q++);f=s;g=t;h=q;t=q=0;for(s=b.length;t<s;t++)u=b[t],u.castShadow&&(uinstanceofTHREE.SpotLight&&q++,uinstanceofTHREE.DirectionalLight&&!u.shadowCascade&&q++);n=q;Eb&&d&&d.useVertexTexture?p=1024:(b=m.getParameter(m.MAX_VERTEX_UNIFORM_VECTORS),b=Math.floor((b-20)/4),void0!==d&&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)")),p=b);a:{t=a.fragmentShader;
q++);f=s;g=t;h=q;t=q=0;for(s=b.length;t<s;t++)u=b[t],u.castShadow&&(uinstanceofTHREE.SpotLight&&q++,uinstanceofTHREE.DirectionalLight&&!u.shadowCascade&&q++);n=q;Eb&&d&&d.useVertexTexture?p=1024:(b=m.getParameter(m.MAX_VERTEX_UNIFORM_VECTORS),b=Math.floor((b-20)/4),void0!==d&&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)")),p=b);a:{t=a.fragmentShader;