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@@ -1757,65 +1757,75 @@ function WebGLRenderer( parameters ) {
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}
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- if ( material.isMeshBasicMaterial ||
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- material.isMeshLambertMaterial ||
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- material.isMeshPhongMaterial ||
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- material.isMeshStandardMaterial ||
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- material.isMeshNormalMaterial ||
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- material.isMeshDepthMaterial ||
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- material.isMeshDistanceMaterial ) {
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+ if ( material.isMeshBasicMaterial ) {
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refreshUniformsCommon( m_uniforms, material );
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- }
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+ } else if ( material.isMeshLambertMaterial ) {
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- // refresh single material specific uniforms
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+ refreshUniformsCommon( m_uniforms, material );
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+ refreshUniformsLambert( m_uniforms, material );
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- if ( material.isLineBasicMaterial ) {
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+ } else if ( material.isMeshPhongMaterial ) {
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- refreshUniformsLine( m_uniforms, material );
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+ refreshUniformsCommon( m_uniforms, material );
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- } else if ( material.isLineDashedMaterial ) {
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+ if ( material.isMeshToonMaterial ) {
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- refreshUniformsLine( m_uniforms, material );
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- refreshUniformsDash( m_uniforms, material );
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+ refreshUniformsToon( m_uniforms, material );
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- } else if ( material.isPointsMaterial ) {
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+ } else {
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- refreshUniformsPoints( m_uniforms, material );
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+ refreshUniformsPhong( m_uniforms, material );
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- } else if ( material.isMeshLambertMaterial ) {
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+ }
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- refreshUniformsLambert( m_uniforms, material );
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+ } else if ( material.isMeshStandardMaterial ) {
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- } else if ( material.isMeshToonMaterial ) {
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+ refreshUniformsCommon( m_uniforms, material );
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- refreshUniformsToon( m_uniforms, material );
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+ if ( material.isMeshPhysicalMaterial ) {
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- } else if ( material.isMeshPhongMaterial ) {
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+ refreshUniformsPhysical( m_uniforms, material );
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- refreshUniformsPhong( m_uniforms, material );
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+ } else {
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- } else if ( material.isMeshPhysicalMaterial ) {
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+ refreshUniformsStandard( m_uniforms, material );
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- refreshUniformsPhysical( m_uniforms, material );
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+ }
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- } else if ( material.isMeshStandardMaterial ) {
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+ } else if ( material.isMeshNormalMaterial ) {
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- refreshUniformsStandard( m_uniforms, material );
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+ refreshUniformsCommon( m_uniforms, material );
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} else if ( material.isMeshDepthMaterial ) {
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+ refreshUniformsCommon( m_uniforms, material );
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refreshUniformsDepth( m_uniforms, material );
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} else if ( material.isMeshDistanceMaterial ) {
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+ refreshUniformsCommon( m_uniforms, material );
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refreshUniformsDistance( m_uniforms, material );
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} else if ( material.isMeshNormalMaterial ) {
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refreshUniformsNormal( m_uniforms, material );
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+ } else if ( material.isLineBasicMaterial ) {
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+
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+ refreshUniformsLine( m_uniforms, material );
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+
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+ if ( material.isLineDashedMaterial ) {
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+
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+ refreshUniformsDash( m_uniforms, material );
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+
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+ }
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+
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+ } else if ( material.isPointsMaterial ) {
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+
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+ refreshUniformsPoints( m_uniforms, material );
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+
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} else if ( material.isShadowMaterial ) {
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m_uniforms.color.value = material.color;
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