Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.

Built-in uniforms and attributes

Vertex shader (unconditional):

// = 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; // default vertex attributes provided by BufferGeometry attribute vec3 position; attribute vec3 normal; attribute vec2 uv;

Note that you can therefore calculate the position of a vertex in the vertex shader by: gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); or alternatively gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);

Vertex shader (conditional):

#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 #ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; attribute vec3 morphTarget4; attribute vec3 morphTarget5; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; attribute vec3 morphNormal4; attribute vec3 morphNormal5; #else attribute vec3 morphTarget6; attribute vec3 morphTarget7; attribute vec3 morphTarget8; attribute vec3 morphTarget9; attribute vec3 morphTarget10; attribute vec3 morphTarget11; #endif #endif #ifdef USE_SKINNING attribute vec4 skinIndex; attribute vec4 skinWeight; #endif #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

Fragment shader:

uniform mat4 viewMatrix; uniform vec3 cameraPosition;


WebGLProgram(renderer : WebGLRenderer, cacheKey : String, parameters : Object)

For parameters see WebGLRenderer.


.name : String

The name of the respective shader program.

.id : String

The identifier of this instance.

.cacheKey : String

This key enables the reusability of a single WebGLProgram for different materials.

.usedTimes : Integer

How many times this instance is used for rendering render items.

.program : Object

The actual shader program.

.vertexShader : WebGLShader

The vertex shader.

.fragmentShader : WebGLShader

The fragment shader.


.getUniforms () : Object

Returns a name-value mapping of all active uniform locations.

.getAttributes () : Object

Returns a name-value mapping of all active vertex attribute locations.

.destroy () : undefined

Destroys an instance of WebGLProgram.


For more info on how to obtain the source code of this module see this page.