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@@ -1671,6 +1671,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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materialProperties.uniformsList = [];
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materialProperties.uniformsList = [];
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var uniformLocations = materialProperties.program.getUniforms();
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var uniformLocations = materialProperties.program.getUniforms();
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+
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for ( var u in materialProperties.__webglShader.uniforms ) {
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for ( var u in materialProperties.__webglShader.uniforms ) {
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var location = uniformLocations[ u ];
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var location = uniformLocations[ u ];
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@@ -2238,7 +2239,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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function loadUniformsGeneric ( uniforms ) {
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function loadUniformsGeneric ( uniforms ) {
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- var texture, textureUnit, offset;
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+ var texture, textureUnit;
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for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
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for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
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@@ -2387,12 +2388,10 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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}
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- for ( var i = 0, il = value.length; i < il; i ++ ) {
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-
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- offset = i * 2;
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+ for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
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- uniform._array[ offset + 0 ] = value[ i ].x;
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- uniform._array[ offset + 1 ] = value[ i ].y;
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+ uniform._array[ i2 + 0 ] = value[ i ].x;
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+ uniform._array[ i2 + 1 ] = value[ i ].y;
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}
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}
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@@ -2410,13 +2409,11 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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}
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- for ( var i = 0, il = value.length; i < il; i ++ ) {
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+ for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
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- offset = i * 3;
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-
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- uniform._array[ offset + 0 ] = value[ i ].x;
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- uniform._array[ offset + 1 ] = value[ i ].y;
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- uniform._array[ offset + 2 ] = value[ i ].z;
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+ uniform._array[ i3 + 0 ] = value[ i ].x;
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+ uniform._array[ i3 + 1 ] = value[ i ].y;
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+ uniform._array[ i3 + 2 ] = value[ i ].z;
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}
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}
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@@ -2434,14 +2431,12 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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}
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- for ( var i = 0, il = value.length; i < il; i ++ ) {
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-
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- offset = i * 4;
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+ for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
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- uniform._array[ offset + 0 ] = value[ i ].x;
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- uniform._array[ offset + 1 ] = value[ i ].y;
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- uniform._array[ offset + 2 ] = value[ i ].z;
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- uniform._array[ offset + 3 ] = value[ i ].w;
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+ uniform._array[ i4 + 0 ] = value[ i ].x;
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+ uniform._array[ i4 + 1 ] = value[ i ].y;
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+ uniform._array[ i4 + 2 ] = value[ i ].z;
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+ uniform._array[ i4 + 3 ] = value[ i ].w;
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}
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}
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