code: function refreshUniformsCommon ( uniforms, material ) {
  
  		uniforms.opacity.value = material.opacity;
  
  		if ( _this.gammaInput ) {
  
  			uniforms.diffuse.value.copyGammaToLinear( material.color );
  
  		} else {
  
  			uniforms.diffuse.value = material.color;
  
  		}
  
  		uniforms.map.texture = material.map;
  
  		if ( material.map ) {
  
  			uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  
  		}
  
  		uniforms.lightMap.texture = material.lightMap;
  
  		uniforms.envMap.texture = material.envMap;
  		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  
  		if ( _this.gammaInput ) {
  
  			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  			uniforms.reflectivity.value = material.reflectivity;
  
  		} else {
  
  			uniforms.reflectivity.value = material.reflectivity;
  
  		}
  
  		uniforms.refractionRatio.value = material.refractionRatio;
  		uniforms.combine.value = material.combine;
  		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  
  	}
docs: Uniforms (refresh uniforms objects)