Using webGlRenderer with big width and height or ratio crops the shader with chrome.
<body>
<div id="container"></div>
<script src="libraries/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
varying vec2 vUv;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,1.0,1.0);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms;
let ratio=1;
let a=7000;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( ratio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}
}
function onWindowResize( event ) {
renderer.setSize( a,a);
uniforms.u_resolution.value.x =a*ratio;
uniforms.u_resolution.value.y = a*ratio;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.u_time.value += 0.05;
renderer.render( scene, camera );
}
</script>
I expect the top right corner to be white like in firefox.
Screenshots
First image in chrome, second in firefox
Platform:
- Device: Desktop
- OS: Windows
- Browser: Chrome
- Three.js version: r124
This is not a
three.js
issue. Chrome can not handle arbitrary large resolutions. The browser has a limit of 5760 x 5760 total backbuffer area.https://bugs.chromium.org/p/chromium/issues/detail?id=756347#c12