How do I get the vertex data from my position attribute into a shader with a DataTexture?

Ha! Now it works. Now that you explicitly referred to RGBA, I did exactly that with the RGBA example from THREE. Then I will probably upload two repositories to github later.

The geometry is now completely made up of the coordinates of the DataTexture. I also used the coordinates as color weighting in the fragment shader. The black quadrant is -x, -z, so is black. In the direction of +x, +z it becomes more and more colored

Here the repository:

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