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Vertex and Fragment Shader on v3?


SebastianNette
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Hi Guys,

 

I'm thinking about migrating to v3 at the moment, however I still don't like how v3 handles eventlisteners. This is probably just a personal issue, pixi improved a lot here, which is good, but it could be better.

 

But that aside, I'm curious if v3 handles vertex shaders differently than v2.

In v2, we were only able to change fragment shaders, afaik. (a.k.a. filters)

 

Since pixi attempts to handle rendering in canvas and webgl the same way, we are hitting limitations.

 

Is v3 actually able to handle vertex shaders? Especially running 2 vertex & fragment shaders on the same object, if wanted?

 

Let me put it this way: Canvas is slowly getting obsolete and hitting a dead end, how many people can't run webgl and at the sad truth, do we want to support people who can't pay for a better laptop? That's what it comes down to, no?

 

Things like a celshader are rather easy to handle in threejs (absolute nightmare when it comes to garbage collection, someone gotta teach that guy).

 

So, what I do want t ask is if we are able to fully take advantage of webgl in v3 if we chose to not support non-webgl users.

 

Cheers

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I'm thinking about migrating to v3 at the moment, however I still don't like how v3 handles eventlisteners. This is probably just a personal issue, pixi improved a lot here, which is good, but it could be better.

What don't you like about it? We use EE3, in a standard node-style EE. What would you do instead?

 

But that aside, I'm curious if v3 handles vertex shaders differently than v2.

In v2, we were only able to change fragment shaders, afaik. (a.k.a. filters)

Yes, filters can include vertex shaders now. Some examples are the Blur, DropShadow, and DisplacementMap filters. When you are calling the AbstractFilter base ctor you can specifiy the frag/vert shaders that should be used. Not just frag shaders anymore.

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