javascriptthree.jsrotationglslvertex-shader

Rotating a geometry using vertex shader in threejs


I am trying to rotate a box using vertex shader but its getting sheared for reason I can't figure out, following is the code, please help me. Here is the fiddle and my code of vertex shader

uniform float delta;
void main()
{
    vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
      gl_Position = (projectionMatrix * modelViewPosition);
      float new_x = gl_Position.x*cos(delta) - gl_Position.y*sin(delta);
      float new_y = gl_Position.y*cos(delta) + gl_Position.x*sin(delta);
      gl_Position.x = new_x;
      gl_Position.y = new_y;
}

https://jsfiddle.net/co4vbhye/


Solution

  • If the viewport is rectangular , then this is compensated by the projection matrix. This means that last transformation which has to be applied to the vertex coordinates is the projection matrix:

    clip_position = projection * view * model * position
    

    You've to apply the rotation to the vertex coordinate position. After that transform the result by the view matrix and projection matrix:

    uniform float delta;
    void main()
    {
        vec3 p = position.xyz;
        float new_x = p.x*cos(delta) - p.y*sin(delta);
        float new_y = p.y*cos(delta) + p.x*sin(delta);
    
        gl_Position = projectionMatrix * modelViewMatrix * vec4(new_x, new_y, p.z, 1.0);
    }
    

    Furthermore, the aspect ration which is set to the projection matrix (PerspectiveCamera), has to match the aspect ration of the viewport (canvas):

    either

    //RENDERER
    renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    
    //CAMERA
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 10000);
    

    or

    //RENDERER
    renderer = new THREE.WebGLRenderer();
    renderer.setSize(CANVAS_WIDTH, CANVAS_HEIGHT);
    
    //CAMERA
    camera = new THREE.PerspectiveCamera(75, CANVAS_WIDTH / CANVAS_HEIGHT, 0.01, 10000);
    

    See the example:

    var renderer,
        scene,
        camera,
        container = document.getElementById('Canvas_3');
    
    //RENDERER
    renderer = new THREE.WebGLRenderer();
    //renderer.setClearColor(0xffffff);
    renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    container.appendChild(renderer.domElement);
    
    //CAMERA
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 10000);
    
    //SCENE
    scene = new THREE.Scene();
    
    var customUniforms = {
        delta: {
            value: 0
        }
    };
    var material = new THREE.ShaderMaterial({
        uniforms: customUniforms,
        vertexShader: document.getElementById('vertexShader').textContent,
        fragmentShader: document.getElementById('fragmentShader').textContent
    });
    
    var geometry = new THREE.BoxBufferGeometry(1, 1, 1, 0, 0, 0);
    var mesh = new THREE.Mesh(geometry, material);
    mesh.position.z = -5;
    mesh.position.x = 0;
    scene.add(mesh);
    
    window.onresize = function() {
        renderer.setSize(window.innerWidth, window.innerHeight);
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
    }
    
    //RENDER LOOP
    render();
    
    var delta = 0;
    
    function render() {
    
        delta += 0.006;
        if (delta > 1.57) delta = 0;
    
        mesh.material.uniforms.delta.value = delta;
    
        renderer.render(scene, camera);
    
        requestAnimationFrame(render);
    }
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
    <div id="Canvas_3"></div>
    
    <script type="x-shader/x-vertex" id="vertexShader">
    uniform float delta;
    void main()
    {
        vec3 p = position.xyz;
        float new_x = p.x*cos(delta) - p.y*sin(delta);
        float new_y = p.y*cos(delta) + p.x*sin(delta);
        
        gl_Position = projectionMatrix * modelViewMatrix * vec4(new_x, new_y, p.z, 1.0);
    }
    </script>
    
    <script type="x-shader/x-fragment" id="fragmentShader">
    uniform float delta;
    void main() {
        gl_FragColor = vec4(delta, 0.0, 1.0-delta, 1.0);
    }
    </script>