WebGLProgram.js 19 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { WebGLUniforms } from './WebGLUniforms.js';
  5. import { WebGLShader } from './WebGLShader.js';
  6. import { ShaderChunk } from '../shaders/ShaderChunk.js';
  7. import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding } from '../../constants.js';
  8. var programIdCount = 0;
  9. function getEncodingComponents( encoding ) {
  10. switch ( encoding ) {
  11. case LinearEncoding:
  12. return [ 'Linear', '( value )' ];
  13. case sRGBEncoding:
  14. return [ 'sRGB', '( value )' ];
  15. case RGBEEncoding:
  16. return [ 'RGBE', '( value )' ];
  17. case RGBM7Encoding:
  18. return [ 'RGBM', '( value, 7.0 )' ];
  19. case RGBM16Encoding:
  20. return [ 'RGBM', '( value, 16.0 )' ];
  21. case RGBDEncoding:
  22. return [ 'RGBD', '( value, 256.0 )' ];
  23. case GammaEncoding:
  24. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  25. default:
  26. throw new Error( 'unsupported encoding: ' + encoding );
  27. }
  28. }
  29. function getTexelDecodingFunction( functionName, encoding ) {
  30. var components = getEncodingComponents( encoding );
  31. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  32. }
  33. function getTexelEncodingFunction( functionName, encoding ) {
  34. var components = getEncodingComponents( encoding );
  35. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  36. }
  37. function getToneMappingFunction( functionName, toneMapping ) {
  38. var toneMappingName;
  39. switch ( toneMapping ) {
  40. case LinearToneMapping:
  41. toneMappingName = 'Linear';
  42. break;
  43. case ReinhardToneMapping:
  44. toneMappingName = 'Reinhard';
  45. break;
  46. case Uncharted2ToneMapping:
  47. toneMappingName = 'Uncharted2';
  48. break;
  49. case CineonToneMapping:
  50. toneMappingName = 'OptimizedCineon';
  51. break;
  52. default:
  53. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  54. }
  55. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  56. }
  57. function generateExtensions( extensions, parameters, rendererExtensions, isWebGL2 ) {
  58. extensions = extensions || {};
  59. var chunks = [
  60. ( ! isWebGL2 && ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  61. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  62. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  63. ( ! isWebGL2 && ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  64. ];
  65. return chunks.filter( filterEmptyLine ).join( '\n' );
  66. }
  67. function generateDefines( defines ) {
  68. var chunks = [];
  69. for ( var name in defines ) {
  70. var value = defines[ name ];
  71. if ( value === false ) continue;
  72. chunks.push( '#define ' + name + ' ' + value );
  73. }
  74. return chunks.join( '\n' );
  75. }
  76. function fetchAttributeLocations( gl, program ) {
  77. var attributes = {};
  78. var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  79. for ( var i = 0; i < n; i ++ ) {
  80. var info = gl.getActiveAttrib( program, i );
  81. var name = info.name;
  82. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  83. attributes[ name ] = gl.getAttribLocation( program, name );
  84. }
  85. return attributes;
  86. }
  87. function filterEmptyLine( string ) {
  88. return string !== '';
  89. }
  90. function replaceLightNums( string, parameters ) {
  91. return string
  92. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  93. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  94. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  95. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  96. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  97. }
  98. function replaceClippingPlaneNums( string, parameters ) {
  99. return string
  100. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  101. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  102. }
  103. function parseIncludes( string ) {
  104. var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;
  105. function replace( match, include ) {
  106. var replace = ShaderChunk[ include ];
  107. if ( replace === undefined ) {
  108. throw new Error( 'Can not resolve #include <' + include + '>' );
  109. }
  110. return parseIncludes( replace );
  111. }
  112. return string.replace( pattern, replace );
  113. }
  114. function unrollLoops( string ) {
  115. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  116. function replace( match, start, end, snippet ) {
  117. var unroll = '';
  118. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  119. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  120. }
  121. return unroll;
  122. }
  123. return string.replace( pattern, replace );
  124. }
  125. function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
  126. var gl = renderer.context;
  127. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  128. var defines = material.defines;
  129. var vertexShader = shader.vertexShader;
  130. var fragmentShader = shader.fragmentShader;
  131. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  132. if ( parameters.shadowMapType === PCFShadowMap ) {
  133. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  134. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  135. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  136. }
  137. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  138. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  139. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  140. if ( parameters.envMap ) {
  141. switch ( material.envMap.mapping ) {
  142. case CubeReflectionMapping:
  143. case CubeRefractionMapping:
  144. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  145. break;
  146. case CubeUVReflectionMapping:
  147. case CubeUVRefractionMapping:
  148. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  149. break;
  150. case EquirectangularReflectionMapping:
  151. case EquirectangularRefractionMapping:
  152. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  153. break;
  154. case SphericalReflectionMapping:
  155. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  156. break;
  157. }
  158. switch ( material.envMap.mapping ) {
  159. case CubeRefractionMapping:
  160. case EquirectangularRefractionMapping:
  161. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  162. break;
  163. }
  164. switch ( material.combine ) {
  165. case MultiplyOperation:
  166. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  167. break;
  168. case MixOperation:
  169. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  170. break;
  171. case AddOperation:
  172. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  173. break;
  174. }
  175. }
  176. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  177. // console.log( 'building new program ' );
  178. //
  179. var customExtensions = generateExtensions( material.extensions, parameters, extensions, isWebGL2 );
  180. var customDefines = generateDefines( defines );
  181. //
  182. var program = gl.createProgram();
  183. var prefixVertex, prefixFragment;
  184. if ( material.isRawShaderMaterial ) {
  185. prefixVertex = [
  186. customDefines
  187. ].filter( filterEmptyLine ).join( '\n' );
  188. if ( prefixVertex.length > 0 ) {
  189. prefixVertex += '\n';
  190. }
  191. prefixFragment = [
  192. customExtensions,
  193. customDefines
  194. ].filter( filterEmptyLine ).join( '\n' );
  195. if ( prefixFragment.length > 0 ) {
  196. prefixFragment += '\n';
  197. }
  198. } else {
  199. prefixVertex = [
  200. 'precision ' + parameters.precision + ' float;',
  201. 'precision ' + parameters.precision + ' int;',
  202. '#define SHADER_NAME ' + shader.name,
  203. customDefines,
  204. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  205. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  206. '#define MAX_BONES ' + parameters.maxBones,
  207. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  208. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  209. parameters.map ? '#define USE_MAP' : '',
  210. parameters.envMap ? '#define USE_ENVMAP' : '',
  211. parameters.envMap ? '#define ' + envMapModeDefine : '',
  212. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  213. parameters.aoMap ? '#define USE_AOMAP' : '',
  214. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  215. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  216. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  217. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  218. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  219. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  220. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  221. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  222. parameters.vertexColors ? '#define USE_COLOR' : '',
  223. parameters.flatShading ? '#define FLAT_SHADED' : '',
  224. parameters.skinning ? '#define USE_SKINNING' : '',
  225. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  226. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  227. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  228. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  229. parameters.flipSided ? '#define FLIP_SIDED' : '',
  230. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  231. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  232. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  233. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  234. parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  235. 'uniform mat4 modelMatrix;',
  236. 'uniform mat4 modelViewMatrix;',
  237. 'uniform mat4 projectionMatrix;',
  238. 'uniform mat4 viewMatrix;',
  239. 'uniform mat3 normalMatrix;',
  240. 'uniform vec3 cameraPosition;',
  241. 'attribute vec3 position;',
  242. 'attribute vec3 normal;',
  243. 'attribute vec2 uv;',
  244. '#ifdef USE_COLOR',
  245. ' attribute vec3 color;',
  246. '#endif',
  247. '#ifdef USE_MORPHTARGETS',
  248. ' attribute vec3 morphTarget0;',
  249. ' attribute vec3 morphTarget1;',
  250. ' attribute vec3 morphTarget2;',
  251. ' attribute vec3 morphTarget3;',
  252. ' #ifdef USE_MORPHNORMALS',
  253. ' attribute vec3 morphNormal0;',
  254. ' attribute vec3 morphNormal1;',
  255. ' attribute vec3 morphNormal2;',
  256. ' attribute vec3 morphNormal3;',
  257. ' #else',
  258. ' attribute vec3 morphTarget4;',
  259. ' attribute vec3 morphTarget5;',
  260. ' attribute vec3 morphTarget6;',
  261. ' attribute vec3 morphTarget7;',
  262. ' #endif',
  263. '#endif',
  264. '#ifdef USE_SKINNING',
  265. ' attribute vec4 skinIndex;',
  266. ' attribute vec4 skinWeight;',
  267. '#endif',
  268. '\n'
  269. ].filter( filterEmptyLine ).join( '\n' );
  270. prefixFragment = [
  271. customExtensions,
  272. 'precision ' + parameters.precision + ' float;',
  273. 'precision ' + parameters.precision + ' int;',
  274. '#define SHADER_NAME ' + shader.name,
  275. customDefines,
  276. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  277. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  278. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  279. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  280. parameters.map ? '#define USE_MAP' : '',
  281. parameters.envMap ? '#define USE_ENVMAP' : '',
  282. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  283. parameters.envMap ? '#define ' + envMapModeDefine : '',
  284. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  285. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  286. parameters.aoMap ? '#define USE_AOMAP' : '',
  287. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  288. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  289. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  290. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  291. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  292. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  293. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  294. parameters.vertexColors ? '#define USE_COLOR' : '',
  295. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  296. parameters.flatShading ? '#define FLAT_SHADED' : '',
  297. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  298. parameters.flipSided ? '#define FLIP_SIDED' : '',
  299. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  300. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  301. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  302. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  303. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  304. parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  305. parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
  306. 'uniform mat4 viewMatrix;',
  307. 'uniform vec3 cameraPosition;',
  308. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  309. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  310. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  311. parameters.dithering ? '#define DITHERING' : '',
  312. ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  313. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  314. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  315. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  316. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  317. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  318. '\n'
  319. ].filter( filterEmptyLine ).join( '\n' );
  320. }
  321. vertexShader = parseIncludes( vertexShader );
  322. vertexShader = replaceLightNums( vertexShader, parameters );
  323. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  324. fragmentShader = parseIncludes( fragmentShader );
  325. fragmentShader = replaceLightNums( fragmentShader, parameters );
  326. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  327. vertexShader = unrollLoops( vertexShader );
  328. fragmentShader = unrollLoops( fragmentShader );
  329. var vertexGlsl = prefixVertex + vertexShader;
  330. var fragmentGlsl = prefixFragment + fragmentShader;
  331. if ( isWebGL2 ) {
  332. // GLSL 3.0 conversion
  333. var gles3VS = [
  334. '#define attribute in',
  335. '#define varying out',
  336. '#define texture2D texture'
  337. ].join( '\n' );
  338. var gles3FS = [
  339. '#define varying in',
  340. 'out highp vec4 pc_fragColor;',
  341. '#define gl_FragColor pc_fragColor',
  342. '#define texture2D texture',
  343. '#define textureCube texture',
  344. '#define texture2DProj textureProj',
  345. '#define texture2DLodEXT textureLod',
  346. '#define texture2DProjLodEXT textureProjLod',
  347. '#define textureCubeLodEXT textureLod',
  348. '#define texture2DGradEXT textureGrad',
  349. '#define texture2DProjGradEXT textureProjGrad',
  350. '#define textureCubeGradEXT textureGrad'
  351. ].join( '\n' );
  352. vertexGlsl = '#version 300 es\n' + gles3VS + '\n' + vertexGlsl;
  353. fragmentGlsl = '#version 300 es\n' + gles3FS + '\n' + fragmentGlsl;
  354. }
  355. // console.log( '*VERTEX*', vertexGlsl );
  356. // console.log( '*FRAGMENT*', fragmentGlsl );
  357. var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  358. var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  359. gl.attachShader( program, glVertexShader );
  360. gl.attachShader( program, glFragmentShader );
  361. // Force a particular attribute to index 0.
  362. if ( material.index0AttributeName !== undefined ) {
  363. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  364. } else if ( parameters.morphTargets === true ) {
  365. // programs with morphTargets displace position out of attribute 0
  366. gl.bindAttribLocation( program, 0, 'position' );
  367. }
  368. gl.linkProgram( program );
  369. var programLog = gl.getProgramInfoLog( program ).trim();
  370. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  371. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  372. var runnable = true;
  373. var haveDiagnostics = true;
  374. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  375. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  376. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  377. runnable = false;
  378. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  379. } else if ( programLog !== '' ) {
  380. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  381. } else if ( vertexLog === '' || fragmentLog === '' ) {
  382. haveDiagnostics = false;
  383. }
  384. if ( haveDiagnostics ) {
  385. this.diagnostics = {
  386. runnable: runnable,
  387. material: material,
  388. programLog: programLog,
  389. vertexShader: {
  390. log: vertexLog,
  391. prefix: prefixVertex
  392. },
  393. fragmentShader: {
  394. log: fragmentLog,
  395. prefix: prefixFragment
  396. }
  397. };
  398. }
  399. // clean up
  400. gl.deleteShader( glVertexShader );
  401. gl.deleteShader( glFragmentShader );
  402. // set up caching for uniform locations
  403. var cachedUniforms;
  404. this.getUniforms = function () {
  405. if ( cachedUniforms === undefined ) {
  406. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  407. }
  408. return cachedUniforms;
  409. };
  410. // set up caching for attribute locations
  411. var cachedAttributes;
  412. this.getAttributes = function () {
  413. if ( cachedAttributes === undefined ) {
  414. cachedAttributes = fetchAttributeLocations( gl, program );
  415. }
  416. return cachedAttributes;
  417. };
  418. // free resource
  419. this.destroy = function () {
  420. gl.deleteProgram( program );
  421. this.program = undefined;
  422. };
  423. // DEPRECATED
  424. Object.defineProperties( this, {
  425. uniforms: {
  426. get: function () {
  427. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  428. return this.getUniforms();
  429. }
  430. },
  431. attributes: {
  432. get: function () {
  433. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  434. return this.getAttributes();
  435. }
  436. }
  437. } );
  438. //
  439. this.id = programIdCount ++;
  440. this.code = code;
  441. this.usedTimes = 1;
  442. this.program = program;
  443. this.vertexShader = glVertexShader;
  444. this.fragmentShader = glFragmentShader;
  445. return this;
  446. }
  447. export { WebGLProgram };