"void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";this.linewidth=1;this.wireframe=!1;this.wireframeLinewidth=1;this.morphNormals=this.morphTargets=this.skinning=this.clipping=this.lights=this.fog=!1;this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1};this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]};this.index0AttributeName=void 0;this.uniformsNeedUpdate=!1;void 0!==a&&(void 0!==a.attributes&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),
h.material.uniforms.uvTransform.value.copy(d.matrix);if(m!==d||p!==d.version)h.material.needsUpdate=!0,m=d,p=d.version;b.unshift(h,h.geometry,h.material,0,0,null)}}}}function $f(a,b,c,d){var e;this.setMode=function(a){e=a};this.render=function(b,d){a.drawArrays(e,b,d);c.update(d,e)};this.renderInstances=function(f,g,h){if(d.isWebGL2)var k=a;else if(k=b.get("ANGLE_instanced_arrays"),null===k){console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");
h.material.uniforms.t2D.value=d;!0===d.matrixAutoUpdate&&d.updateMatrix();h.material.uniforms.uvTransform.value.copy(d.matrix);if(m!==d||p!==d.version)h.material.needsUpdate=!0,m=d,p=d.version;b.unshift(h,h.geometry,h.material,0,0,null)}}}}function $f(a,b,c,d){var e;this.setMode=function(a){e=a};this.render=function(b,d){a.drawArrays(e,b,d);c.update(d,e)};this.renderInstances=function(f,g,h){if(d.isWebGL2)var k=a;else if(k=b.get("ANGLE_instanced_arrays"),null===k){console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");