Three.js glow effect renders differently on shapes












0















I am working on an animation that involves display of diamonds. I coded a shape that is good looking and i wanted to add a glow effect. Unfortunately my shaders knowledge is close to zero so i had to find some good tutorial. I was able to apply and modify found code but the result is quite bad. Found glow effect looks good on for example torus shape, but when i placed it on my diamonds it doesnt looks like glow at all. On torus shape you can see that its nicely fading while on diamond its just solid.



This is glow applied on torus:
enter image description here



While this is actual code with diamond in place:






let SCENE_WIDTH = window.innerWidth;
let SCENE_HEIGHT = window.innerHeight;

let FIELD_OF_VIEW = 45;
let ASPECT = SCENE_WIDTH / SCENE_HEIGHT;
let NEAR = 0.1;
let FAR = 10000;

let scene = new THREE.Scene();

let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x8d8d8d, 1);
renderer.setSize(SCENE_WIDTH, SCENE_HEIGHT);
document.getElementById('webgl-container').appendChild(renderer.domElement);

let camera = new THREE.PerspectiveCamera(FIELD_OF_VIEW, ASPECT, NEAR, FAR);
camera.position.set(-1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

let light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(30, 100, 50);
scene.add(light);

var geometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.3, 0.7, 0.3, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
geometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.7, 0, 0.6, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);

geometry.merge(tmpGeometry, tmpMatrix);
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
let object = new THREE.Mesh( geometry, material );

let glowMaterial = new THREE.ShaderMaterial({
uniforms: {
glowAlpha: {
type: "float",
value: 1
},
glowColor: {
type: "v3",
value: new THREE.Vector3(0, 1, 0)
},
viewVector: {
type: "v3",
value: camera.position
}
},
vertexShader: document.getElementById('vertexShaderSun').textContent,
fragmentShader: document.getElementById('fragmentShaderSun').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});

var glowGeometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.4, 0.8, 0.4, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.8, 0, 0.7, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

let glowMesh = new THREE.Mesh(glowGeometry, glowMaterial);
object.add(glowMesh);
object.glow = glowMesh;
scene.add(object);

let controls = new THREE.OrbitControls(camera, renderer.domElement);

function update () {
let viewVector = new THREE.Vector3().subVectors( camera.position, object.glow.getWorldPosition());
object.glow.material.uniforms.viewVector.value = viewVector;

renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);

#webgl-container {
position: absolute;
left: 0;
top: 0;
background-color: aqua;
}

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex">
uniform float glowAlpha;
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, glowAlpha );
}
</script>

<div id="webgl-container"></div>





So as you can see this particular glow code appears to be different depending on shape it was used on. How could one modify the code to have good looking glow on a diamond (like the one on torus).










share|improve this question























  • Have you looked into the 'postprocessing' npm module, which could be another option to consider? Check out the bloom demo here - vanruesc.github.io/postprocessing/public/demo/#bloom.

    – danlong
    Nov 20 '18 at 11:46
















0















I am working on an animation that involves display of diamonds. I coded a shape that is good looking and i wanted to add a glow effect. Unfortunately my shaders knowledge is close to zero so i had to find some good tutorial. I was able to apply and modify found code but the result is quite bad. Found glow effect looks good on for example torus shape, but when i placed it on my diamonds it doesnt looks like glow at all. On torus shape you can see that its nicely fading while on diamond its just solid.



This is glow applied on torus:
enter image description here



While this is actual code with diamond in place:






let SCENE_WIDTH = window.innerWidth;
let SCENE_HEIGHT = window.innerHeight;

let FIELD_OF_VIEW = 45;
let ASPECT = SCENE_WIDTH / SCENE_HEIGHT;
let NEAR = 0.1;
let FAR = 10000;

let scene = new THREE.Scene();

let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x8d8d8d, 1);
renderer.setSize(SCENE_WIDTH, SCENE_HEIGHT);
document.getElementById('webgl-container').appendChild(renderer.domElement);

let camera = new THREE.PerspectiveCamera(FIELD_OF_VIEW, ASPECT, NEAR, FAR);
camera.position.set(-1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

let light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(30, 100, 50);
scene.add(light);

var geometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.3, 0.7, 0.3, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
geometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.7, 0, 0.6, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);

geometry.merge(tmpGeometry, tmpMatrix);
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
let object = new THREE.Mesh( geometry, material );

let glowMaterial = new THREE.ShaderMaterial({
uniforms: {
glowAlpha: {
type: "float",
value: 1
},
glowColor: {
type: "v3",
value: new THREE.Vector3(0, 1, 0)
},
viewVector: {
type: "v3",
value: camera.position
}
},
vertexShader: document.getElementById('vertexShaderSun').textContent,
fragmentShader: document.getElementById('fragmentShaderSun').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});

var glowGeometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.4, 0.8, 0.4, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.8, 0, 0.7, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

let glowMesh = new THREE.Mesh(glowGeometry, glowMaterial);
object.add(glowMesh);
object.glow = glowMesh;
scene.add(object);

let controls = new THREE.OrbitControls(camera, renderer.domElement);

function update () {
let viewVector = new THREE.Vector3().subVectors( camera.position, object.glow.getWorldPosition());
object.glow.material.uniforms.viewVector.value = viewVector;

renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);

#webgl-container {
position: absolute;
left: 0;
top: 0;
background-color: aqua;
}

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex">
uniform float glowAlpha;
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, glowAlpha );
}
</script>

<div id="webgl-container"></div>





So as you can see this particular glow code appears to be different depending on shape it was used on. How could one modify the code to have good looking glow on a diamond (like the one on torus).










share|improve this question























  • Have you looked into the 'postprocessing' npm module, which could be another option to consider? Check out the bloom demo here - vanruesc.github.io/postprocessing/public/demo/#bloom.

    – danlong
    Nov 20 '18 at 11:46














0












0








0








I am working on an animation that involves display of diamonds. I coded a shape that is good looking and i wanted to add a glow effect. Unfortunately my shaders knowledge is close to zero so i had to find some good tutorial. I was able to apply and modify found code but the result is quite bad. Found glow effect looks good on for example torus shape, but when i placed it on my diamonds it doesnt looks like glow at all. On torus shape you can see that its nicely fading while on diamond its just solid.



This is glow applied on torus:
enter image description here



While this is actual code with diamond in place:






let SCENE_WIDTH = window.innerWidth;
let SCENE_HEIGHT = window.innerHeight;

let FIELD_OF_VIEW = 45;
let ASPECT = SCENE_WIDTH / SCENE_HEIGHT;
let NEAR = 0.1;
let FAR = 10000;

let scene = new THREE.Scene();

let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x8d8d8d, 1);
renderer.setSize(SCENE_WIDTH, SCENE_HEIGHT);
document.getElementById('webgl-container').appendChild(renderer.domElement);

let camera = new THREE.PerspectiveCamera(FIELD_OF_VIEW, ASPECT, NEAR, FAR);
camera.position.set(-1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

let light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(30, 100, 50);
scene.add(light);

var geometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.3, 0.7, 0.3, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
geometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.7, 0, 0.6, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);

geometry.merge(tmpGeometry, tmpMatrix);
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
let object = new THREE.Mesh( geometry, material );

let glowMaterial = new THREE.ShaderMaterial({
uniforms: {
glowAlpha: {
type: "float",
value: 1
},
glowColor: {
type: "v3",
value: new THREE.Vector3(0, 1, 0)
},
viewVector: {
type: "v3",
value: camera.position
}
},
vertexShader: document.getElementById('vertexShaderSun').textContent,
fragmentShader: document.getElementById('fragmentShaderSun').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});

var glowGeometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.4, 0.8, 0.4, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.8, 0, 0.7, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

let glowMesh = new THREE.Mesh(glowGeometry, glowMaterial);
object.add(glowMesh);
object.glow = glowMesh;
scene.add(object);

let controls = new THREE.OrbitControls(camera, renderer.domElement);

function update () {
let viewVector = new THREE.Vector3().subVectors( camera.position, object.glow.getWorldPosition());
object.glow.material.uniforms.viewVector.value = viewVector;

renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);

#webgl-container {
position: absolute;
left: 0;
top: 0;
background-color: aqua;
}

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex">
uniform float glowAlpha;
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, glowAlpha );
}
</script>

<div id="webgl-container"></div>





So as you can see this particular glow code appears to be different depending on shape it was used on. How could one modify the code to have good looking glow on a diamond (like the one on torus).










share|improve this question














I am working on an animation that involves display of diamonds. I coded a shape that is good looking and i wanted to add a glow effect. Unfortunately my shaders knowledge is close to zero so i had to find some good tutorial. I was able to apply and modify found code but the result is quite bad. Found glow effect looks good on for example torus shape, but when i placed it on my diamonds it doesnt looks like glow at all. On torus shape you can see that its nicely fading while on diamond its just solid.



This is glow applied on torus:
enter image description here



While this is actual code with diamond in place:






let SCENE_WIDTH = window.innerWidth;
let SCENE_HEIGHT = window.innerHeight;

let FIELD_OF_VIEW = 45;
let ASPECT = SCENE_WIDTH / SCENE_HEIGHT;
let NEAR = 0.1;
let FAR = 10000;

let scene = new THREE.Scene();

let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x8d8d8d, 1);
renderer.setSize(SCENE_WIDTH, SCENE_HEIGHT);
document.getElementById('webgl-container').appendChild(renderer.domElement);

let camera = new THREE.PerspectiveCamera(FIELD_OF_VIEW, ASPECT, NEAR, FAR);
camera.position.set(-1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

let light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(30, 100, 50);
scene.add(light);

var geometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.3, 0.7, 0.3, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
geometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.7, 0, 0.6, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);

geometry.merge(tmpGeometry, tmpMatrix);
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
let object = new THREE.Mesh( geometry, material );

let glowMaterial = new THREE.ShaderMaterial({
uniforms: {
glowAlpha: {
type: "float",
value: 1
},
glowColor: {
type: "v3",
value: new THREE.Vector3(0, 1, 0)
},
viewVector: {
type: "v3",
value: camera.position
}
},
vertexShader: document.getElementById('vertexShaderSun').textContent,
fragmentShader: document.getElementById('fragmentShaderSun').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});

var glowGeometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.4, 0.8, 0.4, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.8, 0, 0.7, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

let glowMesh = new THREE.Mesh(glowGeometry, glowMaterial);
object.add(glowMesh);
object.glow = glowMesh;
scene.add(object);

let controls = new THREE.OrbitControls(camera, renderer.domElement);

function update () {
let viewVector = new THREE.Vector3().subVectors( camera.position, object.glow.getWorldPosition());
object.glow.material.uniforms.viewVector.value = viewVector;

renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);

#webgl-container {
position: absolute;
left: 0;
top: 0;
background-color: aqua;
}

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex">
uniform float glowAlpha;
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, glowAlpha );
}
</script>

<div id="webgl-container"></div>





So as you can see this particular glow code appears to be different depending on shape it was used on. How could one modify the code to have good looking glow on a diamond (like the one on torus).






let SCENE_WIDTH = window.innerWidth;
let SCENE_HEIGHT = window.innerHeight;

let FIELD_OF_VIEW = 45;
let ASPECT = SCENE_WIDTH / SCENE_HEIGHT;
let NEAR = 0.1;
let FAR = 10000;

let scene = new THREE.Scene();

let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x8d8d8d, 1);
renderer.setSize(SCENE_WIDTH, SCENE_HEIGHT);
document.getElementById('webgl-container').appendChild(renderer.domElement);

let camera = new THREE.PerspectiveCamera(FIELD_OF_VIEW, ASPECT, NEAR, FAR);
camera.position.set(-1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

let light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(30, 100, 50);
scene.add(light);

var geometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.3, 0.7, 0.3, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
geometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.7, 0, 0.6, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);

geometry.merge(tmpGeometry, tmpMatrix);
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
let object = new THREE.Mesh( geometry, material );

let glowMaterial = new THREE.ShaderMaterial({
uniforms: {
glowAlpha: {
type: "float",
value: 1
},
glowColor: {
type: "v3",
value: new THREE.Vector3(0, 1, 0)
},
viewVector: {
type: "v3",
value: camera.position
}
},
vertexShader: document.getElementById('vertexShaderSun').textContent,
fragmentShader: document.getElementById('fragmentShaderSun').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});

var glowGeometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.4, 0.8, 0.4, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.8, 0, 0.7, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

let glowMesh = new THREE.Mesh(glowGeometry, glowMaterial);
object.add(glowMesh);
object.glow = glowMesh;
scene.add(object);

let controls = new THREE.OrbitControls(camera, renderer.domElement);

function update () {
let viewVector = new THREE.Vector3().subVectors( camera.position, object.glow.getWorldPosition());
object.glow.material.uniforms.viewVector.value = viewVector;

renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);

#webgl-container {
position: absolute;
left: 0;
top: 0;
background-color: aqua;
}

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex">
uniform float glowAlpha;
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, glowAlpha );
}
</script>

<div id="webgl-container"></div>





let SCENE_WIDTH = window.innerWidth;
let SCENE_HEIGHT = window.innerHeight;

let FIELD_OF_VIEW = 45;
let ASPECT = SCENE_WIDTH / SCENE_HEIGHT;
let NEAR = 0.1;
let FAR = 10000;

let scene = new THREE.Scene();

let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x8d8d8d, 1);
renderer.setSize(SCENE_WIDTH, SCENE_HEIGHT);
document.getElementById('webgl-container').appendChild(renderer.domElement);

let camera = new THREE.PerspectiveCamera(FIELD_OF_VIEW, ASPECT, NEAR, FAR);
camera.position.set(-1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);

let light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(30, 100, 50);
scene.add(light);

var geometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.3, 0.7, 0.3, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
geometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.7, 0, 0.6, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);

geometry.merge(tmpGeometry, tmpMatrix);
let material = new THREE.MeshPhongMaterial({color: 0x00ff00});
let object = new THREE.Mesh( geometry, material );

let glowMaterial = new THREE.ShaderMaterial({
uniforms: {
glowAlpha: {
type: "float",
value: 1
},
glowColor: {
type: "v3",
value: new THREE.Vector3(0, 1, 0)
},
viewVector: {
type: "v3",
value: camera.position
}
},
vertexShader: document.getElementById('vertexShaderSun').textContent,
fragmentShader: document.getElementById('fragmentShaderSun').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});

var glowGeometry = new THREE.Geometry(),
tmpGeometry = new THREE.CylinderGeometry(0.4, 0.8, 0.4, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, +tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

var tmpGeometry = new THREE.CylinderGeometry(0.8, 0, 0.7, 6, 1, false),
tmpMatrix = new THREE.Matrix4().makeTranslation(0, -tmpGeometry.parameters.height/2, 0);
glowGeometry.merge(tmpGeometry, tmpMatrix);

let glowMesh = new THREE.Mesh(glowGeometry, glowMaterial);
object.add(glowMesh);
object.glow = glowMesh;
scene.add(object);

let controls = new THREE.OrbitControls(camera, renderer.domElement);

function update () {
let viewVector = new THREE.Vector3().subVectors( camera.position, object.glow.getWorldPosition());
object.glow.material.uniforms.viewVector.value = viewVector;

renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);

#webgl-container {
position: absolute;
left: 0;
top: 0;
background-color: aqua;
}

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex">
uniform float glowAlpha;
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, glowAlpha );
}
</script>

<div id="webgl-container"></div>






javascript three.js shapes fragment-shader vertex-shader






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asked Nov 20 '18 at 11:37









MeviaMevia

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  • Have you looked into the 'postprocessing' npm module, which could be another option to consider? Check out the bloom demo here - vanruesc.github.io/postprocessing/public/demo/#bloom.

    – danlong
    Nov 20 '18 at 11:46



















  • Have you looked into the 'postprocessing' npm module, which could be another option to consider? Check out the bloom demo here - vanruesc.github.io/postprocessing/public/demo/#bloom.

    – danlong
    Nov 20 '18 at 11:46

















Have you looked into the 'postprocessing' npm module, which could be another option to consider? Check out the bloom demo here - vanruesc.github.io/postprocessing/public/demo/#bloom.

– danlong
Nov 20 '18 at 11:46





Have you looked into the 'postprocessing' npm module, which could be another option to consider? Check out the bloom demo here - vanruesc.github.io/postprocessing/public/demo/#bloom.

– danlong
Nov 20 '18 at 11:46












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