Rengga Dev – Three JS Snowfall with ccapture.js
/* Most of the stuff in here is just bootstrapping. Essentially it's just setting ThreeJS up so that it renders a flat surface upon which to draw the shader. The only thing to see here really is the uniforms sent to the shader. Apart from that all of the magic happens in the HTML view under the fragment shader. */ let container; let camera, scene, renderer; let uniforms; let loader=new THREE.TextureLoader(); let texture; loader.setCrossOrigin("anonymous"); loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png', function do_something_with_texture(tex) { texture = tex; texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; texture.minFilter = THREE.LinearFilter; init(); animate(); } ); function init() { container = document.getElementById( 'container' ); camera = new THREE.Camera(); camera.position.z = 1; scene = new THREE.Scene(); var geometry = new THREE.PlaneBufferGeometry( 2, 2 ); uniforms = { u_time: { type: "f", value: 1.0 }, u_resolution: { type: "v2", value: new THREE.Vector2() }, u_noise: { type: "t", value: texture }, u_mouse: { type: "v2", value: new THREE.Vector2() } }; var material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent } ); material.extensions.derivatives = true; var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); container.appendChild( renderer.domElement ); onWindowResize(); window.addEventListener( 'resize', onWindowResize, false ); document.addEventListener('pointermove', (e)=> { let ratio = window.innerHeight / window.innerWidth; uniforms.u_mouse.value.x = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio; uniforms.u_mouse.value.y = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1; e.preventDefault(); }); } function onWindowResize( event ) { renderer.setSize( window.innerWidth, window.innerHeight ); uniforms.u_resolution.value.x = renderer.domElement.width; uniforms.u_resolution.value.y = renderer.domElement.height; } function animate(delta) { requestAnimationFrame( animate ); render(delta); } let capturer = new CCapture( { verbose: true, framerate: 60, // motionBlurFrames: 4, quality: 90, format: 'webm', workersPath: 'js/' } ); let capturing = false; isCapturing = function(val) { if(val === false && window.capturing === true) { capturer.stop(); capturer.save(); } else if(val === true && window.capturing === false) { capturer.start(); } capturing = val; } toggleCapture = function() { isCapturing(!capturing); } window.addEventListener('keyup', function(e) { if(e.keyCode == 68) toggleCapture(); }); let then = 0; function render(delta) { uniforms.u_time.value = -10000 + delta * 0.0005; renderer.render( scene, camera ); if(capturing) { capturer.capture( renderer.domElement ); } }