Reputation: 21996
I am trying to pass an attribute variable with three.js to the vertex shader, then the vertex shader should pass it to the fragment shader through a varying
variable.
Vertex shader:
attribute vec4 color;
varying vec4 outColor;
void main()
{
outColor= color;
gl_Position= projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
Fragment shader:
varying vec4 outColor;
void main() {
gl_FragColor = outColor;
}
This way let's say that I have a cube with 8 vertices: if there is a different color for each vertex, then the cube should be drawn by interpolating the color of each vertex, and in the middle of a face it should have a mixed color. This is the javascript code snippet where I initialize the attributes:
var colors= [];
for(var i=0; i<geometry.vertices.length; i++) {
colors.push(new THREE.Vector4(0.0,1.0,0.0,1.0));
}
var attributes = {
color: {type:"v4", value: colors}
};
var material= new THREE.ShaderMaterial({
uniforms: uniforms,
attributes: {},
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent
});
For now this should draw a completely green cube. The problem is that the instruction in the vertex shader outColor=color;
messes up everything: I just see a black screen. If I replace this instruction with outColor=vec4(0.0,1.0,0.0,1.0);
, I see a correctly drawn green cube on the screen.
Here is the full source code.
Upvotes: 0
Views: 211
Reputation: 435
Try passing attributes
instead of {}
to the THREE.ShaderMaterial
constructor.
Upvotes: 1