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442 lines
16 KiB
442 lines
16 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Material] →
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<h1>[name]</h1>
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<p class="desc">
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A material rendered with custom shaders. A shader is a small program written in
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[link:https://www.khronos.org/files/opengles_shading_language.pdf GLSL] that runs on the GPU.
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You may want to use a custom shader if you need to:
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<ul>
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<li>implement an effect not included with any of the built-in [page:Material materials]</li>
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<li>combine many objects into a single [page:BufferGeometry] in order to improve performance</li>
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</ul>
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There are the following notes to bear in mind when using a `ShaderMaterial`:
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<ul>
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<li>
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A `ShaderMaterial` will only be rendered properly by [page:WebGLRenderer],
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since the GLSL code in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertexShader]
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and [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders fragmentShader] properties must
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be compiled and run on the GPU using WebGL.
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</li>
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<li>
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As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
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A [page:BufferGeometry] instance must be used instead, using [page:BufferAttribute] instances to define custom attributes.
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</li>
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<li>
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As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
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are no longer supposed to be used as uniforms. Their [page:Texture texture] property
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must be used instead.
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</li>
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<li>
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Built in attributes and uniforms are passed to the shaders along with your code.
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If you don't want the [page:WebGLProgram] to add anything to your shader code, you can use
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[page:RawShaderMaterial] instead of this class.
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</li>
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<li>
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You can use the directive #pragma unroll_loop_start and #pragma unroll_loop_end in order to unroll a `for` loop in GLSL by the shader preprocessor.
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The directive has to be placed right above the loop. The loop formatting has to correspond to a defined standard.
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<ul>
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<li>
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The loop has to be [link:https://en.wikipedia.org/wiki/Normalized_loop normalized].
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</li>
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<li>
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The loop variable has to be *i*.
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</li>
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<li>
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The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly value of *i* for the given iteration and can be used in preprocessor statements.
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</li>
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</ul>
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<code>
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#pragma unroll_loop_start
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for ( int i = 0; i < 10; i ++ ) {
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// ...
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}
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#pragma unroll_loop_end
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</code>
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</li>
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</ul>
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</p>
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<h2>Code Example</h2>
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<code>
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const material = new THREE.ShaderMaterial( {
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uniforms: {
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time: { value: 1.0 },
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resolution: { value: new THREE.Vector2() }
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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} );
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_buffergeometry_custom_attributes_particles webgl / buffergeometry / custom / attributes / particles]<br />
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[example:webgl_buffergeometry_selective_draw webgl / buffergeometry / selective / draw]<br />
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[example:webgl_custom_attributes webgl / custom / attributes]<br />
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[example:webgl_custom_attributes_lines webgl / custom / attributes / lines]<br />
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[example:webgl_custom_attributes_points webgl / custom / attributes / points]<br />
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[example:webgl_custom_attributes_points2 webgl / custom / attributes / points2]<br />
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[example:webgl_custom_attributes_points3 webgl / custom / attributes / points3]<br />
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[example:webgl_depth_texture webgl / depth / texture]<br />
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[example:webgl_gpgpu_birds webgl / gpgpu / birds]<br />
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[example:webgl_gpgpu_protoplanet webgl / gpgpu / protoplanet]<br />
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[example:webgl_gpgpu_water webgl / gpgpu / water]<br />
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[example:webgl_interactive_points webgl / interactive / points]<br />
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[example:webgl_video_kinect webgl / video / kinect]<br />
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[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
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[example:webgl_marchingcubes webgl / marchingcubes]<br />
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[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
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[example:webgl_materials_lightmap webgl / materials / lightmap]<br />
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[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
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[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
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[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
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[example:webgl_postprocessing_godrays webgl / postprocessing / godrays]
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</p>
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<h2>Vertex shaders and fragment shaders</h2>
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<div>
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<p>You can specify two different types of shaders for each material:</p>
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<ul>
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<li>
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The vertex shader runs first; it receives `attributes`, calculates / manipulates
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the position of each individual vertex, and passes additional data (`varying`s) to the fragment shader.
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</li>
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<li>
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The fragment ( or pixel ) shader runs second; it sets the color of each individual "fragment"
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(pixel) rendered to the screen.
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</li>
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</ul>
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<p>There are three types of variables in shaders: uniforms, attributes, and varyings:</p>
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<ul>
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<li>
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`Uniforms` are variables that have the same value for all vertices - lighting, fog,
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and shadow maps are examples of data that would be stored in uniforms.
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Uniforms can be accessed by both the vertex shader and the fragment shader.
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</li>
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<li>
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`Attributes` are variables associated with each vertex---for instance, the vertex position,
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face normal, and vertex color are all examples of data that would be stored in attributes.
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Attributes can `only` be accessed within the vertex shader.
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</li>
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<li>
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`Varyings` are variables that are passed from the vertex shader to the fragment shader.
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For each fragment, the value of each varying will be smoothly interpolated from the values of adjacent vertices.
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</li>
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</ul>
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<p>
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Note that `within` the shader itself, uniforms and attributes act like constants;
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you can only modify their values by passing different values to the buffers from your JavaScript code.
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</p>
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</div>
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<h2>Built-in attributes and uniforms</h2>
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<div>
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<p>
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The [page:WebGLRenderer] provides many attributes and uniforms to shaders by default;
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definitions of these variables are prepended to your `fragmentShader` and `vertexShader`
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code by the [page:WebGLProgram] when the shader is compiled; you don't need to declare them yourself.
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See [page:WebGLProgram] for details of these variables.
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</p>
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<p>
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Some of these uniforms or attributes (e.g. those pertaining lighting, fog, etc.)
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require properties to be set on the material in order for [page:WebGLRenderer] to copy
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the appropriate values to the GPU - make sure to set these flags if you want to use these
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features in your own shader.
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</p>
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<p>
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If you don't want [page:WebGLProgram] to add anything to your shader code, you can use
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[page:RawShaderMaterial] instead of this class.
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</p>
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</div>
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<h2>Custom attributes and uniforms</h2>
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<div>
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<p>
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Both custom attributes and uniforms must be declared in your GLSL shader code
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(within `vertexShader` and/or `fragmentShader`). Custom uniforms must be defined in `both`
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the `uniforms` property of your `ShaderMaterial`, whereas any custom attributes must be
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defined via [page:BufferAttribute] instances. Note that `varying`s only need to
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be declared within the shader code (not within the material).
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</p>
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<p>
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To declare a custom attribute, please reference the [page:BufferGeometry] page for an overview,
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and the [page:BufferAttribute] page for a detailed look at the `BufferAttribute` API.
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</p>
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<p>
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When creating your attributes, each typed array that you create to hold your
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attribute's data must be a multiple of your data type's size. For example, if your
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attribute is a [page:Vector3 THREE.Vector3] type, and you have 3000 vertices in your
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[page:BufferGeometry], your typed array value must be created with a length of 3000 * 3,
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or 9000 (one value per-component). A table of each data type's size is shown below for reference:
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</p>
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<table>
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<caption><a id="attribute-sizes">Attribute sizes</a></caption>
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<thead>
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<tr>
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<th>GLSL type</th>
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<th>JavaScript type</th>
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<th>Size</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>float</td>
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<td>[page:Number]</td>
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<td>1</td>
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</tr>
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<tr>
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<td>vec2</td>
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<td>[page:Vector2 THREE.Vector2]</td>
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<td>2</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Vector3 THREE.Vector3]</td>
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<td>3</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Color THREE.Color]</td>
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<td>3</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Vector4 THREE.Vector4]</td>
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<td>4</td>
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</tr>
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</tbody>
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</table>
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<p>
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Note that attribute buffers are `not` refreshed automatically when their values change. To update custom attributes,
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set the `needsUpdate` flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry]
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for further details).
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</p>
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<p>
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To declare a custom [page:Uniform], use the `uniforms` property:
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<code>
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uniforms: {
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time: { value: 1.0 },
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resolution: { value: new THREE.Vector2() }
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}
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</code>
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</p>
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<p>
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You're recommended to update custom [page:Uniform] values depending on [page:Object3D object] and [page:Camera camera]
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in [page:Object3D.onBeforeRender] because [page:Material] can be shared among [page:Mesh meshes], [page:Matrix4 matrixWorld]
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of [page:Scene] and [page:Camera] are updated in [page:WebGLRenderer.render], and some effects render a [page:Scene scene]
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with their own private [page:Camera cameras].
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</p>
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</div>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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Any property of the material (including any property inherited from [page:Material]) can be passed in here.
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Material] class for common properties.</p>
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<h3>[property:Boolean clipping]</h3>
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<p>
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Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
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</p>
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<h3>[property:Object defaultAttributeValues]</h3>
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<p>
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When the rendered geometry doesn't include these attributes but the material does,
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these default values will be passed to the shaders. This avoids errors when buffer data is missing.
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<code>
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this.defaultAttributeValues = {
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'color': [ 1, 1, 1 ],
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'uv': [ 0, 0 ],
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'uv2': [ 0, 0 ]
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};
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</code>
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</p>
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<h3>[property:Object defines]</h3>
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<p>
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Defines custom constants using `#define` directives within the GLSL code for both the
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vertex shader and the fragment shader; each key/value pair yields another directive:
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<code>
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defines: {
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FOO: 15,
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BAR: true
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}
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</code>
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yields the lines
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<code>
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#define FOO 15
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#define BAR true
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</code>
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in the GLSL code.
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</p>
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<h3>[property:Object extensions]</h3>
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<p>
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An object with the following properties:
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<code>
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this.extensions = {
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derivatives: false, // set to use derivatives
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fragDepth: false, // set to use fragment depth values
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drawBuffers: false, // set to use draw buffers
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shaderTextureLOD: false // set to use shader texture LOD
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};
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</code>
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</p>
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<h3>[property:Boolean fog]</h3>
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<p>
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Define whether the material color is affected by global fog settings; true to pass
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fog uniforms to the shader. Default is false.
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</p>
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<h3>[property:String fragmentShader]</h3>
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<p>
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Fragment shader GLSL code. This is the actual code for the shader. In the example above,
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the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
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as a string directly or loaded via AJAX instead.
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</p>
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<h3>[property:String glslVersion]</h3>
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<p>
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Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify
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GLSL 3.0 or not. Valid values are `THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
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</p>
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<h3>[property:String index0AttributeName]</h3>
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<p>
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If set, this calls [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation gl.bindAttribLocation]
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to bind a generic vertex index to an attribute variable.
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Default is undefined.
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</p>
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<h3>[property:Boolean isShaderMaterial]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Boolean lights]</h3>
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<p>
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Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
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</p>
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<h3>[property:Float linewidth]</h3>
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<p>Controls wireframe thickness. Default is 1.<br /><br />
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Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
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with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
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always be 1 regardless of the set value.
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</p>
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<h3>[property:Boolean flatShading]</h3>
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<p>
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Define whether the material is rendered with flat shading. Default is false.
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</p>
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<h3>[property:Object uniforms]</h3>
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<p>
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An object of the form:
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<code>
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{ "uniform1": { value: 1.0 }, "uniform2": { value: 2 } }
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</code>
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specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
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<code>
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{ value: 1.0 }
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</code>
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where `value` is the value of the uniform. Names must match the name of the uniform,
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as defined in the GLSL code. Note that uniforms are refreshed on every frame,
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so updating the value of the uniform will immediately update the value available to the GLSL code.
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</p>
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<h3>[property:Boolean uniformsNeedUpdate]</h3>
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<p>
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Can be used to force a uniform update while changing uniforms in [page:Object3D.onBeforeRender](). Default is `false`.
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</p>
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<h3>[property:Boolean vertexColors]</h3>
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<p>
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Defines whether vertex coloring is used. Default is `false`.
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</p>
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<h3>[property:String vertexShader]</h3>
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<p>
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Vertex shader GLSL code. This is the actual code for the shader. In the example above,
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the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
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as a string directly or loaded via AJAX instead.
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</p>
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<h3>[property:Boolean wireframe]</h3>
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<p>
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Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
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</p>
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<h3>[property:Float wireframeLinewidth]</h3>
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<p>Controls wireframe thickness. Default is 1.<br /><br />
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Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
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with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
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always be 1 regardless of the set value.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Material] class for common methods.</p>
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<h3>[method:ShaderMaterial clone]() [param:ShaderMaterial this]</h3>
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<p>
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Generates a shallow copy of this material. Note that the vertexShader and fragmentShader
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are copied `by reference`, as are the definitions of the `attributes`; this means
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that clones of the material will share the same compiled [page:WebGLProgram]. However, the
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`uniforms` are copied `by value`, which allows you to have different sets of uniforms
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for different copies of the material.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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