!p.shadowCascade&&m++}}if(dc&&d&&d.useVertexTexture)j=1024;else{b=k.getParameter(k.MAX_VERTEX_UNIFORM_VECTORS);b=Math.floor((b-20)/4);if(d!==void0&&dinstanceofTHREE.SkinnedMesh){b=Math.min(d.bones.length,b);b<d.bones.length&&console.warn("WebGLRenderer: too many bones - "+d.bones.length+", this GPU supports just "+b+" (try OpenGL instead of ANGLE)")}j=b}varr;a:{p=a.fragmentShader;o=a.vertexShader;varn=a.uniforms,b=a.attributes,c={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,vertexColors:a.vertexColors,
void0&&dinstanceofTHREE.SkinnedMesh){b=Math.min(d.bones.length,b);b<d.bones.length&&console.warn("WebGLRenderer: too many bones - "+d.bones.length+", this GPU supports just "+b+" (try OpenGL instead of ANGLE)")}k=b}varp;a:{q=a.fragmentShader;o=a.vertexShader;varn=a.uniforms,b=a.attributes,c={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,vertexColors:a.vertexColors,fog:c,useFog:a.fog,sizeAttenuation:a.sizeAttenuation,skinning:a.skinning,maxBones:k,useVertexTexture:hc&&d&&d.useVertexTexture,