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		<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>
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