I created a shadermaterial material, and this error will appear when I use it.
This is the material I created
var phongShader = THREE.ShaderLib['phong'];
var uniforms = THREE.UniformsUtils.merge([phongShader.uniforms, {
uTime: { type: 'f', value: 0 }
}]);
uniforms.diffuse = 0x444444;
uniforms.specular = 0xcccccc;
var vertexShader = [
'#define PHONG',
'varying vec3 vViewPosition;',
'#ifndef FLAT_SHADED',
'varying vec3 vNormal;',
'#endif',
'#include <common>',
'#include <uv_pars_vertex>',
'#include <uv2_pars_vertex>',
'#include <displacementmap_pars_vertex>',
'#include <envmap_pars_vertex>',
'#include <color_pars_vertex>',
'#include <fog_pars_vertex>',
'#include <morphtarget_pars_vertex>',
'#include <skinning_pars_vertex>',
'#include <shadowmap_pars_vertex>',
'#include <logdepthbuf_pars_vertex>',
'#include <clipping_planes_pars_vertex>',
'vec3 cubicBezier(vec3 p0, vec3 c0, vec3 c1, vec3 p1, float t)\n{\n vec3 tp;\n float tn = 1.0 - t;\n\n tp.xyz = tn * tn * tn * p0.xyz + 3.0 * tn * tn * t * c0.xyz + 3.0 * tn * t * t * c1.xyz + t * t * t * p1.xyz;\n\n return tp;\n}',
'float ease(float t, float b, float c, float d) {\n return c*((t=t/d - 1.0)*t*t + 1.0) + b;\n}',
'vec3 rotateVector(vec4 q, vec3 v)\n{\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\nvec4 quatFromAxisAngle(vec3 axis, float angle)\n{\n float halfAngle = angle * 0.5;\n return vec4(axis.xyz * sin(halfAngle), cos(halfAngle));\n}',
'uniform float uTime;',
'attribute vec2 aAnimation;',
'attribute vec3 aEndPosition;',
'attribute vec4 aAxisAngle;',
'void main() {',
'float tDelay = aAnimation.x;',
'float tDuration = aAnimation.y;',
'float tTime = clamp(uTime - tDelay, 0.0, tDuration);',
'float tProgress = ease(tTime, 0.0, 1.0, tDuration);',
'#include <uv_vertex>',
'#include <uv2_vertex>',
'#include <color_vertex>',
'#include <beginnormal_vertex>',
'#include <morphnormal_vertex>',
'#include <skinbase_vertex>',
'#include <skinnormal_vertex>',
'#include <defaultnormal_vertex>',
'#ifndef FLAT_SHADED',
'vNormal = normalize( transformedNormal );',
'#endif',
'#include <begin_vertex>',
'transformed = mix(transformed, aEndPosition, tProgress);',
'float angle = aAxisAngle.w * tProgress;',
'vec4 tQuat = quatFromAxisAngle(aAxisAngle.xyz, angle);',
'transformed = rotateVector(tQuat, transformed);',
'#include <morphtarget_vertex>',
'#include <skinning_vertex>',
'#include <displacementmap_vertex>',
'#include <project_vertex>',
'#include <logdepthbuf_vertex>',
'#include <clipping_planes_vertex>',
'vViewPosition = - mvPosition.xyz;',
'#include <worldpos_vertex>',
'#include <envmap_vertex>',
'#include <shadowmap_vertex>',
'#include <fog_vertex>',
"}"
].join("\n")
let material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: phongShader.fragmentShader
})