发送到顶点着色器和片元着色器的GLSL程序的构造函数, 包含默认的变量(uniforms)和属性
// = 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 Geometry and BufferGeometry
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
注意,可以通过以下方式计算顶点着色器中顶点的位置:
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
或者也可以这样:
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
#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;
#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
#ifdef USE_SKINNING
attribute vec4 skinIndex;
attribute vec4 skinWeight;
#endif
uniform mat4 viewMatrix;
uniform vec3 cameraPosition;
参数详见[page:WebGLRenderer WebGLRenderer].
The name of the respective shader program.
The identifier of this instance.
This key enables the reusability of a single [name] for different materials.
How many times this instance is used for rendering render items.
The actual shader program.
The vertex shader.
The frament shader.
返回所有活动态的变量(uniform)位置的name-value映射
返回所有活动态的顶点属性位置的name-value映射
Destroys an instance of [name].
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]