I have added a simple box to my scene, and I am looking to create a shader that will apply a texture to it and add color to this texture.
Here is my vertex shader (nothing special about it):
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
</script>
And here is my fragment shader:
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
uniform sampler2D texture;
varying vec2 vUv;
uniform vec3 color;
varying vec3 vColor;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / vec2(1920.0, 1920.0);
fragColor = vec4(uv, 0.5 + 0.5 * cos(time) * sin(time) ,1.0);
}
void main( void ) {
vec4 color = vec4(0.0,0.0,0.0,1.0);
mainImage( color, gl_FragCoord.xy );
color.w = 1.0;
gl_FragColor = texture2D(texture, vUv);
gl_FragColor = color;
}
</script>
In the last two lines of code, I set gl_FragColor with texture and color.
When the last line is gl_FragColor = color;
, the result looks like:
https://i.sstatic.net/6Wt1r.png
However, when I change the order and the last line is
gl_FragColor = texture2D(texture, vUv);
, the result changes to:
https://i.sstatic.net/2Evzu.png
This is the code used to apply the shader and add a box to the scene:
var geometry = new THREE.BoxGeometry(.5, 1, .5);
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() },
texture: { type: "t", value: THREE.ImageUtils.loadTexture("../img/disc.png") }
};
var material = new THREE.ShaderMaterial({
transparent: true,
uniforms: uniforms,
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
Is there a way to achieve the same effect as shown in the pictures by coloring my texture (mixing color and texture in the object) using this shader?