Three.js中非常简单的自定义着色器 - 如何使其工作?

Cur*_*ous 7 shader webgl vertex-shader fragment-shader three.js

我正在尝试为Three.js制作最简单的自定义着色器,但我还没弄清楚如何使其工作.我正在使用着色器的对象根本没有出现.

在我的页面html中我有:

<script id="simplefs" type="x-shader/x-fragment">

    void main(void) {
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    }
</script>

<script id="simplevs" type="x-shader/x-vertex">

    void main(void) {
        gl_Position = modelViewMatrix * projectionMatrix * vec4(position, 1.0);
    }
</script>
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然后在javascript中:

var vertShader = document.getElementById("simplevs").innerHTML;
var fragShader = document.getElementById("simplefs").innerHTML;

var myMaterial = new THREE.ShaderMaterial({
    vertexShader : vertShader,
    fragmentShader: fragShader
});

var baseBevel = new THREE.Mesh(new THREE.CylinderGeometry(BaseRadius - BaseBevel, BaseRadius, BaseBevel, 100, 100, false),
                               myMaterial )
baseBevel.position.x = x;
baseBevel.position.y = y;
baseBevel.position.z = BaseHeight - (BaseBevel / 2.0);
baseBevel.rotation.x = Math.PI / 2.0;

scene.add(baseBevel); 
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对象应该在哪里,什么也没有.如果我用一个替换材料,它工作正常MeshLambertMaterial.我错过了什么,我需要让它工作?

Cur*_*ous 7

简单的解决方案,顶点着色器中矩阵乘法的顺序需要更改为:

gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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