Currently we have one example showing how to write a vertex shader, and that example is for 2d meshes. Most custom shader examples only define a fragment shader, and use the default vertex shader. I'd like to see examples of vertex shaders for 3d meshes.
A good example should show:
What does the vertex input data look like?
What does the vertex output data look like?
What are the minimum calculations that need to happen (position and normal calculation, etc.)
For extended materials, what calculations can be skipped because they are already done in the base material? Assume that we're using StandardMaterial as a base.
Currently we have one example showing how to write a vertex shader, and that example is for 2d meshes. Most custom shader examples only define a fragment shader, and use the default vertex shader. I'd like to see examples of vertex shaders for 3d meshes.
A good example should show: