ShaderMaterial constructor

ShaderMaterial([
  1. Map<String, dynamic>? parameters
])

Implementation

ShaderMaterial([Map<String, dynamic>? parameters]) : super() {
  type = 'ShaderMaterial';
  defines = {};
  uniforms = {};

  vertexShader = defaultVertex;
  fragmentShader = defaultFragment;

  linewidth = 1;

  wireframe = false;
  wireframeLinewidth = 1;

  fog = false; // set to use scene fog
  lights = false; // set to use scene lights
  clipping = false; // set to use user-defined clipping planes

  extensions = {
    "derivatives": false, // set to use derivatives
    "fragDepth": false, // set to use fragment depth values
    "drawBuffers": false, // set to use draw buffers
    "shaderTextureLOD": false // set to use shader texture LOD
  };

  // When rendered geometry doesn't include these attributes but the material does,
  // use these default values in WebGL. This avoids errors when buffer data is missing.
  defaultAttributeValues = {
    'color': [1, 1, 1],
    'uv': [0, 0],
    'uv2': [0, 0]
  };

  index0AttributeName = null;
  uniformsNeedUpdate = false;

  glslVersion = null;

  if (parameters != null) {
    if (parameters["attributes"] != null) {
      print('three.ShaderMaterial: attributes should now be defined in three.BufferGeometry instead.');
    }

    setValues(parameters);
  }
}