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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Material] &rarr; [page:ShaderMaterial] &rarr;
<h1>[name]</h1>
<p class="desc">
This class works just like [page:ShaderMaterial], except that definitions of
built-in uniforms and attributes are not automatically prepended to the GLSL shader code.
</p>
<h2>Code Example</h2>
<code>
const material = new THREE.RawShaderMaterial( {
uniforms: {
time: { value: 1.0 }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
} );
</code>
<h2>Examples</h2>
<p>
[example:webgl_buffergeometry_rawshader WebGL / buffergeometry / rawshader]<br />
[example:webgl_buffergeometry_instancing_billboards WebGL / buffergeometry / instancing / billboards]<br />
[example:webgl_buffergeometry_instancing WebGL / buffergeometry / instancing]<br />
[example:webgl_raymarching_reflect WebGL / raymarching / reflect]<br />
[example:webgl2_volume_cloud WebGL 2 / volume / cloud]<br />
[example:webgl2_volume_instancing WebGL 2 / volume / instancing]<br />
[example:webgl2_volume_perlin WebGL 2 / volume / perlin]
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p>
[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
Any property of the material (including any property inherited from [page:Material] and [page:ShaderMaterial]) can be passed in here.<br /><br />
</p>
<h2>Properties</h2>
<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
<h2>Methods</h2>
<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>