ] = ( Math.random() * 2 - 1 ) * radius; positions[ i3 + 1 ] = ( Math.random() * 2 - 1 ) * radius; positions[ i3 + 2 ] = 0; colors[ i3 + 0 ] = 1; colors[ i3 + 1 ] = 1; colors[ i3 + 2 ] = 1; sizes[ i ] = 10; } geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) ); geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) ); particleSystem = new THREE.Points( geometry, shaderMaterial ); scene.add( particleSystem ); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( WIDTH, HEIGHT ); var container = document.getElementById( 'container' ); container.appendChild( renderer.domElement ); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); renderer.render( scene, camera ); } </script> </body> </html>