我正在尝试使用three.js中的BufferGeometry为我创建的粒子添加纹理。
我相信我正在正确加载材料,并且问题出在我的片段着色器中,但由于我是three.js的新手,所以无法解决这个问题。我设法使用Geometry而不是BufferGeometry来获得我想要的效果:https://codepen.io/phillip-hogan/pen/mMJdXY/?editors=0010
...但我确实需要理想地使用BufferGeometry。以下是我的代码:
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: particleUniforms,
vertexShader: vertexshaderSource, // need to fill this variable with source of vertex-shader
fragmentShader: fragmentshaderSource, // similarly, source of the fragment-shader
blending: THREE.AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
});
...以及我的顶点和片段着色器代码:
var vertexshaderSource = [
"attribute float size;",
"attribute vec3 customColor;",
"varying vec3 vColor;",
"void main() {",
"vColor = customColor;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"gl_PointSize = size * ( 30.0 / -mvPosition.z );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n");
var vertexshaderSource = [
"attribute float size;",
"attribute vec3 customColor;",
"varying vec3 vColor;",
"void main() {",
"vColor = customColor;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"gl_PointSize = size * ( 30.0 / -mvPosition.z );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n");
var fragmentshaderSource = [
"uniform vec3 color;",
"varying vec3 vColor;",
"void main() {",
"gl_FragColor = vec4( color * vColor, 1.0 );",
"}"
].join("\n");