[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 in world space uniform vec3 cameraPosition; // default vertex attributes provided by Geometry and BufferGeometry attribute vec3 position; attribute vec3 normal; attribute vec2 uv;

Note that you can therefore calculate the position of a vertex in the vertex shader by: gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); or alternatively gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);

Vertex shader (conditional):

#ifdef USE_COLOR // vertex color attribute attribute vec3 color; #endif #ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; attribute vec3 morphTarget4; attribute vec3 morphTarget5; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; attribute vec3 morphNormal4; attribute vec3 morphNormal5; #else attribute vec3 morphTarget6; attribute vec3 morphTarget7; attribute vec3 morphTarget8; attribute vec3 morphTarget9; attribute vec3 morphTarget10; attribute vec3 morphTarget11; #endif #endif #ifdef USE_SKINNING attribute vec4 skinIndex; attribute vec4 skinWeight; #endif

Fragment shader:

uniform mat4 viewMatrix; uniform vec3 cameraPosition;

Constructor

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

For parameters see [page:WebGLRenderer WebGLRenderer]

Properties

[property:String id]

[property:String code]

[property:Integer usedTimes]

[property:Object program]

[property:WebGLShader vertexShader]

[property:WebGLShader fragmentShader]

Methods

[method:Object getUniforms]()

Returns a name-value mapping of all active uniform locations.

[method:Object getAttributes]()

Returns a name-value mapping of all active vertex attribute locations.

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