我这里有一个问题) 我决定使用我的着色器(scene.overrideMaterial),我需要以某种方式获取地图纹理。
MaterialsShader = {
uniforms: {
time: { type: 'f', value: 0.0 },
},
vertexShader:
"varying vec2 vUv; \n\
void main(){\n\
vUv = uv;\n\
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );\n\
gl_Position = projectionMatrix * mvPosition;\n\
}",
fragmentShader: [
'varying vec2 vUv;',
'uniform float opacity;',
'#ifdef USE_MAP',
'uniform sampler2D map;',
'#endif',
'void main(){',
'vec3 color = vec3(1.0,0.0,0.0) * opacity;',
'#ifdef USE_MAP',
'vec4 mapTexel = texture2D( map, vUv.xy );',
'gl_FragColor = mapTexel;',
'#endif',
//'gl_FragColor.rgb = color;',
'}'].join("\n")
}
但由于某种原因纹理本身不存在,我得到黑色材料。
var uniforms = THREE.UniformsUtils.clone( MaterialsShader.uniforms );
uniforms = THREE.UniformsUtils.merge( [uniforms, THREE.UniformsLib['common'],THREE.UniformsLib['lights']] );
var material = new THREE.ShaderMaterial({
uniforms : uniforms,
vertexShader : MaterialsShader.vertexShader,
fragmentShader : MaterialsShader.fragmentShader,
});
如何获得(地图)纹理?
答案 0 :(得分:2)
1)您需要实际定义map
制服......
MaterialsShader = {
uniforms: {
time: { type: 'f', value: 0.0 },
map: { type: 't', value: yourLoadedTexture },
},
2)您需要定义USE_MAP
才能输入着色器的代码段。将其添加到着色器代码的顶部:
#define USE_MAP true
或者您可以为着色器设置defines
属性:
var material = new THREE.ShaderMaterial({
uniforms : uniforms,
vertexShader : MaterialsShader.vertexShader,
fragmentShader : MaterialsShader.fragmentShader,
map : yourLoadedTexture,
defines : {
USE_MAP: true
}
});
这些具有相同的效果。