Potential erroneous shader reuse with new WebGL node-based-materials

Hi all

I’ve been experimenting with the new WebGL node-based-material system (found in examples/jsm/renderers/nodes, so not the legacy node system) and running into an issue when attempting to use different MeshBasicNodeMaterial instances and setting their colorNode values. The issue is repro’d here which is adapted from one of the node examples:

webgl_node_material_reuse - CodeSandbox

As you can see, I have 2 meshes with 2 different MeshBasicNodeMaterial instances, one with a UVNode and one with a ColorNode, but both meshes are seemingly displaying the UVNode output, rather than them being different. If I use a MeshStandardNodeMaterial for the second mesh, the issue is alleviated

I’m wondering if I’m doing something wrong here, or I’m not quite understanding how to properly update things using the provided nodeFrame instance, but I’ve been going through examples, source code, issues, PRs to try and piece things together and I’m just not sure what’s going on, so any guidance - even if it’s “this isn’t ready to go yet, so don’t use it” would be appreciated