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@jeanlescure
Last active August 24, 2023 02:06
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ThreeJS: Vertex shader for translating, scaling, and rotating. Fragment shader for adding texture and controlling opacity.
THREE.TransformationShader = {
defines: {},
uniforms: {
"tDiffuse": { type: "t", value: texture },
"opacity": { type: "f", value: 1.0 },
"translationX": { type: "f", value: 1.0 },
"translationY": { type: "f", value: 1.0 },
"translationZ": { type: "f", value: 1.0 },
"scaleX": { type: "f", value: 1.0 },
"scaleY": { type: "f", value: 1.0 },
"scaleZ": { type: "f", value: 1.0 },
"rotationX": { type: "f", value: 0.75 },
"rotationY": { type: "f", value: 0.75 },
"rotationZ": { type: "f", value: 0.75 }
},
vertexShader: [
"uniform float translationX;",
"uniform float translationY;",
"uniform float translationZ;",
"uniform float scaleX;",
"uniform float scaleY;",
"uniform float scaleZ;",
"uniform float rotationX;",
"uniform float rotationY;",
"uniform float rotationZ;",
"varying vec2 vUv;",
"varying mat4 vPosition;",
"void main() {",
"vUv = uv;",
// Translate
"mat4 tPos = mat4(vec4(1.0,0.0,0.0,0.0),",
"vec4(0.0,1.0,0.0,0.0),",
"vec4(0.0,0.0,1.0,0.0),",
"vec4(translationX,translationY,translationZ,1.0));",
// Rotate
"mat4 rXPos = mat4(vec4(1.0,0.0,0.0,0.0),",
"vec4(0.0,cos(rotationX),-sin(rotationX),0.0),",
"vec4(0.0,sin(rotationX),cos(rotationX),0.0),",
"vec4(0.0,0.0,0.0,1.0));",
"mat4 rYPos = mat4(vec4(cos(rotationY),0.0,sin(rotationY),0.0),",
"vec4(0.0,1.0,0.0,0.0),",
"vec4(-sin(rotationY),0.0,cos(rotationY),0.0),",
"vec4(0.0,0.0,0.0,1.0));",
"mat4 rZPos = mat4(vec4(cos(rotationZ),-sin(rotationZ),0.0,0.0),",
"vec4(sin(rotationZ),cos(rotationZ),0.0,0.0),",
"vec4(0.0,0.0,1.0,0.0),",
"vec4(0.0,0.0,0.0,1.0));",
// Scale
"mat4 sPos = mat4(vec4(scaleX,0.0,0.0,0.0),",
"vec4(0.0,scaleY,0.0,0.0),",
"vec4(0.0,0.0,scaleZ,0.0),",
"vec4(0.0,0.0,0.0,1.0));",
"vPosition = tPos * rXPos * rZPos * rYPos * sPos;",
"gl_Position = projectionMatrix * modelViewMatrix * vPosition * vec4(position,1.0);",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join("\n")
};
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