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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Material] → [page:ShaderMaterial] →
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<h1>[name]</h1>
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<p class="desc">
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This class works just like [page:ShaderMaterial], except that definitions of
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built-in uniforms and attributes are not automatically prepended to the GLSL shader code.
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</p>
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<h2>Code Example</h2>
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<code>
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const material = new THREE.RawShaderMaterial( {
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uniforms: {
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time: { value: 1.0 }
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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} );
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_buffergeometry_rawshader WebGL / buffergeometry / rawshader]<br />
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[example:webgl_buffergeometry_instancing_billboards WebGL / buffergeometry / instancing / billboards]<br />
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[example:webgl_buffergeometry_instancing WebGL / buffergeometry / instancing]<br />
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[example:webgl_raymarching_reflect WebGL / raymarching / reflect]<br />
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[example:webgl2_volume_cloud WebGL 2 / volume / cloud]<br />
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[example:webgl2_volume_instancing WebGL 2 / volume / instancing]<br />
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[example:webgl2_volume_perlin WebGL 2 / volume / perlin]
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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Any property of the material (including any property inherited from [page:Material] and [page:ShaderMaterial]) can be passed in here.<br /><br />
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
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<h2>Methods</h2>
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<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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