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HTML

              
                <script id="fragShader" type="shader-code">
void main() {
    //Change the numbers to see the colors changing!
    gl_FragColor = vec4(1.0,1.0,1.0,1.0);
}
</script>
              
            
!

CSS

              
                /* We want our scene to span the entire window */
body { margin: 0; }
              
            
!

JS

              
                //@author Omar Shehata. 2015.
		//We are loading the Three.js library from the cdn here: https://cdnjs.com/libraries/three.js/

		var scene;
		var camera;
		var renderer;

		function scene_setup(){
			//This is all code needed to set up a basic ThreeJS scene

			//First we initialize the scene and our camera
			scene = new THREE.Scene();
			camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

			//We create the WebGL renderer and add it to the document
			renderer = new THREE.WebGLRenderer();
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );
		}

		scene_setup();

		//Add your code here!
		var geometry = new THREE.BoxGeometry( 1, 1, 1 );
		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00} );//We make it green
		var cube = new THREE.Mesh( geometry, material );
		//Add it to the screen
		scene.add( cube );
		cube.position.z = -3;//Shift the cube back so we can see it
		
    //Load the GLSL code from the HTML as a string
    var shaderCode = document.getElementById("fragShader").innerHTML; 

    //Create an object to apply the shaders to
    var material = new THREE.ShaderMaterial({fragmentShader:shaderCode})
    var geometry = new THREE.PlaneGeometry( 10, 10 );
    var sprite = new THREE.Mesh( geometry,material );
    scene.add( sprite );
    sprite.position.z = -1;//Move it back so we can see it

		//Render everything!
		function render() {
      cube.rotation.y += 0.05;
      
			requestAnimationFrame( render );
			renderer.render( scene, camera );
		}
		render();
              
            
!
999px

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