I just switched from r65 to r68 of three.js and I am getting this error in the browser console when using the FXAA post processing shader:
THREE.WebGLProgram: gl.getProgramInfoLog() WARNING: Output of vertex shader 'vUv' not read by fragment shader... three.js:25545
I tried the same code with r65 and the error does not occur. The Shader appears to be working fine, but I don't like getting errors in the console. The following is the relevant code:
// COMPOSER
this.renderTargetScene = new THREE.WebGLRenderTarget( this.width, this.height );
this.renderTargetScene.minFilter = THREE.LinearFilter;
this.renderTargetScene.magFilter = THREE.LinearFilter;
this.renderTargetScene.format = THREE.RGBAFormat;
this.renderTargetScene.stencilBuffer = true;
this.sceneComposer = new THREE.EffectComposer( this.renderer, this.renderTargetScene );
this.sceneCubeUnderPass = new THREE.RenderPass( this.sceneCube, this.cameraCube );
this.sceneCubeUnderPass.renderToScreen = false;
this.scenePass = new THREE.RenderPass( this.scene, this.camera );
this.scenePass.renderToScreen = false;
this.scenePass.clear = false;
this.effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
this.effectFXAA.uniforms.resolution.value = new THREE.Vector2( 1 / window.innerWidth, 1 / window.innerHeight );
this.effectCopy = new THREE.ShaderPass( THREE.CopyShader );
this.effectCopy.renderToScreen = true;
this.sceneComposer.addPass( this.sceneCubeUnderPass );
this.sceneComposer.addPass( this.scenePass );
this.sceneComposer.addPass( this.effectFXAA );
this.sceneComposer.addPass( this.effectCopy );
onWindowResize: function() {
this.width = window.innerWidth;
this.height = window.innerHeight;
iss.windowHalfX = this.width / 2;
iss.windowHalfY = this.height / 2;
iss.camera.aspect = this.width / this.height;
iss.camera.updateProjectionMatrix();
iss.cameraCube.aspect = this.width / this.height;
iss.cameraCube.updateProjectionMatrix();
iss.renderer.setSize( this.width, this.height );
iss.effectFXAA.uniforms[ 'resolution' ].value.set(1 / ( this.width ), 1 / ( this.height ));
iss.sceneComposer.setSize( this.width, this.height );
},
render: function(){
var timer = -0.0002 * Date.now();
iss.cameraCube.rotation.copy( iss.camera.rotation );
iss.sceneComposer.render( 0.1 );
},
Any help would be appreciated.