# [name]

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

### [name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )

For parameters see [page:WebGLRenderer WebGLRenderer].

## Properties

### [property:String name]

The name of the respective shader program.

### [property:String id]

The identifier of this instance.

### [property:String cacheKey]

This key enables the reusability of a single [name] for different materials.

### [property:Integer usedTimes]

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

### [property:Object program]

The actual shader program.

### [property:WebGLShader vertexShader]

The vertex shader.

### [property:WebGLShader fragmentShader]

The fragment shader.

## Methods

### [method:Object getUniforms]()

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

### [method:Object getAttributes]()

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

### [method:undefined destroy]()

Destroys an instance of [name].

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]