Невозможно получить эту строку:
vec2 pos = (gl_FragCoord.xy / vUv) * 2.0 - 1.0;
Похоже, вы хотите вычислить uv
координаты, но если это так, то у вас уже есть uvs (переданные в vUv
).
Вы можете сделать это следующим образом:
var scene, camera, renderer, aspect, geometry, material, plane;
var container;
var clock = new THREE.Clock();
var frustumSize = 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0000ff);
aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera(0.5 * frustumSize * aspect / -2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / -2, 0.1, 1);
cameraOrthoHelper = new THREE.CameraHelper(camera);
scene.add(cameraOrthoHelper);
var width = 1;
var height = 1;
geometry = new THREE.PlaneGeometry(width, height);
material = new THREE.ShaderMaterial({
uniforms: {time: {value: 0}},
vertexShader: document.getElementById('sdfVS').textContent,
fragmentShader: document.getElementById('sdfFS').textContent,
side: THREE.DoubleSide
});
plane = new THREE.Mesh(geometry, material);
plane.rotation.x = 0;
plane.rotation.y = THREE.Math.degToRad(-90);
plane.rotation.z = 0;
scene.add(plane)
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x = -1;
camera.position.y = 0;
camera.position.z = 0;
camera.lookAt(scene.position);
camera.updateMatrixWorld();
var t = clock.getElapsedTime();
material.uniforms.time.value = t;
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script type="x-shader/x-vertex" id="sdfVS">
varying vec2 vUv; // pass the uv coordinates of each pixel to the frag shader
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="sdfFS">
precision mediump float;
uniform float time;
uniform vec2 u_resolution;
varying vec2 vUv;
float circle(vec2 uv, vec2 pos, float radius) {
return smoothstep(radius, 0., length(uv - pos));
}
void main()
{
vec2 uv = vUv * 2. - 1.;
vec2 pos = vec2(cos(time), sin(time));
float circle1 = circle(uv, pos, 1.0);
vec3 color = vec3(circle1);
gl_FragColor = vec4(color, 1.0);
}
</script>