Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel is required to process package imports. If you need a different preprocessor remove all packages first.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

              
                
              
            
!

CSS

              
                
              
            
!

JS

              
                (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
'use strict';

var myVert = require('./../shader/sample.vert');
var myFrag = require('./../shader/sample.frag');



window.onload = function () {
  var windowWidth = window.innerWidth;
  var windowHeight = window.innerHeight;
  var mouse = new THREE.Vector2(0.0, 0.0);

  // rendererの作成
  var renderer = new THREE.WebGLRenderer();
  // canvasをbodyに追加
  document.body.appendChild(renderer.domElement);

  // canvasをリサイズ(学習用なのでリサイズイベント登録は省略)
  renderer.setSize(windowWidth, windowHeight);

  // scene作成
  var scene = new THREE.Scene();
  // camera作成
  var camera = new THREE.PerspectiveCamera(75, windowWidth / windowHeight, 0.1, 1000);
  camera.position.z = 100;

  // Geometry作成
  var geometry = new THREE.PlaneBufferGeometry(100, 100);
  // Material作成
  var material = new THREE.ShaderMaterial({
    vertexShader: myVert,
    fragmentShader: myFrag,
    uniforms: {
      uColor: {
        type: "c",
        value: new THREE.Color(0xFF0000)
      },
      uMouse: {
        type: "v2",
        value: mouse
      }
    }
  });
  // Mesh作成
  var mesh = new THREE.Mesh(geometry, material);

  // Meshをシーンに追加
  scene.add(mesh);

  //マウス座標を取得
  renderer.domElement.addEventListener('mousemove', function (e) {
    mouse = new THREE.Vector2(e.clientX / windowWidth, e.clientY / windowHeight);
  }, false);

  // draw
  render();

  //描画
  function render() {
    renderer.render(scene, camera);

    material.uniforms.uMouse.value = mouse;

    // animation
    requestAnimationFrame(render);
  }
};

},{"./../shader/sample.frag":2,"./../shader/sample.vert":3}],2:[function(require,module,exports){
module.exports = "precision mediump float;\n\n uniform vec3 uColor;\n uniform vec2 uMouse;\n\nvoid main(){\n  // テクスチャ座標をカラーに出力\n  gl_FragColor =vec4(uMouse.x,uMouse.y,0.0, 1.0);\n}\n";

},{}],3:[function(require,module,exports){
module.exports = "varying vec2 vUv;\n\nvoid main() {\n  //uv => テクスチャを貼るためのUV座標\n  vUv = uv;\n  //projectionMatrix => カメラの各種パラメータから3次元を2次元に射影し、クリップ座標系に変換する行列\n  //modelViewMatrix => modelMatrix(オブジェクト座標からワールド座標へ変換する行列)とviewMatrix(ワールド座標から視点座標へ変換する行列)の積算\n  //position => 頂点座標\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}\n";

},{}]},{},[1]);

              
            
!
999px

Console