I’m trying to export a mesh to a GLTF and it uses a custom ShaderMaterial with an animated fragment shader that’s applied to a SphereBufferGeometry. When I export to GLTF it looks like my uniforms aren’t being passed along. The fragment shader animation progresses using a Uniform for time which increases every render call and the Geometry doesn’t change.
Is there any way to include time, or are there any default uniforms in GLTFs? Alternatively, should I be exploring an AnimationClip?
Any help would be greatly appreciated.