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May 8, 2020 at 16:19 history edited samm CC BY-SA 4.0
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May 8, 2020 at 16:11 history edited samm CC BY-SA 4.0
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May 8, 2020 at 15:53 comment added samm As Mugen87 said: > It's important to know that the three.js material system was not designed for easy enhancements of custom shader code. Meaning you have to study the system, the respective shader chunks and their semantics so you are able to enhance a custom material with shader code from the built-in materials. There is no simple "plug and play" mechanism.
May 8, 2020 at 15:52 comment added samm * Online example demo (code) * Material: Added onBeforeCompile() #11475
May 8, 2020 at 15:52 comment added samm Maybe you are right. I haven't tried it in three.js, but just tried to draw 2D shapes using glsl with gl_FragCoord rather than with various THREE.Geometry after reading The Book of Shaders and 2D Distance Functions before. After posted this question, I subsequently found some other potentially useful references, but I haven't gone through them:
May 3, 2020 at 15:32 comment added DMGregory It looks like you're drawing your edge in the shader, not with the edge of your geometry. That type of edge is invisible to antialiasing techniques like MSAA, so it won't get antialiased automatically. Fortunately, you can do your own antialiasing in the shader, by replacing the sharp cutoff of the step function with something more like we'd use with a signed distance field.
May 3, 2020 at 15:03 history edited samm CC BY-SA 4.0
Add another problem when using ShaderMaterial
May 3, 2020 at 14:36 history edited samm CC BY-SA 4.0
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May 3, 2020 at 14:38
May 3, 2020 at 14:31 history asked samm CC BY-SA 4.0