I would like to transform the shader pass below to a shader material.
https://github.com/felixturner/bad-tv-shader
Is it possible, how to procede ? For me it should be easy if the shaderMaterial is applied to a plane Geometry.
I tried this transformation on this codesandbox : https://codesandbox.io/s/r3f-wavey-image-shader-forked-4fb238
The only thing I did for the moment is copying the code of the shader pass into a object.
Thanks.
Related
I am trying to use ShaderToy shaders with a Buffer in three.js. Such as this one.
I figure that I need to setup uniforms for iTime, iResolution and iChannel0 but I do not know how to combine/modify the 2 mainImage() functions in order to use in three.js
I am working on a Threejs project. I am hoping to apply a custom shader to the entire scene, rather than just an object. I'm very unexperienced with shaders so I'm not even sure if this concept makes sense, but is it possible to apply a shader to the renderer? Or maybe the camera?
It is a fragment shader if that makes a difference, but it would be nice to apply any type of shader in the future.
You can apply shaders to the scene with ✨ post-processing ✨.
Here is the link to three.js documentation about post-processing 🔽🔽🔽
https://threejs.org/docs/#manual/en/introduction/How-to-use-post-processing
For all the other shaders there is a VSSetShader or PSSetShader function in the device context but I don't see the equivalent for the geometry shader. Thanks!
You're looking for ID3D11DeviceContext::GSSetShader.
I have a Collada object which i load per Three.js into my scene.
Now I want to change some vertex positions of the model in the
vertex shader, which is no problem.
But with this I have to skip the exported collada material and take a
ShaderMaterial.
The problem is now that I have to calculate the complete lighting of
the scene in my fragment shader.
Before, with the collada material, the complete lighting was calculated by the framework by using a directional light and a hemisphere light.
So my question is, if there is a solution where I can leave the fragmentShader untouched and all the colors are calculated as if I would use no ShaderMaterial.
I tried to use THREE.ShaderLib and pass only the fragmentShader of the phong shader
and my own vertexShader. But this gave only errors that not the same varyings are defined in both shaders.
Unfortunately, you are correct. You have to create your own ShaderMaterial, and it will be tedious to incorporate scene lighting.
If your scene lighting is not that important, you can hack in some ambient light and a single light at the camera location in your fragment shader.
If your scene lighting is important, then you need to set the ShaderMaterial parameter lights: true, and you will have access to the scene light uniforms in your vertex and fragment shaders.
three.js r.63
I'm using OpenGL ES + GLKit. I've never been this low-level before in my life so I still have to learn a lot of things. I've developed a Unity games before and you just give it a .obj file and corresponding texture and it's done. (UV mapping happens to be inside the .obj file?)
I want to develop a kind of special Toon Shader with some different characteristics for use with 3D model. So I need to write a vertex shader (.vsh) and fragment shader (.fsh) right?
However, I just know that in order to apply a texture to a model with correct UV coordinate, you have to do this in shader? (am I right?) With "Texture Shader".
So, If I want to both apply the texture with UV mapping then apply my special Toon Shader, I have to write both in the same shader? There is no way I can create a plug-and-play Toon shader so I can use it with anything?
As a side question, which file format is a UV coordinate and how can I take that in to a shader program? What kind of attribute variable?
So I need to write a vertex shader (.vsh) and fragment shader (.fsh)
right?
Yes.
However, I just know that in order to apply a texture to a model with
correct UV coordinate
True
There is no way I can create a plug-and-play Toon shader so I can use
it with anything?
Check Uber-Shaders
and how can I take that in to a shader program? What kind of attribute
variable?
You are defining your attributes in shader by yourself. Check this GLSL tutorial