I had to re-write my question because I was asking the wrong thing before.
I meant to ask, how do you update a uniform in three.js?
This seems to work:
yourMesh.material.uniforms.yourUniform.value = whatever;
There are 2 Ways:
You can update uniform
in Shader Material
itself
OR
you can use mesh.material
to access the ShaderMaterial
and then update the uniform
Example of both cases:
var delta = 0
var customUniforms = {
delta: { value: 0 },
u_time: { value: Date.now() }
};
// shader material with custom Uniform
shaderMaterial = new THREE.ShaderMaterial({
uniforms: customUniforms,
vertexShader: document.getElementById("vertexShader2").textContent,
fragmentShader: document.getElementById("fragmentShader2").textContent
});
// test Mesh object for shader
var geometry = new THREE.BoxBufferGeometry(10, 10, 10, 10, 10, 10);
shaderMesh = new THREE.Mesh(geometry, shaderMaterial);
this.scene.add(shaderMesh);
In animate loop
animate = () => {
delta += 0.1;
// Update uniform in Shader Material
shaderMaterial.uniforms.delta.value = 0.5 + Math.sin(delta) * 0.0005;
// Update uniform from Mesh itself
shaderMesh.material.uniforms.u_time.value = delta;
}
https://codesandbox.io/s/autumn-http-e9wk5
Complete Example
<body>
<div id="container"></div>
<script src="js/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.u_time.value += 0.05;
renderer.render( scene, camera );
}
</script>
</body>
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