I’m currently working on a personal project to generate a planet using procedural methods. The problem is that I am trying to achieve a glow effect using glsl. The intended effect works for desktop but not for mobile.
The following link illustrate the problem: https://imgur.com/a/M2jhTs4
The planet are composed as follows: Four IcosahedronBufferGeometry
meshes composing earth, water, cloud and glow effect. I have tried disabling glow effect, then it works as intended for mobile. Therefore, the conclusion is that the problem lies within the glow effect.
Here are the code for the glow effect (fragment and vertex shader):
Vertex shader:
varying float intensity;
void main() {
/* Calculates dot product of the view vector (cameraPosition) and the normal */
/* High value exponent = less intense since dot product is always less than 1 */
vec3 vNormal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow(0.2 - dot(normalize(cameraPosition), vNormal), 2.8);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
Fragment Shader
varying float intensity;
void main() {
vec3 glow = vec3(255.0/255.0, 255.0/255.0, 255.0/255.0) * intensity;
gl_FragColor = vec4( glow, 1.0);
}
THREE.js Code
var glowMaterial, glowObj, glowUniforms, sUniforms;
sUniforms = sharedUniforms();
/* Uniforms */
glowUniforms = {
lightPos: {
type: sUniforms["lightPos"].type,
value: sUniforms["lightPos"].value,
}
};
/* Material */
glowMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib["ambient"],
THREE.UniformsLib["lights"],
glowUniforms
]),
vertexShader: glow_vert,
fragmentShader: glow_frag,
lights: true,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});
/* Add object to scene */
glowObj = new THREE.Mesh(new THREE.IcosahedronBufferGeometry(35, 4), glowMaterial);
scene.add(glowObj);
There are no error/warning messages in the console both for desktop and mobile using remote web inspector. As previously shown, it seems for mobile, the glow is plain white meanwhile for desktop, the intensity/color/opactiy of the material based on the value of the dot product in vertex shader works.