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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_shaders_sky.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - shaders - sky sun shader</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: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color:#ccc;
text-shadow: 1px 1px rgba(0,0,0,0.25);
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: #fff; }
</style>
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - sky + sun shader
<br/><a href="https://plus.google.com/117614030945250277079/posts/MYkgKdvLhNj">More info</a> by <a href="http://twitter.com/blurspline">@blurspline</a>
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/objects/Sky.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, controls, scene, renderer;
var sky, sunSphere;
init();
render();
function initSky() {
// Add Sky
sky = new THREE.Sky();
sky.scale.setScalar( 450000 );
scene.add( sky );
// Add Sun Helper
sunSphere = new THREE.Mesh(
new THREE.SphereBufferGeometry( 20000, 16, 8 ),
new THREE.MeshBasicMaterial( { color: 0xffffff } )
);
sunSphere.position.y = - 700000;
sunSphere.visible = false;
scene.add( sunSphere );
/// GUI
var effectController = {
turbidity: 10,
rayleigh: 2,
mieCoefficient: 0.005,
mieDirectionalG: 0.8,
luminance: 1,
inclination: 0.49, // elevation / inclination
azimuth: 0.25, // Facing front,
sun: ! true
};
var distance = 400000;
function guiChanged() {
var uniforms = sky.material.uniforms;
uniforms[ "turbidity" ].value = effectController.turbidity;
uniforms[ "rayleigh" ].value = effectController.rayleigh;
uniforms[ "luminance" ].value = effectController.luminance;
uniforms[ "mieCoefficient" ].value = effectController.mieCoefficient;
uniforms[ "mieDirectionalG" ].value = effectController.mieDirectionalG;
var theta = Math.PI * ( effectController.inclination - 0.5 );
var phi = 2 * Math.PI * ( effectController.azimuth - 0.5 );
sunSphere.position.x = distance * Math.cos( phi );
sunSphere.position.y = distance * Math.sin( phi ) * Math.sin( theta );
sunSphere.position.z = distance * Math.sin( phi ) * Math.cos( theta );
sunSphere.visible = effectController.sun;
uniforms[ "sunPosition" ].value.copy( sunSphere.position );
renderer.render( scene, camera );
}
var gui = new dat.GUI();
gui.add( effectController, "turbidity", 1.0, 20.0, 0.1 ).onChange( guiChanged );
gui.add( effectController, "rayleigh", 0.0, 4, 0.001 ).onChange( guiChanged );
gui.add( effectController, "mieCoefficient", 0.0, 0.1, 0.001 ).onChange( guiChanged );
gui.add( effectController, "mieDirectionalG", 0.0, 1, 0.001 ).onChange( guiChanged );
gui.add( effectController, "luminance", 0.0, 2 ).onChange( guiChanged );
gui.add( effectController, "inclination", 0, 1, 0.0001 ).onChange( guiChanged );
gui.add( effectController, "azimuth", 0, 1, 0.0001 ).onChange( guiChanged );
gui.add( effectController, "sun" ).onChange( guiChanged );
guiChanged();
}
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 100, 2000000 );
camera.position.set( 0, 100, 2000 );
//camera.setLens(20);
scene = new THREE.Scene();
var helper = new THREE.GridHelper( 10000, 2, 0xffffff, 0xffffff );
scene.add( helper );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
//controls.maxPolarAngle = Math.PI / 2;
controls.enableZoom = false;
controls.enablePan = false;
initSky();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>