I'm drawing two geometries next to each other and have them rotate. The problem is that the first drawn one is obstructing the second one, where transparency should take effect. The two objects should have the same transparency, regardless of who was drawn first. That's why blending is turned on and depth test is off. Here are the images:
Both geometries are point cloud using THREE.ShaderMaterial as followed:
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
blending: THREE.NormalBlending,
depthTest: false,
transparent: true
});
where
// attributes
attributes = {
size: { type: 'f', value: null },
alpha: { type: 'f', value: [] },
customColor: { type: 'c', value: null }
};
// uniforms
uniforms = {
color: { type: "c", value: new THREE.Color(0x00ff00) },
texture: { type: "t", value: THREE.ImageUtils.loadTexture("../textures/sprites/circle.png") }
};
and
<script type="x-shader/x-vertex" id="vertexshader">
attribute float alpha;
attribute float size;
attribute vec3 customColor;
varying float vAlpha;
varying vec3 vColor;
void main() {
vAlpha = alpha;
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 120.0 / length( mvPosition.xyz ));
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D texture;
varying float vAlpha;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, vAlpha );
gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
}
</script>