!p.shadowCascade&&r++}}m=r;if(fc&&d&&d.useVertexTexture)l=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)")}l=b}vars;a:{p=a.fragmentShader;q=a.vertexShader;varo=a.uniforms,b=a.attributes,r=a.defines,c={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,
!q.shadowCascade&&p++}}m=p;if(fc&&d&&d.useVertexTexture)l=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)")}l=b}vars;a:{q=a.fragmentShader;r=a.vertexShader;o=a.uniforms;b=a.attributes;p=a.defines;varc={map:!!a.map,envMap:!!a.envMap,lightMap:!!a.lightMap,