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							274 lines
						
					
					
						
							6.0 KiB
						
					
					
				
								<!DOCTYPE html>
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										<h1>[name]</h1>
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										<p class="desc">Uniforms are global GLSL variables. They are passed to shader programs.
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										</p>
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										<h2>Code Example</h2>
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										<p>
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										When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
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										</p>
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										<code>
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										uniforms: {
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											time: { value: 1.0 },
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											resolution: new Uniform( new Vector2() )
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										};
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										</code>
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										<h2>Uniform types</h2>
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										<p>
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										Each uniform must have a `value` property. The type of the value must correspond to the
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										type of the uniform variable in the GLSL code as specified for the primitive GLSL types
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										in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive
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										type must either be specified as an array of the corresponding THREE objects or as a flat
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										array containing the data of all the objects. In other words; GLSL primitives in arrays
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										must not be represented by arrays. This rule does not apply transitively.
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										An array of `vec2` arrays, each with a length of five vectors, must be an array of arrays,
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										of either five [page:Vector2] objects or ten `number`s.
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										</p>
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										<table>
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											<caption><a id="uniform-types">Uniform types</a></caption>
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											<thead>
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												<tr>
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													<th>GLSL type</th>
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													<th>JavaScript type</th>
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												</tr>
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											</thead>
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											<tbody>
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												<tr>
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													<td>int</td>
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													<td>[page:Number]</td>
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												</tr>
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												<tr>
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													<td>uint (WebGL 2)</td>
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													<td>[page:Number]</td>
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												</tr>
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												<tr>
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													<td>float</td>
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													<td>[page:Number]</td>
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												</tr>
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												<tr>
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													<td>bool</td>
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													<td>[page:Boolean]</td>
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												</tr>
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												<tr>
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													<td>bool</td>
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													<td>[page:Number]</td>
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												</tr>
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												<tr>
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													<td>vec2</td>
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													<td>[page:Vector2 THREE.Vector2]</td>
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												</tr>
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												<tr>
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													<td>vec2</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>vec2</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>vec3</td>
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													<td>[page:Vector3 THREE.Vector3]</td>
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												</tr>
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												<tr>
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													<td>vec3</td>
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													<td>[page:Color THREE.Color]</td>
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												</tr>
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												<tr>
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													<td>vec3</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>vec3</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>vec4</td>
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													<td>[page:Vector4 THREE.Vector4]</td>
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												</tr>
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												<tr>
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													<td>vec4</td>
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													<td>[page:Quaternion THREE.Quaternion]</td>
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												</tr>
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												<tr>
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													<td>vec4</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>vec4</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>mat2</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>mat2</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>mat3</td>
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													<td>[page:Matrix3 THREE.Matrix3]</td>
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												</tr>
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												<tr>
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													<td>mat3</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>mat3</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>mat4</td>
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													<td>[page:Matrix4 THREE.Matrix4]</td>
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												</tr>
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												<tr>
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													<td>mat4</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>mat4</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>ivec2, bvec2</td>
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													<td>[page:Float32Array Float32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>ivec2, bvec2</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>ivec3, bvec3</td>
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													<td>[page:Int32Array Int32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>ivec3, bvec3</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>ivec4, bvec4</td>
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													<td>[page:Int32Array Int32Array] (*)</td>
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												</tr>
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												<tr>
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													<td>ivec4, bvec4</td>
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													<td>[page:Array Array] (*)</td>
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												</tr>
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												<tr>
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													<td>sampler2D</td>
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													<td>[page:Texture THREE.Texture]</td>
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												</tr>
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												<tr>
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													<td>samplerCube</td>
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													<td>[page:CubeTexture THREE.CubeTexture]</td>
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												</tr>
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											</tbody>
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										</table>
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										<p>
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										(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
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										</p>
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										<h2>Structured Uniforms</h2>
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										<p>
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											Sometimes you want to organize uniforms as `structs` in your shader code. The following style must be used so `three.js` is able
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											to process structured uniform data.
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										</p>
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										<code>
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										uniforms = {
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											data: {
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												value: {
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													position: new Vector3(),
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													direction: new Vector3( 0, 0, 1 )
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												 }
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											}
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										};
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										</code>
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										This definition can be mapped on the following GLSL code:
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										<code>
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										struct Data {
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											vec3 position;
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											vec3 direction;
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										};
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										uniform Data data;
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										</code>
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										<h2>Structured Uniforms with Arrays</h2>
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										<p>
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											It's also possible to manage `structs` in arrays. The syntax for this use case looks like so:
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										</p>
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										<code>
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										const entry1 = {
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											position: new Vector3(),
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											direction: new Vector3( 0, 0, 1 )
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										};
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										const entry2 = {
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											position: new Vector3( 1, 1, 1 ),
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											direction: new Vector3( 0, 1, 0 )
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										};
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										uniforms = {
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											data: {
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												value: [ entry1, entry2 ]
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											}
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										};
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										</code>
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										This definition can be mapped on the following GLSL code:
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										<code>
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										struct Data {
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											vec3 position;
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											vec3 direction;
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										};
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										uniform Data data[ 2 ];
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										</code>
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										<h2>Constructor</h2>
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										<h3>[name]( [param:Object value] )</h3>
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										<p>
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										value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
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										</p>
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										<h2>Properties</h2>
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										<h3>[property:Object value]</h3>
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										<p>
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										Current value of the uniform.
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										</p>
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										<h2>Methods</h2>
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										<h3>[method:Uniform clone]()</h3>
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										<p>
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										Returns a clone of this uniform.<br />
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										If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
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										Array values are shared between cloned [page:Uniform]s.
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										</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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