I'm trying to establish a full screen quad using a pass thru vertex shader in THREE.js. The quad itself is a plane geometry with dimension (2, 2) located at the origin. It is assigned the ShaderMaterial. The camera is at z = 1
aiming at the quad.
The shaders are quite simple:
Vertex Shader:
void main() {
gl_Position = vec4( position, 1.0 );
}
Fragment Shader:
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
But nothing shows up on screen. This setup is a standard way of render-to-texture, why is it not working in THREE.js?
I've tried plane.frustumCulled = false
and changing the clip planes of the camera to no avail.
Any help is appreciated.
Upon further investigation, the reason for not seeing the rendering result is more involved and pointing to some odd behavior in three.js.
I am using a PlaneGeometry with a rotation matrix applied, which is then wrapped by an Object3D with a counter rotation.
var geometry = new THREE.PlaneGeometry(2, 2);
var m4 = new THREE.Matrix4().makeRotationX(Math.PI * 0.5);
geometry.applyMatrix(m4);
var mesh = new THREE.Mesh(geometry, material);
var obj = new THREE.Object3D();
obj.add(mesh);
obj.rotation.x = -Math.PI * 0.5;
scene.add(obj);
This setup seems to throw three.js off and no rendering is shown.
Ok, the rotation got thrown away because it is a part of model view matrix that I ignored in the vertex shader. I've to refact what I'm currently doing.