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const settings = { sizes: { width: window.innerWidth, height: window.innerHeight }, boxDimensions: { h: 1.4, w: 1, } } //textures const textureLoader = new THREE.TextureLoader(); const photoTexture02 = textureLoader.load('https://assets.codepen.io/4201020/city2.png?format=auto'); const photoTexture03 = textureLoader.load('https://assets.codepen.io/4201020/shopp-e-1731593813681771088199459824.png'); const photoTexture = textureLoader.load('https://assets.codepen.io/4201020/shopp-e-1731594468645280783813006762.png'); photoTexture.wrapS = THREE.RepeatWrapping; photoTexture.wrapT = THREE.RepeatWrapping; photoTexture.repeat.set( .1, .1 ); // init const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, settings.sizes.width / settings.sizes.height, 0.1, 1000); camera.position.set(0, 0, 3); camera.lookAt(0, 0, 0); scene.add(camera); const sun = new THREE.AmbientLight(0xffffff, .5); scene.add(sun); const planeGeometry = new THREE.PlaneGeometry(settings.boxDimensions.w, settings.boxDimensions.h); const renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setAnimationLoop( animation ); document.body.appendChild( renderer.domElement ); function RoundedPortalPhotoPlane(geometry, photoTexture) { const material = new THREE.MeshMatcapMaterial({ matcap: photoTexture, transparent: true, }) material.onBeforeCompile = (shader) => { shader.vertexShader = shader.vertexShader.replace( '#include <common>', ` #include <common> varying vec4 vPosition; varying vec2 vUv; ` ); shader.vertexShader = shader.vertexShader.replace( '#include <fog_vertex>', ` #include <fog_vertex> vPosition = mvPosition; vUv = uv; ` ); shader.fragmentShader = shader.fragmentShader.replace( `#include <common>`, ` #include <common> varying vec4 vPosition; varying vec2 vUv; float roundedBoxSDF(vec2 CenterPosition, vec2 Size, float Radius) { return length(max(abs(CenterPosition)-Size+Radius,0.0))-Radius; } ` ); shader.fragmentShader = shader.fragmentShader.replace( `#include <dithering_fragment>`, ` #include <dithering_fragment> // The pixel space scale of the rectangle. vec2 size = vec2(1.0, 1.0); // How soft the edges should be (in pixels). Higher values could be used to simulate a drop shadow. float edgeSoftness = 0.001; // The radius of the corners (in pixels). float radius = 0.08; // Calculate distance to edge. float distance = roundedBoxSDF(vUv.xy - (size/2.0), size/2.0, radius); // Smooth the result (free antialiasing). float smoothedAlpha = 1.0-smoothstep(0.0, edgeSoftness * 2.0,distance); // Return the resultant shape. //vec4 quadColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.0, 0.2, 1.0, smoothedAlpha), smoothedAlpha); gl_FragColor = vec4(outgoingLight, smoothedAlpha); ` ); console.log(shader.fragmentShader); }; const plane = new THREE.Mesh( geometry, material ); return plane; } // planes const planeGroup = new THREE.Group(); const photoPlane01 = new RoundedPortalPhotoPlane( planeGeometry, photoTexture02 ); photoPlane01.position.set(-1, 0, 1); photoPlane01.rotation.y = Math.PI * 0.1; photoPlane01.name = 'plane1'; planeGroup.add(photoPlane01); const photoPlane02 = new RoundedPortalPhotoPlane( planeGeometry, photoTexture ); photoPlane02.position.set(0, 0, 0.5); photoPlane02.name = 'plane2'; planeGroup.add(photoPlane02); const photoPlane03 = new RoundedPortalPhotoPlane( planeGeometry, photoTexture03 ); photoPlane03.position.set(1, 0, 1); photoPlane03.rotation.y = Math.PI * -0.1; photoPlane03.name = 'plane3'; planeGroup.add(photoPlane03); scene.add(planeGroup); const mouse = new THREE.Vector2(); let xParallaxFactor = -0.3; let yParallaxFactor = 0.3; //mouse events window.addEventListener('mousemove', (event) => { mouse.x = event.clientX / settings.sizes.width * 2 - 1; //could also do it this way: map(event.clientX, 0, sizes.width, -1, 1) mouse.y = - (event.clientY / settings.sizes.height) * 2 + 1; //could also do it this way: map(event.clientY, 0, sizes.height, 1, -1) }); // animation const clock = new THREE.Clock() let previousTime = 0; function animation( time ) { const elapsedTime = clock.getElapsedTime() const deltaTime = elapsedTime - previousTime; previousTime = elapsedTime; const parallaxX = mouse.x * xParallaxFactor; const parallaxY = mouse.y * yParallaxFactor; planeGroup.rotation.y += (parallaxX - planeGroup.rotation.y) * 3 * deltaTime; planeGroup.rotation.x += (parallaxY - planeGroup.rotation.x) * 3 * deltaTime; renderer.render( scene, camera ); }