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VglShaderMaterial

A material for drawing geometries with custom vertex or fragment shaders, corresponding to THREE.ShaderMaterial.

Properties of VglMaterial are also available as a mixin.

Note that some of these properties are not efficient to update. See here for some caveats about updating material state.

props

  • defines Object (optional) default: {}

    Defines custom constants using #define directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive:

    defines: {
    FOO: 15,
    BAR: true
    }
    

    yields the lines

    #define FOO 15
    #define BAR true
    

    in the GLSL code.

  • fog boolean (optional) default: false

    Define whether the material color is affected by global fog settings; true to pass fog uniforms to the shader. Note that changing this value will cause the material to be reconstructed, so be aware of performance if using this reactively. Also note that when using this, THREE expects fog-related uniforms to be defined on your material; you can use something like the following to include them:

    uniforms: THREE.UniformsUtils.merge([
    THREE.UniformsLib['fog'],
    { other uniforms... }
    ]),
    
  • fragment-shader string (optional) default: The default fragment shader provided by three.js

    Fragment shader GLSL code. This is the actual code for the shader.

  • lights boolean (optional) default: false

    Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Note that changing this value will cause the material to be reconstructed, so be aware of performance if using this reactively. Also note that when using this, THREE expects lighting-related uniforms to be defined on your material; you can use something like the following to include them:

    uniforms: THREE.UniformsUtils.merge([
    THREE.UniformsLib['lights'],
    { other uniforms... }
    ]),
    
  • linewidth float (optional) default: 1

    Controls wireframe thickness. Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.

  • flat-shading boolean (optional) default: false

    Define whether the material is rendered with flat shading.

  • uniforms Object (optional) default: [object Object]

    An object of the form:

    { "uniform1": { value: 1.0 }, "uniform2": { value: 2 } }
    

    specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form

    { value: 1.0 }
    

    where value is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.

  • vertex-shader string (optional) default: The default vertex shader provided by three.js

    Vertex shader GLSL code. This is the actual code for the shader.

  • wireframe boolean (optional) default: false

    Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES).

  • wireframe-linewidth float (optional) default: 1

    Controls wireframe thickness. Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.

computed properties

  • inst

    The THREE.ShaderMaterial instance.

    dependencies: fog, lights

Example

<template>
  <div>
    <vgl-renderer
      antialias
      camera="camera"
      scene="scene"
    >
      <vgl-scene name="scene">
        <vgl-icosahedron-geometry
          name="geo"
          radius="1"
          detail="5"
        />
        <vgl-shader-material
          ref="mat"
          name="mat"
          wireframe
          :defines="defines"
          :uniforms="uniforms"
          :vertex-shader="vertexShader"
          :fragment-shader="fragmentShader"
        />
        <vgl-mesh
          geometry="geo"
          material="mat"
        />
      </vgl-scene>
      <vgl-perspective-camera
        orbit-position="5 0.8 0.2"
        name="camera"
      />
    </vgl-renderer>

    <aside class="control-panel">
      <section>
        <h3>Shaders</h3>
        <label>
          Vertex Shader [<a @click="vertShaderShown = !vertShaderShown">
            {{ vertShaderShown ? 'Hide' : 'Show' }}
          </a>]
        </label>
        <textarea
          v-model="vertexShader"
          :style="{display: vertShaderShown ? &quot;block&quot; : &quot;none&quot;}"
          rows="14"
          cols="50"
        />
        <label>
          Fragment Shader [<a @click="fragShaderShown = !fragShaderShown">
            {{ fragShaderShown ? 'Hide' : 'Show' }}
          </a>]
        </label>
        <textarea
          v-model="fragmentShader"
          :style="{display: fragShaderShown ? &quot;block&quot; : &quot;none&quot;}"
          rows="14"
          cols="50"
        />
      </section>
      <section>
        <h3>Vert Shader Uniforms</h3>
        <table>
          <tr>
            <td>Offset</td><td>
              <input
                v-model.number="uniforms.waveOffset.value"
                class="slider"
                type="range"
                max="2"
                step="0.01"
              >
            </td>
          </tr>
          <tr>
            <td>Amplitude</td><td>
              <input
                v-model.number="uniforms.waveAmp.value"
                class="slider"
                type="range"
                max="2"
                step="0.01"
              >
            </td>
          </tr>
          <tr>
            <td>Frequency</td><td>
              <input
                v-model.number="uniforms.waveFreq.value"
                class="slider"
                type="range"
                max="50"
              >
            </td>
          </tr>
        </table>
        <label>
          <h3>Frag Shader Uniforms</h3>
          Frag Color
          <select v-model.number="uniforms.displayColor.value">
            <option
              value="0"
              selected
            >Cartesian</option>
            <option value="1">Spherical</option>
            <option value="2">Depth</option>
          </select>
        </label>
      </section>
    </aside>
  </div>
</template>

<script>
export default {
  data: () => ({
    vertShaderShown: false,
    fragShaderShown: false,
    defines: {
      COLOR_CARTESIAN: 0,
      COLOR_SPHERICAL: 1,
      COLOR_DEPTH: 2,
    },
    uniforms: {
      waveOffset: { value: 0.0 },
      waveAmp: { value: 0.2 },
      waveFreq: { value: 10 },
      displayColor: { value: 0 },
    },
    vertexShader: `

uniform float waveOffset;
uniform float waveAmp;
uniform float waveFreq;

varying vec4 vCartesian;
varying vec4 vSpherical;

void main() {
  float r = length(position);
  float theta = acos(position.y / r); // inclination
  float phi = atan(position.z, position.x); // azimuth

  float finalR = r + sin((theta + waveOffset) * waveFreq) * waveAmp;
  vec4 finalPos = vec4(
    finalR * sin(theta) * cos(phi),
    finalR * cos(theta),
    finalR * sin(theta) * sin(phi),
    1.0
  );

  gl_Position = projectionMatrix * modelViewMatrix * finalPos;

  const float PI = 3.141592654;
  vCartesian = finalPos;
  vSpherical = vec4( // normalize values to [0, 1]
    r,
    theta / PI,
    ((phi / PI) + 1.0) / 2.0,
    1.0
  );
}

      `.trim(),
    fragmentShader: `

uniform int displayColor;

varying vec4 vSpherical;
varying vec4 vCartesian;

void main() {
  if (displayColor == COLOR_CARTESIAN) {
    gl_FragColor = vCartesian;
  } else if (displayColor == COLOR_SPHERICAL) {
    gl_FragColor = vSpherical;
  } else if (displayColor == COLOR_DEPTH) {
    float depth = gl_FragCoord.z * gl_FragCoord.w;
    gl_FragColor = vec4(vec3(depth), 1.0);
  }
}

      `.trim(),
  }),
};
</script>