I am currently in the process of transitioning a native OpenGL application to WebGL using the three.js framework. One challenge I am encountering is implementing spherical impostors.
Spherical Impostors consist of quads (or two triangles) that always face the camera, similar to billboards.
With the use of custom vertex and fragment shaders, a new position and normal are generated for each point on the quad to mimic a sphere. For a more in-depth explanation, you can refer to the following link: [link broken]
What approach can I take to incorporate this feature into Three.js?