2012-01-17 28 views
7

我正在尝试为Three.js制作最简单的自定义着色器,但我还没弄清楚如何使其工作。我使用着色器的对象完全不出现。Three.js中真正简单的自定义着色器 - 如何使其工作?

在我的网页HTML我有:

<script id="simplefs" type="x-shader/x-fragment"> 

    void main(void) { 
     gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); 
    } 
</script> 

<script id="simplevs" type="x-shader/x-vertex"> 

    void main(void) { 
     gl_Position = modelViewMatrix * projectionMatrix * vec4(position, 1.0); 
    } 
</script> 
在JavaScript

然后:

var vertShader = document.getElementById("simplevs").innerHTML; 
var fragShader = document.getElementById("simplefs").innerHTML; 

var myMaterial = new THREE.ShaderMaterial({ 
    vertexShader : vertShader, 
    fragmentShader: fragShader 
}); 

var baseBevel = new THREE.Mesh(new THREE.CylinderGeometry(BaseRadius - BaseBevel, BaseRadius, BaseBevel, 100, 100, false), 
           myMaterial) 
baseBevel.position.x = x; 
baseBevel.position.y = y; 
baseBevel.position.z = BaseHeight - (BaseBevel/2.0); 
baseBevel.rotation.x = Math.PI/2.0; 

scene.add(baseBevel); 

凡客体应该是,没有什么。如果我用MeshLambertMaterial替换材质,它工作正常。我错过了什么,我需要使它工作?

回答

7

简单的解决方案,在顶点着色器的矩阵乘法的顺序需要被改变为:

gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); 
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