Game Development Reference
In-Depth Information
This code requests two postprocessing rendering passes during which the edge and
copy shaders will both be applied. The edge effect requires knowledge of the canvas
size, and the effects will be rendered after the copy shader is applied. The final step
is to replace our renderer.render(scene, camera) call with composer.render() ,
and we get a pretty dramatic result, as you can see in the next screenshot:
Our game with the edge shader postprocessor
As previously mentioned, shaders are written in GLSL instead of JavaScript, and
they can get pretty complex. As a result, we won't talk about how to write them
here. However, you can browse and fork some shaders other people have written at
https://glsl.heroku.com/ . Three.js author Mr.doob has also written a shader editor
at http://www.mrdoob.com/projects/glsl_sandbox/ , and Thibaut Despoulain has
written one as well at http://shdr.bkcore.com/ . Note that shaders can be used to
display pretty much anything, and most shaders don't make sense as postprocessors.
 
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