// three.js - http://github.com/mrdoob/three.js 'use strict';var THREE=THREE||{REVISION:"57dev"};self.console=self.console||{info:function(){},log:function(){},debug:function(){},warn:function(){},error:function(){}};self.Int32Array=self.Int32Array||Array;self.Float32Array=self.Float32Array||Array;String.prototype.trim=String.prototype.trim||function(){return this.replace(/^\s+|\s+$/g,"")}; THREE.extend=function(a,b){if(Object.keys)for(var c=Object.keys(b),d=0,e=c.length;d>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSV:function(a,b,c){console.log("DEPRECATED: Color's .setHSV() will be removed. Use .setHSL( h, s, l ) instead.");return this.setHSL(a,b*c/(1>(a=(2-b)*c)?a:2-a),a/2)},setHSL:function(a, b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a},b=0.5>=c?c*(1+b):c+b-c*b,c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+),(\d+),(\d+)\)$/i.test(a))return a=/^rgb\((\d+),(\d+),(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test(a))return a= /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec(a),this.r=Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]), this},copy:function(a){this.r=a.r;this.g=a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255* this.r<<16^255*this.g<<8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(){var a={h:0,s:0,l:0};return function(){var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,i=(f+e)/2;if(f===e)f=g=0;else{var h=e-f,f=0.5>=i?h/(e+f):h/(2-e-f);switch(e){case b:g=(c-d)/h+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this.w=(h-g)/c,this.x=0.25*c,this.y=(a+e)/c,this.z=(d+i)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this.w=(d-i)/c,this.x=(a+e)/c,this.y=0.25*c,this.z=(g+h)/c):(c=2*Math.sqrt(1+b-c-f),this.w=(e-a)/c,this.x=(d+i)/c,this.y=(g+h)/c,this.z=0.25*c);return this},inverse:function(){this.conjugate().normalize(); return this},conjugate:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=this.length();0===a?(this.z=this.y=this.x=0,this.w=1):(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiply:function(a,b){return void 0!==b?(console.warn("DEPRECATED: Quaternion's .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."), this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a.x,d=a.y,e=a.z,f=a.w,g=b.x,i=b.y,h=b.z,j=b.w;this.x=c*j+f*g+d*h-e*i;this.y=d*j+f*i+e*g-c*h;this.z=e*j+f*h+c*i-d*g;this.w=f*j-c*g-d*i-e*h;return this},multiplyVector3:function(a){console.warn("DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");return a.applyQuaternion(this)},slerp:function(a,b){var c=this.x,d=this.y,e=this.z, f=this.w,g=f*a.w+c*a.x+d*a.y+e*a.z;0>g?(this.w=-a.w,this.x=-a.x,this.y=-a.y,this.z=-a.z,g=-g):this.copy(a);if(1<=g)return this.w=f,this.x=c,this.y=d,this.z=e,this;var i=Math.acos(g),h=Math.sqrt(1-g*g);if(0.001>Math.abs(h))return this.w=0.5*(f+this.w),this.x=0.5*(c+this.x),this.y=0.5*(d+this.y),this.z=0.5*(e+this.z),this;g=Math.sin((1-b)*i)/h;i=Math.sin(b*i)/h;this.w=f*g+this.w*i;this.x=c*g+this.x*i;this.y=d*g+this.y*i;this.z=e*g+this.z*i;return this},equals:function(a){return a.x===this.x&&a.y=== this.y&&a.z===this.z&&a.w===this.w},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}});THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; THREE.extend(THREE.Vector2.prototype,{set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){if(void 0!== b)return console.warn("DEPRECATED: Vector2's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector2's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){0!==a?(this.x/=a,this.y/=a):this.set(0,0);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},negate:function(){return this.multiplyScalar(-1)}, dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)* b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},toArray:function(){return[this.x,this.y]},clone:function(){return new THREE.Vector2(this.x,this.y)}});THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; THREE.extend(THREE.Vector3.prototype,{set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x* b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements,e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]); this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z,a=a.w,i=a*b+f*d-g*c,h=a*c+g*b-e*d,j=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=i*a+b*-e+h*-g-j*-f;this.y=h*a+b*-f+j*-e-i*-g;this.z=j*a+b*-g+i*-f-h*-e;return this},applyEuler:function(){var a=new THREE.Quaternion;return function(b,c){var d=a.setFromEuler(b,c);this.applyQuaternion(d);return this}}(),applyAxisAngle:function(){var a= new THREE.Quaternion;return function(b,c){var d=a.setFromAxisAngle(b,c);this.applyQuaternion(d);return this}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z,a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(this.x/=a,this.y/=a,this.z/=a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x= a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y* this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."), this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},projectOnVector:function(){var a=new THREE.Vector3;return function(b){a.copy(b).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a=new THREE.Vector3;return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(), reflect:function(){var a=new THREE.Vector3;return function(b){a.copy(this).projectOnVector(b).multiplyScalar(2);return this.subVectors(a,this)}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y,a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)} var d=a.elements,e=d[0],f=d[4],g=d[8],i=d[1],h=d[5],j=d[9],k=d[2],n=d[6],d=d[10];void 0===b||"XYZ"===b?(this.y=Math.asin(c(g)),0.99999>Math.abs(g)?(this.x=Math.atan2(-j,d),this.z=Math.atan2(-f,e)):(this.x=Math.atan2(n,h),this.z=0)):"YXZ"===b?(this.x=Math.asin(-c(j)),0.99999>Math.abs(j)?(this.y=Math.atan2(g,d),this.z=Math.atan2(i,h)):(this.y=Math.atan2(-k,e),this.z=0)):"ZXY"===b?(this.x=Math.asin(c(n)),0.99999>Math.abs(n)?(this.y=Math.atan2(-k,d),this.z=Math.atan2(-f,h)):(this.y=0,this.z=Math.atan2(i, e))):"ZYX"===b?(this.y=Math.asin(-c(k)),0.99999>Math.abs(k)?(this.x=Math.atan2(n,d),this.z=Math.atan2(i,e)):(this.x=0,this.z=Math.atan2(-f,h))):"YZX"===b?(this.z=Math.asin(c(i)),0.99999>Math.abs(i)?(this.x=Math.atan2(-j,h),this.y=Math.atan2(-k,e)):(this.x=0,this.y=Math.atan2(g,d))):"XZY"===b&&(this.z=Math.asin(-c(f)),0.99999>Math.abs(f)?(this.x=Math.atan2(n,h),this.y=Math.atan2(g,e)):(this.x=Math.atan2(-j,d),this.y=0));return this},setEulerFromQuaternion:function(a,b){function c(a){return Math.min(Math.max(a, -1),1)}var d=a.x*a.x,e=a.y*a.y,f=a.z*a.z,g=a.w*a.w;void 0===b||"XYZ"===b?(this.x=Math.atan2(2*(a.x*a.w-a.y*a.z),g-d-e+f),this.y=Math.asin(c(2*(a.x*a.z+a.y*a.w))),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g+d-e-f)):"YXZ"===b?(this.x=Math.asin(c(2*(a.x*a.w-a.y*a.z))),this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g-d-e+f),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g-d+e-f)):"ZXY"===b?(this.x=Math.asin(c(2*(a.x*a.w+a.y*a.z))),this.y=Math.atan2(2*(a.y*a.w-a.z*a.x),g-d-e+f),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g-d+e-f)): "ZYX"===b?(this.x=Math.atan2(2*(a.x*a.w+a.z*a.y),g-d-e+f),this.y=Math.asin(c(2*(a.y*a.w-a.x*a.z))),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g+d-e-f)):"YZX"===b?(this.x=Math.atan2(2*(a.x*a.w-a.z*a.y),g-d+e-f),this.y=Math.atan2(2*(a.y*a.w-a.x*a.z),g+d-e-f),this.z=Math.asin(c(2*(a.x*a.y+a.z*a.w)))):"XZY"===b&&(this.x=Math.atan2(2*(a.x*a.w+a.y*a.z),g-d+e-f),this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g+d-e-f),this.z=Math.asin(c(2*(a.z*a.w-a.x*a.y))));return this},getPositionFromMatrix:function(a){this.x=a.elements[12]; this.y=a.elements[13];this.z=a.elements[14];return this},getScaleFromMatrix:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},getColumnFromMatrix:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},toArray:function(){return[this.x, this.y,this.z]},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}});THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; THREE.extend(THREE.Vector4.prototype,{set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y; case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector4's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a, b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector4's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= this.x,c=this.y,d=this.z,e=this.w,a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(this.x/=a,this.y/=a,this.z/=a,this.w/=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, setAxisAngleFromRotationMatrix:function(a){var b,c,d,a=a.elements,e=a[0];d=a[4];var f=a[8],g=a[1],i=a[5],h=a[9];c=a[2];b=a[6];var j=a[10];if(0.01>Math.abs(d-g)&&0.01>Math.abs(f-c)&&0.01>Math.abs(h-b)){if(0.1>Math.abs(d+g)&&0.1>Math.abs(f+c)&&0.1>Math.abs(h+b)&&0.1>Math.abs(e+i+j-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;i=(i+1)/2;j=(j+1)/2;d=(d+g)/4;f=(f+c)/4;h=(h+b)/4;e>i&&e>j?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):i>j?0.01>i?(b=0.707106781,c=0,d=0.707106781):(c=Math.sqrt(i), b=d/c,d=h/c):0.01>j?(c=b=0.707106781,d=0):(d=Math.sqrt(j),b=f/d,c=h/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-h)*(b-h)+(f-c)*(f-c)+(g-d)*(g-d));0.001>Math.abs(a)&&(a=1);this.x=(b-h)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+i+j-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+ this.z*this.z+this.w*this.w)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},toArray:function(){return[this.x, this.y,this.z,this.w]},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}});THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; THREE.extend(THREE.Box2.prototype,{set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0this.max.x&&(this.max.x=b.x),b.ythis.max.y&&(this.max.y=b.y)}else this.makeEmpty();return this},setFromCenterAndSize:function(){var a=new THREE.Vector2;return function(b,c){var d=a.copy(c).multiplyScalar(0.5);this.min.copy(b).sub(d); this.max.copy(b).add(d);return this}}(),copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this},empty:function(){return this.max.xthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a){return new THREE.Vector2((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/ (this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max); return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}});THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; THREE.extend(THREE.Box3.prototype,{set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0this.max.x&&(this.max.x=b.x),b.ythis.max.y&&(this.max.y=b.y),b.zthis.max.z&&(this.max.z=b.z)}else this.makeEmpty();return this},setFromCenterAndSize:function(){var a=new THREE.Vector3; return function(b,c){var d=a.copy(c).multiplyScalar(0.5);this.min.copy(b).sub(d);this.max.copy(b).add(d);return this}}(),copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=this.min.z=Infinity;this.max.x=this.max.y=this.max.z=-Infinity;return this},empty:function(){return this.max.xthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<= this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a){return new THREE.Vector3((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min, this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=0.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new THREE.Vector3, new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];return function(b){a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x, this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}});THREE.Matrix3=function(a,b,c,d,e,f,g,i,h){this.elements=new Float32Array(9);this.set(void 0!==a?a:1,b||0,c||0,d||0,void 0!==e?e:1,f||0,g||0,i||0,void 0!==h?h:1)}; THREE.extend(THREE.Matrix3.prototype,{set:function(a,b,c,d,e,f,g,i,h){var j=this.elements;j[0]=a;j[3]=b;j[6]=c;j[1]=d;j[4]=e;j[7]=f;j[2]=g;j[5]=i;j[8]=h;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},multiplyVector3:function(a){console.warn("DEPRECATED: Matrix3's .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.");return a.applyMatrix3(this)},multiplyVector3Array:function(){var a= new THREE.Vector3;return function(b){for(var c=0,d=b.length;c=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)- this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a); this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}});THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; THREE.extend(THREE.Frustum.prototype,{set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements,a=c[0],d=c[1],e=c[2],f=c[3],g=c[4],i=c[5],h=c[6],j=c[7],k=c[8],n=c[9],m=c[10],r=c[11],v=c[12],p=c[13],q=c[14],c=c[15];b[0].setComponents(f-a,j-g,r-k,c-v).normalize();b[1].setComponents(f+ a,j+g,r+k,c+v).normalize();b[2].setComponents(f+d,j+i,r+n,c+p).normalize();b[3].setComponents(f-d,j-i,r-n,c-p).normalize();b[4].setComponents(f-e,j-h,r-m,c-q).normalize();b[5].setComponents(f+e,j+h,r+m,c+q).normalize();return this},intersectsObject:function(){var a=new THREE.Vector3;return function(b){var c=b.matrixWorld,d=this.planes,b=-b.geometry.boundingSphere.radius*c.getMaxScaleOnAxis();a.getPositionFromMatrix(c);for(c=0;6>c;c++)if(d[c].distanceToPoint(a)d;d++)if(b[d].distanceToPoint(c)c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}});THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; THREE.extend(THREE.Plane.prototype,{set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,c);return this}}(), copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start),a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1c?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a, b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return 0>a?-1:0this.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: f+2;j=this.points[c[0]];k=this.points[c[1]];n=this.points[c[2]];m=this.points[c[3]];i=g*g;h=g*i;d.x=b(j.x,k.x,n.x,m.x,g,i,h);d.y=b(j.y,k.y,n.y,m.y,g,i,h);d.z=b(j.z,k.z,n.z,m.z,g,i,h);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); THREE.extend(THREE.Triangle.prototype,{constructor:THREE.Triangle,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return 0.5*a.cross(b).length()}}(), midpoint:function(a){return(a||new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&& a.b.equals(this.b)&&a.c.equals(this.c)},clone:function(){return(new THREE.Triangle).copy(this)}});THREE.Vertex=function(a){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.");return a};THREE.UV=function(a,b){console.warn("THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.");return new THREE.Vector2(a,b)};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1}; THREE.extend(THREE.Clock.prototype,{start:function(){this.oldTime=this.startTime=void 0!==window.performance&&void 0!==window.performance.now?window.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==window.performance&&void 0!==window.performance.now?window.performance.now():Date.now(), a=0.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}});THREE.EventDispatcher=function(){var a={};this.addEventListener=function(b,c){void 0===a[b]&&(a[b]=[]);-1===a[b].indexOf(c)&&a[b].push(c)};this.removeEventListener=function(b,c){var d=a[b].indexOf(c);-1!==d&&a[b].splice(d,1)};this.dispatchEvent=function(b){var c=a[b.type];if(void 0!==c){b.target=this;for(var d=0,e=c.length;di.scale.x)return j;j.push({distance:h,point:i.position,face:null,object:i})}else if(i instanceof a.Mesh){f.getPositionFromMatrix(i.matrixWorld);b.set(f,i.geometry.boundingSphere.radius*i.matrixWorld.getMaxScaleOnAxis());if(!h.ray.isIntersectionSphere(b))return j;var r=i.geometry,v=r.vertices,p=i.material instanceof a.MeshFaceMaterial,q=!0===p?i.material.materials:null,x=i.material.side,u,z,y,t=h.precision;i.matrixRotationWorld.extractRotation(i.matrixWorld);g.getInverse(i.matrixWorld);c.copy(h.ray).applyMatrix4(g);for(var C=0,E=r.faces.length;CI)){x=x.side;if(x!==a.DoubleSide&&(u=c.direction.dot(d.normal),!(x===a.FrontSide?0>u:0h.far)){e=c.at(I,e);if(l instanceof a.Face3){if(x=v[l.a],u=v[l.b],z=v[l.c],!a.Triangle.containsPoint(e,x,u,z))continue}else if(l instanceof a.Face4){if(x=v[l.a],u=v[l.b],z=v[l.c],y=v[l.d],!a.Triangle.containsPoint(e,x,u,y)&&!a.Triangle.containsPoint(e,u,z,y))continue}else throw Error("face type not supported"); j.push({distance:I,point:h.ray.at(I),face:l,faceIndex:C,object:i})}}}}}},j=function(a,b,c){for(var a=a.getDescendants(),d=0,e=a.length;de&&0>f||0>g&&0>i)return!1;0>e?c=Math.max(c,e/(e-f)):0>f&&(d=Math.min(d,e/(e-f)));0>g?c=Math.max(c,g/(g-i)):0>i&&(d=Math.min(d,g/(g-i)));if(d< c)return!1;a.lerp(b,c);b.lerp(a,1-d);return!0}var e,f,g=[],i=0,h,j,k=[],n=0,m,r,v=[],p=0,q,x=[],u=0,z,y,t=[],C=0,E,l,I=[],J=0,B={objects:[],sprites:[],lights:[],elements:[]},P=new THREE.Vector3,A=new THREE.Vector4,G=new THREE.Box3(new THREE.Vector3(-1,-1,-1),new THREE.Vector3(1,1,1)),D=new THREE.Box3,H=Array(3),s=Array(4),F=new THREE.Matrix4,O=new THREE.Matrix4,K,w=new THREE.Matrix4,N=new THREE.Matrix3,R=new THREE.Matrix3,$=new THREE.Vector3,Y=new THREE.Frustum,W=new THREE.Vector4,M=new THREE.Vector4; this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);O.multiplyMatrices(b.projectionMatrix,b.matrixWorldInverse);return a.applyProjection(O)};this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);O.multiplyMatrices(b.matrixWorld,b.projectionMatrixInverse);return a.applyProjection(O)};this.pickingRay=function(a,b){a.z=-1;var c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.sub(a).normalize();return new THREE.Raycaster(a, c)};this.projectScene=function(g,i,n,X){var S=!1,Z,T,aa,L,U,ba,ca,da,pa,Aa,ea,ra,wa;l=y=q=r=0;B.elements.length=0;g.updateMatrixWorld();void 0===i.parent&&i.updateMatrixWorld();F.copy(i.matrixWorldInverse.getInverse(i.matrixWorld));O.multiplyMatrices(i.projectionMatrix,F);R.getInverse(F);R.transpose();Y.setFromMatrix(O);f=0;B.objects.length=0;B.sprites.length=0;B.lights.length=0;var ka=function(b){for(var c=0,d=b.children.length;ch.positionScreen.x||1h.positionScreen.y||1h.positionScreen.z||1(ca.positionScreen.x-L.positionScreen.x)*(U.positionScreen.y-L.positionScreen.y)-(ca.positionScreen.y-L.positionScreen.y)*(U.positionScreen.x-L.positionScreen.x),ba===THREE.DoubleSide||S===(ba===THREE.FrontSide))r===p?(ea=new THREE.RenderableFace3,v.push(ea),p++,r++,m=ea):m=v[r++],m.v1.copy(L),m.v2.copy(U),m.v3.copy(ca);else continue;else continue;else if(T instanceof THREE.Face4)if(L=k[T.a],U=k[T.b],ca= k[T.c],ea=k[T.d],s[0]=L.positionScreen,s[1]=U.positionScreen,s[2]=ca.positionScreen,s[3]=ea.positionScreen,!0===L.visible||!0===U.visible||!0===ca.visible||!0===ea.visible||G.isIntersectionBox(D.setFromPoints(s)))if(S=0>(ea.positionScreen.x-L.positionScreen.x)*(U.positionScreen.y-L.positionScreen.y)-(ea.positionScreen.y-L.positionScreen.y)*(U.positionScreen.x-L.positionScreen.x)||0>(U.positionScreen.x-ca.positionScreen.x)*(ea.positionScreen.y-ca.positionScreen.y)-(U.positionScreen.y-ca.positionScreen.y)* (ea.positionScreen.x-ca.positionScreen.x),ba===THREE.DoubleSide||S===(ba===THREE.FrontSide)){if(q===u){var Ga=new THREE.RenderableFace4;x.push(Ga);u++;q++;m=Ga}else m=x[q++];m.v1.copy(L);m.v2.copy(U);m.v3.copy(ca);m.v4.copy(ea)}else continue;else continue;m.normalModel.copy(T.normal);!1===S&&(ba===THREE.BackSide||ba===THREE.DoubleSide)&&m.normalModel.negate();m.normalModel.applyMatrix3(N).normalize();m.normalModelView.copy(m.normalModel).applyMatrix3(R);m.centroidModel.copy(T.centroid).applyMatrix4(K); ca=T.vertexNormals;L=0;for(U=ca.length;LA.z&&(l===J?(S=new THREE.RenderableParticle,I.push(S),J++,l++,E=S):E=I[l++],E.object=da,E.x=A.x/A.w,E.y=A.y/A.w,E.z=A.z,E.rotation=da.rotation.z,E.scale.x=da.scale.x*Math.abs(E.x-(A.x+i.projectionMatrix.elements[0])/(A.w+i.projectionMatrix.elements[12])),E.scale.y= da.scale.y*Math.abs(E.y-(A.y+i.projectionMatrix.elements[5])/(A.w+i.projectionMatrix.elements[13])),E.material=da.material,B.elements.push(E)));!0===X&&B.elements.sort(c);return B}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;this.centroid=new THREE.Vector3}; THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;be?-1:1,f.vertexTangents[d]=new THREE.Vector4(A.x,A.y,A.z,e)}this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;ch;h++)if(i[h]==i[(h+1)%3]){e.push(f);break}}else if(a instanceof THREE.Face4){a.a=c[a.a];a.b=c[a.b];a.c=c[a.c];a.d=c[a.d];i=[a.a,a.b,a.c,a.d];d=-1;for(h=0;4>h;h++)i[h]==i[(h+1)%4]&&(0<=d&&e.push(f),d=h);if(0<=d){i.splice(d,1);var k=new THREE.Face3(i[0],i[1],i[2],a.normal,a.color,a.materialIndex);i=0;for(h=this.faceVertexUvs.length;ib.max.x&&(b.max.x=c),db.max.y&&(b.max.y=d),eb.max.z&&(b.max.z=e)}if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){null===this.boundingSphere&&(this.boundingSphere= new THREE.Sphere);var a=this.attributes.position.array;if(a){for(var b,c=0,d,e,f=0,g=a.length;fc&&(c=b);this.boundingSphere.radius=Math.sqrt(c)}},computeVertexNormals:function(){if(this.attributes.position){var a,b,c,d;a=this.attributes.position.array.length;if(void 0===this.attributes.normal)this.attributes.normal={itemSize:3,array:new Float32Array(a),numItems:a};else{a=0;for(b=this.attributes.normal.array.length;a$?-1:1;i[4*a]=F.x;i[4*a+1]=F.y;i[4*a+2]=F.z;i[4*a+3]=N}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0=== this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var b=this.attributes.index.array,c=this.attributes.position.array,d=this.attributes.normal.array,e=this.attributes.uv.array,f=c.length/3;if(void 0===this.attributes.tangent){var g=4*f;this.attributes.tangent={itemSize:4,array:new Float32Array(g),numItems:g}}for(var i=this.attributes.tangent.array,h=[],j=[],g=0;ga.length?".":a.join("/"))+"/"},initMaterials:function(a,b){for(var c=[],d=0;da.opacity)h.transparent=a.transparent;void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide); void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&(h.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"===a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=f(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=f(a.colorSpecular));a.colorAmbient&&(h.ambient=f(a.colorAmbient));a.transparency&&(h.opacity=a.transparency);a.specularCoef&&(h.shininess=a.specularCoef);a.mapDiffuse&& b&&e(h,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&e(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&e(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&e(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&e(h,"specularMap",a.mapSpecular,a.mapSpecularRepeat, a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormal?(i=THREE.ShaderLib.normalmap,j=THREE.UniformsUtils.clone(i.uniforms),j.tNormal.value=h.normalMap,a.mapNormalFactor&&j.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),h.map&&(j.tDiffuse.value=h.map,j.enableDiffuse.value=!0),h.specularMap&&(j.tSpecular.value=h.specularMap,j.enableSpecular.value=!0),h.lightMap&&(j.tAO.value=h.lightMap,j.enableAO.value=!0),j.uDiffuseColor.value.setHex(h.color), j.uSpecularColor.value.setHex(h.specular),j.uAmbientColor.value.setHex(h.ambient),j.uShininess.value=h.shininess,void 0!==h.opacity&&(j.uOpacity.value=h.opacity),i=new THREE.ShaderMaterial({fragmentShader:i.fragmentShader,vertexShader:i.vertexShader,uniforms:j,lights:!0,fog:!0}),h.transparent&&(i.transparent=!0)):i=new THREE[i](h);void 0!==a.DbgName&&(i.name=a.DbgName);return i}};THREE.ImageLoader=function(){THREE.EventDispatcher.call(this);this.crossOrigin=null};THREE.ImageLoader.prototype={constructor:THREE.ImageLoader,load:function(a,b){var c=this;void 0===b&&(b=new Image);b.addEventListener("load",function(){c.dispatchEvent({type:"load",content:b})},!1);b.addEventListener("error",function(){c.dispatchEvent({type:"error",message:"Couldn't load URL ["+a+"]"})},!1);c.crossOrigin&&(b.crossOrigin=c.crossOrigin);b.src=a}};THREE.JSONLoader=function(a){THREE.Loader.call(this,a);this.withCredentials=!1};THREE.JSONLoader.prototype=Object.create(THREE.Loader.prototype);THREE.JSONLoader.prototype.load=function(a,b,c){c=c&&"string"===typeof c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)}; THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,g=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(200===f.status||0===f.status){if(f.responseText){var i=JSON.parse(f.responseText),i=a.parse(i,d);c(i.geometry,i.material)}else console.warn("THREE.JSONLoader: ["+b+"] seems to be unreachable or file there is empty");a.onLoadComplete()}else console.error("THREE.JSONLoader: Couldn't load ["+b+"] ["+f.status+"]");else f.readyState===f.LOADING?e&&(0===g&& (g=f.getResponseHeader("Content-Length")),e({total:g,loaded:f.responseText.length})):f.readyState===f.HEADERS_RECEIVED&&(g=f.getResponseHeader("Content-Length"))};f.open("GET",b,!0);f.withCredentials=this.withCredentials;f.send(null)}; THREE.JSONLoader.prototype.parse=function(a,b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:1,e,f,g,i,h,j,k,n,m,r,v,p,q,x,u,z=a.faces;r=a.vertices;var y=a.normals,t=a.colors,C=0;for(e=0;eD.parameters.opacity&&(D.parameters.transparent=!0);D.parameters.normalMap? (B=THREE.ShaderLib.normalmap,A=THREE.UniformsUtils.clone(B.uniforms),q=D.parameters.color,G=D.parameters.specular,p=D.parameters.ambient,P=D.parameters.shininess,A.tNormal.value=l.textures[D.parameters.normalMap],D.parameters.normalScale&&A.uNormalScale.value.set(D.parameters.normalScale[0],D.parameters.normalScale[1]),D.parameters.map&&(A.tDiffuse.value=D.parameters.map,A.enableDiffuse.value=!0),D.parameters.envMap&&(A.tCube.value=D.parameters.envMap,A.enableReflection.value=!0,A.uReflectivity.value= D.parameters.reflectivity),D.parameters.lightMap&&(A.tAO.value=D.parameters.lightMap,A.enableAO.value=!0),D.parameters.specularMap&&(A.tSpecular.value=l.textures[D.parameters.specularMap],A.enableSpecular.value=!0),D.parameters.displacementMap&&(A.tDisplacement.value=l.textures[D.parameters.displacementMap],A.enableDisplacement.value=!0,A.uDisplacementBias.value=D.parameters.displacementBias,A.uDisplacementScale.value=D.parameters.displacementScale),A.uDiffuseColor.value.setHex(q),A.uSpecularColor.value.setHex(G), A.uAmbientColor.value.setHex(p),A.uShininess.value=P,D.parameters.opacity&&(A.uOpacity.value=D.parameters.opacity),r=new THREE.ShaderMaterial({fragmentShader:B.fragmentShader,vertexShader:B.vertexShader,uniforms:A,lights:!0,fog:!0})):r=new THREE[D.type](D.parameters);l.materials[H]=r}for(H in J.materials)if(D=J.materials[H],D.parameters.materials){s=[];for(q=0;qi.end&&(i.end=e);b||(b=g)}}a.firstAnimation=b}; THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=1E3*((c.end-c.start)/b),this.time=0):console.warn("animation["+a+"] undefined")}; THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& (this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b};THREE.Ribbon.prototype=Object.create(THREE.Object3D.prototype);THREE.Ribbon.prototype.clone=function(a){void 0===a&&(a=new THREE.Ribbon(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);for(var b=Math.abs(b),c=0;c=this.LODs[b].visibleAtDistance)this.LODs[b-1].object3D.visible=!1,this.LODs[b].object3D.visible=!0;else break;for(;bC&&y.clearRect(ia.min.x|0,ia.min.y|0,ia.max.x-ia.min.x|0,ia.max.y-ia.min.y|0),0=i||(i*=f.intensity,c.add(pa.multiplyScalar(i)))}else f instanceof THREE.PointLight&&(g=ga.getPositionFromMatrix(f.matrixWorld),i=b.dot(ga.subVectors(g,a).normalize()),0>=i||(i*=0==f.distance?1:1-Math.min(a.distanceTo(g)/f.distance,1),0!=i&&(i*=f.intensity,c.add(pa.multiplyScalar(i)))))}}function q(a,d,e,f,g,i,h,m){k.info.render.vertices+= 3;k.info.render.faces++;b(m.opacity);c(m.blending);N=a.positionScreen.x;R=a.positionScreen.y;$=d.positionScreen.x;Y=d.positionScreen.y;W=e.positionScreen.x;M=e.positionScreen.y;t(N,R,$,Y,W,M);(m instanceof THREE.MeshLambertMaterial||m instanceof THREE.MeshPhongMaterial)&&null===m.map?(ca.copy(m.color),da.copy(m.emissive),m.vertexColors===THREE.FaceColors&&ca.multiply(h.color),!1===m.wireframe&&m.shading==THREE.SmoothShading&&3==h.vertexNormalsLength?(aa.copy(oa),L.copy(oa),U.copy(oa),p(h.v1.positionWorld, h.vertexNormalsModel[0],aa),p(h.v2.positionWorld,h.vertexNormalsModel[1],L),p(h.v3.positionWorld,h.vertexNormalsModel[2],U),aa.multiply(ca).add(da),L.multiply(ca).add(da),U.multiply(ca).add(da),ba.addColors(L,U).multiplyScalar(0.5),ka=E(aa,L,U,ba),D(N,R,$,Y,W,M,0,0,1,0,0,1,ka)):(T.copy(oa),p(h.centroidModel,h.normalModel,T),T.multiply(ca).add(da),!0===m.wireframe?A(T,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):B(T))):m instanceof THREE.MeshBasicMaterial||m instanceof THREE.MeshLambertMaterial|| m instanceof THREE.MeshPhongMaterial?null!==m.map?m.map.mapping instanceof THREE.UVMapping&&(ya=h.uvs[0],C(N,R,$,Y,W,M,ya[f].x,ya[f].y,ya[g].x,ya[g].y,ya[i].x,ya[i].y,m.map)):null!==m.envMap?m.envMap.mapping instanceof THREE.SphericalReflectionMapping&&(ga.copy(h.vertexNormalsModelView[f]),Ga=0.5*ga.x+0.5,Ja=0.5*ga.y+0.5,ga.copy(h.vertexNormalsModelView[g]),Ka=0.5*ga.x+0.5,La=0.5*ga.y+0.5,ga.copy(h.vertexNormalsModelView[i]),Ma=0.5*ga.x+0.5,Na=0.5*ga.y+0.5,C(N,R,$,Y,W,M,Ga,Ja,Ka,La,Ma,Na,m.envMap)): (T.copy(m.color),m.vertexColors===THREE.FaceColors&&T.multiply(h.color),!0===m.wireframe?A(T,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):B(T)):m instanceof THREE.MeshDepthMaterial?(ra=l.near,wa=l.far,aa.r=aa.g=aa.b=1-j(a.positionScreen.z*a.positionScreen.w,ra,wa),L.r=L.g=L.b=1-j(d.positionScreen.z*d.positionScreen.w,ra,wa),U.r=U.g=U.b=1-j(e.positionScreen.z*e.positionScreen.w,ra,wa),ba.addColors(L,U).multiplyScalar(0.5),ka=E(aa,L,U,ba),D(N,R,$,Y,W,M,0,0,1,0,0,1,ka)):m instanceof THREE.MeshNormalMaterial&& (m.shading==THREE.FlatShading?(a=h.normalModelView,T.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),!0===m.wireframe?A(T,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):B(T)):m.shading==THREE.SmoothShading&&(a=h.vertexNormalsModelView[f],aa.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),a=h.vertexNormalsModelView[g],L.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),a=h.vertexNormalsModelView[i],U.setRGB(a.x,a.y,a.z).multiplyScalar(0.5).addScalar(0.5),ba.addColors(L, U).multiplyScalar(0.5),ka=E(aa,L,U,ba),D(N,R,$,Y,W,M,0,0,1,0,0,1,ka)))}function t(a,b,c,d,e,f){y.beginPath();y.moveTo(a,b);y.lineTo(c,d);y.lineTo(e,f);y.closePath()}function x(a,b,c,d,e,f,g,i){y.beginPath();y.moveTo(a,b);y.lineTo(c,d);y.lineTo(e,f);y.lineTo(g,i);y.closePath()}function A(a,b,c,i){d(b);e(c);f(i);g(a.getStyle());y.stroke();fa.expandByScalar(2*b)}function B(a){i(a.getStyle());y.fill()}function C(a,b,c,d,e,f,g,h,j,k,l,m,L){if(!(L instanceof THREE.DataTexture||void 0===L.image||0==L.image.width)){if(!0=== L.needsUpdate){var n=L.wrapS==THREE.RepeatWrapping,p=L.wrapT==THREE.RepeatWrapping;Aa[L.id]=y.createPattern(L.image,!0===n&&!0===p?"repeat":!0===n&&!1===p?"repeat-x":!1===n&&!0===p?"repeat-y":"no-repeat");L.needsUpdate=!1}void 0===Aa[L.id]?i("rgba(0,0,0,1)"):i(Aa[L.id]);var n=L.offset.x/L.repeat.x,p=L.offset.y/L.repeat.y,r=L.image.width*L.repeat.x,q=L.image.height*L.repeat.y,g=(g+n)*r,h=(1-h+p)*q,c=c-a,d=d-b,e=e-a,f=f-b,j=(j+n)*r-g,k=(1-k+p)*q-h,l=(l+n)*r-g,m=(1-m+p)*q-h,n=j*m-l*k;0===n?(void 0=== ea[L.id]&&(b=document.createElement("canvas"),b.width=L.image.width,b.height=L.image.height,b=b.getContext("2d"),b.drawImage(L.image,0,0),ea[L.id]=b.getImageData(0,0,L.image.width,L.image.height).data),b=ea[L.id],g=4*(Math.floor(g)+Math.floor(h)*L.image.width),T.setRGB(b[g]/255,b[g+1]/255,b[g+2]/255),B(T)):(n=1/n,L=(m*c-k*e)*n,k=(m*d-k*f)*n,c=(j*e-l*c)*n,d=(j*f-l*d)*n,a=a-L*g-c*h,g=b-k*g-d*h,y.save(),y.transform(L,k,c,d,a,g),y.fill(),y.restore())}}function D(a,b,c,d,e,f,g,i,h,j,k,l,m){var L,n;L=m.width- 1;n=m.height-1;g*=L;i*=n;c-=a;d-=b;e-=a;f-=b;h=h*L-g;j=j*n-i;k=k*L-g;l=l*n-i;n=1/(h*l-k*j);L=(l*c-j*e)*n;j=(l*d-j*f)*n;c=(h*e-k*c)*n;d=(h*f-k*d)*n;a=a-L*g-c*i;b=b-j*g-d*i;y.save();y.transform(L,j,c,d,a,b);y.clip();y.drawImage(m,0,0);y.restore()}function E(a,b,c,d){ma[0]=255*a.r|0;ma[1]=255*a.g|0;ma[2]=255*a.b|0;ma[4]=255*b.r|0;ma[5]=255*b.g|0;ma[6]=255*b.b|0;ma[8]=255*c.r|0;ma[9]=255*c.g|0;ma[10]=255*c.b|0;ma[12]=255*d.r|0;ma[13]=255*d.g|0;ma[14]=255*d.b|0;Ca.putImageData(Ea,0,0);ha.drawImage(xa, 0,0);return za}function I(a,b){var c=b.x-a.x,d=b.y-a.y,e=c*c+d*d;0!==e&&(e=1/Math.sqrt(e),c*=e,d*=e,b.x+=c,b.y+=d,a.x-=c,a.y-=d)}if(!1===l instanceof THREE.Camera)console.error("THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.");else{!0===this.autoClear&&this.clear();y.setTransform(1,0,0,-1,u,z);k.info.render.vertices=0;k.info.render.faces=0;n=v.projectScene(a,l,this.sortObjects,this.sortElements);m=n.elements;r=n.lights;oa.setRGB(0,0,0);Da.setRGB(0,0,0);Ba.setRGB(0,0,0);for(var J= 0,P=r.length;J>1,Ia=Q.height>>1,ua=ja.scale.x*u,va=ja.scale.y*z,sa=ua*Ha,ta=va*Ia,fa.min.set(V.x-sa,V.y-ta),fa.max.set(V.x+sa,V.y+ta),!1!==Fa.isIntersectionBox(fa)&&(y.save(),y.translate(V.x,V.y),y.rotate(-ja.rotation),y.scale(ua, -va),y.translate(-Ha,-Ia),y.drawImage(Q,0,0),y.restore())):G instanceof THREE.ParticleCanvasMaterial&&(sa=ja.scale.x*u,ta=ja.scale.y*z,fa.min.set(V.x-sa,V.y-ta),fa.max.set(V.x+sa,V.y+ta),!1!==Fa.isIntersectionBox(fa)&&(g(G.color.getStyle()),i(G.color.getStyle()),y.save(),y.translate(V.x,V.y),y.rotate(-ja.rotation),y.scale(sa,ta),G.program(y),y.restore()))}else if(Q instanceof THREE.RenderableLine)H=Q.v1,s=Q.v2,H.positionScreen.x*=u,H.positionScreen.y*=z,s.positionScreen.x*=u,s.positionScreen.y*=z, fa.setFromPoints([H.positionScreen,s.positionScreen]),!0===Fa.isIntersectionBox(fa)&&(V=H,ja=s,b(G.opacity),c(G.blending),y.beginPath(),y.moveTo(V.positionScreen.x,V.positionScreen.y),y.lineTo(ja.positionScreen.x,ja.positionScreen.y),G instanceof THREE.LineBasicMaterial?(d(G.linewidth),e(G.linecap),f(G.linejoin),g(G.color.getStyle()),y.stroke(),fa.expandByScalar(2*G.linewidth)):G instanceof THREE.LineDashedMaterial&&(d(G.linewidth),e(G.linecap),f(G.linejoin),g(G.color.getStyle()),h(G.dashSize,G.gapSize), y.stroke(),fa.expandByScalar(2*G.linewidth),h(null,null)));else if(Q instanceof THREE.RenderableFace3){H=Q.v1;s=Q.v2;F=Q.v3;if(-1>H.positionScreen.z||1s.positionScreen.z||1F.positionScreen.z||1H.positionScreen.z||1s.positionScreen.z||1F.positionScreen.z||1O.positionScreen.z||1 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\nvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n#ifdef DOUBLE_SIDED\nvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n#endif\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif", lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif", lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvWorldPosition = worldPosition.xyz;\n#endif", lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#ifdef USE_NORMALMAP\nnormal = perturbNormal2Arb( -viewPosition, normal );\n#elif defined( USE_BUMPMAP )\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += diffuse * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, N_BONE_PIXEL_X );\nfloat y = floor( j / N_BONE_PIXEL_X );\nconst float dx = 1.0 / N_BONE_PIXEL_X;\nconst float dy = 1.0 / N_BONE_PIXEL_Y;\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif", skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n#ifdef USE_MORPHTARGETS\nvec4 skinVertex = vec4( morphed, 1.0 );\n#else\nvec4 skinVertex = vec4( position, 1.0 );\n#endif\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif", morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\n#endif", default_vertex:"vec4 mvPosition;\n#ifdef USE_SKINNING\nmvPosition = modelViewMatrix * skinned;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( position, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\n#endif", skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneMatX;\nskinMatrix \t+= skinWeight.y * boneMatY;\n#ifdef USE_MORPHNORMALS\nvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n#else\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n#endif\n#endif",defaultnormal_vertex:"vec3 objectNormal;\n#ifdef USE_SKINNING\nobjectNormal = skinnedNormal.xyz;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\nobjectNormal = morphedNormal;\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\nobjectNormal = normal;\n#endif\n#ifdef FLIP_SIDED\nobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;", shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#if defined( SHADOWMAP_TYPE_PCF )\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\nfloat shadow = 0.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.0 * xPixelOffset;\nfloat dy0 = -1.0 * yPixelOffset;\nfloat dx1 = 1.0 * xPixelOffset;\nfloat dy1 = 1.0 * yPixelOffset;\nmat3 shadowKernel;\nmat3 depthKernel;\ndepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;\nelse shadowKernel[0][0] = 0.0;\ndepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;\nelse shadowKernel[0][1] = 0.0;\ndepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;\nelse shadowKernel[0][2] = 0.0;\ndepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;\nelse shadowKernel[1][0] = 0.0;\ndepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;\nelse shadowKernel[1][1] = 0.0;\ndepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;\nelse shadowKernel[1][2] = 0.0;\ndepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;\nelse shadowKernel[2][0] = 0.0;\ndepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;\nelse shadowKernel[2][1] = 0.0;\ndepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;\nelse shadowKernel[2][2] = 0.0;\nvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\nshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\nshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\nvec4 shadowValues;\nshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\nshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\nshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\nshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\nshadow = dot( shadowValues, vec4( 1.0 ) );\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif", shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif",linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b dashSize ) {\ndiscard;\n}\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f", value:1}},vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}"},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}", fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}"},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null}, tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},uDiffuseColor:{type:"c",value:new THREE.Color(16777215)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(16777215)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value:1},useRefract:{type:"i",value:0}, uRefractionRatio:{type:"f",value:0.98},uReflectivity:{type:"f",value:0.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float uRefractionRatio;\nuniform float uReflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\n#ifdef FLIP_SIDED\nfinalNormal = -finalNormal;\n#endif\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\nfloat pointDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\npointVector = normalize( pointVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\nfloat spotDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\nspotVector = normalize( spotVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n#endif\nspotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB 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viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += uDiffuseColor * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;\n#endif\nif ( enableReflection ) {\nvec3 vReflect;\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, normal, uRefractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, normal );\n}\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"#ifdef USE_SKINNING\nvNormal = normalize( normalMatrix * skinnedNormal.xyz );\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\nvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n#else\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\n#endif\nvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\nvUv = uv * uRepeat + uOffset;\nvec3 displacedPosition;\n#ifdef VERTEX_TEXTURES\nif ( enableDisplacement ) {\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\ndisplacedPosition = position + normalize( normal ) * df;\n} else {\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n}\n#else\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n#endif\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\nvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\nvWorldPosition = worldPosition.xyz;\nvViewPosition = -mvPosition.xyz;\n#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif\n}"].join("\n")}, cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vWorldPosition;\nvoid main() {\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\nvWorldPosition = worldPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\nvoid main() {\ngl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n}"}, depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = 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f(a,b){return a.z!==b.z?b.z-a.z:a.id-b.id}function g(a,b){return b[0]-a[0]}function i(a,b,c){if(a.length)for(var d=0,e=a.length;d=t.maxTextures&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+t.maxTextures);s+=1;return a}function x(a,b){a._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getInverse(a._modelViewMatrix);a._normalMatrix.transpose()}function u(a, b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function z(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}console.log("THREE.WebGLRenderer",THREE.REVISION);var a=a||{},y={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}},t=new THREE.WebGLRenderer.LowLevelRenderer(a),C=new THREE.WebGLRenderer.MeshRenderer(t,y),E=new THREE.WebGLRenderer.ParticleRenderer(t,y),l=new THREE.WebGLRenderer.LineRenderer(t,y),I=new THREE.WebGLRenderer.RibbonRenderer(t,y),J=new THREE.WebGLRenderer.ShaderBuilder(t, 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THREE.Vector3,N=!0,R={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[],exponents:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}};this.context=t.getContext();this.domElement=t.getDomElement();this.getPrecision= this.getPrecision=t.getPrecision;this.getContext=t.getContext;this.supportsVertexTextures=t.supportsVertexTextures;this.supportsFloatTextures=t.supportsFloatTextures;this.supportsStandardDerivatives=t.supportsStandardDerivatives;this.supportsCompressedTextureS3TC=t.supportsCompressedTextureS3TC;this.getMaxAnisotropy=t.getMaxAnisotropy;this.setSize=t.setSize;this.setViewport=t.setViewport;this.setScissor=t.setScissor;this.enableScissorTest=t.enableScissorTest;this.setDepthWrite=t.setDepthWrite;this.setDepthTest= 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0!==a.__webglColorBuffer&&t.deleteBuffer(a.__webglColorBuffer); void 0!==a.__webglUVBuffer&&t.deleteBuffer(a.__webglUVBuffer);void 0!==a.__webglUV2Buffer&&t.deleteBuffer(a.__webglUV2Buffer);void 0!==a.__webglSkinIndicesBuffer&&t.deleteBuffer(a.__webglSkinIndicesBuffer);void 0!==a.__webglSkinWeightsBuffer&&t.deleteBuffer(a.__webglSkinWeightsBuffer);void 0!==a.__webglFaceBuffer&&t.deleteBuffer(a.__webglFaceBuffer);void 0!==a.__webglLineBuffer&&t.deleteBuffer(a.__webglLineBuffer);void 0!==a.__webglLineDistanceBuffer&&t.deleteBuffer(a.__webglLineDistanceBuffer);if(void 0!== a.geometryGroups)for(var e in a.geometryGroups){var f=a.geometryGroups[e];if(void 0!==f.numMorphTargets){c=0;for(d=f.numMorphTargets;cd.numSupportedMorphTargets?(j.sort(g),j.length=d.numSupportedMorphTargets):j.length>d.numSupportedMorphNormals?j.sort(g):0===j.length&&j.push([0,0]);for(i=0;if;f++){a.__webglFramebuffer[f]=l.createFramebuffer();a.__webglRenderbuffer[f]=l.createRenderbuffer();l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,j=l.TEXTURE_CUBE_MAP_POSITIVE_X+f;l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer[f]);l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,j,g.__webglTexture, 0);h(a.__webglRenderbuffer[f],a)}c&&l.generateMipmap(l.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=l.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:l.createRenderbuffer(),l.bindTexture(l.TEXTURE_2D,a.__webglTexture),i(l.TEXTURE_2D,a,c),l.texImage2D(l.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=l.TEXTURE_2D,l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer),l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom? a.depthBuffer&&!a.stencilBuffer?l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT,l.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT,l.RENDERBUFFER,a.__webglRenderbuffer):h(a.__webglRenderbuffer,a),c&&l.generateMipmap(l.TEXTURE_2D);b?l.bindTexture(l.TEXTURE_CUBE_MAP,null):l.bindTexture(l.TEXTURE_2D,null);l.bindRenderbuffer(l.RENDERBUFFER,null);l.bindFramebuffer(l.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]: a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=na,a=qa,d=M,e=la);b!==T&&(l.bindFramebuffer(l.FRAMEBUFFER,b),l.viewport(d,e,c,a),T=b);C=c;E=a}function k(a){if(a===THREE.RepeatWrapping)return l.REPEAT;if(a===THREE.ClampToEdgeWrapping)return l.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return l.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return l.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return l.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return l.NEAREST_MIPMAP_LINEAR; if(a===THREE.LinearFilter)return l.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return l.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return l.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return l.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return l.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return l.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return l.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return l.BYTE;if(a===THREE.ShortType)return l.SHORT; if(a===THREE.UnsignedShortType)return l.UNSIGNED_SHORT;if(a===THREE.IntType)return l.INT;if(a===THREE.UnsignedIntType)return l.UNSIGNED_INT;if(a===THREE.FloatType)return l.FLOAT;if(a===THREE.AlphaFormat)return l.ALPHA;if(a===THREE.RGBFormat)return l.RGB;if(a===THREE.RGBAFormat)return l.RGBA;if(a===THREE.LuminanceFormat)return l.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return l.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return l.FUNC_ADD;if(a===THREE.SubtractEquation)return l.FUNC_SUBTRACT;if(a=== THREE.ReverseSubtractEquation)return l.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return l.ZERO;if(a===THREE.OneFactor)return l.ONE;if(a===THREE.SrcColorFactor)return l.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return l.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return l.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return l.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return l.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return l.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return l.DST_COLOR; if(a===THREE.OneMinusDstColorFactor)return l.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return l.SRC_ALPHA_SATURATE;if(void 0!==P){if(a===THREE.RGB_S3TC_DXT1_Format)return P.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return P.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return P.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return P.COMPRESSED_RGBA_S3TC_DXT5_EXT}return 0}function n(a,b){var c;"fragment"===a?c=l.createShader(l.FRAGMENT_SHADER): "vertex"===a&&(c=l.createShader(l.VERTEX_SHADER));l.shaderSource(c,b);l.compileShader(c);return!l.getShaderParameter(c,l.COMPILE_STATUS)?(console.error(l.getShaderInfoLog(c)),console.error(m(b)),null):c}function m(a){for(var a=a.split("\n"),b=0,c=a.length;be;e++)if(c)d[e]=a.image[e];else{var f=d,g=e,h;h=a.image[e];var j=G;if(!(h.width<=j&&h.height<=j)){var m=Math.max(h.width,h.height),n=Math.floor(h.width*j/m),j=Math.floor(h.height*j/m),m=document.createElement("canvas");m.width=n;m.height=j;m.getContext("2d").drawImage(h,0,0,h.width,h.height,0,0,n,j);h=m}f[g]=h}e=d[0];f=0===(e.width&e.width-1)&&0===(e.height&e.height-1);g=k(a.format);h=k(a.type);i(l.TEXTURE_CUBE_MAP,a,f);for(e=0;6>e;e++)if(c)for(var j=d[e].mipmaps,m=0,p=j.length;mf;f++)m=n[f],R[B]=m.x,R[B+1]=m.y,R[B+2]= m.z,B+=3;else for(f=0;3>f;f++)R[B]=m.x,R[B+1]=m.y,R[B+2]=m.z,B+=3;b=0;for(j=S.length;bf;f++)m=n[f],R[B]=m.x,R[B+1]=m.y,R[B+2]=m.z,B+=3;else for(f=0;4>f;f++)R[B]=m.x,R[B+1]=m.y,R[B+2]=m.z,B+=3;e.setDynamicArrayBuffer(a.__webglNormalBuffer,R)}if(la&&T&&i){b=0;for(j=X.length;bf;f++)B=h[f],N[P]=B.x,N[P+1]=B.y,P+=2;b=0;for(j=S.length;bf;f++)B= h[f],N[P]=B.x,N[P+1]=B.y,P+=2;0f;f++)P=i[f],w[s]=P.x,w[s+1]=P.y,s+=2;b=0;for(j=S.length;bf;f++)P=i[f],w[s]=P.x,w[s+1]=P.y,s+=2;0a?b(c,e-1):j[e]>8&255,h>>16&255,h>>24&255)),d}d.mipmapCount=1;i[2]&131072&&!1!==b&&(d.mipmapCount=Math.max(1,i[7]));d.isCubemap=i[28]&512?!0:!1;d.width=i[4];d.height=i[3];for(var i=i[1]+4,f=d.width,g=d.height,h=d.isCubemap? 6:1,j=0;jn-1?0:n-1,r=n+1>e-1?e-1:n+1,v=0>k-1?0:k-1,p=k+1>d-1?d-1:k+1,q=[],x=[0,0,i[4*(n*d+k)]/255*b];q.push([-1,0,i[4*(n*d+v)]/255*b]);q.push([-1,-1,i[4*(m*d+v)]/255*b]);q.push([0,-1,i[4*(m*d+k)]/255*b]);q.push([1,-1,i[4*(m*d+p)]/255*b]);q.push([1,0,i[4*(n*d+p)]/255*b]);q.push([1,1,i[4*(r*d+p)]/255*b]);q.push([0,1,i[4*(r*d+k)]/255*b]);q.push([-1,1,i[4*(r*d+v)]/255*b]);m=[];v=q.length;for(r=0;re)return null;var f=[],g=[],i=[],h,j,k;if(0=n--){console.log("Warning, unable to triangulate polygon!");break}h=j;e<=h&&(h=0);j=h+1;e<=j&&(j=0);k=j+1;e<=k&&(k=0);var m;a:{var r=m=void 0,v=void 0,p=void 0,q=void 0,x=void 0,u=void 0,z=void 0,y= void 0,r=a[g[h]].x,v=a[g[h]].y,p=a[g[j]].x,q=a[g[j]].y,x=a[g[k]].x,u=a[g[k]].y;if(1E-10>(p-r)*(u-v)-(q-v)*(x-r))m=!1;else{var t=void 0,C=void 0,E=void 0,l=void 0,I=void 0,J=void 0,B=void 0,P=void 0,A=void 0,G=void 0,A=P=B=y=z=void 0,t=x-p,C=u-q,E=r-x,l=v-u,I=p-r,J=q-v;for(m=0;mh)g=d+1;else if(0b&&(b=0);1d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b}; THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)}; THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=0.5*(c-a),d=0.5*(d-b),f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}}; THREE.Curve.create=function(a,b){a.prototype=Object.create(THREE.Curve.prototype);a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b}); THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a-=e;c[0]=0==e?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b}); THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e-=a;a+=0=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=i.x:i.xc?c=i.y:i.yd?d=i.z:i.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; THREE.Path.prototype.toShapes=function(){var a,b,c,d,e=[],f=new THREE.Path;a=0;for(b=this.actions.length;a i&&(i+=c.length);i%=c.length;0>g&&(g+=j.length);g%=j.length;e=0<=i-1?i-1:c.length-1;f=0<=g-1?g-1:j.length-1;p=[j[g],c[i],c[e]];p=THREE.FontUtils.Triangulate.area(p);q=[j[g],j[f],c[i]];q=THREE.FontUtils.Triangulate.area(q);n+m>p+q&&(i=r,g=k,0>i&&(i+=c.length),i%=c.length,0>g&&(g+=j.length),g%=j.length,e=0<=i-1?i-1:c.length-1,f=0<=g-1?g-1:j.length-1);n=c.slice(0,i);m=c.slice(i);r=j.slice(g);k=j.slice(0,g);f=[j[g],j[f],c[i]];v.push([j[g],c[i],c[e]]);v.push(f);c=n.concat(r).concat(k).concat(m)}return{shape:c, isolatedPts:v,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,!1),f,g,i,h,j={};f=0;for(g=d.length;fd;d++)h=i[d].x+":"+i[d].y,h=j[h],void 0!==h&&(i[d]=h)}f=0;for(g=e.length;fd;d++)h=i[d].x+":"+i[d].y,h=j[h],void 0!==h&&(i[d]=h)}return c.concat(e)}, isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a,b)+this.b3p1(a,c)+this.b3p2(a,d)+ this.b3p3(a,e)}};THREE.AnimationHandler=function(){var a=[],b={},c={update:function(b){for(var c=0;ca.hierarchy[c].keys[d].time&& (a.hierarchy[c].keys[d].time=0),void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var i=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=new THREE.Quaternion(i[0],i[1],i[2],i[3])}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){i={};for(d=0;dr;r++){c=b[r];g=h.prevKey[c];i=h.nextKey[c];if(i.time<=k){if(jd||1d?0:1;if("pos"===c)if(c=a.position,this.interpolationType===THREE.AnimationHandler.LINEAR)c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+ (f[2]-e[2])*d;else{if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)this.points[0]=this.getPrevKeyWith("pos",n,g.index-1).pos,this.points[1]=e,this.points[2]=f,this.points[3]=this.getNextKeyWith("pos",n,i.index+1).pos,d=0.33*d+0.33,e=this.interpolateCatmullRom(this.points,d),c.x=e[0],c.y=e[1],c.z=e[2],this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD&&(d=this.interpolateCatmullRom(this.points,1.01*d), this.target.set(d[0],d[1],d[2]),this.target.sub(c),this.target.y=0,this.target.normalize(),d=Math.atan2(this.target.x,this.target.z),a.rotation.set(0,d,0))}else"rot"===c?THREE.Quaternion.slerp(e,f,a.quaternion,d):"scl"===c&&(c=a.scale,c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+(f[2]-e[2])*d)}}}}; THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],e,f,g,i,h,j;e=(a.length-1)*b;f=Math.floor(e);e-=f;c[0]=0===f?f:f-1;c[1]=f;c[2]=f>a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];i=a[c[1]];h=a[c[2]];j=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],i[0],h[0],j[0],e,c,g);d[1]=this.interpolate(f[1],i[1],h[1],j[1],e,c,g);d[2]=this.interpolate(f[2],i[2],h[2],j[2],e,c,g);return d}; THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=!0}}if(this.JITCompile&&void 0===f[0][e]){this.hierarchy[0].updateMatrixWorld(!0);for(a=0;ag?(b=Math.atan2(b.y-a.y,b.x-a.x),a=Math.atan2(c.y-a.y,c.x-a.x),b>a&&(a+=2*Math.PI),c=(b+a)/2,a=-Math.cos(c),c=-Math.sin(c),new THREE.Vector2(a,c)):d.multiplyScalar(g).add(h).sub(a).clone()}function e(c,d){var e,f;for(N=c.length;0<=--N;){e=N;f=N-1;0>f&&(f=c.length-1);for(var g=0,h=r+2*k, g=0;gMath.abs(c-h)?[new THREE.Vector2(b,1-e),new THREE.Vector2(d,1-f),new THREE.Vector2(j,1-g),new THREE.Vector2(n,1-a)]:[new THREE.Vector2(c,1-e),new THREE.Vector2(h,1-f),new THREE.Vector2(k,1-g),new THREE.Vector2(m,1-a)]}};THREE.ExtrudeGeometry.__v1=new THREE.Vector2;THREE.ExtrudeGeometry.__v2=new THREE.Vector2;THREE.ExtrudeGeometry.__v3=new THREE.Vector2;THREE.ExtrudeGeometry.__v4=new THREE.Vector2; THREE.ExtrudeGeometry.__v5=new THREE.Vector2;THREE.ExtrudeGeometry.__v6=new THREE.Vector2;THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);!1===a instanceof Array&&(a=[a]);this.shapebb=a[a.length-1].getBoundingBox();this.addShapeList(a,b);this.computeCentroids();this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cd?(d=new THREE.Face3(a.index,b.index,c.index,[a.clone(),b.clone(),c.clone()]),d.centroid.add(a).add(b).add(c).divideScalar(3),d.normal=d.centroid.clone().normalize(),h.faces.push(d),d=Math.atan2(d.centroid.z,-d.centroid.x),h.faceVertexUvs[0].push([i(a.uv, a,d),i(b.uv,b,d),i(c.uv,c,d)])):(d-=1,f(a,g(a,b),g(a,c),d),f(g(a,b),b,g(b,c),d),f(g(a,c),g(b,c),c,d),f(g(a,b),g(b,c),g(a,c),d))}function g(a,b){n[a.index]||(n[a.index]=[]);n[b.index]||(n[b.index]=[]);var c=n[a.index][b.index];void 0===c&&(n[a.index][b.index]=n[b.index][a.index]=c=e((new THREE.Vector3).addVectors(a,b).divideScalar(2)));return c}function i(a,b,c){0>c&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+0.5,a.y));return a}THREE.Geometry.call(this); for(var c=c||1,d=d||0,h=this,j=0,k=a.length;j=k){for(j=0;3>j;j++){k=[h[j],h[(j+1)%3]];n=!0;for(m=0;mi;i++)void 0===f[g[i]]&&(f[g[i]]=e++,this.vertices.push(a[g[i]])),g[i]=f[g[i]]}for(d=0;db.y?this.rotation.set(Math.PI,0,0):(a=THREE.ArrowHelper.__v2.set(b.z,0,-b.x).normalize(),b=Math.acos(b.y),a=THREE.ArrowHelper.__q1.setFromAxisAngle(a,b),this.rotation.setEulerFromQuaternion(a,this.eulerOrder))}; THREE.ArrowHelper.prototype.setLength=function(a){this.scale.set(a,a,a)};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.setHex(a);this.cone.material.color.setHex(a)};THREE.ArrowHelper.__v1=new THREE.Vector3;THREE.ArrowHelper.__v2=new THREE.Vector3;THREE.ArrowHelper.__q1=new THREE.Quaternion;THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.geometry.vertices.push(new THREE.Vector3);d.geometry.colors.push(new THREE.Color(b));void 0===d.pointMap[a]&&(d.pointMap[a]=[]);d.pointMap[a].push(d.geometry.vertices.length-1)}THREE.Line.call(this);var d=this;this.geometry=new THREE.Geometry;this.material=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors});this.type=THREE.LinePieces;this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap= {};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200);b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1", "cf2",3355443);b("cf3","cf4",3355443);this.camera=a;this.update(a)};THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype); THREE.CameraHelper.prototype.update=function(){function a(a,d,e,f){THREE.CameraHelper.__v.set(d,e,f);THREE.CameraHelper.__projector.unprojectVector(THREE.CameraHelper.__v,THREE.CameraHelper.__c);a=b.pointMap[a];if(void 0!==a){d=0;for(e=a.length;di.end&&(i.end=f);c||(c=h)}}for(h in d)i=d[h],this.createAnimation(h,i.start,i.end,a);this.firstAnimation=c}; THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}};THREE.LensFlarePlugin=function(){function a(a,c){var d=b.createProgram(),e=b.createShader(b.FRAGMENT_SHADER),f=b.createShader(b.VERTEX_SHADER),g="precision "+c+" float;\n";b.shaderSource(e,g+a.fragmentShader);b.shaderSource(f,g+a.vertexShader);b.compileShader(e);b.compileShader(f);b.attachShader(d,e);b.attachShader(d,f);b.linkProgram(d);return d}var b,c,d,e,f,g,i,h,j,k,n,m,r;this.init=function(v){b=v.context;c=v;d=v.getPrecision();e=new Float32Array(16);f=new Uint16Array(6);v=0;e[v++]=-1;e[v++]=-1; e[v++]=0;e[v++]=0;e[v++]=1;e[v++]=-1;e[v++]=1;e[v++]=0;e[v++]=1;e[v++]=1;e[v++]=1;e[v++]=1;e[v++]=-1;e[v++]=1;e[v++]=0;e[v++]=1;v=0;f[v++]=0;f[v++]=1;f[v++]=2;f[v++]=0;f[v++]=2;f[v++]=3;g=b.createBuffer();i=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,g);b.bufferData(b.ARRAY_BUFFER,e,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,i);b.bufferData(b.ELEMENT_ARRAY_BUFFER,f,b.STATIC_DRAW);h=b.createTexture();j=b.createTexture();b.bindTexture(b.TEXTURE_2D,h);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16, 0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,j);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE); b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);0>=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(k=!1,n=a(THREE.ShaderFlares.lensFlare,d)):(k=!0,n=a(THREE.ShaderFlares.lensFlareVertexTexture,d));m={};r={};m.vertex=b.getAttribLocation(n,"position");m.uv=b.getAttribLocation(n,"uv");r.renderType=b.getUniformLocation(n,"renderType");r.map=b.getUniformLocation(n,"map");r.occlusionMap=b.getUniformLocation(n,"occlusionMap");r.opacity= b.getUniformLocation(n,"opacity");r.color=b.getUniformLocation(n,"color");r.scale=b.getUniformLocation(n,"scale");r.rotation=b.getUniformLocation(n,"rotation");r.screenPosition=b.getUniformLocation(n,"screenPosition")};this.render=function(a,d,e,f){var a=a.__webglFlares,u=a.length;if(u){var z=new THREE.Vector3,y=f/e,t=0.5*e,C=0.5*f,E=16/f,l=new THREE.Vector2(E*y,E),I=new THREE.Vector3(1,1,0),J=new THREE.Vector2(1,1),B=r,E=m;b.useProgram(n);b.enableVertexAttribArray(m.vertex);b.enableVertexAttribArray(m.uv); b.uniform1i(B.occlusionMap,0);b.uniform1i(B.map,1);b.bindBuffer(b.ARRAY_BUFFER,g);b.vertexAttribPointer(E.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(E.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,i);b.disable(b.CULL_FACE);b.depthMask(!1);var P,A,G,D,H;for(P=0;Pl;l++)y[l]=new THREE.Vector3,u[l]=new THREE.Vector3;y=t.shadowCascadeNearZ[z];t=t.shadowCascadeFarZ[z];u[0].set(-1,-1,y);u[1].set(1,-1,y);u[2].set(-1, 1,y);u[3].set(1,1,y);u[4].set(-1,-1,t);u[5].set(1,-1,t);u[6].set(-1,1,t);u[7].set(1,1,t);E.originalCamera=m;u=new THREE.Gyroscope;u.position=p.shadowCascadeOffset;u.add(E);u.add(E.target);m.add(u);p.shadowCascadeArray[x]=E;console.log("Created virtualLight",E)}z=p;y=x;t=z.shadowCascadeArray[y];t.position.copy(z.position);t.target.position.copy(z.target.position);t.lookAt(t.target);t.shadowCameraVisible=z.shadowCameraVisible;t.shadowDarkness=z.shadowDarkness;t.shadowBias=z.shadowCascadeBias[y];u=z.shadowCascadeNearZ[y]; z=z.shadowCascadeFarZ[y];t=t.pointsFrustum;t[0].z=u;t[1].z=u;t[2].z=u;t[3].z=u;t[4].z=z;t[5].z=z;t[6].z=z;t[7].z=z;C[q]=E;q++}else C[q]=p,q++;r=0;for(v=C.length;rz;z++)y=t[z],y.copy(u[z]),THREE.ShadowMapPlugin.__projector.unprojectVector(y,x),y.applyMatrix4(q.matrixWorldInverse),y.xj.x&&(j.x=y.x),y.yj.y&&(j.y=y.y),y.zj.z&& (j.z=y.z);q.left=h.x;q.right=j.x;q.top=j.y;q.bottom=h.y;q.updateProjectionMatrix()}q=p.shadowMap;u=p.shadowMatrix;x=p.shadowCamera;x.position.getPositionFromMatrix(p.matrixWorld);k.getPositionFromMatrix(p.target.matrixWorld);x.lookAt(k);x.updateMatrixWorld();x.matrixWorldInverse.getInverse(x.matrixWorld);p.cameraHelper&&(p.cameraHelper.visible=p.shadowCameraVisible);p.shadowCameraVisible&&p.cameraHelper.update();u.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);u.multiply(x.projectionMatrix);u.multiply(x.matrixWorldInverse); i.multiplyMatrices(x.projectionMatrix,x.matrixWorldInverse);g.setFromMatrix(i);b.setRenderTarget(q);b.clear();t=n.__webglObjects;p=0;for(q=t.length;p 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"}};