<!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] → [page:ShaderMaterial] → <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>