-
Notifications
You must be signed in to change notification settings - Fork 294
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
UnrealBloomPass effect error/bug #558
Comments
@jasonh9 can you make a simple reproducible example on https://codesandbox.io/ ? |
@vasturiano thanks for the comment, heres a what I have https://codesandbox.io/p/live/99fbf006-b308-4223-a441-00ba6f2f8b0e |
I applied the GlitchPass, and it is working as expected. |
@jasonh9 do you mean that the |
Also, it's recommended to import the component like this instead: import ForceGraph3D from "react-force-graph-3d"; |
running into an error with the UnrealBloomPass post processing effect
implementation is as follows,
import "./App.css";
import React, { useEffect, useRef } from "react";
import { ForceGraph3D } from "react-force-graph";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
function App() {
const fgRef = useRef();
useEffect(() => {
const bloomPass = new UnrealBloomPass();
bloomPass.threshold = 4;
bloomPass.strength = 1;
bloomPass.radius = 0;
fgRef.current.postProcessingComposer().addPass(bloomPass);
}, []);
....
return (
<>
</>
);
...
hook.js:608 THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false
Material Name:
Material Type: ShaderMaterial
Program Info Log: Fragment shader is not compiled.
�
FRAGMENT
ERROR: 0:85: 'luminance' : no matching overloaded function found
�
80:
81: void main() {
82:
83: vec4 texel = texture2D( tDiffuse, vUv );
84:
The text was updated successfully, but these errors were encountered: