What are the steps to showcase a webcam stream in GLSL by leveraging Three.js?

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?

Answer №1

To integrate the video feed into your materials shader, follow these steps:

const videoTexture = new THREE.VideoTexture(video);

// Set up material with camera and shaders
const material = new THREE.ShaderMaterial({
  uniforms: {
    resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
    time: { value: 0.0 },
    uTexture: { value: videoTexture }
  },
  vertexShader: await vsh.text(),
  fragmentShader: await fsh.text()
});

Next, animate the video feed using the following code:

function animate() {
    requestAnimationFrame(animate);

    if (video.readyState === video.HAVE_ENOUGH_DATA) {
        videoTexture.needsUpdate = true;
    }

    renderer.render(scene, camera);
}

animate();

Finally, in your GLSL file, access the camera by adding the following lines:

uniform vec2 resolution;
varying vec2 vUvs;
uniform sampler2D uTexture; 

void main() 
{
vec2 pixelCoords = vUvs /resolution;
vec4 webcamColor = texture2D(uTexture, vUvs);
gl_FragColor = webcamColor;
}

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