/** * @license * Copyright 2010-2022 Three.js Authors * SPDX-License-Identifier: MIT */const is="137";const ep=1003;const Es="300 es";class on{addEventListener(e,t){this._listeners===void 0&&(this._listeners={});const n=this._listeners;n[e]===void 0&&(n[e]=[]),n[e].indexOf(t)===-1&&n[e].push(t)}hasEventListener(e,t){if(this._listeners===void 0)return!1;const n=this._listeners;return n[e]!==void 0&&n[e].indexOf(t)!==-1}removeEventListener(e,t){if(this._listeners===void 0)return;const i=this._listeners[e];if(i!==void 0){const r=i.indexOf(t);r!==-1&&i.splice(r,1)}}dispatchEvent(e){if(this._listeners===void 0)return;const n=this._listeners[e.type];if(n!==void 0){e.target=this;const i=n.slice(0);for(let r=0,a=i.length;r>8&255]+st[s>>16&255]+st[s>>24&255]+"-"+st[e&255]+st[e>>8&255]+"-"+st[e>>16&15|64]+st[e>>24&255]+"-"+st[t&63|128]+st[t>>8&255]+"-"+st[t>>16&255]+st[t>>24&255]+st[n&255]+st[n>>8&255]+st[n>>16&255]+st[n>>24&255]).toUpperCase()}function vt(s,e,t){return Math.max(e,Math.min(t,s))}function Lo(s,e){return(s%e+e)%e}function pr(s,e,t){return(1-t)*s+t*e}function As(s){return(s&s-1)===0&&s!==0}function Po(s){return Math.pow(2,Math.floor(Math.log(s)/Math.LN2))}class J{constructor(e=0,t=0){this.x=e,this.y=t}get width(){return this.x}set width(e){this.x=e}get height(){return this.y}set height(e){this.y=e}set(e,t){return this.x=e,this.y=t,this}setScalar(e){return this.x=e,this.y=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y)}copy(e){return this.x=e.x,this.y=e.y,this}add(e,t){return t!==void 0?(console.warn("THREE.Vector2: .add() now only accepts one argument. 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mr(s,e,t){return t<0&&(t+=1),t>1&&(t-=1),t<1/6?s+(e-s)*6*t:t<1/2?e:t<2/3?s+(e-s)*6*(2/3-t):s}function Wn(s){return s<.04045?s*.0773993808:Math.pow(s*.9478672986+.0521327014,2.4)}function gr(s){return s<.0031308?s*12.92:1.055*Math.pow(s,.41666)-.055}class me{constructor(e,t,n){return t===void 0&&n===void 0?this.set(e):this.setRGB(e,t,n)}set(e){return e&&e.isColor?this.copy(e):typeof e=="number"?this.setHex(e):typeof e=="string"&&this.setStyle(e),this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(e&255)/255,this}setRGB(e,t,n){return this.r=e,this.g=t,this.b=n,this}setHSL(e,t,n){if(e=Lo(e,1),t=vt(t,0,1),n=vt(n,0,1),t===0)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+t):n+t-n*t,r=2*n-i;this.r=mr(r,i,e+1/3),this.g=mr(r,i,e),this.b=mr(r,i,e-1/3)}return this}setStyle(e){function t(i){i!==void 0&&parseFloat(i)<1&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}let 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1002:Math.abs(Math.floor(e.x)%2)===1?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x);break}if(e.y<0||e.y>1)switch(this.wrapT){case 1e3:e.y=e.y-Math.floor(e.y);break;case 1001:e.y=e.y<0?0:1;break;case 1002:Math.abs(Math.floor(e.y)%2)===1?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y);break}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){e===!0&&this.version++}}rt.DEFAULT_IMAGE=void 0;rt.DEFAULT_MAPPING=300;rt.prototype.isTexture=!0;function _r(s){return typeof HTMLImageElement!="undefined"&&s instanceof HTMLImageElement||typeof HTMLCanvasElement!="undefined"&&s instanceof HTMLCanvasElement||typeof ImageBitmap!="undefined"&&s instanceof ImageBitmap?xn.getDataURL(s):s.data?{data:Array.prototype.slice.call(s.data),width:s.width,height:s.height,type:s.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}class ke{constructor(e=0,t=0,n=0,i=1){this.x=e,this.y=t,this.z=n,this.w=i}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,n,i){return this.x=e,this.y=t,this.z=n,this.w=i,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w!==void 0?e.w:1,this}add(e,t){return t!==void 0?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t)):(this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this)}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e,t){return t!==void 0?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t)):(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this)}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){const t=this.x,n=this.y,i=this.z,r=this.w,a=e.elements;return this.x=a[0]*t+a[4]*n+a[8]*i+a[12]*r,this.y=a[1]*t+a[5]*n+a[9]*i+a[13]*r,this.z=a[2]*t+a[6]*n+a[10]*i+a[14]*r,this.w=a[3]*t+a[7]*n+a[11]*i+a[15]*r,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);const t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,n,i,r;const c=e.elements,l=c[0],h=c[4],u=c[8],d=c[1],p=c[5],g=c[9],_=c[2],M=c[6],m=c[10];if(Math.abs(h-d)<.01&&Math.abs(u-_)<.01&&Math.abs(g-M)<.01){if(Math.abs(h+d)<.1&&Math.abs(u+_)<.1&&Math.abs(g+M)<.1&&Math.abs(l+p+m-3)<.1)return this.set(1,0,0,0),this;t=Math.PI;const E=(l+1)/2,y=(p+1)/2,T=(m+1)/2,C=(h+d)/4,L=(u+_)/4,Y=(g+M)/4;return E>y&&E>T?E<.01?(n=0,i=.707106781,r=.707106781):(n=Math.sqrt(E),i=C/n,r=L/n):y>T?y<.01?(n=.707106781,i=0,r=.707106781):(i=Math.sqrt(y),n=C/i,r=Y/i):T<.01?(n=.707106781,i=.707106781,r=0):(r=Math.sqrt(T),n=L/r,i=Y/r),this.set(n,i,r,t),this}let f=Math.sqrt((M-g)*(M-g)+(u-_)*(u-_)+(d-h)*(d-h));return Math.abs(f)<.001&&(f=1),this.x=(M-g)/f,this.y=(u-_)/f,this.z=(d-h)/f,this.w=Math.acos((l+p+m-1)/2),this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this.w=Math.max(e.w,Math.min(t.w,this.w)),this}clampScalar(e,t){return this.x=Math.max(e,Math.min(t,this.x)),this.y=Math.max(e,Math.min(t,this.y)),this.z=Math.max(e,Math.min(t,this.z)),this.w=Math.max(e,Math.min(t,this.w)),this}clampLength(e,t){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this.z=e.z+(t.z-e.z)*n,this.w=e.w+(t.w-e.w)*n,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t,n){return n!==void 0&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}ke.prototype.isVector4=!0;class Mt extends on{constructor(e,t,n={}){super();this.width=e,this.height=t,this.depth=1,this.scissor=new ke(0,0,e,t),this.scissorTest=!1,this.viewport=new ke(0,0,e,t),this.texture=new rt(void 0,n.mapping,n.wrapS,n.wrapT,n.magFilter,n.minFilter,n.format,n.type,n.anisotropy,n.encoding),this.texture.isRenderTargetTexture=!0,this.texture.image={width:e,height:t,depth:1},this.texture.generateMipmaps=n.generateMipmaps!==void 0?n.generateMipmaps:!1,this.texture.internalFormat=n.internalFormat!==void 0?n.internalFormat:null,this.texture.minFilter=n.minFilter!==void 0?n.minFilter:1006,this.depthBuffer=n.depthBuffer!==void 0?n.depthBuffer:!0,this.stencilBuffer=n.stencilBuffer!==void 0?n.stencilBuffer:!1,this.depthTexture=n.depthTexture!==void 0?n.depthTexture:null}setTexture(e){e.image={width:this.width,height:this.height,depth:this.depth},this.texture=e}setSize(e,t,n=1){(this.width!==e||this.height!==t||this.depth!==n)&&(this.width=e,this.height=t,this.depth=n,this.texture.image.width=e,this.texture.image.height=t,this.texture.image.depth=n,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){return this.width=e.width,this.height=e.height,this.depth=e.depth,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.texture.image=Object.assign({},e.texture.image),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this}dispose(){this.dispatchEvent({type:"dispose"})}}Mt.prototype.isWebGLRenderTarget=!0;class Io extends Mt{constructor(e,t,n){super(e,t);const i=this.texture;this.texture=[];for(let r=0;r=0?1:-1,E=1-m*m;if(E>Number.EPSILON){const T=Math.sqrt(E),C=Math.atan2(T,m*f);M=Math.sin(M*C)/T,o=Math.sin(o*C)/T}const y=o*f;if(c=c*M+d*y,l=l*M+p*y,h=h*M+g*y,u=u*M+_*y,M===1-o){const T=1/Math.sqrt(c*c+l*l+h*h+u*u);c*=T,l*=T,h*=T,u*=T}}e[t]=c,e[t+1]=l,e[t+2]=h,e[t+3]=u}static multiplyQuaternionsFlat(e,t,n,i,r,a){const o=n[i],c=n[i+1],l=n[i+2],h=n[i+3],u=r[a],d=r[a+1],p=r[a+2],g=r[a+3];return e[t]=o*g+h*u+c*p-l*d,e[t+1]=c*g+h*d+l*u-o*p,e[t+2]=l*g+h*p+o*d-c*u,e[t+3]=h*g-o*u-c*d-l*p,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,t,n,i){return this._x=e,this._y=t,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=e._x,i=e._y,r=e._z,a=e._order,o=Math.cos,c=Math.sin,l=o(n/2),h=o(i/2),u=o(r/2),d=c(n/2),p=c(i/2),g=c(r/2);switch(a){case"XYZ":this._x=d*h*u+l*p*g,this._y=l*p*u-d*h*g,this._z=l*h*g+d*p*u,this._w=l*h*u-d*p*g;break;case"YXZ":this._x=d*h*u+l*p*g,this._y=l*p*u-d*h*g,this._z=l*h*g-d*p*u,this._w=l*h*u+d*p*g;break;case"ZXY":this._x=d*h*u-l*p*g,this._y=l*p*u+d*h*g,this._z=l*h*g+d*p*u,this._w=l*h*u-d*p*g;break;case"ZYX":this._x=d*h*u-l*p*g,this._y=l*p*u+d*h*g,this._z=l*h*g-d*p*u,this._w=l*h*u+d*p*g;break;case"YZX":this._x=d*h*u+l*p*g,this._y=l*p*u+d*h*g,this._z=l*h*g-d*p*u,this._w=l*h*u-d*p*g;break;case"XZY":this._x=d*h*u-l*p*g,this._y=l*p*u-d*h*g,this._z=l*h*g+d*p*u,this._w=l*h*u+d*p*g;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+a)}return t!==!1&&this._onChangeCallback(),this}setFromAxisAngle(e,t){const n=t/2,i=Math.sin(n);return this._x=e.x*i,this._y=e.y*i,this._z=e.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(e){const t=e.elements,n=t[0],i=t[4],r=t[8],a=t[1],o=t[5],c=t[9],l=t[2],h=t[6],u=t[10],d=n+o+u;if(d>0){const p=.5/Math.sqrt(d+1);this._w=.25/p,this._x=(h-c)*p,this._y=(r-l)*p,this._z=(a-i)*p}else if(n>o&&n>u){const p=2*Math.sqrt(1+n-o-u);this._w=(h-c)/p,this._x=.25*p,this._y=(i+a)/p,this._z=(r+l)/p}else if(o>u){const p=2*Math.sqrt(1+o-n-u);this._w=(r-l)/p,this._x=(i+a)/p,this._y=.25*p,this._z=(c+h)/p}else{const p=2*Math.sqrt(1+u-n-o);this._w=(a-i)/p,this._x=(r+l)/p,this._y=(c+h)/p,this._z=.25*p}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let n=e.dot(t)+1;return nMath.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=n):(this._x=0,this._y=-e.z,this._z=e.y,this._w=n)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=n),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(vt(this.dot(e),-1,1)))}rotateTowards(e,t){const n=this.angleTo(e);if(n===0)return this;const i=Math.min(1,t/n);return this.slerp(e,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();return e===0?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e,t){return t!==void 0?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(e,t)):this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){const n=e._x,i=e._y,r=e._z,a=e._w,o=t._x,c=t._y,l=t._z,h=t._w;return this._x=n*h+a*o+i*l-r*c,this._y=i*h+a*c+r*o-n*l,this._z=r*h+a*l+n*c-i*o,this._w=a*h-n*o-i*c-r*l,this._onChangeCallback(),this}slerp(e,t){if(t===0)return this;if(t===1)return this.copy(e);const n=this._x,i=this._y,r=this._z,a=this._w;let o=a*e._w+n*e._x+i*e._y+r*e._z;if(o<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),o>=1)return this._w=a,this._x=n,this._y=i,this._z=r,this;const c=1-o*o;if(c<=Number.EPSILON){const p=1-t;return this._w=p*a+t*this._w,this._x=p*n+t*this._x,this._y=p*i+t*this._y,this._z=p*r+t*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(c),h=Math.atan2(l,o),u=Math.sin((1-t)*h)/l,d=Math.sin(t*h)/l;return this._w=a*u+this._w*d,this._x=n*u+this._x*d,this._y=i*u+this._y*d,this._z=r*u+this._z*d,this._onChangeCallback(),this}slerpQuaternions(e,t,n){return this.copy(e).slerp(t,n)}random(){const e=Math.random(),t=Math.sqrt(1-e),n=Math.sqrt(e),i=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(t*Math.cos(i),n*Math.sin(r),n*Math.cos(r),t*Math.sin(i))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,t=0){return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}}dt.prototype.isQuaternion=!0;class w{constructor(e=0,t=0,n=0){this.x=e,this.y=t,this.z=n}set(e,t,n){return n===void 0&&(n=this.z),this.x=e,this.y=t,this.z=n,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}add(e,t){return t!==void 0?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t)):(this.x+=e.x,this.y+=e.y,this.z+=e.z,this)}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this}sub(e,t){return t!==void 0?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t)):(this.x-=e.x,this.y-=e.y,this.z-=e.z,this)}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}multiply(e,t){return t!==void 0?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(e,t)):(this.x*=e.x,this.y*=e.y,this.z*=e.z,this)}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}applyEuler(e){return e&&e.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Rs.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(Rs.setFromAxisAngle(e,t))}applyMatrix3(e){const t=this.x,n=this.y,i=this.z,r=e.elements;return this.x=r[0]*t+r[3]*n+r[6]*i,this.y=r[1]*t+r[4]*n+r[7]*i,this.z=r[2]*t+r[5]*n+r[8]*i,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){const t=this.x,n=this.y,i=this.z,r=e.elements,a=1/(r[3]*t+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*t+r[4]*n+r[8]*i+r[12])*a,this.y=(r[1]*t+r[5]*n+r[9]*i+r[13])*a,this.z=(r[2]*t+r[6]*n+r[10]*i+r[14])*a,this}applyQuaternion(e){const t=this.x,n=this.y,i=this.z,r=e.x,a=e.y,o=e.z,c=e.w,l=c*t+a*i-o*n,h=c*n+o*t-r*i,u=c*i+r*n-a*t,d=-r*t-a*n-o*i;return this.x=l*c+d*-r+h*-o-u*-a,this.y=h*c+d*-a+u*-r-l*-o,this.z=u*c+d*-o+l*-a-h*-r,this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){const t=this.x,n=this.y,i=this.z,r=e.elements;return this.x=r[0]*t+r[4]*n+r[8]*i,this.y=r[1]*t+r[5]*n+r[9]*i,this.z=r[2]*t+r[6]*n+r[10]*i,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this}clampScalar(e,t){return this.x=Math.max(e,Math.min(t,this.x)),this.y=Math.max(e,Math.min(t,this.y)),this.z=Math.max(e,Math.min(t,this.z)),this}clampLength(e,t){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}lerpVectors(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this.z=e.z+(t.z-e.z)*n,this}cross(e,t){return t!==void 0?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(e,t)):this.crossVectors(this,e)}crossVectors(e,t){const n=e.x,i=e.y,r=e.z,a=t.x,o=t.y,c=t.z;return this.x=i*c-r*o,this.y=r*a-n*c,this.z=n*o-i*a,this}projectOnVector(e){const t=e.lengthSq();if(t===0)return this.set(0,0,0);const n=e.dot(this)/t;return this.copy(e).multiplyScalar(n)}projectOnPlane(e){return xr.copy(this).projectOnVector(e),this.sub(xr)}reflect(e){return this.sub(xr.copy(e).multiplyScalar(2*this.dot(e)))}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(t===0)return Math.PI/2;const n=this.dot(e)/t;return Math.acos(vt(n,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,n=this.y-e.y,i=this.z-e.z;return t*t+n*n+i*i}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,t,n){const i=Math.sin(t)*e;return this.x=i*Math.sin(n),this.y=Math.cos(t)*e,this.z=i*Math.cos(n),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,n){return this.x=e*Math.sin(t),this.y=n,this.z=e*Math.cos(t),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}setFromMatrixScale(e){const t=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),i=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=n,this.z=i,this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,t*4)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,t*3)}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}fromBufferAttribute(e,t,n){return n!==void 0&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const e=(Math.random()-.5)*2,t=Math.random()*Math.PI*2,n=Math.sqrt(1-e**2);return this.x=n*Math.cos(t),this.y=n*Math.sin(t),this.z=e,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}w.prototype.isVector3=!0;const xr=new w,Rs=new dt;class At{constructor(e=new w(1/0,1/0,1/0),t=new w(-1/0,-1/0,-1/0)){this.min=e,this.max=t}set(e,t){return this.min.copy(e),this.max.copy(t),this}setFromArray(e){let t=1/0,n=1/0,i=1/0,r=-1/0,a=-1/0,o=-1/0;for(let c=0,l=e.length;cr&&(r=h),u>a&&(a=u),d>o&&(o=d)}return this.min.set(t,n,i),this.max.set(r,a,o),this}setFromBufferAttribute(e){let t=1/0,n=1/0,i=1/0,r=-1/0,a=-1/0,o=-1/0;for(let c=0,l=e.count;cr&&(r=h),u>a&&(a=u),d>o&&(o=d)}return this.min.set(t,n,i),this.max.set(r,a,o),this}setFromPoints(e){this.makeEmpty();for(let t=0,n=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)}intersectsSphere(e){return this.clampPoint(e.center,hn),hn.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,n;return e.normal.x>0?(t=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),t<=-e.constant&&n>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(ei),Ei.subVectors(this.max,ei),bn.subVectors(e.a,ei),wn.subVectors(e.b,ei),Tn.subVectors(e.c,ei),Xt.subVectors(wn,bn),Yt.subVectors(Tn,wn),un.subVectors(bn,Tn);let t=[0,-Xt.z,Xt.y,0,-Yt.z,Yt.y,0,-un.z,un.y,Xt.z,0,-Xt.x,Yt.z,0,-Yt.x,un.z,0,-un.x,-Xt.y,Xt.x,0,-Yt.y,Yt.x,0,-un.y,un.x,0];return!yr(t,bn,wn,Tn,Ei)||(t=[1,0,0,0,1,0,0,0,1],!yr(t,bn,wn,Tn,Ei))?!1:(Ai.crossVectors(Xt,Yt),t=[Ai.x,Ai.y,Ai.z],yr(t,bn,wn,Tn,Ei))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return hn.copy(e).clamp(this.min,this.max).sub(e).length()}getBoundingSphere(e){return this.getCenter(e.center),e.radius=this.getSize(hn).length()*.5,e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()?this:(Ot[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Ot[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Ot[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Ot[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Ot[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Ot[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Ot[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Ot[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Ot),this)}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}At.prototype.isBox3=!0;const Ot=[new w,new w,new w,new w,new w,new w,new w,new w],hn=new w,vr=new At,bn=new w,wn=new w,Tn=new w,Xt=new w,Yt=new w,un=new w,ei=new w,Ei=new w,Ai=new w,dn=new w;function yr(s,e,t,n,i){for(let r=0,a=s.length-3;r<=a;r+=3){dn.fromArray(s,r);const o=i.x*Math.abs(dn.x)+i.y*Math.abs(dn.y)+i.z*Math.abs(dn.z),c=e.dot(dn),l=t.dot(dn),h=n.dot(dn);if(Math.max(-Math.max(c,l,h),Math.min(c,l,h))>o)return!1}return!0}const Fo=new At,Cs=new w,Ri=new w,Mr=new w;class Zn{constructor(e=new w,t=-1){this.center=e,this.radius=t}set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){const n=this.center;t!==void 0?n.copy(t):Fo.setFromPoints(e).getCenter(n);let i=0;for(let r=0,a=e.length;rthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){Mr.subVectors(e,this.center);const t=Mr.lengthSq();if(t>this.radius*this.radius){const n=Math.sqrt(t),i=(n-this.radius)*.5;this.center.add(Mr.multiplyScalar(i/n)),this.radius+=i}return this}union(e){return this.center.equals(e.center)===!0?Ri.set(0,0,1).multiplyScalar(e.radius):Ri.subVectors(e.center,this.center).normalize().multiplyScalar(e.radius),this.expandByPoint(Cs.copy(e.center).add(Ri)),this.expandByPoint(Cs.copy(e.center).sub(Ri)),this}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}}const Gt=new w,Sr=new w,Ci=new w,Zt=new w,br=new w,Li=new w,wr=new w;class vn{constructor(e=new w,t=new w(0,0,-1)){this.origin=e,this.direction=t}set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.direction).multiplyScalar(e).add(this.origin)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,Gt)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);const n=t.dot(this.direction);return n<0?t.copy(this.origin):t.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){const t=Gt.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(Gt.copy(this.direction).multiplyScalar(t).add(this.origin),Gt.distanceToSquared(e))}distanceSqToSegment(e,t,n,i){Sr.copy(e).add(t).multiplyScalar(.5),Ci.copy(t).sub(e).normalize(),Zt.copy(this.origin).sub(Sr);const r=e.distanceTo(t)*.5,a=-this.direction.dot(Ci),o=Zt.dot(this.direction),c=-Zt.dot(Ci),l=Zt.lengthSq(),h=Math.abs(1-a*a);let u,d,p,g;if(h>0)if(u=a*c-o,d=a*o-c,g=r*h,u>=0)if(d>=-g)if(d<=g){const _=1/h;u*=_,d*=_,p=u*(u+a*d+2*o)+d*(a*u+d+2*c)+l}else d=r,u=Math.max(0,-(a*d+o)),p=-u*u+d*(d+2*c)+l;else d=-r,u=Math.max(0,-(a*d+o)),p=-u*u+d*(d+2*c)+l;else d<=-g?(u=Math.max(0,-(-a*r+o)),d=u>0?-r:Math.min(Math.max(-r,-c),r),p=-u*u+d*(d+2*c)+l):d<=g?(u=0,d=Math.min(Math.max(-r,-c),r),p=d*(d+2*c)+l):(u=Math.max(0,-(a*r+o)),d=u>0?r:Math.min(Math.max(-r,-c),r),p=-u*u+d*(d+2*c)+l);else d=a>0?-r:r,u=Math.max(0,-(a*d+o)),p=-u*u+d*(d+2*c)+l;return n&&n.copy(this.direction).multiplyScalar(u).add(this.origin),i&&i.copy(Ci).multiplyScalar(d).add(Sr),p}intersectSphere(e,t){Gt.subVectors(e.center,this.origin);const n=Gt.dot(this.direction),i=Gt.dot(Gt)-n*n,r=e.radius*e.radius;if(i>r)return null;const a=Math.sqrt(r-i),o=n-a,c=n+a;return o<0&&c<0?null:o<0?this.at(c,t):this.at(o,t)}intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){const t=e.normal.dot(this.direction);if(t===0)return e.distanceToPoint(this.origin)===0?0:null;const n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null}intersectPlane(e,t){const n=this.distanceToPlane(e);return n===null?null:this.at(n,t)}intersectsPlane(e){const t=e.distanceToPoint(this.origin);return t===0||e.normal.dot(this.direction)*t<0}intersectBox(e,t){let n,i,r,a,o,c;const l=1/this.direction.x,h=1/this.direction.y,u=1/this.direction.z,d=this.origin;return l>=0?(n=(e.min.x-d.x)*l,i=(e.max.x-d.x)*l):(n=(e.max.x-d.x)*l,i=(e.min.x-d.x)*l),h>=0?(r=(e.min.y-d.y)*h,a=(e.max.y-d.y)*h):(r=(e.max.y-d.y)*h,a=(e.min.y-d.y)*h),n>a||r>i||((r>n||n!==n)&&(n=r),(a=0?(o=(e.min.z-d.z)*u,c=(e.max.z-d.z)*u):(o=(e.max.z-d.z)*u,c=(e.min.z-d.z)*u),n>c||o>i)||((o>n||n!==n)&&(n=o),(c=0?n:i,t)}intersectsBox(e){return this.intersectBox(e,Gt)!==null}intersectTriangle(e,t,n,i,r){br.subVectors(t,e),Li.subVectors(n,e),wr.crossVectors(br,Li);let a=this.direction.dot(wr),o;if(a>0){if(i)return null;o=1}else if(a<0)o=-1,a=-a;else return null;Zt.subVectors(this.origin,e);const c=o*this.direction.dot(Li.crossVectors(Zt,Li));if(c<0)return null;const l=o*this.direction.dot(br.cross(Zt));if(l<0||c+l>a)return null;const h=-o*Zt.dot(wr);return h<0?null:this.at(h/a,r)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}}class ve{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(e,t,n,i,r,a,o,c,l,h,u,d,p,g,_,M){const m=this.elements;return m[0]=e,m[4]=t,m[8]=n,m[12]=i,m[1]=r,m[5]=a,m[9]=o,m[13]=c,m[2]=l,m[6]=h,m[10]=u,m[14]=d,m[3]=p,m[7]=g,m[11]=_,m[15]=M,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new ve().fromArray(this.elements)}copy(e){const t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],t[9]=n[9],t[10]=n[10],t[11]=n[11],t[12]=n[12],t[13]=n[13],t[14]=n[14],t[15]=n[15],this}copyPosition(e){const t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this}setFromMatrix3(e){const t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this}extractRotation(e){const t=this.elements,n=e.elements,i=1/En.setFromMatrixColumn(e,0).length(),r=1/En.setFromMatrixColumn(e,1).length(),a=1/En.setFromMatrixColumn(e,2).length();return t[0]=n[0]*i,t[1]=n[1]*i,t[2]=n[2]*i,t[3]=0,t[4]=n[4]*r,t[5]=n[5]*r,t[6]=n[6]*r,t[7]=0,t[8]=n[8]*a,t[9]=n[9]*a,t[10]=n[10]*a,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){e&&e.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const t=this.elements,n=e.x,i=e.y,r=e.z,a=Math.cos(n),o=Math.sin(n),c=Math.cos(i),l=Math.sin(i),h=Math.cos(r),u=Math.sin(r);if(e.order==="XYZ"){const d=a*h,p=a*u,g=o*h,_=o*u;t[0]=c*h,t[4]=-c*u,t[8]=l,t[1]=p+g*l,t[5]=d-_*l,t[9]=-o*c,t[2]=_-d*l,t[6]=g+p*l,t[10]=a*c}else if(e.order==="YXZ"){const d=c*h,p=c*u,g=l*h,_=l*u;t[0]=d+_*o,t[4]=g*o-p,t[8]=a*l,t[1]=a*u,t[5]=a*h,t[9]=-o,t[2]=p*o-g,t[6]=_+d*o,t[10]=a*c}else if(e.order==="ZXY"){const d=c*h,p=c*u,g=l*h,_=l*u;t[0]=d-_*o,t[4]=-a*u,t[8]=g+p*o,t[1]=p+g*o,t[5]=a*h,t[9]=_-d*o,t[2]=-a*l,t[6]=o,t[10]=a*c}else if(e.order==="ZYX"){const d=a*h,p=a*u,g=o*h,_=o*u;t[0]=c*h,t[4]=g*l-p,t[8]=d*l+_,t[1]=c*u,t[5]=_*l+d,t[9]=p*l-g,t[2]=-l,t[6]=o*c,t[10]=a*c}else if(e.order==="YZX"){const d=a*c,p=a*l,g=o*c,_=o*l;t[0]=c*h,t[4]=_-d*u,t[8]=g*u+p,t[1]=u,t[5]=a*h,t[9]=-o*h,t[2]=-l*h,t[6]=p*u+g,t[10]=d-_*u}else if(e.order==="XZY"){const d=a*c,p=a*l,g=o*c,_=o*l;t[0]=c*h,t[4]=-u,t[8]=l*h,t[1]=d*u+_,t[5]=a*h,t[9]=p*u-g,t[2]=g*u-p,t[6]=o*h,t[10]=_*u+d}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(Bo,e,No)}lookAt(e,t,n){const i=this.elements;return _t.subVectors(e,t),_t.lengthSq()===0&&(_t.z=1),_t.normalize(),jt.crossVectors(n,_t),jt.lengthSq()===0&&(Math.abs(n.z)===1?_t.x+=1e-4:_t.z+=1e-4,_t.normalize(),jt.crossVectors(n,_t)),jt.normalize(),Pi.crossVectors(_t,jt),i[0]=jt.x,i[4]=Pi.x,i[8]=_t.x,i[1]=jt.y,i[5]=Pi.y,i[9]=_t.y,i[2]=jt.z,i[6]=Pi.z,i[10]=_t.z,this}multiply(e,t){return t!==void 0?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(e,t)):this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const n=e.elements,i=t.elements,r=this.elements,a=n[0],o=n[4],c=n[8],l=n[12],h=n[1],u=n[5],d=n[9],p=n[13],g=n[2],_=n[6],M=n[10],m=n[14],f=n[3],E=n[7],y=n[11],T=n[15],C=i[0],L=i[4],Y=i[8],se=i[12],Z=i[1],x=i[5],R=i[9],D=i[13],B=i[2],N=i[6],I=i[10],V=i[14],j=i[3],ce=i[7],O=i[11],X=i[15];return r[0]=a*C+o*Z+c*B+l*j,r[4]=a*L+o*x+c*N+l*ce,r[8]=a*Y+o*R+c*I+l*O,r[12]=a*se+o*D+c*V+l*X,r[1]=h*C+u*Z+d*B+p*j,r[5]=h*L+u*x+d*N+p*ce,r[9]=h*Y+u*R+d*I+p*O,r[13]=h*se+u*D+d*V+p*X,r[2]=g*C+_*Z+M*B+m*j,r[6]=g*L+_*x+M*N+m*ce,r[10]=g*Y+_*R+M*I+m*O,r[14]=g*se+_*D+M*V+m*X,r[3]=f*C+E*Z+y*B+T*j,r[7]=f*L+E*x+y*N+T*ce,r[11]=f*Y+E*R+y*I+T*O,r[15]=f*se+E*D+y*V+T*X,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){const e=this.elements,t=e[0],n=e[4],i=e[8],r=e[12],a=e[1],o=e[5],c=e[9],l=e[13],h=e[2],u=e[6],d=e[10],p=e[14],g=e[3],_=e[7],M=e[11],m=e[15];return g*(+r*c*u-i*l*u-r*o*d+n*l*d+i*o*p-n*c*p)+_*(+t*c*p-t*l*d+r*a*d-i*a*p+i*l*h-r*c*h)+M*(+t*l*u-t*o*p-r*a*u+n*a*p+r*o*h-n*l*h)+m*(-i*o*h-t*c*u+t*o*d+i*a*u-n*a*d+n*c*h)}transpose(){const e=this.elements;let t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this}setPosition(e,t,n){const i=this.elements;return e.isVector3?(i[12]=e.x,i[13]=e.y,i[14]=e.z):(i[12]=e,i[13]=t,i[14]=n),this}invert(){const e=this.elements,t=e[0],n=e[1],i=e[2],r=e[3],a=e[4],o=e[5],c=e[6],l=e[7],h=e[8],u=e[9],d=e[10],p=e[11],g=e[12],_=e[13],M=e[14],m=e[15],f=u*M*l-_*d*l+_*c*p-o*M*p-u*c*m+o*d*m,E=g*d*l-h*M*l-g*c*p+a*M*p+h*c*m-a*d*m,y=h*_*l-g*u*l+g*o*p-a*_*p-h*o*m+a*u*m,T=g*u*c-h*_*c-g*o*d+a*_*d+h*o*M-a*u*M,C=t*f+n*E+i*y+r*T;if(C===0)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const L=1/C;return e[0]=f*L,e[1]=(_*d*r-u*M*r-_*i*p+n*M*p+u*i*m-n*d*m)*L,e[2]=(o*M*r-_*c*r+_*i*l-n*M*l-o*i*m+n*c*m)*L,e[3]=(u*c*r-o*d*r-u*i*l+n*d*l+o*i*p-n*c*p)*L,e[4]=E*L,e[5]=(h*M*r-g*d*r+g*i*p-t*M*p-h*i*m+t*d*m)*L,e[6]=(g*c*r-a*M*r-g*i*l+t*M*l+a*i*m-t*c*m)*L,e[7]=(a*d*r-h*c*r+h*i*l-t*d*l-a*i*p+t*c*p)*L,e[8]=y*L,e[9]=(g*u*r-h*_*r-g*n*p+t*_*p+h*n*m-t*u*m)*L,e[10]=(a*_*r-g*o*r+g*n*l-t*_*l-a*n*m+t*o*m)*L,e[11]=(h*o*r-a*u*r-h*n*l+t*u*l+a*n*p-t*o*p)*L,e[12]=T*L,e[13]=(h*_*i-g*u*i+g*n*d-t*_*d-h*n*M+t*u*M)*L,e[14]=(g*o*i-a*_*i-g*n*c+t*_*c+a*n*M-t*o*M)*L,e[15]=(a*u*i-h*o*i+h*n*c-t*u*c-a*n*d+t*o*d)*L,this}scale(e){const t=this.elements,n=e.x,i=e.y,r=e.z;return t[0]*=n,t[4]*=i,t[8]*=r,t[1]*=n,t[5]*=i,t[9]*=r,t[2]*=n,t[6]*=i,t[10]*=r,t[3]*=n,t[7]*=i,t[11]*=r,this}getMaxScaleOnAxis(){const e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],n=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],i=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,n,i))}makeTranslation(e,t,n){return this.set(1,0,0,e,0,1,0,t,0,0,1,n,0,0,0,1),this}makeRotationX(e){const t=Math.cos(e),n=Math.sin(e);return this.set(1,0,0,0,0,t,-n,0,0,n,t,0,0,0,0,1),this}makeRotationY(e){const t=Math.cos(e),n=Math.sin(e);return this.set(t,0,n,0,0,1,0,0,-n,0,t,0,0,0,0,1),this}makeRotationZ(e){const t=Math.cos(e),n=Math.sin(e);return this.set(t,-n,0,0,n,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){const n=Math.cos(t),i=Math.sin(t),r=1-n,a=e.x,o=e.y,c=e.z,l=r*a,h=r*o;return this.set(l*a+n,l*o-i*c,l*c+i*o,0,l*o+i*c,h*o+n,h*c-i*a,0,l*c-i*o,h*c+i*a,r*c*c+n,0,0,0,0,1),this}makeScale(e,t,n){return this.set(e,0,0,0,0,t,0,0,0,0,n,0,0,0,0,1),this}makeShear(e,t,n,i,r,a){return this.set(1,n,r,0,e,1,a,0,t,i,1,0,0,0,0,1),this}compose(e,t,n){const i=this.elements,r=t._x,a=t._y,o=t._z,c=t._w,l=r+r,h=a+a,u=o+o,d=r*l,p=r*h,g=r*u,_=a*h,M=a*u,m=o*u,f=c*l,E=c*h,y=c*u,T=n.x,C=n.y,L=n.z;return i[0]=(1-(_+m))*T,i[1]=(p+y)*T,i[2]=(g-E)*T,i[3]=0,i[4]=(p-y)*C,i[5]=(1-(d+m))*C,i[6]=(M+f)*C,i[7]=0,i[8]=(g+E)*L,i[9]=(M-f)*L,i[10]=(1-(d+_))*L,i[11]=0,i[12]=e.x,i[13]=e.y,i[14]=e.z,i[15]=1,this}decompose(e,t,n){const i=this.elements;let r=En.set(i[0],i[1],i[2]).length();const a=En.set(i[4],i[5],i[6]).length(),o=En.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),e.x=i[12],e.y=i[13],e.z=i[14],Tt.copy(this);const l=1/r,h=1/a,u=1/o;return Tt.elements[0]*=l,Tt.elements[1]*=l,Tt.elements[2]*=l,Tt.elements[4]*=h,Tt.elements[5]*=h,Tt.elements[6]*=h,Tt.elements[8]*=u,Tt.elements[9]*=u,Tt.elements[10]*=u,t.setFromRotationMatrix(Tt),n.x=r,n.y=a,n.z=o,this}makePerspective(e,t,n,i,r,a){a===void 0&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const o=this.elements,c=2*r/(t-e),l=2*r/(n-i),h=(t+e)/(t-e),u=(n+i)/(n-i),d=-(a+r)/(a-r),p=-2*a*r/(a-r);return o[0]=c,o[4]=0,o[8]=h,o[12]=0,o[1]=0,o[5]=l,o[9]=u,o[13]=0,o[2]=0,o[6]=0,o[10]=d,o[14]=p,o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this}makeOrthographic(e,t,n,i,r,a){const o=this.elements,c=1/(t-e),l=1/(n-i),h=1/(a-r),u=(t+e)*c,d=(n+i)*l,p=(a+r)*h;return o[0]=2*c,o[4]=0,o[8]=0,o[12]=-u,o[1]=0,o[5]=2*l,o[9]=0,o[13]=-d,o[2]=0,o[6]=0,o[10]=-2*h,o[14]=-p,o[3]=0,o[7]=0,o[11]=0,o[15]=1,this}equals(e){const t=this.elements,n=e.elements;for(let i=0;i<16;i++)if(t[i]!==n[i])return!1;return!0}fromArray(e,t=0){for(let n=0;n<16;n++)this.elements[n]=e[n+t];return this}toArray(e=[],t=0){const n=this.elements;return e[t]=n[0],e[t+1]=n[1],e[t+2]=n[2],e[t+3]=n[3],e[t+4]=n[4],e[t+5]=n[5],e[t+6]=n[6],e[t+7]=n[7],e[t+8]=n[8],e[t+9]=n[9],e[t+10]=n[10],e[t+11]=n[11],e[t+12]=n[12],e[t+13]=n[13],e[t+14]=n[14],e[t+15]=n[15],e}}ve.prototype.isMatrix4=!0;const En=new w,Tt=new ve,Bo=new w(0,0,0),No=new w(1,1,1),jt=new w,Pi=new w,_t=new w,Ls=new ve,Ps=new dt;class yn{constructor(e=0,t=0,n=0,i=yn.DefaultOrder){this._x=e,this._y=t,this._z=n,this._order=i}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,n,i=this._order){return this._x=e,this._y=t,this._z=n,this._order=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,t=this._order,n=!0){const i=e.elements,r=i[0],a=i[4],o=i[8],c=i[1],l=i[5],h=i[9],u=i[2],d=i[6],p=i[10];switch(t){case"XYZ":this._y=Math.asin(vt(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-h,p),this._z=Math.atan2(-a,r)):(this._x=Math.atan2(d,l),this._z=0);break;case"YXZ":this._x=Math.asin(-vt(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(o,p),this._z=Math.atan2(c,l)):(this._y=Math.atan2(-u,r),this._z=0);break;case"ZXY":this._x=Math.asin(vt(d,-1,1)),Math.abs(d)<.9999999?(this._y=Math.atan2(-u,p),this._z=Math.atan2(-a,l)):(this._y=0,this._z=Math.atan2(c,r));break;case"ZYX":this._y=Math.asin(-vt(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(d,p),this._z=Math.atan2(c,r)):(this._x=0,this._z=Math.atan2(-a,l));break;case"YZX":this._z=Math.asin(vt(c,-1,1)),Math.abs(c)<.9999999?(this._x=Math.atan2(-h,l),this._y=Math.atan2(-u,r)):(this._x=0,this._y=Math.atan2(o,p));break;case"XZY":this._z=Math.asin(-vt(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(d,l),this._y=Math.atan2(o,r)):(this._x=Math.atan2(-h,p),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,n===!0&&this._onChangeCallback(),this}setFromQuaternion(e,t,n){return Ls.makeRotationFromQuaternion(e),this.setFromRotationMatrix(Ls,t,n)}setFromVector3(e,t=this._order){return this.set(e.x,e.y,e.z,t)}reorder(e){return Ps.setFromEuler(this),this.setFromQuaternion(Ps,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],e[3]!==void 0&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}toVector3(e){return e?e.set(this._x,this._y,this._z):new w(this._x,this._y,this._z)}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}}yn.prototype.isEuler=!0;yn.DefaultOrder="XYZ";yn.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class ss{constructor(){this.mask=1}set(e){this.mask=(1<>>0}enable(e){this.mask|=1<1){for(let t=0;t1){for(let n=0;n0){i.children=[];for(let o=0;o0){i.animations=[];for(let o=0;o0&&(n.geometries=o),c.length>0&&(n.materials=c),l.length>0&&(n.textures=l),h.length>0&&(n.images=h),u.length>0&&(n.shapes=u),d.length>0&&(n.skeletons=d),p.length>0&&(n.animations=p)}return n.object=i,n;function a(o){const c=[];for(const l in o){const h=o[l];delete h.metadata,c.push(h)}return c}}clone(e){return new this.constructor().copy(this,e)}copy(e,t=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.userData=JSON.parse(JSON.stringify(e.userData)),t===!0)for(let n=0;n0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(e,t,n,i,r){Et.subVectors(i,t),Ht.subVectors(n,t),Tr.subVectors(e,t);const a=Et.dot(Et),o=Et.dot(Ht),c=Et.dot(Tr),l=Ht.dot(Ht),h=Ht.dot(Tr),u=a*l-o*o;if(u===0)return r.set(-2,-1,-1);const d=1/u,p=(l*c-o*h)*d,g=(a*h-o*c)*d;return r.set(1-p-g,g,p)}static containsPoint(e,t,n,i){return this.getBarycoord(e,t,n,i,kt),kt.x>=0&&kt.y>=0&&kt.x+kt.y<=1}static getUV(e,t,n,i,r,a,o,c){return this.getBarycoord(e,t,n,i,kt),c.set(0,0),c.addScaledVector(r,kt.x),c.addScaledVector(a,kt.y),c.addScaledVector(o,kt.z),c}static isFrontFacing(e,t,n,i){return Et.subVectors(n,t),Ht.subVectors(e,t),Et.cross(Ht).dot(i)<0}set(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this}setFromPointsAndIndices(e,t,n,i){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[i]),this}setFromAttributeAndIndices(e,t,n,i){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,n),this.c.fromBufferAttribute(e,i),this}clone(){return new this.constructor().copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return Et.subVectors(this.c,this.b),Ht.subVectors(this.a,this.b),Et.cross(Ht).length()*.5}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return Qe.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return Qe.getBarycoord(e,this.a,this.b,this.c,t)}getUV(e,t,n,i,r){return Qe.getUV(e,this.a,this.b,this.c,t,n,i,r)}containsPoint(e){return Qe.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return Qe.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){const n=this.a,i=this.b,r=this.c;let a,o;Rn.subVectors(i,n),Cn.subVectors(r,n),Er.subVectors(e,n);const c=Rn.dot(Er),l=Cn.dot(Er);if(c<=0&&l<=0)return t.copy(n);Ar.subVectors(e,i);const h=Rn.dot(Ar),u=Cn.dot(Ar);if(h>=0&&u<=h)return t.copy(i);const d=c*u-h*l;if(d<=0&&c>=0&&h<=0)return a=c/(c-h),t.copy(n).addScaledVector(Rn,a);Rr.subVectors(e,r);const p=Rn.dot(Rr),g=Cn.dot(Rr);if(g>=0&&p<=g)return t.copy(r);const _=p*l-c*g;if(_<=0&&l>=0&&g<=0)return o=l/(l-g),t.copy(n).addScaledVector(Cn,o);const M=h*g-p*u;if(M<=0&&u-h>=0&&p-g>=0)return zs.subVectors(r,i),o=(u-h)/(u-h+(p-g)),t.copy(i).addScaledVector(zs,o);const m=1/(M+_+d);return a=_*m,o=d*m,t.copy(n).addScaledVector(Rn,a).addScaledVector(Cn,o)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}let Vo=0;class ut extends on{constructor(){super();Object.defineProperty(this,"id",{value:Vo++}),this.uuid=Ft(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(e){this._alphaTest>0!=e>0&&this.version++,this._alphaTest=e}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(e!==void 0)for(const t in e){const n=e[t];if(n===void 0){console.warn("THREE.Material: '"+t+"' parameter is undefined.");continue}if(t==="shading"){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=n===1;continue}const i=this[t];if(i===void 0){console.warn("THREE."+this.type+": '"+t+"' is not a property of this material.");continue}i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[t]=n}}toJSON(e){const t=e===void 0||typeof e=="string";t&&(e={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};n.uuid=this.uuid,n.type=this.type,this.name!==""&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),this.roughness!==void 0&&(n.roughness=this.roughness),this.metalness!==void 0&&(n.metalness=this.metalness),this.sheen!==void 0&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),this.sheenRoughness!==void 0&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&this.emissiveIntensity!==1&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),this.specularIntensity!==void 0&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),this.shininess!==void 0&&(n.shininess=this.shininess),this.clearcoat!==void 0&&(n.clearcoat=this.clearcoat),this.clearcoatRoughness!==void 0&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(e).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).uuid,this.combine!==void 0&&(n.combine=this.combine)),this.envMapIntensity!==void 0&&(n.envMapIntensity=this.envMapIntensity),this.reflectivity!==void 0&&(n.reflectivity=this.reflectivity),this.refractionRatio!==void 0&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid),this.transmission!==void 0&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid),this.thickness!==void 0&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid),this.attenuationDistance!==void 0&&(n.attenuationDistance=this.attenuationDistance),this.attenuationColor!==void 0&&(n.attenuationColor=this.attenuationColor.getHex()),this.size!==void 0&&(n.size=this.size),this.shadowSide!==null&&(n.shadowSide=this.shadowSide),this.sizeAttenuation!==void 0&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==1&&(n.blending=this.blending),this.side!==0&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),this.transparent===!0&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&this.rotation!==0&&(n.rotation=this.rotation),this.polygonOffset===!0&&(n.polygonOffset=!0),this.polygonOffsetFactor!==0&&(n.polygonOffsetFactor=this.polygonOffsetFactor),this.polygonOffsetUnits!==0&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&this.linewidth!==1&&(n.linewidth=this.linewidth),this.dashSize!==void 0&&(n.dashSize=this.dashSize),this.gapSize!==void 0&&(n.gapSize=this.gapSize),this.scale!==void 0&&(n.scale=this.scale),this.dithering===!0&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),this.alphaToCoverage===!0&&(n.alphaToCoverage=this.alphaToCoverage),this.premultipliedAlpha===!0&&(n.premultipliedAlpha=this.premultipliedAlpha),this.wireframe===!0&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),this.wireframeLinecap!=="round"&&(n.wireframeLinecap=this.wireframeLinecap),this.wireframeLinejoin!=="round"&&(n.wireframeLinejoin=this.wireframeLinejoin),this.flatShading===!0&&(n.flatShading=this.flatShading),this.visible===!1&&(n.visible=!1),this.toneMapped===!1&&(n.toneMapped=!1),JSON.stringify(this.userData)!=="{}"&&(n.userData=this.userData);function i(r){const a=[];for(const o in r){const c=r[o];delete c.metadata,a.push(c)}return a}if(t){const r=i(e.textures),a=i(e.images);r.length>0&&(n.textures=r),a.length>0&&(n.images=a)}return n}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.fog=e.fog,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;const t=e.clippingPlanes;let n=null;if(t!==null){const i=t.length;n=new Array(i);for(let r=0;r!==i;++r)n[r]=t[r].clone()}return this.clippingPlanes=n,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){e===!0&&this.version++}}ut.prototype.isMaterial=!0;class as extends ut{constructor(e){super();this.type="MeshBasicMaterial",this.color=new me(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this}}as.prototype.isMeshBasicMaterial=!0;const qe=new w,Ii=new J;class tt{constructor(e,t,n){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.name="",this.array=e,this.itemSize=t,this.count=e!==void 0?e.length/t:0,this.normalized=n===!0,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}copy(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this}copyAt(e,t,n){e*=this.itemSize,n*=t.itemSize;for(let i=0,r=this.itemSize;i0&&(e.userData=this.userData),this.parameters!==void 0){const c=this.parameters;for(const l in c)c[l]!==void 0&&(e[l]=c[l]);return e}e.data={attributes:{}};const t=this.index;t!==null&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});const n=this.attributes;for(const c in n){const l=n[c];e.data.attributes[c]=l.toJSON(e.data)}const i={};let r=!1;for(const c in this.morphAttributes){const l=this.morphAttributes[c],h=[];for(let u=0,d=l.length;u0&&(i[c]=h,r=!0)}r&&(e.data.morphAttributes=i,e.data.morphTargetsRelative=this.morphTargetsRelative);const a=this.groups;a.length>0&&(e.data.groups=JSON.parse(JSON.stringify(a)));const o=this.boundingSphere;return o!==null&&(e.data.boundingSphere={center:o.center.toArray(),radius:o.radius}),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const t={};this.name=e.name;const n=e.index;n!==null&&this.setIndex(n.clone(t));const i=e.attributes;for(const l in i){const h=i[l];this.setAttribute(l,h.clone(t))}const r=e.morphAttributes;for(const l in r){const h=[],u=r[l];for(let d=0,p=u.length;d0){const i=t[n[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,a=i.length;r0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}}raycast(e,t){const n=this.geometry,i=this.material,r=this.matrixWorld;if(i===void 0||(n.boundingSphere===null&&n.computeBoundingSphere(),Lr.copy(n.boundingSphere),Lr.applyMatrix4(r),e.ray.intersectsSphere(Lr)===!1)||(Us.copy(r).invert(),Pn.copy(e.ray).applyMatrix4(Us),n.boundingBox!==null&&Pn.intersectsBox(n.boundingBox)===!1))return;let a;if(n.isBufferGeometry){const o=n.index,c=n.attributes.position,l=n.morphAttributes.position,h=n.morphTargetsRelative,u=n.attributes.uv,d=n.attributes.uv2,p=n.groups,g=n.drawRange;if(o!==null)if(Array.isArray(i))for(let _=0,M=p.length;_t.far?null:{distance:l,point:Gi.clone(),object:s}}function Vi(s,e,t,n,i,r,a,o,c,l,h,u){Jt.fromBufferAttribute(i,l),$t.fromBufferAttribute(i,h),Kt.fromBufferAttribute(i,u);const d=s.morphTargetInfluences;if(r&&d){Fi.set(0,0,0),Bi.set(0,0,0),Ni.set(0,0,0);for(let g=0,_=r.length;g<_;g++){const M=d[g],m=r[g];M!==0&&(Pr.fromBufferAttribute(m,l),Dr.fromBufferAttribute(m,h),Ir.fromBufferAttribute(m,u),a?(Fi.addScaledVector(Pr,M),Bi.addScaledVector(Dr,M),Ni.addScaledVector(Ir,M)):(Fi.addScaledVector(Pr.sub(Jt),M),Bi.addScaledVector(Dr.sub($t),M),Ni.addScaledVector(Ir.sub(Kt),M)))}Jt.add(Fi),$t.add(Bi),Kt.add(Ni)}s.isSkinnedMesh&&(s.boneTransform(l,Jt),s.boneTransform(h,$t),s.boneTransform(u,Kt));const p=Wo(s,e,t,n,Jt,$t,Kt,Fr);if(p){o&&(zi.fromBufferAttribute(o,l),Ui.fromBufferAttribute(o,h),Oi.fromBufferAttribute(o,u),p.uv=Qe.getUV(Fr,Jt,$t,Kt,zi,Ui,Oi,new J)),c&&(zi.fromBufferAttribute(c,l),Ui.fromBufferAttribute(c,h),Oi.fromBufferAttribute(c,u),p.uv2=Qe.getUV(Fr,Jt,$t,Kt,zi,Ui,Oi,new J));const g={a:l,b:h,c:u,normal:new w,materialIndex:0};Qe.getNormal(Jt,$t,Kt,g.normal),p.face=g}return p}class xi extends Ye{constructor(e=1,t=1,n=1,i=1,r=1,a=1){super();this.type="BoxGeometry",this.parameters={width:e,height:t,depth:n,widthSegments:i,heightSegments:r,depthSegments:a};const o=this;i=Math.floor(i),r=Math.floor(r),a=Math.floor(a);const c=[],l=[],h=[],u=[];let d=0,p=0;g("z","y","x",-1,-1,n,t,e,a,r,0),g("z","y","x",1,-1,n,t,-e,a,r,1),g("x","z","y",1,1,e,n,t,i,a,2),g("x","z","y",1,-1,e,n,-t,i,a,3),g("x","y","z",1,-1,e,t,n,i,r,4),g("x","y","z",-1,-1,e,t,-n,i,r,5),this.setIndex(c),this.setAttribute("position",new it(l,3)),this.setAttribute("normal",new it(h,3)),this.setAttribute("uv",new it(u,2));function g(_,M,m,f,E,y,T,C,L,Y,se){const Z=y/L,x=T/Y,R=y/2,D=T/2,B=C/2,N=L+1,I=Y+1;let V=0,j=0;const ce=new w;for(let O=0;O0?1:-1,h.push(ce.x,ce.y,ce.z),u.push(ne/L),u.push(1-O/Y),V+=1}}for(let O=0;O0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader;const n={};for(const i in this.extensions)this.extensions[i]===!0&&(n[i]=!0);return Object.keys(n).length>0&&(t.extensions=n),t}}_n.prototype.isShaderMaterial=!0;class os extends Ue{constructor(){super();this.type="Camera",this.matrixWorldInverse=new ve,this.projectionMatrix=new ve,this.projectionMatrixInverse=new ve}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this}getWorldDirection(e){this.updateWorldMatrix(!0,!1);const t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}os.prototype.isCamera=!0;class pt extends os{constructor(e=50,t=1,n=.1,i=2e3){super();this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=Zr*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(fr*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Zr*2*Math.atan(Math.tan(fr*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,t,n,i,r,a){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const e=this.near;let t=e*Math.tan(fr*.5*this.fov)/this.zoom,n=2*t,i=this.aspect*n,r=-.5*i;const a=this.view;if(this.view!==null&&this.view.enabled){const c=a.fullWidth,l=a.fullHeight;r+=a.offsetX*i/c,t-=a.offsetY*n/l,i*=a.width/c,n*=a.height/l}const o=this.filmOffset;o!==0&&(r+=e*o/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,t,t-n,e,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,this.view!==null&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}}pt.prototype.isPerspectiveCamera=!0;const Dn=90,In=1;class ls extends Ue{constructor(e,t,n){super();if(this.type="CubeCamera",n.isWebGLCubeRenderTarget!==!0){console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");return}this.renderTarget=n;const i=new pt(Dn,In,e,t);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new w(1,0,0)),this.add(i);const r=new pt(Dn,In,e,t);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new w(-1,0,0)),this.add(r);const a=new pt(Dn,In,e,t);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(new w(0,1,0)),this.add(a);const o=new pt(Dn,In,e,t);o.layers=this.layers,o.up.set(0,0,-1),o.lookAt(new w(0,-1,0)),this.add(o);const c=new pt(Dn,In,e,t);c.layers=this.layers,c.up.set(0,-1,0),c.lookAt(new w(0,0,1)),this.add(c);const l=new pt(Dn,In,e,t);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new w(0,0,-1)),this.add(l)}update(e,t){this.parent===null&&this.updateMatrixWorld();const n=this.renderTarget,[i,r,a,o,c,l]=this.children,h=e.xr.enabled,u=e.getRenderTarget();e.xr.enabled=!1;const d=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,e.setRenderTarget(n,0),e.render(t,i),e.setRenderTarget(n,1),e.render(t,r),e.setRenderTarget(n,2),e.render(t,a),e.setRenderTarget(n,3),e.render(t,o),e.setRenderTarget(n,4),e.render(t,c),n.texture.generateMipmaps=d,e.setRenderTarget(n,5),e.render(t,l),e.setRenderTarget(u),e.xr.enabled=h,n.texture.needsPMREMUpdate=!0}}class sr extends rt{constructor(e,t,n,i,r,a,o,c,l,h){e=e!==void 0?e:[],t=t!==void 0?t:301;super(e,t,n,i,r,a,o,c,l,h);this.flipY=!1}get images(){return this.image}set images(e){this.image=e}}sr.prototype.isCubeTexture=!0;class Ga extends Mt{constructor(e,t,n){Number.isInteger(t)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),t=n);super(e,e,t);t=t||{},this.texture=new sr(void 0,t.mapping,t.wrapS,t.wrapT,t.magFilter,t.minFilter,t.format,t.type,t.anisotropy,t.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=t.generateMipmaps!==void 0?t.generateMipmaps:!1,this.texture.minFilter=t.minFilter!==void 0?t.minFilter:1006}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.format=1023,this.texture.encoding=t.encoding,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:` varying vec3 vWorldDirection; vec3 transformDirection( in vec3 dir, in mat4 matrix ) { return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); } void main() { vWorldDirection = transformDirection( position, modelMatrix ); #include #include } `,fragmentShader:` uniform sampler2D tEquirect; varying vec3 vWorldDirection; #include void main() { vec3 direction = normalize( vWorldDirection ); vec2 sampleUV = equirectUv( direction ); gl_FragColor = texture2D( tEquirect, sampleUV ); } `},i=new xi(5,5,5),r=new _n({name:"CubemapFromEquirect",uniforms:Xn(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=t;const a=new mt(i,r),o=t.minFilter;return t.minFilter===1008&&(t.minFilter=1006),new ls(1,10,this).update(e,a),t.minFilter=o,a.geometry.dispose(),a.material.dispose(),this}clear(e,t,n,i){const r=e.getRenderTarget();for(let a=0;a<6;a++)e.setRenderTarget(this,a),e.clear(t,n,i);e.setRenderTarget(r)}}Ga.prototype.isWebGLCubeRenderTarget=!0;const Br=new w,Zo=new w,jo=new at;class qt{constructor(e=new w(1,0,0),t=0){this.normal=e,this.constant=t}set(e,t){return this.normal.copy(e),this.constant=t,this}setComponents(e,t,n,i){return this.normal.set(e,t,n),this.constant=i,this}setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}setFromCoplanarPoints(e,t,n){const i=Br.subVectors(n,t).cross(Zo.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(i,e),this}copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this}normalize(){const e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(e){return this.normal.dot(e)+this.constant}distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius}projectPoint(e,t){return t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)}intersectLine(e,t){const n=e.delta(Br),i=this.normal.dot(n);if(i===0)return this.distanceToPoint(e.start)===0?t.copy(e.start):null;const r=-(e.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:t.copy(n).multiplyScalar(r).add(e.start)}intersectsLine(e){const t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const n=t||jo.getNormalMatrix(e),i=this.coplanarPoint(Br).applyMatrix4(e),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}}qt.prototype.isPlane=!0;const Fn=new Zn,Hi=new w;class ar{constructor(e=new qt,t=new qt,n=new qt,i=new qt,r=new qt,a=new qt){this.planes=[e,t,n,i,r,a]}set(e,t,n,i,r,a){const o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(n),o[3].copy(i),o[4].copy(r),o[5].copy(a),this}copy(e){const t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){const t=this.planes,n=e.elements,i=n[0],r=n[1],a=n[2],o=n[3],c=n[4],l=n[5],h=n[6],u=n[7],d=n[8],p=n[9],g=n[10],_=n[11],M=n[12],m=n[13],f=n[14],E=n[15];return t[0].setComponents(o-i,u-c,_-d,E-M).normalize(),t[1].setComponents(o+i,u+c,_+d,E+M).normalize(),t[2].setComponents(o+r,u+l,_+p,E+m).normalize(),t[3].setComponents(o-r,u-l,_-p,E-m).normalize(),t[4].setComponents(o-a,u-h,_-g,E-f).normalize(),t[5].setComponents(o+a,u+h,_+g,E+f).normalize(),this}intersectsObject(e){const t=e.geometry;return t.boundingSphere===null&&t.computeBoundingSphere(),Fn.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Fn)}intersectsSprite(e){return Fn.center.set(0,0,0),Fn.radius=.7071067811865476,Fn.applyMatrix4(e.matrixWorld),this.intersectsSphere(Fn)}intersectsSphere(e){const t=this.planes,n=e.center,i=-e.radius;for(let r=0;r<6;r++)if(t[r].distanceToPoint(n)0?e.max.x:e.min.x,Hi.y=i.normal.y>0?e.max.y:e.min.y,Hi.z=i.normal.z>0?e.max.z:e.min.z,i.distanceToPoint(Hi)<0)return!1}return!0}containsPoint(e){const t=this.planes;for(let n=0;n<6;n++)if(t[n].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}}function Va(){let s=null,e=!1,t=null,n=null;function i(r,a){t(r,a),n=s.requestAnimationFrame(i)}return{start:function(){e!==!0&&t!==null&&(n=s.requestAnimationFrame(i),e=!0)},stop:function(){s.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(r){t=r},setContext:function(r){s=r}}}function Jo(s,e){const t=e.isWebGL2,n=new WeakMap;function i(l,h){const u=l.array,d=l.usage,p=s.createBuffer();s.bindBuffer(h,p),s.bufferData(h,u,d),l.onUploadCallback();let g=5126;return u instanceof Float32Array?g=5126:u instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):u instanceof Uint16Array?l.isFloat16BufferAttribute?t?g=5131:console.warn("THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2."):g=5123:u instanceof Int16Array?g=5122:u instanceof Uint32Array?g=5125:u instanceof Int32Array?g=5124:u instanceof Int8Array?g=5120:(u instanceof Uint8Array||u instanceof Uint8ClampedArray)&&(g=5121),{buffer:p,type:g,bytesPerElement:u.BYTES_PER_ELEMENT,version:l.version}}function r(l,h,u){const d=h.array,p=h.updateRange;s.bindBuffer(u,l),p.count===-1?s.bufferSubData(u,0,d):(t?s.bufferSubData(u,p.offset*d.BYTES_PER_ELEMENT,d,p.offset,p.count):s.bufferSubData(u,p.offset*d.BYTES_PER_ELEMENT,d.subarray(p.offset,p.offset+p.count)),p.count=-1)}function a(l){return l.isInterleavedBufferAttribute&&(l=l.data),n.get(l)}function o(l){l.isInterleavedBufferAttribute&&(l=l.data);const h=n.get(l);h&&(s.deleteBuffer(h.buffer),n.delete(l))}function c(l,h){if(l.isGLBufferAttribute){const d=n.get(l);(!d||d.version 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v; return cross( v1, v2 ) * theta_sintheta; } vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) { vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ]; vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ]; vec3 lightNormal = cross( v1, v2 ); if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 ); vec3 T1, T2; T1 = normalize( V - N * dot( V, N ) ); T2 = - cross( N, T1 ); mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) ); vec3 coords[ 4 ]; coords[ 0 ] = mat * ( rectCoords[ 0 ] - P ); coords[ 1 ] = mat * ( rectCoords[ 1 ] - P ); coords[ 2 ] = mat * ( rectCoords[ 2 ] - P ); coords[ 3 ] = mat * ( rectCoords[ 3 ] - P ); coords[ 0 ] = normalize( coords[ 0 ] ); coords[ 1 ] = normalize( coords[ 1 ] ); coords[ 2 ] = normalize( coords[ 2 ] ); coords[ 3 ] = normalize( coords[ 3 ] ); vec3 vectorFormFactor = vec3( 0.0 ); vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] ); vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] ); vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] ); vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] ); float result = LTC_ClippedSphereFormFactor( vectorFormFactor ); return vec3( result ); } float G_BlinnPhong_Implicit( ) { return 0.25; } float D_BlinnPhong( const in float shininess, const in float dotNH ) { return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess ); } vec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) { vec3 halfDir = normalize( lightDir + viewDir ); float dotNH = saturate( dot( normal, halfDir ) ); float dotVH = saturate( dot( viewDir, halfDir ) ); vec3 F = F_Schlick( specularColor, 1.0, dotVH ); float G = G_BlinnPhong_Implicit( ); float D = D_BlinnPhong( shininess, dotNH ); return F * ( G * D ); } #if defined( USE_SHEEN ) float D_Charlie( float roughness, float dotNH ) { float alpha = pow2( roughness ); float invAlpha = 1.0 / alpha; float cos2h = dotNH * dotNH; float sin2h = max( 1.0 - cos2h, 0.0078125 ); return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI ); } float V_Neubelt( float dotNV, float dotNL ) { return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) ); } vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) { vec3 halfDir = normalize( lightDir + viewDir ); float dotNL = saturate( dot( normal, lightDir ) ); float dotNV = saturate( dot( normal, viewDir ) ); float dotNH = saturate( dot( normal, halfDir ) ); float D = D_Charlie( sheenRoughness, dotNH ); float V = V_Neubelt( dotNV, dotNL ); return sheenColor * ( D * V ); } #endif`,al=`#ifdef USE_BUMPMAP uniform sampler2D bumpMap; uniform float bumpScale; vec2 dHdxy_fwd() { vec2 dSTdx = dFdx( vUv ); vec2 dSTdy = dFdy( vUv ); float Hll = bumpScale * texture2D( bumpMap, vUv ).x; float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll; float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll; return vec2( dBx, dBy ); } vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) { vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) ); vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) ); vec3 vN = surf_norm; vec3 R1 = cross( vSigmaY, vN ); vec3 R2 = cross( vN, vSigmaX ); float fDet = dot( vSigmaX, R1 ) * faceDirection; vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 ); return normalize( abs( fDet ) * surf_norm - vGrad ); } #endif`,ol=`#if NUM_CLIPPING_PLANES > 0 vec4 plane; #pragma unroll_loop_start for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) { plane = clippingPlanes[ i ]; if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard; } #pragma unroll_loop_end #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES bool clipped = true; #pragma unroll_loop_start for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) { plane = clippingPlanes[ i ]; clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped; } #pragma unroll_loop_end if ( clipped ) discard; #endif #endif`,ll=`#if NUM_CLIPPING_PLANES > 0 varying vec3 vClipPosition; uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ]; #endif`,cl=`#if NUM_CLIPPING_PLANES > 0 varying vec3 vClipPosition; #endif`,hl=`#if NUM_CLIPPING_PLANES > 0 vClipPosition = - mvPosition.xyz; #endif`,ul=`#if defined( USE_COLOR_ALPHA ) diffuseColor *= vColor; #elif defined( USE_COLOR ) diffuseColor.rgb *= vColor; #endif`,dl=`#if defined( USE_COLOR_ALPHA ) varying vec4 vColor; #elif defined( USE_COLOR ) varying vec3 vColor; #endif`,fl=`#if defined( USE_COLOR_ALPHA ) varying vec4 vColor; #elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) varying vec3 vColor; #endif`,pl=`#if defined( USE_COLOR_ALPHA ) vColor = vec4( 1.0 ); #elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) vColor = vec3( 1.0 ); #endif #ifdef USE_COLOR vColor *= color; #endif #ifdef USE_INSTANCING_COLOR vColor.xyz *= instanceColor.xyz; #endif`,ml=`#define PI 3.141592653589793 #define PI2 6.283185307179586 #define PI_HALF 1.5707963267948966 #define RECIPROCAL_PI 0.3183098861837907 #define RECIPROCAL_PI2 0.15915494309189535 #define EPSILON 1e-6 #ifndef saturate #define saturate( a ) clamp( a, 0.0, 1.0 ) #endif #define whiteComplement( a ) ( 1.0 - saturate( a ) ) float pow2( const in float x ) { return x*x; } float pow3( const in float x ) { return x*x*x; } float pow4( const in float x ) { float x2 = x*x; return x2*x2; } float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); } float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } highp float rand( const in vec2 uv ) { const highp float a = 12.9898, b = 78.233, c = 43758.5453; highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); return fract( sin( sn ) * c ); } #ifdef HIGH_PRECISION float precisionSafeLength( vec3 v ) { return length( v ); } #else float precisionSafeLength( vec3 v ) { float maxComponent = max3( abs( v ) ); return length( v / maxComponent ) * maxComponent; } #endif struct IncidentLight { vec3 color; vec3 direction; bool visible; }; struct ReflectedLight { vec3 directDiffuse; vec3 directSpecular; vec3 indirectDiffuse; vec3 indirectSpecular; }; struct GeometricContext { vec3 position; vec3 normal; vec3 viewDir; #ifdef USE_CLEARCOAT vec3 clearcoatNormal; #endif }; vec3 transformDirection( in vec3 dir, in mat4 matrix ) { return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); } vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); } mat3 transposeMat3( const in mat3 m ) { mat3 tmp; tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x ); tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y ); tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z ); return tmp; } float linearToRelativeLuminance( const in vec3 color ) { vec3 weights = vec3( 0.2126, 0.7152, 0.0722 ); return dot( weights, color.rgb ); } bool isPerspectiveMatrix( mat4 m ) { return m[ 2 ][ 3 ] == - 1.0; } vec2 equirectUv( in vec3 dir ) { float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5; float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; return vec2( u, v ); }`,gl=`#ifdef ENVMAP_TYPE_CUBE_UV #define cubeUV_maxMipLevel 8.0 #define cubeUV_minMipLevel 4.0 #define cubeUV_maxTileSize 256.0 #define cubeUV_minTileSize 16.0 float getFace( vec3 direction ) { vec3 absDirection = abs( direction ); float face = - 1.0; if ( absDirection.x > absDirection.z ) { if ( absDirection.x > absDirection.y ) face = direction.x > 0.0 ? 0.0 : 3.0; else face = direction.y > 0.0 ? 1.0 : 4.0; } else { if ( absDirection.z > absDirection.y ) face = direction.z > 0.0 ? 2.0 : 5.0; else face = direction.y > 0.0 ? 1.0 : 4.0; } return face; } vec2 getUV( vec3 direction, float face ) { vec2 uv; if ( face == 0.0 ) { uv = vec2( direction.z, direction.y ) / abs( direction.x ); } else if ( face == 1.0 ) { uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); } else if ( face == 2.0 ) { uv = vec2( - direction.x, direction.y ) / abs( direction.z ); } else if ( face == 3.0 ) { uv = vec2( - direction.z, direction.y ) / abs( direction.x ); } else if ( face == 4.0 ) { uv = vec2( - direction.x, direction.z ) / abs( direction.y ); } else { uv = vec2( direction.x, direction.y ) / abs( direction.z ); } return 0.5 * ( uv + 1.0 ); } vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) { float face = getFace( direction ); float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 ); mipInt = max( mipInt, cubeUV_minMipLevel ); float faceSize = exp2( mipInt ); float texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize ); vec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5; if ( face > 2.0 ) { uv.y += faceSize; face -= 3.0; } uv.x += face * faceSize; if ( mipInt < cubeUV_maxMipLevel ) { uv.y += 2.0 * cubeUV_maxTileSize; } uv.y += filterInt * 2.0 * cubeUV_minTileSize; uv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize ); uv *= texelSize; return texture2D( envMap, uv ).rgb; } #define r0 1.0 #define v0 0.339 #define m0 - 2.0 #define r1 0.8 #define v1 0.276 #define m1 - 1.0 #define r4 0.4 #define v4 0.046 #define m4 2.0 #define r5 0.305 #define v5 0.016 #define m5 3.0 #define r6 0.21 #define v6 0.0038 #define m6 4.0 float roughnessToMip( float roughness ) { float mip = 0.0; if ( roughness >= r1 ) { mip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0; } else if ( roughness >= r4 ) { mip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1; } else if ( roughness >= r5 ) { mip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4; } else if ( roughness >= r6 ) { mip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5; } else { mip = - 2.0 * log2( 1.16 * roughness ); } return mip; } vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) { float mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel ); float mipF = fract( mip ); float mipInt = floor( mip ); vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt ); if ( mipF == 0.0 ) { return vec4( color0, 1.0 ); } else { vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 ); return vec4( mix( color0, color1, mipF ), 1.0 ); } } #endif`,_l=`vec3 transformedNormal = objectNormal; #ifdef USE_INSTANCING mat3 m = mat3( instanceMatrix ); transformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) ); transformedNormal = m * transformedNormal; #endif transformedNormal = normalMatrix * transformedNormal; #ifdef FLIP_SIDED transformedNormal = - transformedNormal; #endif #ifdef USE_TANGENT vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz; #ifdef FLIP_SIDED transformedTangent = - transformedTangent; #endif #endif`,xl=`#ifdef USE_DISPLACEMENTMAP uniform sampler2D displacementMap; uniform float displacementScale; uniform float displacementBias; #endif`,vl=`#ifdef USE_DISPLACEMENTMAP transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias ); #endif`,yl=`#ifdef USE_EMISSIVEMAP vec4 emissiveColor = texture2D( emissiveMap, vUv ); totalEmissiveRadiance *= emissiveColor.rgb; #endif`,Ml=`#ifdef USE_EMISSIVEMAP uniform sampler2D emissiveMap; #endif`,Sl="gl_FragColor = linearToOutputTexel( gl_FragColor );",bl=`vec4 LinearToLinear( in vec4 value ) { return value; } vec4 LinearTosRGB( in vec4 value ) { return 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.a ); }`,wl=`#ifdef USE_ENVMAP #ifdef ENV_WORLDPOS vec3 cameraToFrag; if ( isOrthographic ) { cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); } else { cameraToFrag = normalize( vWorldPosition - cameraPosition ); } vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); #ifdef ENVMAP_MODE_REFLECTION vec3 reflectVec = reflect( cameraToFrag, worldNormal ); #else vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio ); #endif #else vec3 reflectVec = vReflect; #endif #ifdef ENVMAP_TYPE_CUBE vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); #elif defined( ENVMAP_TYPE_CUBE_UV ) vec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 ); #else vec4 envColor = vec4( 0.0 ); #endif #ifdef ENVMAP_BLENDING_MULTIPLY outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); #elif defined( ENVMAP_BLENDING_MIX ) outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); #elif defined( ENVMAP_BLENDING_ADD ) outgoingLight += envColor.xyz * specularStrength * reflectivity; #endif #endif`,Tl=`#ifdef USE_ENVMAP uniform float envMapIntensity; uniform float flipEnvMap; #ifdef ENVMAP_TYPE_CUBE uniform samplerCube envMap; #else uniform sampler2D envMap; #endif #endif`,El=`#ifdef USE_ENVMAP uniform float reflectivity; #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) #define ENV_WORLDPOS #endif #ifdef ENV_WORLDPOS varying vec3 vWorldPosition; uniform float refractionRatio; #else varying vec3 vReflect; #endif #endif`,Al=`#ifdef USE_ENVMAP #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG ) #define ENV_WORLDPOS #endif #ifdef ENV_WORLDPOS varying vec3 vWorldPosition; #else varying vec3 vReflect; uniform float refractionRatio; #endif #endif`,Rl=`#ifdef USE_ENVMAP #ifdef ENV_WORLDPOS vWorldPosition = worldPosition.xyz; #else vec3 cameraToVertex; if ( isOrthographic ) { cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); } else { cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); } vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); #ifdef ENVMAP_MODE_REFLECTION vReflect = reflect( cameraToVertex, worldNormal ); #else vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); #endif #endif #endif`,Cl=`#ifdef USE_FOG vFogDepth = - mvPosition.z; #endif`,Ll=`#ifdef USE_FOG varying float vFogDepth; #endif`,Pl=`#ifdef USE_FOG #ifdef FOG_EXP2 float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth ); #else float fogFactor = smoothstep( fogNear, fogFar, vFogDepth ); #endif gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); #endif`,Dl=`#ifdef USE_FOG uniform vec3 fogColor; varying float vFogDepth; #ifdef FOG_EXP2 uniform float fogDensity; #else uniform float fogNear; uniform float fogFar; #endif #endif`,Il=`#ifdef USE_GRADIENTMAP uniform sampler2D gradientMap; #endif vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) { float dotNL = dot( normal, lightDirection ); vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 ); #ifdef USE_GRADIENTMAP return vec3( texture2D( gradientMap, coord ).r ); #else return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 ); #endif }`,Fl=`#ifdef USE_LIGHTMAP vec4 lightMapTexel = texture2D( lightMap, vUv2 ); vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity; #ifndef PHYSICALLY_CORRECT_LIGHTS lightMapIrradiance *= PI; #endif reflectedLight.indirectDiffuse += lightMapIrradiance; #endif`,Bl=`#ifdef USE_LIGHTMAP uniform sampler2D lightMap; uniform float lightMapIntensity; #endif`,Nl=`vec3 diffuse = vec3( 1.0 ); GeometricContext geometry; geometry.position = mvPosition.xyz; geometry.normal = normalize( transformedNormal ); geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); GeometricContext backGeometry; backGeometry.position = geometry.position; backGeometry.normal = -geometry.normal; backGeometry.viewDir = geometry.viewDir; vLightFront = vec3( 0.0 ); vIndirectFront = vec3( 0.0 ); #ifdef DOUBLE_SIDED vLightBack = vec3( 0.0 ); vIndirectBack = vec3( 0.0 ); #endif IncidentLight directLight; float dotNL; vec3 directLightColor_Diffuse; vIndirectFront += getAmbientLightIrradiance( ambientLightColor ); vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal ); #ifdef DOUBLE_SIDED vIndirectBack += getAmbientLightIrradiance( ambientLightColor ); vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal ); #endif #if NUM_POINT_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { getPointLightInfo( pointLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; #endif } #pragma unroll_loop_end #endif #if NUM_SPOT_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { getSpotLightInfo( spotLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; #endif } #pragma unroll_loop_end #endif #if NUM_DIR_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { getDirectionalLightInfo( directionalLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; #endif } #pragma unroll_loop_end #endif #if NUM_HEMI_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); #ifdef DOUBLE_SIDED vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal ); #endif } #pragma unroll_loop_end #endif`,zl=`uniform bool receiveShadow; uniform vec3 ambientLightColor; uniform vec3 lightProbe[ 9 ]; vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) { float x = normal.x, y = normal.y, z = normal.z; vec3 result = shCoefficients[ 0 ] * 0.886227; result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y; result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z; result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x; result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y; result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z; result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 ); result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z; result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y ); return result; } vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) { vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe ); return irradiance; } vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { vec3 irradiance = ambientLightColor; return irradiance; } float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) { #if defined ( PHYSICALLY_CORRECT_LIGHTS ) float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 ); if ( cutoffDistance > 0.0 ) { distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) ); } return distanceFalloff; #else if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) { return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent ); } return 1.0; #endif } float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) { return smoothstep( coneCosine, penumbraCosine, angleCosine ); } #if NUM_DIR_LIGHTS > 0 struct DirectionalLight { vec3 direction; vec3 color; }; uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ]; void getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) { light.color = directionalLight.color; light.direction = directionalLight.direction; light.visible = true; } #endif #if NUM_POINT_LIGHTS > 0 struct PointLight { vec3 position; vec3 color; float distance; float decay; }; uniform PointLight pointLights[ NUM_POINT_LIGHTS ]; void getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) { vec3 lVector = pointLight.position - geometry.position; light.direction = normalize( lVector ); float lightDistance = length( lVector ); light.color = pointLight.color; light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay ); light.visible = ( light.color != vec3( 0.0 ) ); } #endif #if NUM_SPOT_LIGHTS > 0 struct SpotLight { vec3 position; vec3 direction; vec3 color; float distance; float decay; float coneCos; float penumbraCos; }; uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ]; void getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) { vec3 lVector = spotLight.position - geometry.position; light.direction = normalize( lVector ); float angleCos = dot( light.direction, spotLight.direction ); float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos ); if ( spotAttenuation > 0.0 ) { float lightDistance = length( lVector ); light.color = spotLight.color * spotAttenuation; light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay ); light.visible = ( light.color != vec3( 0.0 ) ); } else { light.color = vec3( 0.0 ); light.visible = false; } } #endif #if NUM_RECT_AREA_LIGHTS > 0 struct RectAreaLight { vec3 color; vec3 position; vec3 halfWidth; vec3 halfHeight; }; uniform sampler2D ltc_1; uniform sampler2D ltc_2; uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ]; #endif #if NUM_HEMI_LIGHTS > 0 struct HemisphereLight { vec3 direction; vec3 skyColor; vec3 groundColor; }; uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ]; vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) { float dotNL = dot( normal, hemiLight.direction ); float hemiDiffuseWeight = 0.5 * dotNL + 0.5; vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight ); return irradiance; } #endif`,Ul=`#if defined( USE_ENVMAP ) #ifdef ENVMAP_MODE_REFRACTION uniform float refractionRatio; #endif vec3 getIBLIrradiance( const in vec3 normal ) { #if defined( ENVMAP_TYPE_CUBE_UV ) vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 ); return PI * envMapColor.rgb * envMapIntensity; #else return vec3( 0.0 ); #endif } vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) { #if defined( ENVMAP_TYPE_CUBE_UV ) vec3 reflectVec; #ifdef ENVMAP_MODE_REFLECTION reflectVec = reflect( - viewDir, normal ); reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) ); #else reflectVec = refract( - viewDir, normal, refractionRatio ); #endif reflectVec = inverseTransformDirection( reflectVec, viewMatrix ); vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness ); return envMapColor.rgb * envMapIntensity; #else return vec3( 0.0 ); #endif } #endif`,Ol=`ToonMaterial material; material.diffuseColor = diffuseColor.rgb;`,Gl=`varying vec3 vViewPosition; struct ToonMaterial { vec3 diffuseColor; }; void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color; reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } #define RE_Direct RE_Direct_Toon #define RE_IndirectDiffuse RE_IndirectDiffuse_Toon #define Material_LightProbeLOD( material ) (0)`,Vl=`BlinnPhongMaterial material; material.diffuseColor = diffuseColor.rgb; material.specularColor = specular; material.specularShininess = shininess; material.specularStrength = specularStrength;`,Hl=`varying vec3 vViewPosition; struct BlinnPhongMaterial { vec3 diffuseColor; vec3 specularColor; float specularShininess; float specularStrength; }; void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); vec3 irradiance = dotNL * directLight.color; reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength; } void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } #define RE_Direct RE_Direct_BlinnPhong #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong #define Material_LightProbeLOD( material ) (0)`,kl=`PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) ); float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z ); material.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness; material.roughness = min( material.roughness, 1.0 ); #ifdef IOR #ifdef SPECULAR float specularIntensityFactor = specularIntensity; vec3 specularColorFactor = specularColor; #ifdef USE_SPECULARINTENSITYMAP specularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a; #endif #ifdef USE_SPECULARCOLORMAP specularColorFactor *= texture2D( specularColorMap, vUv ).rgb; #endif material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor ); #else float specularIntensityFactor = 1.0; vec3 specularColorFactor = vec3( 1.0 ); material.specularF90 = 1.0; #endif material.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor ); #else material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor ); material.specularF90 = 1.0; #endif #ifdef USE_CLEARCOAT material.clearcoat = clearcoat; material.clearcoatRoughness = clearcoatRoughness; material.clearcoatF0 = vec3( 0.04 ); material.clearcoatF90 = 1.0; #ifdef USE_CLEARCOATMAP material.clearcoat *= texture2D( clearcoatMap, vUv ).x; #endif #ifdef USE_CLEARCOAT_ROUGHNESSMAP material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y; #endif material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 ); material.clearcoatRoughness += geometryRoughness; material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 ); #endif #ifdef USE_SHEEN material.sheenColor = sheenColor; #ifdef USE_SHEENCOLORMAP material.sheenColor *= texture2D( sheenColorMap, vUv ).rgb; #endif material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 ); #ifdef USE_SHEENROUGHNESSMAP material.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a; #endif #endif`,Wl=`struct PhysicalMaterial { vec3 diffuseColor; float roughness; vec3 specularColor; float specularF90; #ifdef USE_CLEARCOAT float clearcoat; float clearcoatRoughness; vec3 clearcoatF0; float clearcoatF90; #endif #ifdef USE_SHEEN vec3 sheenColor; float sheenRoughness; #endif }; vec3 clearcoatSpecular = vec3( 0.0 ); vec3 sheenSpecular = vec3( 0.0 ); float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) { float dotNV = saturate( dot( normal, viewDir ) ); float r2 = roughness * roughness; float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95; float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72; float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) ); return saturate( DG * RECIPROCAL_PI ); } vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) { float dotNV = saturate( dot( normal, viewDir ) ); const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 ); const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 ); vec4 r = roughness * c0 + c1; float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y; vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw; return fab; } vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) { vec2 fab = DFGApprox( normal, viewDir, roughness ); return specularColor * fab.x + specularF90 * fab.y; } void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) { vec2 fab = DFGApprox( normal, viewDir, roughness ); vec3 FssEss = specularColor * fab.x + specularF90 * fab.y; float Ess = fab.x + fab.y; float Ems = 1.0 - Ess; vec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg ); singleScatter += FssEss; multiScatter += Fms * Ems; } #if NUM_RECT_AREA_LIGHTS > 0 void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { vec3 normal = geometry.normal; vec3 viewDir = geometry.viewDir; vec3 position = geometry.position; vec3 lightPos = rectAreaLight.position; vec3 halfWidth = rectAreaLight.halfWidth; vec3 halfHeight = rectAreaLight.halfHeight; vec3 lightColor = rectAreaLight.color; float roughness = material.roughness; vec3 rectCoords[ 4 ]; rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight; rectCoords[ 2 ] = lightPos - halfWidth + halfHeight; rectCoords[ 3 ] = lightPos + halfWidth + halfHeight; vec2 uv = LTC_Uv( normal, viewDir, roughness ); vec4 t1 = texture2D( ltc_1, uv ); vec4 t2 = texture2D( ltc_2, uv ); mat3 mInv = mat3( vec3( t1.x, 0, t1.y ), vec3( 0, 1, 0 ), vec3( t1.z, 0, t1.w ) ); vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y ); reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords ); reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords ); } #endif void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); vec3 irradiance = dotNL * directLight.color; #ifdef USE_CLEARCOAT float dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) ); vec3 ccIrradiance = dotNLcc * directLight.color; clearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); #endif #ifdef USE_SHEEN sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness ); #endif reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness ); reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { #ifdef USE_CLEARCOAT clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); #endif #ifdef USE_SHEEN sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness ); #endif vec3 singleScattering = vec3( 0.0 ); vec3 multiScattering = vec3( 0.0 ); vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI; computeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering ); vec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) ); reflectedLight.indirectSpecular += radiance * singleScattering; reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance; reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance; } #define RE_Direct RE_Direct_Physical #define RE_Direct_RectArea RE_Direct_RectArea_Physical #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical #define RE_IndirectSpecular RE_IndirectSpecular_Physical float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) { return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); }`,ql=` GeometricContext geometry; geometry.position = - vViewPosition; geometry.normal = normal; geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); #ifdef USE_CLEARCOAT geometry.clearcoatNormal = clearcoatNormal; #endif IncidentLight directLight; #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) PointLight pointLight; #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0 PointLightShadow pointLightShadow; #endif #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { pointLight = pointLights[ i ]; getPointLightInfo( pointLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) pointLightShadow = pointLightShadows[ i ]; directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #pragma unroll_loop_end #endif #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) SpotLight spotLight; #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0 SpotLightShadow spotLightShadow; #endif #pragma unroll_loop_start for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { spotLight = spotLights[ i ]; getSpotLightInfo( spotLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) spotLightShadow = spotLightShadows[ i ]; directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #pragma unroll_loop_end #endif #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) DirectionalLight directionalLight; #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 DirectionalLightShadow directionalLightShadow; #endif #pragma unroll_loop_start for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { directionalLight = directionalLights[ i ]; getDirectionalLightInfo( directionalLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) directionalLightShadow = directionalLightShadows[ i ]; directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #pragma unroll_loop_end #endif #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea ) RectAreaLight rectAreaLight; #pragma unroll_loop_start for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { rectAreaLight = rectAreaLights[ i ]; RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight ); } #pragma unroll_loop_end #endif #if defined( RE_IndirectDiffuse ) vec3 iblIrradiance = vec3( 0.0 ); vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); irradiance += getLightProbeIrradiance( lightProbe, geometry.normal ); #if ( NUM_HEMI_LIGHTS > 0 ) #pragma unroll_loop_start for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); } #pragma unroll_loop_end #endif #endif #if defined( RE_IndirectSpecular ) vec3 radiance = vec3( 0.0 ); vec3 clearcoatRadiance = vec3( 0.0 ); #endif`,Xl=`#if defined( RE_IndirectDiffuse ) #ifdef USE_LIGHTMAP vec4 lightMapTexel = texture2D( lightMap, vUv2 ); vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity; #ifndef PHYSICALLY_CORRECT_LIGHTS lightMapIrradiance *= PI; #endif irradiance += lightMapIrradiance; #endif #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) iblIrradiance += getIBLIrradiance( geometry.normal ); #endif #endif #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness ); #ifdef USE_CLEARCOAT clearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness ); #endif #endif`,Yl=`#if defined( RE_IndirectDiffuse ) RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); #endif #if defined( RE_IndirectSpecular ) RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight ); #endif`,Zl=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) gl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5; #endif`,jl=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) uniform float logDepthBufFC; varying float vFragDepth; varying float vIsPerspective; #endif`,Jl=`#ifdef USE_LOGDEPTHBUF #ifdef USE_LOGDEPTHBUF_EXT varying float vFragDepth; varying float vIsPerspective; #else uniform float logDepthBufFC; #endif #endif`,$l=`#ifdef USE_LOGDEPTHBUF #ifdef USE_LOGDEPTHBUF_EXT vFragDepth = 1.0 + gl_Position.w; vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) ); #else if ( isPerspectiveMatrix( projectionMatrix ) ) { gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0; gl_Position.z *= gl_Position.w; } #endif #endif`,Kl=`#ifdef USE_MAP vec4 sampledDiffuseColor = texture2D( map, vUv ); #ifdef DECODE_VIDEO_TEXTURE sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w ); #endif diffuseColor *= sampledDiffuseColor; #endif`,Ql=`#ifdef USE_MAP uniform sampler2D map; #endif`,ec=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP ) vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy; #endif #ifdef USE_MAP diffuseColor *= texture2D( map, uv ); #endif #ifdef USE_ALPHAMAP diffuseColor.a *= texture2D( alphaMap, uv ).g; #endif`,tc=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP ) uniform mat3 uvTransform; #endif #ifdef USE_MAP uniform sampler2D map; #endif #ifdef USE_ALPHAMAP uniform sampler2D alphaMap; #endif`,nc=`float metalnessFactor = metalness; #ifdef USE_METALNESSMAP vec4 texelMetalness = texture2D( metalnessMap, vUv ); metalnessFactor *= texelMetalness.b; #endif`,ic=`#ifdef USE_METALNESSMAP uniform sampler2D metalnessMap; #endif`,rc=`#ifdef USE_MORPHNORMALS objectNormal *= morphTargetBaseInfluence; #ifdef MORPHTARGETS_TEXTURE for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ]; } #else objectNormal += morphNormal0 * morphTargetInfluences[ 0 ]; objectNormal += morphNormal1 * morphTargetInfluences[ 1 ]; objectNormal += morphNormal2 * morphTargetInfluences[ 2 ]; objectNormal += morphNormal3 * morphTargetInfluences[ 3 ]; #endif #endif`,sc=`#ifdef USE_MORPHTARGETS uniform float morphTargetBaseInfluence; #ifdef MORPHTARGETS_TEXTURE uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ]; uniform sampler2DArray morphTargetsTexture; uniform vec2 morphTargetsTextureSize; vec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) { float texelIndex = float( vertexIndex * stride + offset ); float y = floor( texelIndex / morphTargetsTextureSize.x ); float x = texelIndex - y * morphTargetsTextureSize.x; vec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex ); return texture( morphTargetsTexture, morphUV ).xyz; } #else #ifndef USE_MORPHNORMALS uniform float morphTargetInfluences[ 8 ]; #else uniform float morphTargetInfluences[ 4 ]; #endif #endif #endif`,ac=`#ifdef USE_MORPHTARGETS transformed *= morphTargetBaseInfluence; #ifdef MORPHTARGETS_TEXTURE for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { #ifndef USE_MORPHNORMALS if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ]; #else if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ]; #endif } #else transformed += morphTarget0 * morphTargetInfluences[ 0 ]; transformed += morphTarget1 * morphTargetInfluences[ 1 ]; transformed += morphTarget2 * morphTargetInfluences[ 2 ]; transformed += morphTarget3 * morphTargetInfluences[ 3 ]; #ifndef USE_MORPHNORMALS transformed += morphTarget4 * morphTargetInfluences[ 4 ]; transformed += morphTarget5 * morphTargetInfluences[ 5 ]; transformed += morphTarget6 * morphTargetInfluences[ 6 ]; transformed += morphTarget7 * morphTargetInfluences[ 7 ]; #endif #endif #endif`,oc=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0; #ifdef FLAT_SHADED vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) ); vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) ); vec3 normal = normalize( cross( fdx, fdy ) ); #else vec3 normal = normalize( vNormal ); #ifdef DOUBLE_SIDED normal = normal * faceDirection; #endif #ifdef USE_TANGENT vec3 tangent = normalize( vTangent ); vec3 bitangent = normalize( vBitangent ); #ifdef DOUBLE_SIDED tangent = tangent * faceDirection; bitangent = bitangent * faceDirection; #endif #if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) mat3 vTBN = mat3( tangent, bitangent, normal ); #endif #endif #endif vec3 geometryNormal = normal;`,lc=`#ifdef OBJECTSPACE_NORMALMAP normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; #ifdef FLIP_SIDED normal = - normal; #endif #ifdef DOUBLE_SIDED normal = normal * faceDirection; #endif normal = normalize( normalMatrix * normal ); #elif defined( TANGENTSPACE_NORMALMAP ) vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; mapN.xy *= normalScale; #ifdef USE_TANGENT normal = normalize( vTBN * mapN ); #else normal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection ); #endif #elif defined( USE_BUMPMAP ) normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection ); #endif`,cc=`#ifndef FLAT_SHADED varying vec3 vNormal; #ifdef USE_TANGENT varying vec3 vTangent; varying vec3 vBitangent; #endif #endif`,hc=`#ifndef FLAT_SHADED varying vec3 vNormal; #ifdef USE_TANGENT varying vec3 vTangent; varying vec3 vBitangent; #endif #endif`,uc=`#ifndef FLAT_SHADED vNormal = normalize( transformedNormal ); #ifdef USE_TANGENT vTangent = normalize( transformedTangent ); vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w ); #endif #endif`,dc=`#ifdef USE_NORMALMAP uniform sampler2D normalMap; uniform vec2 normalScale; #endif #ifdef OBJECTSPACE_NORMALMAP uniform mat3 normalMatrix; #endif #if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) ) vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) { vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) ); vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) ); vec2 st0 = dFdx( vUv.st ); vec2 st1 = dFdy( vUv.st ); vec3 N = surf_norm; vec3 q1perp = cross( q1, N ); vec3 q0perp = cross( N, q0 ); vec3 T = q1perp * st0.x + q0perp * st1.x; vec3 B = q1perp * st0.y + q0perp * st1.y; float det = max( dot( T, T ), dot( B, B ) ); float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det ); return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z ); } #endif`,fc=`#ifdef USE_CLEARCOAT vec3 clearcoatNormal = geometryNormal; #endif`,pc=`#ifdef USE_CLEARCOAT_NORMALMAP vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0; clearcoatMapN.xy *= clearcoatNormalScale; #ifdef USE_TANGENT clearcoatNormal = normalize( vTBN * clearcoatMapN ); #else clearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection ); #endif #endif`,mc=`#ifdef USE_CLEARCOATMAP uniform sampler2D clearcoatMap; #endif #ifdef USE_CLEARCOAT_ROUGHNESSMAP uniform sampler2D clearcoatRoughnessMap; #endif #ifdef USE_CLEARCOAT_NORMALMAP uniform sampler2D clearcoatNormalMap; uniform vec2 clearcoatNormalScale; #endif`,gc=`#ifdef OPAQUE diffuseColor.a = 1.0; #endif #ifdef USE_TRANSMISSION diffuseColor.a *= transmissionAlpha + 0.1; #endif gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,_c=`vec3 packNormalToRGB( const in vec3 normal ) { return normalize( normal ) * 0.5 + 0.5; } vec3 unpackRGBToNormal( const in vec3 rgb ) { return 2.0 * rgb.xyz - 1.0; } const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.; const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. ); const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. ); const float ShiftRight8 = 1. / 256.; vec4 packDepthToRGBA( const in float v ) { vec4 r = vec4( fract( v * PackFactors ), v ); r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale; } float unpackRGBAToDepth( const in vec4 v ) { return dot( v, UnpackFactors ); } vec4 pack2HalfToRGBA( vec2 v ) { vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) ); return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w ); } vec2 unpackRGBATo2Half( vec4 v ) { return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) ); } float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) { return ( viewZ + near ) / ( near - far ); } float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) { return linearClipZ * ( near - far ) - near; } float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) { return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ ); } float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) { return ( near * far ) / ( ( far - near ) * invClipZ - far ); }`,xc=`#ifdef PREMULTIPLIED_ALPHA gl_FragColor.rgb *= gl_FragColor.a; #endif`,vc=`vec4 mvPosition = vec4( transformed, 1.0 ); #ifdef USE_INSTANCING mvPosition = instanceMatrix * mvPosition; #endif mvPosition = modelViewMatrix * mvPosition; gl_Position = projectionMatrix * mvPosition;`,yc=`#ifdef DITHERING gl_FragColor.rgb = dithering( gl_FragColor.rgb ); #endif`,Mc=`#ifdef DITHERING vec3 dithering( vec3 color ) { float grid_position = rand( gl_FragCoord.xy ); vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 ); dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position ); return color + dither_shift_RGB; } #endif`,Sc=`float roughnessFactor = roughness; #ifdef USE_ROUGHNESSMAP vec4 texelRoughness = texture2D( roughnessMap, vUv ); roughnessFactor *= texelRoughness.g; #endif`,bc=`#ifdef USE_ROUGHNESSMAP uniform sampler2D roughnessMap; #endif`,wc=`#ifdef USE_SHADOWMAP #if NUM_DIR_LIGHT_SHADOWS > 0 uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ]; varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; struct DirectionalLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; }; uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; #endif #if NUM_SPOT_LIGHT_SHADOWS > 0 uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ]; varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ]; struct SpotLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; }; uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ]; #endif #if NUM_POINT_LIGHT_SHADOWS > 0 uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ]; varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ]; struct PointLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; float shadowCameraNear; float shadowCameraFar; }; uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; #endif float texture2DCompare( sampler2D depths, vec2 uv, float compare ) { return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) ); } vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) { return unpackRGBATo2Half( texture2D( shadow, uv ) ); } float VSMShadow (sampler2D shadow, vec2 uv, float compare ){ float occlusion = 1.0; vec2 distribution = texture2DDistribution( shadow, uv ); float hard_shadow = step( compare , distribution.x ); if (hard_shadow != 1.0 ) { float distance = compare - distribution.x ; float variance = max( 0.00000, distribution.y * distribution.y ); float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 ); } return occlusion; } float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) { float shadow = 1.0; shadowCoord.xyz /= shadowCoord.w; shadowCoord.z += shadowBias; bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 ); bool inFrustum = all( inFrustumVec ); bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 ); bool frustumTest = all( frustumTestVec ); if ( frustumTest ) { #if defined( SHADOWMAP_TYPE_PCF ) vec2 texelSize = vec2( 1.0 ) / shadowMapSize; float dx0 = - texelSize.x * shadowRadius; float dy0 = - texelSize.y * shadowRadius; float dx1 = + texelSize.x * shadowRadius; float dy1 = + texelSize.y * shadowRadius; float dx2 = dx0 / 2.0; float dy2 = dy0 / 2.0; float dx3 = dx1 / 2.0; float dy3 = dy1 / 2.0; shadow = ( texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) ) * ( 1.0 / 17.0 ); #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) vec2 texelSize = vec2( 1.0 ) / shadowMapSize; float dx = texelSize.x; float dy = texelSize.y; vec2 uv = shadowCoord.xy; vec2 f = fract( uv * shadowMapSize + 0.5 ); uv -= f * texelSize; shadow = ( texture2DCompare( shadowMap, uv, shadowCoord.z ) + texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) + texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) + mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ), f.x ) + mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ), f.x ) + mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ), f.y ) + mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ), f.y ) + mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ), f.x ), mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ), f.x ), f.y ) ) * ( 1.0 / 9.0 ); #elif defined( SHADOWMAP_TYPE_VSM ) shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z ); #else shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ); #endif } return shadow; } vec2 cubeToUV( vec3 v, float texelSizeY ) { vec3 absV = abs( v ); float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) ); absV *= scaleToCube; v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY ); vec2 planar = v.xy; float almostATexel = 1.5 * texelSizeY; float almostOne = 1.0 - almostATexel; if ( absV.z >= almostOne ) { if ( v.z > 0.0 ) planar.x = 4.0 - v.x; } else if ( absV.x >= almostOne ) { float signX = sign( v.x ); planar.x = v.z * signX + 2.0 * signX; } else if ( absV.y >= almostOne ) { float signY = sign( v.y ); planar.x = v.x + 2.0 * signY + 2.0; planar.y = v.z * signY - 2.0; } return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 ); } float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) { vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) ); vec3 lightToPosition = shadowCoord.xyz; float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias; vec3 bd3D = normalize( lightToPosition ); #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM ) vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y; return ( texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) ) * ( 1.0 / 9.0 ); #else return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ); #endif } #endif`,Tc=`#ifdef USE_SHADOWMAP #if NUM_DIR_LIGHT_SHADOWS > 0 uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ]; varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; struct DirectionalLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; }; uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; #endif #if NUM_SPOT_LIGHT_SHADOWS > 0 uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ]; varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ]; struct SpotLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; }; uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ]; #endif #if NUM_POINT_LIGHT_SHADOWS > 0 uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ]; varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ]; struct PointLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; float shadowCameraNear; float shadowCameraFar; }; uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; #endif #endif`,Ec=`#ifdef USE_SHADOWMAP #if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); vec4 shadowWorldPosition; #endif #if NUM_DIR_LIGHT_SHADOWS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 ); vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition; } #pragma unroll_loop_end #endif #if NUM_SPOT_LIGHT_SHADOWS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) { shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 ); vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition; } #pragma unroll_loop_end #endif #if NUM_POINT_LIGHT_SHADOWS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 ); vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition; } #pragma unroll_loop_end #endif #endif`,Ac=`float getShadowMask() { float shadow = 1.0; #ifdef USE_SHADOWMAP #if NUM_DIR_LIGHT_SHADOWS > 0 DirectionalLightShadow directionalLight; #pragma unroll_loop_start for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { directionalLight = directionalLightShadows[ i ]; shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; } #pragma unroll_loop_end #endif #if NUM_SPOT_LIGHT_SHADOWS > 0 SpotLightShadow spotLight; #pragma unroll_loop_start for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) { spotLight = spotLightShadows[ i ]; shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; } #pragma unroll_loop_end #endif #if NUM_POINT_LIGHT_SHADOWS > 0 PointLightShadow pointLight; #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { pointLight = pointLightShadows[ i ]; shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0; } #pragma unroll_loop_end #endif #endif return shadow; }`,Rc=`#ifdef USE_SKINNING mat4 boneMatX = getBoneMatrix( skinIndex.x ); mat4 boneMatY = getBoneMatrix( skinIndex.y ); mat4 boneMatZ = getBoneMatrix( skinIndex.z ); mat4 boneMatW = getBoneMatrix( skinIndex.w ); #endif`,Cc=`#ifdef USE_SKINNING uniform mat4 bindMatrix; uniform mat4 bindMatrixInverse; #ifdef BONE_TEXTURE uniform highp sampler2D boneTexture; uniform int boneTextureSize; mat4 getBoneMatrix( const in float i ) { float j = i * 4.0; float x = mod( j, float( boneTextureSize ) ); float y = floor( j / float( boneTextureSize ) ); float dx = 1.0 / float( boneTextureSize ); float dy = 1.0 / float( boneTextureSize ); y = dy * ( y + 0.5 ); vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); mat4 bone = mat4( v1, v2, v3, v4 ); return bone; } #else uniform mat4 boneMatrices[ MAX_BONES ]; mat4 getBoneMatrix( const in float i ) { mat4 bone = boneMatrices[ int(i) ]; return bone; } #endif #endif`,Lc=`#ifdef USE_SKINNING vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); vec4 skinned = vec4( 0.0 ); skinned += boneMatX * skinVertex * skinWeight.x; skinned += boneMatY * skinVertex * skinWeight.y; skinned += boneMatZ * skinVertex * skinWeight.z; skinned += boneMatW * skinVertex * skinWeight.w; transformed = ( bindMatrixInverse * skinned ).xyz; #endif`,Pc=`#ifdef USE_SKINNING mat4 skinMatrix = mat4( 0.0 ); skinMatrix += skinWeight.x * boneMatX; skinMatrix += skinWeight.y * boneMatY; skinMatrix += skinWeight.z * boneMatZ; skinMatrix += skinWeight.w * boneMatW; skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz; #ifdef USE_TANGENT objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz; #endif #endif`,Dc=`float specularStrength; #ifdef USE_SPECULARMAP vec4 texelSpecular = texture2D( specularMap, vUv ); specularStrength = texelSpecular.r; #else specularStrength = 1.0; #endif`,Ic=`#ifdef USE_SPECULARMAP uniform sampler2D specularMap; #endif`,Fc=`#if defined( TONE_MAPPING ) gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); #endif`,Bc=`#ifndef saturate #define saturate( a ) clamp( a, 0.0, 1.0 ) #endif uniform float toneMappingExposure; vec3 LinearToneMapping( vec3 color ) { return toneMappingExposure * color; } vec3 ReinhardToneMapping( vec3 color ) { color *= toneMappingExposure; return saturate( color / ( vec3( 1.0 ) + color ) ); } vec3 OptimizedCineonToneMapping( vec3 color ) { color *= toneMappingExposure; color = max( vec3( 0.0 ), color - 0.004 ); return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); } vec3 RRTAndODTFit( vec3 v ) { vec3 a = v * ( v + 0.0245786 ) - 0.000090537; vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081; return a / b; } vec3 ACESFilmicToneMapping( vec3 color ) { const mat3 ACESInputMat = mat3( vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ), vec3( 0.04823, 0.01566, 0.83777 ) ); const mat3 ACESOutputMat = mat3( vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ), vec3( -0.07367, -0.00605, 1.07602 ) ); color *= toneMappingExposure / 0.6; color = ACESInputMat * color; color = RRTAndODTFit( color ); color = ACESOutputMat * color; return saturate( color ); } vec3 CustomToneMapping( vec3 color ) { return color; }`,Nc=`#ifdef USE_TRANSMISSION float transmissionAlpha = 1.0; float transmissionFactor = transmission; float thicknessFactor = thickness; #ifdef USE_TRANSMISSIONMAP transmissionFactor *= texture2D( transmissionMap, vUv ).r; #endif #ifdef USE_THICKNESSMAP thicknessFactor *= texture2D( thicknessMap, vUv ).g; #endif vec3 pos = vWorldPosition; vec3 v = normalize( cameraPosition - pos ); vec3 n = inverseTransformDirection( normal, viewMatrix ); vec4 transmission = getIBLVolumeRefraction( n, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90, pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor, attenuationColor, attenuationDistance ); totalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor ); transmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor ); #endif`,zc=`#ifdef USE_TRANSMISSION uniform float transmission; uniform float thickness; uniform float attenuationDistance; uniform vec3 attenuationColor; #ifdef USE_TRANSMISSIONMAP uniform sampler2D transmissionMap; #endif #ifdef USE_THICKNESSMAP uniform sampler2D thicknessMap; #endif uniform vec2 transmissionSamplerSize; uniform sampler2D transmissionSamplerMap; uniform mat4 modelMatrix; uniform mat4 projectionMatrix; varying vec3 vWorldPosition; vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) { vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior ); vec3 modelScale; modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) ); modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) ); modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) ); return normalize( refractionVector ) * thickness * modelScale; } float applyIorToRoughness( const in float roughness, const in float ior ) { return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 ); } vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) { float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); #ifdef TEXTURE_LOD_EXT return texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod ); #else return texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod ); #endif } vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) { if ( attenuationDistance == 0.0 ) { return radiance; } else { vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance; vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance * radiance; } } vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor, const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix, const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness, const in vec3 attenuationColor, const in float attenuationDistance ) { vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); vec3 refractedRayExit = position + transmissionRay; vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); vec2 refractionCoords = ndcPos.xy / ndcPos.w; refractionCoords += 1.0; refractionCoords /= 2.0; vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance ); vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness ); return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a ); } #endif`,Uc=`#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) ) varying vec2 vUv; #endif`,Oc=`#ifdef USE_UV #ifdef UVS_VERTEX_ONLY vec2 vUv; #else varying vec2 vUv; #endif uniform mat3 uvTransform; #endif`,Gc=`#ifdef USE_UV vUv = ( uvTransform * vec3( uv, 1 ) ).xy; #endif`,Vc=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) varying vec2 vUv2; #endif`,Hc=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) attribute vec2 uv2; varying vec2 vUv2; uniform mat3 uv2Transform; #endif`,kc=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy; #endif`,Wc=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) vec4 worldPosition = vec4( transformed, 1.0 ); #ifdef USE_INSTANCING worldPosition = instanceMatrix * worldPosition; #endif worldPosition = modelMatrix * worldPosition; #endif`;const qc=`varying vec2 vUv; uniform mat3 uvTransform; void main() { vUv = ( uvTransform * vec3( uv, 1 ) ).xy; gl_Position = vec4( position.xy, 1.0, 1.0 ); }`,Xc=`uniform sampler2D t2D; varying vec2 vUv; void main() { gl_FragColor = texture2D( t2D, vUv ); #include #include }`,Yc=`varying vec3 vWorldDirection; #include void main() { vWorldDirection = transformDirection( position, modelMatrix ); #include #include gl_Position.z = gl_Position.w; }`,Zc=`#include uniform float opacity; varying vec3 vWorldDirection; #include void main() { vec3 vReflect = vWorldDirection; #include gl_FragColor = envColor; gl_FragColor.a *= opacity; #include #include }`,jc=`#include #include #include #include #include #include #include varying vec2 vHighPrecisionZW; void main() { #include #include #ifdef USE_DISPLACEMENTMAP #include #include #include #endif #include #include #include #include #include #include #include vHighPrecisionZW = gl_Position.zw; }`,Jc=`#if DEPTH_PACKING == 3200 uniform float opacity; #endif #include #include #include #include #include #include #include #include varying vec2 vHighPrecisionZW; void main() { #include vec4 diffuseColor = vec4( 1.0 ); #if DEPTH_PACKING == 3200 diffuseColor.a = opacity; #endif #include #include #include #include float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5; #if DEPTH_PACKING == 3200 gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity ); #elif DEPTH_PACKING == 3201 gl_FragColor = packDepthToRGBA( fragCoordZ ); #endif }`,$c=`#define DISTANCE varying vec3 vWorldPosition; #include #include #include #include #include #include void main() { #include #include #ifdef USE_DISPLACEMENTMAP #include #include #include #endif #include #include #include #include #include #include #include vWorldPosition = worldPosition.xyz; }`,Kc=`#define DISTANCE uniform vec3 referencePosition; uniform float nearDistance; uniform float farDistance; varying vec3 vWorldPosition; #include #include #include #include #include #include #include void main () { #include vec4 diffuseColor = vec4( 1.0 ); #include #include #include float dist = length( vWorldPosition - referencePosition ); dist = ( dist - nearDistance ) / ( farDistance - nearDistance ); dist = saturate( dist ); gl_FragColor = packDepthToRGBA( dist ); }`,Qc=`varying vec3 vWorldDirection; #include void main() { vWorldDirection = transformDirection( position, modelMatrix ); #include #include }`,eh=`uniform sampler2D tEquirect; varying vec3 vWorldDirection; #include void main() { vec3 direction = normalize( vWorldDirection ); vec2 sampleUV = equirectUv( direction ); gl_FragColor = texture2D( tEquirect, sampleUV ); #include #include }`,th=`uniform float scale; attribute float lineDistance; varying float vLineDistance; #include #include #include #include #include #include void main() { vLineDistance = scale * lineDistance; #include #include #include #include #include #include #include }`,nh=`uniform vec3 diffuse; uniform float opacity; uniform float dashSize; uniform float totalSize; varying float vLineDistance; #include #include #include #include #include void main() { #include if ( mod( vLineDistance, totalSize ) > dashSize ) { discard; } vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vec4( diffuse, opacity ); #include #include outgoingLight = diffuseColor.rgb; #include #include #include #include #include }`,ih=`#include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING ) #include #include #include #include #include #endif #include #include #include #include #include #include #include #include #include }`,rh=`uniform vec3 diffuse; uniform float opacity; #ifndef FLAT_SHADED varying vec3 vNormal; #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); #include #include #include #include #include #include ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); #ifdef USE_LIGHTMAP vec4 lightMapTexel= texture2D( lightMap, vUv2 ); reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity; #else reflectedLight.indirectDiffuse += vec3( 1.0 ); #endif #include reflectedLight.indirectDiffuse *= diffuseColor.rgb; vec3 outgoingLight = reflectedLight.indirectDiffuse; #include #include #include #include #include #include #include }`,sh=`#define LAMBERT varying vec3 vLightFront; varying vec3 vIndirectFront; #ifdef DOUBLE_SIDED varying vec3 vLightBack; varying vec3 vIndirectBack; #endif #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include }`,ah=`uniform vec3 diffuse; uniform vec3 emissive; uniform float opacity; varying vec3 vLightFront; varying vec3 vIndirectFront; #ifdef DOUBLE_SIDED varying vec3 vLightBack; varying vec3 vIndirectBack; #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include #include #include #include #include #include #include #ifdef DOUBLE_SIDED reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; #else reflectedLight.indirectDiffuse += vIndirectFront; #endif #include reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb ); #ifdef DOUBLE_SIDED reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; #else reflectedLight.directDiffuse = vLightFront; #endif reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask(); #include vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; #include #include #include #include #include #include #include }`,oh=`#define MATCAP varying vec3 vViewPosition; #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vViewPosition = - mvPosition.xyz; }`,lh=`#define MATCAP uniform vec3 diffuse; uniform float opacity; uniform sampler2D matcap; varying vec3 vViewPosition; #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); #include #include #include #include #include #include #include vec3 viewDir = normalize( vViewPosition ); vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) ); vec3 y = cross( viewDir, x ); vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; #ifdef USE_MATCAP vec4 matcapColor = texture2D( matcap, uv ); #else vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 ); #endif vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb; #include #include #include #include #include #include }`,ch=`#define NORMAL #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP ) varying vec3 vViewPosition; #endif #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP ) vViewPosition = - mvPosition.xyz; #endif }`,hh=`#define NORMAL uniform float opacity; #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP ) varying vec3 vViewPosition; #endif #include #include #include #include #include #include #include void main() { #include #include #include #include gl_FragColor = vec4( packNormalToRGB( normal ), opacity ); #ifdef OPAQUE gl_FragColor.a = 1.0; #endif }`,uh=`#define PHONG varying vec3 vViewPosition; #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vViewPosition = - mvPosition.xyz; #include #include #include #include }`,dh=`#define PHONG uniform vec3 diffuse; uniform vec3 emissive; uniform vec3 specular; uniform float shininess; uniform float opacity; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include #include #include #include #include #include #include #include #include #include #include #include #include #include vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; #include #include #include #include #include #include #include }`,fh=`#define STANDARD varying vec3 vViewPosition; #ifdef USE_TRANSMISSION varying vec3 vWorldPosition; #endif #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vViewPosition = - mvPosition.xyz; #include #include #include #ifdef USE_TRANSMISSION vWorldPosition = worldPosition.xyz; #endif }`,ph=`#define STANDARD #ifdef PHYSICAL #define IOR #define SPECULAR #endif uniform vec3 diffuse; uniform vec3 emissive; uniform float roughness; uniform float metalness; uniform float opacity; #ifdef IOR uniform float ior; #endif #ifdef SPECULAR uniform float specularIntensity; uniform vec3 specularColor; #ifdef USE_SPECULARINTENSITYMAP uniform sampler2D specularIntensityMap; #endif #ifdef USE_SPECULARCOLORMAP uniform sampler2D specularColorMap; #endif #endif #ifdef USE_CLEARCOAT uniform float clearcoat; uniform float clearcoatRoughness; #endif #ifdef USE_SHEEN uniform vec3 sheenColor; uniform float sheenRoughness; #ifdef USE_SHEENCOLORMAP uniform sampler2D sheenColorMap; #endif #ifdef USE_SHEENROUGHNESSMAP uniform sampler2D sheenRoughnessMap; #endif #endif varying vec3 vViewPosition; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse; vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular; #include vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance; #ifdef USE_SHEEN float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor ); outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular; #endif #ifdef USE_CLEARCOAT float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) ); vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc ); outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat; #endif #include #include #include #include #include #include }`,mh=`#define TOON varying vec3 vViewPosition; #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vViewPosition = - mvPosition.xyz; #include #include #include }`,gh=`#define TOON uniform vec3 diffuse; uniform vec3 emissive; uniform float opacity; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include #include #include #include #include #include #include #include #include #include #include #include #include vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; #include #include #include #include #include #include }`,_h=`uniform float size; uniform float scale; #include #include #include #include #include #include void main() { #include #include #include #include gl_PointSize = size; #ifdef USE_SIZEATTENUATION bool isPerspective = isPerspectiveMatrix( projectionMatrix ); if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); #endif #include #include #include #include }`,xh=`uniform vec3 diffuse; uniform float opacity; #include #include #include #include #include #include #include void main() { #include vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vec4( diffuse, opacity ); #include #include #include #include outgoingLight = diffuseColor.rgb; #include #include #include #include #include }`,vh=`#include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include }`,yh=`uniform vec3 color; uniform float opacity; #include #include #include #include #include #include #include void main() { gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) ); #include #include #include }`,Mh=`uniform float rotation; uniform vec2 center; #include #include #include #include #include void main() { #include vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 ); vec2 scale; scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) ); scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) ); #ifndef USE_SIZEATTENUATION bool isPerspective = isPerspectiveMatrix( projectionMatrix ); if ( isPerspective ) scale *= - mvPosition.z; #endif vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale; vec2 rotatedPosition; rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y; rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y; mvPosition.xy += rotatedPosition; gl_Position = projectionMatrix * mvPosition; #include #include #include }`,Sh=`uniform vec3 diffuse; uniform float opacity; #include #include #include #include #include #include #include #include void main() { #include vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vec4( diffuse, opacity ); #include #include #include #include outgoingLight = diffuseColor.rgb; #include #include #include #include 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qn=4,tn=8,Dt=Math.pow(2,tn),Ha=[.125,.215,.35,.446,.526,.582],ka=tn-qn+1+Ha.length,Bn=20,Nr=new hs,{_lodPlanes:ii,_sizeLods:Os,_sigmas:ki}=Ch(),Gs=new me;let zr=null;const gn=(1+Math.sqrt(5))/2,Nn=1/gn,Vs=[new w(1,1,1),new w(-1,1,1),new w(1,1,-1),new w(-1,1,-1),new w(0,gn,Nn),new w(0,gn,-Nn),new w(Nn,0,gn),new w(-Nn,0,gn),new w(gn,Nn,0),new w(-gn,Nn,0)];class Hs{constructor(e){this._renderer=e,this._pingPongRenderTarget=null,this._blurMaterial=Lh(Bn),this._equirectShader=null,this._cubemapShader=null,this._compileMaterial(this._blurMaterial)}fromScene(e,t=0,n=.1,i=100){zr=this._renderer.getRenderTarget();const r=this._allocateTargets();return this._sceneToCubeUV(e,n,i,r),t>0&&this._blur(r,0,0,t),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(e,t=null){return this._fromTexture(e,t)}fromCubemap(e,t=null){return 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r=i?this._cubemapShader:this._equirectShader,a=new mt(ii[0],r),o=r.uniforms;o.envMap.value=e,i||o.texelSize.value.set(1/e.image.width,1/e.image.height),Wi(t,0,0,3*Dt,2*Dt),n.setRenderTarget(t),n.render(a,Nr)}_applyPMREM(e){const t=this._renderer,n=t.autoClear;t.autoClear=!1;for(let i=1;iBn&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${M} samples when the maximum is set to ${Bn}`);const m=[];let f=0;for(let C=0;Ctn-qn?i-tn+qn:0);Wi(t,y,T,3*E,2*E),c.setRenderTarget(t),c.render(u,Nr)}}function Ch(){const s=[],e=[],t=[];let n=tn;for(let i=0;itn-qn?a=Ha[i-tn+qn-1]:i===0&&(a=0),t.push(a);const o=1/(r-1),c=-o/2,l=1+o/2,h=[c,c,l,c,l,l,c,c,l,l,c,l],u=6,d=6,p=3,g=2,_=1,M=new Float32Array(p*d*u),m=new Float32Array(g*d*u),f=new Float32Array(_*d*u);for(let y=0;y2?0:-1,L=[T,C,0,T+2/3,C,0,T+2/3,C+1,0,T,C,0,T+2/3,C+1,0,T,C+1,0];M.set(L,p*d*y),m.set(h,g*d*y);const Y=[y,y,y,y,y,y];f.set(Y,_*d*y)}const E=new Ye;E.setAttribute("position",new tt(M,p)),E.setAttribute("uv",new tt(m,g)),E.setAttribute("faceIndex",new tt(f,_)),s.push(E),n>qn&&n--}return{_lodPlanes:s,_sizeLods:e,_sigmas:t}}function ks(s){const e=new Mt(3*Dt,3*Dt,s);return e.texture.mapping=306,e.texture.name="PMREM.cubeUv",e.scissorTest=!0,e}function Wi(s,e,t,n,i){s.viewport.set(e,t,n,i),s.scissor.set(e,t,n,i)}function Lh(s){const e=new Float32Array(s),t=new w(0,1,0);return new or({name:"SphericalGaussianBlur",defines:{n:s},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:e},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:t}},vertexShader:us(),fragmentShader:` precision mediump float; precision mediump int; varying vec3 vOutputDirection; uniform sampler2D envMap; uniform int samples; uniform float weights[ n ]; uniform bool latitudinal; uniform float dTheta; uniform float mipInt; uniform vec3 poleAxis; #define ENVMAP_TYPE_CUBE_UV #include vec3 getSample( float theta, vec3 axis ) { float cosTheta = cos( theta ); // Rodrigues' axis-angle rotation vec3 sampleDirection = vOutputDirection * cosTheta + cross( axis, vOutputDirection ) * sin( theta ) + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); return bilinearCubeUV( envMap, sampleDirection, mipInt ); } void main() { vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); if ( all( equal( axis, vec3( 0.0 ) ) ) ) { axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); } axis = normalize( axis ); gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); for ( int i = 1; i < n; i++ ) { if ( i >= samples ) { break; } float theta = dTheta * float( i ); gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); } } `,blending:0,depthTest:!1,depthWrite:!1})}function Ws(){const s=new J(1,1);return new or({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null},texelSize:{value:s}},vertexShader:us(),fragmentShader:` precision mediump float; precision mediump int; varying vec3 vOutputDirection; uniform sampler2D envMap; uniform vec2 texelSize; #include void main() { gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); vec3 outputDirection = normalize( vOutputDirection ); vec2 uv = equirectUv( outputDirection ); vec2 f = fract( uv / texelSize - 0.5 ); uv -= f * texelSize; vec3 tl = texture2D ( envMap, uv ).rgb; uv.x += texelSize.x; vec3 tr = texture2D ( envMap, uv ).rgb; uv.y += texelSize.y; vec3 br = texture2D ( envMap, uv ).rgb; uv.x -= texelSize.x; vec3 bl = texture2D ( envMap, uv ).rgb; vec3 tm = mix( tl, tr, f.x ); vec3 bm = mix( bl, br, f.x ); gl_FragColor.rgb = mix( tm, bm, f.y ); } `,blending:0,depthTest:!1,depthWrite:!1})}function qs(){return new or({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:us(),fragmentShader:` precision mediump float; precision mediump int; uniform float flipEnvMap; varying vec3 vOutputDirection; uniform samplerCube envMap; void main() { gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); } `,blending:0,depthTest:!1,depthWrite:!1})}function us(){return` precision mediump float; precision mediump int; attribute vec3 position; attribute vec2 uv; attribute float faceIndex; varying vec3 vOutputDirection; // RH coordinate system; PMREM face-indexing convention vec3 getDirection( vec2 uv, float face ) { uv = 2.0 * uv - 1.0; vec3 direction = vec3( uv, 1.0 ); if ( face == 0.0 ) { direction = direction.zyx; // ( 1, v, u ) pos x } else if ( face == 1.0 ) { direction = direction.xzy; direction.xz *= -1.0; // ( -u, 1, -v ) pos y } else if ( face == 2.0 ) { direction.x *= -1.0; // ( -u, v, 1 ) pos z } else if ( face == 3.0 ) { direction = direction.zyx; direction.xz *= -1.0; // ( -1, v, -u ) neg x } else if ( face == 4.0 ) { direction = direction.xzy; direction.xy *= -1.0; // ( -u, -1, v ) neg y } else if ( face == 5.0 ) { direction.z *= -1.0; // ( u, v, -1 ) neg z } return direction; } void main() { vOutputDirection = getDirection( uv, faceIndex ); gl_Position = vec4( position, 1.0 ); } `}function Ph(s){let e=new WeakMap,t=null;function n(o){if(o&&o.isTexture){const c=o.mapping,l=c===303||c===304,h=c===301||c===302;if(l||h)if(o.isRenderTargetTexture&&o.needsPMREMUpdate===!0){o.needsPMREMUpdate=!1;let u=e.get(o);return t===null&&(t=new Hs(s)),u=l?t.fromEquirectangular(o,u):t.fromCubemap(o,u),e.set(o,u),u.texture}else{if(e.has(o))return e.get(o).texture;{const u=o.image;if(l&&u&&u.height>0||h&&u&&i(u)){t===null&&(t=new Hs(s));const d=l?t.fromEquirectangular(o):t.fromCubemap(o);return e.set(o,d),o.addEventListener("dispose",r),d.texture}else return null}}}return o}function i(o){let c=0;const l=6;for(let h=0;he.maxTextureSize&&(Y=Math.ceil(L/e.maxTextureSize),L=e.maxTextureSize);const se=new Float32Array(L*Y*4*g),Z=new 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me};break;case"RectAreaLight":t={color:new me,position:new w,halfWidth:new w,halfHeight:new w};break}return s[e.id]=t,t}}}function ed(){const s={};return{get:function(e){if(s[e.id]!==void 0)return s[e.id];let t;switch(e.type){case"DirectionalLight":t={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new J};break;case"SpotLight":t={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new J};break;case"PointLight":t={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new J,shadowCameraNear:1,shadowCameraFar:1e3};break}return s[e.id]=t,t}}}let td=0;function nd(s,e){return(e.castShadow?1:0)-(s.castShadow?1:0)}function id(s,e){const t=new Qu,n=ed(),i={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]};for(let h=0;h<9;h++)i.probe.push(new w);const r=new w,a=new ve,o=new ve;function c(h,u){let d=0,p=0,g=0;for(let se=0;se<9;se++)i.probe[se].set(0,0,0);let _=0,M=0,m=0,f=0,E=0,y=0,T=0,C=0;h.sort(nd);const L=u!==!0?Math.PI:1;for(let se=0,Z=h.length;se0&&(e.isWebGL2||s.has("OES_texture_float_linear")===!0?(i.rectAreaLTC1=ee.LTC_FLOAT_1,i.rectAreaLTC2=ee.LTC_FLOAT_2):s.has("OES_texture_half_float_linear")===!0?(i.rectAreaLTC1=ee.LTC_HALF_1,i.rectAreaLTC2=ee.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),i.ambient[0]=d,i.ambient[1]=p,i.ambient[2]=g;const Y=i.hash;(Y.directionalLength!==_||Y.pointLength!==M||Y.spotLength!==m||Y.rectAreaLength!==f||Y.hemiLength!==E||Y.numDirectionalShadows!==y||Y.numPointShadows!==T||Y.numSpotShadows!==C)&&(i.directional.length=_,i.spot.length=m,i.rectArea.length=f,i.point.length=M,i.hemi.length=E,i.directionalShadow.length=y,i.directionalShadowMap.length=y,i.pointShadow.length=T,i.pointShadowMap.length=T,i.spotShadow.length=C,i.spotShadowMap.length=C,i.directionalShadowMatrix.length=y,i.pointShadowMatrix.length=T,i.spotShadowMatrix.length=C,Y.directionalLength=_,Y.pointLength=M,Y.spotLength=m,Y.rectAreaLength=f,Y.hemiLength=E,Y.numDirectionalShadows=y,Y.numPointShadows=T,Y.numSpotShadows=C,i.version=td++)}function l(h,u){let d=0,p=0,g=0,_=0,M=0;const m=u.matrixWorldInverse;for(let f=0,E=h.length;f=t.get(r).length?(o=new oa(s,e),t.get(r).push(o)):o=t.get(r)[a],o}function i(){t=new WeakMap}return{get:n,dispose:i}}class Ka extends ut{constructor(e){super();this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(e)}copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}}Ka.prototype.isMeshDepthMaterial=!0;class Qa extends ut{constructor(e){super();this.type="MeshDistanceMaterial",this.referencePosition=new w,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(e)}copy(e){return super.copy(e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}}Qa.prototype.isMeshDistanceMaterial=!0;const sd=`void main() { gl_Position = vec4( position, 1.0 ); }`,ad=`uniform sampler2D shadow_pass; uniform vec2 resolution; uniform float radius; #include void main() { const float samples = float( VSM_SAMPLES ); float mean = 0.0; float squared_mean = 0.0; float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 ); float uvStart = samples <= 1.0 ? 0.0 : - 1.0; for ( float i = 0.0; i < samples; i ++ ) { float uvOffset = uvStart + i * uvStride; #ifdef HORIZONTAL_PASS vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) ); mean += distribution.x; squared_mean += distribution.y * distribution.y + distribution.x * distribution.x; #else float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) ); mean += depth; squared_mean += depth * depth; #endif } mean = mean / samples; squared_mean = squared_mean / samples; float std_dev = sqrt( squared_mean - mean * mean ); gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) ); }`;function eo(s,e,t){let n=new ar;const i=new J,r=new J,a=new ke,o=new Ka({depthPacking:3201}),c=new Qa,l={},h=t.maxTextureSize,u={0:1,1:0,2:2},d=new _n({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new J},radius:{value:4}},vertexShader:sd,fragmentShader:ad}),p=d.clone();p.defines.HORIZONTAL_PASS=1;const g=new Ye;g.setAttribute("position",new tt(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const _=new mt(g,d),M=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=1,this.render=function(y,T,C){if(M.enabled===!1||M.autoUpdate===!1&&M.needsUpdate===!1||y.length===0)return;const L=s.getRenderTarget(),Y=s.getActiveCubeFace(),se=s.getActiveMipmapLevel(),Z=s.state;Z.setBlending(0),Z.buffers.color.setClear(1,1,1,1),Z.buffers.depth.setTest(!0),Z.setScissorTest(!1);for(let x=0,R=y.length;xh||i.y>h)&&(i.x>h&&(r.x=Math.floor(h/N.x),i.x=r.x*N.x,B.mapSize.x=r.x),i.y>h&&(r.y=Math.floor(h/N.y),i.y=r.y*N.y,B.mapSize.y=r.y)),B.map===null&&!B.isPointLightShadow&&this.type===3){const V={minFilter:1006,magFilter:1006,format:1023};B.map=new Mt(i.x,i.y,V),B.map.texture.name=D.name+".shadowMap",B.mapPass=new Mt(i.x,i.y,V),B.camera.updateProjectionMatrix()}if(B.map===null){const V={minFilter:1003,magFilter:1003,format:1023};B.map=new Mt(i.x,i.y,V),B.map.texture.name=D.name+".shadowMap",B.camera.updateProjectionMatrix()}s.setRenderTarget(B.map),s.clear();const I=B.getViewportCount();for(let V=0;V0){const D=x.uuid,B=C.uuid;let N=l[D];N===void 0&&(N={},l[D]=N);let I=N[B];I===void 0&&(I=x.clone(),N[B]=I),x=I}return x.visible=C.visible,x.wireframe=C.wireframe,Z===3?x.side=C.shadowSide!==null?C.shadowSide:C.side:x.side=C.shadowSide!==null?C.shadowSide:u[C.side],x.alphaMap=C.alphaMap,x.alphaTest=C.alphaTest,x.clipShadows=C.clipShadows,x.clippingPlanes=C.clippingPlanes,x.clipIntersection=C.clipIntersection,x.displacementMap=C.displacementMap,x.displacementScale=C.displacementScale,x.displacementBias=C.displacementBias,x.wireframeLinewidth=C.wireframeLinewidth,x.linewidth=C.linewidth,L.isPointLight===!0&&x.isMeshDistanceMaterial===!0&&(x.referencePosition.setFromMatrixPosition(L.matrixWorld),x.nearDistance=Y,x.farDistance=se),x}function E(y,T,C,L,Y){if(y.visible===!1)return;if(y.layers.test(T.layers)&&(y.isMesh||y.isLine||y.isPoints)&&(y.castShadow||y.receiveShadow&&Y===3)&&(!y.frustumCulled||n.intersectsObject(y))){y.modelViewMatrix.multiplyMatrices(C.matrixWorldInverse,y.matrixWorld);const x=e.update(y),R=y.material;if(Array.isArray(R)){const D=x.groups;for(let B=0,N=D.length;B=1):I.indexOf("OpenGL ES")!==-1&&(N=parseFloat(/^OpenGL ES (\d)/.exec(I)[1]),B=N>=2);let V=null,j={};const ce=s.getParameter(3088),O=s.getParameter(2978),X=new ke().fromArray(ce),ne=new ke().fromArray(O);function ue(A,he,ae){const Me=new Uint8Array(4),W=s.createTexture();s.bindTexture(A,W),s.texParameteri(A,10241,9728),s.texParameteri(A,10240,9728);for(let xe=0;xeK||b.height>K)&&(de=K/Math.max(b.width,b.height)),de<1||v===!0)if(typeof HTMLImageElement!="undefined"&&b instanceof HTMLImageElement||typeof HTMLCanvasElement!="undefined"&&b instanceof HTMLCanvasElement||typeof ImageBitmap!="undefined"&&b instanceof ImageBitmap){const G=v?Po:Math.floor,_e=G(de*b.width),pe=G(de*b.height);_===void 0&&(_=m(_e,pe));const ie=H?m(_e,pe):_;return ie.width=_e,ie.height=pe,ie.getContext("2d").drawImage(b,0,0,_e,pe),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+b.width+"x"+b.height+") to ("+_e+"x"+pe+")."),ie}else return"data"in b&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+b.width+"x"+b.height+")."),b;return b}function E(b){return As(b.width)&&As(b.height)}function y(b){return o?!1:b.wrapS!==1001||b.wrapT!==1001||b.minFilter!==1003&&b.minFilter!==1006}function T(b,v){return b.generateMipmaps&&v&&b.minFilter!==1003&&b.minFilter!==1006}function C(b){s.generateMipmap(b)}function L(b,v,H,K,de=!1){if(o===!1)return v;if(b!==null){if(s[b]!==void 0)return s[b];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+b+"'")}let G=v;return v===6403&&(H===5126&&(G=33326),H===5131&&(G=33325),H===5121&&(G=33321)),v===33319&&(H===5126&&(G=33328),H===5131&&(G=33327),H===5121&&(G=33323)),v===6408&&(H===5126&&(G=34836),H===5131&&(G=34842),H===5121&&(G=K===3001&&de===!1?35907:32856),H===32819&&(G=32854),H===32820&&(G=32855)),(G===33325||G===33326||G===33327||G===33328||G===34842||G===34836)&&e.get("EXT_color_buffer_float"),G}function Y(b,v,H){return T(b,H)===!0||b.isFramebufferTexture&&b.minFilter!==1003&&b.minFilter!==1006?Math.log2(Math.max(v.width,v.height))+1:b.mipmaps!==void 0&&b.mipmaps.length>0?b.mipmaps.length:b.isCompressedTexture&&Array.isArray(b.image)?v.mipmaps.length:1}function se(b){return b===1003||b===1004||b===1005?9728:9729}function Z(b){const v=b.target;v.removeEventListener("dispose",Z),R(v),v.isVideoTexture&&g.delete(v),a.memory.textures--}function x(b){const v=b.target;v.removeEventListener("dispose",x),D(v)}function R(b){const v=n.get(b);v.__webglInit!==void 0&&(s.deleteTexture(v.__webglTexture),n.remove(b))}function D(b){const v=b.texture,H=n.get(b),K=n.get(v);if(!!b){if(K.__webglTexture!==void 0&&(s.deleteTexture(K.__webglTexture),a.memory.textures--),b.depthTexture&&b.depthTexture.dispose(),b.isWebGLCubeRenderTarget)for(let de=0;de<6;de++)s.deleteFramebuffer(H.__webglFramebuffer[de]),H.__webglDepthbuffer&&s.deleteRenderbuffer(H.__webglDepthbuffer[de]);else s.deleteFramebuffer(H.__webglFramebuffer),H.__webglDepthbuffer&&s.deleteRenderbuffer(H.__webglDepthbuffer),H.__webglMultisampledFramebuffer&&s.deleteFramebuffer(H.__webglMultisampledFramebuffer),H.__webglColorRenderbuffer&&s.deleteRenderbuffer(H.__webglColorRenderbuffer),H.__webglDepthRenderbuffer&&s.deleteRenderbuffer(H.__webglDepthRenderbuffer);if(b.isWebGLMultipleRenderTargets)for(let de=0,G=v.length;de=c&&console.warn("THREE.WebGLTextures: Trying to use "+b+" texture units while this GPU supports only "+c),B+=1,b}function V(b,v){const H=n.get(b);if(b.isVideoTexture&&re(b),b.version>0&&H.__version!==b.version){const K=b.image;if(K===void 0)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined");else if(K.complete===!1)console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete");else{U(H,b,v);return}}t.activeTexture(33984+v),t.bindTexture(3553,H.__webglTexture)}function j(b,v){const H=n.get(b);if(b.version>0&&H.__version!==b.version){U(H,b,v);return}t.activeTexture(33984+v),t.bindTexture(35866,H.__webglTexture)}function ce(b,v){const H=n.get(b);if(b.version>0&&H.__version!==b.version){U(H,b,v);return}t.activeTexture(33984+v),t.bindTexture(32879,H.__webglTexture)}function O(b,v){const H=n.get(b);if(b.version>0&&H.__version!==b.version){Ne(H,b,v);return}t.activeTexture(33984+v),t.bindTexture(34067,H.__webglTexture)}const X={[1e3]:10497,[1001]:33071,[1002]:33648},ne={[1003]:9728,[1004]:9984,[1005]:9986,[1006]:9729,[1007]:9985,[1008]:9987};function ue(b,v,H){if(H?(s.texParameteri(b,10242,X[v.wrapS]),s.texParameteri(b,10243,X[v.wrapT]),(b===32879||b===35866)&&s.texParameteri(b,32882,X[v.wrapR]),s.texParameteri(b,10240,ne[v.magFilter]),s.texParameteri(b,10241,ne[v.minFilter])):(s.texParameteri(b,10242,33071),s.texParameteri(b,10243,33071),(b===32879||b===35866)&&s.texParameteri(b,32882,33071),(v.wrapS!==1001||v.wrapT!==1001)&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping."),s.texParameteri(b,10240,se(v.magFilter)),s.texParameteri(b,10241,se(v.minFilter)),v.minFilter!==1003&&v.minFilter!==1006&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.")),e.has("EXT_texture_filter_anisotropic")===!0){const K=e.get("EXT_texture_filter_anisotropic");if(v.type===1015&&e.has("OES_texture_float_linear")===!1||o===!1&&v.type===1016&&e.has("OES_texture_half_float_linear")===!1)return;(v.anisotropy>1||n.get(v).__currentAnisotropy)&&(s.texParameterf(b,K.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(v.anisotropy,i.getMaxAnisotropy())),n.get(v).__currentAnisotropy=v.anisotropy)}}function ge(b,v){b.__webglInit===void 0&&(b.__webglInit=!0,v.addEventListener("dispose",Z),b.__webglTexture=s.createTexture(),a.memory.textures++)}function U(b,v,H){let K=3553;v.isDataTexture2DArray&&(K=35866),v.isDataTexture3D&&(K=32879),ge(b,v),t.activeTexture(33984+H),t.bindTexture(K,b.__webglTexture),s.pixelStorei(37440,v.flipY),s.pixelStorei(37441,v.premultiplyAlpha),s.pixelStorei(3317,v.unpackAlignment),s.pixelStorei(37443,0);const de=y(v)&&E(v.image)===!1;let G=f(v.image,de,!1,h);G=ye(v,G);const _e=E(G)||o,pe=r.convert(v.format,v.encoding);let ie=r.convert(v.type),te=L(v.internalFormat,pe,ie,v.encoding,v.isVideoTexture);ue(K,v,_e);let Ee;const A=v.mipmaps,he=o&&v.isVideoTexture!==!0,ae=b.__version===void 0,Me=Y(v,G,_e);if(v.isDepthTexture)te=6402,o?v.type===1015?te=36012:v.type===1014?te=33190:v.type===1020?te=35056:te=33189:v.type===1015&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),v.format===1026&&te===6402&&v.type!==1012&&v.type!==1014&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),v.type=1012,ie=r.convert(v.type)),v.format===1027&&te===6402&&(te=34041,v.type!==1020&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),v.type=1020,ie=r.convert(v.type))),he&&ae?t.texStorage2D(3553,1,te,G.width,G.height):t.texImage2D(3553,0,te,G.width,G.height,0,pe,ie,null);else if(v.isDataTexture)if(A.length>0&&_e){he&&ae&&t.texStorage2D(3553,Me,te,A[0].width,A[0].height);for(let W=0,xe=A.length;W0&&_e){he&&ae&&t.texStorage2D(3553,Me,te,A[0].width,A[0].height);for(let W=0,xe=A.length;W0&&ae++,t.texStorage2D(34067,ae,Ee,G[0].width,G[0].height));for(let W=0;W<6;W++)if(de){A?t.texSubImage2D(34069+W,0,0,0,G[W].width,G[W].height,ie,te,G[W].data):t.texImage2D(34069+W,0,Ee,G[W].width,G[W].height,0,ie,te,G[W].data);for(let xe=0;xep+g?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!l.inputState.pinching&&d<=p-g&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else c!==null&&e.gripSpace&&(r=t.getPose(e.gripSpace,n),r!==null&&(c.matrix.fromArray(r.transform.matrix),c.matrix.decompose(c.position,c.rotation,c.scale),r.linearVelocity?(c.hasLinearVelocity=!0,c.linearVelocity.copy(r.linearVelocity)):c.hasLinearVelocity=!1,r.angularVelocity?(c.hasAngularVelocity=!0,c.angularVelocity.copy(r.angularVelocity)):c.hasAngularVelocity=!1));return o!==null&&(o.visible=i!==null),c!==null&&(c.visible=r!==null),l!==null&&(l.visible=a!==null),this}}class Jr extends rt{constructor(e,t,n,i,r,a,o,c,l,h){if(h=h!==void 0?h:1026,h!==1026&&h!==1027)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");n===void 0&&h===1026&&(n=1012),n===void 0&&h===1027&&(n=1020);super(null,i,r,a,o,c,h,n,l);this.image={width:e,height:t},this.magFilter=o!==void 0?o:1003,this.minFilter=c!==void 0?c:1003,this.flipY=!1,this.generateMipmaps=!1}}Jr.prototype.isDepthTexture=!0;class ud extends on{constructor(e,t){super();const n=this;let i=null,r=1,a=null,o="local-floor";const c=e.extensions.has("WEBGL_multisampled_render_to_texture");let l=null,h=null,u=null,d=null,p=!1,g=null;const _=t.getContextAttributes();let M=null,m=null;const f=[],E=new Map,y=new pt;y.layers.enable(1),y.viewport=new ke;const T=new pt;T.layers.enable(2),T.viewport=new ke;const C=[y,T],L=new to;L.layers.enable(1),L.layers.enable(2);let Y=null,se=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(O){let X=f[O];return X===void 0&&(X=new Or,f[O]=X),X.getTargetRaySpace()},this.getControllerGrip=function(O){let X=f[O];return X===void 0&&(X=new Or,f[O]=X),X.getGripSpace()},this.getHand=function(O){let X=f[O];return X===void 0&&(X=new Or,f[O]=X),X.getHandSpace()};function Z(O){const X=E.get(O.inputSource);X&&X.dispatchEvent({type:O.type,data:O.inputSource})}function x(){E.forEach(function(O,X){O.disconnect(X)}),E.clear(),Y=null,se=null,e.setRenderTarget(M),d=null,u=null,h=null,i=null,m=null,ce.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}this.setFramebufferScaleFactor=function(O){r=O,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(O){o=O,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return a},this.getBaseLayer=function(){return u!==null?u:d},this.getBinding=function(){return h},this.getFrame=function(){return g},this.getSession=function(){return i},this.setSession=async function(O){if(i=O,i!==null){if(M=e.getRenderTarget(),i.addEventListener("select",Z),i.addEventListener("selectstart",Z),i.addEventListener("selectend",Z),i.addEventListener("squeeze",Z),i.addEventListener("squeezestart",Z),i.addEventListener("squeezeend",Z),i.addEventListener("end",x),i.addEventListener("inputsourceschange",R),_.xrCompatible!==!0&&await t.makeXRCompatible(),i.renderState.layers===void 0||e.capabilities.isWebGL2===!1){const X={antialias:i.renderState.layers===void 0?_.antialias:!0,alpha:_.alpha,depth:_.depth,stencil:_.stencil,framebufferScaleFactor:r};d=new XRWebGLLayer(i,t,X),i.updateRenderState({baseLayer:d}),m=new Mt(d.framebufferWidth,d.framebufferHeight,{format:1023,type:1009,encoding:e.outputEncoding})}else{p=_.antialias;let X=null,ne=null,ue=null;_.depth&&(ue=_.stencil?35056:33190,X=_.stencil?1027:1026,ne=_.stencil?1020:1012);const ge={colorFormat:e.outputEncoding===3001?35907:32856,depthFormat:ue,scaleFactor:r};h=new XRWebGLBinding(i,t),u=h.createProjectionLayer(ge),i.updateRenderState({layers:[u]}),p?m=new rs(u.textureWidth,u.textureHeight,{format:1023,type:1009,depthTexture:new Jr(u.textureWidth,u.textureHeight,ne,void 0,void 0,void 0,void 0,void 0,void 0,X),stencilBuffer:_.stencil,ignoreDepth:u.ignoreDepthValues,useRenderToTexture:c,encoding:e.outputEncoding}):m=new Mt(u.textureWidth,u.textureHeight,{format:1023,type:1009,depthTexture:new Jr(u.textureWidth,u.textureHeight,ne,void 0,void 0,void 0,void 0,void 0,void 0,X),stencilBuffer:_.stencil,ignoreDepth:u.ignoreDepthValues,encoding:e.outputEncoding})}m.isXRRenderTarget=!0,this.setFoveation(1),a=await i.requestReferenceSpace(o),ce.setContext(i),ce.start(),n.isPresenting=!0,n.dispatchEvent({type:"sessionstart"})}};function R(O){const X=i.inputSources;for(let ne=0;ne0&&(m.alphaTest.value=f.alphaTest);const E=s.get(f).envMap;E&&(m.envMap.value=E,m.flipEnvMap.value=E.isCubeTexture&&E.isRenderTargetTexture===!1?-1:1,m.reflectivity.value=f.reflectivity,m.ior.value=f.ior,m.refractionRatio.value=f.refractionRatio),f.lightMap&&(m.lightMap.value=f.lightMap,m.lightMapIntensity.value=f.lightMapIntensity),f.aoMap&&(m.aoMap.value=f.aoMap,m.aoMapIntensity.value=f.aoMapIntensity);let y;f.map?y=f.map:f.specularMap?y=f.specularMap:f.displacementMap?y=f.displacementMap:f.normalMap?y=f.normalMap:f.bumpMap?y=f.bumpMap:f.roughnessMap?y=f.roughnessMap:f.metalnessMap?y=f.metalnessMap:f.alphaMap?y=f.alphaMap:f.emissiveMap?y=f.emissiveMap:f.clearcoatMap?y=f.clearcoatMap:f.clearcoatNormalMap?y=f.clearcoatNormalMap:f.clearcoatRoughnessMap?y=f.clearcoatRoughnessMap:f.specularIntensityMap?y=f.specularIntensityMap:f.specularColorMap?y=f.specularColorMap:f.transmissionMap?y=f.transmissionMap:f.thicknessMap?y=f.thicknessMap:f.sheenColorMap?y=f.sheenColorMap:f.sheenRoughnessMap&&(y=f.sheenRoughnessMap),y!==void 0&&(y.isWebGLRenderTarget&&(y=y.texture),y.matrixAutoUpdate===!0&&y.updateMatrix(),m.uvTransform.value.copy(y.matrix));let T;f.aoMap?T=f.aoMap:f.lightMap&&(T=f.lightMap),T!==void 0&&(T.isWebGLRenderTarget&&(T=T.texture),T.matrixAutoUpdate===!0&&T.updateMatrix(),m.uv2Transform.value.copy(T.matrix))}function i(m,f){m.diffuse.value.copy(f.color),m.opacity.value=f.opacity}function r(m,f){m.dashSize.value=f.dashSize,m.totalSize.value=f.dashSize+f.gapSize,m.scale.value=f.scale}function a(m,f,E,y){m.diffuse.value.copy(f.color),m.opacity.value=f.opacity,m.size.value=f.size*E,m.scale.value=y*.5,f.map&&(m.map.value=f.map),f.alphaMap&&(m.alphaMap.value=f.alphaMap),f.alphaTest>0&&(m.alphaTest.value=f.alphaTest);let T;f.map?T=f.map:f.alphaMap&&(T=f.alphaMap),T!==void 0&&(T.matrixAutoUpdate===!0&&T.updateMatrix(),m.uvTransform.value.copy(T.matrix))}function o(m,f){m.diffuse.value.copy(f.color),m.opacity.value=f.opacity,m.rotation.value=f.rotation,f.map&&(m.map.value=f.map),f.alphaMap&&(m.alphaMap.value=f.alphaMap),f.alphaTest>0&&(m.alphaTest.value=f.alphaTest);let E;f.map?E=f.map:f.alphaMap&&(E=f.alphaMap),E!==void 0&&(E.matrixAutoUpdate===!0&&E.updateMatrix(),m.uvTransform.value.copy(E.matrix))}function c(m,f){f.emissiveMap&&(m.emissiveMap.value=f.emissiveMap)}function l(m,f){m.specular.value.copy(f.specular),m.shininess.value=Math.max(f.shininess,1e-4),f.emissiveMap&&(m.emissiveMap.value=f.emissiveMap),f.bumpMap&&(m.bumpMap.value=f.bumpMap,m.bumpScale.value=f.bumpScale,f.side===1&&(m.bumpScale.value*=-1)),f.normalMap&&(m.normalMap.value=f.normalMap,m.normalScale.value.copy(f.normalScale),f.side===1&&m.normalScale.value.negate()),f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias)}function h(m,f){f.gradientMap&&(m.gradientMap.value=f.gradientMap),f.emissiveMap&&(m.emissiveMap.value=f.emissiveMap),f.bumpMap&&(m.bumpMap.value=f.bumpMap,m.bumpScale.value=f.bumpScale,f.side===1&&(m.bumpScale.value*=-1)),f.normalMap&&(m.normalMap.value=f.normalMap,m.normalScale.value.copy(f.normalScale),f.side===1&&m.normalScale.value.negate()),f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias)}function u(m,f){m.roughness.value=f.roughness,m.metalness.value=f.metalness,f.roughnessMap&&(m.roughnessMap.value=f.roughnessMap),f.metalnessMap&&(m.metalnessMap.value=f.metalnessMap),f.emissiveMap&&(m.emissiveMap.value=f.emissiveMap),f.bumpMap&&(m.bumpMap.value=f.bumpMap,m.bumpScale.value=f.bumpScale,f.side===1&&(m.bumpScale.value*=-1)),f.normalMap&&(m.normalMap.value=f.normalMap,m.normalScale.value.copy(f.normalScale),f.side===1&&m.normalScale.value.negate()),f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias),s.get(f).envMap&&(m.envMapIntensity.value=f.envMapIntensity)}function d(m,f,E){u(m,f),m.ior.value=f.ior,f.sheen>0&&(m.sheenColor.value.copy(f.sheenColor).multiplyScalar(f.sheen),m.sheenRoughness.value=f.sheenRoughness,f.sheenColorMap&&(m.sheenColorMap.value=f.sheenColorMap),f.sheenRoughnessMap&&(m.sheenRoughnessMap.value=f.sheenRoughnessMap)),f.clearcoat>0&&(m.clearcoat.value=f.clearcoat,m.clearcoatRoughness.value=f.clearcoatRoughness,f.clearcoatMap&&(m.clearcoatMap.value=f.clearcoatMap),f.clearcoatRoughnessMap&&(m.clearcoatRoughnessMap.value=f.clearcoatRoughnessMap),f.clearcoatNormalMap&&(m.clearcoatNormalScale.value.copy(f.clearcoatNormalScale),m.clearcoatNormalMap.value=f.clearcoatNormalMap,f.side===1&&m.clearcoatNormalScale.value.negate())),f.transmission>0&&(m.transmission.value=f.transmission,m.transmissionSamplerMap.value=E.texture,m.transmissionSamplerSize.value.set(E.width,E.height),f.transmissionMap&&(m.transmissionMap.value=f.transmissionMap),m.thickness.value=f.thickness,f.thicknessMap&&(m.thicknessMap.value=f.thicknessMap),m.attenuationDistance.value=f.attenuationDistance,m.attenuationColor.value.copy(f.attenuationColor)),m.specularIntensity.value=f.specularIntensity,m.specularColor.value.copy(f.specularColor),f.specularIntensityMap&&(m.specularIntensityMap.value=f.specularIntensityMap),f.specularColorMap&&(m.specularColorMap.value=f.specularColorMap)}function p(m,f){f.matcap&&(m.matcap.value=f.matcap),f.bumpMap&&(m.bumpMap.value=f.bumpMap,m.bumpScale.value=f.bumpScale,f.side===1&&(m.bumpScale.value*=-1)),f.normalMap&&(m.normalMap.value=f.normalMap,m.normalScale.value.copy(f.normalScale),f.side===1&&m.normalScale.value.negate()),f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias)}function g(m,f){f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias)}function _(m,f){f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias),m.referencePosition.value.copy(f.referencePosition),m.nearDistance.value=f.nearDistance,m.farDistance.value=f.farDistance}function M(m,f){f.bumpMap&&(m.bumpMap.value=f.bumpMap,m.bumpScale.value=f.bumpScale,f.side===1&&(m.bumpScale.value*=-1)),f.normalMap&&(m.normalMap.value=f.normalMap,m.normalScale.value.copy(f.normalScale),f.side===1&&m.normalScale.value.negate()),f.displacementMap&&(m.displacementMap.value=f.displacementMap,m.displacementScale.value=f.displacementScale,m.displacementBias.value=f.displacementBias)}return{refreshFogUniforms:e,refreshMaterialUniforms:t}}function fd(){const s=fi("canvas");return s.style.display="block",s}function He(s={}){const e=s.canvas!==void 0?s.canvas:fd(),t=s.context!==void 0?s.context:null,n=s.alpha!==void 0?s.alpha:!1,i=s.depth!==void 0?s.depth:!0,r=s.stencil!==void 0?s.stencil:!0,a=s.antialias!==void 0?s.antialias:!1,o=s.premultipliedAlpha!==void 0?s.premultipliedAlpha:!0,c=s.preserveDrawingBuffer!==void 0?s.preserveDrawingBuffer:!1,l=s.powerPreference!==void 0?s.powerPreference:"default",h=s.failIfMajorPerformanceCaveat!==void 0?s.failIfMajorPerformanceCaveat:!1;let u=null,d=null;const p=[],g=[];this.domElement=e,this.debug={checkShaderErrors:!0},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.outputEncoding=3e3,this.physicallyCorrectLights=!1,this.toneMapping=0,this.toneMappingExposure=1;const _=this;let M=!1,m=0,f=0,E=null,y=-1,T=null;const C=new ke,L=new ke;let Y=null,se=e.width,Z=e.height,x=1,R=null,D=null;const B=new ke(0,0,se,Z),N=new ke(0,0,se,Z);let I=!1;const V=new ar;let j=!1,ce=!1,O=null;const X=new ve,ne=new w,ue={background:null,fog:null,environment:null,overrideMaterial:null,isScene:!0};function ge(){return E===null?x:1}let U=t;function Ne(S,P){for(let z=0;z0?d=g[g.length-1]:d=null,p.pop(),p.length>0?u=p[p.length-1]:u=null};function Je(S,P,z,F){if(S.visible===!1)return;if(S.layers.test(P.layers)){if(S.isGroup)z=S.renderOrder;else if(S.isLOD)S.autoUpdate===!0&&S.update(P);else if(S.isLight)d.pushLight(S),S.castShadow&&d.pushShadow(S);else if(S.isSprite){if(!S.frustumCulled||V.intersectsSprite(S)){F&&ne.setFromMatrixPosition(S.matrixWorld).applyMatrix4(X);const Ae=ye.update(S),Le=S.material;Le.visible&&u.push(S,Ae,Le,z,ne.z,null)}}else if((S.isMesh||S.isLine||S.isPoints)&&(S.isSkinnedMesh&&S.skeleton.frame!==Re.render.frame&&(S.skeleton.update(),S.skeleton.frame=Re.render.frame),!S.frustumCulled||V.intersectsObject(S))){F&&ne.setFromMatrixPosition(S.matrixWorld).applyMatrix4(X);const Ae=ye.update(S),Le=S.material;if(Array.isArray(Le)){const Ce=Ae.groups;for(let Oe=0,Fe=Ce.length;Oe0&&zt(q,P,z),F&&oe.viewport(C.copy(F)),q.length>0&&bi(q,P,z),Te.length>0&&bi(Te,P,z),Ae.length>0&&bi(Ae,P,z)}function zt(S,P,z){if(O===null){const Ae=a===!0&&Se.isWebGL2===!0?rs:Mt;O=new Ae(1024,1024,{generateMipmaps:!0,type:_e.convert(1016)!==null?1016:1009,minFilter:1008,magFilter:1003,wrapS:1001,wrapT:1001,useRenderToTexture:fe.has("WEBGL_multisampled_render_to_texture")})}const F=_.getRenderTarget();_.setRenderTarget(O),_.clear();const q=_.toneMapping;_.toneMapping=0,bi(S,P,z),_.toneMapping=q,k.updateMultisampleRenderTarget(O),k.updateRenderTargetMipmap(O),_.setRenderTarget(F)}function bi(S,P,z){const F=P.isScene===!0?P.overrideMaterial:null;for(let q=0,Te=S.length;q=0&&P<=S.width-F&&z>=0&&z<=S.height-q&&U.readPixels(P,z,F,q,_e.convert(Oe),_e.convert(Fe),Te):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{const Ce=E!==null?be.get(E).__webglFramebuffer:null;oe.bindFramebuffer(36160,Ce)}}},this.copyFramebufferToTexture=function(S,P,z=0){if(P.isFramebufferTexture!==!0){console.error("THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.");return}const F=Math.pow(2,-z),q=Math.floor(P.image.width*F),Te=Math.floor(P.image.height*F);k.setTexture2D(P,0),U.copyTexSubImage2D(3553,z,0,0,S.x,S.y,q,Te),oe.unbindTexture()},this.copyTextureToTexture=function(S,P,z,F=0){const q=P.image.width,Te=P.image.height,Ae=_e.convert(z.format),Le=_e.convert(z.type);k.setTexture2D(z,0),U.pixelStorei(37440,z.flipY),U.pixelStorei(37441,z.premultiplyAlpha),U.pixelStorei(3317,z.unpackAlignment),P.isDataTexture?U.texSubImage2D(3553,F,S.x,S.y,q,Te,Ae,Le,P.image.data):P.isCompressedTexture?U.compressedTexSubImage2D(3553,F,S.x,S.y,P.mipmaps[0].width,P.mipmaps[0].height,Ae,P.mipmaps[0].data):U.texSubImage2D(3553,F,S.x,S.y,Ae,Le,P.image),F===0&&z.generateMipmaps&&U.generateMipmap(3553),oe.unbindTexture()},this.copyTextureToTexture3D=function(S,P,z,F,q=0){if(_.isWebGL1Renderer){console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");return}const Te=S.max.x-S.min.x+1,Ae=S.max.y-S.min.y+1,Le=S.max.z-S.min.z+1,Ce=_e.convert(F.format),Oe=_e.convert(F.type);let Fe;if(F.isDataTexture3D)k.setTexture3D(F,0),Fe=32879;else if(F.isDataTexture2DArray)k.setTexture2DArray(F,0),Fe=35866;else{console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");return}U.pixelStorei(37440,F.flipY),U.pixelStorei(37441,F.premultiplyAlpha),U.pixelStorei(3317,F.unpackAlignment);const Be=U.getParameter(3314),$e=U.getParameter(32878),cn=U.getParameter(3316),Mn=U.getParameter(3315),ze=U.getParameter(32877),Ct=z.isCompressedTexture?z.mipmaps[0]:z.image;U.pixelStorei(3314,Ct.width),U.pixelStorei(32878,Ct.height),U.pixelStorei(3316,S.min.x),U.pixelStorei(3315,S.min.y),U.pixelStorei(32877,S.min.z),z.isDataTexture||z.isDataTexture3D?U.texSubImage3D(Fe,q,P.x,P.y,P.z,Te,Ae,Le,Ce,Oe,Ct.data):z.isCompressedTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),U.compressedTexSubImage3D(Fe,q,P.x,P.y,P.z,Te,Ae,Le,Ce,Ct.data)):U.texSubImage3D(Fe,q,P.x,P.y,P.z,Te,Ae,Le,Ce,Oe,Ct),U.pixelStorei(3314,Be),U.pixelStorei(32878,$e),U.pixelStorei(3316,cn),U.pixelStorei(3315,Mn),U.pixelStorei(32877,ze),q===0&&F.generateMipmaps&&U.generateMipmap(Fe),oe.unbindTexture()},this.initTexture=function(S){k.setTexture2D(S,0),oe.unbindTexture()},this.resetState=function(){m=0,f=0,E=null,oe.reset(),pe.reset()},typeof __THREE_DEVTOOLS__!="undefined"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}He.prototype.isWebGLRenderer=!0;class pd extends He{}pd.prototype.isWebGL1Renderer=!0;class fs{constructor(e,t=1,n=1e3){this.name="",this.color=new me(e),this.near=t,this.far=n}clone(){return new fs(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}fs.prototype.isFog=!0;class no extends Ue{constructor(){super();this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,typeof __THREE_DEVTOOLS__!="undefined"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,t){return super.copy(e,t),e.background!==null&&(this.background=e.background.clone()),e.environment!==null&&(this.environment=e.environment.clone()),e.fog!==null&&(this.fog=e.fog.clone()),e.overrideMaterial!==null&&(this.overrideMaterial=e.overrideMaterial.clone()),this.autoUpdate=e.autoUpdate,this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){const t=super.toJSON(e);return this.fog!==null&&(t.object.fog=this.fog.toJSON()),t}}no.prototype.isScene=!0;class vi{constructor(e,t){this.array=e,this.stride=t,this.count=e!==void 0?e.length/t:0,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=Ft()}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,n){e*=this.stride,n*=t.stride;for(let i=0,r=this.stride;ie.far||t.push({distance:c,point:ri.clone(),uv:Qe.getUV(ri,qi,ai,Xi,la,Gr,ca,new J),face:null,object:this})}copy(e){return super.copy(e),e.center!==void 0&&this.center.copy(e.center),this.material=e.material,this}}md.prototype.isSprite=!0;function Yi(s,e,t,n,i,r){Gn.subVectors(s,t).addScalar(.5).multiply(n),i!==void 0?(si.x=r*Gn.x-i*Gn.y,si.y=i*Gn.x+r*Gn.y):si.copy(Gn),s.copy(e),s.x+=si.x,s.y+=si.y,s.applyMatrix4(ro)}const ha=new w,ua=new ke,da=new ke,gd=new w,fa=new ve;class so extends mt{constructor(e,t){super(e,t);this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new ve,this.bindMatrixInverse=new ve}copy(e){return super.copy(e),this.bindMode=e.bindMode,this.bindMatrix.copy(e.bindMatrix),this.bindMatrixInverse.copy(e.bindMatrixInverse),this.skeleton=e.skeleton,this}bind(e,t){this.skeleton=e,t===void 0&&(this.updateMatrixWorld(!0),this.skeleton.calculateInverses(),t=this.matrixWorld),this.bindMatrix.copy(t),this.bindMatrixInverse.copy(t).invert()}pose(){this.skeleton.pose()}normalizeSkinWeights(){const e=new ke,t=this.geometry.attributes.skinWeight;for(let n=0,i=t.count;nc)continue;d.applyMatrix4(this.matrixWorld);const Y=e.ray.origin.distanceTo(d);Ye.far||t.push({distance:Y,point:u.clone().applyMatrix4(this.matrixWorld),index:E,face:null,faceIndex:null,object:this})}}else{const m=Math.max(0,a.start),f=Math.min(M.count,a.start+a.count);for(let E=m,y=f-1;Ec)continue;d.applyMatrix4(this.matrixWorld);const C=e.ray.origin.distanceTo(d);Ce.far||t.push({distance:C,point:u.clone().applyMatrix4(this.matrixWorld),index:E,face:null,faceIndex:null,object:this})}}}else n.isGeometry&&console.error("THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}updateMorphTargets(){const e=this.geometry;if(e.isBufferGeometry){const t=e.morphAttributes,n=Object.keys(t);if(n.length>0){const i=t[n[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,a=i.length;r0&&console.error("THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}ps.prototype.isLine=!0;const va=new w,ya=new w;class ms extends ps{constructor(e,t){super(e,t);this.type="LineSegments"}computeLineDistances(){const e=this.geometry;if(e.isBufferGeometry)if(e.index===null){const t=e.attributes.position,n=[];for(let i=0,r=t.count;i0){const i=t[n[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,a=i.length;r0&&console.error("THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}Md.prototype.isPoints=!0;function Sa(s,e,t,n,i,r,a){const o=Kr.distanceSqToPoint(s);if(oi.far)return;r.push({distance:l,distanceToRay:Math.sqrt(o),point:c,index:e,face:null,object:a})}}class Sd extends rt{constructor(e,t,n,i,r,a,o,c,l){super(e,t,n,i,r,a,o,c,l);this.minFilter=a!==void 0?a:1006,this.magFilter=r!==void 0?r:1006,this.generateMipmaps=!1;const h=this;function u(){h.needsUpdate=!0,e.requestVideoFrameCallback(u)}"requestVideoFrameCallback"in e&&e.requestVideoFrameCallback(u)}clone(){return new this.constructor(this.image).copy(this)}update(){const e=this.image;"requestVideoFrameCallback"in e===!1&&e.readyState>=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}Sd.prototype.isVideoTexture=!0;class bd extends rt{constructor(e,t,n){super({width:e,height:t});this.format=n,this.magFilter=1003,this.minFilter=1003,this.generateMipmaps=!1,this.needsUpdate=!0}}bd.prototype.isFramebufferTexture=!0;class wd extends rt{constructor(e,t,n,i,r,a,o,c,l,h,u,d){super(null,a,o,c,l,h,i,r,u,d);this.image={width:t,height:n},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}}wd.prototype.isCompressedTexture=!0;class Td extends rt{constructor(e,t,n,i,r,a,o,c,l){super(e,t,n,i,r,a,o,c,l);this.needsUpdate=!0}}Td.prototype.isCanvasTexture=!0;new w;new w;new w;new Qe;class St{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(e,t){const n=this.getUtoTmapping(e);return this.getPoint(n,t)}getPoints(e=5){const t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));return t}getSpacedPoints(e=5){const t=[];for(let n=0;n<=e;n++)t.push(this.getPointAt(n/e));return t}getLength(){const e=this.getLengths();return e[e.length-1]}getLengths(e=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===e+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const t=[];let n,i=this.getPoint(0),r=0;t.push(0);for(let a=1;a<=e;a++)n=this.getPoint(a/e),r+=n.distanceTo(i),t.push(r),i=n;return this.cacheArcLengths=t,t}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(e,t){const n=this.getLengths();let i=0;const r=n.length;let a;t?a=t:a=e*n[r-1];let o=0,c=r-1,l;for(;o<=c;)if(i=Math.floor(o+(c-o)/2),l=n[i]-a,l<0)o=i+1;else if(l>0)c=i-1;else{c=i;break}if(i=c,n[i]===a)return i/(r-1);const h=n[i],d=n[i+1]-h,p=(a-h)/d;return(i+p)/(r-1)}getTangent(e,t){let i=e-1e-4,r=e+1e-4;i<0&&(i=0),r>1&&(r=1);const a=this.getPoint(i),o=this.getPoint(r),c=t||(a.isVector2?new J:new w);return c.copy(o).sub(a).normalize(),c}getTangentAt(e,t){const n=this.getUtoTmapping(e);return this.getTangent(n,t)}computeFrenetFrames(e,t){const n=new w,i=[],r=[],a=[],o=new w,c=new ve;for(let p=0;p<=e;p++){const g=p/e;i[p]=this.getTangentAt(g,new w)}r[0]=new w,a[0]=new w;let l=Number.MAX_VALUE;const h=Math.abs(i[0].x),u=Math.abs(i[0].y),d=Math.abs(i[0].z);h<=l&&(l=h,n.set(1,0,0)),u<=l&&(l=u,n.set(0,1,0)),d<=l&&n.set(0,0,1),o.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],o),a[0].crossVectors(i[0],r[0]);for(let p=1;p<=e;p++){if(r[p]=r[p-1].clone(),a[p]=a[p-1].clone(),o.crossVectors(i[p-1],i[p]),o.length()>Number.EPSILON){o.normalize();const g=Math.acos(vt(i[p-1].dot(i[p]),-1,1));r[p].applyMatrix4(c.makeRotationAxis(o,g))}a[p].crossVectors(i[p],r[p])}if(t===!0){let p=Math.acos(vt(r[0].dot(r[e]),-1,1));p/=e,i[0].dot(o.crossVectors(r[0],r[e]))>0&&(p=-p);for(let g=1;g<=e;g++)r[g].applyMatrix4(c.makeRotationAxis(i[g],p*g)),a[g].crossVectors(i[g],r[g])}return{tangents:i,normals:r,binormals:a}}clone(){return new this.constructor().copy(this)}copy(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}toJSON(){const e={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return e.arcLengthDivisions=this.arcLengthDivisions,e.type=this.type,e}fromJSON(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}}class cr extends St{constructor(e=0,t=0,n=1,i=1,r=0,a=Math.PI*2,o=!1,c=0){super();this.type="EllipseCurve",this.aX=e,this.aY=t,this.xRadius=n,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=a,this.aClockwise=o,this.aRotation=c}getPoint(e,t){const n=t||new J,i=Math.PI*2;let r=this.aEndAngle-this.aStartAngle;const a=Math.abs(r)i;)r-=i;r0?0:(Math.floor(Math.abs(o)/r)+1)*r:c===0&&o===r-1&&(o=r-2,c=1);let l,h;this.closed||o>0?l=i[(o-1)%r]:(Ki.subVectors(i[0],i[1]).add(i[0]),l=Ki);const u=i[o%r],d=i[(o+1)%r];if(this.closed||o+2i.length-2?i.length-1:a+1],u=i[a>i.length-3?i.length-1:a+2];return n.set(ba(o,c.x,l.x,h.x,u.x),ba(o,c.y,l.y,h.y,u.y)),n}copy(e){super.copy(e),this.points=[];for(let t=0,n=e.points.length;t=n){const a=i[r]-n,o=this.curves[r],c=o.getLength(),l=c===0?0:1-a/c;return o.getPointAt(l,t)}r++}return null}getLength(){const e=this.getCurveLengths();return e[e.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const e=[];let t=0;for(let n=0,i=this.curves.length;n1&&!t[t.length-1].equals(t[0])&&t.push(t[0]),t}copy(e){super.copy(e),this.curves=[];for(let t=0,n=e.curves.length;t0){const u=l.getPoint(0);u.equals(this.currentPoint)||this.lineTo(u.x,u.y)}this.curves.push(l);const h=l.getPoint(1);return this.currentPoint.copy(h),this}copy(e){return super.copy(e),this.currentPoint.copy(e.currentPoint),this}toJSON(){const e=super.toJSON();return e.currentPoint=this.currentPoint.toArray(),e}fromJSON(e){return super.fromJSON(e),this.currentPoint.fromArray(e.currentPoint),this}}class Mi extends Qr{constructor(e){super(e);this.uuid=Ft(),this.type="Shape",this.holes=[]}getPointsHoles(e){const t=[];for(let n=0,i=this.holes.length;n80*t){o=l=s[0],c=h=s[1];for(let g=t;gl&&(l=u),d>h&&(h=d);p=Math.max(l-o,h-c),p=p!==0?1/p:0}return mi(r,a,t,o,c,p),a}};function fo(s,e,t,n,i){let r,a;if(i===$d(s,e,t,n)>0)for(r=e;r=e;r-=n)a=wa(r,s[r],s[r+1],a);return a&&ur(a,a.next)&&(_i(a),a=a.next),a}function sn(s,e){if(!s)return s;e||(e=s);let t=s,n;do if(n=!1,!t.steiner&&(ur(t,t.next)||je(t.prev,t,t.next)===0)){if(_i(t),t=e=t.prev,t===t.next)break;n=!0}else t=t.next;while(n||t!==e);return e}function mi(s,e,t,n,i,r,a){if(!s)return;!a&&r&&qd(s,n,i,r);let o=s,c,l;for(;s.prev!==s.next;){if(c=s.prev,l=s.next,r?zd(s,n,i,r):Nd(s)){e.push(c.i/t),e.push(s.i/t),e.push(l.i/t),_i(s),s=l.next,o=l.next;continue}if(s=l,s===o){a?a===1?(s=Ud(sn(s),e,t),mi(s,e,t,n,i,r,2)):a===2&&Od(s,e,t,n,i,r):mi(sn(s),e,t,n,i,r,1);break}}}function Nd(s){const e=s.prev,t=s,n=s.next;if(je(e,t,n)>=0)return!1;let i=s.next.next;for(;i!==s.prev;){if(kn(e.x,e.y,t.x,t.y,n.x,n.y,i.x,i.y)&&je(i.prev,i,i.next)>=0)return!1;i=i.next}return!0}function zd(s,e,t,n){const 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t=s;do{if(t.i!==s.i&&t.next.i!==s.i&&t.i!==e.i&&t.next.i!==e.i&&po(t,t.next,s,e))return!0;t=t.next}while(t!==s);return!1}function gi(s,e){return je(s.prev,s,s.next)<0?je(s,e,s.next)>=0&&je(s,s.prev,e)>=0:je(s,e,s.prev)<0||je(s,s.next,e)<0}function Jd(s,e){let t=s,n=!1;const i=(s.x+e.x)/2,r=(s.y+e.y)/2;do t.y>r!=t.next.y>r&&t.next.y!==t.y&&i<(t.next.x-t.x)*(r-t.y)/(t.next.y-t.y)+t.x&&(n=!n),t=t.next;while(t!==s);return n}function mo(s,e){const t=new ts(s.i,s.x,s.y),n=new ts(e.i,e.x,e.y),i=s.next,r=e.prev;return s.next=e,e.prev=s,t.next=i,i.prev=t,n.next=t,t.prev=n,r.next=n,n.prev=r,n}function wa(s,e,t,n){const i=new ts(s,e,t);return n?(i.next=n.next,i.prev=n,n.next.prev=i,n.next=i):(i.prev=i,i.next=i),i}function _i(s){s.next.prev=s.prev,s.prev.next=s.next,s.prevZ&&(s.prevZ.nextZ=s.nextZ),s.nextZ&&(s.nextZ.prevZ=s.prevZ)}function ts(s,e,t){this.i=s,this.x=e,this.y=t,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}function $d(s,e,t,n){let i=0;for(let r=e,a=t-n;r2&&s[e-1].equals(s[0])&&s.pop()}function Ea(s,e){for(let t=0;tNumber.EPSILON){const H=Math.sqrt(b),K=Math.sqrt(We*We+Ve*Ve),de=Q.x-Ie/H,G=Q.y+we/H,_e=$.x-Ve/K,pe=$.y+We/K,ie=((_e-de)*Ve-(pe-G)*We)/(we*Ve-Ie*We);le=de+we*ie-k.x,re=G+Ie*ie-k.y;const te=le*le+re*re;if(te<=2)return new J(le,re);ye=Math.sqrt(te/2)}else{let H=!1;we>Number.EPSILON?We>Number.EPSILON&&(H=!0):we<-Number.EPSILON?We<-Number.EPSILON&&(H=!0):Math.sign(Ie)===Math.sign(Ve)&&(H=!0),H?(le=-Ie,re=we,ye=Math.sqrt(b)):(le=we,re=Ie,ye=Math.sqrt(b/2))}return new J(le/ye,re/ye)}const ce=[];for(let k=0,Q=B.length,$=Q-1,le=k+1;k=0;k--){const Q=k/M,$=p*Math.cos(Q*Math.PI/2),le=g*Math.sin(Q*Math.PI/2)+_;for(let re=0,ye=B.length;re=0;){const le=$;let re=$-1;re<0&&(re=k.length-1);for(let ye=0,we=h+M*2;ye0!=e>0&&this.version++,this._sheen=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.ior=e.ior,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}}nf.prototype.isMeshPhysicalMaterial=!0;class rf extends ut{constructor(e){super();this.type="MeshPhongMaterial",this.color=new me(16777215),this.specular=new me(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new me(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new J(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this}}rf.prototype.isMeshPhongMaterial=!0;class sf extends ut{constructor(e){super();this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new me(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new me(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new J(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this}}sf.prototype.isMeshToonMaterial=!0;class af extends ut{constructor(e){super();this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new J(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}}af.prototype.isMeshNormalMaterial=!0;class of extends ut{constructor(e){super();this.type="MeshLambertMaterial",this.color=new me(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new me(0),this.emissiveIntensity=1,this.emissiveMap=null,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this}}of.prototype.isMeshLambertMaterial=!0;class lf extends ut{constructor(e){super();this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new me(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new J(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.flatShading=e.flatShading,this}}lf.prototype.isMeshMatcapMaterial=!0;class cf extends yi{constructor(e){super();this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}copy(e){return super.copy(e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this}}cf.prototype.isLineDashedMaterial=!0;const Xe={arraySlice:function(s,e,t){return Xe.isTypedArray(s)?new s.constructor(s.subarray(e,t!==void 0?t:s.length)):s.slice(e,t)},convertArray:function(s,e,t){return!s||!t&&s.constructor===e?s:typeof e.BYTES_PER_ELEMENT=="number"?new e(s):Array.prototype.slice.call(s)},isTypedArray:function(s){return ArrayBuffer.isView(s)&&!(s instanceof DataView)},getKeyframeOrder:function(s){function e(i,r){return s[i]-s[r]}const t=s.length,n=new Array(t);for(let i=0;i!==t;++i)n[i]=i;return n.sort(e),n},sortedArray:function(s,e,t){const n=s.length,i=new s.constructor(n);for(let r=0,a=0;a!==n;++r){const o=t[r]*e;for(let c=0;c!==e;++c)i[a++]=s[o+c]}return i},flattenJSON:function(s,e,t,n){let i=1,r=s[0];for(;r!==void 0&&r[n]===void 0;)r=s[i++];if(r===void 0)return;let a=r[n];if(a!==void 0)if(Array.isArray(a))do a=r[n],a!==void 0&&(e.push(r.time),t.push.apply(t,a)),r=s[i++];while(r!==void 0);else if(a.toArray!==void 0)do a=r[n],a!==void 0&&(e.push(r.time),a.toArray(t,t.length)),r=s[i++];while(r!==void 0);else do a=r[n],a!==void 0&&(e.push(r.time),t.push(a)),r=s[i++];while(r!==void 0)},subclip:function(s,e,t,n,i=30){const r=s.clone();r.name=e;const a=[];for(let c=0;c=n)){u.push(l.times[p]);for(let _=0;_r.tracks[c].times[0]&&(o=r.tracks[c].times[0]);for(let c=0;c=o.times[g]){const m=g*u+h,f=m+u-h;_=Xe.arraySlice(o.values,m,f)}else{const m=o.createInterpolant(),f=h,E=u-h;m.evaluate(r),_=Xe.arraySlice(m.resultBuffer,f,E)}c==="quaternion"&&new dt().fromArray(_).normalize().conjugate().toArray(_);const M=l.times.length;for(let m=0;m=r)){const o=t[1];e=r)break t}a=n,n=0;break n}break e}for(;n>>1;et;)--a;if(++a,r!==0||a!==i){r>=a&&(a=Math.max(a,1),r=a-1);const o=this.getValueSize();this.times=Xe.arraySlice(n,r,a),this.values=Xe.arraySlice(this.values,r*o,a*o)}return this}validate(){let e=!0;const t=this.getValueSize();t-Math.floor(t)!==0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);const n=this.times,i=this.values,r=n.length;r===0&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);let a=null;for(let o=0;o!==r;o++){const c=n[o];if(typeof c=="number"&&isNaN(c)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,o,c),e=!1;break}if(a!==null&&a>c){console.error("THREE.KeyframeTrack: Out of order keys.",this,o,c,a),e=!1;break}a=c}if(i!==void 0&&Xe.isTypedArray(i))for(let o=0,c=i.length;o!==c;++o){const l=i[o];if(isNaN(l)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,o,l),e=!1;break}}return e}optimize(){const e=Xe.arraySlice(this.times),t=Xe.arraySlice(this.values),n=this.getValueSize(),i=this.getInterpolation()===2302,r=e.length-1;let a=1;for(let o=1;o0){e[a]=e[r];for(let o=r*n,c=a*n,l=0;l!==n;++l)t[c+l]=t[o+l];++a}return a!==e.length?(this.times=Xe.arraySlice(e,0,a),this.values=Xe.arraySlice(t,0,a*n)):(this.times=e,this.values=t),this}clone(){const e=Xe.arraySlice(this.times,0),t=Xe.arraySlice(this.values,0),n=this.constructor,i=new n(this.name,e,t);return i.createInterpolant=this.createInterpolant,i}}Nt.prototype.TimeBufferType=Float32Array;Nt.prototype.ValueBufferType=Float32Array;Nt.prototype.DefaultInterpolation=2301;class $n extends Nt{}$n.prototype.ValueTypeName="bool";$n.prototype.ValueBufferType=Array;$n.prototype.DefaultInterpolation=2300;$n.prototype.InterpolantFactoryMethodLinear=void 0;$n.prototype.InterpolantFactoryMethodSmooth=void 0;class xo extends Nt{}xo.prototype.ValueTypeName="color";class ir extends Nt{}ir.prototype.ValueTypeName="number";class df extends an{constructor(e,t,n,i){super(e,t,n,i)}interpolate_(e,t,n,i){const r=this.resultBuffer,a=this.sampleValues,o=this.valueSize,c=(n-t)/(i-t);let l=e*o;for(let h=l+o;l!==h;l+=4)dt.slerpFlat(r,0,a,l-o,a,l,c);return r}}class Si extends Nt{InterpolantFactoryMethodLinear(e){return new df(this.times,this.values,this.getValueSize(),e)}}Si.prototype.ValueTypeName="quaternion";Si.prototype.DefaultInterpolation=2301;Si.prototype.InterpolantFactoryMethodSmooth=void 0;class Kn extends Nt{}Kn.prototype.ValueTypeName="string";Kn.prototype.ValueBufferType=Array;Kn.prototype.DefaultInterpolation=2300;Kn.prototype.InterpolantFactoryMethodLinear=void 0;Kn.prototype.InterpolantFactoryMethodSmooth=void 0;class rr extends Nt{}rr.prototype.ValueTypeName="vector";class Aa{constructor(e,t=-1,n,i=2500){this.name=e,this.tracks=n,this.duration=t,this.blendMode=i,this.uuid=Ft(),this.duration<0&&this.resetDuration()}static parse(e){const t=[],n=e.tracks,i=1/(e.fps||1);for(let a=0,o=n.length;a!==o;++a)t.push(pf(n[a]).scale(i));const r=new this(e.name,e.duration,t,e.blendMode);return r.uuid=e.uuid,r}static toJSON(e){const t=[],n=e.tracks,i={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode};for(let r=0,a=n.length;r!==a;++r)t.push(Nt.toJSON(n[r]));return i}static CreateFromMorphTargetSequence(e,t,n,i){const r=t.length,a=[];for(let o=0;o1){const u=h[1];let d=i[u];d||(i[u]=d=[]),d.push(l)}}const a=[];for(const o in i)a.push(this.CreateFromMorphTargetSequence(o,i[o],t,n));return a}static parseAnimation(e,t){if(!e)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(u,d,p,g,_){if(p.length!==0){const M=[],m=[];Xe.flattenJSON(p,M,m,g),M.length!==0&&_.push(new u(d,M,m))}},i=[],r=e.name||"default",a=e.fps||30,o=e.blendMode;let c=e.length||-1;const l=e.hierarchy||[];for(let u=0;u{t&&t(r),this.manager.itemEnd(e)},0),r;if(Wt[e]!==void 0){Wt[e].push({onLoad:t,onProgress:n,onError:i});return}Wt[e]=[],Wt[e].push({onLoad:t,onProgress:n,onError:i});const a=new Request(e,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),o=this.mimeType,c=this.responseType;fetch(a).then(l=>{if(l.status===200||l.status===0){if(l.status===0&&console.warn("THREE.FileLoader: HTTP Status 0 received."),typeof ReadableStream=="undefined"||l.body.getReader===void 0)return l;const h=Wt[e],u=l.body.getReader(),d=l.headers.get("Content-Length"),p=d?parseInt(d):0,g=p!==0;let _=0;const M=new ReadableStream({start(m){f();function f(){u.read().then(({done:E,value:y})=>{if(E)m.close();else{_+=y.byteLength;const T=new ProgressEvent("progress",{lengthComputable:g,loaded:_,total:p});for(let C=0,L=h.length;C{switch(c){case"arraybuffer":return l.arrayBuffer();case"blob":return l.blob();case"document":return l.text().then(h=>new DOMParser().parseFromString(h,o));case"json":return l.json();default:if(o===void 0)return l.text();{const u=/charset="?([^;"\s]*)"?/i.exec(o),d=u&&u[1]?u[1].toLowerCase():void 0,p=new TextDecoder(d);return l.arrayBuffer().then(g=>p.decode(g))}}}).then(l=>{Yn.add(e,l);const h=Wt[e];delete Wt[e];for(let u=0,d=h.length;u{const h=Wt[e];if(h===void 0)throw this.manager.itemError(e),l;delete Wt[e];for(let u=0,d=h.length;u{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}}class vo extends ln{constructor(e){super(e)}load(e,t,n,i){this.path!==void 0&&(e=this.path+e),e=this.manager.resolveURL(e);const r=this,a=Yn.get(e);if(a!==void 0)return r.manager.itemStart(e),setTimeout(function(){t&&t(a),r.manager.itemEnd(e)},0),a;const o=fi("img");function c(){h(),Yn.add(e,this),t&&t(this),r.manager.itemEnd(e)}function l(u){h(),i&&i(u),r.manager.itemError(e),r.manager.itemEnd(e)}function h(){o.removeEventListener("load",c,!1),o.removeEventListener("error",l,!1)}return o.addEventListener("load",c,!1),o.addEventListener("error",l,!1),e.substr(0,5)!=="data:"&&this.crossOrigin!==void 0&&(o.crossOrigin=this.crossOrigin),r.manager.itemStart(e),o.src=e,o}}class xf extends ln{constructor(e){super(e)}load(e,t,n,i){const r=new sr,a=new vo(this.manager);a.setCrossOrigin(this.crossOrigin),a.setPath(this.path);let o=0;function c(l){a.load(e[l],function(h){r.images[l]=h,o++,o===6&&(r.needsUpdate=!0,t&&t(r))},void 0,i)}for(let l=0;l0){this.source.connect(this.filters[0]);for(let e=1,t=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(let e=1,t=this.filters.length;e0&&this._mixBufferRegionAdditive(n,i,this._addIndex*t,1,t);for(let c=t,l=t+t;c!==l;++c)if(n[c]!==n[c+t]){o.setValue(n,i);break}}saveOriginalState(){const e=this.binding,t=this.buffer,n=this.valueSize,i=n*this._origIndex;e.getValue(t,i);for(let r=n,a=i;r!==a;++r)t[r]=t[i+r%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const e=this.valueSize*3;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){const e=this._addIndex*this.valueSize,t=e+this.valueSize;for(let n=e;n=.5)for(let a=0;a!==r;++a)e[t+a]=e[n+a]}_slerp(e,t,n,i){dt.slerpFlat(e,t,e,t,e,n,i)}_slerpAdditive(e,t,n,i,r){const a=this._workIndex*r;dt.multiplyQuaternionsFlat(e,a,e,t,e,n),dt.slerpFlat(e,t,e,t,e,a,i)}_lerp(e,t,n,i,r){const a=1-i;for(let o=0;o!==r;++o){const c=t+o;e[c]=e[c]*a+e[n+o]*i}}_lerpAdditive(e,t,n,i,r){for(let a=0;a!==r;++a){const o=t+a;e[o]=e[o]+e[n+a]*i}}}const bs="\\[\\]\\.:\\/",Nf=new RegExp("["+bs+"]","g"),ws="[^"+bs+"]",zf="[^"+bs.replace("\\.","")+"]",Uf=/((?:WC+[\/:])*)/.source.replace("WC",ws),Of=/(WCOD+)?/.source.replace("WCOD",zf),Gf=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",ws),Vf=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",ws),Hf=new RegExp("^"+Uf+Of+Gf+Vf+"$"),kf=["material","materials","bones"];class Wf{constructor(e,t,n){const i=n||Ge.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,i)}getValue(e,t){this.bind();const n=this._targetGroup.nCachedObjects_,i=this._bindings[n];i!==void 0&&i.getValue(e,t)}setValue(e,t){const n=this._bindings;for(let i=this._targetGroup.nCachedObjects_,r=n.length;i!==r;++i)n[i].setValue(e,t)}bind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,n=e.length;t!==n;++t)e[t].bind()}unbind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,n=e.length;t!==n;++t)e[t].unbind()}}class Ge{constructor(e,t,n){this.path=t,this.parsedPath=n||Ge.parseTrackName(t),this.node=Ge.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(e,t,n){return e&&e.isAnimationObjectGroup?new Ge.Composite(e,t,n):new Ge(e,t,n)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(Nf,"")}static parseTrackName(e){const t=Hf.exec(e);if(!t)throw new Error("PropertyBinding: Cannot parse trackName: "+e);const n={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(i!==void 0&&i!==-1){const r=n.nodeName.substring(i+1);kf.indexOf(r)!==-1&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=r)}if(n.propertyName===null||n.propertyName.length===0)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return n}static findNode(e,t){if(!t||t===""||t==="."||t===-1||t===e.name||t===e.uuid)return e;if(e.skeleton){const n=e.skeleton.getBoneByName(t);if(n!==void 0)return n}if(e.children){const n=function(r){for(let a=0;a0){const c=this._interpolants,l=this._propertyBindings;switch(this.blendMode){case 2501:for(let h=0,u=c.length;h!==u;++h)c[h].evaluate(a),l[h].accumulateAdditive(o);break;case 2500:default:for(let h=0,u=c.length;h!==u;++h)c[h].evaluate(a),l[h].accumulate(i,o)}}}_updateWeight(e){let t=0;if(this.enabled){t=this.weight;const n=this._weightInterpolant;if(n!==null){const i=n.evaluate(e)[0];t*=i,e>n.parameterPositions[1]&&(this.stopFading(),i===0&&(this.enabled=!1))}}return this._effectiveWeight=t,t}_updateTimeScale(e){let t=0;if(!this.paused){t=this.timeScale;const n=this._timeScaleInterpolant;n!==null&&(t*=n.evaluate(e)[0],e>n.parameterPositions[1]&&(this.stopWarping(),t===0?this.paused=!0:this.timeScale=t))}return this._effectiveTimeScale=t,t}_updateTime(e){const t=this._clip.duration,n=this.loop;let i=this.time+e,r=this._loopCount;const a=n===2202;if(e===0)return r===-1?i:a&&(r&1)===1?t-i:i;if(n===2200){r===-1&&(this._loopCount=0,this._setEndings(!0,!0,!1));e:{if(i>=t)i=t;else if(i<0)i=0;else{this.time=i;break e}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:e<0?-1:1})}}else{if(r===-1&&(e>=0?(r=0,this._setEndings(!0,this.repetitions===0,a)):this._setEndings(this.repetitions===0,!0,a)),i>=t||i<0){const o=Math.floor(i/t);i-=t*o,r+=Math.abs(o);const c=this.repetitions-r;if(c<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=e>0?t:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:e>0?1:-1});else{if(c===1){const l=e<0;this._setEndings(l,!l,a)}else this._setEndings(!1,!1,a);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:o})}}else this.time=i;if(a&&(r&1)===1)return t-i}return i}_setEndings(e,t,n){const i=this._interpolantSettings;n?(i.endingStart=2401,i.endingEnd=2401):(e?i.endingStart=this.zeroSlopeAtStart?2401:2400:i.endingStart=2402,t?i.endingEnd=this.zeroSlopeAtEnd?2401:2400:i.endingEnd=2402)}_scheduleFading(e,t,n){const i=this._mixer,r=i.time;let a=this._weightInterpolant;a===null&&(a=i._lendControlInterpolant(),this._weightInterpolant=a);const o=a.parameterPositions,c=a.sampleValues;return o[0]=r,c[0]=t,o[1]=r+e,c[1]=n,this}}class Xf extends on{constructor(e){super();this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(e,t){const n=e._localRoot||this._root,i=e._clip.tracks,r=i.length,a=e._propertyBindings,o=e._interpolants,c=n.uuid,l=this._bindingsByRootAndName;let h=l[c];h===void 0&&(h={},l[c]=h);for(let u=0;u!==r;++u){const d=i[u],p=d.name;let g=h[p];if(g!==void 0)++g.referenceCount,a[u]=g;else{if(g=a[u],g!==void 0){g._cacheIndex===null&&(++g.referenceCount,this._addInactiveBinding(g,c,p));continue}const _=t&&t._propertyBindings[u].binding.parsedPath;g=new Bf(Ge.create(n,p,_),d.ValueTypeName,d.getValueSize()),++g.referenceCount,this._addInactiveBinding(g,c,p),a[u]=g}o[u].resultBuffer=g.buffer}}_activateAction(e){if(!this._isActiveAction(e)){if(e._cacheIndex===null){const n=(e._localRoot||this._root).uuid,i=e._clip.uuid,r=this._actionsByClip[i];this._bindAction(e,r&&r.knownActions[0]),this._addInactiveAction(e,i,n)}const t=e._propertyBindings;for(let n=0,i=t.length;n!==i;++n){const r=t[n];r.useCount++===0&&(this._lendBinding(r),r.saveOriginalState())}this._lendAction(e)}}_deactivateAction(e){if(this._isActiveAction(e)){const t=e._propertyBindings;for(let n=0,i=t.length;n!==i;++n){const r=t[n];--r.useCount===0&&(r.restoreOriginalState(),this._takeBackBinding(r))}this._takeBackAction(e)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}}_isActiveAction(e){const t=e._cacheIndex;return t!==null&&t=0;--n)e[n].stop();return this}update(e){e*=this.timeScale;const t=this._actions,n=this._nActiveActions,i=this.time+=e,r=Math.sign(e),a=this._accuIndex^=1;for(let l=0;l!==n;++l)t[l]._update(i,e,r,a);const o=this._bindings,c=this._nActiveBindings;for(let l=0;l!==c;++l)o[l].apply(a);return this}setTime(e){this.time=0;for(let t=0;t