Im kind of new to WebGl, but I wanted to try an example. I created my script like this:
`
import testVertexShader from './shaders/test/vertex.glsl'
import testFragmentShader from './shaders/test/fragment.glsl'
// Debug
const gui = new dat.GUI()
// Canvas
const canvas = document.querySelector('canvas.webgl')
// Scene
const scene = new THREE.Scene()
/**
* Textures
*/
const textureLoader = new THREE.TextureLoader()
const dialTexture = textureLoader.load('/textures/textureD.png')
/**
* Test mesh
*/
// Geometry
const geometry = new THREE.TorusGeometry(3, 1, 100, 100)
// Material
const material = new THREE.ShaderMaterial({
vertexShader: testVertexShader,
fragmentShader: testFragmentShader,
uniforms:
{
uTime: { value: 0 },
uTexture: { value: dialTexture }
}
})
// Mesh
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight
}
window.addEventListener('resize', () =>
{
// Update sizes
sizes.width = window.innerWidth
sizes.height = window.innerHeight
// Update camera
camera.aspect = sizes.width / sizes.height
camera.updateProjectionMatrix()
// Update renderer
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
})
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
scene.add(camera)
// Controls
const controls = new OrbitControls(camera, canvas)
controls.enableDamping = true
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
canvas: canvas
})
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
/**
* Animate
*/
const clock = new THREE.Clock()
const tick = () =>
{
const elapsedTime = clock.getElapsedTime()
// Update material
material.uniforms.uTime.value = elapsedTime
// Update controls
controls.update()
// Render
renderer.render(scene, camera)
// Call tick again on the next frame
window.requestAnimationFrame(tick)
}
tick()`
and my shaders like this:
VERTEX
` varying vec2 vUv;
uniform float uTime;
void main()
{
vUv = uv;
gl_Position = projectionMatrix * modelPosition * vec4(position, 1.0);;
}`
FRAGMENT
` uniform float uTime;
uniform sampler2D uTexture;
varying vec2 vUv;
void main()
{
vec4 color = texture2D(uTexture, vUv);
gl_FragColor = color;
}`
But I keep getting this error in the console and I don’t know why 🙁
` Three.module.js:19006 THREE.WebGLProgram: Shader Error 0 – VALIDATE_STATUS false
Program Info Log: Vertex shader is not compiled.
VERTEX
ERROR: 0:64: 'modelPosition' : undeclared identifier
59:
60: void main()
61: {
62: vUv = uv;
63:
> 64: gl_Position = projectionMatrix * modelPosition * vec4(position, 1.0);;`
Can you give me a hint?
I consoled log the vertex shader and it appears, but I cannot compile it
>Solution :
See WebGLProgram. The uniform variable modelPosition
does not exist, but modelMatrix
does, which is the model transformation matrix and contains the position, orientation and scaling of the 3D mesh.
gl_Position = projectionMatrix * modelMatrix * vec4(position, 1.0);