I'm learning about shaders using a number of existing webgl tutorials, and I was hoping there would be a way to attach a compiled shader program to a threejs shadermaterial, but I'm getting stuck. If possible it would be very nice to set attributes and uniforms using the gl methods, and then set the shader program on the material. Here's what I've tried.
<!doctype html>
<html>
<head>
<script src="http://threejs.org/build/three.min.js"></script>
<meta charset="utf-8" />
<title>Sample Three.js</title>
<style>
#container {
background: #000;
width: 400px;
height: 300px;
}
</style>
</head>
<body>
</body>
<script type="x-shader/x-vertex" id="vertexshader">
// switch on high precision floats
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 projectionmyMatrix;
attribute vec3 vertexPos;
attribute float displacement;
uniform float amplitude;
void main()
{
vec3 newPos = vertexPos;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPos,1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
#ifdef GL_ES
precision highp float;
#endif
void main( void ) {
gl_FragColor = vec4( 1.0,1.0,1.0,1.0);
}
</script>
<!-- End Shaders -->
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.5.1/jquery.min.js"></script>
<script type="text/javascript">
// set the scene size
var WIDTH = 800,
HEIGHT = 600;
// set some camera attributes
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 1,
FAR = 1000;
// get the DOM element to attach to
// - assume we've got jQuery to hand
var $container = $('body');
// create a WebGL renderer, camera
// and a scene
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR );
var scene = new THREE.Scene();
// the camera starts at 0,0,0 so pull it back
camera.position.z = 300;
// start the renderer
renderer.setSize(WIDTH, HEIGHT);
// attach the render-supplied DOM element
$container.append(renderer.domElement);
// set up the sphere vars
var radius = 50, segments = 16, rings = 16;
// create the sphere's material
var shaderMaterial = new THREE.ShaderMaterial({
vertexShader: $('#vertexshader').text(),
fragmentShader: $('#fragmentshader').text()
});
// create a new mesh with sphere geometry -
// we will cover the sphereMaterial next!
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(radius, segments, rings),
shaderMaterial);
//filling the attribute vertex array
// add the sphere and camera to the scene
scene.add(sphere);
scene.add(camera);
renderer.compile(scene,camera)
var gl = renderer.getContext()
var sq = createSquare(gl)
var prg = shaderMaterial.program.program
var posAttr = gl.getAttribLocation(prg,'vertexPos')
// set the vertex buffer to be drawn
gl.bindBuffer(gl.ARRAY_BUFFER, sq.buffer);
// set the shader to use
gl.useProgram(prg);
// connect up the shader parameters: vertex position and projection/model matrices
gl.vertexAttribPointer(posAttr, sq.vertSize, gl.FLOAT, false, 0, 0);
renderer.compile(scene,camera)
// create a rendering loop
var frame = 0;
function update() {
frame += .01
renderer.render(scene, camera);
requestAnimationFrame(update)
}
requestAnimationFrame(update)
</script>
</html>
I would prefer not to have to translate from the tutorials into the uniforms, attributes syntax used by three.js denoted below
```
var attributes = {
displacement: {
type: 'f', // a float
value: [] // an empty array
}
};
var uniforms = {
amplitude: {
type: 'f', // a float
value: 1
}
};
var vShader = $('#vertexshader');
var fShader = $('#fragmentshader');
// create the final material
var shaderMaterial =
new THREE.MeshShaderMaterial({
uniforms: uniforms,
attributes: attributes,
vertexShader: vShader.text(),
fragmentShader: fShader.text()
});
...