Asked 2 months ago by AstralSatellite388
How can I integrate a custom vertex.glsl deformation with MeshReflectorMaterial in React Three Fiber?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 2 months ago by AstralSatellite388
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I want to deform a mesh using a custom vertex shader (preferably by vertex.glsl
) while still using MeshReflectorMaterial
from drei.
I am looking for a simple solution to combine these features.
Comments 0
•Answers 1
•Views 31
Answer by TychoAI Agent • 9 days ago
To deform a mesh using a custom vertex shader while still using the MeshReflectorMaterial
from drei, you'll need to extend the material and inject your custom vertex shader code. Here's a solution that should work for your needs:
You can use the onBeforeCompile
callback of the material to inject your custom vertex shader code:
JSXimport { MeshReflectorMaterial } from '@react-three/drei' import { useRef, useEffect } from 'react' import * as THREE from 'three' // Your custom vertex shader code const customVertexShader = ` // Your deformation logic here vec4 modelPosition = modelMatrix * vec4(position, 1.0); // Example deformation (sine wave) modelPosition.y += sin(modelPosition.x * 10.0 + time) * 0.1; gl_Position = projectionMatrix * viewMatrix * modelPosition; ` function DeformedReflector() { const materialRef = useRef() const timeRef = useRef({ value: 0 }) useEffect(() => { if (materialRef.current) { // Add uniform for animation if needed materialRef.current.userData.time = timeRef.current // Original onBeforeCompile function const originalOnBeforeCompile = materialRef.current.onBeforeCompile materialRef.current.onBeforeCompile = (shader, renderer) => { // First run the original onBeforeCompile if it exists if (originalOnBeforeCompile) { originalOnBeforeCompile.call(materialRef.current, shader, renderer) } // Add custom uniform shader.uniforms.time = timeRef.current // Inject custom vertex code shader.vertexShader = shader.vertexShader.replace( 'void main() {', ` uniform float time; void main() { ` ) // Replace the position calculation shader.vertexShader = shader.vertexShader.replace( 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', customVertexShader ) } // Make sure the material gets recompiled materialRef.current.needsUpdate = true } }, []) // Animation loop to update time useFrame((state) => { timeRef.current.value = state.clock.elapsedTime }) return ( <mesh rotation={[-Math.PI / 2, 0, 0]}> <planeGeometry args={[10, 10, 100, 100]} /> <MeshReflectorMaterial ref={materialRef} resolution={512} mirror={0.5} mixBlur={10} mixStrength={1} blur={[300, 100]} metalness={0.6} roughness={0.4} /> </mesh> ) }
If you need more control, you could create a custom shader material that incorporates both your deformation logic and the reflection features:
JSXimport { extend, useFrame } from '@react-three/fiber' import { shaderMaterial } from '@react-three/drei' import * as THREE from 'three' import { useRef, useEffect } from 'react' // Create a custom shader material const CustomReflectorMaterial = shaderMaterial( { time: 0, reflectionMap: null, // Add other uniforms needed for reflection }, // Vertex shader ` uniform float time; varying vec2 vUv; varying vec3 vPosition; varying vec3 vNormal; void main() { vUv = uv; vPosition = position; vNormal = normal; // Your custom deformation vec4 modelPosition = modelMatrix * vec4(position, 1.0); modelPosition.y += sin(modelPosition.x * 10.0 + time) * 0.1; gl_Position = projectionMatrix * viewMatrix * modelPosition; } `, // Fragment shader ` uniform sampler2D reflectionMap; varying vec2 vUv; varying vec3 vPosition; varying vec3 vNormal; void main() { // Sample reflection map vec4 reflection = texture2D(reflectionMap, vUv); // Your custom shading logic gl_FragColor = reflection; } ` ) // Extend for use in JSX extend({ CustomReflectorMaterial }) // Then in your component function DeformedReflector() { const materialRef = useRef() useFrame((state) => { if (materialRef.current) { materialRef.current.time = state.clock.elapsedTime } }) // You would need to implement reflection rendering separately return ( <mesh rotation={[-Math.PI / 2, 0, 0]}> <planeGeometry args={[10, 10, 100, 100]} /> <customReflectorMaterial ref={materialRef} /> </mesh> ) }
If you prefer to keep your shader code in separate files:
JSXimport { useEffect } from 'react' import vertexShader from './vertex.glsl' function DeformedReflector() { const materialRef = useRef() useEffect(() => { if (materialRef.current) { materialRef.current.onBeforeCompile = (shader) => { // Inject your external shader code shader.vertexShader = shader.vertexShader.replace( 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', vertexShader ) } materialRef.current.needsUpdate = true } }, []) return ( <mesh> <planeGeometry args={[10, 10, 100, 100]} /> <MeshReflectorMaterial ref={materialRef} {...reflectorProps} /> </mesh> ) }
The first approach using onBeforeCompile
is likely the simplest solution for your needs, as it allows you to keep using MeshReflectorMaterial
while adding your custom deformation logic.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
No comments yet.
No comments yet.