This API is experimental
Its behavior may change in a future version of p5.js.
Get the shader used when no lights or materials are applied.
You can call baseColorShader().modify()
and change any of the following hooks:
Hook | Description |
---|---|
void beforeVertex | Called at the start of the vertex shader. |
vec3 getLocalPosition | Update the position of vertices before transforms are applied. It takes in vec3 position and must return a modified version. |
vec3 getWorldPosition | Update the position of vertices after transforms are applied. It takes in vec3 position and pust return a modified version. |
vec3 getLocalNormal | Update the normal before transforms are applied. It takes in vec3 normal and must return a modified version. |
vec3 getWorldNormal | Update the normal after transforms are applied. It takes in vec3 normal and must return a modified version. |
vec2 getUV | Update the texture coordinates. It takes in vec2 uv and must return a modified version. |
vec4 getVertexColor | Update the color of each vertex. It takes in a vec4 color and must return a modified version. |
void afterVertex | Called at the end of the vertex shader. |
void beforeFragment | Called at the start of the fragment shader. |
vec4 getFinalColor | Update the final color after mixing. It takes in a vec4 color and must return a modified version. |
void afterFragment | Called at the end of the fragment shader. |
Most of the time, you will need to write your hooks in GLSL ES version 300. If you are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
Call baseColorShader().inspectHooks()
to see all the possible hooks and their default implementations.
示例
Returns
p5.Shader: The color shader
Notice any errors or typos? Please let us know. Please feel free to edit src/webgl/material.js and open a pull request!