Reputation: 641
I have the need to orientate an instance of THREE.Mesh to always face the camera. I know I could just use the [THREE.Mesh].lookAt() method, but I'm trying to work on my GLSL chops a bit more and want to be able to do this in a vertex shader.
I've read through NeHe's Billboarding tutorial, and it makes sense to me. Well, all apart from the bit where one applies these orientation vectors to each vertex.
I feel like I'm very close to getting this working, but as it stands at the moment, my vertex shader is looking more like a 90s rave video than a billboard:
Progress so far fiddle: http://jsfiddle.net/RZ4XE/2/
Below is my vertex shader (the fragment shader just assigns a vec4 color). It's making use of various default uniforms / attributes that THREE.js provides, listed below just in case someone unfamiliar with THREE.js is reading this :)
cameraPosition
(vec3), position
(vertex position, another vec3), projectionMatrix
(camera's projectionMatrix, mat4), modelViewMatrix
(camera.matrixWorldInverse * object.matrixWorld, mat4)
void main() {
vec3 look = normalize( cameraPosition - position );
if( length( look ) == 0.0 ) {
look.z = 1.0;
}
vec3 up = vec3( 0.0, 1.0, 0.0 );
vec3 right = normalize( cross( up, look ) );
up = normalize( cross( look, right ) );
mat4 transformMatrix;
transformMatrix[0][0] = right.x;
transformMatrix[0][1] = right.y;
transformMatrix[0][2] = right.z;
transformMatrix[1][0] = up.x;
transformMatrix[1][1] = up.y;
transformMatrix[1][2] = up.z;
transformMatrix[2][0] = look.x;
transformMatrix[2][1] = look.y;
transformMatrix[2][2] = look.z;
gl_Position = projectionMatrix * modelViewMatrix * transformMatrix * vec4( position, 1.0 );
}
Thanks in advance.
Upvotes: 3
Views: 3931
Reputation: 1006
Apparently this works:
gl_Position = projectionMatrix * (modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(position.x, position.y, 0.0, 0.0));
I'm actually trying to figure out how to do axis aligned billboards.
Upvotes: 6