My simple object has a texture drawn onto it using a shader. Everything is working correctly, except when I rotate the object, the texture does not rotate along with it. Instead, it seems to remain in a 2D space, creating the 'mask' effect shown below:
Texture not rotating along the object
When I use a regular material and attach a texture to it, everything works as expected. Therefore, I suspect that the issue lies within the vertex shader.
This is how I load the model:
var loader = new THREE.JSONLoader();
loader.load( "models/cube.json", addModelToScene );
var texture = THREE.ImageUtils.loadTexture( "images/woods.jpg" );
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 1.0, 1.0 );
uniforms =
{
time:
{
type: "f",
value: 1.0
},
texture1: { type: "t", value: THREE.ImageUtils.loadTexture( "images/woods.jpg" ) }
};
function addModelToScene( geometry, materials ) {
var material = new THREE.MeshFaceMaterial( materials );
var shaderMaterial = new THREE.ShaderMaterial
(
{
vertexShader: $('#vertexshader').text(),
fragmentShader: $('#fragmentshader').text(),
uniforms: uniforms
}
);
model = new THREE.Mesh( geometry, shaderMaterial );
model.scale.set( 2.5, 2.5, 2.5 );
scene.add( model );
}
Vertex shader:
varying vec2 vUv;
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform sampler2D texture1;
void main()
{
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
Fragment shader:
varying vec2 vUv;
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D texture1;
uniform float time;
void main()
{
vec2 u_resolution = vec2( 1700, 1000 );
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
gl_FragColor = texture2D( texture1, uv );
}
Finally, I rotate the object like this:
model.rotation.z += 0.00013;
model.rotation.z += 0.004;
Why does the texture not rotate with the object, but instead remains in a static position? Any help is appreciated. Thank you!