A material rendered with custom shaders. A shader is a small program written in GLSL that runs on the GPU. You may want to use a custom shader if you need to implement an effect not included with any of the built-in materials.
Attributes
- Companion
- object
- Graph
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- Supertypes
- Known subtypes
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class RawShaderMaterial
Members list
Value members
Concrete fields
Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform.
Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform.
Attributes
When the rendered geometry doesn't include these attributes but the material does, these default values will be passed to the shaders.
When the rendered geometry doesn't include these attributes but the material does, these default values will be passed to the shaders.
Attributes
Defines custom constants using #define directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive.
Defines custom constants using #define directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive.
Attributes
This object allows to enable certain WebGL 2 extensions.
This object allows to enable certain WebGL 2 extensions.
Attributes
Defines whether the material color is affected by global fog settings; true to pass fog uniforms to the shader.
Defines whether the material color is affected by global fog settings; true to pass fog uniforms to the shader.
Attributes
Fragment shader GLSL code. This is the actual code for the shader.
Fragment shader GLSL code. This is the actual code for the shader.
Attributes
Defines the GLSL version of custom shader code.
Defines the GLSL version of custom shader code.
Attributes
If set, this calls gl.bindAttribLocation to bind a generic vertex index to an attribute variable.
If set, this calls gl.bindAttribLocation to bind a generic vertex index to an attribute variable.
Attributes
This flag can be used for type testing.
This flag can be used for type testing.
Attributes
Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader.
Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader.
Attributes
Controls line thickness for lines.
Controls line thickness for lines.
Attributes
An object specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form { value: 1.0 } where value is the value of the uniform.
An object specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form { value: 1.0 } where value is the value of the uniform.
Attributes
An array holding uniforms groups for configuring UBOs.
An array holding uniforms groups for configuring UBOs.
Attributes
Can be used to force a uniform update while changing uniforms in onBeforeRender.
Can be used to force a uniform update while changing uniforms in onBeforeRender.
Attributes
Vertex shader GLSL code. This is the actual code for the shader.
Vertex shader GLSL code. This is the actual code for the shader.
Attributes
Renders the geometry as a wireframe.
Renders the geometry as a wireframe.
Attributes
Controls the thickness of the wireframe.
Controls the thickness of the wireframe.
Attributes
Inherited fields
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material
Attributes
- Inherited from:
- Material