dist/claygl.es.js
function () {
        var material = new this.constructor({
            name: this.name,
            shader: this.shader
        });
        for (var symbol in this.uniforms) {
            material.uniforms[symbol].value = this.uniforms[symbol].value;
        }
        material.depthTest = this.depthTest;
        material.depthMask = this.depthMask;
        material.transparent = this.transparent;
        material.blend = this.blend;

        material.vertexDefines = util$1.clone(this.vertexDefines);
        material.fragmentDefines = util$1.clone(this.fragmentDefines);
        material.enableTexture(this.getEnabledTextures());
        material.precision = this.precision;

        return material;
    }
function () {
        var material = new this.constructor({
            name: this.name,
            shader: this.shader
        });
        for (var symbol in this.uniforms) {
            material.uniforms[symbol].value = this.uniforms[symbol].value;
        }
        material.depthTest = this.depthTest;
        material.depthMask = this.depthMask;
        material.transparent = this.transparent;
        material.blend = this.blend;

        material.vertexDefines = util$1.clone(this.vertexDefines);
        material.fragmentDefines = util$1.clone(this.fragmentDefines);
        material.enableTexture(this.getEnabledTextures());
        material.precision = this.precision;

        return material;
    }
function ( ) { var material = new this . constructor ( { name : this . name , shader : this . shader } ) ; for ( var symbol in this . uniforms ) { material . uniforms [ symbol ] . value = this . uniforms [ symbol ] . value ; } material . depthTest = this . depthTest ; material . depthMask = this . depthMask ; material . transparent = this . transparent ; material . blend = this . blend ; material . vertexDefines = util$1 . clone ( this . vertexDefines ) ; material . fragmentDefines = util$1 . clone ( this . fragmentDefines ) ; material . enableTexture ( this . getEnabledTextures ( ) ) ; material . precision = this . precision ; return material ; }
Clone a new material and keep uniforms, shader will not be cloned
@return {clay.Material}
Clone a new material and keep uniforms shader will not be cloned