o;g=n;n=l=0;for(o=b.length;n<o;n++){p=b[n];if(p.castShadow){pinstanceofTHREE.SpotLight&&l++;pinstanceofTHREE.DirectionalLight&&!p.shadowCascade&&l++}}if(cc&&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}varq;a:{p=