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passing multiple secondary geometries into vertex shaders using threejs

Lets say I have a geometry which I am using the vertices of to create Points or an InstancedMesh. But then I want change this underlying geometry to something else, let's as a cone to a sphere or something which has the same number of vertices. I would like to animated between these without using MorphTargets so I guess I need to use a custom vertex shader which is fine however I'm a bit stuck as to how to pass in the additional BufferGeometrys into the vertex shader. I can't really think how I might do this with the uniforms - has anyone got any ideas as, in my understanding i can only use int/float/bool/vec/ivec/mat but i need multiple vertex buffers - is it just an array of some kind?

about 4 years ago · Juan Pablo Isaza
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The default position of the vertices is defined in a BufferAttribute called position. This is passed to the vertex shader as attribute vec3 position.

You could create a new BufferAttribute in your geometry called position2 and you can define it in your vertex shader as attribute vec3 position2.

about 4 years ago · Juan Pablo Isaza Report
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