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		[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>
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