Reputation: 19
I'm trying to apply a simple custom shader to a cube in Three.js but I'm having a bit of trouble. When I try to apply the shader the cube disappears. If I use a regular Toon or Lambert Material this isn't a problem - the cube rotates and can be manipulated as normal.
Orbit Controls also stops working when I try to apply the custom shader. Although I've gone through the examples I can't seem to get it work.
//Set Scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 3;
//Create Light
var light = new THREE.PointLight(0xFE938C, 1.5);
light.position.set(0,5,20);
scene.add(light);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var uniforms = {
u_time: {type: 'f', value: 0.2},
u_resolution: {type: 'v2', value: new THREE.Vector2()},
};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
});
var cube = new THREE.Mesh( geometry, material );
cube.position.set(0, 0 , 0);
scene.add( cube );
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight);
document.body.appendChild( renderer.domElement );
controls = new THREE.OrbitControls( camera, renderer.domElement );
var render = function () {
requestAnimationFrame( render );
//cube.rotation.x += 0.1;
//cube.rotation.y += 0.005;
renderer.render(scene, camera);
};
render();
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>
Upvotes: 1
Views: 1219
Reputation:
At a minimum you need to use a vertex shader that takes into account the projection matrix and model view matrix that three defines and passes in
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
//Set Scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 3;
//Create Light
var light = new THREE.PointLight(0xFE938C, 1.5);
light.position.set(0,5,20);
scene.add(light);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var uniforms = {
u_time: {type: 'f', value: 0.2},
u_resolution: {type: 'v2', value: new THREE.Vector2()},
};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
});
var cube = new THREE.Mesh( geometry, material );
cube.position.set(0, 0 , 0);
scene.add( cube );
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight);
document.body.appendChild( renderer.domElement );
var render = function () {
requestAnimationFrame( render );
uniforms.u_resolution.value.x = window.innerWidth;
uniforms.u_resolution.value.y = window.innerHeight;
cube.rotation.x += 0.1;
cube.rotation.y += 0.005;
renderer.render(scene, camera);
};
render();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>
Upvotes: 3