<!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> <h1>[name]</h1> <p class="desc">Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.</p> <h2>Built-in uniforms and attributes</h2> <h3>Vertex shader (unconditional):</h3> <div> <code> // = 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; </code> <code> // default vertex attributes provided by BufferGeometry attribute vec3 position; attribute vec3 normal; attribute vec2 uv; </code> <p> Note that you can therefore calculate the position of a vertex in the vertex shader by: <code> gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); </code> or alternatively <code> gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 ); </code> </p> </div> <h3>Vertex shader (conditional):</h3> <div> <code> #ifdef USE_TANGENT attribute vec4 tangent; #endif #if defined( USE_COLOR_ALPHA ) // vertex color attribute with alpha attribute vec4 color; #elif defined( USE_COLOR ) // vertex color attribute attribute vec3 color; #endif </code> <code> #ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; #else attribute vec3 morphTarget4; attribute vec3 morphTarget5; attribute vec3 morphTarget6; attribute vec3 morphTarget7; #endif #endif </code> <code> #ifdef USE_SKINNING attribute vec4 skinIndex; attribute vec4 skinWeight; #endif </code> <code> #ifdef USE_INSTANCING // Note that modelViewMatrix is not set when rendering an instanced model, // but can be calculated from viewMatrix * modelMatrix. // // Basic Usage: // gl_Position = projectionMatrix * viewMatrix * modelMatrix * instanceMatrix * vec4(position, 1.0); attribute mat4 instanceMatrix; #endif </code> </div> <h3>Fragment shader:</h3> <div> <code> uniform mat4 viewMatrix; uniform vec3 cameraPosition; </code> </div> <h2>Constructor</h2> <h3>[name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )</h3> <p>For parameters see [page:WebGLRenderer WebGLRenderer].</p> <h2>Properties</h2> <h3>[property:String name]</h3> <p>The name of the respective shader program.</p> <h3>[property:String id]</h3> <p>The identifier of this instance.</p> <h3>[property:String cacheKey]</h3> <p>This key enables the reusability of a single [name] for different materials.</p> <h3>[property:Integer usedTimes]</h3> <p>How many times this instance is used for rendering render items.</p> <h3>[property:Object program]</h3> <p>The actual shader program.</p> <h3>[property:WebGLShader vertexShader]</h3> <p>The vertex shader.</p> <h3>[property:WebGLShader fragmentShader]</h3> <p>The fragment shader.</p> <h2>Methods</h2> <h3>[method:Object getUniforms]()</h3> <p> Returns a name-value mapping of all active uniform locations. </p> <h3>[method:Object getAttributes]()</h3> <p> Returns a name-value mapping of all active vertex attribute locations. </p> <h3>[method:undefined destroy]()</h3> <p> Destroys an instance of [name]. </p> <h2>Source</h2> <p> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </p> </body> </html>