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August 25, 2015 05:09
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,48 @@ // Minimal version of MeshBasicMaterial // But removed everything except shadow // then only render the shadow var shadowMaterial = { transparent: true, uniforms: THREE.UniformsUtils.merge([ THREE.UniformsLib['common'], THREE.UniformsLib['shadowmap'] ]), vertexShader: [ THREE.ShaderChunk['shadowmap_pars_vertex'], 'void main() {', THREE.ShaderChunk['default_vertex'], THREE.ShaderChunk['worldpos_vertex'], THREE.ShaderChunk['shadowmap_vertex'], '}' ].join('\n'), fragmentShader: [ 'uniform vec3 diffuse;', 'uniform float opacity;', THREE.ShaderChunk['shadowmap_pars_fragment'], 'void main() {', ' gl_FragColor = vec4( diffuse, opacity );', THREE.ShaderChunk['shadowmap_fragment'], ' if (gl_FragColor.r == diffuse.r) discard;', ' gl_FragColor = vec4(vec3(0.0), opacity);', '}' ].join('\n') }; // And the mesh var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(128, 128), new THREE.ShaderMaterial(shadowShader) ); // Changing color and opacity... mesh.material.uniforms.diffuse.value = new THREE.Color(0xff00ff); mesh.material.uniforms.opacity.value = 0.05; mesh.material.needsUpdate = true; // Don't forget this one mesh.receiveShadow = true;