Hello,
I hope someone can help me with this. I am at the end of my rope, having gone through all of the discussions and examples I have found and still can’t get dFdx working, neither for WebGl1 or WebGL2. Partial code is shown below.
Thanks for you help.
The fragment shader uses:
#extension GL_OES_standard_derivatives : enable
precision highp float;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 vViewPosition;
uniform vec3 color;
uniform float animateRadius;
uniform float animateStrength;
vec3 faceNormal(vec3 pos) {
vec3 fdx = vec3(dFdx(pos.x), dFdx(pos.y), dFdx(pos.z));
vec3 fdy = vec3(dFdy(pos.x), dFdy(pos.y), dFdy(pos.z));
//vec3 fdx = dFdx(pos);
//vec3 fdy = dFdy(pos);
return normalize(cross(fdx, fdy));
}
The console shows the following:
THREE.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Must have an compiled fragment shader attached. <empty string> THREE.WebGLShader: gl.getShaderInfoLog() fragment
WARNING: 0:2: 'GL_OES_standard_derivatives' : extension is not supported
ERROR: 0:14: 'GL_OES_standard_derivatives' : extension is not supported
ERROR: 0:14: 'GL_OES_standard_derivatives' : extension is not supported
ERROR: 0:14: 'GL_OES_standard_derivatives' : extension is not supported
ERROR: 0:15: 'GL_OES_standard_derivatives' : extension is not supported
ERROR: 0:15: 'GL_OES_standard_derivatives' : extension is not supported
ERROR: 0:15: 'GL_OES_standard_derivatives' : extension is not supported1: #define lengthSegments 300.0
2: #extension GL_OES_standard_derivatives : enable
3: precision highp float;
4:
5: varying vec3 vNormal;
6: varying vec2 vUv;
7: varying vec3 vViewPosition;
Here is also part of the Javascript:
module.exports = function (app) {
const totalMeshes = isMobile ? 30 : 40;
const isSquare = false;
const subdivisions = isMobile ? 200 : 300;
const numSides = isSquare ? 4 : 8;
const openEnded = false;
const geometry = createTubeGeometry(numSides, subdivisions, openEnded);
// add to a parent container
const container = new THREE.Object3D();
const lines = [];
//lines.length = 0;
ShaderLoader("scripts/Grp3D/Phys4646A2/tube.vert", "scripts/Grp3D/Phys4646A2/tube.frag", function (vertex, fragment) {
const baseMaterial = new THREE.RawShaderMaterial({
vertexShader: vertex,
fragmentShader: fragment,
side: THREE.FrontSide,
extensions: {
derivatives: true
},
defines: {
lengthSegments: subdivisions.toFixed(1),
ROBUST: false,
ROBUST_NORMALS: false,
FLAT_SHADED: isSquare
},
uniforms: {
thickness: { type: 'f', value: 1 },
time: { type: 'f', value: 0 },
color: { type: 'c', value: new THREE.Color('#303030') },
animateRadius: { type: 'f', value: 0 },
animateStrength: { type: 'f', value: 0 },
index: { type: 'f', value: 0 },
totalMeshes: { type: 'f', value: totalMeshes },
radialSegments: { type: 'f', value: numSides },
wavelength: { type: 'f', value: 2.0 }
}
});
for( var i = 0; i < totalMeshes; i++){
var t = totalMeshes <= 1 ? 0 : i / (totalMeshes - 1);
var material = baseMaterial.clone();
material.uniforms = THREE.UniformsUtils.clone(material.uniforms);
material.uniforms.index.value = t;
material.uniforms.thickness.value = randomFloat(0.005, 0.0075);
material.uniforms.wavelength.value = 2.0;
var mesh = new THREE.Mesh(geometry, material);
mesh.frustumCulled = false;
lines.push(mesh);
container.add(mesh);
}
});
return {
object3d: container,
update,
setPalette
};
function update (dt,wvl) {
dt = dt / 1000;
lines.forEach(mesh => {
//console.log(dt);
mesh.material.uniforms.time.value += dt;
mesh.material.uniforms.wavelength.value = wvl;
});
}
};
...
const canvas = document.getElementById('myCanvas');
var gl = canvas.getContext( 'webgl2' );
gl.hint(gl.FRAGMENT_SHADER_DERIVATIVE_HINT,gl.NICEST);
const renderer = new THREE.WebGLRenderer(assign({
alpha: false,
stencil: false,
context: gl,
antialias: true // default enabled
}, opt));
...