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WebGLProgram

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; #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
#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;  

Constructor

WebGLProgram

function WebGLProgram( renderer: WebGLRenderer, cacheKey: String, parameters:
Object ): void;

For parameters see WebGLRenderer.

Properties

name

name: String;  

The name of the respective shader program.

id

id: String;  

The identifier of this instance.

cacheKey

cacheKey: String;  

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

usedTimes

usedTimes: Integer;  

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

program

program: Object;  

The actual shader program.

vertexShader

vertexShader: WebGLShader;  

The vertex shader.

fragmentShader

fragmentShader: WebGLShader;  

The fragment shader.

Methods

getUniforms

function getUniforms( ): Object;  

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

getAttributes

function getAttributes( ): Object;  

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

destroy

function destroy( ): undefined;  

Destroys an instance of WebGLProgram.

Source

src/renderers/webgl/WebGLProgram.js