<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <script src="../../../list.js"></script> <script src="../../../page.js"></script> <link type="text/css" rel="stylesheet" href="../../../page.css" /> </head> <body> <h1>[name]</h1> <div class="desc">Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.</div> <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 Geometry and BufferGeometry attribute vec3 position; attribute vec3 normal; attribute vec2 uv; attribute vec2 uv2; </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> <code> #ifdef 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> </div> <h3>Fragment shader:</h3> <div> <code> uniform mat4 viewMatrix; uniform vec3 cameraPosition; </code> </div> <h2>Constructor</h2> <h3>[name]( [page:WebGLRenderer renderer], [page:Object code], [page:Material material], [page:Object parameters] )</h3> <div>For parameters see [page:WebGLRenderer WebGLRenderer]</div> <h2>Properties</h2> <h3>[property:Object uniforms]</h3> <div></div> <h3>[property:Object attributes]</h3> <div></div> <h3>[property:String id]</h3> <div></div> <h3>[property:String code]</h3> <div></div> <h3>[property:Integer usedTimes]</h3> <div></div> <h3>[property:Object program]</h3> <div></div> <h3>[property:WebGLShader vertexShader]</h3> <div></div> <h3>[property:WebGLShader fragmentShader]</h3> <div></div> <h2>Methods</h2> <h3>none</h3> <div></div> <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>