// threejs.org/license /** * github: https://github.com/mrdoob/three.js * license: MIT License * version: 92 */ (function(k,xa){"object"===typeof exports&&"undefined"!==typeof module?xa(exports):"function"===typeof define&&define.amd?define(["exports"],xa):xa(k.THREE={})})(this,function(k){function xa(){}function A(a,b){this.x=a||0;this.y=b||0}function K(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];0b&&(b=a[c]);return b}function I(){Object.defineProperty(this,"id",{value:Bf+=2});this.uuid=R.generateUUID();this.name="";this.type="BufferGeometry";this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingSphere=this.boundingBox=null;this.drawRange= {start:0,count:Infinity}}function Kb(a,b,c,d,e,f){M.call(this);this.type="BoxGeometry";this.parameters={width:a,height:b,depth:c,widthSegments:d,heightSegments:e,depthSegments:f};this.fromBufferGeometry(new nb(a,b,c,d,e,f));this.mergeVertices()}function nb(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,k,O,G,Lb){var q=f/O,u=g/G,x=f/2,N=g/2,v=k/2;g=O+1;var y=G+1,C=f=0,F,A,z=new p;for(A=0;Am;m++){if(n=d[m])if(h=n[0],l=n[1]){w&&e.addAttribute("morphTarget"+m,w[h]);f&&e.addAttribute("morphNormal"+m,f[h]);c[m]=l;continue}c[m]=0}g.getUniforms().setValue(a,"morphTargetInfluences",c)}}}function Nf(a,b){var c={};return{update:function(d){var e=b.render.frame,f=d.geometry,g=a.get(d,f);c[g.id]!==e&&(f.isGeometry&&g.updateFromObject(d),a.update(g),c[g.id]=e);return g},dispose:function(){c={}}}}function bb(a,b,c,d,e,f,g,h,l,m){a= void 0!==a?a:[];X.call(this,a,void 0!==b?b:301,c,d,e,f,g,h,l,m);this.flipY=!1}function Ob(a,b,c){var d=a[0];if(0>=d||0/gm,function(a,c){a=W[c];if(void 0===a)throw Error("Can not resolve #include <"+c+">");return Vd(a)})}function Te(a){return a.replace(/#pragma unroll_loop[\s]+?for \( int i = (\d+); i < (\d+); i \+\+ \) \{([\s\S]+?)(?=\})\}/g, function(a,c,d,e){a="";for(c=parseInt(c);c 0 ) {\n\t\tfloat fogFactor = 0.0;\n\t\tif ( fogType == 1 ) {\n\t\t\tfogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t\t} else {\n\t\t\tconst float LOG2 = 1.442695;\n\t\t\tfogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );\n\t\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\t\t}\n\t\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\t}\n}"].join("\n")); b.compileShader(Da);b.compileShader(D);b.attachShader(T,Da);b.attachShader(T,D);b.linkProgram(T);ha=T;N=b.getAttribLocation(ha,"position");O=b.getAttribLocation(ha,"uv");f=b.getUniformLocation(ha,"uvOffset");g=b.getUniformLocation(ha,"uvScale");h=b.getUniformLocation(ha,"rotation");l=b.getUniformLocation(ha,"center");m=b.getUniformLocation(ha,"scale");w=b.getUniformLocation(ha,"color");n=b.getUniformLocation(ha,"map");t=b.getUniformLocation(ha,"opacity");r=b.getUniformLocation(ha,"modelViewMatrix"); k=b.getUniformLocation(ha,"projectionMatrix");u=b.getUniformLocation(ha,"fogType");x=b.getUniformLocation(ha,"fogDensity");y=b.getUniformLocation(ha,"fogNear");v=b.getUniformLocation(ha,"fogFar");C=b.getUniformLocation(ha,"fogColor");b.getUniformLocation(ha,"fogDepth");F=b.getUniformLocation(ha,"alphaTest");T=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");T.width=8;T.height=8;Da=T.getContext("2d");Da.fillStyle="white";Da.fillRect(0,0,8,8);z=new Cc(T)}c.useProgram(ha);c.initAttributes(); c.enableAttribute(N);c.enableAttribute(O);c.disableUnusedAttributes();c.disable(b.CULL_FACE);c.enable(b.BLEND);b.bindBuffer(b.ARRAY_BUFFER,A);b.vertexAttribPointer(N,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(O,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,ob);b.uniformMatrix4fv(k,!1,Lb.projectionMatrix.elements);c.activeTexture(b.TEXTURE0);b.uniform1i(n,0);Da=T=0;(D=p.fog)?(b.uniform3f(C,D.color.r,D.color.g,D.color.b),D.isFog?(b.uniform1f(y,D.near),b.uniform1f(v,D.far),b.uniform1i(u,1),Da= T=1):D.isFogExp2&&(b.uniform1f(x,D.density),b.uniform1i(u,2),Da=T=2)):(b.uniform1i(u,0),Da=T=0);D=0;for(var J=q.length;Db||a.height>b){if("data"in a){console.warn("THREE.WebGLRenderer: image in DataTexture is too big ("+a.width+"x"+a.height+").");return}b/=Math.max(a.width,a.height);var c=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");c.width=Math.floor(a.width*b);c.height=Math.floor(a.height* b);c.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,c.width,c.height);console.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). Resized to "+c.width+"x"+c.height,a);return c}return a}function l(a){return R.isPowerOfTwo(a.width)&&R.isPowerOfTwo(a.height)}function m(a,b){return a.generateMipmaps&&b&&1003!==a.minFilter&&1006!==a.minFilter}function w(b,c,e,f){a.generateMipmap(b);d.get(c).__maxMipLevel=Math.log(Math.max(e,f))*Math.LOG2E}function n(b){return 1003===b||1004=== b||1005===b?a.NEAREST:a.LINEAR}function t(b){b=b.target;b.removeEventListener("dispose",t);a:{var c=d.get(b);if(b.image&&c.__image__webglTextureCube)a.deleteTexture(c.__image__webglTextureCube);else{if(void 0===c.__webglInit)break a;a.deleteTexture(c.__webglTexture)}d.remove(b)}b.isVideoTexture&&delete C[b.id];g.memory.textures--}function k(b){b=b.target;b.removeEventListener("dispose",k);var c=d.get(b),e=d.get(b.texture);if(b){void 0!==e.__webglTexture&&a.deleteTexture(e.__webglTexture);b.depthTexture&& b.depthTexture.dispose();if(b.isWebGLRenderTargetCube)for(e=0;6>e;e++)a.deleteFramebuffer(c.__webglFramebuffer[e]),c.__webglDepthbuffer&&a.deleteRenderbuffer(c.__webglDepthbuffer[e]);else a.deleteFramebuffer(c.__webglFramebuffer),c.__webglDepthbuffer&&a.deleteRenderbuffer(c.__webglDepthbuffer);d.remove(b.texture);d.remove(b)}g.memory.textures--}function q(b,n){var k=d.get(b);if(b.isVideoTexture){var r=b.id,q=g.render.frame;C[r]!==q&&(C[r]=q,b.update())}if(0p;p++)q[p]=n||r?r?b.image[p].image:b.image[p]:h(b.image[p],e.maxCubemapSize);var x=q[0],v=l(x),N=f.convert(b.format),y=f.convert(b.type);u(a.TEXTURE_CUBE_MAP,b,v);for(p=0;6>p;p++)if(n)for(var C,F=q[p].mipmaps,O=0,A=F.length;Ot;t++)e.__webglFramebuffer[t]=a.createFramebuffer()}else e.__webglFramebuffer=a.createFramebuffer();if(h){c.bindTexture(a.TEXTURE_CUBE_MAP,f.__webglTexture);u(a.TEXTURE_CUBE_MAP,b.texture,n);for(t=0;6>t;t++)p(e.__webglFramebuffer[t],b,a.COLOR_ATTACHMENT0,a.TEXTURE_CUBE_MAP_POSITIVE_X+t);m(b.texture,n)&&w(a.TEXTURE_CUBE_MAP,b.texture,b.width,b.height);c.bindTexture(a.TEXTURE_CUBE_MAP,null)}else c.bindTexture(a.TEXTURE_2D,f.__webglTexture),u(a.TEXTURE_2D,b.texture,n),p(e.__webglFramebuffer, b,a.COLOR_ATTACHMENT0,a.TEXTURE_2D),m(b.texture,n)&&w(a.TEXTURE_2D,b.texture,b.width,b.height),c.bindTexture(a.TEXTURE_2D,null);if(b.depthBuffer){e=d.get(b);f=!0===b.isWebGLRenderTargetCube;if(b.depthTexture){if(f)throw Error("target.depthTexture not supported in Cube render targets");if(b&&b.isWebGLRenderTargetCube)throw Error("Depth Texture with cube render targets is not supported");a.bindFramebuffer(a.FRAMEBUFFER,e.__webglFramebuffer);if(!b.depthTexture||!b.depthTexture.isDepthTexture)throw Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture"); d.get(b.depthTexture).__webglTexture&&b.depthTexture.image.width===b.width&&b.depthTexture.image.height===b.height||(b.depthTexture.image.width=b.width,b.depthTexture.image.height=b.height,b.depthTexture.needsUpdate=!0);q(b.depthTexture,0);e=d.get(b.depthTexture).__webglTexture;if(1026===b.depthTexture.format)a.framebufferTexture2D(a.FRAMEBUFFER,a.DEPTH_ATTACHMENT,a.TEXTURE_2D,e,0);else if(1027===b.depthTexture.format)a.framebufferTexture2D(a.FRAMEBUFFER,a.DEPTH_STENCIL_ATTACHMENT,a.TEXTURE_2D,e, 0);else throw Error("Unknown depthTexture format");}else if(f)for(e.__webglDepthbuffer=[],f=0;6>f;f++)a.bindFramebuffer(a.FRAMEBUFFER,e.__webglFramebuffer[f]),e.__webglDepthbuffer[f]=a.createRenderbuffer(),y(e.__webglDepthbuffer[f],b);else a.bindFramebuffer(a.FRAMEBUFFER,e.__webglFramebuffer),e.__webglDepthbuffer=a.createRenderbuffer(),y(e.__webglDepthbuffer,b);a.bindFramebuffer(a.FRAMEBUFFER,null)}};this.updateRenderTargetMipmap=function(b){var e=b.texture,f=l(b);if(m(e,f)){f=b.isWebGLRenderTargetCube? a.TEXTURE_CUBE_MAP:a.TEXTURE_2D;var g=d.get(e).__webglTexture;c.bindTexture(f,g);w(f,e,b.width,b.height);c.bindTexture(f,null)}}}function Ve(a,b){return{convert:function(c){if(1E3===c)return a.REPEAT;if(1001===c)return a.CLAMP_TO_EDGE;if(1002===c)return a.MIRRORED_REPEAT;if(1003===c)return a.NEAREST;if(1004===c)return a.NEAREST_MIPMAP_NEAREST;if(1005===c)return a.NEAREST_MIPMAP_LINEAR;if(1006===c)return a.LINEAR;if(1007===c)return a.LINEAR_MIPMAP_NEAREST;if(1008===c)return a.LINEAR_MIPMAP_LINEAR; if(1009===c)return a.UNSIGNED_BYTE;if(1017===c)return a.UNSIGNED_SHORT_4_4_4_4;if(1018===c)return a.UNSIGNED_SHORT_5_5_5_1;if(1019===c)return a.UNSIGNED_SHORT_5_6_5;if(1010===c)return a.BYTE;if(1011===c)return a.SHORT;if(1012===c)return a.UNSIGNED_SHORT;if(1013===c)return a.INT;if(1014===c)return a.UNSIGNED_INT;if(1015===c)return a.FLOAT;if(1016===c){var d=b.get("OES_texture_half_float");if(null!==d)return d.HALF_FLOAT_OES}if(1021===c)return a.ALPHA;if(1022===c)return a.RGB;if(1023===c)return a.RGBA; if(1024===c)return a.LUMINANCE;if(1025===c)return a.LUMINANCE_ALPHA;if(1026===c)return a.DEPTH_COMPONENT;if(1027===c)return a.DEPTH_STENCIL;if(100===c)return a.FUNC_ADD;if(101===c)return a.FUNC_SUBTRACT;if(102===c)return a.FUNC_REVERSE_SUBTRACT;if(200===c)return a.ZERO;if(201===c)return a.ONE;if(202===c)return a.SRC_COLOR;if(203===c)return a.ONE_MINUS_SRC_COLOR;if(204===c)return a.SRC_ALPHA;if(205===c)return a.ONE_MINUS_SRC_ALPHA;if(206===c)return a.DST_ALPHA;if(207===c)return a.ONE_MINUS_DST_ALPHA; if(208===c)return a.DST_COLOR;if(209===c)return a.ONE_MINUS_DST_COLOR;if(210===c)return a.SRC_ALPHA_SATURATE;if(33776===c||33777===c||33778===c||33779===c)if(d=b.get("WEBGL_compressed_texture_s3tc"),null!==d){if(33776===c)return d.COMPRESSED_RGB_S3TC_DXT1_EXT;if(33777===c)return d.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(33778===c)return d.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(33779===c)return d.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(35840===c||35841===c||35842===c||35843===c)if(d=b.get("WEBGL_compressed_texture_pvrtc"), null!==d){if(35840===c)return d.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(35841===c)return d.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(35842===c)return d.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(35843===c)return d.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===c&&(d=b.get("WEBGL_compressed_texture_etc1"),null!==d))return d.COMPRESSED_RGB_ETC1_WEBGL;if(37808===c||37809===c||37810===c||37811===c||37812===c||37813===c||37814===c||37815===c||37816===c||37817===c||37818===c||37819===c||37820===c||37821===c)if(d=b.get("WEBGL_compressed_texture_astc"), null!==d)return c;if(103===c||104===c)if(d=b.get("EXT_blend_minmax"),null!==d){if(103===c)return d.MIN_EXT;if(104===c)return d.MAX_EXT}return 1020===c&&(d=b.get("WEBGL_depth_texture"),null!==d)?d.UNSIGNED_INT_24_8_WEBGL:0}}}function Y(a,b,c,d){Qa.call(this);this.type="PerspectiveCamera";this.fov=void 0!==a?a:50;this.zoom=1;this.near=void 0!==c?c:.1;this.far=void 0!==d?d:2E3;this.focus=10;this.aspect=void 0!==b?b:1;this.view=null;this.filmGauge=35;this.filmOffset=0;this.updateProjectionMatrix()}function qd(a){Y.call(this); this.cameras=a||[]}function We(a){function b(){if(null!==d&&!0===d.isPresenting){var b=d.getEyeParameters("left"),e=b.renderWidth;b=b.renderHeight;u=a.getPixelRatio();q=a.getSize();a.setDrawingBufferSize(2*e,b,1)}else c.enabled&&a.setDrawingBufferSize(q.width,q.height,u)}var c=this,d=null,e=null,f=null,g=new K,h=new K;"undefined"!==typeof window&&"VRFrameData"in window&&(e=new window.VRFrameData,window.addEventListener("vrdisplaypresentchange",b,!1));var l=new K,m=new ia,w=new p,n=new Y;n.bounds= new da(0,0,.5,1);n.layers.enable(1);var t=new Y;t.bounds=new da(.5,0,.5,1);t.layers.enable(2);var k=new qd([n,t]);k.layers.enable(1);k.layers.enable(2);var q,u;this.enabled=!1;this.userHeight=1.6;this.getDevice=function(){return d};this.setDevice=function(a){void 0!==a&&(d=a)};this.setPoseTarget=function(a){void 0!==a&&(f=a)};this.getCamera=function(a){if(null===d)return a;d.depthNear=a.near;d.depthFar=a.far;d.getFrameData(e);var b=d.stageParameters;b?g.fromArray(b.sittingToStandingTransform):g.makeTranslation(0, c.userHeight,0);b=e.pose;var r=null!==f?f:a;r.matrix.copy(g);r.matrix.decompose(r.position,r.quaternion,r.scale);null!==b.orientation&&(m.fromArray(b.orientation),r.quaternion.multiply(m));null!==b.position&&(m.setFromRotationMatrix(g),w.fromArray(b.position),w.applyQuaternion(m),r.position.add(w));r.updateMatrixWorld();if(!1===d.isPresenting)return a;n.near=a.near;t.near=a.near;n.far=a.far;t.far=a.far;k.matrixWorld.copy(a.matrixWorld);k.matrixWorldInverse.copy(a.matrixWorldInverse);n.matrixWorldInverse.fromArray(e.leftViewMatrix); t.matrixWorldInverse.fromArray(e.rightViewMatrix);h.getInverse(g);n.matrixWorldInverse.multiply(h);t.matrixWorldInverse.multiply(h);a=r.parent;null!==a&&(l.getInverse(a.matrixWorld),n.matrixWorldInverse.multiply(l),t.matrixWorldInverse.multiply(l));n.matrixWorld.getInverse(n.matrixWorldInverse);t.matrixWorld.getInverse(t.matrixWorldInverse);n.projectionMatrix.fromArray(e.leftProjectionMatrix);t.projectionMatrix.fromArray(e.rightProjectionMatrix);k.projectionMatrix.copy(n.projectionMatrix);a=d.getLayers(); a.length&&(a=a[0],null!==a.leftBounds&&4===a.leftBounds.length&&n.bounds.fromArray(a.leftBounds),null!==a.rightBounds&&4===a.rightBounds.length&&t.bounds.fromArray(a.rightBounds));return k};this.getStandingMatrix=function(){return g};this.submitFrame=function(){null!==d&&!0===d.isPresenting&&d.submitFrame()};this.dispose=function(){"undefined"!==typeof window&&window.removeEventListener("vrdisplaypresentchange",b)}}function Xd(a){function b(){la=new Hf(E);la.get("WEBGL_depth_texture");la.get("OES_texture_float"); la.get("OES_texture_float_linear");la.get("OES_texture_half_float");la.get("OES_texture_half_float_linear");la.get("OES_standard_derivatives");la.get("OES_element_index_uint");la.get("ANGLE_instanced_arrays");ja=new Ve(E,la);Ra=new Ff(E,la,a);aa=new Eg(E,la,ja);aa.scissor(S.copy(Z).multiplyScalar(U));aa.viewport(W.copy(P).multiplyScalar(U));fb=new Kf(E);Ba=new tg;ca=new Fg(E,la,aa,Ba,Ra,ja,fb);qa=new yf(E);ra=new If(E,qa,fb);sa=new Nf(ra,fb);va=new Mf(E);oa=new sg(T,la,Ra);ta=new xg;pa=new Cg;ma= new Df(T,aa,ra,O);wa=new Ef(E,la,fb);xa=new Jf(E,la,fb);ya=new Dg(T,E,aa,ca,Ra);fb.programs=oa.programs;T.context=E;T.capabilities=Ra;T.extensions=la;T.properties=Ba;T.renderLists=ta;T.state=aa;T.info=fb}function c(a){a.preventDefault();console.log("THREE.WebGLRenderer: Context Lost.");I=!0}function d(){console.log("THREE.WebGLRenderer: Context Restored.");I=!1;b()}function e(a){a=a.target;a.removeEventListener("dispose",e);f(a);Ba.remove(a)}function f(a){var b=Ba.get(a).program;a.program=void 0; void 0!==b&&oa.releaseProgram(b)}function g(a,b,c){a.render(function(a){T.renderBufferImmediate(a,b,c)})}function h(){var a=na.getDevice();a&&a.isPresenting?a.requestAnimationFrame(l):window.requestAnimationFrame(l)}function l(a){!1!==ua&&(za(a),h())}function m(a,b,c){if(!1!==a.visible){if(a.layers.test(b.layers))if(a.isLight)B.pushLight(a),a.castShadow&&B.pushShadow(a);else if(a.isSprite)a.frustumCulled&&!ia.intersectsSprite(a)||B.pushSprite(a);else if(a.isImmediateRenderObject)c&&Pb.setFromMatrixPosition(a.matrixWorld).applyMatrix4(pd), z.push(a,null,a.material,Pb.z,null);else if(a.isMesh||a.isLine||a.isPoints)if(a.isSkinnedMesh&&a.skeleton.update(),!a.frustumCulled||ia.intersectsObject(a)){c&&Pb.setFromMatrixPosition(a.matrixWorld).applyMatrix4(pd);var d=sa.update(a),e=a.material;if(Array.isArray(e))for(var f=d.groups,g=0,h=f.length;ga.matrixWorld.determinant();aa.setMaterial(e,h);h=k(c,b.fog,e,a);Q="";g(a,h,e)}else T.renderBufferDirect(c,b.fog,d,e,a,f);a.onAfterRender(T,b,c,d,e,f);B=pa.get(b,Mb||c)}function t(a,b,c){var d=Ba.get(a),g=B.state.lights;c=oa.getParameters(a,g.state,B.state.shadowsArray,b,Y.numPlanes,Y.numIntersection,c);var h=oa.getProgramCode(a,c),l=d.program,m=!0;if(void 0===l)a.addEventListener("dispose",e);else if(l.code!==h)f(a);else{if(d.lightsHash!==g.state.hash)Ba.update(a, "lightsHash",g.state.hash);else if(void 0!==c.shaderID)return;m=!1}m&&(c.shaderID?(l=rb[c.shaderID],d.shader={name:a.type,uniforms:Ca.clone(l.uniforms),vertexShader:l.vertexShader,fragmentShader:l.fragmentShader}):d.shader={name:a.type,uniforms:a.uniforms,vertexShader:a.vertexShader,fragmentShader:a.fragmentShader},a.onBeforeCompile(d.shader,T),l=oa.acquireProgram(a,d.shader,c,h),d.program=l,a.program=l);c=l.getAttributes();if(a.morphTargets)for(h=a.numSupportedMorphTargets=0;he.matrixWorld.determinant();aa.setMaterial(d,g);var h=k(a,b,d,e);a=c.id+"_"+h.id+"_"+(!0===d.wireframe);var l=!1;a!==Q&&(Q=a,l=!0);e.morphTargetInfluences&& (va.update(e,c,d,h),l=!0);g=c.index;var m=c.attributes.position;b=1;!0===d.wireframe&&(g=ra.getWireframeAttribute(c),b=2);a=wa;if(null!==g){var n=qa.get(g);a=xa;a.setIndex(n)}if(l){if(c&&c.isInstancedBufferGeometry&&null===la.get("ANGLE_instanced_arrays"))console.error("THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{aa.initAttributes();l=c.attributes;h=h.getAttributes();var w=d.defaultAttributeValues; for(F in h){var t=h[F];if(0<=t){var r=l[F];if(void 0!==r){var q=r.normalized,p=r.itemSize,u=qa.get(r);if(void 0!==u){var x=u.buffer,v=u.type;u=u.bytesPerElement;if(r.isInterleavedBufferAttribute){var y=r.data,C=y.stride;r=r.offset;y&&y.isInstancedInterleavedBuffer?(aa.enableAttributeAndDivisor(t,y.meshPerAttribute),void 0===c.maxInstancedCount&&(c.maxInstancedCount=y.meshPerAttribute*y.count)):aa.enableAttribute(t);E.bindBuffer(E.ARRAY_BUFFER,x);E.vertexAttribPointer(t,p,v,q,C*u,r*u)}else r.isInstancedBufferAttribute? 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rd(){B.call(this);this.type="Scene";this.overrideMaterial=this.fog=this.background=null;this.autoUpdate=!0}function gb(a){Q.call(this);this.type="SpriteMaterial";this.color=new L(16777215);this.map=null;this.rotation=0;this.lights=this.fog=!1;this.setValues(a)}function Dc(a){B.call(this);this.type="Sprite";this.material=void 0!==a?a:new gb;this.center=new A(.5,.5)}function Ec(){B.call(this);this.type="LOD";Object.defineProperties(this,{levels:{enumerable:!0, value:[]}})}function Fc(a,b){a=a||[];this.bones=a.slice(0);this.boneMatrices=new Float32Array(16*this.bones.length);if(void 0===b)this.calculateInverses();else if(this.bones.length===b.length)this.boneInverses=b.slice(0);else for(console.warn("THREE.Skeleton boneInverses is the wrong length."),this.boneInverses=[],a=0,b=this.bones.length;ac;c++){var n=w[h[c]];var t=w[h[(c+1)%3]];f[0]=Math.min(n,t);f[1]=Math.max(n,t);n=f[0]+","+f[1];void 0===g[n]&&(g[n]={index1:f[0],index2:f[1]})}}for(n in g)m= 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Vb(a,b,c){I.call(this);this.type="ParametricBufferGeometry";this.parameters={func:a,slices:b,stacks:c};var d=[],e=[],f=[],g=[],h=new p,l=new p,m=new p,w=new p,n=new p,t,k,q=b+1;for(t=0;t<=c;t++){var u=t/c;for(k=0;k<=b;k++){var x=k/b;a(x,u,l);e.push(l.x,l.y,l.z);0<=x-1E-5?(a(x-1E-5,u,m),w.subVectors(l,m)):(a(x+1E-5,u,m),w.subVectors(m,l));0<=u-1E-5?(a(x,u-1E-5,m),n.subVectors(l,m)):(a(x,u+1E-5,m),n.subVectors(m,l));h.crossVectors(w,n).normalize();f.push(h.x,h.y,h.z);g.push(x,u)}}for(t=0;t< c;t++)for(k=0;kd&&1===a.x&&(l[b]=a.x-1);0===c.x&&0===c.z&&(l[b]=d/2/Math.PI+.5)}I.call(this);this.type="PolyhedronBufferGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;var h=[],l=[];(function(a){for(var c=new p,d=new p,g=new p,h=0;he&&(.2>b&&(l[a+0]+=1),.2>c&&(l[a+2]+=1),.2>d&&(l[a+4]+=1))})(); this.addAttribute("position",new z(h,3));this.addAttribute("normal",new z(h.slice(),3));this.addAttribute("uv",new z(l,2));0===d?this.computeVertexNormals():this.normalizeNormals()}function Jc(a,b){M.call(this);this.type="TetrahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Wb(a,b));this.mergeVertices()}function Wb(a,b){ma.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],a,b);this.type="TetrahedronBufferGeometry";this.parameters={radius:a,detail:b}} function Kc(a,b){M.call(this);this.type="OctahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new sb(a,b));this.mergeVertices()}function sb(a,b){ma.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],a,b);this.type="OctahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Lc(a,b){M.call(this);this.type="IcosahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Xb(a,b));this.mergeVertices()} function Xb(a,b){var c=(1+Math.sqrt(5))/2;ma.call(this,[-1,c,0,1,c,0,-1,-c,0,1,-c,0,0,-1,c,0,1,c,0,-1,-c,0,1,-c,c,0,-1,c,0,1,-c,0,-1,-c,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],a,b);this.type="IcosahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Mc(a,b){M.call(this);this.type="DodecahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Yb(a,b));this.mergeVertices()} function Yb(a,b){var c=(1+Math.sqrt(5))/2,d=1/c;ma.call(this,[-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-d,-c,0,-d,c,0,d,-c,0,d,c,-d,-c,0,-d,c,0,d,-c,0,d,c,0,-c,0,-d,c,0,-d,-c,0,d,c,0,d],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],a,b);this.type="DodecahedronBufferGeometry"; this.parameters={radius:a,detail:b}}function Nc(a,b,c,d,e,f){M.call(this);this.type="TubeGeometry";this.parameters={path:a,tubularSegments:b,radius:c,radialSegments:d,closed:e};void 0!==f&&console.warn("THREE.TubeGeometry: taper has been removed.");a=new Zb(a,b,c,d,e);this.tangents=a.tangents;this.normals=a.normals;this.binormals=a.binormals;this.fromBufferGeometry(a);this.mergeVertices()}function Zb(a,b,c,d,e){function f(e){w=a.getPointAt(e/b,w);var 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Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a, b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/= a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},applyMatrix3:function(a){var b=this.x,c=this.y;a=a.elements;this.x=a[0]*b+a[3]*c+a[6];this.y=a[1]*b+a[4]*c+a[7];return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a= new A,b=new A;return function(c,d){a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x): Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length()||1)},angle:function(){var a=Math.atan2(this.y,this.x);0>a&& (a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x=== this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);return this},rotateAround:function(a,b){var c=Math.cos(b);b=Math.sin(b);var d=this.x-a.x,e=this.y-a.y;this.x=d*c-e*b+a.x;this.y=d*b+e*c+a.y; return this}});Object.assign(K.prototype,{isMatrix4:!0,set:function(a,b,c,d,e,f,g,h,l,m,k,n,t,r,q,p){var w=this.elements;w[0]=a;w[4]=b;w[8]=c;w[12]=d;w[1]=e;w[5]=f;w[9]=g;w[13]=h;w[2]=l;w[6]=m;w[10]=k;w[14]=n;w[3]=t;w[7]=r;w[11]=q;w[15]=p;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},clone:function(){return(new K).fromArray(this.elements)},copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6]; b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15];return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a,b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x,b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(){var a=new p;return function(b){var c= this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]*f;c[8]=d[8]*b;c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){a&&a.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c);c=Math.sin(c); var g=Math.cos(d);d=Math.sin(d);var h=Math.cos(e);e=Math.sin(e);if("XYZ"===a.order){a=f*h;var l=f*e,m=c*h,k=c*e;b[0]=g*h;b[4]=-g*e;b[8]=d;b[1]=l+m*d;b[5]=a-k*d;b[9]=-c*g;b[2]=k-a*d;b[6]=m+l*d;b[10]=f*g}else"YXZ"===a.order?(a=g*h,l=g*e,m=d*h,k=d*e,b[0]=a+k*c,b[4]=m*c-l,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=l*c-m,b[6]=k+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*h,l=g*e,m=d*h,k=d*e,b[0]=a-k*c,b[4]=-f*e,b[8]=m+l*c,b[1]=l+m*c,b[5]=f*h,b[9]=k-a*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*h,l=f*e,m=c* h,k=c*e,b[0]=g*h,b[4]=m*d-l,b[8]=a*d+k,b[1]=g*e,b[5]=k*d+a,b[9]=l*d-m,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,l=f*d,m=c*g,k=c*d,b[0]=g*h,b[4]=k-a*e,b[8]=m*e+l,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=l*e+m,b[10]=a-k*e):"XZY"===a.order&&(a=f*g,l=f*d,m=c*g,k=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=a*e+k,b[5]=f*h,b[9]=l*e-m,b[2]=m*e-l,b[6]=c*h,b[10]=k*e+a);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){var b=this.elements,c=a._x,d=a._y, e=a._z,f=a._w,g=c+c,h=d+d,l=e+e;a=c*g;var m=c*h;c*=l;var k=d*h;d*=l;e*=l;g*=f;h*=f;f*=l;b[0]=1-(k+e);b[4]=m-f;b[8]=c+h;b[1]=m+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+k);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},lookAt:function(){var a=new p,b=new p,c=new p;return function(d,e,f){var g=this.elements;c.subVectors(d,e);0===c.lengthSq()&&(c.z=1);c.normalize();a.crossVectors(f,c);0===a.lengthSq()&&(1===Math.abs(f.z)?c.x+=1E-4:c.z+=1E-4,c.normalize(),a.crossVectors(f, c));a.normalize();b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements;b=this.elements;a=c[0];var e= c[4],f=c[8],g=c[12],h=c[1],l=c[5],m=c[9],k=c[13],n=c[2],t=c[6],r=c[10],q=c[14],p=c[3],x=c[7],y=c[11];c=c[15];var v=d[0],C=d[4],F=d[8],N=d[12],O=d[1],G=d[5],z=d[9],A=d[13],B=d[2],D=d[6],H=d[10],I=d[14],L=d[3],J=d[7],K=d[11];d=d[15];b[0]=a*v+e*O+f*B+g*L;b[4]=a*C+e*G+f*D+g*J;b[8]=a*F+e*z+f*H+g*K;b[12]=a*N+e*A+f*I+g*d;b[1]=h*v+l*O+m*B+k*L;b[5]=h*C+l*G+m*D+k*J;b[9]=h*F+l*z+m*H+k*K;b[13]=h*N+l*A+m*I+k*d;b[2]=n*v+t*O+r*B+q*L;b[6]=n*C+t*G+r*D+q*J;b[10]=n*F+t*z+r*H+q*K;b[14]=n*N+t*A+r*I+q*d;b[3]=p*v+x*O+y* B+c*L;b[7]=p*C+x*G+y*D+c*J;b[11]=p*F+x*z+y*H+c*K;b[15]=p*N+x*A+y*I+c*d;return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToBufferAttribute:function(){var a=new p;return function(b){for(var c=0,d=b.count;cthis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.copy(this);c=1/g;f=1/h;var m=1/l;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=l;return this}}(),makePerspective:function(a,b,c,d,e,f){void 0===f&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs."); var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(c-d);g[9]=(c+d)/(c-d);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),l=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*l;g[9]=0;g[13]=-((c+d)*l);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements; a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}});Object.assign(ia,{slerp:function(a,b,c,d){return c.copy(a).slerp(b, d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],l=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var k=e[f+1],n=e[f+2];e=e[f+3];if(c!==e||h!==d||l!==k||m!==n){f=1-g;var t=h*d+l*k+m*n+c*e,p=0<=t?1:-1,q=1-t*t;q>Number.EPSILON&&(q=Math.sqrt(q),t=Math.atan2(q,t*p),f=Math.sin(f*t)/q,g=Math.sin(g*t)/q);p*=g;h=h*f+d*p;l=l*f+k*p;m=m*f+n*p;c=c*f+e*p;f===1-g&&(g=1/Math.sqrt(h*h+l*l+m*m+c*c),h*=g,l*=g,m*=g,c*=g)}a[b]=h;a[b+1]=l;a[b+2]=m;a[b+3]=c}});Object.defineProperties(ia.prototype,{x:{get:function(){return this._x}, set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this.onChangeCallback()}},w:{get:function(){return this._w},set:function(a){this._w=a;this.onChangeCallback()}}});Object.assign(ia.prototype,{set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z, this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!a||!a.isEuler)throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var c=a._x,d=a._y,e=a._z;a=a.order;var f=Math.cos,g=Math.sin,h=f(c/2),l=f(d/2);f=f(e/2);c=g(c/2);d=g(d/2);e=g(e/2);"XYZ"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f-c*d*e):"YXZ"===a?(this._x=c*l*f+ h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f+c*d*e):"ZXY"===a?(this._x=c*l*f-h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f-c*d*e):"ZYX"===a?(this._x=c*l*f-h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f+c*d*e):"YZX"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f-c*d*e):"XZY"===a&&(this._x=c*l*f-h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f+c*d*e);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a, b){b/=2;var c=Math.sin(b);this._x=a.x*c;this._y=a.y*c;this._z=a.z*c;this._w=Math.cos(b);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],l=b[6];b=b[10];var m=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(l-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= .25*c,this._z=(g+l)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+l)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a=new p,b;return function(c,d){void 0===a&&(a=new p);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;return this.normalize()}}(),inverse:function(){return this.conjugate()},conjugate:function(){this._x*=-1;this._y*= -1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a, b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z;a=a._w;var f=b._x,g=b._y,h=b._z;b=b._w;this._x=c*b+a*f+d*h-e*g;this._y=d*b+a*g+e*f-c*h;this._z=e*b+a*h+c*g-d*f;this._w=a*b-c*f-d*g-e*h;this.onChangeCallback();return this}, slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;a=Math.sqrt(1-g*g);if(.001>Math.abs(a))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;var h=Math.atan2(a,g);g=Math.sin((1-b)*h)/a;b=Math.sin(b*h)/a;this._w=f*g+ this._w*b;this._x=c*g+this._x*b;this._y=d*g+this._y*b;this._z=e*g+this._z*b;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= a;return this},onChangeCallback:function(){}});Object.assign(p.prototype,{isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x; case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this}, addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z= a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a=new ia;return function(b){b&&b.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."); return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a=new ia;return function(b,c){return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+ a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,l=a*c+g*b-e*d,m=a*d+e*c-f*b;b=-e*b-f*c-g*d;this.x=h*a+b*-e+l*-g-m*-f;this.y=l*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-l*-e;return this},project:function(){var a=new K;return function(b){a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyMatrix4(a)}}(),unproject:function(){var a=new K;return function(b){a.multiplyMatrices(b.matrixWorld, a.getInverse(b.projectionMatrix));return this.applyMatrix4(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x= Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a=new p,b=new p;return function(c,d){a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x= Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){this.x= -this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x- this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){return void 0!==b?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b)):this.crossVectors(this,a)},crossVectors:function(a,b){var c=a.x,d=a.y;a=a.z;var e=b.x,f=b.y;b=b.z;this.x=d*b-a*f;this.y=a*e-c*b;this.z=c*f-d*e;return this},projectOnVector:function(a){var b= a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a=new p;return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a=new p;return function(b){return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(R.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x- a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)*a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromCylindrical:function(a){this.x=a.radius*Math.sin(a.theta);this.y=a.y;this.z=a.radius*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){a=a.elements;this.x=a[12];this.y= a[13];this.z=a[14];return this},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a= []);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);return this}});Object.assign(oa.prototype,{isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,l){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=l;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},clone:function(){return(new this.constructor).fromArray(this.elements)}, copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToBufferAttribute:function(){var a=new p;return function(b){for(var c=0,d=b.count;cc;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;9>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c= this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];return a}});var xf=0;X.DEFAULT_IMAGE=void 0;X.DEFAULT_MAPPING=300;X.prototype=Object.assign(Object.create(xa.prototype),{constructor:X,isTexture:!0,updateMatrix:function(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.name= a.name;this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.center.copy(a.center);this.rotation=a.rotation;this.matrixAutoUpdate=a.matrixAutoUpdate;this.matrix.copy(a.matrix);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY= a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){var b=void 0===a||"string"===typeof a;if(!b&&void 0!==a.textures[this.uuid])return a.textures[this.uuid];var c={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format, minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(void 0!==this.image){var d=this.image;void 0===d.uuid&&(d.uuid=R.generateUUID());if(!b&&void 0===a.images[d.uuid]){var e=a.images,f=d.uuid,g=d.uuid;if(d instanceof HTMLCanvasElement)var h=d;else{h=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");h.width=d.width;h.height=d.height;var l=h.getContext("2d");d instanceof ImageData?l.putImageData(d,0,0):l.drawImage(d,0,0,d.width,d.height)}h= 2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}});Object.defineProperty(X.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(da.prototype,{isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this}, setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z, this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addScaledVector:function(a, b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*= a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/ b);return this},setAxisAngleFromRotationMatrix:function(a){a=a.elements;var b=a[0];var c=a[4];var d=a[8],e=a[1],f=a[5],g=a[9];var h=a[2];var l=a[6];var m=a[10];if(.01>Math.abs(c-e)&&.01>Math.abs(d-h)&&.01>Math.abs(g-l)){if(.1>Math.abs(c+e)&&.1>Math.abs(d+h)&&.1>Math.abs(g+l)&&.1>Math.abs(b+f+m-3))return this.set(1,0,0,0),this;a=Math.PI;b=(b+1)/2;f=(f+1)/2;m=(m+1)/2;c=(c+e)/4;d=(d+h)/4;g=(g+l)/4;b>f&&b>m?.01>b?(l=0,c=h=.707106781):(l=Math.sqrt(b),h=c/l,c=d/l):f>m?.01>f?(l=.707106781,h=0,c=.707106781): (h=Math.sqrt(f),l=c/h,c=g/h):.01>m?(h=l=.707106781,c=0):(c=Math.sqrt(m),l=d/c,h=g/c);this.set(l,h,c,a);return this}a=Math.sqrt((l-g)*(l-g)+(d-h)*(d-h)+(e-c)*(e-c));.001>Math.abs(a)&&(a=1);this.x=(l-g)/a;this.y=(d-h)/a;this.z=(e-c)/a;this.w=Math.acos((b+f+m-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z, a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new da,b=new da);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b, c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y): Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function(){return Math.abs(this.x)+ Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0=== b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);this.w=a.getW(b);return this}});ib.prototype=Object.assign(Object.create(xa.prototype),{constructor:ib,isWebGLRenderTarget:!0, setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}}); Ib.prototype=Object.create(ib.prototype);Ib.prototype.constructor=Ib;Ib.prototype.isWebGLRenderTargetCube=!0;jb.prototype=Object.create(X.prototype);jb.prototype.constructor=jb;jb.prototype.isDataTexture=!0;Object.assign(Va.prototype,{isBox3:!0,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromArray:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,l=a.length;h e&&(e=m);k>f&&(f=k);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromBufferAttribute:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,l=a.count;he&&(e=m);k>f&&(f=k);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z},getParameter:function(a,b){void 0===b&&(console.warn("THREE.Box3: .getParameter() target is now required"),b=new p);return b.set((a.x-this.min.x)/(this.max.x- this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a=new p;return function(b){this.clampPoint(b.center,a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){if(0=a.constant},intersectsTriangle:function(){function a(a){var e;var f=0;for(e=a.length-3;f<=e;f+=3){h.fromArray(a,f);var g=m.x*Math.abs(h.x)+m.y*Math.abs(h.y)+m.z*Math.abs(h.z),l=b.dot(h),k=c.dot(h), n=d.dot(h);if(Math.max(-Math.max(l,k,n),Math.min(l,k,n))>g)return!1}return!0}var b=new p,c=new p,d=new p,e=new p,f=new p,g=new p,h=new p,l=new p,m=new p,k=new p;return function(h){if(this.isEmpty())return!1;this.getCenter(l);m.subVectors(this.max,l);b.subVectors(h.a,l);c.subVectors(h.b,l);d.subVectors(h.c,l);e.subVectors(c,b);f.subVectors(d,c);g.subVectors(b,d);h=[0,-e.z,e.y,0,-f.z,f.y,0,-g.z,g.y,e.z,0,-e.x,f.z,0,-f.x,g.z,0,-g.x,-e.y,e.x,0,-f.y,f.x,0,-g.y,g.x,0];if(!a(h))return!1;h=[1,0,0,0,1,0,0, 0,1];if(!a(h))return!1;k.crossVectors(e,f);h=[k.x,k.y,k.z];return a(h)}}(),clampPoint:function(a,b){void 0===b&&(console.warn("THREE.Box3: .clampPoint() target is now required"),b=new p);return b.copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new p;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new p;return function(b){void 0===b&&(console.warn("THREE.Box3: .getBoundingSphere() target is now required"),b=new Ga); this.getCenter(b.center);b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new p,new p,new p,new p,new p,new p,new p,new p];return function(b){if(this.isEmpty())return this;a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b); a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& a.max.equals(this.max)}});Object.assign(Ga.prototype,{set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new Va;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).getCenter(d);for(var e=c=0,f=b.length;e= this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(a.distanceToPoint(this.center))<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a); void 0===b&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),b=new p);b.copy(a);c>this.radius*this.radius&&(b.sub(this.center).normalize(),b.multiplyScalar(this.radius).add(this.center));return b},getBoundingBox:function(a){void 0===a&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),a=new Va);a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this}, translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}});Object.assign(Ha.prototype,{set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new p,b=new p;return function(c,d,e){d= a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)- a.radius},projectPoint:function(a,b){void 0===b&&(console.warn("THREE.Plane: .projectPoint() target is now required"),b=new p);return b.copy(this.normal).multiplyScalar(-this.distanceToPoint(a)).add(a)},intersectLine:function(){var a=new p;return function(b,c){void 0===c&&(console.warn("THREE.Plane: .intersectLine() target is now required"),c=new p);var d=b.delta(a),e=this.normal.dot(d);if(0===e){if(0===this.distanceToPoint(b.start))return c.copy(b.start)}else if(e=-(b.start.dot(this.normal)+this.constant)/ e,!(0>e||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],l=c[6],m=c[7],k=c[8],n=c[9],p=c[10],r=c[11],q=c[12],u=c[13],x=c[14];c=c[15];b[0].setComponents(f-a,m-g,r-k,c-q).normalize();b[1].setComponents(f+a,m+g,r+k,c+q).normalize();b[2].setComponents(f+d,m+h,r+n,c+u).normalize();b[3].setComponents(f-d,m-h,r-n,c- u).normalize();b[4].setComponents(f-e,m-l,r-p,c-x).normalize();b[5].setComponents(f+e,m+l,r+p,c+x).normalize();return this},intersectsObject:function(){var a=new Ga;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSprite:function(){var a=new Ga;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(), intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0 g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}});var W={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n", aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"\nvec3 transformed = vec3( position );\n",beginnormal_vertex:"\nvec3 objectNormal = vec3( normal );\n",bsdfs:"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n", bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n", clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n", clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n", color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n", cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n", defaultnormal_vertex:"vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n", emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n",encodings_fragment:" gl_FragColor = linearToOutputTexel( gl_FragColor );\n",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n", envmap_fragment:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n", envmap_pars_fragment:"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n", envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n",envmap_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n", fog_vertex:"\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n varying float fogDepth;\n#endif\n",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n", gradientmap_pars_fragment:"#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n", lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n", lights_pars_begin:"uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n", lights_pars_maps:"#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n", lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n", lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n", lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n", lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n", lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n", lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n", logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n", map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n",map_particle_fragment:"#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n",map_particle_pars_fragment:"#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n", metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif", morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n", normal_fragment_begin:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n",normal_fragment_maps:"#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n", normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\t\tscale *= float( gl_FrontFacing ) * 2.0 - 1.0;\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n", packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n", premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n",project_vertex:"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n",dithering_fragment:"#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n",dithering_pars_fragment:"#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n", roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n", shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n", shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n", shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n", skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n", skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n", specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n",tonemapping_pars_fragment:"#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n", uv_pars_fragment:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n", uv_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif", uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n", cube_vert:"varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}\n",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n", depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n", distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n", equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n",equirect_vert:"varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n", linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n", meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshphysical_frag:"#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", meshphysical_vert:"#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n", normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n", normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n", points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"}, Ca={merge:function(a){for(var b={},c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b, c,d){b=R.euclideanModulo(b,1);c=R.clamp(c,0,1);d=R.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r= Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)%\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){d=parseFloat(c[1])/ 360;var e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?l/(e+f):l/(2-e-f);switch(e){case b:g=(c-d)/l+(cMath.abs(g)?(this._x=Math.atan2(-m,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(n,l),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.99999>Math.abs(m)? (this._y=Math.atan2(g,e),this._z=Math.atan2(h,l)):(this._y=Math.atan2(-k,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(-k,e),this._z=Math.atan2(-f,l)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(k,-1,1)),.99999>Math.abs(k)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,l))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-m,l),this._y=Math.atan2(-k,a)):(this._x= 0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(n,l),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a=new K;return function(b,c,d){a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x, a.y,a.z,b||this._order)},reorder:function(){var a=new ia;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a? a.set(this._x,this._y,this._z):new p(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}});Object.assign(Sd.prototype,{set:function(a){this.mask=1<g;g++)if(d[g]===d[(g+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(d=a[f],this.faces.splice(d,1),c=0,e=this.faceVertexUvs.length;cthis.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0!==this.rotation&&(d.rotation=this.rotation);1!==this.linewidth&&(d.linewidth=this.linewidth);void 0!==this.dashSize&&(d.dashSize=this.dashSize);void 0!==this.gapSize&&(d.gapSize=this.gapSize);void 0!==this.scale&&(d.scale=this.scale);!0===this.dithering&&(d.dithering=!0);0a?b.copy(this.origin):b.copy(this.direction).multiplyScalar(a).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new p;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new p,b=new p,c=new p;return function(d, e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),l=-this.direction.dot(b),m=c.dot(this.direction),k=-c.dot(b),n=c.lengthSq(),p=Math.abs(1-l*l);if(0=-r?e<=r?(h=1/p,d*=h,e*=h,l=d*(d+l*e+2*m)+e*(l*d+e+2*k)+n):(e=h,d=Math.max(0,-(l*e+m)),l=-d*d+e*(e+2*k)+n):(e=-h,d=Math.max(0,-(l*e+m)),l=-d*d+e*(e+2*k)+n):e<=-r?(d=Math.max(0,-(-l*h+m)),e=0b)return null;b=Math.sqrt(b-e);e= d-b;d+=b;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){a=this.distanceToPlane(a);return null===a?null:this.at(a,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)* b?!0:!1},intersectBox:function(a,b){var c=1/this.direction.x;var d=1/this.direction.y;var e=1/this.direction.z,f=this.origin;if(0<=c){var g=(a.min.x-f.x)*c;c*=a.max.x-f.x}else g=(a.max.x-f.x)*c,c*=a.min.x-f.x;if(0<=d){var h=(a.min.y-f.y)*d;d*=a.max.y-f.y}else h=(a.max.y-f.y)*d,d*=a.min.y-f.y;if(g>d||h>c)return null;if(h>g||g!==g)g=h;if(da||h>c)return null;if(h>g||g!==g)g=h;if(a c?null:this.at(0<=g?g:c,b)},intersectsBox:function(){var a=new p;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new p,b=new p,c=new p,d=new p;return function(e,f,g,h,l){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+ g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,l)}}(),applyMatrix4:function(a){this.origin.applyMatrix4(a);this.direction.transformDirection(a);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}});Object.assign(Nb.prototype,{set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},getCenter:function(a){void 0=== a&&(console.warn("THREE.Line3: .getCenter() target is now required"),a=new p);return a.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){void 0===a&&(console.warn("THREE.Line3: .delta() target is now required"),a=new p);return a.subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a,b){void 0===b&&(console.warn("THREE.Line3: .at() target is now required"),b= new p);return this.delta(b).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new p,b=new p;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);c=b.dot(b);c=b.dot(a)/c;d&&(c=R.clamp(c,0,1));return c}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);void 0===c&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),c=new p);return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}});Object.assign(ja,{getNormal:function(){var a=new p;return function(b,c,d,e){void 0===e&&(console.warn("THREE.Triangle: .getNormal() target is now required"),e=new p);e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=a.x+a.y}}()});Object.assign(ja.prototype,{set:function(a,b,c){this.a.copy(a);this.b.copy(b); this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},getArea:function(){var a=new p,b=new p;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),getMidpoint:function(a){void 0===a&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"), a=new p);return a.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function(a){return ja.getNormal(this.a,this.b,this.c,a)},getPlane:function(a){void 0===a&&(console.warn("THREE.Triangle: .getPlane() target is now required"),a=new p);return a.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function(a,b){return ja.getBarycoord(a,this.a,this.b,this.c,b)},containsPoint:function(a){return ja.containsPoint(a,this.a,this.b,this.c)},intersectsBox:function(a){return a.intersectsTriangle(this)}, closestPointToPoint:function(){var a=new Ha,b=[new Nb,new Nb,new Nb],c=new p,d=new p;return function(e,f){void 0===f&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),f=new p);var g=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))f.copy(c);else for(b[0].set(this.a,this.b),b[1].set(this.b,this.c),b[2].set(this.c,this.a),e=0;ec.far?null:{distance:b,point:y.clone(),object:a}}function c(c,d,e,f,m,k,n,p){g.fromBufferAttribute(f,k); h.fromBufferAttribute(f,n);l.fromBufferAttribute(f,p);if(c=b(c,c.material,d,e,g,h,l,x))m&&(t.fromBufferAttribute(m,k),r.fromBufferAttribute(m,n),q.fromBufferAttribute(m,p),c.uv=a(x,g,h,l,t,r,q)),m=new Wa(k,n,p),ja.getNormal(g,h,l,m.normal),c.face=m,c.faceIndex=k;return c}var d=new K,e=new qb,f=new Ga,g=new p,h=new p,l=new p,m=new p,k=new p,n=new p,t=new A,r=new A,q=new A,u=new p,x=new p,y=new p;return function(p,w){var u=this.geometry,v=this.material,y=this.matrixWorld;if(void 0!==v&&(null===u.boundingSphere&& u.computeBoundingSphere(),f.copy(u.boundingSphere),f.applyMatrix4(y),!1!==p.ray.intersectsSphere(f)&&(d.getInverse(y),e.copy(p.ray).applyMatrix4(d),null===u.boundingBox||!1!==e.intersectsBox(u.boundingBox)))){var C;if(u.isBufferGeometry){v=u.index;var z=u.attributes.position;u=u.attributes.uv;var A;if(null!==v)for(y=0,A=v.count;yf||(f=d.ray.origin.distanceTo(a),fd.far||e.push({distance:f,point:a.clone(),face:null,object:this}))}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}, copy:function(a){B.prototype.copy.call(this,a);void 0!==a.center&&this.center.copy(a.center);return this}});Ec.prototype=Object.assign(Object.create(B.prototype),{constructor:Ec,copy:function(a){B.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ef||(k.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(k),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}else for(g=0,q=r.length/3-1;gf||(k.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(k), ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g.isGeometry)for(l=g.vertices,m=l.length,g=0;gf||(k.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(k),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry, this.material)).copy(this)}});V.prototype=Object.assign(Object.create(pa.prototype),{constructor:V,isLineSegments:!0,computeLineDistances:function(){var a=new p,b=new p;return function(){var c=this.geometry;if(c.isBufferGeometry)if(null===c.index){for(var d=c.attributes.position,e=[],f=0,g=d.count;fd.far||e.push({distance:a,distanceToRay:Math.sqrt(f),point:n.clone(),index:c,face:null,object:g}))}var g=this,h=this.geometry,l=this.matrixWorld,m=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere(); c.copy(h.boundingSphere);c.applyMatrix4(l);c.radius+=m;if(!1!==d.ray.intersectsSphere(c)){a.getInverse(l);b.copy(d.ray).applyMatrix4(a);m/=(this.scale.x+this.scale.y+this.scale.z)/3;var k=m*m;m=new p;var n=new p;if(h.isBufferGeometry){var t=h.index;h=h.attributes.position.array;if(null!==t){var r=t.array;t=0;for(var q=r.length;t=a.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}});Tb.prototype=Object.create(X.prototype);Tb.prototype.constructor=Tb;Tb.prototype.isCompressedTexture=!0;Gc.prototype=Object.create(X.prototype);Gc.prototype.constructor=Gc;Gc.prototype.isDepthTexture=!0;Ub.prototype= Object.create(I.prototype);Ub.prototype.constructor=Ub;Hc.prototype=Object.create(M.prototype);Hc.prototype.constructor=Hc;Vb.prototype=Object.create(I.prototype);Vb.prototype.constructor=Vb;Ic.prototype=Object.create(M.prototype);Ic.prototype.constructor=Ic;ma.prototype=Object.create(I.prototype);ma.prototype.constructor=ma;Jc.prototype=Object.create(M.prototype);Jc.prototype.constructor=Jc;Wb.prototype=Object.create(ma.prototype);Wb.prototype.constructor=Wb;Kc.prototype=Object.create(M.prototype); Kc.prototype.constructor=Kc;sb.prototype=Object.create(ma.prototype);sb.prototype.constructor=sb;Lc.prototype=Object.create(M.prototype);Lc.prototype.constructor=Lc;Xb.prototype=Object.create(ma.prototype);Xb.prototype.constructor=Xb;Mc.prototype=Object.create(M.prototype);Mc.prototype.constructor=Mc;Yb.prototype=Object.create(ma.prototype);Yb.prototype.constructor=Yb;Nc.prototype=Object.create(M.prototype);Nc.prototype.constructor=Nc;Zb.prototype=Object.create(I.prototype);Zb.prototype.constructor= Zb;Oc.prototype=Object.create(M.prototype);Oc.prototype.constructor=Oc;$b.prototype=Object.create(I.prototype);$b.prototype.constructor=$b;Pc.prototype=Object.create(M.prototype);Pc.prototype.constructor=Pc;ac.prototype=Object.create(I.prototype);ac.prototype.constructor=ac;var Mg={triangulate:function(a,b,c){c=c||2;var d=b&&b.length,e=d?b[0]*c:a.length,f=Xe(a,0,e,c,!0),g=[];if(!f)return g;var h;if(d){var l=c;d=[];var m;var k=0;for(m=b.length;k80*c){var r=h=a[0];var q=d=a[1];for(l=c;lh&&(h=k),b>d&&(d=b);h=Math.max(h-r,d-q);h=0!==h?1/h:0}Sc(f,g,c,r,q,h);return g}},Ya={area:function(a){for(var b=a.length,c=0,d=b-1,e=0;eYa.area(a)},triangulateShape:function(a, b){var c=[],d=[],e=[];af(a);bf(c,a);var f=a.length;b.forEach(af);for(a=0;aMath.abs(g-l)?[new A(a,1-c),new A(h,1-d),new A(m,1-e),new A(n,1-b)]:[new A(g,1-c),new A(l,1-d),new A(k,1-e),new A(p,1-b)]}};Uc.prototype=Object.create(M.prototype);Uc.prototype.constructor=Uc;cc.prototype=Object.create(Xa.prototype);cc.prototype.constructor=cc;Vc.prototype=Object.create(M.prototype);Vc.prototype.constructor=Vc;ub.prototype= Object.create(I.prototype);ub.prototype.constructor=ub;Wc.prototype=Object.create(M.prototype);Wc.prototype.constructor=Wc;dc.prototype=Object.create(I.prototype);dc.prototype.constructor=dc;Xc.prototype=Object.create(M.prototype);Xc.prototype.constructor=Xc;ec.prototype=Object.create(I.prototype);ec.prototype.constructor=ec;vb.prototype=Object.create(M.prototype);vb.prototype.constructor=vb;vb.prototype.toJSON=function(){var a=M.prototype.toJSON.call(this);return cf(this.parameters.shapes,a)};wb.prototype= Object.create(I.prototype);wb.prototype.constructor=wb;wb.prototype.toJSON=function(){var a=I.prototype.toJSON.call(this);return cf(this.parameters.shapes,a)};fc.prototype=Object.create(I.prototype);fc.prototype.constructor=fc;xb.prototype=Object.create(M.prototype);xb.prototype.constructor=xb;Za.prototype=Object.create(I.prototype);Za.prototype.constructor=Za;Yc.prototype=Object.create(xb.prototype);Yc.prototype.constructor=Yc;Zc.prototype=Object.create(Za.prototype);Zc.prototype.constructor=Zc; $c.prototype=Object.create(M.prototype);$c.prototype.constructor=$c;gc.prototype=Object.create(I.prototype);gc.prototype.constructor=gc;var ua=Object.freeze({WireframeGeometry:Ub,ParametricGeometry:Hc,ParametricBufferGeometry:Vb,TetrahedronGeometry:Jc,TetrahedronBufferGeometry:Wb,OctahedronGeometry:Kc,OctahedronBufferGeometry:sb,IcosahedronGeometry:Lc,IcosahedronBufferGeometry:Xb,DodecahedronGeometry:Mc,DodecahedronBufferGeometry:Yb,PolyhedronGeometry:Ic,PolyhedronBufferGeometry:ma,TubeGeometry:Nc, TubeBufferGeometry:Zb,TorusKnotGeometry:Oc,TorusKnotBufferGeometry:$b,TorusGeometry:Pc,TorusBufferGeometry:ac,TextGeometry:Uc,TextBufferGeometry:cc,SphereGeometry:Vc,SphereBufferGeometry:ub,RingGeometry:Wc,RingBufferGeometry:dc,PlaneGeometry:Ac,PlaneBufferGeometry:pb,LatheGeometry:Xc,LatheBufferGeometry:ec,ShapeGeometry:vb,ShapeBufferGeometry:wb,ExtrudeGeometry:bc,ExtrudeBufferGeometry:Xa,EdgesGeometry:fc,ConeGeometry:Yc,ConeBufferGeometry:Zc,CylinderGeometry:xb,CylinderBufferGeometry:Za,CircleGeometry:$c, CircleBufferGeometry:gc,BoxGeometry:Kb,BoxBufferGeometry:nb});yb.prototype=Object.create(Q.prototype);yb.prototype.constructor=yb;yb.prototype.isShadowMaterial=!0;yb.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.color.copy(a.color);return this};hc.prototype=Object.create(za.prototype);hc.prototype.constructor=hc;hc.prototype.isRawShaderMaterial=!0;Sa.prototype=Object.create(Q.prototype);Sa.prototype.constructor=Sa;Sa.prototype.isMeshStandardMaterial=!0;Sa.prototype.copy=function(a){Q.prototype.copy.call(this, a);this.defines={STANDARD:""};this.color.copy(a.color);this.roughness=a.roughness;this.metalness=a.metalness;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap; this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.roughnessMap=a.roughnessMap;this.metalnessMap=a.metalnessMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.envMapIntensity=a.envMapIntensity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals= a.morphNormals;return this};zb.prototype=Object.create(Sa.prototype);zb.prototype.constructor=zb;zb.prototype.isMeshPhysicalMaterial=!0;zb.prototype.copy=function(a){Sa.prototype.copy.call(this,a);this.defines={PHYSICAL:""};this.reflectivity=a.reflectivity;this.clearCoat=a.clearCoat;this.clearCoatRoughness=a.clearCoatRoughness;return this};Ja.prototype=Object.create(Q.prototype);Ja.prototype.constructor=Ja;Ja.prototype.isMeshPhongMaterial=!0;Ja.prototype.copy=function(a){Q.prototype.copy.call(this, a);this.color.copy(a.color);this.specular.copy(a.specular);this.shininess=a.shininess;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale= a.displacementScale;this.displacementBias=a.displacementBias;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Ab.prototype= Object.create(Ja.prototype);Ab.prototype.constructor=Ab;Ab.prototype.isMeshToonMaterial=!0;Ab.prototype.copy=function(a){Ja.prototype.copy.call(this,a);this.gradientMap=a.gradientMap;return this};Bb.prototype=Object.create(Q.prototype);Bb.prototype.constructor=Bb;Bb.prototype.isMeshNormalMaterial=!0;Bb.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap; this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Cb.prototype=Object.create(Q.prototype);Cb.prototype.constructor=Cb;Cb.prototype.isMeshLambertMaterial=!0;Cb.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity= a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin; this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Db.prototype=Object.create(S.prototype);Db.prototype.constructor=Db;Db.prototype.isLineDashedMaterial=!0;Db.prototype.copy=function(a){S.prototype.copy.call(this,a);this.scale=a.scale;this.dashSize=a.dashSize;this.gapSize=a.gapSize;return this};var Ng=Object.freeze({ShadowMaterial:yb,SpriteMaterial:gb,RawShaderMaterial:hc,ShaderMaterial:za,PointsMaterial:Ia,MeshPhysicalMaterial:zb,MeshStandardMaterial:Sa, MeshPhongMaterial:Ja,MeshToonMaterial:Ab,MeshNormalMaterial:Bb,MeshLambertMaterial:Cb,MeshDepthMaterial:db,MeshDistanceMaterial:eb,MeshBasicMaterial:ya,LineDashedMaterial:Db,LineBasicMaterial:S,Material:Q}),Hb={enabled:!1,files:{},add:function(a,b){!1!==this.enabled&&(this.files[a]=b)},get:function(a){if(!1!==this.enabled)return this.files[a]},remove:function(a){delete this.files[a]},clear:function(){this.files={}}},va=new ae,ab={};Object.assign(Ka.prototype,{load:function(a,b,c,d){void 0===a&&(a= "");void 0!==this.path&&(a=this.path+a);a=this.manager.resolveURL(a);var e=this,f=Hb.get(a);if(void 0!==f)return e.manager.itemStart(a),setTimeout(function(){b&&b(f);e.manager.itemEnd(a)},0),f;if(void 0!==ab[a])ab[a].push({onLoad:b,onProgress:c,onError:d});else{var g=a.match(/^data:(.*?)(;base64)?,(.*)$/);if(g){c=g[1];var h=!!g[2];g=g[3];g=window.decodeURIComponent(g);h&&(g=window.atob(g));try{var l=(this.responseType||"").toLowerCase();switch(l){case "arraybuffer":case "blob":var m=new Uint8Array(g.length); for(h=0;hg)e=a+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(R.clamp(d[l-1].dot(d[l]),-1,1)),e[l].applyMatrix4(h.makeRotationAxis(g, c))),f[l].crossVectors(d[l],e[l]);if(!0===b)for(c=Math.acos(R.clamp(e[0].dot(e[a]),-1,1)),c/=a,0d;)d+=c;for(;d>c;)d-=c;de&&(e=1);1E-4>d&&(d=e);1E-4>l&&(l=e);ye.initNonuniformCatmullRom(f.x,g.x,h.x,c.x,d,e,l);ze.initNonuniformCatmullRom(f.y,g.y,h.y,c.y,d,e,l);Ae.initNonuniformCatmullRom(f.z, g.z,h.z,c.z,d,e,l)}else"catmullrom"===this.curveType&&(ye.initCatmullRom(f.x,g.x,h.x,c.x,this.tension),ze.initCatmullRom(f.y,g.y,h.y,c.y,this.tension),Ae.initCatmullRom(f.z,g.z,h.z,c.z,this.tension));b.set(ye.calc(a),ze.calc(a),Ae.calc(a));return b};ca.prototype.copy=function(a){J.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;bc.length-2?c.length-1:a+1];c=c[a>c.length-3?c.length-1:a+2];b.set(ef(d,e.x,f.x,g.x, c.x),ef(d,e.y,f.y,g.y,c.y));return b};Oa.prototype.copy=function(a){J.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;b=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[], b=0,c=0,d=this.curves.length;c=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),a=this.getValueSize(),this.times=qa.arraySlice(c,e,f),this.values=qa.arraySlice(this.values,e*a,f*a);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),a=!1);var c=this.times;b=this.values; var d=c.length;0===d&&(console.error("THREE.KeyframeTrack: Track is empty.",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("THREE.KeyframeTrack: Out of order keys.",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&qa.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this, f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values,c=this.getValueSize(),d=2302===this.getInterpolation(),e=1,f=a.length-1,g=1;gk.opacity&&(k.transparent=!0);d.setTextures(l);return d.parse(k)}}()});var Be={decodeText:function(a){if("undefined"!==typeof TextDecoder)return(new TextDecoder).decode(a);for(var b="",c=0,d=a.length;cf;f++){var z=h[r++];var B=C[2*z];z=C[2*z+1];B=new A(B,z);2!==f&&c.faceVertexUvs[e][u].push(B);0!==f&&c.faceVertexUvs[e][u+1].push(B)}}x&&(x=3*h[r++],q.normal.set(k[x++],k[x++],k[x]),v.normal.copy(q.normal));if(y)for(e=0;4>e;e++)x=3*h[r++],y=new p(k[x++],k[x++],k[x]),2!==e&&q.vertexNormals.push(y), 0!==e&&v.vertexNormals.push(y);n&&(n=h[r++],n=w[n],q.color.setHex(n),v.color.setHex(n));if(l)for(e=0;4>e;e++)n=h[r++],n=w[n],2!==e&&q.vertexColors.push(new L(n)),0!==e&&v.vertexColors.push(new L(n));c.faces.push(q);c.faces.push(v)}else{q=new Wa;q.a=h[r++];q.b=h[r++];q.c=h[r++];u&&(u=h[r++],q.materialIndex=u);u=c.faces.length;if(e)for(e=0;ef;f++)z=h[r++],B=C[2*z],z=C[2*z+1],B=new A(B,z),c.faceVertexUvs[e][u].push(B);x&&(x=3*h[r++],q.normal.set(k[x++], k[x++],k[x]));if(y)for(e=0;3>e;e++)x=3*h[r++],y=new p(k[x++],k[x++],k[x]),q.vertexNormals.push(y);n&&(n=h[r++],q.color.setHex(w[n]));if(l)for(e=0;3>e;e++)n=h[r++],q.vertexColors.push(new L(w[n]));c.faces.push(q)}}d=a;r=void 0!==d.influencesPerVertex?d.influencesPerVertex:2;if(d.skinWeights)for(g=0,h=d.skinWeights.length;gNumber.EPSILON){if(0>k&&(g=b[f],l=-l,h=b[e],k=-k),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=k*(a.x-g.x)-l*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<= a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=Ya.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);b=[];if(1===f.length){var g=f[0];var h=new hb;h.curves=g.curves;b.push(h);return b}var l=!e(f[0].getPoints());l=a?!l:l;h=[];var k=[],p=[],n=0;k[n]=void 0;p[n]=[];for(var t=0,r=f.length;td&&this._mixBufferRegion(c,a,3*b,1-d,b);d=b;for(var f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}},saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d){ia.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d, e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}});Object.assign(jf.prototype,{getValue:function(a,b){this.bind();var c=this._bindings[this._targetGroup.nCachedObjects_];void 0!==c&&c.getValue(a,b)},setValue:function(a,b){for(var c=this._bindings,d=this._targetGroup.nCachedObjects_,e=c.length;d!==e;++d)c[d].setValue(a,b)},bind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].bind()},unbind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_, c=a.length;b!==c;++b)a[b].unbind()}});Object.assign(ra,{Composite:jf,create:function(a,b,c){return a&&a.isAnimationObjectGroup?new ra.Composite(a,b,c):new ra(a,b,c)},sanitizeNodeName:function(){var a=/[\[\]\.:\/]/g;return function(b){return b.replace(/\s/g,"_").replace(a,"")}}(),parseTrackName:function(){var a="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",b=/((?:WC+[\/:])*)/.source.replace("WC","[^\\[\\]\\.:\\/]");a=/(WCOD+)?/.source.replace("WCOD",a);var c=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC", "[^\\[\\]\\.:\\/]"),d=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC","[^\\[\\]\\.:\\/]"),e=new RegExp("^"+b+a+c+d+"$"),f=["material","materials","bones"];return function(a){var b=e.exec(a);if(!b)throw Error("PropertyBinding: Cannot parse trackName: "+a);b={nodeName:b[2],objectName:b[3],objectIndex:b[4],propertyName:b[5],propertyIndex:b[6]};var c=b.nodeName&&b.nodeName.lastIndexOf(".");if(void 0!==c&&-1!==c){var d=b.nodeName.substring(c+1);-1!==f.indexOf(d)&&(b.nodeName=b.nodeName.substring(0,c),b.objectName= d)}if(null===b.propertyName||0===b.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+a);return b}}(),findNode:function(a,b){if(!b||""===b||"root"===b||"."===b||-1===b||b===a.name||b===a.uuid)return a;if(a.skeleton){var c=a.skeleton.getBoneByName(b);if(void 0!==c)return c}if(a.children){var d=function(a){for(var c=0;c=b){var p=b++,n=a[p];c[n.uuid]=k;a[k]=n;c[l]=p;a[p]=h;h=0;for(l=e;h!==l;++h){n= d[h];var t=n[k];n[k]=n[p];n[p]=t}}}this.nCachedObjects_=b},uncache:function(){for(var a=this._objects,b=a.length,c=this.nCachedObjects_,d=this._indicesByUUID,e=this._bindings,f=e.length,g=0,h=arguments.length;g!==h;++g){var l=arguments[g].uuid,k=d[l];if(void 0!==k)if(delete d[l],kb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){b=this.timeScale;var c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0]; b*=d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200===d)a:{if(-1===e&&(this._loopCount=0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1=== e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c);b-=c*f;e+=Math.abs(f);var g=this.repetitions-e;0>=g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time= b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}});pe.prototype=Object.assign(Object.create(xa.prototype), {constructor:pe,_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings;a=a._interpolants;var g=c.uuid,h=this._bindingsByRootAndName,k=h[g];void 0===k&&(k={},h[g]=k);for(h=0;h!==e;++h){var m=d[h],p=m.name,n=k[p];if(void 0===n){n=f[h];if(void 0!==n){null===n._cacheIndex&&(++n.referenceCount,this._addInactiveBinding(n,g,p));continue}n=new oe(ra.create(c,p,b&&b._propertyBindings[h].binding.parsedPath),m.ValueTypeName,m.getValueSize());++n.referenceCount; this._addInactiveBinding(n,g,p)}f[h]=n;a[h].resultBuffer=n.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}},_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b= a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length},get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length}, get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&athis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y},getParameter:function(a,b){void 0===b&&(console.warn("THREE.Box2: .getParameter() target is now required"),b=new A);return b.set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/ (this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){void 0===b&&(console.warn("THREE.Box2: .clampPoint() target is now required"),b=new A);return b.copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new A;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min); this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});gd.prototype=Object.create(B.prototype);gd.prototype.constructor=gd;gd.prototype.isImmediateRenderObject=!0;hd.prototype=Object.create(V.prototype);hd.prototype.constructor=hd;hd.prototype.update=function(){var a=new p,b=new p,c=new oa;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld); var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g&&g.isGeometry)for(var h=g.vertices,k=g.faces,m=g=0,p=k.length;mMath.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.lookAt(this.plane.normal);B.prototype.updateMatrixWorld.call(this,a)};var Pd,we;Gb.prototype=Object.create(B.prototype);Gb.prototype.constructor=Gb;Gb.prototype.setDirection=function(){var a=new p,b;return function(c){.99999c.y?this.quaternion.set(1, 0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Gb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Gb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};nd.prototype=Object.create(V.prototype);nd.prototype.constructor=nd;J.create=function(a, b){console.log("THREE.Curve.create() has been deprecated");a.prototype=Object.create(J.prototype);a.prototype.constructor=a;a.prototype.getPoint=b;return a};Object.assign($a.prototype,{createPointsGeometry:function(a){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");a=this.getPoints(a);return this.createGeometry(a)},createSpacedPointsGeometry:function(a){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead."); a=this.getSpacedPoints(a);return this.createGeometry(a)},createGeometry:function(a){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var b=new M,c=0,d=a.length;c