Uniforms 是 GLSL 着色器中的全局变量。
When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
		uniforms: {
			time: { value: 1.0 },
			resolution: new Uniform( new Vector2() )
		};
		
		每个 Uniform 必须包括一个 *value* 属性。value 的类型必须和下表中 GLSL 的基本类型相对应。同样,Uniform 的结构体和队列 也是支持的。 GLSL基本类型队列必须要么被显示声明为一个 THREE 对象的队列,要么被声明为一个包含所有对象数据的队列。这就是说, 队列中的 GLSL 基础类型不能再是一个队列。举例,一个有 5 个 *vec2* 元素的队列,必须是一个包含 5 个 [page:Vector2] 的队列数组, 或包含 10 个 *number* 的队列。
| GLSL 类型 | JavaScript 类型 | 
|---|---|
| int | [page:Number] | 
| uint (WebGL 2) | [page:Number] | 
| float | [page:Number] | 
| bool | [page:Boolean] | 
| bool | [page:Number] | 
| vec2 | [page:Vector2 THREE.Vector2] | 
| vec2 | [page:Float32Array Float32Array] (*) | 
| vec2 | [page:Array Array] (*) | 
| vec3 | [page:Vector3 THREE.Vector3] | 
| vec3 | [page:Color THREE.Color] | 
| vec3 | [page:Float32Array Float32Array] (*) | 
| vec3 | [page:Array Array] (*) | 
| vec4 | [page:Vector4 THREE.Vector4] | 
| vec4 | [page:Quaternion THREE.Quaternion] | 
| vec4 | [page:Float32Array Float32Array] (*) | 
| vec4 | [page:Array Array] (*) | 
| mat2 | [page:Float32Array Float32Array] (*) | 
| mat2 | [page:Array Array] (*) | 
| mat3 | [page:Matrix3 THREE.Matrix3] | 
| mat3 | [page:Float32Array Float32Array] (*) | 
| mat3 | [page:Array Array] (*) | 
| mat4 | [page:Matrix4 THREE.Matrix4] | 
| mat4 | [page:Float32Array Float32Array] (*) | 
| mat4 | [page:Array Array] (*) | 
| ivec2, bvec2 | [page:Float32Array Float32Array] (*) | 
| ivec2, bvec2 | [page:Array Array] (*) | 
| ivec3, bvec3 | [page:Int32Array Int32Array] (*) | 
| ivec3, bvec3 | [page:Array Array] (*) | 
| ivec4, bvec4 | [page:Int32Array Int32Array] (*) | 
| ivec4, bvec4 | [page:Array Array] (*) | 
| sampler2D | [page:Texture THREE.Texture] | 
| samplerCube | [page:CubeTexture THREE.CubeTexture] | 
(*) 与最内层队列中 GSLS 的类型保持一致。包含队列中所有矢量的元素或矩阵中的元素。
Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able to process structured uniform data.
		uniforms = {
			data: {
				value: {
					position: new Vector3(),
					direction: new Vector3( 0, 0, 1 )
				 }
			}
		};
		
		This definition can be mapped on the following GLSL code:
		
		struct Data {
			vec3 position;
			vec3 direction;
		};
		uniform Data data;
		
		It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
		const entry1 = {
			position: new Vector3(),
			direction: new Vector3( 0, 0, 1 )
		};
		const entry2 = {
			position: new Vector3( 1, 1, 1 ),
			direction: new Vector3( 0, 1, 0 )
		};
		uniforms = {
			data: {
				value: [ entry1, entry2 ]
			}
		};
		
		This definition can be mapped on the following GLSL code:
		
		struct Data {
			vec3 position;
			vec3 direction;
		};
		uniform Data data[ 2 ];
		
		value -- 包含需要设置 Uniform 数据的对象。 数据类型必须是上述类型中的一种。
当前 uniform 的值。
			返回该 Uniform 的克隆。
			如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
			队列中的值会在该 Uniform 和 被克隆对象间共享。
		
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]