I am trying to add a texture to the particles i create using BufferGeometry in three.js.
I believe I am loading the material correctly, and that the issue is in my fragment shader but cannot figure this out as I am new to three.js. I managed to get the effect I wanted using Geometry rather than BufferGeometry: https://codepen.io/phillip-hogan/pen/mMJdXY/?editors=0010
...but I really need to use BufferGeometry ideally. Below is my code:
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: particleUniforms,
vertexShader: vertexshaderSource, // need to fill this variable with source of vertex-shader
fragmentShader: fragmentshaderSource, // similarly, source of the fragment-shader
blending: THREE.AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
});
...and my vertex and fragment shader code:
var vertexshaderSource = [
"attribute float size;",
"attribute vec3 customColor;",
"varying vec3 vColor;",
"void main() {",
"vColor = customColor;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"gl_PointSize = size * ( 30.0 / -mvPosition.z );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n");
var vertexshaderSource = [
"attribute float size;",
"attribute vec3 customColor;",
"varying vec3 vColor;",
"void main() {",
"vColor = customColor;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"gl_PointSize = size * ( 30.0 / -mvPosition.z );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n");
var fragmentshaderSource = [
"uniform vec3 color;",
"varying vec3 vColor;",
"void main() {",
"gl_FragColor = vec4( color * vColor, 1.0 );",
"}"
].join("\n");