I'm trying to make the simplest custom shader for Three.js that I can, but I haven't figured out how to make it work. The object the I'm using the shader for doesn't appear at all.
In my page html I have:
<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>
Then in javascript:
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);
Where the object should be, there is nothing. It works fine if I replace the material with a MeshLambertMaterial
. What am I missing that I need to make it work?
Easy solution, the order of the matrix multiplication in the vertex shader needs to be changed to:
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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