You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
			
				
					443 lines
				
				16 KiB
			
		
		
			
		
	
	
					443 lines
				
				16 KiB
			| 
								 
											3 years ago
										 
									 | 
							
								<!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] →
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h1>[name]</h1>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<p class="desc">
							 | 
						||
| 
								 | 
							
											A material rendered with custom shaders. A shader is a small program written in
							 | 
						||
| 
								 | 
							
											[link:https://www.khronos.org/files/opengles_shading_language.pdf GLSL] that runs on the GPU.
							 | 
						||
| 
								 | 
							
											You may want to use a custom shader if you need to:
							 | 
						||
| 
								 | 
							
										<ul>
							 | 
						||
| 
								 | 
							
											<li>implement an effect not included with any of the built-in [page:Material materials]</li>
							 | 
						||
| 
								 | 
							
											<li>combine many objects into a single [page:BufferGeometry] in order to improve performance</li>
							 | 
						||
| 
								 | 
							
										</ul>
							 | 
						||
| 
								 | 
							
										There are the following notes to bear in mind when using a `ShaderMaterial`:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<ul>
							 | 
						||
| 
								 | 
							
											<li>
							 | 
						||
| 
								 | 
							
												A `ShaderMaterial` will only be rendered properly by [page:WebGLRenderer],
							 | 
						||
| 
								 | 
							
												since the GLSL code in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertexShader]
							 | 
						||
| 
								 | 
							
												and [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders fragmentShader] properties must
							 | 
						||
| 
								 | 
							
												be compiled and run on the GPU using WebGL.
							 | 
						||
| 
								 | 
							
											</li>
							 | 
						||
| 
								 | 
							
											<li>
							 | 
						||
| 
								 | 
							
												As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
							 | 
						||
| 
								 | 
							
												A [page:BufferGeometry] instance must be used instead, using [page:BufferAttribute] instances to define custom attributes.
							 | 
						||
| 
								 | 
							
											</li>
							 | 
						||
| 
								 | 
							
											<li>
							 | 
						||
| 
								 | 
							
												As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
							 | 
						||
| 
								 | 
							
												are no longer supposed to be used as uniforms. Their [page:Texture texture] property
							 | 
						||
| 
								 | 
							
												must be used instead.
							 | 
						||
| 
								 | 
							
											</li>
							 | 
						||
| 
								 | 
							
											<li>
							 | 
						||
| 
								 | 
							
												Built in attributes and uniforms are passed to the shaders along with your code.
							 | 
						||
| 
								 | 
							
												If you don't want the [page:WebGLProgram] to add anything to your shader code, you can use
							 | 
						||
| 
								 | 
							
												[page:RawShaderMaterial] instead of this class.
							 | 
						||
| 
								 | 
							
											</li>
							 | 
						||
| 
								 | 
							
											<li>
							 | 
						||
| 
								 | 
							
												You can use the directive #pragma unroll_loop_start and #pragma unroll_loop_end in order to unroll a `for` loop in GLSL by the shader preprocessor.
							 | 
						||
| 
								 | 
							
												The directive has to be placed right above the loop. The loop formatting has to correspond to a defined standard.
							 | 
						||
| 
								 | 
							
												<ul>
							 | 
						||
| 
								 | 
							
													<li>
							 | 
						||
| 
								 | 
							
														The loop has to be [link:https://en.wikipedia.org/wiki/Normalized_loop normalized].
							 | 
						||
| 
								 | 
							
													</li>
							 | 
						||
| 
								 | 
							
													<li>
							 | 
						||
| 
								 | 
							
														The loop variable has to be *i*.
							 | 
						||
| 
								 | 
							
													</li>
							 | 
						||
| 
								 | 
							
													<li>
							 | 
						||
| 
								 | 
							
														The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly value of *i* for the given iteration and can be used in preprocessor statements.
							 | 
						||
| 
								 | 
							
													</li>
							 | 
						||
| 
								 | 
							
												</ul>
							 | 
						||
| 
								 | 
							
												<code>
							 | 
						||
| 
								 | 
							
										#pragma unroll_loop_start
							 | 
						||
| 
								 | 
							
										for ( int i = 0; i < 10; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// ...
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										#pragma unroll_loop_end
							 | 
						||
| 
								 | 
							
												</code>
							 | 
						||
| 
								 | 
							
											</li>
							 | 
						||
| 
								 | 
							
										</ul>
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Code Example</h2>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<code>
							 | 
						||
| 
								 | 
							
										const material = new THREE.ShaderMaterial( {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												time: { value: 1.0 },
							 | 
						||
| 
								 | 
							
												resolution: { value: new THREE.Vector2() }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vertexShader: document.getElementById( 'vertexShader' ).textContent,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fragmentShader: document.getElementById( 'fragmentShader' ).textContent
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
										</code>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Examples</h2>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											[example:webgl_buffergeometry_custom_attributes_particles webgl / buffergeometry / custom / attributes / particles]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_buffergeometry_selective_draw webgl / buffergeometry / selective / draw]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_custom_attributes webgl / custom / attributes]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_custom_attributes_lines webgl / custom / attributes / lines]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_custom_attributes_points webgl / custom / attributes / points]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_custom_attributes_points2 webgl / custom / attributes / points2]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_custom_attributes_points3 webgl / custom / attributes / points3]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_depth_texture webgl / depth / texture]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_gpgpu_birds webgl / gpgpu / birds]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_gpgpu_protoplanet webgl / gpgpu / protoplanet]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_gpgpu_water webgl / gpgpu / water]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_interactive_points webgl / interactive / points]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_video_kinect webgl / video / kinect]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_marchingcubes webgl / marchingcubes]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_materials_lightmap webgl / materials / lightmap]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
							 | 
						||
| 
								 | 
							
											[example:webgl_postprocessing_godrays webgl / postprocessing / godrays]
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Vertex shaders and fragment shaders</h2>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<div>
							 | 
						||
| 
								 | 
							
											<p>You can specify two different types of shaders for each material:</p>
							 | 
						||
| 
								 | 
							
											<ul>
							 | 
						||
| 
								 | 
							
												<li>
							 | 
						||
| 
								 | 
							
													The vertex shader runs first; it receives `attributes`, calculates / manipulates
							 | 
						||
| 
								 | 
							
													the position of each individual vertex, and passes additional data (`varying`s) to the fragment shader.
							 | 
						||
| 
								 | 
							
												</li>
							 | 
						||
| 
								 | 
							
												<li>
							 | 
						||
| 
								 | 
							
													The fragment ( or pixel ) shader runs second; it sets the color of each individual "fragment"
							 | 
						||
| 
								 | 
							
													(pixel) rendered to the screen.
							 | 
						||
| 
								 | 
							
												</li>
							 | 
						||
| 
								 | 
							
											</ul>
							 | 
						||
| 
								 | 
							
											<p>There are three types of variables in shaders: uniforms, attributes, and varyings:</p>
							 | 
						||
| 
								 | 
							
											<ul>
							 | 
						||
| 
								 | 
							
												<li>
							 | 
						||
| 
								 | 
							
													`Uniforms` are variables that have the same value for all vertices - lighting, fog,
							 | 
						||
| 
								 | 
							
													and shadow maps are examples of data that would be stored in uniforms.
							 | 
						||
| 
								 | 
							
													Uniforms can be accessed by both the vertex shader and the fragment shader.
							 | 
						||
| 
								 | 
							
												</li>
							 | 
						||
| 
								 | 
							
												<li>
							 | 
						||
| 
								 | 
							
													`Attributes` are variables associated with each vertex---for instance, the vertex position,
							 | 
						||
| 
								 | 
							
													face normal, and vertex color are all examples of data that would be stored in attributes.
							 | 
						||
| 
								 | 
							
													Attributes can `only` be accessed within the vertex shader.
							 | 
						||
| 
								 | 
							
												</li>
							 | 
						||
| 
								 | 
							
												<li>
							 | 
						||
| 
								 | 
							
													`Varyings` are variables that are passed from the vertex shader to the fragment shader.
							 | 
						||
| 
								 | 
							
													For each fragment, the value of each varying will be smoothly interpolated from the values of adjacent vertices.
							 | 
						||
| 
								 | 
							
												</li>
							 | 
						||
| 
								 | 
							
											</ul>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
												Note that `within` the shader itself, uniforms and attributes act like constants;
							 | 
						||
| 
								 | 
							
												you can only modify their values by passing different values to the buffers from your JavaScript code.
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
										</div>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									<h2>Built-in attributes and uniforms</h2>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									<div>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
											The [page:WebGLRenderer] provides many attributes and uniforms to shaders by default;
							 | 
						||
| 
								 | 
							
											definitions of these variables are prepended to your `fragmentShader` and `vertexShader`
							 | 
						||
| 
								 | 
							
											code by the [page:WebGLProgram] when the shader is compiled; you don't need to declare them yourself.
							 | 
						||
| 
								 | 
							
											See [page:WebGLProgram] for details of these variables.
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
											Some of these uniforms or attributes (e.g. those pertaining lighting, fog, etc.)
							 | 
						||
| 
								 | 
							
											require properties to be set on the material in order for [page:WebGLRenderer] to copy
							 | 
						||
| 
								 | 
							
											the appropriate values to the GPU - make sure to set these flags if you want to use these
							 | 
						||
| 
								 | 
							
											features in your own shader.
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
											If you don't want [page:WebGLProgram] to add anything to your shader code, you can use
							 | 
						||
| 
								 | 
							
											[page:RawShaderMaterial] instead of this class.
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
										</div>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Custom attributes and uniforms</h2>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<div>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
												Both custom attributes and uniforms must be declared in your GLSL shader code
							 | 
						||
| 
								 | 
							
												(within `vertexShader` and/or `fragmentShader`). Custom uniforms must be defined in `both`
							 | 
						||
| 
								 | 
							
												the `uniforms` property of your `ShaderMaterial`, whereas any custom attributes must be
							 | 
						||
| 
								 | 
							
												defined via [page:BufferAttribute] instances. Note that `varying`s only need to
							 | 
						||
| 
								 | 
							
												be declared within the shader code (not within the material).
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
												To declare a custom attribute, please reference the [page:BufferGeometry] page for an overview,
							 | 
						||
| 
								 | 
							
												and the [page:BufferAttribute] page for a detailed look at the `BufferAttribute` API.
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
												When creating your attributes, each typed array that you create to hold your
							 | 
						||
| 
								 | 
							
												attribute's data must be a multiple of your data type's size. For example, if your
							 | 
						||
| 
								 | 
							
												attribute is a [page:Vector3 THREE.Vector3] type, and you have 3000 vertices in your
							 | 
						||
| 
								 | 
							
												[page:BufferGeometry], your typed array value must be created with a length of 3000 * 3,
							 | 
						||
| 
								 | 
							
												or 9000 (one value per-component). A table of each data type's size is shown below for reference:
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											<table>
							 | 
						||
| 
								 | 
							
												<caption><a id="attribute-sizes">Attribute sizes</a></caption>
							 | 
						||
| 
								 | 
							
												<thead>
							 | 
						||
| 
								 | 
							
													<tr>
							 | 
						||
| 
								 | 
							
														<th>GLSL type</th>
							 | 
						||
| 
								 | 
							
														<th>JavaScript type</th>
							 | 
						||
| 
								 | 
							
														<th>Size</th>
							 | 
						||
| 
								 | 
							
													</tr>
							 | 
						||
| 
								 | 
							
												</thead>
							 | 
						||
| 
								 | 
							
												<tbody>
							 | 
						||
| 
								 | 
							
													<tr>
							 | 
						||
| 
								 | 
							
														<td>float</td>
							 | 
						||
| 
								 | 
							
														<td>[page:Number]</td>
							 | 
						||
| 
								 | 
							
														<td>1</td>
							 | 
						||
| 
								 | 
							
													</tr>
							 | 
						||
| 
								 | 
							
													<tr>
							 | 
						||
| 
								 | 
							
														<td>vec2</td>
							 | 
						||
| 
								 | 
							
														<td>[page:Vector2 THREE.Vector2]</td>
							 | 
						||
| 
								 | 
							
														<td>2</td>
							 | 
						||
| 
								 | 
							
													</tr>
							 | 
						||
| 
								 | 
							
													<tr>
							 | 
						||
| 
								 | 
							
														<td>vec3</td>
							 | 
						||
| 
								 | 
							
														<td>[page:Vector3 THREE.Vector3]</td>
							 | 
						||
| 
								 | 
							
														<td>3</td>
							 | 
						||
| 
								 | 
							
													</tr>
							 | 
						||
| 
								 | 
							
													<tr>
							 | 
						||
| 
								 | 
							
														<td>vec3</td>
							 | 
						||
| 
								 | 
							
														<td>[page:Color THREE.Color]</td>
							 | 
						||
| 
								 | 
							
														<td>3</td>
							 | 
						||
| 
								 | 
							
													</tr>
							 | 
						||
| 
								 | 
							
													<tr>
							 | 
						||
| 
								 | 
							
														<td>vec4</td>
							 | 
						||
| 
								 | 
							
														<td>[page:Vector4 THREE.Vector4]</td>
							 | 
						||
| 
								 | 
							
														<td>4</td>
							 | 
						||
| 
								 | 
							
													</tr>
							 | 
						||
| 
								 | 
							
												</tbody>
							 | 
						||
| 
								 | 
							
											</table>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
												Note that attribute buffers are `not` refreshed automatically when their values change. To update custom attributes,
							 | 
						||
| 
								 | 
							
												set the `needsUpdate` flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry]
							 | 
						||
| 
								 | 
							
												for further details).
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
											To declare a custom [page:Uniform], use the `uniforms` property:
							 | 
						||
| 
								 | 
							
											<code>
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
												time: { value: 1.0 },
							 | 
						||
| 
								 | 
							
												resolution: { value: new THREE.Vector2() }
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
											</code>
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											<p>
							 | 
						||
| 
								 | 
							
											You're recommended to update custom [page:Uniform] values depending on [page:Object3D object] and [page:Camera camera]
							 | 
						||
| 
								 | 
							
											in [page:Object3D.onBeforeRender] because [page:Material] can be shared among [page:Mesh meshes], [page:Matrix4 matrixWorld]
							 | 
						||
| 
								 | 
							
											of [page:Scene] and [page:Camera] are updated in [page:WebGLRenderer.render], and some effects render a [page:Scene scene]
							 | 
						||
| 
								 | 
							
											with their own private [page:Camera cameras].
							 | 
						||
| 
								 | 
							
											</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</div>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<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]) can be passed in here.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Properties</h2>
							 | 
						||
| 
								 | 
							
										<p>See the base [page:Material] class for common properties.</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean clipping]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Object defaultAttributeValues]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											When the rendered geometry doesn't include these attributes but the material does,
							 | 
						||
| 
								 | 
							
											 these default values will be passed to the shaders. This avoids errors when buffer data is missing.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											<code>
							 | 
						||
| 
								 | 
							
								this.defaultAttributeValues = {
							 | 
						||
| 
								 | 
							
									'color': [ 1, 1, 1 ],
							 | 
						||
| 
								 | 
							
									'uv': [ 0, 0 ],
							 | 
						||
| 
								 | 
							
									'uv2': [ 0, 0 ]
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
											</code>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Object defines]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Defines custom constants using `#define` directives within the GLSL code for both the
							 | 
						||
| 
								 | 
							
										vertex shader and the fragment shader; each key/value pair yields another directive:
							 | 
						||
| 
								 | 
							
										<code>
							 | 
						||
| 
								 | 
							
										defines: {
							 | 
						||
| 
								 | 
							
											FOO: 15,
							 | 
						||
| 
								 | 
							
											BAR: true
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										</code>
							 | 
						||
| 
								 | 
							
										yields the lines
							 | 
						||
| 
								 | 
							
										<code>
							 | 
						||
| 
								 | 
							
										#define FOO 15
							 | 
						||
| 
								 | 
							
										#define BAR true
							 | 
						||
| 
								 | 
							
										</code>
							 | 
						||
| 
								 | 
							
										in the GLSL code.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Object extensions]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										An object with the following properties:
							 | 
						||
| 
								 | 
							
										<code>
							 | 
						||
| 
								 | 
							
								this.extensions = {
							 | 
						||
| 
								 | 
							
									derivatives: false, // set to use derivatives
							 | 
						||
| 
								 | 
							
									fragDepth: false, // set to use fragment depth values
							 | 
						||
| 
								 | 
							
									drawBuffers: false, // set to use draw buffers
							 | 
						||
| 
								 | 
							
									shaderTextureLOD: false // set to use shader texture LOD
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
										</code>
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean fog]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											Define whether the material color is affected by global fog settings; true to pass
							 | 
						||
| 
								 | 
							
											fog uniforms to the shader. Default is false.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:String fragmentShader]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Fragment shader GLSL code.  This is the actual code for the shader. In the example above,
							 | 
						||
| 
								 | 
							
										the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
							 | 
						||
| 
								 | 
							
										as a string directly or loaded via AJAX instead.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:String glslVersion]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify
							 | 
						||
| 
								 | 
							
										GLSL 3.0 or not. Valid values are `THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:String index0AttributeName]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											If set, this calls [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation gl.bindAttribLocation]
							 | 
						||
| 
								 | 
							
											to bind a generic vertex index to an attribute variable.
							 | 
						||
| 
								 | 
							
											Default is undefined.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean isShaderMaterial]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											Read-only flag to check if a given object is of type [name].
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean lights]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Float linewidth]</h3>
							 | 
						||
| 
								 | 
							
										<p>Controls wireframe thickness. Default is 1.<br /><br />
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
							 | 
						||
| 
								 | 
							
										with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
							 | 
						||
| 
								 | 
							
										always be 1 regardless of the set value.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean flatShading]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Define whether the material is rendered with flat shading. Default is false.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Object uniforms]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											An object of the form:
							 | 
						||
| 
								 | 
							
											<code>
							 | 
						||
| 
								 | 
							
								{ "uniform1": { value: 1.0 }, "uniform2": { value: 2 } }
							 | 
						||
| 
								 | 
							
											</code>
							 | 
						||
| 
								 | 
							
										specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
							 | 
						||
| 
								 | 
							
										<code>
							 | 
						||
| 
								 | 
							
										{ value: 1.0 }
							 | 
						||
| 
								 | 
							
										</code>
							 | 
						||
| 
								 | 
							
										where `value` is the value of the uniform. Names must match the name of the uniform,
							 | 
						||
| 
								 | 
							
										as defined in the GLSL code. Note that uniforms are refreshed on every frame,
							 | 
						||
| 
								 | 
							
										so updating the value of the uniform will immediately update the value available to the GLSL code.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean uniformsNeedUpdate]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Can be used to force a uniform update while changing uniforms in [page:Object3D.onBeforeRender](). Default is `false`.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean vertexColors]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Defines whether vertex coloring is used. Default is `false`.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:String vertexShader]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Vertex shader GLSL code.  This is the actual code for the shader. In the example above,
							 | 
						||
| 
								 | 
							
										the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
							 | 
						||
| 
								 | 
							
										as a string directly or loaded via AJAX instead.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Boolean wireframe]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[property:Float wireframeLinewidth]</h3>
							 | 
						||
| 
								 | 
							
										<p>Controls wireframe thickness. Default is 1.<br /><br />
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
							 | 
						||
| 
								 | 
							
										with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
							 | 
						||
| 
								 | 
							
										always be 1 regardless of the set value.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Methods</h2>
							 | 
						||
| 
								 | 
							
										<p>See the base [page:Material] class for common methods.</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h3>[method:ShaderMaterial clone]() [param:ShaderMaterial this]</h3>
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
										Generates a shallow copy of this material. Note that the vertexShader and fragmentShader
							 | 
						||
| 
								 | 
							
										are copied `by reference`, as are the definitions of the `attributes`; this means
							 | 
						||
| 
								 | 
							
										that clones of the material will share the same compiled [page:WebGLProgram]. However, the
							 | 
						||
| 
								 | 
							
										`uniforms` are copied `by value`, which allows you to have different sets of uniforms
							 | 
						||
| 
								 | 
							
										for different copies of the material.
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<h2>Source</h2>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<p>
							 | 
						||
| 
								 | 
							
											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
							 | 
						||
| 
								 | 
							
										</p>
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |