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Shaderファイルの管理方法

Posted at

GLSLのコードを外部ファイルにまとめてインポートする

ShaderLoader.jsを使用

シェーダープログラムを読み込むscriptタグと、
ShaderLoader.min.jsを用意

index.html
<script data-src="shader/vertex.js" charset="utf-8" data-name="myShader" type="x-shader/x-vertex"></script>
<script data-src="shader/fragment.js" charset="utf-8"  data-name="myShader" type="x-shader/x-fragment"></script>

<script src="./js/libs/ShaderLoader.min.js"></script>
script.js(ES6クラス内部から一部抜粋)
preload() {
  SHADER_LOADER.load( (data) => {

    const vs = data.myShader.vertex; // `myShader`はdata-nameに合わせる
    const fs = data.myShader.fragment;

    this.initListener(vs, fs);
  })
}

initListener(vs, fs) {

  ・・・(中略)・・・

  const material = new THREE.ShaderMaterial( {
    vertexShader: vs,
    fragmentShader: fs,
    uniforms : this.uniforms
  });
  
}

以下のようにシェーダープログラムを細かく分けることができた

shader/vertex.js
varying vec2 vUv;
void main(void){
 vUv = uv;
   gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
shader/fragment.js
uniform float time;
varying vec2 vUv;
void main(void){
    vec2 position = -1.0 + 2.0 * vUv;
    float r = abs( sin( position.x * position.y + time / 3.0 ) );
    float g = abs( sin( position.x * position.y + time / 2.0 ) );
    float b = abs( sin( position.x * position.y + time / 1.0 ) );
        vec3 color = time == 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( r, g, b ) ;
        gl_FragColor = vec4( color, 1.0 );
}

参考
GLSLを使ってワンランク上の表現を! three.jsでのぷるぷるシェーダーの作り方

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