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@@ -1855,7 +1855,7 @@ function WebGLRenderer( parameters ) {
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} else if ( material.isShadowMaterial ) {
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} else if ( material.isShadowMaterial ) {
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- m_uniforms.color.value = material.color;
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+ m_uniforms.color.value.copy( material.color );
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m_uniforms.opacity.value = material.opacity;
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m_uniforms.opacity.value = material.opacity;
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}
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}
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@@ -1901,7 +1901,7 @@ function WebGLRenderer( parameters ) {
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if ( material.color ) {
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if ( material.color ) {
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- uniforms.diffuse.value = material.color;
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+ uniforms.diffuse.value.copy( material.color );
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}
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}
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@@ -2031,7 +2031,7 @@ function WebGLRenderer( parameters ) {
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function refreshUniformsLine( uniforms, material ) {
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function refreshUniformsLine( uniforms, material ) {
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- uniforms.diffuse.value = material.color;
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+ uniforms.diffuse.value.copy( material.color );
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uniforms.opacity.value = material.opacity;
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uniforms.opacity.value = material.opacity;
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}
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}
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@@ -2046,7 +2046,7 @@ function WebGLRenderer( parameters ) {
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function refreshUniformsPoints( uniforms, material ) {
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function refreshUniformsPoints( uniforms, material ) {
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- uniforms.diffuse.value = material.color;
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+ uniforms.diffuse.value.copy( material.color );
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uniforms.opacity.value = material.opacity;
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uniforms.opacity.value = material.opacity;
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uniforms.size.value = material.size * _pixelRatio;
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uniforms.size.value = material.size * _pixelRatio;
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uniforms.scale.value = _height * 0.5;
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uniforms.scale.value = _height * 0.5;
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@@ -2069,7 +2069,7 @@ function WebGLRenderer( parameters ) {
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function refreshUniformsSprites( uniforms, material ) {
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function refreshUniformsSprites( uniforms, material ) {
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- uniforms.diffuse.value = material.color;
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+ uniforms.diffuse.value.copy( material.color );
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uniforms.opacity.value = material.opacity;
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uniforms.opacity.value = material.opacity;
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uniforms.rotation.value = material.rotation;
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uniforms.rotation.value = material.rotation;
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uniforms.map.value = material.map;
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uniforms.map.value = material.map;
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@@ -2090,7 +2090,7 @@ function WebGLRenderer( parameters ) {
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function refreshUniformsFog( uniforms, fog ) {
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function refreshUniformsFog( uniforms, fog ) {
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- uniforms.fogColor.value = fog.color;
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+ uniforms.fogColor.value.copy( fog.color );
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if ( fog.isFog ) {
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if ( fog.isFog ) {
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@@ -2117,7 +2117,7 @@ function WebGLRenderer( parameters ) {
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function refreshUniformsPhong( uniforms, material ) {
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function refreshUniformsPhong( uniforms, material ) {
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- uniforms.specular.value = material.specular;
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+ uniforms.specular.value.copy( material.specular );
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uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
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uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
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if ( material.emissiveMap ) {
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if ( material.emissiveMap ) {
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