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@@ -4743,17 +4743,18 @@ THREE.WebGLRenderer = function ( parameters ) {
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function loadUniformsGeneric ( program, uniforms ) {
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- var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
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+ var texture, textureUnit, offset;
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- for ( 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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+
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+ var location = program.uniforms[ uniforms[ j ][ 1 ] ];
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- location = program.uniforms[ uniforms[ j ][ 1 ] ];
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if ( ! location ) continue;
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- uniform = uniforms[ j ][ 0 ];
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+ var uniform = uniforms[ j ][ 0 ];
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- type = uniform.type;
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- value = uniform.value;
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+ var type = uniform.type;
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+ var value = uniform.value;
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if ( type === 'i' ) { // single integer
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@@ -4803,7 +4804,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for ( i = 0, il = value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = value.length; i < il; i ++ ) {
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offset = i * 2;
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@@ -4822,7 +4823,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for ( i = 0, il = value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = value.length; i < il; i ++ ) {
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offset = i * 3;
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@@ -4842,7 +4843,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for ( i = 0, il = value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = value.length; i < il; i ++ ) {
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offset = i * 4;
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@@ -4867,7 +4868,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for ( i = 0, il = value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = value.length; i < il; i ++ ) {
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value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
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@@ -4887,7 +4888,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for ( i = 0, il = value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = value.length; i < il; i ++ ) {
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value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
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@@ -4927,7 +4928,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
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uniform._array[ i ] = getTextureUnit();
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@@ -4935,7 +4936,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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_gl.uniform1iv( location, uniform._array );
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- for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
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+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
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texture = uniform.value[ i ];
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textureUnit = uniform._array[ i ];
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