Spherical Impostors in three.js
问题 I'm working to port a native OpenGL application to WebGL by using the three.js framework. I'm stumbling on the implementation of spherical impostors. Spherical Impostors are basically quads (or two triangles) that are rendered in a way that they always face the camera (much alike billboards). By employing custom vertex and fragment shaders, for every point on the rendered quad, a new position and normal are generated in a way that emulates a sphere. For a more detailed description you can