Capítulo 811 de 859
Practical tricks for isolating GLSL shader bugs by forcing solid output colors and visualizing intermediate values (normals, UVs, matrices) as colors or in a debugger to narrow down whether a problem is in the vertex or fragment stage.
gl_FragColor: set the fragment shader to output a flat color first — if the shape appears, the bug is in the fragment logic (textures, uniforms), not geometry/vertex setup.-1..1 normal or 0..1 UV into color range (value * 0.5 + 0.5) and output it, to sanity-check it visually against known-good values.fract() for repeated UVs: wrap texture coordinates back into 0..1 before visualizing, useful when texture.repeat is greater than 1.renderer.render() and inspect camera/object world and projection matrices in the debugger for NaNs or wildly out-of-scale values.MeshBasicMaterial or a minimal vertex shader to confirm the geometry itself is correct before debugging custom shader logic.void main() {
// ...
gl_FragColor = vec4(1, 0, 0, 1); // force solid red
}
gl_FragColor to a solid color first to check whether the fragment shader is even the source of the problem.NaNs in a debugger.MeshBasicMaterial or a minimal vertex shader to isolate whether a bug is in your custom vertex logic or elsewhere.