Switching shaders in webgl - javascript

I have a problem with a program written in webgl and I don't know how to debug it because the browser console shows no errors. Webgl is drawing nothing at all.
I have the following set of shaders:
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D uSampler;
varying vec2 vTextureCoord;
varying vec3 vEye;
varying vec3 vNormal;
uniform vec3 uLightDirection; // Vector direccion de la luz
uniform vec3 uDirectionalColor; // Color de la luz direcional
uniform vec3 uColShadeless;
uniform vec3 uAmbientColor;
uniform float uKAmbiente;
uniform vec3 uColDifuso;
uniform float uKDifuso;
uniform vec3 uColEspecular;
uniform float uKEspecular;
uniform float uGlossiness;
void main(void)
{
vec3 normal = normalize(vNormal);
float mLambert = max(dot(normal, uLightDirection), 0.0);
vec3 vLuzLambert = uDirectionalColor * mLambert;
vec3 r = 2.0 * max(dot(normal, uLightDirection), 0.0) * normal - uLightDirection;
//vec3 r = reflect(uLightDirection, normal); // <- Da glossines del otro lado también
float specular = pow(max(dot(r, normalize(vEye)), 0.0), uGlossiness) ;
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
vec3 componenteShadeless = uColShadeless * textureColor.rgb * uColDifuso; // luz autoiluminada * colores difusos
vec3 componenteAmbiente = uKAmbiente * uAmbientColor * textureColor.rgb * uColDifuso; // k% * luz ambiente * colores difusos
vec3 componenteDifusa = uKDifuso * textureColor.rgb * uColDifuso * vLuzLambert;
vec3 componenteEspecular = uKEspecular * specular * uColEspecular ;
gl_FragColor = vec4(componenteShadeless + componenteAmbiente + componenteDifusa + componenteEspecular, textureColor.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uViewMatrix;
uniform mat4 uModelMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vEye;
varying vec3 vNormal;
uniform vec2 aUVOffset;
void main(void)
{
// Transformamos al vértice al espacio de la cámara
vec4 pos_camera_view = uViewMatrix * uModelMatrix * vec4(aVertexPosition, 1.0);
// Transformamos al vértice al espacio de la proyección
gl_Position = uPMatrix * pos_camera_view;
// Coordenada de textura
vTextureCoord.x = aTextureCoord.x + aUVOffset.x;
vTextureCoord.y = aTextureCoord.y + aUVOffset.y;
// Para iluminación
vEye = -vec3(pos_camera_view.xyz);
vNormal = uNMatrix * aVertexNormal;
}
</script>
<script id="vs" type="x-shader/x-vertex">
attribute vec3 aPositionL;
attribute vec3 aNormalL;
attribute vec3 aTangentL;
attribute vec2 aTexCoord;
uniform mat4 uMatrixMVP;
uniform mat4 uMatrixMV;
varying vec4 vPositionV;
varying vec3 vNormalV;
varying vec3 vTangentV;
varying vec2 vTexCoord;
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uViewMatrix;
uniform mat4 uModelMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec3 vNormal;
uniform vec2 aUVOffset;
void main(void)
{
// Transformamos al vértice al espacio de la cámara
vec4 pos_camera_view = uViewMatrix * uModelMatrix * vec4(aPositionL, 1.0);
// Transformamos al vértice al espacio de la proyección
gl_Position = uPMatrix * pos_camera_view;
vNormal = uNMatrix * aVertexNormal;
vPositionV = uMatrixMV * vec4(aPositionL, 1.0);
vNormalV = (uMatrixMV * vec4(aNormalL, 0.0)).xyz;
vTangentV = (uMatrixMV * vec4(aTangentL, 0.0)).xyz;
vTexCoord = aTexCoord;
}
</script>
<script id="fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D uColorSampler;
uniform sampler2D uNormalSampler;
uniform float uTime;
varying vec4 vPositionV;
varying vec3 vNormalV;
varying vec3 vTangentV;
varying vec2 vTexCoord;
void main(void) {
vec3 diffuse = texture2D(uColorSampler, vTexCoord).rgb;
vec3 normalT = texture2D(uNormalSampler, vTexCoord).xyz;
normalT.y = 1.0 - normalT.y;
normalT = 2.0 * normalT - vec3(1.0, 1.0, 1.0);
normalT.z *= 10.0;
vec3 binormalV = cross(vNormalV, vTangentV);
vec3 normalV = normalT.x * vTangentV + normalT.y * binormalV + normalT.z * vNormalV;
normalV = normalize(normalV);
vec3 lightV = normalize(vec3(10.0 * cos(uTime), 10.0, 10.0 * sin(uTime)));
float d = dot(normalV, lightV);
float s = dot(reflect(-lightV, normalV), normalize(-vPositionV.xyz));
s = pow(s, 30.0);
vec3 color = diffuse * (0.1 + 0.5 * d + 0.4 * s);
gl_FragColor = vec4(color, 1.0);
}
So vs and fs are shaders used to draw a surface with a normal map texture. I use shader-fs and shader-vs for the rest of the code.
The following code is used to init shaders and change them:
function initShaders()
{
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
initShaders2();
}
function changeShaderBasic()
{
gl.useProgram(shaderProgramMap);
gl.disableVertexAttribArray(shaderProgramMap.aPositionL);
gl.disableVertexAttribArray(shaderProgramMap.aNormalL);
gl.disableVertexAttribArray(shaderProgramMap.aTangentL);
gl.disableVertexAttribArray(shaderProgramMap.aTexCoord);
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.ViewMatrixUniform = gl.getUniformLocation(shaderProgram, "uViewMatrix");
shaderProgram.ModelMatrixUniform = gl.getUniformLocation(shaderProgram, "uModelMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor"); // Color ambiente
shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightDirection"); // Direccion de la luz
shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor"); // Color de la luz
shaderProgram.shadelessColorUniform = gl.getUniformLocation(shaderProgram, "uColShadeless");
shaderProgram.ambientKUniform = gl.getUniformLocation(shaderProgram, "uKAmbiente");
shaderProgram.diffuseColorUniform = gl.getUniformLocation(shaderProgram, "uColDifuso");
shaderProgram.diffuseKUniform = gl.getUniformLocation(shaderProgram, "uKDifuso");
shaderProgram.specularColorUniform = gl.getUniformLocation(shaderProgram, "uColEspecular");
shaderProgram.specularKUniform = gl.getUniformLocation(shaderProgram, "uKEspecular");
shaderProgram.specularGlossiness = gl.getUniformLocation(shaderProgram, "uGlossiness");
shaderProgram.uvOffsetUniform = gl.getUniformLocation(shaderProgram, "aUVOffset");
}
function initShaders2() {
var vs = getShader(gl,'vs');
var fs = getShader(gl,'fs');
shaderProgramMap = gl.createProgram();
gl.attachShader(shaderProgramMap, vs);
gl.attachShader(shaderProgramMap, fs);
gl.linkProgram(shaderProgramMap);
if (!gl.getProgramParameter(shaderProgramMap, gl.LINK_STATUS)) {
alert('Could not link the shader normal program.');
return;
}
}
function changeShaderNormal()
{
gl.useProgram(shaderProgram);
gl.disableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.disableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(shaderProgram.vertexNormalAttribute);
gl.useProgram(shaderProgramMap);
shaderProgramMap.ViewMatrixUniform = gl.getUniformLocation(shaderProgramMap, "uViewMatrix");
shaderProgramMap.ModelMatrixUniform = gl.getUniformLocation(shaderProgramMap, "uModelMatrix");
shaderProgramMap.aPositionL = gl.getAttribLocation(shaderProgramMap, 'aPositionL');
gl.enableVertexAttribArray(shaderProgramMap.aPositionL);
shaderProgramMap.aNormalL = gl.getAttribLocation(shaderProgramMap, 'aNormalL');
gl.enableVertexAttribArray(shaderProgramMap.aNormalL);
shaderProgramMap.aTangentL = gl.getAttribLocation(shaderProgramMap, 'aTangentL');
gl.enableVertexAttribArray(shaderProgramMap.aTangentL);
shaderProgramMap.aTexCoord = gl.getAttribLocation(shaderProgramMap, 'aTexCoord');
gl.enableVertexAttribArray(shaderProgramMap.aTexCoord);
shaderProgramMap.uMatrixMVP = gl.getUniformLocation(shaderProgramMap, 'uMatrixMVP');
shaderProgramMap.uMatrixMV = gl.getUniformLocation(shaderProgramMap, 'uMatrixMV');
shaderProgramMap.uColorSampler = gl.getUniformLocation(shaderProgramMap, 'uColorSampler');
shaderProgramMap.uNormalSampler = gl.getUniformLocation(shaderProgramMap, 'uNormalSampler');
shaderProgramMap.uTime = gl.getUniformLocation(shaderProgramMap, 'uTime');
}
So I call the function "changeShaderBasic" first, and when I want to draw a surface with a normal map I do something like this:
changeShaderNormal();
*Draw the surface*
changeShaderBasic();
If I delete that part of the code it works- So the shaders shader-fs and shader-vs seem to be working fine. The problem seems to be the other shaders (vs and fs) or the function that switchs between shaders.
I have omited the part of the code which the program uses to create textures.
I don't know what I am doing wrong and I don't know how to find the problem.

The problem is that some shader parameters of shaderProgramMap are not enabled. For example, there is
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
and
gl.disableVertexAttribArray(shaderProgram.vertexPositionAttribute);
but nothing for shaderProgramMap, which' script also has the aVertexPosition attribute.
When you're starting to get these kinds of problems, where you can't find what's wrong with code you wrote, it is because the code is no longer clear: the overview is lost.
There's duplicate code: the same thing is done twice, namely to compile, link, and configure a Shader. Then, it's time to refactor: extract all duplicate code, and parameterize what's different.
There are many possible steps. One is to abstract the shader parameters: the attributes and uniforms.
The code below will produce a parameter hashmap with information about all the parameters in the shader source. Note, it may not cover all possibilities, but it is merely to give you an idea.
function initShaderParams( gl, shaderProgram, vs, fs )
{
/** We'll be returning this: */
var params = {
uniform:{},
attribute:{},
uniforms: function(arr) {
for ( var a in arr )
if ( params.uniform[a] )
params.uniform[ a ].set( arr[a] );
else throw new Error("unknown uniform '"+a+"' referenced in shader " + vs+"+"+fs
+ ";\navailable uniforms: " + Object.keys(params.uniform)
);
},
enable: function() {
for ( var a in this.attribute )
gl.disableVertexAttribArray( this.attribute[a] );
}
// disable: ....
};
/** returns a function to set the value of a uniform given it's type */
function getUniformFN( type ) {
switch ( type ) {
case 'vec2': return function(v){gl.uniform2f( this.loc, false, v[0], v[1] );};
case 'mat4': return function(v){gl.uniformMatrix4fv( this.loc, false, v );};
default:
throw new Error("unknown uniform type " + type + " in shader " + vs+"+"+fs );
}
}
/** same, for attributes. */
function getAttributeFN( type ) {
switch ( type ) {
case 'vec2': return function(v){ gl.bindBuffer( gl.ARRAY_BUFFER, v ); gl.vertexAttribPointer( this.loc, 2, gl.FLOAT, false, 0, 0 ); };
case 'vec3': return function(v){ gl.bindBuffer( gl.ARRAY_BUFFER, v ); gl.vertexAttribPointer( this.loc, 3, gl.FLOAT, false, 0, 0 ); };
case 'vec4': return function(v){ gl.bindBuffer( gl.ARRAY_BUFFER, v ); gl.vertexAttribPointer( this.loc, 4, gl.FLOAT, false, 0, 0 ); };
default:
throw new Error("unknown uniform type " + type + " in shader " + vs+"+"+fs );
}
}
/** Utility method to map a regex callback */
function regexMap(regex, text, callback) {
while ((result = regex.exec(text)) != null)
callback(result);
}
// extract parameters:
var src = vs + fs;
regexMap(/(uniform)\s+(\w+)\s+(\w+)(\[\d+\])?\s*;/g, src, function(groups) {
var loc = gl.getUniformLocation( shaderProgram, groups[3] );
if ( loc == null ) {
console.warn("declared ", groups[0], " not used" );
return;
}
params.uniform[ groups[3] ] = {
type: groups[2],
loc: loc,
set: getUniformFN( groups[2] )
};
} );
regexMap(/(attribute)\s+(\w+)\s+(\w+)\s*;/g, src, function(groups) {
var loc = gl.getAttribLocation ( shaderProgram, groups[3] );
if ( loc == -1 ) {
console.warn("declared ", groups[0], " not used" );
return;
}
params.attribute[ groups[3] ] = {
type: groups[2],
loc: loc,
set: getAttributeFN( groups[2] )
};
} );
return params;
}
Calling this method you'll have access to the shader parameters, and you can
iterate over them, or set them all at once:
var params = initShaderParams( gl, shaderProgram, vsSource, fsSource );
params.uniforms( {
uViewMatrix: ...,
uModelMatrix: ...,
...
} );
That way, the code becomes more clear, and it will make it easier to spot what is missing. You could even write a function to do it for you: calculate the intersection of the params.uniforms keys and the given parameters to see if all of them are specified, or keep track of whether they are set using a setter function.
Of course, there are many other ways; you could also create a Shader class and override methods.
Copy-paste coding leads to unmaintainable code. As a rule of thumb, whenever you have to program something twice, you're doing it once too often.

Related

Shader linking fails without error message only on mobile devices

I'm working on a graphics engine written in C++. We currently can either build for desktop or for web (using emscripten). Both platforms utilize OpenGL ES 2.0.
I have a vertex and a fragment shader:
Vertex Shader
#version 100
attribute vec4 a_position;
attribute vec2 a_texcoord;
attribute vec3 a_normal;
attribute vec3 a_tangent;
attribute vec3 a_bitangent;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform mat3 u_normalMatrix;
varying vec2 v_texcoord;
varying vec3 v_normal;
varying vec3 v_fragPos;
varying mat3 v_TBN;
void main()
{
vec3 T = normalize(vec3(u_model * vec4(a_tangent, 0.0)));
vec3 B = normalize(vec3(u_model * vec4(a_bitangent, 0.0)));
vec3 N = normalize(vec3(u_model * vec4(a_normal, 0.0)));
v_TBN = mat3(T, B, N);
gl_Position = u_projection * u_view * u_model * a_position;
v_texcoord = a_texcoord;
v_normal = u_normalMatrix * a_normal;
v_fragPos = vec3(u_model * a_position);
};
Fragment Shader
#version 100
precision mediump float;
varying vec2 v_texcoord;
varying vec3 v_normal;
varying vec3 v_fragPos;
varying mat3 v_TBN;
struct Material {
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
float shininess;
};
struct Light {
int type;
vec3 position;
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
float cutOff;
float outerCutOff;
};
const int MAX_LIGHTS = 16;
uniform vec3 u_viewPos;
uniform Material u_material;
uniform Light u_lights[MAX_LIGHTS];
uniform int u_lightCount;
uniform bool normalMapping;
vec3 calcDirLight(Light light, vec3 normal, vec3 viewDir);
vec3 calcPointLight(Light light, vec3 normal, vec3 viewDir);
vec3 calcSpotLight(Light light, vec3 normal, vec3 viewDir);
void main()
{
vec3 lightOutput = vec3(0.0);
vec3 norm = normalize(v_normal);
if (normalMapping)
{
norm = texture2D(u_material.normal, v_texcoord).rgb;
norm = normalize(norm * 2.0 - 1.0);
norm = normalize(v_TBN * norm);
}
vec3 viewDir = normalize(u_viewPos - v_fragPos);
for(int i = 0; i < MAX_LIGHTS; i++)
{
if (i >= u_lightCount){break;}
if (u_lights[i].type == 0)
{
lightOutput += calcDirLight(u_lights[i], norm, viewDir)
}
else if (u_lights[i].type == 1)
{
lightOutput += calcPointLight(u_lights[i], norm, viewDir);
}
else if (u_lights[i].type == 2)
{
lightOutput += calcSpotLight(u_lights[i], norm, viewDir);
}
}
gl_FragColor = vec4(lightOutput, 1.0);
}
vec3 calcDirLight(Light light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
vec3 ambient = light.ambient * vec3(texture2D(u_material.diffuse, v_texcoord));
vec3 diffuse = light.diffuse * diff * vec3(texture2D(u_material.diffuse, v_texcoord));
vec3 specular = light.specular * spec * vec3(texture2D(u_material.specular, v_texcoord));
return (ambient + diffuse + specular);
}
vec3 calcPointLight(Light light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - v_fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
float distance = length(light.position - v_fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
vec3 ambient = light.ambient * vec3(texture2D(u_material.diffuse, v_texcoord));
vec3 diffuse = light.diffuse * diff * vec3(texture2D(u_material.diffuse, v_texcoord));
vec3 specular = light.specular * spec * vec3(texture2D(u_material.specular, v_texcoord));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
vec3 calcSpotLight(Light light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - v_fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
float distance = length(light.position - v_fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
float theta = dot(lightDir, normalize(light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
vec3 ambient = light.ambient * vec3(texture2D(u_material.diffuse, v_texcoord));
vec3 diffuse = light.diffuse * diff * vec3(texture2D(u_material.diffuse, v_texcoord));
vec3 specular = light.specular * spec * vec3(texture2D(u_material.specular, v_texcoord));
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;
return (ambient + diffuse + specular);
};
They both compile without errors, but the linking stage fails. The info log (accessed using glGetProgramInfoLog) is empty.
The biggest problem is that it compiles and links perfectly fine on desktop native and desktop browsers (emscripten). It only fails linking on mobile devices.
I've spent hours trying to figure this out, without success. Is there anything obvious i might have missed?
Edit 1: This is the code that builds the shader program:
GLuint GLES2Shader::buildProgram(GLuint vertexShader, GLuint fragmentShader)
{
GL( GLuint programObject = glCreateProgram() );
GL( glAttachShader(programObject, vertexShader) );
GL( glAttachShader(programObject, fragmentShader) );
GL( glLinkProgram(programObject) );
//check if the program linked successfully
GLint linked;
GL( glGetProgramiv(programObject, GL_LINK_STATUS, &linked) );
if (!linked)
{
DEBUG( GLchar infoLog[512] );
DEBUG( glGetProgramInfoLog(programObject, 512, NULL, infoLog) );
DEBUG( LOGE("ERROR::SHADER::LINKING_FAILED %s", infoLog) );
GL( glDeleteProgram(programObject) );
return 0;
}
return programObject;
}

How to pass and use a lookup table in a shader with three.js

I have written a simple three.js of using a height map. This is the relevant code that creates the shader material:
function loadHeightMap() {
// fake a lookup table
var lut = [];
for ( var n=0; n<256; n++ ) {
lut.push(new THREE.Vector3(0.5, 0.4, 0.3));
}
var loader = new THREE.TextureLoader();
var zScale = 10;
var mapLoc = "https://s22.postimg.org/8n93ehmep/Terrain128.png";
loader.load(mapLoc, function ( texture ) {
// use "this." to create global object
this.customUniforms = {
zTexture: { type: "t", value: texture },
zScale: { type: "f", value: zScale },
zLut: { type: "v3v", value: lut }
};
var customMaterial = new THREE.ShaderMaterial({
uniforms: customUniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
side: THREE.DoubleSide
});
var planeGeo = new THREE.PlaneGeometry( 20, 20, 129, 129 );
var plane = new THREE.Mesh( planeGeo, customMaterial );
plane.rotation.x = -Math.PI / 2;
plane.position.y = 0;
scene.add(plane);
});
}
And here are the shaders:
<script id="vertexShader" type="x-shader/x-vertex">
uniform sampler2D zTexture;
uniform float zScale;
uniform vec3 zLut[ 256 ];
varying float vAmount;
void main() {
vec4 heightData = texture2D( zTexture, uv );
vAmount = heightData.r;
// move the position along the normal
vec3 newPosition = position + normal * zScale * vAmount;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
uniform vec3 zLut[ 256 ];
varying float vAmount;
void main() {
int index = int(vAmount) * 255;
vec3 vColor = vec3(vAmount, vAmount, vAmount);
//gl_FragColor = vec4(zLut[index], 1.0);
gl_FragColor = vec4(vColor, 1.0);
}
The shaders and the height map part works fine. But I want to pass the lookup table (zLut). The above code works fine if I don't try to use the lookup table. A working example is here. I created a fiddle as well here but it fails because of CORS issues.
Any suggestions are welcome.
OK, solved this (mostly). The trick was to fetch the lookup color in the vertex shader, where one CAN index into an array with a non-const value. The pass the resulting color to the fragmentShader as a varying. So the two shaders end up being:
<script id="vertexShader" type="x-shader/x-vertex">
uniform sampler2D vTexture;
uniform float vScale;
uniform vec3 vLut[ 256 ];
varying vec3 vColor;
void main() {
vec4 heightData = texture2D( vTexture, uv );
// assuming map is grayscale it doesn't matter if you use r, g, or b.
float vAmount = heightData.r;
// fetch the color from the lookup table so it gets passed to the fragshader
int index = int(heightData.r * 255.0);
vColor = vLut[index];
// move the position along the normal
vec3 newPosition = position + normal * vScale * vAmount;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.0);
}
</script>
The remaining problem I have is that when rendered the colors are all flat. I tried forcing an update on the vertices in the animate function but didn't work. Still researching but the question here is solved (AFAIK).
You can see the result here

Error when adding a new object into existing javascript code

I am trying to resolve an issue of the cannot read property of undefined error when I try to add a new object I created into my javascript file.
Previously, I was able to successfully get 3 objects (a cow, plane, and teapot) in a scene on html and interact with them. When I went to replace the plane with my own object (in my case it is called willis), I received the error.
The error spicifically states:
prog4.js:131 Uncaught TypeError: Cannot read property 'positions' of undefined(…)
init
# prog4.js:131
onload
# prog4.html:12
I have changed nothing about the code, other than renaming 'plane' to 'willis' and making sure the files were in the correct locations.
Any help very much appreciated! My goal is to get 3 different objects in the scene from the original 3 and I was hoping to do it one at a time to see the progress.
<html>
<head>
<script type="text/javascript" src="webgl-utils.js"></script>
<script type="text/javascript" src="webgl-debug.js"></script>
<script type="text/javascript" src="cuon-utils.js"></script>
<script type="text/javascript" src="cuon-matrix.js"></script>
<script type="text/javascript" src="teapot.js"></script>
<script type="text/javascript" src="willis.js"></script>
<script type="text/javascript" src="cow.js"></script>
<script type="text/javascript" src="prog4.js"></script>
</head>
<body onload="init()">
<script id="vertexShader" type="x-shader/x-vertex">
precision mediump float;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform vec4 lightPosition;
attribute vec4 vertexPosition;
attribute vec3 vertexNormal;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
varying vec4 fragmentPosition;
void main() {
mat4 modelViewMatrix = viewMatrix * modelMatrix;
vec4 p = vec4 (modelViewMatrix * vertexPosition);
vec4 q = vec4 (viewMatrix * lightPosition);
fragmentNormal = normalize(mat3(modelViewMatrix) * vertexNormal);
fragmentLight = normalize(vec3(q - p));
fragmentView = normalize(vec3(-p));
fragmentPosition = vertexPosition;
gl_Position = projectionMatrix * modelViewMatrix * vertexPosition;
}
</script>
<script id="lightingFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
uniform vec3 modelColor;
uniform vec3 lightColor;
void main() {
vec3 n = normalize(fragmentNormal);
vec3 l = normalize(fragmentLight);
vec3 v = normalize(fragmentView);
vec3 h = normalize(l+v);
float d = max(dot(l,n),0.0);
float s = pow(max(dot(h,n),0.0), 10.0);
vec3 fragmentColor = modelColor * lightColor * d + lightColor * s;
gl_FragColor = vec4(fragmentColor, 1.0);
}
</script>
<script id="rainbowFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
varying vec4 fragmentPosition;
uniform vec3 lightColor;
void main() {
vec3 modelColor;
if(fragmentPosition.y > 0.5) {
modelColor = vec3(1.0,0.0,0.0);
}
else if (fragmentPosition.y > 0.3) {
modelColor = vec3(0.0,0.0,1.0);
}
else if (fragmentPosition.y > 0.1) {
modelColor = vec3(0.0,1.0,0.1);
}
else {
modelColor = vec3(0.0,1.0,1.0);
}
vec3 fragmentColor = modelColor;
gl_FragColor = vec4(fragmentColor, 1.0);
}
</script>
<script id="goochFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
uniform vec3 modelColor;
uniform vec3 lightColor;
void main() {
vec3 n = normalize(fragmentNormal);
vec3 l = normalize(fragmentLight);
vec3 v = normalize(fragmentView);
vec3 h = normalize(l+v);
float kg = max(dot(n,v), 0.0);
vec3 fragmentColor = mix(vec3(0.0,0.0,1.0), vec3(1.0,1.0,0.0), kg);
gl_FragColor = vec4(fragmentColor, 1.0);
}
</script>
<canvas id="webgl" width="500px" height="500px" >
This content requires WebGL.
</canvas>
</body>
var canvas
var gl
var willis
var teapot
var cow
// Interaction
var modelRotationX =0;
var modelRotationY =0;
var dragging = false;
var lastClientX = 0;
var lastClientY = 0;
// Mouse commands
function onmousedown(event) {
dragging = true;
lastClientX = event.clientX;
lastClientY = event.clientY;
}
function onmouseup(event) {
dragging = false;
}
function onmousemove(event) {
if (dragging) {
dX = event.clientX - lastClientX;
dY = event.clientY - lastClientY;
modelRotationY = modelRotationY + dX;
modelRotationX = modelRotationX + dY;
if (modelRotationX > 90.0) {
modelRotationX = 90.0;
}
if (modelRotationX < -90.0) {
modelRotationX = -90.0;
}
requestAnimationFrame(draw);
}
lastClientX = event.clientX;
lastClientY = event.clientY;
}
// FLatten
function flatten(a) {
return a.reduce(function (b, v) { b.push.apply(b, v); return b }, [])
}
// Create shaders for objects
function Shader (vertexId, fragmentId) {
this.program = createProgram(gl, document.getElementById(vertexId).text,
document.getElementById(fragmentId).text);
this.projectionMatrixLocation = gl.getUniformLocation(this.program, "projectionMatrix");
this.viewMatrixLocation = gl.getUniformLocation(this.program, "viewMatrix");
this.modelMatrixLocation = gl.getUniformLocation(this.program, "modelMatrix");
this.lightPositionLocation = gl.getUniformLocation(this.program, "lightPosition");
this.modelColorLocation = gl.getUniformLocation(this.program, "modelColor");
this.lightColorLocation = gl.getUniformLocation(this.program, "lightColor");
this.vertexPositionLocation = gl.getAttribLocation(this.program, 'vertexPosition');
this.vertexNormalLocation = gl.getAttribLocation(this.program, 'vertexNormal');
gl.enableVertexAttribArray(this.vertexPositionLocation);
gl.enableVertexAttribArray(this.vertexNormalLocation);
}
// Execution for shaders
Shader.prototype.use = function(projectionMatrix, viewMatrix, modelMatrix) {
gl.useProgram(this.program);
gl.uniformMatrix4fv(this.projectionMatrixLocation, false, projectionMatrix.elements);
gl.uniformMatrix4fv(this.viewMatrixLocation, false, viewMatrix.elements);
gl.uniformMatrix4fv(this.modelMatrixLocation, false, modelMatrix.elements);
gl.uniform4f(this.lightPositionLocation,0,8,8,1);
gl.uniform3f(this.modelColorLocation,1,1,1);
gl.uniform3f(this.lightColorLocation,0.6,0.4,0.2);
}
// Create models
function Model (positions, normals, triangles) {
this.positionArray = new Float32Array(flatten(positions));
this.normalArray = new Float32Array(flatten(normals));
this.triangleArray = new Uint16Array(flatten(triangles));
this.normalBuffer = gl.createBuffer();
this.positionBuffer = gl.createBuffer();
this.triangleBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.normalArray, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.positionArray, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.triangleArray, gl.STATIC_DRAW);
}
// Draw shaders on objects
Model.prototype.draw = function (shader_entry) {
gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);
gl.vertexAttribPointer(shader_entry.vertexNormalLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.vertexAttribPointer(shader_entry.vertexPositionLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleBuffer);
gl.drawElements(gl.TRIANGLES, this.triangleArray.length, gl.UNSIGNED_SHORT, 0);
}
// Initialization
function init() {
// Initialize the GL context
canvas = document.getElementById('webgl');
gl = getWebGLContext(canvas, false);
lightingShader = new Shader('vertexShader', 'lightingFragmentShader');
rainbowShader = new Shader('vertexShader', 'rainbowFragmentShader');
goochShader = new Shader('vertexShader', 'goochFragmentShader');
teapotModel = new Model(teapot.positions, teapot.normals, teapot.triangles);
willisModel = new Model(willis.positions, willis.normals, willis.triangles);
cowModel = new Model(cow.positions, cow.normals, cow.triangles);
// Make mouse functions "properties of the canvas entity."
canvas.onmousedown = onmousedown;
canvas.onmouseup = onmouseup;
canvas.onmousemove = onmousemove;
// Depth test
gl.enable(gl.DEPTH_TEST);
// Request animation frame
requestAnimationFrame(draw);
}
// Draw
function draw() {
// Create colored background
gl.clearColor(0.2, 0.1, 0.0, 0.3);
gl.clear(gl.COLOR_BUFFER_BIT);
// Declaration of variables
var modelMatrix = new Matrix4();
var viewMatrix = new Matrix4();
var projectionMatrix = new Matrix4();
// Cow and rotation
var modelMatrix = new Matrix4();
modelMatrix.rotate(modelRotationX,1,0,0);
modelMatrix.rotate(modelRotationY,0,1,0);
viewMatrix.translate(0,0,-5)
projectionMatrix.perspective(60,1,1,10);
gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
// Cow shader
lightingShader.use(projectionMatrix, viewMatrix, modelMatrix);
cowModel.draw(lightingShader);
// willis
var modelMatrix = new Matrix4();
modelMatrix.rotate(modelRotationX,1,0,0);
modelMatrix.rotate(modelRotationY,0,1,0);
viewMatrix.translate(2,0,-1)
// willis shader
goochShader.use(projectionMatrix, viewMatrix, modelMatrix);
willisModel.draw(goochShader);
//Teapot
var modelMatrix = new Matrix4();
modelMatrix.rotate(modelRotationX,1,0,0);
modelMatrix.rotate(modelRotationY,0,1,0);
viewMatrix.translate(-5,0,-2)
// Teapot shader
rainbowShader.use(projectionMatrix, viewMatrix, modelMatrix);
teapotModel.draw(rainbowShader);
}

Export from Shadertoy to Three.js

I am making my first steps coding. I made some courses on internet, then I played with some three.js experiments, and now I would like to continue learning experimenting with Shaders.
I found Shadertoy.com and it's really amazing! There are a lot of difference experiments with incredible effects. I am trying to use one of these shaders in Three.js but is not so easy.
The Shaders are already written, it's true. But I don't know what to do with that, I don't know how I can use it.
Because it's not only copy and paste the code. There is a relation that I have to write to can apply some of these amazing effects to a Three.js geometry. I have to use uniforms, and I don't know how I can make to know which uniforms I can use, and how can I use them.
I started see the tutorials in Shadertoy and some articles on Internet and it looks like something really abstract. I think that I should study a lot of maths before start understanding that language.
Do you have some recommendation to start?
Maybe is something simpler than I think and I can just copy, paste, and experiment with the code on my HTML document?
Shadertoy is a relatively complex program. It's got audio input into shaders, video input into shaders, audio data generation from shaders, various kinds of textures including both 2d and cubemaps. Supporting all those features is not a small amount of work.
That said a basic shader can be used pretty easily, see example below. But shadertoy shaders are not really designed to be used as materials on meshes in three.js.
If you want to understand why and how WebGL works see http://webglfundamentals.org
const vs = `
attribute vec4 position;
void main() {
gl_Position = position;
}
`;
const userShader = `
// FROM: https://www.shadertoy.com/view/4sdXDl
//spikey
#define SHAPE length(z.yz)
//normal
//#define SHAPE length(z.xyz)
//bizarro
//#define SHAPE length(z.yz-z.xx)
//etc...
#define HIGH_QUAL
#ifdef HIGH_QUAL
#define MARCH_STEPS 199
#else
#define MARCH_STEPS 99
#endif
float k=7.0+3.0*sin(iGlobalTime*0.15);
vec3 mcol=vec3(0.0);
void AbsBox(inout vec4 z){//abs box by kali
z.xyz=abs(z.xyz+1.0)-1.0;
z*=1.5/clamp(dot(z.xyz,z.xyz),0.25,1.0);
}
void Bulb(inout vec4 z, in vec4 c){//mandelBulb by twinbee
float r = length(z.xyz);
float zo = asin(z.z / r) * k + iGlobalTime*0.15;
float zi = atan(z.y, z.x) * 7.0;
z=pow(r, k-1.0)*vec4(r*vec3(cos(zo)*vec2(cos(zi),sin(zi)),sin(zo)),z.w*k)+c;
}
float DE(vec3 p){
vec4 c = vec4(p,1.0),z = c;
Bulb(z,c);
float r0=(length(z.xyz)-1.15)/z.w;
z.xyz-=1.0;
for(int i=0;i<7;i++)AbsBox(z);
float r=SHAPE;
mcol.rgb=vec3(1.0,0.5,0.2)+abs(sin(0.2*r+100.0*z.yxz/z.w));
return 0.5 * max((r-1.0) / z.w,-r0);
}
vec3 sky(vec3 rd, vec3 L){//modified bananaft's & public_int_i's code
float d=0.4*dot(rd,L)+0.6;
//return vec3(d);
rd.y+=sin(sqrt(clamp(-rd.y,0.0,0.9))*90.0)*0.45*max(-0.1,rd.y);
rd=abs(rd);
float y=max(0.,L.y),sun=max(1.-(1.+10.*y+rd.y)*length(rd-L),0.)
+.3*pow(1.-rd.y,12.)*(1.6-y);
return d*mix(vec3(0.3984,0.5117,0.7305),vec3(0.7031,0.4687,0.1055),sun)
*((.5+pow(y,.4))*(1.5-abs(L.y))+pow(sun,5.2)*y*(5.+15.0*y));
}
float rnd;
void randomize(in vec2 p){rnd=fract(float(iFrame)+sin(dot(p,vec2(13.3145,117.7391)))*42317.7654321);}
float ShadAO(in vec3 ro, in vec3 rd){
float t=0.0,s=1.0,d,mn=0.01;
for(int i=0;i<12;i++){
d=max(DE(ro+rd*t)*1.5,mn);
s=min(s,d/t+t*0.5);
t+=d;
}
return s;
}
vec3 scene(vec3 ro, vec3 rd){
vec3 L=normalize(vec3(0.4,0.025,0.5));
vec3 bcol=sky(rd,L);
vec4 col=vec4(0.0);//color accumulator
float t=DE(ro)*rnd,d,od=1.0,px=1.0/iResolution.x;
for(int i=0;i<MARCH_STEPS;i++){
d=DE(ro);
if(d<px*t){
float dif=clamp(1.0-d/od,0.2,1.0);
vec3 scol=mcol*dif*(1.3-0.3*t);
#ifdef HIGH_QUAL
vec2 s=vec2(DE(ro+d*4.0*L),DE(ro+d*16.0*L));
scol*=clamp(0.5*s.x/d+(s.y/d)/8.0,0.0,1.0);
#endif
float alpha=(1.0-col.w)*clamp(1.0-d/(px*t),0.0,1.0);
col+=vec4(clamp(scol,0.0,1.0),1.0)*alpha;
if(col.w>0.9)break;
}
t+=d;ro+=rd*d;od=d;
if(t>6.0)break;
}
col.rgb+=bcol*(1.0-clamp(col.w,0.0,1.0));
return col.rgb;
}
mat3 lookat(vec3 fw){
fw=normalize(fw);vec3 rt=normalize(cross(fw,vec3(0.0,1.0,0.0)));return mat3(rt,cross(rt,fw),fw);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
randomize(fragCoord);
float tim=iGlobalTime*0.3,r=2.0+cos(tim*0.7);
vec2 uv=(fragCoord-0.5*iResolution.xy)/iResolution.x;
vec3 ro=vec3(sin(tim)*r,sin(tim*0.4),cos(tim)*r);
vec3 rd=lookat(-ro)*normalize(vec3(uv,1.0));
//rd+=2.0*cross(qrt.xyz,cross(qrt.xyz,rd)+qrt.w*rd);
fragColor=vec4(scene(ro,rd)*2.0,1.0);
}
`;
// FROM shadertoy.com
const shadertoyBoilerplate = `
#extension GL_OES_standard_derivatives : enable
//#extension GL_EXT_shader_texture_lod : enable
#ifdef GL_ES
precision highp float;
#endif
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform float iChannelTime[4];
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
uniform vec3 iChannelResolution[4];
uniform int iFrame;
uniform float iTimeDelta;
uniform float iFrameRate;
struct Channel
{
vec3 resolution;
float time;
};
uniform Channel iChannel[4];
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
void mainImage( out vec4 c, in vec2 f );
${userShader}
void main( void ){
vec4 color = vec4(0.0,0.0,0.0,1.0);
mainImage( color, gl_FragCoord.xy );
color.w = 1.0;
gl_FragColor = color;
}
`;
const $ = document.querySelector.bind(document);
const camera = new THREE.Camera();
camera.position.z = 1;
const scene = new THREE.Scene();
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 2 ) );
const uniforms = {
iGlobalTime: { type: "f", value: 1.0 },
iResolution: { type: "v3", value: new THREE.Vector3() },
};
const material = new THREE.RawShaderMaterial({
uniforms: uniforms,
vertexShader: vs,
fragmentShader: shadertoyBoilerplate,
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var renderer = new THREE.WebGLRenderer();
document.body.appendChild(renderer.domElement);
resize(true);
render(0);
function resize(force) {
var canvas = renderer.domElement;
var dpr = 1; //window.devicePixelRatio; // make 1 or less if too slow
var width = canvas.clientWidth * dpr;
var height = canvas.clientHeight * dpr;
if (force || width != canvas.width || height != canvas.height) {
renderer.setSize( width, height, false );
uniforms.iResolution.value.x = renderer.domElement.width;
uniforms.iResolution.value.y = renderer.domElement.height;
}
}
function render(time) {
resize();
uniforms.iGlobalTime.value = time * 0.001;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
canvas {
border: 1px solid black;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r74/three.min.js"></script>
The code above from shadertoy passes gl_FragCoord as input to the user's shader which is the pixel coordinate of the pixel being drawn in the canvas.
For a model we can pass in UV coordinates instead, we just have to choose a resolution to multiply them by since UV coordinates usually go from 0 to 1 and the shadertoy shaders are expecting 0 to canvas.width and 0 to canvas.height
Example:
const vs = `
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
`;
const userShader = `
// FROM: https://www.shadertoy.com/view/4sdXDl
//spikey
#define SHAPE length(z.yz)
//normal
//#define SHAPE length(z.xyz)
//bizarro
//#define SHAPE length(z.yz-z.xx)
//etc...
#define HIGH_QUAL
#ifdef HIGH_QUAL
#define MARCH_STEPS 199
#else
#define MARCH_STEPS 99
#endif
float k=7.0+3.0*sin(iGlobalTime*0.15);
vec3 mcol=vec3(0.0);
void AbsBox(inout vec4 z){//abs box by kali
z.xyz=abs(z.xyz+1.0)-1.0;
z*=1.5/clamp(dot(z.xyz,z.xyz),0.25,1.0);
}
void Bulb(inout vec4 z, in vec4 c){//mandelBulb by twinbee
float r = length(z.xyz);
float zo = asin(z.z / r) * k + iGlobalTime*0.15;
float zi = atan(z.y, z.x) * 7.0;
z=pow(r, k-1.0)*vec4(r*vec3(cos(zo)*vec2(cos(zi),sin(zi)),sin(zo)),z.w*k)+c;
}
float DE(vec3 p){
vec4 c = vec4(p,1.0),z = c;
Bulb(z,c);
float r0=(length(z.xyz)-1.15)/z.w;
z.xyz-=1.0;
for(int i=0;i<7;i++)AbsBox(z);
float r=SHAPE;
mcol.rgb=vec3(1.0,0.5,0.2)+abs(sin(0.2*r+100.0*z.yxz/z.w));
return 0.5 * max((r-1.0) / z.w,-r0);
}
vec3 sky(vec3 rd, vec3 L){//modified bananaft's & public_int_i's code
float d=0.4*dot(rd,L)+0.6;
//return vec3(d);
rd.y+=sin(sqrt(clamp(-rd.y,0.0,0.9))*90.0)*0.45*max(-0.1,rd.y);
rd=abs(rd);
float y=max(0.,L.y),sun=max(1.-(1.+10.*y+rd.y)*length(rd-L),0.)
+.3*pow(1.-rd.y,12.)*(1.6-y);
return d*mix(vec3(0.3984,0.5117,0.7305),vec3(0.7031,0.4687,0.1055),sun)
*((.5+pow(y,.4))*(1.5-abs(L.y))+pow(sun,5.2)*y*(5.+15.0*y));
}
float rnd;
void randomize(in vec2 p){rnd=fract(float(iFrame)+sin(dot(p,vec2(13.3145,117.7391)))*42317.7654321);}
float ShadAO(in vec3 ro, in vec3 rd){
float t=0.0,s=1.0,d,mn=0.01;
for(int i=0;i<12;i++){
d=max(DE(ro+rd*t)*1.5,mn);
s=min(s,d/t+t*0.5);
t+=d;
}
return s;
}
vec3 scene(vec3 ro, vec3 rd){
vec3 L=normalize(vec3(0.4,0.025,0.5));
vec3 bcol=sky(rd,L);
vec4 col=vec4(0.0);//color accumulator
float t=DE(ro)*rnd,d,od=1.0,px=1.0/iResolution.x;
for(int i=0;i<MARCH_STEPS;i++){
d=DE(ro);
if(d<px*t){
float dif=clamp(1.0-d/od,0.2,1.0);
vec3 scol=mcol*dif*(1.3-0.3*t);
#ifdef HIGH_QUAL
vec2 s=vec2(DE(ro+d*4.0*L),DE(ro+d*16.0*L));
scol*=clamp(0.5*s.x/d+(s.y/d)/8.0,0.0,1.0);
#endif
float alpha=(1.0-col.w)*clamp(1.0-d/(px*t),0.0,1.0);
col+=vec4(clamp(scol,0.0,1.0),1.0)*alpha;
if(col.w>0.9)break;
}
t+=d;ro+=rd*d;od=d;
if(t>6.0)break;
}
col.rgb+=bcol*(1.0-clamp(col.w,0.0,1.0));
return col.rgb;
}
mat3 lookat(vec3 fw){
fw=normalize(fw);vec3 rt=normalize(cross(fw,vec3(0.0,1.0,0.0)));return mat3(rt,cross(rt,fw),fw);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
randomize(fragCoord);
float tim=iGlobalTime*0.3,r=2.0+cos(tim*0.7);
vec2 uv=(fragCoord-0.5*iResolution.xy)/iResolution.x;
vec3 ro=vec3(sin(tim)*r,sin(tim*0.4),cos(tim)*r);
vec3 rd=lookat(-ro)*normalize(vec3(uv,1.0));
//rd+=2.0*cross(qrt.xyz,cross(qrt.xyz,rd)+qrt.w*rd);
fragColor=vec4(scene(ro,rd)*2.0,1.0);
}
`;
// FROM shadertoy.com
const shadertoyBoilerplate = `
#extension GL_OES_standard_derivatives : enable
//#extension GL_EXT_shader_texture_lod : enable
#ifdef GL_ES
precision highp float;
#endif
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform float iChannelTime[4];
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
uniform vec3 iChannelResolution[4];
uniform int iFrame;
uniform float iTimeDelta;
uniform float iFrameRate;
struct Channel
{
vec3 resolution;
float time;
};
uniform Channel iChannel[4];
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
varying vec2 vUv;
void mainImage( out vec4 c, in vec2 f );
${userShader}
void main( void ){
vec4 color = vec4(0.0,0.0,0.0,1.0);
mainImage( color, vUv * iResolution.xy );
color.w = 1.0;
gl_FragColor = color;
}
`;
const $ = document.querySelector.bind(document);
const fieldOfView = 45;
const zNear = .1;
const zFar = 100;
const camera = new THREE.PerspectiveCamera(fieldOfView, 1, zNear, zFar);
camera.position.z = 3;
const scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry(1, 1, 1);
const uniforms = {
iGlobalTime: { type: "f", value: 1.0 },
iResolution: { type: "v3", value: new THREE.Vector3() },
};
// choose a resolution to pass to the shader
uniforms.iResolution.value.x = 100;
uniforms.iResolution.value.y = 100;
const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vs,
fragmentShader: shadertoyBoilerplate,
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var renderer = new THREE.WebGLRenderer();
document.body.appendChild(renderer.domElement);
resize(true);
render(0);
function resize(force) {
const canvas = renderer.domElement;
const dpr = 1; //window.devicePixelRatio; // make 1 or less if too slow
const width = canvas.clientWidth * dpr;
const height = canvas.clientHeight * dpr;
if (force || width != canvas.width || height != canvas.height) {
renderer.setSize( width, height, false );
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
}
function render(time) {
time *= 0.001; // seconds
resize();
uniforms.iGlobalTime.value = time;
mesh.rotation.x = time * 0.5;
mesh.rotation.y = time * 0.6;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.min.js"></script>
Note that shadertoy shaders are generally not designed to be used as materials. They are not efficient, rather they are more like a fun activity of "how cool an image can I make using only time and pixel location as input". Because of that while the results can be amazing they are often 10x or 100x or even 1000x slower than traditional techniques for materials (using textures)
Compare for example this amazing shader which draws an entire city but at least on my machine it runs at 10-18fps in a small window and 1fps when fullscreen. VS for example Grand Theft Auto 5 which also shows an entire city yet manages to run at 30-60fps when fullscreen on the same machine.
There is a lot of fun to be had and lots of interesting techniques to learn on shadertoy.com that might be useful in your shaders but don't mistake what's there for "production" techniques. It's called shaderTOY for a reason 😉

webgl shaders defined in javascript

The demos I have seen all define shaders in html, and get them by name. Is there a way in javascript to create them from strings?
Instead of:
var fragmentShader = getShader(gl, "shader-fs");
something like:
var fragmentShader = createShader(gl,
"fragment code here "
);
Neither of the existing answers, I don't think, actually answer the question of how to set the source of a WebGL shader from a string in JavaScript. The missing bit is shaderSource:
const vertexShaderSource = `
attribute vec4 vertexPosition;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vertexPosition;
}
`;
const vertexShader = context.createShader(context.VERTEX_SHADER);
context.shaderSource(vertexShader, vertexShaderSource);
context.compileShader(vertexShader);
I use this
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
and you can create your own shader program with GLSL in JavaScript like this
var fragmentShaderText =
[
'precision mediump float;',
'',
'varying vec3 fragColor;',
'void main()',
'{',
' gl_FragColor = vec4(fragColor, 1.0);',
'}',
].join('\n');
The best way I have seen so far:
var vertexShader = `attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}`;

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