Currently, in my project using Three.js
, I have a ParticleSystem
where each particle can vary in transparency and color.
Here is the code snippet:
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: customUniforms,
attributes: customAttributes,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
transparent: true,
alphaTest: 0.5
});
particles = new THREE.ParticleSystem(geometry, shaderMaterial);
particles.dynamic = true;
For the vertex shader:
attribute float size;
attribute vec3 color;
varying vec3 vColor;
void main() {
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
And for the fragment shader:
uniform sampler2D texture;
uniform float alpha;
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 100);
vec4 textureColor = texture2D( texture, gl_PointCoord );
gl_FragColor = gl_FragColor * textureColor;
gl_FragColor.a = alpha;
}
I face an issue with setting the alpha level for the provided texture. When I include gl_FragColor.a = alpha
, the texture appears as a circle within a black square. The alpha level works correctly but I want only the circle without the square. If I omit the alpha setting, the square does not show up. How can I correctly set the alpha for the texture?