diff --git a/docs/api/en/core/Uniform.html b/docs/api/en/core/Uniform.html
index a70c9c3c2bf40963834d029624cc6144482f32e0..252e518149f3bcf393127dd177cfc43c510fac34 100644
--- a/docs/api/en/core/Uniform.html
+++ b/docs/api/en/core/Uniform.html
@@ -20,8 +20,8 @@
uniforms: {
time: { value: 1.0 },
- resolution: new THREE.Uniform(new THREE.Vector2())
- }
+ resolution: new Uniform( new Vector2() )
+ };
+ 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: +
+
+ var entry1 = {
+ position: new Vector3(),
+ direction: new Vector3( 0, 0, 1 )
+ };
+ var 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 ];
+
+
uniforms: {
time: { value: 1.0 },
- resolution: new THREE.Uniform(new THREE.Vector2())
- }
+ resolution: new Uniform( new Vector2() )
+ };
- (*) 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: +
+
+ var entry1 = {
+ position: new Vector3(),
+ direction: new Vector3( 0, 0, 1 )
+ };
+ var 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 ];
+
+