From 2f350889c9a3d6696f08006db30c35eeb16c6a9d Mon Sep 17 00:00:00 2001 From: Takahiro Date: Sat, 22 Dec 2018 13:23:46 +0900 Subject: [PATCH] Copy color to uniforms value --- src/renderers/WebGLRenderer.js | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 4f61704e7d..1c738f3155 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -1855,7 +1855,7 @@ function WebGLRenderer( parameters ) { } else if ( material.isShadowMaterial ) { - m_uniforms.color.value = material.color; + m_uniforms.color.value.copy( material.color ); m_uniforms.opacity.value = material.opacity; } @@ -1901,7 +1901,7 @@ function WebGLRenderer( parameters ) { if ( material.color ) { - uniforms.diffuse.value = material.color; + uniforms.diffuse.value.copy( material.color ); } @@ -2031,7 +2031,7 @@ function WebGLRenderer( parameters ) { function refreshUniformsLine( uniforms, material ) { - uniforms.diffuse.value = material.color; + uniforms.diffuse.value.copy( material.color ); uniforms.opacity.value = material.opacity; } @@ -2046,7 +2046,7 @@ function WebGLRenderer( parameters ) { function refreshUniformsPoints( uniforms, material ) { - uniforms.diffuse.value = material.color; + uniforms.diffuse.value.copy( material.color ); uniforms.opacity.value = material.opacity; uniforms.size.value = material.size * _pixelRatio; uniforms.scale.value = _height * 0.5; @@ -2069,7 +2069,7 @@ function WebGLRenderer( parameters ) { function refreshUniformsSprites( uniforms, material ) { - uniforms.diffuse.value = material.color; + uniforms.diffuse.value.copy( material.color ); uniforms.opacity.value = material.opacity; uniforms.rotation.value = material.rotation; uniforms.map.value = material.map; @@ -2090,7 +2090,7 @@ function WebGLRenderer( parameters ) { function refreshUniformsFog( uniforms, fog ) { - uniforms.fogColor.value = fog.color; + uniforms.fogColor.value.copy( fog.color ); if ( fog.isFog ) { @@ -2117,7 +2117,7 @@ function WebGLRenderer( parameters ) { function refreshUniformsPhong( uniforms, material ) { - uniforms.specular.value = material.specular; + uniforms.specular.value.copy( material.specular ); uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) if ( material.emissiveMap ) { -- GitLab