Ok, so the position and color attributes are handled automatically by the system (as well as normal and uv), you donāt need to list them in the attributes property when creating a ShaderMaterial instance:
If you do pass some attributes to the constructor, you should still donāt pass color because this one is automatically added as long as there is a ācolorā vertex buffer attached to the mesh. So, you should only pass position:
Itās a bit weird, but thatās how ShaderMaterial works and we canāt change it to avoid breaking backwards compatibility.
We could not use it because we are using our own parser to parse some specific constructs not available in WGSL (āattributeā / āvaryingā for eg).
Itās a little strange, but I understand that it is not necessary to specify the position and color attributes when using ShaderMaterial.
I thought it would be nice to have some additional information about vertex colors in the documentation.