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glsl three.js 頂點和片段着色器不工作

[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_shaderfragment_shader ,但您在 JavaScript 代碼中使用vertexshaderfragmentshader 您缺少下划線。

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