Reputation: 1418
I have a sphere to which I add glow through a custom shader.
I have fog on my scene, which affects the sphere, but not the glow (when I zoom out the sphere disappears, but the glow stays).
How do I make the fog affect the glow?
Here's a codepen with the whole scene:
http://codepen.io/marjan-georgiev/pen/WrmPLY?editors=0010
Here is my glow material code
glowMaterial(){
return new THREE.ShaderMaterial({
side: THREE.BackSide,
blending: THREE.AdditiveBlending,
transparent: true,
fog: true,
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib[ "fog" ],
{
"c": { type: "f", value: 0 },
"p": { type: "f", value: 4.5 },
glowColor: { type: "c", value: Node.defaults.glowColor },
viewVector: { type: "v3", value: {x: 0, y: 0, z: 400} },
fog: true
},
]),
fragmentShader: `
uniform vec3 glowColor;
varying float intensity;
${THREE.ShaderChunk[ "common" ]}
${THREE.ShaderChunk[ "fog_pars_fragment" ]}
void main()
{
vec3 outgoingLight = vec3( 0.0 );
vec3 glow = glowColor * intensity;
${THREE.ShaderChunk[ "fog_fragment" ]}
gl_FragColor = vec4(glow, 1.0 );
}
`,
vertexShader: `
uniform vec3 viewVector;
uniform float c;
uniform float p;
varying float intensity;
void main()
{
vec3 vNormal = normalize( normalMatrix * normal );
vec3 vNormel = normalize( normalMatrix * viewVector );
intensity = pow( c - dot(vNormal, vNormel), p );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
});
}
Upvotes: 1
Views: 1959
Reputation: 10155
Take a look at the fog fragment for r70 (which you are using) HERE and you will see that it is applying fog to gl_FragColor.
Moving the fog_fragment to after you set gl_FragColor should make fog have an affect on your shader.
fragmentShader: '
uniform vec3 glowColor;
varying float intensity;
${THREE.ShaderChunk[ "common" ]}
${THREE.ShaderChunk[ "fog_pars_fragment" ]}
void main()
{
vec3 outgoingLight = vec3( 0.0 );
vec3 glow = glowColor * intensity;
gl_FragColor = vec4(glow, 1.0 );
${THREE.ShaderChunk[ "fog_fragment" ]}
}
',
Upvotes: 3