[name]

Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.

Built-in uniforms and attributes

Vertex shader (unconditional):

// = object.matrixWorld uniform mat4 modelMatrix; // = camera.matrixWorldInverse * object.matrixWorld uniform mat4 modelViewMatrix; // = camera.projectionMatrix uniform mat4 projectionMatrix; // = camera.matrixWorldInverse uniform mat4 viewMatrix; // = inverse transpose of modelViewMatrix uniform mat3 normalMatrix; // = camera.position uniform vec3 cameraPosition; attribute vec3 position; attribute vec3 normal; attribute vec2 uv; attribute vec2 uv2;

Vertex shader (conditional):

#ifdef USE_COLOR attribute vec3 color; #endif #ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; #else attribute vec3 morphTarget4; attribute vec3 morphTarget5; attribute vec3 morphTarget6; attribute vec3 morphTarget7; #endif #endif #ifdef USE_SKINNING attribute vec4 skinIndex; attribute vec4 skinWeight; #endif

Fragment shader:

uniform mat4 viewMatrix; uniform vec3 cameraPosition;

Constructor

[name]( [page:WebGLRenderer renderer], [page:Object code], [page:Material material], [page:Object parameters] )

For parameters see [page:WebGLRenderer WebGLRenderer]

Properties

.[page:Object uniforms]

.[page:Object attributes]

.[page:String id]

.[page:String code]

.[page:Integer usedTimes]

.[page:Object program]

.[page:WebGLShader vertexShader]

.[page:WebGLShader fragmentShader]

Methods

none

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]