<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
<style>body{margin: 0px;}</style>
<div id="container"></div>
<script src="three.js"></script>
<script src="d3.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
gl_Position = vec4( position, 1.0 );
var camera, scene, renderer;
d3.xhr('12.glsl', function(res){
fragShader = res.response
container = document.getElementById( 'container' );
camera = new THREE.Camera();
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry(2, 2);
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
var material = new THREE.ShaderMaterial( {
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: fragShader
var mesh = new THREE.Mesh( geometry, material );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
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;
requestAnimationFrame( animate );
uniforms.u_time.value += 0.05;
renderer.render( scene, camera );