Closed johnmarinelli closed 6 years ago
I'd expect the last one to work...
I'm guessing the color may be bound to max of 1 for the values though, try something like:
gl_FragColor = vec4(sin(e), cos(e), 1.0, 1.0);
Also, #152 is relevant :)
Nice, I've implemented one of the solutions from that thread. Thanks!
Hi,
I'm trying to add an
elapsedTime
uniform to my fragment shader that tracks time since the program started.Here's the relevant portion of the fragment shader:
So far, I've tried updating the uniform in jsx:
and also trying to use a ref (
this.handles.skyMesh
is a ref to the mesh that holds the material in question)neither of these approaches work. Do you have any tips/ideas?