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- <h1>[name]</h1>
- <p>
- Starting with three.js R95, the engine supports rendering with a WebGL 2 context. By default three.js always uses a
- WebGL 1 context when creating an instance of *WebGLRenderer*. If you want use a WebGL 2 context, please have a look
- at the following workflow.
- </p>
- <h2>Workflow</h2>
- <p>
- Since WebGL 2 is not supported by all devices that support WebGL 1, it's important to check the respective availability.
- To do so, please include [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/WebGL.js WebGL.js] into your project.
- </p>
- <code>
- import { WEBGL } from 'three/examples/jsm/WebGL.js';
- </code>
- <p>
- Next, use a code similar to the following in order to perform the availability check.
- </p>
- <code>
- if ( WEBGL.isWebGL2Available() === false ) {
- document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
- }
- </code>
- <p>
- Now it's time to create the renderer by applying the HTML5 canvas element and the respective WebGL 2 context
- to the constructor of *WebGLRenderer*. As a result, three.js will internally use the given context for rendering and
- automatically convert the built-in material's shader code to GLSL ES 3.00.
- </p>
- <code>
- var canvas = document.createElement( 'canvas' );
- var context = canvas.getContext( 'webgl2' );
- var renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
- </code>
- <p>
- Sometimes it is necessary to write custom shader code. Use the following code template as a basis for your own
- implementation. First, the GLSL ES 3.00 code.
- </p>
- <code>
- <script id="vs" type="x-shader/x-vertex">
- #version 300 es
- void main() {
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script id="fs" type="x-shader/x-fragment">
- #version 300 es
- precision highp float;
- precision highp int;
- out vec4 out_FragColor;
- void main() {
- out_FragColor = vec4( 1.0 );
- }
- </script>
- </code>
- <p>
- Second, the corresponding material creation in JavaScript.
- </p>
- <code>
- var material = new THREE.ShaderMaterial( {
- vertexShader: document.getElementById( 'vs' ).textContent.trim(),
- fragmentShader: document.getElementById( 'fs' ).textContent.trim()
- } );
- </code>
- <h2>Next Steps</h2>
- <p>
- Have a look at one of the official examples in order to see WebGL 2 features in action.<br /><br />
- [example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
- [example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]<br />
- [example:webgl2_multisampled_renderbuffers WebGL2 / multisampled renderbuffers]
- </p>
- <h2>Supported features</h2>
- <p>
- Right now, the engine does only support a subset of all existing WebGL 2 features. The following list provides an
- overview about what's already available in the latest version of three.js.
- <ul>
- <li>3D Textures</li>
- <li>2D Texture Arrays</li>
- <li>Multisampled Renderbuffers</li>
- <li>Non-power of two (POT) textures work just the same as POT textures now. No resizing is required for best quality.</li>
- </ul>
- </p>
- </body>
- </html>
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