inverser Posted February 6, 2021 Share Posted February 6, 2021 Hello, friends. There was such a task. Start up one! a wave over a sphere, which, as it were, looks like a map of the planet, which (map) in turn is generated from planeBufferGeometry and then these geometries are combined using THREE.BufferGeometryUtils.mergeBufferGeometries(geometries, false); Code of vertex shader: vertexShader:` varying vec2 vUv; uniform float time; void main(){ vUv=uv; vec3 newposition = position + position*sin(position.z*12.)*0.03; gl_Position = projectionMatrix * modelViewMatrix * vec4( newposition, 1. ); } `, The question is how to make only this one "wave", i.e. so that sin does not go over the entire sphere, but only in the middle, for example. And further. How can I change the direction of this "wave", now it comes from the Z coordinate of this sphere, I need it to go from the position I have defined (for example, approximate coordinates of London). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.