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That trickery isn't needed anymore.

Mr.doob 14 years ago
parent
commit
5abbcec449

+ 0 - 1
examples/webgl_materials_video.html

@@ -138,7 +138,6 @@
 					material = materials[ cube_count ];
 
 					material.program = material_base.program;
-					material.uniforms = Uniforms.clone( THREE.ShaderLib[ 'lambert' ].uniforms );
 
 					material.hue = i/xgrid;
 					material.saturation = j/ygrid;

+ 0 - 1
examples/webgl_postprocessing_dof.html

@@ -135,7 +135,6 @@
 
 					materials[c] = new THREE.MeshBasicMaterial( parameters );
 					materials[c].program = material_base.program;
-					materials[c].uniforms = Uniforms.clone( THREE.ShaderLib[ 'basic' ].uniforms );
 
 					if ( singleMaterial )
 						mesh = new THREE.Mesh( geo, zmaterial );

+ 1 - 2
examples/webgl_ribbons.html

@@ -130,12 +130,11 @@
 
 					materials[c] = new THREE.MeshBasicMaterial( { color:0xffffff, vertexColors:true } );
 					materials[c].program = material_base.program;
-					materials[c].uniforms = Uniforms.clone( THREE.ShaderLib[ 'basic' ].uniforms );
 
 					ribbon = new THREE.Ribbon( i % 2 ? geometry : geometry2, materials[c] );
 					ribbon.rotation.x = 0;
 					ribbon.rotation.y = 1.57;
-					ribbon.rotation.z = 3.14;	
+					ribbon.rotation.z = 3.14;
 
 					x = 40 * ( i - xgrid/2 );
 					y = 40 * ( j - ygrid/2 );