import * as THREE from 'three';
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x08060f);
const camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
camera.position.set(0, 0, 4.6);
const vertexShader = [
'varying vec3 vPos;',
'varying vec3 vNormal;',
'void main() {',
' vPos = position;',
' vNormal = normalize(normalMatrix * normal);',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}',
].join('\n');
const fragmentShader = [
'uniform float uTime;',
'varying vec3 vPos;',
'varying vec3 vNormal;',
'void main() {',
' float bands = sin((vPos.y * 4.0 + uTime * 1.4)) * 0.5 + 0.5;',
' float swirl = sin((vPos.x * 5.0 - vPos.z * 5.0 + uTime * 2.0)) * 0.5 + 0.5;',
' vec3 colorA = vec3(0.36, 0.36, 0.97);',
' vec3 colorB = vec3(0.95, 0.36, 0.54);',
' vec3 base = mix(colorA, colorB, bands * 0.6 + swirl * 0.4);',
' float rim = pow(1.0 - abs(dot(vNormal, vec3(0.0, 0.0, 1.0))), 2.0);',
' gl_FragColor = vec4(base + rim * 0.25, 1.0);',
'}',
].join('\n');
const mat = new THREE.ShaderMaterial({
uniforms: { uTime: { value: 0 } },
vertexShader,
fragmentShader,
});
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1.5, 96, 96), mat);
scene.add(mesh);
function resize() { renderer.setSize(innerWidth, innerHeight); camera.aspect = innerWidth / innerHeight; camera.updateProjectionMatrix(); }
addEventListener('resize', resize); resize();
renderer.setAnimationLoop((t) => {
mat.uniforms.uTime.value = t * 0.001;
mesh.rotation.y = t * 0.00018;
renderer.render(scene, camera);
});