I'm just looking to create a very simple Fragment Shader that draws a specified texture to the mesh. I've looked at a handful of custom fragment shaders that accomplished the same and built my own shaders and supporting JS code around it. However, it's just not working. Here's a working abstraction of the code I'm trying to run:
Vertex Shader
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix *
modelViewMatrix *
vec4(position,1.0);
}
</script>
Fragment Shader
<script id="fragmentShader" type="x-shader/x-fragment">
uniform sampler2D texture1;
varying vec2 vUv;
void main() {
gl_FragColor = texture2D(texture1, vUv); // Displays Nothing
//gl_FragColor = vec4(0.5, 0.2, 1.0, 1.0); // Works; Displays Flat Color
}
</script>
Scene Code
<script>
// Initialize WebGL Renderer
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
var canvas = document.getElementById('canvas').appendChild(renderer.domElement);
// Initialize Scenes
var scene = new THREE.Scene();
// Initialize Camera
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 100);
camera.position.z = 10;
// Create Light
var light = new THREE.PointLight(0xFFFFFF);
light.position.set(0, 0, 500);
scene.add(light);
// Create Ball
var vertShader = document.getElementById('vertexShader').innerHTML;
var fragShader = document.getElementById('fragmentShader').innerHTML;
var uniforms = {
texture1: { type: 't', value: 0, texture: THREE.ImageUtils.loadTexture( 'texture.jpg' ) }
};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertShader,
fragmentShader: fragShader
});
var ball = new THREE.Mesh(new THREE.SphereGeometry(1, 50, 50), material);
scene.add(ball);
// Render the Scene
renderer.render(scene, camera);
</script>
texture.jpg
exists, and displays when mapped to a MeshLambertMaterial
. When switching my fragment shader to a simple color (Commented out in code) it properly displays the ball.
Running this displays nothing at all. I don't get any errors, the ball just doesn't appear at all.
I know I must be doing something fundamentally wrong, but I've been looking over the same examples in which this code seems to work for a couple days now and I feel like I'm bashing my head against a wall. Any help would be appreciated!
Edit: I am using Three.js Revision 51
You are still using the old syntax for uniforms
var uniforms = {
texture1: {
type: "t",
value: 0,
texture: THREE.ImageUtils.loadTexture("texture.jpg")
}
};
This is the new syntax
var uniforms = {
texture1: { type: "t", value: THREE.ImageUtils.loadTexture( "texture.jpg" ) }
};