     parameters.time = Date.now() - parameters.startTime
     @cam_matrix = glMatrix.mat4.fromRotationTranslation(@cam_matrix, @cam.dir, @cam.pos)
 
-    @shaderMaterial.uniforms["time"] = parameters.time / 1000
-    @shaderMaterial.uniforms["resolution"] = new THREE.Vector2(parameters.screenWidth, parameters.screenHeight)
-    @shaderMaterial.uniforms["camera_matrix"] = new THREE.Matrix4(@camera_matrix) #array or single values???
+    @shaderMaterial.uniforms["time"].value = parameters.time / 1000
+    @shaderMaterial.uniforms["resolution"].value = new THREE.Vector2(parameters.screenWidth, parameters.screenHeight)
+    @shaderMaterial.uniforms["camera_matrix"].value = new THREE.Matrix4(@camera_matrix) #array or single values???
 
     #both unused right now in shader
     #@shaderMaterial.uniforms["backbuffer"] = new THREE.Texture()

      texture = new THREE.Texture( @assetHandler.getFile("texture")[i] )
      texture.needsUpdate = true

      shaderUniforms["surface_#{i}.texture"] =      { type: "t", value: 0, texture: texture }
      shaderUniforms["surface_#{i}.threshold"] =    { type: "f", value: @surfaces[i].threshold }
      shaderUniforms["surface_#{i}.draw_surface"] = { type: "i", value: @surfaces[i].draw_surface }
      shaderUniforms["surface_#{i}.draw_map"] =     { type: "i", value: @surfaces[i].draw_map }

      surface = {}
      surface.threshold = 0.61
      surface.uniform_name = "surface_#{i}"
      surface.draw_surface = 1
      surface.draw_map = 1

      surface.draw_surface = 1 if not @surfaces[1].draw_surface_set

