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ShaderMaterial that only renders shadow
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// 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; |
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