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console 命令行工具 X clear

                    
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console
var renderer, scene, camera, composer, circle, particle;
var lights = [];
window.onload = function() {
  init();
  animate();
}

function init() {
  renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true
  });
  renderer.setPixelRatio((window.devicePixelRatio) ? window.devicePixelRatio : 1);
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.autoClear = false;
  renderer.setClearColor(0x000000, 0.0);
  document.getElementById('canvas').appendChild(renderer.domElement);

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 400;
  scene.add(camera);

  circle = new THREE.Object3D();
  particle = new THREE.Object3D();
  halo = new THREE.Object3D();

  scene.add(circle);
  scene.add(particle);
  scene.add(halo);

  var geometry = new THREE.TetrahedronGeometry(1, 1);
  //var geo_planet = new THREE.SphereGeometry(10, 64, 32);
  var geo_planet = new THREE.IcosahedronGeometry(10, 2)
  var geom3 = new THREE.SphereGeometry(16, 32, 16);

  var material = new THREE.MeshPhongMaterial({
    color: 0x111111,
    shading: THREE.FlatShading
  });

 for (var i = 0; i < 500; i++) {
    var mesh = new THREE.Mesh(geometry, material);
    mesh.position.set(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
    mesh.position.multiplyScalar( 200 + (Math.random() * 500));
    mesh.rotation.set(Math.random() * 2, Math.random() * 2, Math.random() * 2);
    particle.add(mesh);
  }

  var mat = new THREE.MeshPhongMaterial({
    color: 0xcea3a3,
    emissive: 0x000000,
    //shading: THREE.FlatShading
    shading : THREE.SmoothShading
  });

  var mat3 = new THREE.ShaderMaterial({
    uniforms: {},
    vertexShader: document.getElementById('vertexShader').textContent,
    fragmentShader: document.getElementById('fragmentShader').textContent,
    side: THREE.BackSide,
    blending: THREE.AdditiveBlending,
    transparent: true
  });

  var planet = new THREE.Mesh(geo_planet, mat);
  planet.scale.x = planet.scale.y = planet.scale.z = 15;
  circle.add(planet);

  var ball = new THREE.Mesh(geom3, mat3);
  ball.scale.x = ball.scale.y = ball.scale.z = 16;
  halo.add(ball);
  
  var ambientLight = new THREE.AmbientLight(0x000000);
  scene.add(ambientLight);
  
  var hemiLight = new THREE.HemisphereLight(0x000000, 0x1111111, 7);
        hemiLight.position.set(-1, -1, 3);
  circle.add(hemiLight);
 
  lights[1] = new THREE.DirectionalLight(0x000000, 7);
  lights[1].position.set(-1, 0, 0.5);
  lights[2] = new THREE.DirectionalLight(0x000000, 7);
  lights[2].position.set(1, 0, 0.5);

  scene.add(lights[1]);
  scene.add(lights[2]);
  
  window.addEventListener('resize', onWindowResize, false);

};

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
  requestAnimationFrame(animate);

  particle.rotation.x += 0.0000;
  particle.rotation.y -= 0.0040;
  //circle.rotation.y -= 0.0030;
  
  renderer.clear();
  renderer.render(scene, camera)
};
<div id="canvas"></div>
<script id="vertexShader" type="x-shader/x-vertex">
  varying vec3 vNormal; void main() { vNormal = normalize( normalMatrix * normal ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
  varying vec3 vNormal; void main() { float intensity = pow( 0.7 - dot( vNormal, vec3( 0.0, 0.0, 0.5 ) ), 4.0 ); gl_FragColor = vec4( 1.3, 1.0, 1.0, 1.0 ) * intensity; }
</script>
html, body{
  box-sizing: border-box;
  margin: 0; padding: 0;
  overflow: hidden;
}

body {
  width: 100%;
  height: 100%;
  background: #000C1C;
  background: -moz-linear-gradient(top, #000C1C 0%, #15374F 50%, #000C1C 100%);
  background: -webkit-linear-gradient(top, #000C1C 0%, #15374F 50%, #000C1C 100%);
  background: linear-gradient(to bottom, #000 0%, #1e1e1e 50%, #000 100%);
  filter: progid: DXImageTransform.Microsoft.gradient( startColorstr='#000C1C', endColorstr='#15374F', GradientType=0);
}

本项目引用的自定义外部资源