[英]glsl three.js vertex and fragment shader not working
嘿伙計們,我是 threejs 和 glsl 的新手,我正在嘗試以 html 格式加載我的頂點和片段着色器,但是,它不起作用,面臨錯誤Uncaught TypeError: Cannot read properties of null (reading 'textContent')
是有什么原因會發生這種情況以及如何解決這個問題? 我嘗試使用 html 文檔內聯我的 vetex 和片段着色器。 謝謝你。
索引.html
<!DOCTYPE html>
<html lang="en">
<head>
<title>OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #fff;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/loaders/OBJLoader.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script id="vertex_shader" type="x-shader/x-vertex">
layout (location = 0) in vec2 pos;
void main() {
gl_Position = vec4(pos, 0.0f, 1);
}
</script>
<script id="fragment_shader" type="x-shader/x-fragment">
uniform vec2 uResolution;
uniform float uTime;
out vec4 outColor;
precision highp float;
uniform sampler2D tex;
void main()
{
vec2 uv = gl_FragCoord.xy/uResolution;
float time = uTime * 0.4;
// apply pixelate effect
// vec2 uv_pixel = uv;
vec2 uv_pixel = floor(uv * (uResolution/4)) / (uResolution/4);
vec4 col1 = vec4(0.510, 0.776, 0.486, 1.0);
vec4 col2 = vec4(0.200, 0.604, 0.318, 1.0);
vec4 col3 = vec4(0.145, 0.490 ,0.278, 1.0);
vec4 col4 = vec4(0.059, 0.255, 0.251, 1.0);
// displacement on top of y
vec3 displace = texture(tex, vec2(uv_pixel.x, (uv_pixel.y + time) * 0.05)).xyz;
displace *= 0.5;
displace.x -= 1.0;
displace.y -= 1.0;
displace.y *= 0.5;
// color
vec2 uv_tmp = uv_pixel;
uv_tmp.y *= 0.2;
uv_tmp.y += time;
vec4 color = texture(tex, uv_tmp + displace.xy);
// match to colors
vec4 noise = floor(color * 10.0) / 5.0;
vec4 dark = mix(col1, col2, uv.y);
vec4 bright = mix(col3, col4, uv.y);
color = mix(dark, bright, noise);
// add gradients (top dark and transparent, bottom bright)
float inv_uv = 1.0 - uv_pixel.y;
color.xyz -= 0.45 * pow(uv_pixel.y, 8.0);
color.a -= 0.2 * pow(uv_pixel.y, 8.0);
color += pow(inv_uv, 8.0);
// make waterfall transparent
color.a -= 0.2;
outColor = vec4(color);
}
</script>
<script>
var clock = new THREE.Clock();
var delta = clock.getDelta(); // seconds.
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
var container, stats;
var camera, scene, renderer, texture;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
map: { value: texture },
resolution: { value: new THREE.Vector2() }
},
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
});
init();
animate();
//var texture = new THREE.Texture();
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/39255/ladybug.gltf', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material = customMaterial;
}
} );
scene.add( object );
} );
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 15, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x111130 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeeff );
directionalLight.position.set( 1, 1,0.5 );
scene.add( directionalLight );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
您的代碼中有拼寫錯誤。 您的着色器腳本標簽的 ID 是vertex_shader
和fragment_shader
,但您在 JavaScript 代碼中使用vertexshader
和fragmentshader
。 您缺少下划線。
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