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274 lines
6.0 KiB
274 lines
6.0 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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<h1>[name]</h1>
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<p class="desc">Uniforms are global GLSL variables. They are passed to shader programs.
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</p>
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<h2>Code Example</h2>
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<p>
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When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
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</p>
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<code>
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uniforms: {
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time: { value: 1.0 },
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resolution: new Uniform( new Vector2() )
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};
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</code>
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<h2>Uniform types</h2>
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<p>
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Each uniform must have a `value` property. The type of the value must correspond to the
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type of the uniform variable in the GLSL code as specified for the primitive GLSL types
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in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive
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type must either be specified as an array of the corresponding THREE objects or as a flat
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array containing the data of all the objects. In other words; GLSL primitives in arrays
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must not be represented by arrays. This rule does not apply transitively.
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An array of `vec2` arrays, each with a length of five vectors, must be an array of arrays,
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of either five [page:Vector2] objects or ten `number`s.
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</p>
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<table>
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<caption><a id="uniform-types">Uniform types</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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</tr>
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</thead>
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<tbody>
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<tr>
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<td>int</td>
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<td>[page:Number]</td>
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</tr>
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<tr>
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<td>uint (WebGL 2)</td>
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<td>[page:Number]</td>
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</tr>
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<tr>
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<td>float</td>
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<td>[page:Number]</td>
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</tr>
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<tr>
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<td>bool</td>
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<td>[page:Boolean]</td>
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</tr>
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<tr>
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<td>bool</td>
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<td>[page:Number]</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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</tr>
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<tr>
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<td>vec2</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>vec2</td>
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<td>[page:Array Array] (*)</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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</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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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Array Array] (*)</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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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Quaternion THREE.Quaternion]</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>mat2</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>mat2</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>mat3</td>
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<td>[page:Matrix3 THREE.Matrix3]</td>
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</tr>
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<tr>
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<td>mat3</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>mat3</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>mat4</td>
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<td>[page:Matrix4 THREE.Matrix4]</td>
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</tr>
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<tr>
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<td>mat4</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>mat4</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>ivec2, bvec2</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>ivec2, bvec2</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>ivec3, bvec3</td>
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<td>[page:Int32Array Int32Array] (*)</td>
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</tr>
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<tr>
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<td>ivec3, bvec3</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>ivec4, bvec4</td>
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<td>[page:Int32Array Int32Array] (*)</td>
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</tr>
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<tr>
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<td>ivec4, bvec4</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>sampler2D</td>
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<td>[page:Texture THREE.Texture]</td>
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</tr>
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<tr>
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<td>samplerCube</td>
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<td>[page:CubeTexture THREE.CubeTexture]</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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(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
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</p>
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<h2>Structured Uniforms</h2>
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<p>
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Sometimes you want to organize uniforms as `structs` in your shader code. The following style must be used so `three.js` is able
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to process structured uniform data.
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</p>
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<code>
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uniforms = {
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data: {
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value: {
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position: new Vector3(),
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direction: new Vector3( 0, 0, 1 )
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}
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}
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};
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</code>
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This definition can be mapped on the following GLSL code:
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<code>
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struct Data {
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vec3 position;
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vec3 direction;
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};
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uniform Data data;
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</code>
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<h2>Structured Uniforms with Arrays</h2>
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<p>
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It's also possible to manage `structs` in arrays. The syntax for this use case looks like so:
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</p>
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<code>
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const entry1 = {
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position: new Vector3(),
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direction: new Vector3( 0, 0, 1 )
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};
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const entry2 = {
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position: new Vector3( 1, 1, 1 ),
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direction: new Vector3( 0, 1, 0 )
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};
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uniforms = {
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data: {
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value: [ entry1, entry2 ]
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}
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};
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</code>
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This definition can be mapped on the following GLSL code:
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<code>
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struct Data {
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vec3 position;
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vec3 direction;
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};
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uniform Data data[ 2 ];
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</code>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object value] )</h3>
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<p>
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value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
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</p>
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<h2>Properties</h2>
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<h3>[property:Object value]</h3>
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<p>
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Current value of the uniform.
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</p>
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<h2>Methods</h2>
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<h3>[method:Uniform clone]()</h3>
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<p>
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Returns a clone of this uniform.<br />
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If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
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Array values are shared between cloned [page:Uniform]s.
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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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