One method of displaying a webcam video using ThreeJS involves creating a video texture, as shown below:
video = document.getElementById( 'video' );
const texture = new THREE.VideoTexture( video );
texture.colorSpace = THREE.SRGBColorSpace;
const material = new THREE.MeshBasicMaterial( { map: texture } );
const geometry = new THREE.PlaneGeometry(1, 1);
const plane = new THREE.Mesh(geometry, material);
plane.position.set(0.5, 0.5, 0);
The issue arises when trying to manipulate the webcam feed within fragment shaders.
How can the webcam's video feed be manipulated in shader files? Below are the materials defined for the shader files:
const vsh = await fetch('vertex-shader.glsl');
const fsh = await fetch('fragment-shader.glsl');
material = new THREE.ShaderMaterial({
uniforms: {
resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
time: { value: 0.0 },
},
vertexShader: await vsh.text(),
fragmentShader: await fsh.text()
Does anyone have ideas or examples demonstrating this concept?