glsl - Three.js ShaderMaterial shaders: What's the identity ("hello world") vertex and fragment code? -
i'm trying write custom shader three.js shadows, new glsl , having trouble getting started. think best approach start "identity" functions produce same shading default shadermaterial
function , hack on those. can't seem work. here's i've tried:
// vertex function void main() { gl_position = projectionmatrix * modelviewmatrix * vec4( position, 1 ); } // fragment function uniform vec3 shadowcolor; void main() { gl_fragcolor = vec4(shadowcolor, 1); }
the uniforms
provides black shadow color:
uniforms: { shadowcolor: { type: 'c', value: new three.color(0x000000) } }, vertexshader: vshader, fragmentshader: fshader, side: three.doubleside, blending: three.additiveblending, transparent: true });
this produces nothing in way of shadow, though it's firing correctly, see, because can change output of gl_fragcolor
arbitrary hsl value , see whole view shaded color. don't understand correct vertexshader
produces same output default.
any identity vertexshader , fragmentshader aid me in getting feet wet glsl.
thanks!
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