发送到顶点着色器和片元着色器的GLSL程序的构造函数, 包含默认的变量(uniforms)和属性
		// = 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 Geometry and BufferGeometry
		attribute vec3 position;
		attribute vec3 normal;
		attribute vec2 uv;
		
		
		注意,可以通过以下方式计算顶点着色器中顶点的位置:
		
		gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		
		或者也可以这样:
		
		gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
		
		
		#ifdef 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
		
		
		uniform mat4 viewMatrix;
		uniform vec3 cameraPosition;
		
		参数详见[page:WebGLRenderer WebGLRenderer]
返回所有活动态的变量(uniform)位置的name-value映射
返回所有活动态的顶点属性位置的name-value映射
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]