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Use .subVectors( a, b ) instead.\"),this.subVectors(e,t)):(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this)},subScalar:function(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this},subVectors:function(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this},multiplyScalar:function(e){return isFinite(e)?(this.x*=e,this.y*=e,this.z*=e,this.w*=e):(this.x=0,this.y=0,this.z=0,this.w=0),this},applyMatrix4:function(e){var t=this.x,n=this.y,i=this.z,r=this.w,o=e.elements;return this.x=o[0]*t+o[4]*n+o[8]*i+o[12]*r,this.y=o[1]*t+o[5]*n+o[9]*i+o[13]*r,this.z=o[2]*t+o[6]*n+o[10]*i+o[14]*r,this.w=o[3]*t+o[7]*n+o[11]*i+o[15]*r,this},divideScalar:function(e){return this.multiplyScalar(1/e)},setAxisAngleFromQuaternion:function(e){this.w=2*Math.acos(e.w);var t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this},setAxisAngleFromRotationMatrix:function(e){var t,n,i,r,o=e.elements,a=o[0],s=o[4],l=o[8],u=o[1],c=o[5],d=o[9],h=o[2],p=o[6],f=o[10];if(Math.abs(s-u)<.01&&Math.abs(l-h)<.01&&Math.abs(d-p)<.01){if(Math.abs(s+u)<.1&&Math.abs(l+h)<.1&&Math.abs(d+p)<.1&&Math.abs(a+c+f-3)<.1)return this.set(1,0,0,0),this;t=Math.PI;var m=(a+1)/2,g=(c+1)/2,y=(f+1)/2,v=(s+u)/4,b=(l+h)/4,_=(d+p)/4;return m>g&&m>y?m<.01?(n=0,i=.707106781,r=.707106781):(i=v/(n=Math.sqrt(m)),r=b/n):g>y?g<.01?(n=.707106781,i=0,r=.707106781):(n=v/(i=Math.sqrt(g)),r=_/i):y<.01?(n=.707106781,i=.707106781,r=0):(n=b/(r=Math.sqrt(y)),i=_/r),this.set(n,i,r,t),this}var x=Math.sqrt((p-d)*(p-d)+(l-h)*(l-h)+(u-s)*(u-s));return Math.abs(x)<.001&&(x=1),this.x=(p-d)/x,this.y=(l-h)/x,this.z=(u-s)/x,this.w=Math.acos((a+c+f-1)/2),this},min:function(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this},max:function(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this},clamp:function(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this.w=Math.max(e.w,Math.min(t.w,this.w)),this},clampScalar:function(){var e,t;return function(n,i){return void 0===e&&(e=new Lt,t=new Lt),e.set(n,n,n,n),t.set(i,i,i,i),this.clamp(e,t)}}(),floor:function(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this},ceil:function(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this},round:function(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this},roundToZero:function(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w),this},negate:function(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this},dot:function(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.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(e){return this.multiplyScalar(e/this.length())},lerp:function(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this},lerpVectors:function(e,t,n){return this.subVectors(t,e).multiplyScalar(n).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w},fromArray:function(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e},fromBufferAttribute:function(e,t,n){return void 0!==n&&console.warn(\"THREE.Vector4: offset has been removed from .fromBufferAttribute().\"),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}},It.prototype={constructor:It,isWebGLRenderTarget:!0,setSize:function(e,t){this.width===e&&this.height===t||(this.width=e,this.height=t,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)},clone:function(){return(new this.constructor).copy(this)},copy:function(e){return this.width=e.width,this.height=e.height,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this},dispose:function(){this.dispatchEvent({type:\"dispose\"})}},Object.assign(It.prototype,i.prototype),Dt.prototype=Object.create(It.prototype),Dt.prototype.constructor=Dt,Dt.prototype.isWebGLRenderTargetCube=!0,Nt.prototype={constructor:Nt,get x(){return this._x},set x(e){this._x=e,this.onChangeCallback()},get y(){return this._y},set y(e){this._y=e,this.onChangeCallback()},get z(){return this._z},set z(e){this._z=e,this.onChangeCallback()},get w(){return this._w},set w(e){this._w=e,this.onChangeCallback()},set:function(e,t,n,i){return this._x=e,this._y=t,this._z=n,this._w=i,this.onChangeCallback(),this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this.onChangeCallback(),this},setFromEuler:function(e,t){if(!1===(e&&e.isEuler))throw new Error(\"THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.\");var n=Math.cos(e._x/2),i=Math.cos(e._y/2),r=Math.cos(e._z/2),o=Math.sin(e._x/2),a=Math.sin(e._y/2),s=Math.sin(e._z/2),l=e.order;return\"XYZ\"===l?(this._x=o*i*r+n*a*s,this._y=n*a*r-o*i*s,this._z=n*i*s+o*a*r,this._w=n*i*r-o*a*s):\"YXZ\"===l?(this._x=o*i*r+n*a*s,this._y=n*a*r-o*i*s,this._z=n*i*s-o*a*r,this._w=n*i*r+o*a*s):\"ZXY\"===l?(this._x=o*i*r-n*a*s,this._y=n*a*r+o*i*s,this._z=n*i*s+o*a*r,this._w=n*i*r-o*a*s):\"ZYX\"===l?(this._x=o*i*r-n*a*s,this._y=n*a*r+o*i*s,this._z=n*i*s-o*a*r,this._w=n*i*r+o*a*s):\"YZX\"===l?(this._x=o*i*r+n*a*s,this._y=n*a*r+o*i*s,this._z=n*i*s-o*a*r,this._w=n*i*r-o*a*s):\"XZY\"===l&&(this._x=o*i*r-n*a*s,this._y=n*a*r-o*i*s,this._z=n*i*s+o*a*r,this._w=n*i*r+o*a*s),!1!==t&&this.onChangeCallback(),this},setFromAxisAngle:function(e,t){var n=t/2,i=Math.sin(n);return this._x=e.x*i,this._y=e.y*i,this._z=e.z*i,this._w=Math.cos(n),this.onChangeCallback(),this},setFromRotationMatrix:function(e){var t,n=e.elements,i=n[0],r=n[4],o=n[8],a=n[1],s=n[5],l=n[9],u=n[2],c=n[6],d=n[10],h=i+s+d;return h>0?(t=.5/Math.sqrt(h+1),this._w=.25/t,this._x=(c-l)*t,this._y=(o-u)*t,this._z=(a-r)*t):i>s&&i>d?(t=2*Math.sqrt(1+i-s-d),this._w=(c-l)/t,this._x=.25*t,this._y=(r+a)/t,this._z=(o+u)/t):s>d?(t=2*Math.sqrt(1+s-i-d),this._w=(o-u)/t,this._x=(r+a)/t,this._y=.25*t,this._z=(l+c)/t):(t=2*Math.sqrt(1+d-i-s),this._w=(a-r)/t,this._x=(o+u)/t,this._y=(l+c)/t,this._z=.25*t),this.onChangeCallback(),this},setFromUnitVectors:function(){var e,t;return function(n,i){return void 0===e&&(e=new Ft),(t=n.dot(i)+1)<1e-6?(t=0,Math.abs(n.x)>Math.abs(n.z)?e.set(-n.y,n.x,0):e.set(0,-n.z,n.y)):e.crossVectors(n,i),this._x=e.x,this._y=e.y,this._z=e.z,this._w=t,this.normalize()}}(),inverse:function(){return this.conjugate().normalize()},conjugate:function(){return this._x*=-1,this._y*=-1,this._z*=-1,this.onChangeCallback(),this},dot:function(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._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)},normalize:function(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this.onChangeCallback(),this},multiply:function(e,t){return void 0!==t?(console.warn(\"THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.\"),this.multiplyQuaternions(e,t)):this.multiplyQuaternions(this,e)},premultiply:function(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function(e,t){var n=e._x,i=e._y,r=e._z,o=e._w,a=t._x,s=t._y,l=t._z,u=t._w;return this._x=n*u+o*a+i*l-r*s,this._y=i*u+o*s+r*a-n*l,this._z=r*u+o*l+n*s-i*a,this._w=o*u-n*a-i*s-r*l,this.onChangeCallback(),this},slerp:function(e,t){if(0===t)return this;if(1===t)return this.copy(e);var n=this._x,i=this._y,r=this._z,o=this._w,a=o*e._w+n*e._x+i*e._y+r*e._z;if(a<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,a=-a):this.copy(e),a>=1)return this._w=o,this._x=n,this._y=i,this._z=r,this;var s=Math.sqrt(1-a*a);if(Math.abs(s)<.001)return this._w=.5*(o+this._w),this._x=.5*(n+this._x),this._y=.5*(i+this._y),this._z=.5*(r+this._z),this;var l=Math.atan2(s,a),u=Math.sin((1-t)*l)/s,c=Math.sin(t*l)/s;return this._w=o*u+this._w*c,this._x=n*u+this._x*c,this._y=i*u+this._y*c,this._z=r*u+this._z*c,this.onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this.onChangeCallback(),this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},onChange:function(e){return this.onChangeCallback=e,this},onChangeCallback:function(){}},Object.assign(Nt,{slerp:function(e,t,n,i){return n.copy(e).slerp(t,i)},slerpFlat:function(e,t,n,i,r,o,a){var s=n[i+0],l=n[i+1],u=n[i+2],c=n[i+3],d=r[o+0],h=r[o+1],p=r[o+2],f=r[o+3];if(c!==f||s!==d||l!==h||u!==p){var m=1-a,g=s*d+l*h+u*p+c*f,y=g>=0?1:-1,v=1-g*g;if(v>Number.EPSILON){var b=Math.sqrt(v),_=Math.atan2(b,g*y);m=Math.sin(m*_)/b,a=Math.sin(a*_)/b}var x=a*y;if(s=s*m+d*x,l=l*m+h*x,u=u*m+p*x,c=c*m+f*x,m===1-a){var w=1/Math.sqrt(s*s+l*l+u*u+c*c);s*=w,l*=w,u*=w,c*=w}}e[t]=s,e[t+1]=l,e[t+2]=u,e[t+3]=c}}),Ft.prototype={constructor:Ft,isVector3:!0,set:function(e,t,n){return this.x=e,this.y=t,this.z=n,this},setScalar:function(e){return this.x=e,this.y=e,this.z=e,this},setX:function(e){return this.x=e,this},setY:function(e){return this.y=e,this},setZ:function(e){return this.z=e,this},setComponent:function(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error(\"index is out of range: \"+e)}return this},getComponent:function(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error(\"index is out of range: \"+e)}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function(e,t){return void 0!==t?(console.warn(\"THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"),this.addVectors(e,t)):(this.x+=e.x,this.y+=e.y,this.z+=e.z,this)},addScalar:function(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function(e,t){return void 0!==t?(console.warn(\"THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"),this.subVectors(e,t)):(this.x-=e.x,this.y-=e.y,this.z-=e.z,this)},subScalar:function(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function(e,t){return void 0!==t?(console.warn(\"THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.\"),this.multiplyVectors(e,t)):(this.x*=e.x,this.y*=e.y,this.z*=e.z,this)},multiplyScalar:function(e){return isFinite(e)?(this.x*=e,this.y*=e,this.z*=e):(this.x=0,this.y=0,this.z=0),this},multiplyVectors:function(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:function(e){return!1===(e&&e.isEuler)&&console.error(\"THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.\"),void 0===Ct&&(Ct=new Nt),this.applyQuaternion(Ct.setFromEuler(e))},applyAxisAngle:function(){var e;return function(t,n){return void 0===e&&(e=new Nt),this.applyQuaternion(e.setFromAxisAngle(t,n))}}(),applyMatrix3:function(e){var t=this.x,n=this.y,i=this.z,r=e.elements;return this.x=r[0]*t+r[3]*n+r[6]*i,this.y=r[1]*t+r[4]*n+r[7]*i,this.z=r[2]*t+r[5]*n+r[8]*i,this},applyMatrix4:function(e){var t=this.x,n=this.y,i=this.z,r=e.elements;this.x=r[0]*t+r[4]*n+r[8]*i+r[12],this.y=r[1]*t+r[5]*n+r[9]*i+r[13],this.z=r[2]*t+r[6]*n+r[10]*i+r[14];var o=r[3]*t+r[7]*n+r[11]*i+r[15];return this.divideScalar(o)},applyQuaternion:function(e){var t=this.x,n=this.y,i=this.z,r=e.x,o=e.y,a=e.z,s=e.w,l=s*t+o*i-a*n,u=s*n+a*t-r*i,c=s*i+r*n-o*t,d=-r*t-o*n-a*i;return this.x=l*s+d*-r+u*-a-c*-o,this.y=u*s+d*-o+c*-r-l*-a,this.z=c*s+d*-a+l*-o-u*-r,this},project:function(e){return void 0===Tt&&(Tt=new zt),Tt.multiplyMatrices(e.projectionMatrix,Tt.getInverse(e.matrixWorld)),this.applyMatrix4(Tt)},unproject:function(){var e;return function(t){return void 0===e&&(e=new zt),e.multiplyMatrices(t.matrixWorld,e.getInverse(t.projectionMatrix)),this.applyMatrix4(e)}}(),transformDirection:function(e){var t=this.x,n=this.y,i=this.z,r=e.elements;return this.x=r[0]*t+r[4]*n+r[8]*i,this.y=r[1]*t+r[5]*n+r[9]*i,this.z=r[2]*t+r[6]*n+r[10]*i,this.normalize()},divide:function(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function(e){return this.multiplyScalar(1/e)},min:function(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this},max:function(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this},clamp:function(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this},clampScalar:function(){var e,t;return function(n,i){return void 0===e&&(e=new Ft,t=new Ft),e.set(n,n,n),t.set(i,i,i),this.clamp(e,t)}}(),clampLength:function(e,t){var n=this.length();return this.multiplyScalar(Math.max(e,Math.min(t,n))/n)},floor:function(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this},ceil:function(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this},round:function(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this},roundToZero:function(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this},negate:function(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function(e){return this.x*e.x+this.y*e.y+this.z*e.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(e){return this.multiplyScalar(e/this.length())},lerp:function(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function(e,t,n){return this.subVectors(t,e).multiplyScalar(n).add(e)},cross:function(e,t){if(void 0!==t)return console.warn(\"THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.\"),this.crossVectors(e,t);var n=this.x,i=this.y,r=this.z;return this.x=i*e.z-r*e.y,this.y=r*e.x-n*e.z,this.z=n*e.y-i*e.x,this},crossVectors:function(e,t){var n=e.x,i=e.y,r=e.z,o=t.x,a=t.y,s=t.z;return this.x=i*s-r*a,this.y=r*o-n*s,this.z=n*a-i*o,this},projectOnVector:function(e){var t=e.dot(this)/e.lengthSq();return this.copy(e).multiplyScalar(t)},projectOnPlane:function(e){return void 0===Et&&(Et=new Ft),Et.copy(this).projectOnVector(e),this.sub(Et)},reflect:function(){var e;return function(t){return void 0===e&&(e=new Ft),this.sub(e.copy(t).multiplyScalar(2*this.dot(t)))}}(),angleTo:function(e){var t=this.dot(e)/Math.sqrt(this.lengthSq()*e.lengthSq());return Math.acos(Mt.clamp(t,-1,1))},distanceTo:function(e){return Math.sqrt(this.distanceToSquared(e))},distanceToSquared:function(e){var t=this.x-e.x,n=this.y-e.y,i=this.z-e.z;return t*t+n*n+i*i},distanceToManhattan:function(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)},setFromSpherical:function(e){var t=Math.sin(e.phi)*e.radius;return this.x=t*Math.sin(e.theta),this.y=Math.cos(e.phi)*e.radius,this.z=t*Math.cos(e.theta),this},setFromCylindrical:function(e){return this.x=e.radius*Math.sin(e.theta),this.y=e.y,this.z=e.radius*Math.cos(e.theta),this},setFromMatrixPosition:function(e){return this.setFromMatrixColumn(e,3)},setFromMatrixScale:function(e){var t=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),i=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=n,this.z=i,this},setFromMatrixColumn:function(e,t){if(\"number\"==typeof e){console.warn(\"THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).\");var n=e;e=t,t=n}return this.fromArray(e.elements,4*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function(e,t,n){return void 0!==n&&console.warn(\"THREE.Vector3: offset has been removed from .fromBufferAttribute().\"),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}},zt.prototype={constructor:zt,isMatrix4:!0,set:function(e,t,n,i,r,o,a,s,l,u,c,d,h,p,f,m){var g=this.elements;return g[0]=e,g[4]=t,g[8]=n,g[12]=i,g[1]=r,g[5]=o,g[9]=a,g[13]=s,g[2]=l,g[6]=u,g[10]=c,g[14]=d,g[3]=h,g[7]=p,g[11]=f,g[15]=m,this},identity:function(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this},clone:function(){return(new zt).fromArray(this.elements)},copy:function(e){return this.elements.set(e.elements),this},copyPosition:function(e){var t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this},extractBasis:function(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this},makeBasis:function(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this},extractRotation:function(){var e;return function(t){void 0===e&&(e=new Ft);var n=this.elements,i=t.elements,r=1/e.setFromMatrixColumn(t,0).length(),o=1/e.setFromMatrixColumn(t,1).length(),a=1/e.setFromMatrixColumn(t,2).length();return n[0]=i[0]*r,n[1]=i[1]*r,n[2]=i[2]*r,n[4]=i[4]*o,n[5]=i[5]*o,n[6]=i[6]*o,n[8]=i[8]*a,n[9]=i[9]*a,n[10]=i[10]*a,this}}(),makeRotationFromEuler:function(e){!1===(e&&e.isEuler)&&console.error(\"THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.\");var t=this.elements,n=e.x,i=e.y,r=e.z,o=Math.cos(n),a=Math.sin(n),s=Math.cos(i),l=Math.sin(i),u=Math.cos(r),c=Math.sin(r);if(\"XYZ\"===e.order){var d=o*u,h=o*c,p=a*u,f=a*c;t[0]=s*u,t[4]=-s*c,t[8]=l,t[1]=h+p*l,t[5]=d-f*l,t[9]=-a*s,t[2]=f-d*l,t[6]=p+h*l,t[10]=o*s}else if(\"YXZ\"===e.order){var m=s*u,g=s*c,y=l*u,v=l*c;t[0]=m+v*a,t[4]=y*a-g,t[8]=o*l,t[1]=o*c,t[5]=o*u,t[9]=-a,t[2]=g*a-y,t[6]=v+m*a,t[10]=o*s}else if(\"ZXY\"===e.order){m=s*u,g=s*c,y=l*u,v=l*c;t[0]=m-v*a,t[4]=-o*c,t[8]=y+g*a,t[1]=g+y*a,t[5]=o*u,t[9]=v-m*a,t[2]=-o*l,t[6]=a,t[10]=o*s}else if(\"ZYX\"===e.order){d=o*u,h=o*c,p=a*u,f=a*c;t[0]=s*u,t[4]=p*l-h,t[8]=d*l+f,t[1]=s*c,t[5]=f*l+d,t[9]=h*l-p,t[2]=-l,t[6]=a*s,t[10]=o*s}else if(\"YZX\"===e.order){var b=o*s,_=o*l,x=a*s,w=a*l;t[0]=s*u,t[4]=w-b*c,t[8]=x*c+_,t[1]=c,t[5]=o*u,t[9]=-a*u,t[2]=-l*u,t[6]=_*c+x,t[10]=b-w*c}else if(\"XZY\"===e.order){b=o*s,_=o*l,x=a*s,w=a*l;t[0]=s*u,t[4]=-c,t[8]=l*u,t[1]=b*c+w,t[5]=o*u,t[9]=_*c-x,t[2]=x*c-_,t[6]=a*u,t[10]=w*c+b}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},makeRotationFromQuaternion:function(e){var t=this.elements,n=e.x,i=e.y,r=e.z,o=e.w,a=n+n,s=i+i,l=r+r,u=n*a,c=n*s,d=n*l,h=i*s,p=i*l,f=r*l,m=o*a,g=o*s,y=o*l;return t[0]=1-(h+f),t[4]=c-y,t[8]=d+g,t[1]=c+y,t[5]=1-(u+f),t[9]=p-m,t[2]=d-g,t[6]=p+m,t[10]=1-(u+h),t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},lookAt:function(e,t,n){void 0===Ot&&(Ot=new Ft,kt=new Ft,Pt=new Ft);var i=this.elements;return Pt.subVectors(e,t).normalize(),0===Pt.lengthSq()&&(Pt.z=1),Ot.crossVectors(n,Pt).normalize(),0===Ot.lengthSq()&&(Pt.z+=1e-4,Ot.crossVectors(n,Pt).normalize()),kt.crossVectors(Pt,Ot),i[0]=Ot.x,i[4]=kt.x,i[8]=Pt.x,i[1]=Ot.y,i[5]=kt.y,i[9]=Pt.y,i[2]=Ot.z,i[6]=kt.z,i[10]=Pt.z,this},multiply:function(e,t){return void 0!==t?(console.warn(\"THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.\"),this.multiplyMatrices(e,t)):this.multiplyMatrices(this,e)},premultiply:function(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function(e,t){var n=e.elements,i=t.elements,r=this.elements,o=n[0],a=n[4],s=n[8],l=n[12],u=n[1],c=n[5],d=n[9],h=n[13],p=n[2],f=n[6],m=n[10],g=n[14],y=n[3],v=n[7],b=n[11],_=n[15],x=i[0],w=i[4],M=i[8],S=i[12],E=i[1],T=i[5],C=i[9],O=i[13],k=i[2],P=i[6],A=i[10],R=i[14],L=i[3],I=i[7],D=i[11],N=i[15];return r[0]=o*x+a*E+s*k+l*L,r[4]=o*w+a*T+s*P+l*I,r[8]=o*M+a*C+s*A+l*D,r[12]=o*S+a*O+s*R+l*N,r[1]=u*x+c*E+d*k+h*L,r[5]=u*w+c*T+d*P+h*I,r[9]=u*M+c*C+d*A+h*D,r[13]=u*S+c*O+d*R+h*N,r[2]=p*x+f*E+m*k+g*L,r[6]=p*w+f*T+m*P+g*I,r[10]=p*M+f*C+m*A+g*D,r[14]=p*S+f*O+m*R+g*N,r[3]=y*x+v*E+b*k+_*L,r[7]=y*w+v*T+b*P+_*I,r[11]=y*M+v*C+b*A+_*D,r[15]=y*S+v*O+b*R+_*N,this},multiplyToArray:function(e,t,n){var i=this.elements;return this.multiplyMatrices(e,t),n[0]=i[0],n[1]=i[1],n[2]=i[2],n[3]=i[3],n[4]=i[4],n[5]=i[5],n[6]=i[6],n[7]=i[7],n[8]=i[8],n[9]=i[9],n[10]=i[10],n[11]=i[11],n[12]=i[12],n[13]=i[13],n[14]=i[14],n[15]=i[15],this},multiplyScalar:function(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this},applyToBufferAttribute:function(){var e;return function(t){void 0===e&&(e=new Ft);for(var n=0,i=t.count;n0)return e;var r=t*n,o=Gt[r];if(void 0===o&&(o=new Float32Array(r),Gt[r]=o),0!==t){i.toArray(o,0);for(var a=1,s=0;a!==t;++a)s+=n,e[a].toArray(o,s)}return o}function Yt(e,t){var n=Vt[t];void 0===n&&(n=new Int32Array(t),Vt[t]=n);for(var i=0;i!==t;++i)n[i]=e.allocTextureUnit();return n}function qt(e,t){e.uniform1f(this.addr,t)}function Xt(e,t){e.uniform1i(this.addr,t)}function Kt(e,t){void 0===t.x?e.uniform2fv(this.addr,t):e.uniform2f(this.addr,t.x,t.y)}function Zt(e,t){void 0!==t.x?e.uniform3f(this.addr,t.x,t.y,t.z):void 0!==t.r?e.uniform3f(this.addr,t.r,t.g,t.b):e.uniform3fv(this.addr,t)}function Jt(e,t){void 0===t.x?e.uniform4fv(this.addr,t):e.uniform4f(this.addr,t.x,t.y,t.z,t.w)}function $t(e,t){e.uniformMatrix2fv(this.addr,!1,t.elements||t)}function Qt(e,t){e.uniformMatrix3fv(this.addr,!1,t.elements||t)}function en(e,t){e.uniformMatrix4fv(this.addr,!1,t.elements||t)}function tn(e,t,n){var i=n.allocTextureUnit();e.uniform1i(this.addr,i),n.setTexture2D(t||Ut,i)}function nn(e,t,n){var i=n.allocTextureUnit();e.uniform1i(this.addr,i),n.setTextureCube(t||jt,i)}function rn(e,t){e.uniform2iv(this.addr,t)}function on(e,t){e.uniform3iv(this.addr,t)}function an(e,t){e.uniform4iv(this.addr,t)}function sn(e,t){e.uniform1fv(this.addr,t)}function ln(e,t){e.uniform1iv(this.addr,t)}function un(e,t){e.uniform2fv(this.addr,Ht(t,this.size,2))}function cn(e,t){e.uniform3fv(this.addr,Ht(t,this.size,3))}function dn(e,t){e.uniform4fv(this.addr,Ht(t,this.size,4))}function 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cn;case 35666:return dn;case 35674:return hn;case 35675:return pn;case 35676:return fn;case 35678:return mn;case 35680:return gn;case 5124:case 35670:return ln;case 35667:case 35671:return rn;case 35668:case 35672:return on;case 35669:case 35673:return an}}(t.type)}function bn(e){this.id=e,Wt.call(this)}bn.prototype.setValue=function(e,t){for(var n=this.seq,i=0,r=n.length;i!==r;++i){var o=n[i];o.setValue(e,t[o.id])}};var _n=/([\\w\\d_]+)(\\])?(\\[|\\.)?/g;function xn(e,t){e.seq.push(t),e.map[t.id]=t}function wn(e,t,n){var i=e.name,r=i.length;for(_n.lastIndex=0;;){var o=_n.exec(i),a=_n.lastIndex,s=o[1],l=\"]\"===o[2],u=o[3];if(l&&(s|=0),void 0===u||\"[\"===u&&a+2===r){xn(n,void 0===u?new yn(s,e,t):new vn(s,e,t));break}var c=n.map[s];void 0===c&&xn(n,c=new bn(s)),n=c}}function Mn(e,t,n){Wt.call(this),this.renderer=n;for(var i=e.getProgramParameter(t,e.ACTIVE_UNIFORMS),r=0;r 0.0 ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\t\\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t\\treturn distanceFalloff * maxDistanceCutoffFactor;\\n#else\\n\\t\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n#endif\\n\\t\\t}\\n\\t\\treturn 1.0;\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 ltcTextureCoords( const in GeometricContext geometry, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = (LUT_SIZE - 1.0)/LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5/LUT_SIZE;\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 P = geometry.position;\\n\\tfloat theta = acos( dot( N, V ) );\\n\\tvec2 uv = vec2(\\n\\t\\tsqrt( saturate( roughness ) ),\\n\\t\\tsaturate( theta / ( 0.5 * PI ) ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\\n\\tint config = 0;\\n\\tif ( L[0].z > 0.0 ) config += 1;\\n\\tif ( L[1].z > 0.0 ) config += 2;\\n\\tif ( L[2].z > 0.0 ) config += 4;\\n\\tif ( L[3].z > 0.0 ) config += 8;\\n\\tn = 0;\\n\\tif ( config == 0 ) {\\n\\t} else if ( config == 1 ) {\\n\\t\\tn = 3;\\n\\t\\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\\n\\t\\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\\n\\t} else if ( config == 2 ) {\\n\\t\\tn = 3;\\n\\t\\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\\n\\t\\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\\n\\t} else if ( config == 3 ) {\\n\\t\\tn = 4;\\n\\t\\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\\n\\t\\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\\n\\t} else if ( config == 4 ) {\\n\\t\\tn = 3;\\n\\t\\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\\n\\t\\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\\n\\t} else if ( config == 5 ) {\\n\\t\\tn = 0;\\n\\t} else if ( config == 6 ) {\\n\\t\\tn = 4;\\n\\t\\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\\n\\t\\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\\n\\t} else if ( config == 7 ) {\\n\\t\\tn = 5;\\n\\t\\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\\n\\t\\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\\n\\t} else if ( config == 8 ) {\\n\\t\\tn = 3;\\n\\t\\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\\n\\t\\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\\n\\t\\tL[2] = L[3];\\n\\t} else if ( config == 9 ) {\\n\\t\\tn = 4;\\n\\t\\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\\n\\t\\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\\n\\t} else if ( config == 10 ) {\\n\\t\\tn = 0;\\n\\t} else if ( config == 11 ) {\\n\\t\\tn = 5;\\n\\t\\tL[4] = L[3];\\n\\t\\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\\n\\t\\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\\n\\t} else if ( config == 12 ) {\\n\\t\\tn = 4;\\n\\t\\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\\n\\t\\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\\n\\t} else if ( config == 13 ) {\\n\\t\\tn = 5;\\n\\t\\tL[4] = L[3];\\n\\t\\tL[3] = L[2];\\n\\t\\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\\n\\t\\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\\n\\t} else if ( config == 14 ) {\\n\\t\\tn = 5;\\n\\t\\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\\n\\t\\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\\n\\t} else if ( config == 15 ) {\\n\\t\\tn = 4;\\n\\t}\\n\\tif ( n == 3 )\\n\\t\\tL[3] = L[0];\\n\\tif ( n == 4 )\\n\\t\\tL[4] = L[0];\\n}\\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\\n\\tfloat cosTheta = dot( v1, v2 );\\n\\tfloat theta = acos( cosTheta );\\n\\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\\n\\treturn res;\\n}\\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\\n\\trectPoints[0] = pos - halfWidth - halfHeight;\\n\\trectPoints[1] = pos + halfWidth - halfHeight;\\n\\trectPoints[2] = pos + halfWidth + halfHeight;\\n\\trectPoints[3] = pos - halfWidth + halfHeight;\\n}\\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 P = geometry.position;\\n\\tvec3 T1, T2;\\n\\tT1 = normalize(V - N * dot( V, N ));\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\\n\\tvec3 clippedRect[5];\\n\\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\\n\\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\\n\\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\\n\\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\\n\\tint n;\\n\\tclipQuadToHorizon(clippedRect, n);\\n\\tif ( n == 0 )\\n\\t\\treturn vec3( 0, 0, 0 );\\n\\tclippedRect[0] = normalize( clippedRect[0] );\\n\\tclippedRect[1] = normalize( clippedRect[1] );\\n\\tclippedRect[2] = normalize( clippedRect[2] );\\n\\tclippedRect[3] = normalize( clippedRect[3] );\\n\\tclippedRect[4] = normalize( clippedRect[4] );\\n\\tfloat sum = 0.0;\\n\\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\\n\\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\\n\\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\\n\\tif (n >= 4)\\n\\t\\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\\n\\tif (n == 5)\\n\\t\\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\\n\\tsum = max( 0.0, sum );\\n\\tvec3 Lo_i = vec3( sum, sum, sum );\\n\\treturn Lo_i;\\n}\\nvec3 Rect_Area_Light_Specular_Reflectance(\\n\\t\\tconst in GeometricContext geometry,\\n\\t\\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\\n\\t\\tconst in float roughness,\\n\\t\\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\\n\\tvec3 rectPoints[4];\\n\\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\\n\\tvec2 uv = ltcTextureCoords( geometry, roughness );\\n\\tvec4 brdfLtcApproxParams, t;\\n\\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\\n\\tt = texture2D( ltcMat, uv );\\n\\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\\n\\tmat3 brdfLtcApproxMat = mat3(\\n\\t\\tvec3( 1, 0, t.y ),\\n\\t\\tvec3( 0, t.z, 0 ),\\n\\t\\tvec3( t.w, 0, t.x )\\n\\t);\\n\\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\\n\\tspecularReflectance *= brdfLtcScalar;\\n\\treturn specularReflectance;\\n}\\nvec3 Rect_Area_Light_Diffuse_Reflectance(\\n\\t\\tconst in GeometricContext geometry,\\n\\t\\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\\n\\tvec3 rectPoints[4];\\n\\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\\n\\tmat3 diffuseBrdfMat = mat3(1);\\n\\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\\n\\treturn diffuseReflectance;\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\\n\\treturn specularColor * AB.x + AB.y;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n\",bumpmap_pars_fragment:\"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = dFdx( surf_pos );\\n\\t\\tvec3 vSigmaY = dFdy( surf_pos );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\\n\",clipping_planes_fragment:\"#if NUM_CLIPPING_PLANES > 0\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\\n\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t\\t\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\\n\\t\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\tif ( clipped ) discard;\\n\\t\\n\\t#endif\\n#endif\\n\",clipping_planes_pars_fragment:\"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\\n\",clipping_planes_pars_vertex:\"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n\",clipping_planes_vertex:\"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n\",color_fragment:\"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\",color_pars_fragment:\"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\\n\",color_pars_vertex:\"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\",color_vertex:\"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\",common:\"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define PI_HALF 1.5707963267949\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\n#define EPSILON 1e-6\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transpose( const in mat3 v ) {\\n\\tmat3 tmp;\\n\\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\\n\\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\\n\\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\\n\\treturn tmp;\\n}\\n\",cube_uv_reflection_fragment:\"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_textureSize (1024.0)\\nint getFaceFromDirection(vec3 direction) {\\n\\tvec3 absDirection = abs(direction);\\n\\tint face = -1;\\n\\tif( absDirection.x > absDirection.z ) {\\n\\t\\tif(absDirection.x > absDirection.y )\\n\\t\\t\\tface = direction.x > 0.0 ? 0 : 3;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\telse {\\n\\t\\tif(absDirection.z > absDirection.y )\\n\\t\\t\\tface = direction.z > 0.0 ? 2 : 5;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\treturn face;\\n}\\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\\n\\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\\n\\tfloat dxRoughness = dFdx(roughness);\\n\\tfloat dyRoughness = dFdy(roughness);\\n\\tvec3 dx = dFdx( vec * scale * dxRoughness );\\n\\tvec3 dy = dFdy( vec * scale * dyRoughness );\\n\\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\\n\\td = clamp(d, 1.0, cubeUV_rangeClamp);\\n\\tfloat mipLevel = 0.5 * log2(d);\\n\\treturn vec2(floor(mipLevel), fract(mipLevel));\\n}\\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\\n\\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\\n\\tfloat a = 16.0 * cubeUV_rcpTextureSize;\\n\\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\\n\\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\\n\\tfloat powScale = exp2_packed.x * exp2_packed.y;\\n\\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\\n\\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\\n\\tbool bRes = mipLevel == 0.0;\\n\\tscale = bRes && (scale < a) ? a : scale;\\n\\tvec3 r;\\n\\tvec2 offset;\\n\\tint face = getFaceFromDirection(direction);\\n\\tfloat rcpPowScale = 1.0 / powScale;\\n\\tif( face == 0) {\\n\\t\\tr = vec3(direction.x, -direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 1) {\\n\\t\\tr = vec3(direction.y, direction.x, direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 2) {\\n\\t\\tr = vec3(direction.z, direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 3) {\\n\\t\\tr = vec3(direction.x, direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse if( face == 4) {\\n\\t\\tr = vec3(direction.y, direction.x, -direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse {\\n\\t\\tr = vec3(direction.z, -direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\tr = normalize(r);\\n\\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\\n\\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\\n\\tvec2 base = offset + vec2( texelOffset );\\n\\treturn base + s * ( scale - 2.0 * texelOffset );\\n}\\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\\n\\tfloat roughnessVal = roughness* cubeUV_maxLods3;\\n\\tfloat r1 = floor(roughnessVal);\\n\\tfloat r2 = r1 + 1.0;\\n\\tfloat t = fract(roughnessVal);\\n\\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\\n\\tfloat s = mipInfo.y;\\n\\tfloat level0 = mipInfo.x;\\n\\tfloat level1 = level0 + 1.0;\\n\\tlevel1 = level1 > 5.0 ? 5.0 : level1;\\n\\tlevel0 += min( floor( s + 0.5 ), 5.0 );\\n\\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\\n\\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\\n\\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\\n\\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\\n\\tvec4 result = mix(color10, color20, t);\\n\\treturn vec4(result.rgb, 1.0);\\n}\\n#endif\\n\",defaultnormal_vertex:\"#ifdef FLIP_SIDED\\n\\tobjectNormal = -objectNormal;\\n#endif\\nvec3 transformedNormal = normalMatrix * objectNormal;\\n\",displacementmap_pars_vertex:\"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\\n\",displacementmap_vertex:\"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\\n#endif\\n\",emissivemap_fragment:\"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\\n\",emissivemap_pars_fragment:\"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\\n\",encodings_fragment:\" gl_FragColor = linearToOutputTexel( gl_FragColor );\\n\",encodings_pars_fragment:\"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = min( floor( D ) / 255.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\\n\\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract(Le);\\n\\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\\n\\treturn vec4( max(vRGB, 0.0), 1.0 );\\n}\\n\",envmap_fragment:\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\\n\\t\\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\\n\",envmap_pars_fragment:\"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\\n\\tuniform float reflectivity;\\n\\tuniform float envMapIntensity;\\n#endif\\n#ifdef USE_ENVMAP\\n\\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\tuniform float flipEnvMap;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\\n\",envmap_pars_vertex:\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\\n\",envmap_vertex:\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\n\",fog_vertex:\"\\n#ifdef USE_FOG\\nfogDepth = -mvPosition.z;\\n#endif\",fog_pars_vertex:\"#ifdef USE_FOG\\n varying float fogDepth;\\n#endif\\n\",fog_fragment:\"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\\n\",fog_pars_fragment:\"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\\n\",gradientmap_pars_fragment:\"#ifdef TOON\\n\\tuniform sampler2D gradientMap;\\n\\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\t\\tfloat dotNL = dot( normal, lightDirection );\\n\\t\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t\\t#ifdef USE_GRADIENTMAP\\n\\t\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\",lightmap_fragment:\"#ifdef USE_LIGHTMAP\\n\\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n#endif\\n\",lightmap_pars_fragment:\"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\",lights_lambert_vertex:\"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\",lights_pars:\"uniform vec3 ambientLightColor;\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltcMat;\\tuniform sampler2D ltcMag;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\\n\\t\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\\n\",lights_phong_fragment:\"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\\n\",lights_phong_pars_fragment:\"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 matDiffColor = material.diffuseColor;\\n\\t\\tvec3 matSpecColor = material.specularColor;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\\n\\t\\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\\n\\t\\t\\t\\tgeometry,\\n\\t\\t\\t\\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\\n\\t\\t\\t\\troughness,\\n\\t\\t\\t\\tltcMat, ltcMag );\\n\\t\\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\\n\\t\\t\\t\\tgeometry,\\n\\t\\t\\t\\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\\n\\t\\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\\n\\t\\treflectedLight.directDiffuse += lightColor * matDiffColor * diff / PI2;\\n\\t}\\n#endif\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifdef TOON\\n\\t\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#else\\n\\t\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\t\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#endif\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\\n\",lights_physical_fragment:\"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\\n#ifdef STANDARD\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.clearCoat = saturate( clearCoat );\\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\\n#endif\\n\",lights_physical_pars_fragment:\"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoat;\\n\\t\\tfloat clearCoatRoughness;\\n\\t#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 matDiffColor = material.diffuseColor;\\n\\t\\tvec3 matSpecColor = material.specularColor;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\\n\\t\\t\\t\\tgeometry,\\n\\t\\t\\t\\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\\n\\t\\t\\t\\troughness,\\n\\t\\t\\t\\tltcMat, ltcMag );\\n\\t\\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\\n\\t\\t\\t\\tgeometry,\\n\\t\\t\\t\\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\\n\\t\\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\\n\\t\\treflectedLight.directDiffuse += lightColor * matDiffColor * diff;\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\\n\\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifndef STANDARD\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\tfloat dotNL = dotNV;\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\\n\",lights_template:\"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = normalize( vViewPosition );\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\\n\\t#endif\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\\n\\t#ifndef STANDARD\\n\\t\\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\\n\\t#else\\n\\t\\tvec3 clearCoatRadiance = vec3( 0.0 );\\n\\t#endif\\n\\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\\n#endif\\n\",logdepthbuf_fragment:\"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\\n\\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\\n#endif\",logdepthbuf_pars_fragment:\"#ifdef USE_LOGDEPTHBUF\\n\\tuniform float logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n#endif\\n\",logdepthbuf_pars_vertex:\"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n\\tuniform float logDepthBufFC;\\n#endif\",logdepthbuf_vertex:\"#ifdef USE_LOGDEPTHBUF\\n\\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t#else\\n\\t\\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\\n\\t#endif\\n#endif\\n\",map_fragment:\"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\\n\",map_pars_fragment:\"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n\",map_particle_fragment:\"#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n\",map_particle_pars_fragment:\"#ifdef USE_MAP\\n\\tuniform vec4 offsetRepeat;\\n\\tuniform sampler2D map;\\n#endif\\n\",metalnessmap_fragment:\"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.r;\\n#endif\\n\",metalnessmap_pars_fragment:\"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\",morphnormal_vertex:\"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\n#endif\\n\",morphtarget_pars_vertex:\"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\",morphtarget_vertex:\"#ifdef USE_MORPHTARGETS\\n\\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\n\\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\n\\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\n\\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\n\\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\n\\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\n\\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\\n\",normal_flip:\"#ifdef DOUBLE_SIDED\\n\\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n#else\\n\\tfloat flipNormal = 1.0;\\n#endif\\n\",normal_fragment:\"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal ) * flipNormal;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tnormal = perturbNormal2Arb( -vViewPosition, normal );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\\n\",normalmap_pars_fragment:\"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\\n\\t\\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\tmapN.xy = normalScale * mapN.xy;\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\\n\",packing:\"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 1.0 - 2.0 * rgb.xyz;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\\n\",premultiplied_alpha_fragment:\"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\\n\",project_vertex:\"#ifdef USE_SKINNING\\n\\tvec4 mvPosition = modelViewMatrix * skinned;\\n#else\\n\\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\\n#endif\\ngl_Position = projectionMatrix * mvPosition;\\n\",roughnessmap_fragment:\"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.r;\\n#endif\\n\",roughnessmap_pars_fragment:\"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\",shadowmap_pars_fragment:\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\\n\\t\\tconst vec2 offset = vec2( 0.0, 1.0 );\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / size;\\n\\t\\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\\n\\t\\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\\n\\t\\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\\n\\t\\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\\n\\t\\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\\n\\t\\tvec2 f = fract( uv * size + 0.5 );\\n\\t\\tfloat a = mix( lb, lt, f.y );\\n\\t\\tfloat b = mix( rb, rt, f.y );\\n\\t\\tfloat c = mix( a, b, f.x );\\n\\t\\treturn c;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\",shadowmap_pars_vertex:\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n#endif\\n\",shadowmap_vertex:\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\\n\",shadowmask_pars_fragment:\"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\\n\",skinbase_vertex:\"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\",skinning_pars_vertex:\"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform sampler2D boneTexture;\\n\\t\\tuniform int boneTextureWidth;\\n\\t\\tuniform int boneTextureHeight;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureWidth ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureWidth ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureWidth );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureHeight );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\\n\",skinning_vertex:\"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\tskinned = bindMatrixInverse * skinned;\\n#endif\\n\",skinnormal_vertex:\"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n#endif\\n\",specularmap_fragment:\"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\",specularmap_pars_fragment:\"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\",tonemapping_fragment:\"#if defined( TONE_MAPPING )\\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\\n\",tonemapping_pars_fragment:\"#define saturate(a) clamp( a, 0.0, 1.0 )\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\n\",uv_pars_fragment:\"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n#endif\",uv_pars_vertex:\"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n\\tuniform vec4 offsetRepeat;\\n#endif\\n\",uv_vertex:\"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\\n#endif\",uv2_pars_fragment:\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\",uv2_pars_vertex:\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n#endif\",uv2_vertex:\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = uv2;\\n#endif\",worldpos_vertex:\"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\\n\\t#ifdef USE_SKINNING\\n\\t\\tvec4 worldPosition = modelMatrix * skinned;\\n\\t#else\\n\\t\\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\\n\\t#endif\\n#endif\\n\",cube_frag:\"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\\n\\tgl_FragColor.a *= opacity;\\n}\\n\",cube_vert:\"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\\n\",depth_frag:\"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\\n\",depth_vert:\"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",distanceRGBA_frag:\"uniform vec3 lightPos;\\nvarying vec4 vWorldPosition;\\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\\n}\\n\",distanceRGBA_vert:\"varying vec4 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition;\\n}\\n\",equirect_frag:\"uniform sampler2D tEquirect;\\nuniform float tFlip;\\nvarying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldPosition );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n}\\n\",equirect_vert:\"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\\n\",linedashed_frag:\"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",linedashed_vert:\"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshbasic_frag:\"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshbasic_vert:\"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshlambert_frag:\"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshlambert_vert:\"#define LAMBERT\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshphong_frag:\"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshphong_vert:\"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshphysical_frag:\"#define PHYSICAL\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifndef STANDARD\\n\\tuniform float clearCoat;\\n\\tuniform float clearCoatRoughness;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",meshphysical_vert:\"#define PHYSICAL\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",normal_frag:\"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\\n\",normal_vert:\"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\\n\",points_frag:\"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",points_vert:\"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tgl_PointSize = size * ( scale / - mvPosition.z );\\n\\t#else\\n\\t\\tgl_PointSize = size;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\",shadow_frag:\"uniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\\n}\\n\",shadow_vert:\"#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\"};function Tn(e,t,n){return void 0===t&&void 0===n?this.set(e):this.setRGB(e,t,n)}Tn.prototype={constructor:Tn,isColor:!0,r:1,g:1,b:1,set:function(e){return e&&e.isColor?this.copy(e):\"number\"==typeof e?this.setHex(e):\"string\"==typeof e&&this.setStyle(e),this},setScalar:function(e){return this.r=e,this.g=e,this.b=e,this},setHex:function(e){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(255&e)/255,this},setRGB:function(e,t,n){return this.r=e,this.g=t,this.b=n,this},setHSL:function(){function e(e,t,n){return 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this.r=Math.min(100,parseInt(i[1],10))/100,this.g=Math.min(100,parseInt(i[2],10))/100,this.b=Math.min(100,parseInt(i[3],10))/100,t(i[5]),this;break;case\"hsl\":case\"hsla\":if(i=/^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(o)){var a=parseFloat(i[1])/360,s=parseInt(i[2],10)/100,l=parseInt(i[3],10)/100;return t(i[5]),this.setHSL(a,s,l)}}}else if(n=/^\\#([A-Fa-f0-9]+)$/.exec(e)){var u,c=(u=n[1]).length;if(3===c)return this.r=parseInt(u.charAt(0)+u.charAt(0),16)/255,this.g=parseInt(u.charAt(1)+u.charAt(1),16)/255,this.b=parseInt(u.charAt(2)+u.charAt(2),16)/255,this;if(6===c)return this.r=parseInt(u.charAt(0)+u.charAt(1),16)/255,this.g=parseInt(u.charAt(2)+u.charAt(3),16)/255,this.b=parseInt(u.charAt(4)+u.charAt(5),16)/255,this}e&&e.length>0&&(void 0!==(u=Cn[e])?this.setHex(u):console.warn(\"THREE.Color: Unknown color \"+e));return this},clone:function(){return new this.constructor(this.r,this.g,this.b)},copy:function(e){return this.r=e.r,this.g=e.g,this.b=e.b,this},copyGammaToLinear:function(e,t){return void 0===t&&(t=2),this.r=Math.pow(e.r,t),this.g=Math.pow(e.g,t),this.b=Math.pow(e.b,t),this},copyLinearToGamma:function(e,t){void 0===t&&(t=2);var n=t>0?1/t:1;return this.r=Math.pow(e.r,n),this.g=Math.pow(e.g,n),this.b=Math.pow(e.b,n),this},convertGammaToLinear:function(){var e=this.r,t=this.g,n=this.b;return this.r=e*e,this.g=t*t,this.b=n*n,this},convertLinearToGamma:function(){return this.r=Math.sqrt(this.r),this.g=Math.sqrt(this.g),this.b=Math.sqrt(this.b),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(e){var t,n,i=e||{h:0,s:0,l:0},r=this.r,o=this.g,a=this.b,s=Math.max(r,o,a),l=Math.min(r,o,a),u=(l+s)/2;if(l===s)t=0,n=0;else{var c=s-l;switch(n=u<=.5?c/(s+l):c/(2-s-l),s){case r:t=(o-a)/c+(o.001&&k.scale>.001&&(x.x=k.x,x.y=k.y,x.z=k.z,b=k.size*k.scale/f.w,_.x=b*g,_.y=b,c.uniform3f(s.screenPosition,x.x,x.y,x.z),c.uniform2f(s.scale,_.x,_.y),c.uniform1f(s.rotation,k.rotation),c.uniform1f(s.opacity,k.opacity),c.uniform3f(s.color,k.color.r,k.color.g,k.color.b),d.setBlending(k.blending,k.blendEquation,k.blendSrc,k.blendDst),e.setTexture2D(k.texture,1),c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0))}}}d.enable(c.CULL_FACE),d.enable(c.DEPTH_TEST),d.setDepthWrite(!0),e.resetGLState()}}}function Ln(e,t){var n,i,r,o,a,s,l=e.context,u=e.state,c=new Ft,d=new Nt,h=new Ft;function p(){var t=new Float32Array([-.5,-.5,0,0,.5,-.5,1,0,.5,.5,1,1,-.5,.5,0,1]),u=new Uint16Array([0,1,2,0,2,3]);n=l.createBuffer(),i=l.createBuffer(),l.bindBuffer(l.ARRAY_BUFFER,n),l.bufferData(l.ARRAY_BUFFER,t,l.STATIC_DRAW),l.bindBuffer(l.ELEMENT_ARRAY_BUFFER,i),l.bufferData(l.ELEMENT_ARRAY_BUFFER,u,l.STATIC_DRAW),r=function(){var t=l.createProgram(),n=l.createShader(l.VERTEX_SHADER),i=l.createShader(l.FRAGMENT_SHADER);return l.shaderSource(n,[\"precision \"+e.getPrecision()+\" float;\",\"uniform mat4 modelViewMatrix;\",\"uniform mat4 projectionMatrix;\",\"uniform float rotation;\",\"uniform vec2 scale;\",\"uniform vec2 uvOffset;\",\"uniform vec2 uvScale;\",\"attribute vec2 position;\",\"attribute vec2 uv;\",\"varying vec2 vUV;\",\"void main() {\",\"vUV = uvOffset + uv * uvScale;\",\"vec2 alignedPosition = position * scale;\",\"vec2 rotatedPosition;\",\"rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\",\"rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\",\"vec4 finalPosition;\",\"finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\",\"finalPosition.xy += rotatedPosition;\",\"finalPosition = projectionMatrix * finalPosition;\",\"gl_Position = finalPosition;\",\"}\"].join(\"\\n\")),l.shaderSource(i,[\"precision \"+e.getPrecision()+\" float;\",\"uniform vec3 color;\",\"uniform sampler2D map;\",\"uniform float opacity;\",\"uniform int fogType;\",\"uniform vec3 fogColor;\",\"uniform float fogDensity;\",\"uniform float fogNear;\",\"uniform float fogFar;\",\"uniform float alphaTest;\",\"varying vec2 vUV;\",\"void main() {\",\"vec4 texture = texture2D( map, vUV );\",\"if ( texture.a < alphaTest ) discard;\",\"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );\",\"if ( fogType > 0 ) {\",\"float depth = gl_FragCoord.z / gl_FragCoord.w;\",\"float fogFactor = 0.0;\",\"if ( fogType == 1 ) {\",\"fogFactor = smoothstep( fogNear, fogFar, depth );\",\"} else {\",\"const float LOG2 = 1.442695;\",\"fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\",\"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\",\"}\",\"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor 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y=0,v=0,b=m.fog;b?(l.uniform3f(a.fogColor,b.color.r,b.color.g,b.color.b),b.isFog?(l.uniform1f(a.fogNear,b.near),l.uniform1f(a.fogFar,b.far),l.uniform1i(a.fogType,1),y=1,v=1):b.isFogExp2&&(l.uniform1f(a.fogDensity,b.density),l.uniform1i(a.fogType,2),y=2,v=2)):(l.uniform1i(a.fogType,0),y=0,v=0);for(var _=0,x=t.length;_this.max.x||e.ythis.max.y)},containsBox:function(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y},getParameter:function(e,t){return(t||new St).set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(e){return!(e.max.xthis.max.x||e.max.ythis.max.y)},clampPoint:function(e,t){return(t||new St).copy(e).clamp(this.min,this.max)},distanceToPoint:function(){var e=new St;return function(t){return e.copy(t).clamp(this.min,this.max).sub(t).length()}}(),intersect:function(e){return this.min.max(e.min),this.max.min(e.max),this},union:function(e){return this.min.min(e.min),this.max.max(e.max),this},translate:function(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}};var In,Dn,Nn,Fn,zn,Bn,Un,jn,Wn,Gn,Vn,Hn=0;function Yn(){Object.defineProperty(this,\"id\",{value:Hn++}),this.uuid=Mt.generateUUID(),this.name=\"\",this.type=\"Material\",this.fog=!0,this.lights=!0,this.blending=T,this.side=y,this.shading=x,this.vertexColors=w,this.opacity=1,this.transparent=!1,this.blendSrc=U,this.blendDst=j,this.blendEquation=A,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=Z,this.depthTest=!0,this.depthWrite=!0,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.alphaTest=0,this.premultipliedAlpha=!1,this.overdraw=0,this.visible=!0,this._needsUpdate=!0}function qn(e){Yn.call(this),this.type=\"ShaderMaterial\",this.defines={},this.uniforms={},this.vertexShader=\"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\",this.fragmentShader=\"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,void 0!==e&&(void 0!==e.attributes&&console.error(\"THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.\"),this.setValues(e))}function Xn(e){Yn.call(this),this.type=\"MeshDepthMaterial\",this.depthPacking=xt,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.setValues(e)}function Kn(e,t){this.min=void 0!==e?e:new Ft(1/0,1/0,1/0),this.max=void 0!==t?t:new Ft(-1/0,-1/0,-1/0)}function Zn(e,t){this.center=void 0!==e?e:new Ft,this.radius=void 0!==t?t:0}function Jn(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]),arguments.length>0&&console.error(\"THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.\")}function $n(e,t){this.normal=void 0!==e?e:new Ft(1,0,0),this.constant=void 0!==t?t:0}function Qn(e,t,n,i,r,o){this.planes=[void 0!==e?e:new $n,void 0!==t?t:new $n,void 0!==n?n:new $n,void 0!==i?i:new $n,void 0!==r?r:new $n,void 0!==o?o:new $n]}function ei(e,t,n,i){var r=e.context,o=e.state,a=new Qn,s=new zt,l=t.shadows,u=new St,c=new St(i.maxTextureSize,i.maxTextureSize),d=new Ft,h=new Ft,p=[],f=1,g=2,_=1+(f|g),x=new Array(_),w=new Array(_),M={},S=[new Ft(1,0,0),new Ft(-1,0,0),new Ft(0,0,1),new Ft(0,0,-1),new Ft(0,1,0),new Ft(0,-1,0)],E=[new Ft(0,1,0),new Ft(0,1,0),new Ft(0,1,0),new Ft(0,1,0),new Ft(0,0,1),new Ft(0,0,-1)],T=[new Lt,new Lt,new Lt,new Lt,new Lt,new Lt],C=new Xn;C.depthPacking=wt,C.clipping=!0;for(var O=Pn.distanceRGBA,k=Sn.clone(O.uniforms),P=0;P!==_;++P){var A=0!=(P&f),R=0!=(P&g),L=C.clone();L.morphTargets=A,L.skinning=R,x[P]=L;var I=new qn({defines:{USE_SHADOWMAP:\"\"},uniforms:k,vertexShader:O.vertexShader,fragmentShader:O.fragmentShader,morphTargets:A,skinning:R,clipping:!0});w[P]=I}var D=this;function N(t,n,i,r){var o=t.geometry,a=null,s=x,l=t.customDepthMaterial;if(i&&(s=w,l=t.customDistanceMaterial),l)a=l;else{var u=!1;n.morphTargets&&(o&&o.isBufferGeometry?u=o.morphAttributes&&o.morphAttributes.position&&o.morphAttributes.position.length>0:o&&o.isGeometry&&(u=o.morphTargets&&o.morphTargets.length>0));var c=t.isSkinnedMesh&&n.skinning,d=0;u&&(d|=f),c&&(d|=g),a=s[d]}if(e.localClippingEnabled&&!0===n.clipShadows&&0!==n.clippingPlanes.length){var h=a.uuid,p=n.uuid,m=M[h];void 0===m&&(m={},M[h]=m);var _=m[p];void 0===_&&(_=a.clone(),m[p]=_),a=_}a.visible=n.visible,a.wireframe=n.wireframe;var S=n.side;return D.renderSingleSided&&S==b&&(S=y),D.renderReverseSided&&(S===y?S=v:S===v&&(S=y)),a.side=S,a.clipShadows=n.clipShadows,a.clippingPlanes=n.clippingPlanes,a.wireframeLinewidth=n.wireframeLinewidth,a.linewidth=n.linewidth,i&&void 0!==a.uniforms.lightPos&&a.uniforms.lightPos.value.copy(r),a}function F(e,t,n){if(!1!==e.visible){if(0!=(e.layers.mask&t.layers.mask)&&(e.isMesh||e.isLine||e.isPoints))if(e.castShadow&&(!1===e.frustumCulled||!0===a.intersectsObject(e)))!0===e.material.visible&&(e.modelViewMatrix.multiplyMatrices(n.matrixWorldInverse,e.matrixWorld),p.push(e));for(var i=e.children,r=0,o=i.length;r0&&(n.alphaTest=this.alphaTest),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),\"round\"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),\"round\"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),n.skinning=this.skinning,n.morphTargets=this.morphTargets,t){var r=i(e.textures),o=i(e.images);r.length>0&&(n.textures=r),o.length>0&&(n.images=o)}return n},clone:function(){return(new this.constructor).copy(this)},copy:function(e){this.name=e.name,this.fog=e.fog,this.lights=e.lights,this.blending=e.blending,this.side=e.side,this.shading=e.shading,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.alphaTest=e.alphaTest,this.premultipliedAlpha=e.premultipliedAlpha,this.overdraw=e.overdraw,this.visible=e.visible,this.clipShadows=e.clipShadows,this.clipIntersection=e.clipIntersection;var t=e.clippingPlanes,n=null;if(null!==t){var i=t.length;n=new Array(i);for(var r=0;r!==i;++r)n[r]=t[r].clone()}return this.clippingPlanes=n,this},update:function(){this.dispatchEvent({type:\"update\"})},dispose:function(){this.dispatchEvent({type:\"dispose\"})}},Object.assign(Yn.prototype,i.prototype),qn.prototype=Object.create(Yn.prototype),qn.prototype.constructor=qn,qn.prototype.isShaderMaterial=!0,qn.prototype.copy=function(e){return Yn.prototype.copy.call(this,e),this.fragmentShader=e.fragmentShader,this.vertexShader=e.vertexShader,this.uniforms=Sn.clone(e.uniforms),this.defines=e.defines,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.lights=e.lights,this.clipping=e.clipping,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this.extensions=e.extensions,this},qn.prototype.toJSON=function(e){var t=Yn.prototype.toJSON.call(this,e);return t.uniforms=this.uniforms,t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t},Xn.prototype=Object.create(Yn.prototype),Xn.prototype.constructor=Xn,Xn.prototype.isMeshDepthMaterial=!0,Xn.prototype.copy=function(e){return Yn.prototype.copy.call(this,e),this.depthPacking=e.depthPacking,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this},Kn.prototype={constructor:Kn,isBox3:!0,set:function(e,t){return this.min.copy(e),this.max.copy(t),this},setFromArray:function(e){for(var t=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0,s=0,l=e.length;sr&&(r=u),c>o&&(o=c),d>a&&(a=d)}return this.min.set(t,n,i),this.max.set(r,o,a),this},setFromBufferAttribute:function(e){for(var t=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0,s=0,l=e.count;sr&&(r=u),c>o&&(o=c),d>a&&(a=d)}return this.min.set(t,n,i),this.max.set(r,o,a),this},setFromPoints:function(e){this.makeEmpty();for(var t=0,n=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)},containsBox:function(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function(e,t){return(t||new Ft).set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(e){return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)},intersectsSphere:function(e){return void 0===Dn&&(Dn=new Ft),this.clampPoint(e.center,Dn),Dn.distanceToSquared(e.center)<=e.radius*e.radius},intersectsPlane:function(e){var t,n;return e.normal.x>0?(t=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),t<=e.constant&&n>=e.constant},clampPoint:function(e,t){return(t||new Ft).copy(e).clamp(this.min,this.max)},distanceToPoint:function(){var e=new Ft;return function(t){return e.copy(t).clamp(this.min,this.max).sub(t).length()}}(),getBoundingSphere:function(){var e=new Ft;return function(t){var n=t||new Zn;return this.getCenter(n.center),n.radius=.5*this.getSize(e).length(),n}}(),intersect:function(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:(In=[new Ft,new Ft,new Ft,new Ft,new Ft,new Ft,new Ft,new Ft],function(e){return this.isEmpty()?this:(In[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),In[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),In[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),In[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),In[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),In[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),In[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),In[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(In),this)}),translate:function(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}},Zn.prototype={constructor:Zn,set:function(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:function(e,t){void 0===Nn&&(Nn=new Kn);var n=this.center;void 0!==t?n.copy(t):Nn.setFromPoints(e).getCenter(n);for(var i=0,r=0,o=e.length;rthis.radius*this.radius&&(i.sub(this.center).normalize(),i.multiplyScalar(this.radius).add(this.center)),i},getBoundingBox:function(e){var t=e||new Kn;return t.set(this.center,this.center),t.expandByScalar(this.radius),t},applyMatrix4:function(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this},translate:function(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}},Jn.prototype={constructor:Jn,isMatrix3:!0,set:function(e,t,n,i,r,o,a,s,l){var u=this.elements;return u[0]=e,u[1]=i,u[2]=a,u[3]=t,u[4]=r,u[5]=s,u[6]=n,u[7]=o,u[8]=l,this},identity:function(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function(){return(new this.constructor).fromArray(this.elements)},copy:function(e){var t=e.elements;return this.set(t[0],t[3],t[6],t[1],t[4],t[7],t[2],t[5],t[8]),this},setFromMatrix4:function(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},applyToBufferAttribute:function(){var e;return function(t){void 0===e&&(e=new Ft);for(var n=0,i=t.count;n1?void 0:i.copy(r).multiplyScalar(a).add(t.start)}}(),intersectsLine:function(e){var t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0},intersectsBox:function(e){return e.intersectsPlane(this)},intersectsSphere:function(e){return e.intersectsPlane(this)},coplanarPoint:function(e){return(e||new Ft).copy(this.normal).multiplyScalar(-this.constant)},applyMatrix4:function(){var e=new Ft,t=new Jn;return function(n,i){var r=this.coplanarPoint(e).applyMatrix4(n),o=i||t.getNormalMatrix(n),a=this.normal.applyMatrix3(o).normalize();return this.constant=-r.dot(a),this}}(),translate:function(e){return this.constant=this.constant-e.dot(this.normal),this},equals:function(e){return e.normal.equals(this.normal)&&e.constant===this.constant}},Qn.prototype={constructor:Qn,set:function(e,t,n,i,r,o){var a=this.planes;return a[0].copy(e),a[1].copy(t),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(o),this},clone:function(){return(new this.constructor).copy(this)},copy:function(e){for(var t=this.planes,n=0;n<6;n++)t[n].copy(e.planes[n]);return this},setFromMatrix:function(e){var t=this.planes,n=e.elements,i=n[0],r=n[1],o=n[2],a=n[3],s=n[4],l=n[5],u=n[6],c=n[7],d=n[8],h=n[9],p=n[10],f=n[11],m=n[12],g=n[13],y=n[14],v=n[15];return t[0].setComponents(a-i,c-s,f-d,v-m).normalize(),t[1].setComponents(a+i,c+s,f+d,v+m).normalize(),t[2].setComponents(a+r,c+l,f+h,v+g).normalize(),t[3].setComponents(a-r,c-l,f-h,v-g).normalize(),t[4].setComponents(a-o,c-u,f-p,v-y).normalize(),t[5].setComponents(a+o,c+u,f+p,v+y).normalize(),this},intersectsObject:(Bn=new Zn,function(e){var t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),Bn.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Bn)}),intersectsSprite:function(){var e=new Zn;return function(t){return e.center.set(0,0,0),e.radius=.7071067811865476,e.applyMatrix4(t.matrixWorld),this.intersectsSphere(e)}}(),intersectsSphere:function(e){for(var t=this.planes,n=e.center,i=-e.radius,r=0;r<6;r++){if(t[r].distanceToPoint(n)0?e.min.x:e.max.x,zn.x=i.normal.x>0?e.max.x:e.min.x,Fn.y=i.normal.y>0?e.min.y:e.max.y,zn.y=i.normal.y>0?e.max.y:e.min.y,Fn.z=i.normal.z>0?e.min.z:e.max.z,zn.z=i.normal.z>0?e.max.z:e.min.z;var r=i.distanceToPoint(Fn),o=i.distanceToPoint(zn);if(r<0&&o<0)return!1}return!0}),containsPoint:function(e){for(var t=this.planes,n=0;n<6;n++)if(t[n].distanceToPoint(e)<0)return!1;return!0}},ti.prototype={constructor:ti,set:function(e,t){return this.origin.copy(e),this.direction.copy(t),this},clone:function(){return(new this.constructor).copy(this)},copy:function(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this},at:function(e,t){return(t||new Ft).copy(this.direction).multiplyScalar(e).add(this.origin)},lookAt:function(e){return this.direction.copy(e).sub(this.origin).normalize(),this},recast:function(){var e=new Ft;return function(t){return this.origin.copy(this.at(t,e)),this}}(),closestPointToPoint:function(e,t){var n=t||new Ft;n.subVectors(e,this.origin);var i=n.dot(this.direction);return i<0?n.copy(this.origin):n.copy(this.direction).multiplyScalar(i).add(this.origin)},distanceToPoint:function(e){return Math.sqrt(this.distanceSqToPoint(e))},distanceSqToPoint:function(){var e=new Ft;return function(t){var n=e.subVectors(t,this.origin).dot(this.direction);return n<0?this.origin.distanceToSquared(t):(e.copy(this.direction).multiplyScalar(n).add(this.origin),e.distanceToSquared(t))}}(),distanceSqToSegment:(jn=new Ft,Wn=new Ft,Gn=new Ft,function(e,t,n,i){jn.copy(e).add(t).multiplyScalar(.5),Wn.copy(t).sub(e).normalize(),Gn.copy(this.origin).sub(jn);var r,o,a,s,l=.5*e.distanceTo(t),u=-this.direction.dot(Wn),c=Gn.dot(this.direction),d=-Gn.dot(Wn),h=Gn.lengthSq(),p=Math.abs(1-u*u);if(p>0)if(o=u*c-d,s=l*p,(r=u*d-c)>=0)if(o>=-s)if(o<=s){var f=1/p;a=(r*=f)*(r+u*(o*=f)+2*c)+o*(u*r+o+2*d)+h}else o=l,a=-(r=Math.max(0,-(u*o+c)))*r+o*(o+2*d)+h;else o=-l,a=-(r=Math.max(0,-(u*o+c)))*r+o*(o+2*d)+h;else o<=-s?a=-(r=Math.max(0,-(-u*l+c)))*r+(o=r>0?-l:Math.min(Math.max(-l,-d),l))*(o+2*d)+h:o<=s?(r=0,a=(o=Math.min(Math.max(-l,-d),l))*(o+2*d)+h):a=-(r=Math.max(0,-(u*l+c)))*r+(o=r>0?l:Math.min(Math.max(-l,-d),l))*(o+2*d)+h;else o=u>0?-l:l,a=-(r=Math.max(0,-(u*o+c)))*r+o*(o+2*d)+h;return n&&n.copy(this.direction).multiplyScalar(r).add(this.origin),i&&i.copy(Wn).multiplyScalar(o).add(jn),a}),intersectSphere:function(){var e=new Ft;return function(t,n){e.subVectors(t.center,this.origin);var i=e.dot(this.direction),r=e.dot(e)-i*i,o=t.radius*t.radius;if(r>o)return null;var a=Math.sqrt(o-r),s=i-a,l=i+a;return s<0&&l<0?null:s<0?this.at(l,n):this.at(s,n)}}(),intersectsSphere:function(e){return this.distanceToPoint(e.center)<=e.radius},distanceToPlane:function(e){var t=e.normal.dot(this.direction);if(0===t)return 0===e.distanceToPoint(this.origin)?0:null;var n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null},intersectPlane:function(e,t){var n=this.distanceToPlane(e);return null===n?null:this.at(n,t)},intersectsPlane:function(e){var t=e.distanceToPoint(this.origin);return 0===t||e.normal.dot(this.direction)*t<0},intersectBox:function(e,t){var n,i,r,o,a,s,l=1/this.direction.x,u=1/this.direction.y,c=1/this.direction.z,d=this.origin;return l>=0?(n=(e.min.x-d.x)*l,i=(e.max.x-d.x)*l):(n=(e.max.x-d.x)*l,i=(e.min.x-d.x)*l),u>=0?(r=(e.min.y-d.y)*u,o=(e.max.y-d.y)*u):(r=(e.max.y-d.y)*u,o=(e.min.y-d.y)*u),n>o||r>i?null:((r>n||n!=n)&&(n=r),(o=0?(a=(e.min.z-d.z)*c,s=(e.max.z-d.z)*c):(a=(e.max.z-d.z)*c,s=(e.min.z-d.z)*c),n>s||a>i?null:((a>n||n!=n)&&(n=a),(s=0?n:i,t)))},intersectsBox:(Un=new Ft,function(e){return null!==this.intersectBox(e,Un)}),intersectTriangle:function(){var e=new Ft,t=new Ft,n=new Ft,i=new Ft;return function(r,o,a,s,l){t.subVectors(o,r),n.subVectors(a,r),i.crossVectors(t,n);var u,c=this.direction.dot(i);if(c>0){if(s)return null;u=1}else{if(!(c<0))return null;u=-1,c=-c}e.subVectors(this.origin,r);var d=u*this.direction.dot(n.crossVectors(e,n));if(d<0)return null;var h=u*this.direction.dot(t.cross(e));if(h<0)return null;if(d+h>c)return null;var p=-u*e.dot(i);return p<0?null:this.at(p/c,l)}}(),applyMatrix4:function(e){return this.direction.add(this.origin).applyMatrix4(e),this.origin.applyMatrix4(e),this.direction.sub(this.origin),this.direction.normalize(),this},equals:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}},ni.RotationOrders=[\"XYZ\",\"YZX\",\"ZXY\",\"XZY\",\"YXZ\",\"ZYX\"],ni.DefaultOrder=\"XYZ\",ni.prototype={constructor:ni,isEuler:!0,get x(){return this._x},set x(e){this._x=e,this.onChangeCallback()},get y(){return this._y},set y(e){this._y=e,this.onChangeCallback()},get z(){return this._z},set z(e){this._z=e,this.onChangeCallback()},get order(){return this._order},set order(e){this._order=e,this.onChangeCallback()},set:function(e,t,n,i){return this._x=e,this._y=t,this._z=n,this._order=i||this._order,this.onChangeCallback(),this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this.onChangeCallback(),this},setFromRotationMatrix:function(e,t,n){var i=Mt.clamp,r=e.elements,o=r[0],a=r[4],s=r[8],l=r[1],u=r[5],c=r[9],d=r[2],h=r[6],p=r[10];return\"XYZ\"===(t=t||this._order)?(this._y=Math.asin(i(s,-1,1)),Math.abs(s)<.99999?(this._x=Math.atan2(-c,p),this._z=Math.atan2(-a,o)):(this._x=Math.atan2(h,u),this._z=0)):\"YXZ\"===t?(this._x=Math.asin(-i(c,-1,1)),Math.abs(c)<.99999?(this._y=Math.atan2(s,p),this._z=Math.atan2(l,u)):(this._y=Math.atan2(-d,o),this._z=0)):\"ZXY\"===t?(this._x=Math.asin(i(h,-1,1)),Math.abs(h)<.99999?(this._y=Math.atan2(-d,p),this._z=Math.atan2(-a,u)):(this._y=0,this._z=Math.atan2(l,o))):\"ZYX\"===t?(this._y=Math.asin(-i(d,-1,1)),Math.abs(d)<.99999?(this._x=Math.atan2(h,p),this._z=Math.atan2(l,o)):(this._x=0,this._z=Math.atan2(-a,u))):\"YZX\"===t?(this._z=Math.asin(i(l,-1,1)),Math.abs(l)<.99999?(this._x=Math.atan2(-c,u),this._y=Math.atan2(-d,o)):(this._x=0,this._y=Math.atan2(s,p))):\"XZY\"===t?(this._z=Math.asin(-i(a,-1,1)),Math.abs(a)<.99999?(this._x=Math.atan2(h,u),this._y=Math.atan2(s,o)):(this._x=Math.atan2(-c,p),this._y=0)):console.warn(\"THREE.Euler: .setFromRotationMatrix() given unsupported order: \"+t),this._order=t,!1!==n&&this.onChangeCallback(),this},setFromQuaternion:function(){var e;return function(t,n,i){return void 0===e&&(e=new zt),e.makeRotationFromQuaternion(t),this.setFromRotationMatrix(e,n,i)}}(),setFromVector3:function(e,t){return this.set(e.x,e.y,e.z,t||this._order)},reorder:(Vn=new Nt,function(e){return Vn.setFromEuler(this),this.setFromQuaternion(Vn,e)}),equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order},fromArray:function(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this.onChangeCallback(),this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e},toVector3:function(e){return e?e.set(this._x,this._y,this._z):new Ft(this._x,this._y,this._z)},onChange:function(e){return this.onChangeCallback=e,this},onChangeCallback:function(){}},ii.prototype={constructor:ii,set:function(e){this.mask=1<n&&(n=e[t]);return n}hi.DefaultUp=new Ft(0,1,0),hi.DefaultMatrixAutoUpdate=!0,hi.prototype={constructor:hi,isObject3D:!0,applyMatrix:function(e){this.matrix.multiplyMatrices(e,this.matrix),this.matrix.decompose(this.position,this.quaternion,this.scale)},setRotationFromAxisAngle:function(e,t){this.quaternion.setFromAxisAngle(e,t)},setRotationFromEuler:function(e){this.quaternion.setFromEuler(e,!0)},setRotationFromMatrix:function(e){this.quaternion.setFromRotationMatrix(e)},setRotationFromQuaternion:function(e){this.quaternion.copy(e)},rotateOnAxis:(si=new Nt,function(e,t){return si.setFromAxisAngle(e,t),this.quaternion.multiply(si),this}),rotateX:function(){var e=new Ft(1,0,0);return function(t){return this.rotateOnAxis(e,t)}}(),rotateY:function(){var e=new Ft(0,1,0);return function(t){return this.rotateOnAxis(e,t)}}(),rotateZ:function(){var e=new Ft(0,0,1);return function(t){return this.rotateOnAxis(e,t)}}(),translateOnAxis:function(){var e=new Ft;return function(t,n){return e.copy(t).applyQuaternion(this.quaternion),this.position.add(e.multiplyScalar(n)),this}}(),translateX:function(){var e=new Ft(1,0,0);return function(t){return this.translateOnAxis(e,t)}}(),translateY:function(){var e=new Ft(0,1,0);return function(t){return this.translateOnAxis(e,t)}}(),translateZ:function(){var e=new Ft(0,0,1);return function(t){return this.translateOnAxis(e,t)}}(),localToWorld:function(e){return e.applyMatrix4(this.matrixWorld)},worldToLocal:(ai=new zt,function(e){return e.applyMatrix4(ai.getInverse(this.matrixWorld))}),lookAt:function(){var e=new zt;return function(t){e.lookAt(t,this.position,this.up),this.quaternion.setFromRotationMatrix(e)}}(),add:function(e){if(arguments.length>1){for(var t=0;t1)for(var t=0;t0){i.children=[];for(var r=0;r0&&(n.geometries=o),a.length>0&&(n.materials=a),s.length>0&&(n.textures=s),l.length>0&&(n.images=l)}return n.object=i,n;function u(e){var t=[];for(var n in e){var i=e[n];delete i.metadata,t.push(i)}return t}},clone:function(e){return(new this.constructor).copy(this,e)},copy:function(e,t){if(void 0===t&&(t=!0),this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.userData=JSON.parse(JSON.stringify(e.userData)),!0===t)for(var n=0;n0?r.multiplyScalar(1/Math.sqrt(o)):r.set(0,0,0)}),fi.barycoordFromPoint=function(){var e=new Ft,t=new Ft,n=new Ft;return function(i,r,o,a,s){e.subVectors(a,r),t.subVectors(o,r),n.subVectors(i,r);var l=e.dot(e),u=e.dot(t),c=e.dot(n),d=t.dot(t),h=t.dot(n),p=l*d-u*u,f=s||new Ft;if(0===p)return f.set(-2,-1,-1);var m=1/p,g=(d*c-u*h)*m,y=(l*h-u*c)*m;return f.set(1-g-y,y,g)}}(),fi.containsPoint=function(){var e=new Ft;return function(t,n,i,r){var o=fi.barycoordFromPoint(t,n,i,r,e);return o.x>=0&&o.y>=0&&o.x+o.y<=1}}(),fi.prototype={constructor:fi,set:function(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this},setFromPointsAndIndices:function(e,t,n,i){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[i]),this},clone:function(){return(new this.constructor).copy(this)},copy:function(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this},area:function(){var e=new Ft,t=new Ft;return function(){return e.subVectors(this.c,this.b),t.subVectors(this.a,this.b),.5*e.cross(t).length()}}(),midpoint:function(e){return(e||new Ft).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(e){return fi.normal(this.a,this.b,this.c,e)},plane:function(e){return(e||new $n).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(e,t){return fi.barycoordFromPoint(e,this.a,this.b,this.c,t)},containsPoint:function(e){return fi.containsPoint(e,this.a,this.b,this.c)},closestPointToPoint:function(){var e,t,n,i;return function(r,o){void 0===e&&(e=new $n,t=[new pi,new pi,new pi],n=new Ft,i=new Ft);var a=o||new Ft,s=1/0;if(e.setFromCoplanarPoints(this.a,this.b,this.c),e.projectPoint(r,n),!0===this.containsPoint(n))a.copy(n);else{t[0].set(this.a,this.b),t[1].set(this.b,this.c),t[2].set(this.c,this.a);for(var l=0;l0,a=r[1]&&r[1].length>0,s=e.morphTargets,l=s.length;if(l>0){t=[];for(var u=0;u0){c=[];for(u=0;u0?1:-1,u.push(k.x,k.y,k.z),c.push(v/m),c.push(1-b/g),C+=1}}for(b=0;b0)for(h=0;h0&&(this.normalsNeedUpdate=!0)},computeFlatVertexNormals:function(){var e,t,n;for(this.computeFaceNormals(),e=0,t=this.faces.length;e0&&(this.normalsNeedUpdate=!0)},computeMorphNormals:function(){var e,t,n,i,r;for(n=0,i=this.faces.length;n0&&(e+=t[n].distanceTo(t[n-1])),this.lineDistances[n]=e},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new Kn),this.boundingBox.setFromPoints(this.vertices)},computeBoundingSphere:function(){null===this.boundingSphere&&(this.boundingSphere=new Zn),this.boundingSphere.setFromPoints(this.vertices)},merge:function(e,t,n){if(!1!==(e&&e.isGeometry)){var i,r=this.vertices.length,o=this.vertices,a=e.vertices,s=this.faces,l=e.faces,u=this.faceVertexUvs[0],c=e.faceVertexUvs[0],d=this.colors,h=e.colors;void 0===n&&(n=0),void 0!==t&&(i=(new Jn).getNormalMatrix(t));for(var p=0,f=a.length;p=0;n--){var f=h[n];for(this.faces.splice(f,1),a=0,s=this.faceVertexUvs.length;a0,g=p.vertexNormals.length>0,y=1!==p.color.r||1!==p.color.g||1!==p.color.b,v=p.vertexColors.length>0,b=0;if(b=M(b,0,0),b=M(b,1,!0),b=M(b,2,!1),b=M(b,3,f),b=M(b,4,m),b=M(b,5,g),b=M(b,6,y),b=M(b,7,v),a.push(b),a.push(p.a,p.b,p.c),a.push(p.materialIndex),f){var _=this.faceVertexUvs[0][r];a.push(T(_[0]),T(_[1]),T(_[2]))}if(m&&a.push(S(p.normal)),g){var x=p.vertexNormals;a.push(S(x[0]),S(x[1]),S(x[2]))}if(y&&a.push(E(p.color)),v){var w=p.vertexColors;a.push(E(w[0]),E(w[1]),E(w[2]))}}function M(e,t,n){return n?e|1<0&&(e.data.colors=u),d.length>0&&(e.data.uvs=[d]),e.data.faces=a,e},clone:function(){return(new Ri).copy(this)},copy:function(e){var t,n,i,r,o,a;this.vertices=[],this.colors=[],this.faces=[],this.faceVertexUvs=[[]],this.morphTargets=[],this.morphNormals=[],this.skinWeights=[],this.skinIndices=[],this.lineDistances=[],this.boundingBox=null,this.boundingSphere=null,this.name=e.name;var s=e.vertices;for(t=0,n=s.length;t65535?Si:wi)(e,1):this.index=e},addAttribute:function(e,t){return!1===(t&&t.isBufferAttribute)&&!1===(t&&t.isInterleavedBufferAttribute)?(console.warn(\"THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).\"),void this.addAttribute(e,new yi(arguments[1],arguments[2]))):\"index\"===e?(console.warn(\"THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.\"),void this.setIndex(t)):(this.attributes[e]=t,this)},getAttribute:function(e){return this.attributes[e]},removeAttribute:function(e){return delete this.attributes[e],this},addGroup:function(e,t,n){this.groups.push({start:e,count:t,materialIndex:void 0!==n?n:0})},clearGroups:function(){this.groups=[]},setDrawRange:function(e,t){this.drawRange.start=e,this.drawRange.count=t},applyMatrix:function(e){var t=this.attributes.position;void 0!==t&&(e.applyToBufferAttribute(t),t.needsUpdate=!0);var n=this.attributes.normal;void 0!==n&&((new Jn).getNormalMatrix(e).applyToBufferAttribute(n),n.needsUpdate=!0);return null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this},rotateX:function(){var e;return function(t){return void 0===e&&(e=new zt),e.makeRotationX(t),this.applyMatrix(e),this}}(),rotateY:function(){var e;return function(t){return void 0===e&&(e=new zt),e.makeRotationY(t),this.applyMatrix(e),this}}(),rotateZ:function(){var e;return function(t){return void 0===e&&(e=new zt),e.makeRotationZ(t),this.applyMatrix(e),this}}(),translate:function(){var e;return function(t,n,i){return void 0===e&&(e=new zt),e.makeTranslation(t,n,i),this.applyMatrix(e),this}}(),scale:function(){var e;return function(t,n,i){return void 0===e&&(e=new zt),e.makeScale(t,n,i),this.applyMatrix(e),this}}(),lookAt:function(){var e;return function(t){void 0===e&&(e=new hi),e.lookAt(t),e.updateMatrix(),this.applyMatrix(e.matrix)}}(),center:function(){this.computeBoundingBox();var e=this.boundingBox.getCenter().negate();return this.translate(e.x,e.y,e.z),e},setFromObject:function(e){var t=e.geometry;if(e.isPoints||e.isLine){var n=new Ei(3*t.vertices.length,3),i=new Ei(3*t.colors.length,3);if(this.addAttribute(\"position\",n.copyVector3sArray(t.vertices)),this.addAttribute(\"color\",i.copyColorsArray(t.colors)),t.lineDistances&&t.lineDistances.length===t.vertices.length){var r=new Ei(t.lineDistances.length,1);this.addAttribute(\"lineDistance\",r.copyArray(t.lineDistances))}null!==t.boundingSphere&&(this.boundingSphere=t.boundingSphere.clone()),null!==t.boundingBox&&(this.boundingBox=t.boundingBox.clone())}else e.isMesh&&t&&t.isGeometry&&this.fromGeometry(t);return this},updateFromObject:function(e){var t,n=e.geometry;if(e.isMesh){var i=n.__directGeometry;if(!0===n.elementsNeedUpdate&&(i=void 0,n.elementsNeedUpdate=!1),void 0===i)return this.fromGeometry(n);i.verticesNeedUpdate=n.verticesNeedUpdate,i.normalsNeedUpdate=n.normalsNeedUpdate,i.colorsNeedUpdate=n.colorsNeedUpdate,i.uvsNeedUpdate=n.uvsNeedUpdate,i.groupsNeedUpdate=n.groupsNeedUpdate,n.verticesNeedUpdate=!1,n.normalsNeedUpdate=!1,n.colorsNeedUpdate=!1,n.uvsNeedUpdate=!1,n.groupsNeedUpdate=!1,n=i}return!0===n.verticesNeedUpdate&&(void 0!==(t=this.attributes.position)&&(t.copyVector3sArray(n.vertices),t.needsUpdate=!0),n.verticesNeedUpdate=!1),!0===n.normalsNeedUpdate&&(void 0!==(t=this.attributes.normal)&&(t.copyVector3sArray(n.normals),t.needsUpdate=!0),n.normalsNeedUpdate=!1),!0===n.colorsNeedUpdate&&(void 0!==(t=this.attributes.color)&&(t.copyColorsArray(n.colors),t.needsUpdate=!0),n.colorsNeedUpdate=!1),n.uvsNeedUpdate&&(void 0!==(t=this.attributes.uv)&&(t.copyVector2sArray(n.uvs),t.needsUpdate=!0),n.uvsNeedUpdate=!1),n.lineDistancesNeedUpdate&&(void 0!==(t=this.attributes.lineDistance)&&(t.copyArray(n.lineDistances),t.needsUpdate=!0),n.lineDistancesNeedUpdate=!1),n.groupsNeedUpdate&&(n.computeGroups(e.geometry),this.groups=n.groups,n.groupsNeedUpdate=!1),this},fromGeometry:function(e){return e.__directGeometry=(new Ci).fromGeometry(e),this.fromDirectGeometry(e.__directGeometry)},fromDirectGeometry:function(e){var t=new Float32Array(3*e.vertices.length);if(this.addAttribute(\"position\",new yi(t,3).copyVector3sArray(e.vertices)),e.normals.length>0){var n=new Float32Array(3*e.normals.length);this.addAttribute(\"normal\",new yi(n,3).copyVector3sArray(e.normals))}if(e.colors.length>0){var i=new Float32Array(3*e.colors.length);this.addAttribute(\"color\",new yi(i,3).copyColorsArray(e.colors))}if(e.uvs.length>0){var r=new Float32Array(2*e.uvs.length);this.addAttribute(\"uv\",new yi(r,2).copyVector2sArray(e.uvs))}if(e.uvs2.length>0){var o=new Float32Array(2*e.uvs2.length);this.addAttribute(\"uv2\",new yi(o,2).copyVector2sArray(e.uvs2))}if(e.indices.length>0){var a=new(Oi(e.indices)>65535?Uint32Array:Uint16Array)(3*e.indices.length);this.setIndex(new yi(a,1).copyIndicesArray(e.indices))}for(var s in this.groups=e.groups,e.morphTargets){for(var l=[],u=e.morphTargets[s],c=0,d=u.length;c0){var f=new Ei(4*e.skinIndices.length,4);this.addAttribute(\"skinIndex\",f.copyVector4sArray(e.skinIndices))}if(e.skinWeights.length>0){var m=new Ei(4*e.skinWeights.length,4);this.addAttribute(\"skinWeight\",m.copyVector4sArray(e.skinWeights))}return null!==e.boundingSphere&&(this.boundingSphere=e.boundingSphere.clone()),null!==e.boundingBox&&(this.boundingBox=e.boundingBox.clone()),this},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new Kn);var e=this.attributes.position;void 0!==e?this.boundingBox.setFromBufferAttribute(e):this.boundingBox.makeEmpty(),(isNaN(this.boundingBox.min.x)||isNaN(this.boundingBox.min.y)||isNaN(this.boundingBox.min.z))&&console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.',this)},computeBoundingSphere:function(){var e=new Kn,t=new Ft;return function(){null===this.boundingSphere&&(this.boundingSphere=new Zn);var n=this.attributes.position;if(n){var i=this.boundingSphere.center;e.setFromBufferAttribute(n),e.getCenter(i);for(var r=0,o=0,a=n.count;o0&&(e.data.groups=JSON.parse(JSON.stringify(s)));var l=this.boundingSphere;return null!==l&&(e.data.boundingSphere={center:l.center.toArray(),radius:l.radius}),e},clone:function(){return(new Li).copy(this)},copy:function(e){var t,n,i;this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.name=e.name;var r=e.index;null!==r&&this.setIndex(r.clone());var o=e.attributes;for(t in o){var a=o[t];this.addAttribute(t,a.clone())}var s=e.morphAttributes;for(t in s){var l=[],u=s[t];for(n=0,i=u.length;n0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(var t=0,n=e.length;tt.far?null:{distance:l,point:f.clone(),object:e}}function y(e,t,n,a,s,l,h,f){i.fromBufferAttribute(a,l),r.fromBufferAttribute(a,h),o.fromBufferAttribute(a,f);var y=g(e,t,n,i,r,o,p);return y&&(s&&(u.fromBufferAttribute(s,l),c.fromBufferAttribute(s,h),d.fromBufferAttribute(s,f),y.uv=m(p,i,r,o,u,c,d)),y.face=new mi(l,h,f,fi.normal(i,r,o)),y.faceIndex=l),y}return function(h,f){var v,b=this.geometry,_=this.material,x=this.matrixWorld;if(void 0!==_&&(null===b.boundingSphere&&b.computeBoundingSphere(),n.copy(b.boundingSphere),n.applyMatrix4(x),!1!==h.ray.intersectsSphere(n)&&(e.getInverse(x),t.copy(h.ray).applyMatrix4(e),null===b.boundingBox||!1!==t.intersectsBox(b.boundingBox))))if(b.isBufferGeometry){var w,M,S,E,T,C=b.index,O=b.attributes.position,k=b.attributes.uv;if(null!==C)for(E=0,T=C.count;E0&&(L=z);for(var B=0,U=F.length;B/g,(function(e,t){var n=En[t];if(void 0===n)throw new Error(\"Can not resolve #include <\"+t+\">\");return er(n)}))}function tr(e){return e.replace(/for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g,(function(e,t,n,i){for(var r=\"\",o=parseInt(t);o0?e.gammaFactor:1,x=function(e,t,n){return[(e=e||{}).derivatives||t.envMapCubeUV||t.bumpMap||t.normalMap||t.flatShading?\"#extension GL_OES_standard_derivatives : enable\":\"\",(e.fragDepth||t.logarithmicDepthBuffer)&&n.get(\"EXT_frag_depth\")?\"#extension GL_EXT_frag_depth : enable\":\"\",e.drawBuffers&&n.get(\"WEBGL_draw_buffers\")?\"#extension GL_EXT_draw_buffers : require\":\"\",(e.shaderTextureLOD||t.envMap)&&n.get(\"EXT_shader_texture_lod\")?\"#extension GL_EXT_shader_texture_lod : enable\":\"\"].filter($i).join(\"\\n\")}(o,i,e.extensions),w=function(e){var t=[];for(var n in e){var i=e[n];!1!==i&&t.push(\"#define \"+n+\" \"+i)}return t.join(\"\\n\")}(a),M=r.createProgram();n.isRawShaderMaterial?(p=[w,\"\\n\"].filter($i).join(\"\\n\"),f=[x,w,\"\\n\"].filter($i).join(\"\\n\")):(p=[\"precision \"+i.precision+\" float;\",\"precision \"+i.precision+\" int;\",\"#define SHADER_NAME \"+n.__webglShader.name,w,i.supportsVertexTextures?\"#define VERTEX_TEXTURES\":\"\",\"#define GAMMA_FACTOR \"+_,\"#define MAX_BONES \"+i.maxBones,i.useFog&&i.fog?\"#define USE_FOG\":\"\",i.useFog&&i.fogExp?\"#define FOG_EXP2\":\"\",i.map?\"#define USE_MAP\":\"\",i.envMap?\"#define USE_ENVMAP\":\"\",i.envMap?\"#define \"+d:\"\",i.lightMap?\"#define USE_LIGHTMAP\":\"\",i.aoMap?\"#define USE_AOMAP\":\"\",i.emissiveMap?\"#define USE_EMISSIVEMAP\":\"\",i.bumpMap?\"#define USE_BUMPMAP\":\"\",i.normalMap?\"#define USE_NORMALMAP\":\"\",i.displacementMap&&i.supportsVertexTextures?\"#define USE_DISPLACEMENTMAP\":\"\",i.specularMap?\"#define USE_SPECULARMAP\":\"\",i.roughnessMap?\"#define USE_ROUGHNESSMAP\":\"\",i.metalnessMap?\"#define USE_METALNESSMAP\":\"\",i.alphaMap?\"#define USE_ALPHAMAP\":\"\",i.vertexColors?\"#define USE_COLOR\":\"\",i.flatShading?\"#define FLAT_SHADED\":\"\",i.skinning?\"#define USE_SKINNING\":\"\",i.useVertexTexture?\"#define BONE_TEXTURE\":\"\",i.morphTargets?\"#define USE_MORPHTARGETS\":\"\",i.morphNormals&&!1===i.flatShading?\"#define USE_MORPHNORMALS\":\"\",i.doubleSided?\"#define DOUBLE_SIDED\":\"\",i.flipSided?\"#define FLIP_SIDED\":\"\",\"#define NUM_CLIPPING_PLANES \"+i.numClippingPlanes,i.shadowMapEnabled?\"#define USE_SHADOWMAP\":\"\",i.shadowMapEnabled?\"#define \"+u:\"\",i.sizeAttenuation?\"#define USE_SIZEATTENUATION\":\"\",i.logarithmicDepthBuffer?\"#define USE_LOGDEPTHBUF\":\"\",i.logarithmicDepthBuffer&&e.extensions.get(\"EXT_frag_depth\")?\"#define USE_LOGDEPTHBUF_EXT\":\"\",\"uniform mat4 modelMatrix;\",\"uniform mat4 modelViewMatrix;\",\"uniform mat4 projectionMatrix;\",\"uniform mat4 viewMatrix;\",\"uniform mat3 normalMatrix;\",\"uniform vec3 cameraPosition;\",\"attribute vec3 position;\",\"attribute vec3 normal;\",\"attribute vec2 uv;\",\"#ifdef USE_COLOR\",\"\\tattribute vec3 color;\",\"#endif\",\"#ifdef USE_MORPHTARGETS\",\"\\tattribute vec3 morphTarget0;\",\"\\tattribute vec3 morphTarget1;\",\"\\tattribute vec3 morphTarget2;\",\"\\tattribute vec3 morphTarget3;\",\"\\t#ifdef USE_MORPHNORMALS\",\"\\t\\tattribute vec3 morphNormal0;\",\"\\t\\tattribute vec3 morphNormal1;\",\"\\t\\tattribute vec3 morphNormal2;\",\"\\t\\tattribute vec3 morphNormal3;\",\"\\t#else\",\"\\t\\tattribute vec3 morphTarget4;\",\"\\t\\tattribute vec3 morphTarget5;\",\"\\t\\tattribute vec3 morphTarget6;\",\"\\t\\tattribute vec3 morphTarget7;\",\"\\t#endif\",\"#endif\",\"#ifdef USE_SKINNING\",\"\\tattribute vec4 skinIndex;\",\"\\tattribute vec4 skinWeight;\",\"#endif\",\"\\n\"].filter($i).join(\"\\n\"),f=[x,\"precision \"+i.precision+\" float;\",\"precision \"+i.precision+\" int;\",\"#define SHADER_NAME \"+n.__webglShader.name,w,i.alphaTest?\"#define ALPHATEST \"+i.alphaTest:\"\",\"#define GAMMA_FACTOR \"+_,i.useFog&&i.fog?\"#define USE_FOG\":\"\",i.useFog&&i.fogExp?\"#define FOG_EXP2\":\"\",i.map?\"#define USE_MAP\":\"\",i.envMap?\"#define USE_ENVMAP\":\"\",i.envMap?\"#define \"+c:\"\",i.envMap?\"#define \"+d:\"\",i.envMap?\"#define \"+h:\"\",i.lightMap?\"#define USE_LIGHTMAP\":\"\",i.aoMap?\"#define USE_AOMAP\":\"\",i.emissiveMap?\"#define USE_EMISSIVEMAP\":\"\",i.bumpMap?\"#define USE_BUMPMAP\":\"\",i.normalMap?\"#define USE_NORMALMAP\":\"\",i.specularMap?\"#define USE_SPECULARMAP\":\"\",i.roughnessMap?\"#define USE_ROUGHNESSMAP\":\"\",i.metalnessMap?\"#define USE_METALNESSMAP\":\"\",i.alphaMap?\"#define USE_ALPHAMAP\":\"\",i.vertexColors?\"#define USE_COLOR\":\"\",i.gradientMap?\"#define USE_GRADIENTMAP\":\"\",i.flatShading?\"#define FLAT_SHADED\":\"\",i.doubleSided?\"#define DOUBLE_SIDED\":\"\",i.flipSided?\"#define FLIP_SIDED\":\"\",\"#define NUM_CLIPPING_PLANES \"+i.numClippingPlanes,\"#define UNION_CLIPPING_PLANES \"+(i.numClippingPlanes-i.numClipIntersection),i.shadowMapEnabled?\"#define USE_SHADOWMAP\":\"\",i.shadowMapEnabled?\"#define \"+u:\"\",i.premultipliedAlpha?\"#define PREMULTIPLIED_ALPHA\":\"\",i.physicallyCorrectLights?\"#define PHYSICALLY_CORRECT_LIGHTS\":\"\",i.logarithmicDepthBuffer?\"#define USE_LOGDEPTHBUF\":\"\",i.logarithmicDepthBuffer&&e.extensions.get(\"EXT_frag_depth\")?\"#define USE_LOGDEPTHBUF_EXT\":\"\",i.envMap&&e.extensions.get(\"EXT_shader_texture_lod\")?\"#define TEXTURE_LOD_EXT\":\"\",\"uniform mat4 viewMatrix;\",\"uniform vec3 cameraPosition;\",i.toneMapping!==re?\"#define TONE_MAPPING\":\"\",i.toneMapping!==re?En.tonemapping_pars_fragment:\"\",i.toneMapping!==re?Ji(\"toneMapping\",i.toneMapping):\"\",i.outputEncoding||i.mapEncoding||i.envMapEncoding||i.emissiveMapEncoding?En.encodings_pars_fragment:\"\",i.mapEncoding?Zi(\"mapTexelToLinear\",i.mapEncoding):\"\",i.envMapEncoding?Zi(\"envMapTexelToLinear\",i.envMapEncoding):\"\",i.emissiveMapEncoding?Zi(\"emissiveMapTexelToLinear\",i.emissiveMapEncoding):\"\",i.outputEncoding?(y=\"linearToOutputTexel\",v=i.outputEncoding,b=Ki(v),\"vec4 \"+y+\"( vec4 value ) { return LinearTo\"+b[0]+b[1]+\"; }\"):\"\",i.depthPacking?\"#define DEPTH_PACKING \"+n.depthPacking:\"\",\"\\n\"].filter($i).join(\"\\n\")),s=Qi(s=er(s),i),l=Qi(l=er(l),i),n.isShaderMaterial||(s=tr(s),l=tr(l));var S=p+s,E=f+l,T=Hi(r,r.VERTEX_SHADER,S),C=Hi(r,r.FRAGMENT_SHADER,E);r.attachShader(M,T),r.attachShader(M,C),void 0!==n.index0AttributeName?r.bindAttribLocation(M,0,n.index0AttributeName):!0===i.morphTargets&&r.bindAttribLocation(M,0,\"position\"),r.linkProgram(M);var O,k,P=r.getProgramInfoLog(M),A=r.getShaderInfoLog(T),R=r.getShaderInfoLog(C),L=!0,I=!0;return!1===r.getProgramParameter(M,r.LINK_STATUS)?(L=!1,console.error(\"THREE.WebGLProgram: shader error: \",r.getError(),\"gl.VALIDATE_STATUS\",r.getProgramParameter(M,r.VALIDATE_STATUS),\"gl.getProgramInfoLog\",P,A,R)):\"\"!==P?console.warn(\"THREE.WebGLProgram: gl.getProgramInfoLog()\",P):\"\"!==A&&\"\"!==R||(I=!1),I&&(this.diagnostics={runnable:L,material:n,programLog:P,vertexShader:{log:A,prefix:p},fragmentShader:{log:R,prefix:f}}),r.deleteShader(T),r.deleteShader(C),this.getUniforms=function(){return void 0===O&&(O=new Mn(r,M,e)),O},this.getAttributes=function(){return void 0===k&&(k=function(e,t,n){for(var i={},r=e.getProgramParameter(t,e.ACTIVE_ATTRIBUTES),o=0;o0,shadowMapType:e.shadowMap.type,toneMapping:e.toneMapping,physicallyCorrectLights:e.physicallyCorrectLights,premultipliedAlpha:n.premultipliedAlpha,alphaTest:n.alphaTest,doubleSided:n.side===b,flipSided:n.side===v,depthPacking:void 0!==n.depthPacking&&n.depthPacking}},this.getProgramCode=function(e,t){var n=[];if(t.shaderID?n.push(t.shaderID):(n.push(e.fragmentShader),n.push(e.vertexShader)),void 0!==e.defines)for(var i in e.defines)n.push(i),n.push(e.defines[i]);for(var o=0;o65535?Si:wi)(a,1);return r(f,e.ELEMENT_ARRAY_BUFFER),i.wireframe=f,f},update:function(t){var n=i.get(t);t.geometry.isGeometry&&n.updateFromObject(t);var o=n.index,a=n.attributes;for(var s in null!==o&&r(o,e.ELEMENT_ARRAY_BUFFER),a)r(a[s],e.ARRAY_BUFFER);var l=n.morphAttributes;for(var s in l)for(var u=l[s],c=0,d=u.length;ct||e.height>t){var n=t/Math.max(e.width,e.height),i=document.createElementNS(\"http://www.w3.org/1999/xhtml\",\"canvas\");return i.width=Math.floor(e.width*n),i.height=Math.floor(e.height*n),i.getContext(\"2d\").drawImage(e,0,0,e.width,e.height,0,0,i.width,i.height),console.warn(\"THREE.WebGLRenderer: image is too big (\"+e.width+\"x\"+e.height+\"). Resized to \"+i.width+\"x\"+i.height,e),i}return e}function c(e){return Mt.isPowerOfTwo(e.width)&&Mt.isPowerOfTwo(e.height)}function d(t){return t===_e||t===xe||t===we?e.NEAREST:e.LINEAR}function h(t){var n=t.target;n.removeEventListener(\"dispose\",h),function(t){var n=i.get(t);if(t.image&&n.__image__webglTextureCube)e.deleteTexture(n.__image__webglTextureCube);else{if(void 0===n.__webglInit)return;e.deleteTexture(n.__webglTexture)}i.delete(t)}(n),s.textures--}function p(t){var n=t.target;n.removeEventListener(\"dispose\",p),function(t){var n=i.get(t),r=i.get(t.texture);if(!t)return;void 0!==r.__webglTexture&&e.deleteTexture(r.__webglTexture);t.depthTexture&&t.depthTexture.dispose();if(t.isWebGLRenderTargetCube)for(var o=0;o<6;o++)e.deleteFramebuffer(n.__webglFramebuffer[o]),n.__webglDepthbuffer&&e.deleteRenderbuffer(n.__webglDepthbuffer[o]);else e.deleteFramebuffer(n.__webglFramebuffer),n.__webglDepthbuffer&&e.deleteRenderbuffer(n.__webglDepthbuffer);i.delete(t.texture),i.delete(t)}(n),s.textures--}function f(t,a){var d=i.get(t);if(t.version>0&&d.__version!==t.version){var p=t.image;if(void 0===p)console.warn(\"THREE.WebGLRenderer: Texture marked for update but image is undefined\",t);else{if(!1!==p.complete)return void function(t,i,a){void 0===t.__webglInit&&(t.__webglInit=!0,i.addEventListener(\"dispose\",h),t.__webglTexture=e.createTexture(),s.textures++);n.activeTexture(e.TEXTURE0+a),n.bindTexture(e.TEXTURE_2D,t.__webglTexture),e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,i.flipY),e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL,i.premultiplyAlpha),e.pixelStorei(e.UNPACK_ALIGNMENT,i.unpackAlignment);var d=u(i.image,r.maxTextureSize);(function(e){return e.wrapS!==ve||e.wrapT!==ve||e.minFilter!==_e&&e.minFilter!==Me})(i)&&!1===c(d)&&(d=function(e){if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){var t=document.createElementNS(\"http://www.w3.org/1999/xhtml\",\"canvas\");return t.width=Mt.nearestPowerOfTwo(e.width),t.height=Mt.nearestPowerOfTwo(e.height),t.getContext(\"2d\").drawImage(e,0,0,t.width,t.height),console.warn(\"THREE.WebGLRenderer: image is not power of two (\"+e.width+\"x\"+e.height+\"). Resized to \"+t.width+\"x\"+t.height,e),t}return e}(d));var p=c(d),f=o(i.format),g=o(i.type);m(e.TEXTURE_2D,i,p);var y,v=i.mipmaps;if(i.isDepthTexture){var b=e.DEPTH_COMPONENT;if(i.type===Re){if(!l)throw new Error(\"Float Depth Texture only supported in WebGL2.0\");b=e.DEPTH_COMPONENT32F}else l&&(b=e.DEPTH_COMPONENT16);i.format===Ve&&b===e.DEPTH_COMPONENT&&i.type!==ke&&i.type!==Ae&&(console.warn(\"THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.\"),i.type=ke,g=o(i.type)),i.format===He&&(b=e.DEPTH_STENCIL,i.type!==Fe&&(console.warn(\"THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.\"),i.type=Fe,g=o(i.type))),n.texImage2D(e.TEXTURE_2D,0,b,d.width,d.height,0,f,g,null)}else if(i.isDataTexture)if(v.length>0&&p){for(var _=0,x=v.length;_-1?n.compressedTexImage2D(e.TEXTURE_2D,_,f,y.width,y.height,0,y.data):console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\"):n.texImage2D(e.TEXTURE_2D,_,f,y.width,y.height,0,f,g,y.data);else if(v.length>0&&p){for(_=0,x=v.length;_1||i.get(a).__currentAnisotropy)&&(e.texParameterf(n,l.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(a.anisotropy,r.getMaxAnisotropy())),i.get(a).__currentAnisotropy=a.anisotropy)}}function g(t,r,a,s){var l=o(r.texture.format),u=o(r.texture.type);n.texImage2D(s,0,l,r.width,r.height,0,l,u,null),e.bindFramebuffer(e.FRAMEBUFFER,t),e.framebufferTexture2D(e.FRAMEBUFFER,a,s,i.get(r.texture).__webglTexture,0),e.bindFramebuffer(e.FRAMEBUFFER,null)}function y(t,n){e.bindRenderbuffer(e.RENDERBUFFER,t),n.depthBuffer&&!n.stencilBuffer?(e.renderbufferStorage(e.RENDERBUFFER,e.DEPTH_COMPONENT16,n.width,n.height),e.framebufferRenderbuffer(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT,e.RENDERBUFFER,t)):n.depthBuffer&&n.stencilBuffer?(e.renderbufferStorage(e.RENDERBUFFER,e.DEPTH_STENCIL,n.width,n.height),e.framebufferRenderbuffer(e.FRAMEBUFFER,e.DEPTH_STENCIL_ATTACHMENT,e.RENDERBUFFER,t)):e.renderbufferStorage(e.RENDERBUFFER,e.RGBA4,n.width,n.height),e.bindRenderbuffer(e.RENDERBUFFER,null)}function v(t){var n=i.get(t),r=!0===t.isWebGLRenderTargetCube;if(t.depthTexture){if(r)throw new Error(\"target.depthTexture not supported in Cube render targets\");!function(t,n){if(n&&n.isWebGLRenderTargetCube)throw new Error(\"Depth Texture with cube render targets is not supported!\");if(e.bindFramebuffer(e.FRAMEBUFFER,t),!n.depthTexture||!n.depthTexture.isDepthTexture)throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");i.get(n.depthTexture).__webglTexture&&n.depthTexture.image.width===n.width&&n.depthTexture.image.height===n.height||(n.depthTexture.image.width=n.width,n.depthTexture.image.height=n.height,n.depthTexture.needsUpdate=!0),f(n.depthTexture,0);var r=i.get(n.depthTexture).__webglTexture;if(n.depthTexture.format===Ve)e.framebufferTexture2D(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT,e.TEXTURE_2D,r,0);else{if(n.depthTexture.format!==He)throw new Error(\"Unknown depthTexture format\");e.framebufferTexture2D(e.FRAMEBUFFER,e.DEPTH_STENCIL_ATTACHMENT,e.TEXTURE_2D,r,0)}}(n.__webglFramebuffer,t)}else if(r){n.__webglDepthbuffer=[];for(var o=0;o<6;o++)e.bindFramebuffer(e.FRAMEBUFFER,n.__webglFramebuffer[o]),n.__webglDepthbuffer[o]=e.createRenderbuffer(),y(n.__webglDepthbuffer[o],t)}else e.bindFramebuffer(e.FRAMEBUFFER,n.__webglFramebuffer),n.__webglDepthbuffer=e.createRenderbuffer(),y(n.__webglDepthbuffer,t);e.bindFramebuffer(e.FRAMEBUFFER,null)}this.setTexture2D=f,this.setTextureCube=function(t,a){var l=i.get(t);if(6===t.image.length)if(t.version>0&&l.__version!==t.version){l.__image__webglTextureCube||(t.addEventListener(\"dispose\",h),l.__image__webglTextureCube=e.createTexture(),s.textures++),n.activeTexture(e.TEXTURE0+a),n.bindTexture(e.TEXTURE_CUBE_MAP,l.__image__webglTextureCube),e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,t.flipY);for(var d=t&&t.isCompressedTexture,p=t.image[0]&&t.image[0].isDataTexture,f=[],g=0;g<6;g++)f[g]=d||p?p?t.image[g].image:t.image[g]:u(t.image[g],r.maxCubemapSize);var y=c(f[0]),v=o(t.format),b=o(t.type);m(e.TEXTURE_CUBE_MAP,t,y);for(g=0;g<6;g++)if(d)for(var _,x=f[g].mipmaps,w=0,M=x.length;w-1?n.compressedTexImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+g,w,v,_.width,_.height,0,_.data):console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\"):n.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+g,w,v,_.width,_.height,0,v,b,_.data);else p?n.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+g,0,v,f[g].width,f[g].height,0,v,b,f[g].data):n.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+g,0,v,v,b,f[g]);t.generateMipmaps&&y&&e.generateMipmap(e.TEXTURE_CUBE_MAP),l.__version=t.version,t.onUpdate&&t.onUpdate(t)}else n.activeTexture(e.TEXTURE0+a),n.bindTexture(e.TEXTURE_CUBE_MAP,l.__image__webglTextureCube)},this.setTextureCubeDynamic=function(t,r){n.activeTexture(e.TEXTURE0+r),n.bindTexture(e.TEXTURE_CUBE_MAP,i.get(t).__webglTexture)},this.setupRenderTarget=function(t){var r=i.get(t),o=i.get(t.texture);t.addEventListener(\"dispose\",p),o.__webglTexture=e.createTexture(),s.textures++;var a=!0===t.isWebGLRenderTargetCube,l=c(t);if(a){r.__webglFramebuffer=[];for(var u=0;u<6;u++)r.__webglFramebuffer[u]=e.createFramebuffer()}else r.__webglFramebuffer=e.createFramebuffer();if(a){n.bindTexture(e.TEXTURE_CUBE_MAP,o.__webglTexture),m(e.TEXTURE_CUBE_MAP,t.texture,l);for(u=0;u<6;u++)g(r.__webglFramebuffer[u],t,e.COLOR_ATTACHMENT0,e.TEXTURE_CUBE_MAP_POSITIVE_X+u);t.texture.generateMipmaps&&l&&e.generateMipmap(e.TEXTURE_CUBE_MAP),n.bindTexture(e.TEXTURE_CUBE_MAP,null)}else n.bindTexture(e.TEXTURE_2D,o.__webglTexture),m(e.TEXTURE_2D,t.texture,l),g(r.__webglFramebuffer,t,e.COLOR_ATTACHMENT0,e.TEXTURE_2D),t.texture.generateMipmaps&&l&&e.generateMipmap(e.TEXTURE_2D),n.bindTexture(e.TEXTURE_2D,null);t.depthBuffer&&v(t)},this.updateRenderTargetMipmap=function(t){var r=t.texture;if(r.generateMipmaps&&c(t)&&r.minFilter!==_e&&r.minFilter!==Me){var o=t&&t.isWebGLRenderTargetCube?e.TEXTURE_CUBE_MAP:e.TEXTURE_2D,a=i.get(r).__webglTexture;n.bindTexture(o,a),e.generateMipmap(o),n.bindTexture(o,null)}}}function sr(){var e={};return{get:function(t){var n=t.uuid,i=e[n];return void 0===i&&(i={},e[n]=i),i},delete:function(t){delete e[t.uuid]},clear:function(){e={}}}}function lr(e,t,n){var i=new function(){var t=!1,n=new Lt,i=null,r=new Lt;return{setMask:function(n){i===n||t||(e.colorMask(n,n,n,n),i=n)},setLocked:function(e){t=e},setClear:function(t,i,o,a,s){!0===s&&(t*=a,i*=a,o*=a),n.set(t,i,o,a),!1===r.equals(n)&&(e.clearColor(t,i,o,a),r.copy(n))},reset:function(){t=!1,i=null,r.set(0,0,0,1)}}},r=new function(){var t=!1,n=null,i=null,r=null;return{setTest:function(t){t?V(e.DEPTH_TEST):H(e.DEPTH_TEST)},setMask:function(i){n===i||t||(e.depthMask(i),n=i)},setFunc:function(t){if(i!==t){if(t)switch(t){case q:e.depthFunc(e.NEVER);break;case X:e.depthFunc(e.ALWAYS);break;case K:e.depthFunc(e.LESS);break;case Z:e.depthFunc(e.LEQUAL);break;case J:e.depthFunc(e.EQUAL);break;case $:e.depthFunc(e.GEQUAL);break;case Q:e.depthFunc(e.GREATER);break;case ee:e.depthFunc(e.NOTEQUAL);break;default:e.depthFunc(e.LEQUAL)}else e.depthFunc(e.LEQUAL);i=t}},setLocked:function(e){t=e},setClear:function(t){r!==t&&(e.clearDepth(t),r=t)},reset:function(){t=!1,n=null,i=null,r=null}}},o=new function(){var t=!1,n=null,i=null,r=null,o=null,a=null,s=null,l=null,u=null;return{setTest:function(t){t?V(e.STENCIL_TEST):H(e.STENCIL_TEST)},setMask:function(i){n===i||t||(e.stencilMask(i),n=i)},setFunc:function(t,n,a){i===t&&r===n&&o===a||(e.stencilFunc(t,n,a),i=t,r=n,o=a)},setOp:function(t,n,i){a===t&&s===n&&l===i||(e.stencilOp(t,n,i),a=t,s=n,l=i)},setLocked:function(e){t=e},setClear:function(t){u!==t&&(e.clearStencil(t),u=t)},reset:function(){t=!1,n=null,i=null,r=null,o=null,a=null,s=null,l=null,u=null}}},a=e.getParameter(e.MAX_VERTEX_ATTRIBS),s=new Uint8Array(a),d=new Uint8Array(a),h=new Uint8Array(a),p={},f=null,m=null,g=null,y=null,v=null,b=null,_=null,x=null,w=!1,M=null,S=null,A=null,R=null,L=null,I=null,D=e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS),N=parseFloat(/^WebGL\\ 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s=!0===n.logarithmicDepthBuffer&&!!t.get(\"EXT_frag_depth\"),l=e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS),u=e.getParameter(e.MAX_VERTEX_TEXTURE_IMAGE_UNITS),c=e.getParameter(e.MAX_TEXTURE_SIZE),d=e.getParameter(e.MAX_CUBE_MAP_TEXTURE_SIZE),h=e.getParameter(e.MAX_VERTEX_ATTRIBS),p=e.getParameter(e.MAX_VERTEX_UNIFORM_VECTORS),f=e.getParameter(e.MAX_VARYING_VECTORS),m=e.getParameter(e.MAX_FRAGMENT_UNIFORM_VECTORS),g=u>0,y=!!t.get(\"OES_texture_float\");return{getMaxAnisotropy:function(){if(void 0!==i)return i;var n=t.get(\"EXT_texture_filter_anisotropic\");return i=null!==n?e.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0},getMaxPrecision:r,precision:o,logarithmicDepthBuffer:s,maxTextures:l,maxVertexTextures:u,maxTextureSize:c,maxCubemapSize:d,maxAttributes:h,maxVertexUniforms:p,maxVaryings:f,maxFragmentUniforms:m,vertexTextures:g,floatFragmentTextures:y,floatVertexTextures:g&&y}}function cr(e){var t={};return{get:function(n){if(void 0!==t[n])return t[n];var i;switch(n){case\"WEBGL_depth_texture\":i=e.getExtension(\"WEBGL_depth_texture\")||e.getExtension(\"MOZ_WEBGL_depth_texture\")||e.getExtension(\"WEBKIT_WEBGL_depth_texture\");break;case\"EXT_texture_filter_anisotropic\":i=e.getExtension(\"EXT_texture_filter_anisotropic\")||e.getExtension(\"MOZ_EXT_texture_filter_anisotropic\")||e.getExtension(\"WEBKIT_EXT_texture_filter_anisotropic\");break;case\"WEBGL_compressed_texture_s3tc\":i=e.getExtension(\"WEBGL_compressed_texture_s3tc\")||e.getExtension(\"MOZ_WEBGL_compressed_texture_s3tc\")||e.getExtension(\"WEBKIT_WEBGL_compressed_texture_s3tc\");break;case\"WEBGL_compressed_texture_pvrtc\":i=e.getExtension(\"WEBGL_compressed_texture_pvrtc\")||e.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\");break;case\"WEBGL_compressed_texture_etc1\":i=e.getExtension(\"WEBGL_compressed_texture_etc1\");break;default:i=e.getExtension(n)}return null===i&&console.warn(\"THREE.WebGLRenderer: \"+n+\" extension not supported.\"),t[n]=i,i}}}function dr(){var e=this,t=null,n=0,i=!1,r=!1,o=new $n,a=new Jn,s={value:null,needsUpdate:!1};function l(){s.value!==t&&(s.value=t,s.needsUpdate=n>0),e.numPlanes=n,e.numIntersection=0}function u(t,n,i,r){var l=null!==t?t.length:0,u=null;if(0!==l){if(u=s.value,!0!==r||null===u){var c=i+4*l,d=n.matrixWorldInverse;a.getNormalMatrix(d),(null===u||u.length=0&&e.numSupportedMorphTargets++}if(e.morphNormals){e.numSupportedMorphNormals=0;for(c=0;c=0&&e.numSupportedMorphNormals++}var d=i.__webglShader.uniforms;(e.isShaderMaterial||e.isRawShaderMaterial)&&!0!==e.clipping||(i.numClippingPlanes=le.numPlanes,i.numIntersection=le.numIntersection,d.clippingPlanes=le.uniform),i.fog=t,i.lightsHash=ge.hash,e.lights&&(d.ambientLightColor.value=ge.ambient,d.directionalLights.value=ge.directional,d.spotLights.value=ge.spot,d.rectAreaLights.value=ge.rectArea,d.pointLights.value=ge.point,d.hemisphereLights.value=ge.hemi,d.directionalShadowMap.value=ge.directionalShadowMap,d.directionalShadowMatrix.value=ge.directionalShadowMatrix,d.spotShadowMap.value=ge.spotShadowMap,d.spotShadowMatrix.value=ge.spotShadowMatrix,d.pointShadowMap.value=ge.pointShadowMap,d.pointShadowMatrix.value=ge.pointShadowMatrix);var h=i.program.getUniforms(),p=Mn.seqWithValue(h.seq,d);i.uniformsList=p}(n,t,i),n.needsUpdate=!1);var a,s,l=!1,u=!1,c=!1,d=r.program,h=d.getUniforms(),p=r.__webglShader.uniforms;if(d.id!==T&&(M.useProgram(d.program),T=d.id,l=!0,u=!0,c=!0),n.id!==k&&(k=n.id,u=!0),l||e!==q){if(h.set(M,e,\"projectionMatrix\"),it.logarithmicDepthBuffer&&h.setValue(M,\"logDepthBufFC\",2/(Math.log(e.far+1)/Math.LN2)),e!==q&&(q=e,u=!0,c=!0),n.isShaderMaterial||n.isMeshPhongMaterial||n.isMeshStandardMaterial||n.envMap){var f=h.map.cameraPosition;void 0!==f&&f.setValue(M,pe.setFromMatrixPosition(e.matrixWorld))}(n.isMeshPhongMaterial||n.isMeshLambertMaterial||n.isMeshBasicMaterial||n.isMeshStandardMaterial||n.isShaderMaterial||n.skinning)&&h.setValue(M,\"viewMatrix\",e.matrixWorldInverse),h.set(M,S,\"toneMappingExposure\"),h.set(M,S,\"toneMappingWhitePoint\")}if(n.skinning){h.setOptional(M,i,\"bindMatrix\"),h.setOptional(M,i,\"bindMatrixInverse\");var m=i.skeleton;m&&(it.floatVertexTextures&&m.useVertexTexture?(h.set(M,m,\"boneTexture\"),h.set(M,m,\"boneTextureWidth\"),h.set(M,m,\"boneTextureHeight\")):h.setOptional(M,m,\"boneMatrices\"))}return u&&(n.lights&&(s=c,(a=p).ambientLightColor.needsUpdate=s,a.directionalLights.needsUpdate=s,a.pointLights.needsUpdate=s,a.spotLights.needsUpdate=s,a.rectAreaLights.needsUpdate=s,a.hemisphereLights.needsUpdate=s),t&&n.fog&&function(e,t){e.fogColor.value=t.color,t.isFog?(e.fogNear.value=t.near,e.fogFar.value=t.far):t.isFogExp2&&(e.fogDensity.value=t.density)}(p,t),(n.isMeshBasicMaterial||n.isMeshLambertMaterial||n.isMeshPhongMaterial||n.isMeshStandardMaterial||n.isMeshNormalMaterial||n.isMeshDepthMaterial)&&function(e,t){e.opacity.value=t.opacity,e.diffuse.value=t.color,t.emissive&&e.emissive.value.copy(t.emissive).multiplyScalar(t.emissiveIntensity);e.map.value=t.map,e.specularMap.value=t.specularMap,e.alphaMap.value=t.alphaMap,t.lightMap&&(e.lightMap.value=t.lightMap,e.lightMapIntensity.value=t.lightMapIntensity);t.aoMap&&(e.aoMap.value=t.aoMap,e.aoMapIntensity.value=t.aoMapIntensity);var n;t.map?n=t.map:t.specularMap?n=t.specularMap:t.displacementMap?n=t.displacementMap:t.normalMap?n=t.normalMap:t.bumpMap?n=t.bumpMap:t.roughnessMap?n=t.roughnessMap:t.metalnessMap?n=t.metalnessMap:t.alphaMap?n=t.alphaMap:t.emissiveMap&&(n=t.emissiveMap);if(void 0!==n){n.isWebGLRenderTarget&&(n=n.texture);var i=n.offset,r=n.repeat;e.offsetRepeat.value.set(i.x,i.y,r.x,r.y)}e.envMap.value=t.envMap,e.flipEnvMap.value=t.envMap&&t.envMap.isCubeTexture?-1:1,e.reflectivity.value=t.reflectivity,e.refractionRatio.value=t.refractionRatio}(p,n),n.isLineBasicMaterial?Ut(p,n):n.isLineDashedMaterial?(Ut(p,n),function(e,t){e.dashSize.value=t.dashSize,e.totalSize.value=t.dashSize+t.gapSize,e.scale.value=t.scale}(p,n)):n.isPointsMaterial?function(e,t){if(e.diffuse.value=t.color,e.opacity.value=t.opacity,e.size.value=t.size*ne,e.scale.value=.5*te,e.map.value=t.map,null!==t.map){var n=t.map.offset,i=t.map.repeat;e.offsetRepeat.value.set(n.x,n.y,i.x,i.y)}}(p,n):n.isMeshLambertMaterial?function(e,t){t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap)}(p,n):n.isMeshToonMaterial?function(e,t){jt(e,t),t.gradientMap&&(e.gradientMap.value=t.gradientMap)}(p,n):n.isMeshPhongMaterial?jt(p,n):n.isMeshPhysicalMaterial?function(e,t){e.clearCoat.value=t.clearCoat,e.clearCoatRoughness.value=t.clearCoatRoughness,Wt(e,t)}(p,n):n.isMeshStandardMaterial?Wt(p,n):n.isMeshDepthMaterial?n.displacementMap&&(p.displacementMap.value=n.displacementMap,p.displacementScale.value=n.displacementScale,p.displacementBias.value=n.displacementBias):n.isMeshNormalMaterial&&function(e,t){t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale);t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale));t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}(p,n),void 0!==p.ltcMat&&(p.ltcMat.value=THREE.UniformsLib.LTC_MAT_TEXTURE),void 0!==p.ltcMag&&(p.ltcMag.value=THREE.UniformsLib.LTC_MAG_TEXTURE),Mn.upload(M,r.uniformsList,p,S)),h.set(M,i,\"modelViewMatrix\"),h.set(M,i,\"normalMatrix\"),h.setValue(M,\"modelMatrix\",i.matrixWorld),d}function Ut(e,t){e.diffuse.value=t.color,e.opacity.value=t.opacity}function jt(e,t){e.specular.value=t.specular,e.shininess.value=Math.max(t.shininess,1e-4),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale)),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function Wt(e,t){e.roughness.value=t.roughness,e.metalness.value=t.metalness,t.roughnessMap&&(e.roughnessMap.value=t.roughnessMap),t.metalnessMap&&(e.metalnessMap.value=t.metalnessMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale)),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),t.envMap&&(e.envMapIntensity.value=t.envMapIntensity)}function Gt(e){var t;if(e===ye)return M.REPEAT;if(e===ve)return M.CLAMP_TO_EDGE;if(e===be)return M.MIRRORED_REPEAT;if(e===_e)return M.NEAREST;if(e===xe)return M.NEAREST_MIPMAP_NEAREST;if(e===we)return M.NEAREST_MIPMAP_LINEAR;if(e===Me)return M.LINEAR;if(e===Se)return M.LINEAR_MIPMAP_NEAREST;if(e===Ee)return M.LINEAR_MIPMAP_LINEAR;if(e===Te)return M.UNSIGNED_BYTE;if(e===Ie)return M.UNSIGNED_SHORT_4_4_4_4;if(e===De)return M.UNSIGNED_SHORT_5_5_5_1;if(e===Ne)return M.UNSIGNED_SHORT_5_6_5;if(e===Ce)return M.BYTE;if(e===Oe)return M.SHORT;if(e===ke)return M.UNSIGNED_SHORT;if(e===Pe)return M.INT;if(e===Ae)return M.UNSIGNED_INT;if(e===Re)return M.FLOAT;if(e===Le&&null!==(t=nt.get(\"OES_texture_half_float\")))return t.HALF_FLOAT_OES;if(e===ze)return M.ALPHA;if(e===Be)return M.RGB;if(e===Ue)return M.RGBA;if(e===je)return M.LUMINANCE;if(e===We)return M.LUMINANCE_ALPHA;if(e===Ve)return M.DEPTH_COMPONENT;if(e===He)return M.DEPTH_STENCIL;if(e===A)return M.FUNC_ADD;if(e===R)return M.FUNC_SUBTRACT;if(e===L)return M.FUNC_REVERSE_SUBTRACT;if(e===N)return M.ZERO;if(e===F)return M.ONE;if(e===z)return M.SRC_COLOR;if(e===B)return M.ONE_MINUS_SRC_COLOR;if(e===U)return M.SRC_ALPHA;if(e===j)return M.ONE_MINUS_SRC_ALPHA;if(e===W)return M.DST_ALPHA;if(e===G)return M.ONE_MINUS_DST_ALPHA;if(e===V)return M.DST_COLOR;if(e===H)return M.ONE_MINUS_DST_COLOR;if(e===Y)return M.SRC_ALPHA_SATURATE;if((e===Ye||e===qe||e===Xe||e===Ke)&&null!==(t=nt.get(\"WEBGL_compressed_texture_s3tc\"))){if(e===Ye)return t.COMPRESSED_RGB_S3TC_DXT1_EXT;if(e===qe)return t.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(e===Xe)return t.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(e===Ke)return t.COMPRESSED_RGBA_S3TC_DXT5_EXT}if((e===Ze||e===Je||e===$e||e===Qe)&&null!==(t=nt.get(\"WEBGL_compressed_texture_pvrtc\"))){if(e===Ze)return t.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(e===Je)return t.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(e===$e)return t.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(e===Qe)return t.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(e===et&&null!==(t=nt.get(\"WEBGL_compressed_texture_etc1\")))return t.COMPRESSED_RGB_ETC1_WEBGL;if((e===I||e===D)&&null!==(t=nt.get(\"EXT_blend_minmax\"))){if(e===I)return t.MIN_EXT;if(e===D)return t.MAX_EXT}return e===Fe&&null!==(t=nt.get(\"WEBGL_depth_texture\"))?t.UNSIGNED_INT_24_8_WEBGL:0}this.getContext=function(){return M},this.getContextAttributes=function(){return M.getContextAttributes()},this.forceContextLoss=function(){nt.get(\"WEBGL_lose_context\").loseContext()},this.getMaxAnisotropy=function(){return it.getMaxAnisotropy()},this.getPrecision=function(){return it.precision},this.getPixelRatio=function(){return ne},this.setPixelRatio=function(e){void 0!==e&&(ne=e,this.setSize(ae.z,ae.w,!1))},this.getSize=function(){return{width:ee,height:te}},this.setSize=function(e,n,i){ee=e,te=n,t.width=e*ne,t.height=n*ne,!1!==i&&(t.style.width=e+\"px\",t.style.height=n+\"px\"),this.setViewport(0,0,e,n)},this.setViewport=function(e,t,n,i){rt.viewport(ae.set(e,t,n,i))},this.setScissor=function(e,t,n,i){rt.scissor(ie.set(e,t,n,i))},this.setScissorTest=function(e){rt.setScissorTest(re=e)},this.getClearColor=function(){return $},this.setClearColor=function(e,t){$.set(e),Q=void 0!==t?t:1,rt.buffers.color.setClear($.r,$.g,$.b,Q,l)},this.getClearAlpha=function(){return Q},this.setClearAlpha=function(e){Q=e,rt.buffers.color.setClear($.r,$.g,$.b,Q,l)},this.clear=function(e,t,n){var i=0;(void 0===e||e)&&(i|=M.COLOR_BUFFER_BIT),(void 0===t||t)&&(i|=M.DEPTH_BUFFER_BIT),(void 0===n||n)&&(i|=M.STENCIL_BUFFER_BIT),M.clear(i)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.clearTarget=function(e,t,n,i){this.setRenderTarget(e),this.clear(t,n,i)},this.resetGLState=xt,this.dispose=function(){f=[],m=-1,d=[],p=-1,t.removeEventListener(\"webglcontextlost\",Tt,!1)},this.renderBufferImmediate=function(e,t,n){rt.initAttributes();var i=ot.get(e);e.hasPositions&&!i.position&&(i.position=M.createBuffer()),e.hasNormals&&!i.normal&&(i.normal=M.createBuffer()),e.hasUvs&&!i.uv&&(i.uv=M.createBuffer()),e.hasColors&&!i.color&&(i.color=M.createBuffer());var r=t.getAttributes();if(e.hasPositions&&(M.bindBuffer(M.ARRAY_BUFFER,i.position),M.bufferData(M.ARRAY_BUFFER,e.positionArray,M.DYNAMIC_DRAW),rt.enableAttribute(r.position),M.vertexAttribPointer(r.position,3,M.FLOAT,!1,0,0)),e.hasNormals){if(M.bindBuffer(M.ARRAY_BUFFER,i.normal),!n.isMeshPhongMaterial&&!n.isMeshStandardMaterial&&!n.isMeshNormalMaterial&&n.shading===_)for(var o=0,a=3*e.count;o8&&(c.length=8);var f=n.morphAttributes;for(d=0,h=c.length;d=0){var c=o[l];if(void 0!==c){var d=c.normalized,h=c.itemSize,p=st.getAttributeProperties(c),f=p.__webglBuffer,m=p.type,g=p.bytesPerElement;if(c.isInterleavedBufferAttribute){var y=c.data,v=y.stride,b=c.offset;y&&y.isInstancedInterleavedBuffer?(rt.enableAttributeAndDivisor(u,y.meshPerAttribute,r),void 0===n.maxInstancedCount&&(n.maxInstancedCount=y.meshPerAttribute*y.count)):rt.enableAttribute(u),M.bindBuffer(M.ARRAY_BUFFER,f),M.vertexAttribPointer(u,h,m,d,v*g,(i*v+b)*g)}else c.isInstancedBufferAttribute?(rt.enableAttributeAndDivisor(u,c.meshPerAttribute,r),void 0===n.maxInstancedCount&&(n.maxInstancedCount=c.meshPerAttribute*c.count)):rt.enableAttribute(u),M.bindBuffer(M.ARRAY_BUFFER,f),M.vertexAttribPointer(u,h,m,d,0,i*h*g)}else if(void 0!==s){var _=s[l];if(void 0!==_)switch(_.length){case 2:M.vertexAttrib2fv(u,_);break;case 3:M.vertexAttrib3fv(u,_);break;case 4:M.vertexAttrib4fv(u,_);break;default:M.vertexAttrib1fv(u,_)}}}}rt.disableUnusedAttributes()}(i,a,n),null!==m&&M.bindBuffer(M.ELEMENT_ARRAY_BUFFER,st.getAttributeBuffer(m)));var x=0;null!==m?x=m.count:void 0!==b&&(x=b.count);var w=n.drawRange.start*_,S=n.drawRange.count*_,E=null!==o?o.start*_:0,T=null!==o?o.count*_:1/0,C=Math.max(w,E),O=Math.min(x,w+S,E+T)-1,k=Math.max(0,O-C+1);if(0!==k){if(r.isMesh)if(!0===i.wireframe)rt.setLineWidth(i.wireframeLinewidth*bt()),v.setMode(M.LINES);else switch(r.drawMode){case ct:v.setMode(M.TRIANGLES);break;case dt:v.setMode(M.TRIANGLE_STRIP);break;case ht:v.setMode(M.TRIANGLE_FAN)}else if(r.isLine){var A=i.linewidth;void 0===A&&(A=1),rt.setLineWidth(A*bt()),r.isLineSegments?v.setMode(M.LINES):v.setMode(M.LINE_STRIP)}else r.isPoints&&v.setMode(M.POINTS);n&&n.isInstancedBufferGeometry?n.maxInstancedCount>0&&v.renderInstances(n,C,k):v.render(C,k)}},this.render=function(e,t,n,i){if(void 0===t||!0===t.isCamera){P=\"\",k=-1,q=null,!0===e.autoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.updateMatrixWorld(),t.matrixWorldInverse.getInverse(t.matrixWorld),he.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse),se.setFromMatrix(he),c.length=0,p=-1,m=-1,y.length=0,x.length=0,ce=this.localClippingEnabled,ue=le.init(this.clippingPlanes,ce,t),function e(t,n){if(!1===t.visible)return;var i=0!=(t.layers.mask&n.layers.mask);if(i)if(t.isLight)c.push(t);else if(t.isSprite)!1!==t.frustumCulled&&!0!==(p=t,de.center.set(0,0,0),de.radius=.7071067811865476,de.applyMatrix4(p.matrixWorld),It(de))||y.push(t);else if(t.isLensFlare)x.push(t);else if(t.isImmediateRenderObject)!0===S.sortObjects&&(pe.setFromMatrixPosition(t.matrixWorld),pe.applyMatrix4(he)),Rt(t,null,t.material,pe.z,null);else if((t.isMesh||t.isLine||t.isPoints)&&(t.isSkinnedMesh&&t.skeleton.update(),!1===t.frustumCulled||!0===function(e){var t=e.geometry;null===t.boundingSphere&&t.computeBoundingSphere();return de.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),It(de)}(t))){var r=t.material;if(!0===r.visible){!0===S.sortObjects&&(pe.setFromMatrixPosition(t.matrixWorld),pe.applyMatrix4(he));var o=st.update(t);if(r.isMultiMaterial)for(var a=o.groups,s=r.materials,l=0,u=a.length;l=it.maxTextures&&console.warn(\"WebGLRenderer: trying to use \"+e+\" texture units while this GPU supports only \"+it.maxTextures),J+=1,e},this.setTexture2D=(Mt=!1,function(e,t){e&&e.isWebGLRenderTarget&&(Mt||(console.warn(\"THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.\"),Mt=!0),e=e.texture),at.setTexture2D(e,t)}),this.setTexture=function(){var e=!1;return function(t,n){e||(console.warn(\"THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead.\"),e=!0),at.setTexture2D(t,n)}}(),this.setTextureCube=function(){var e=!1;return function(t,n){t&&t.isWebGLRenderTargetCube&&(e||(console.warn(\"THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead.\"),e=!0),t=t.texture),t&&t.isCubeTexture||Array.isArray(t.image)&&6===t.image.length?at.setTextureCube(t,n):at.setTextureCubeDynamic(t,n)}}(),this.getCurrentRenderTarget=function(){return C},this.setRenderTarget=function(e){C=e,e&&void 0===ot.get(e).__webglFramebuffer&&at.setupRenderTarget(e);var t,n=e&&e.isWebGLRenderTargetCube;if(e){var i=ot.get(e);t=n?i.__webglFramebuffer[e.activeCubeFace]:i.__webglFramebuffer,X.copy(e.scissor),K=e.scissorTest,Z.copy(e.viewport)}else t=null,X.copy(ie).multiplyScalar(ne),K=re,Z.copy(ae).multiplyScalar(ne);if(O!==t&&(M.bindFramebuffer(M.FRAMEBUFFER,t),O=t),rt.scissor(X),rt.setScissorTest(K),rt.viewport(Z),n){var r=ot.get(e.texture);M.framebufferTexture2D(M.FRAMEBUFFER,M.COLOR_ATTACHMENT0,M.TEXTURE_CUBE_MAP_POSITIVE_X+e.activeCubeFace,r.__webglTexture,e.activeMipMapLevel)}},this.readRenderTargetPixels=function(e,t,n,i,r,o){if(!1!==(e&&e.isWebGLRenderTarget)){var a=ot.get(e).__webglFramebuffer;if(a){var s=!1;a!==O&&(M.bindFramebuffer(M.FRAMEBUFFER,a),s=!0);try{var l=e.texture,u=l.format,c=l.type;if(u!==Ue&&Gt(u)!==M.getParameter(M.IMPLEMENTATION_COLOR_READ_FORMAT))return void console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");if(!(c===Te||Gt(c)===M.getParameter(M.IMPLEMENTATION_COLOR_READ_TYPE)||c===Re&&(nt.get(\"OES_texture_float\")||nt.get(\"WEBGL_color_buffer_float\"))||c===Le&&nt.get(\"EXT_color_buffer_half_float\")))return void console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");M.checkFramebufferStatus(M.FRAMEBUFFER)===M.FRAMEBUFFER_COMPLETE?t>=0&&t<=e.width-i&&n>=0&&n<=e.height-r&&M.readPixels(t,n,i,r,Gt(u),Gt(c),o):console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.\")}finally{s&&M.bindFramebuffer(M.FRAMEBUFFER,O)}}}else console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\")}}function pr(e,t){this.name=\"\",this.color=new Tn(e),this.density=void 0!==t?t:25e-5}function fr(e,t,n){this.name=\"\",this.color=new Tn(e),this.near=void 0!==t?t:1,this.far=void 0!==n?n:1e3}function mr(){hi.call(this),this.type=\"Scene\",this.background=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0}function gr(e,t,n,i,r){hi.call(this),this.lensFlares=[],this.positionScreen=new Ft,this.customUpdateCallback=void 0,void 0!==e&&this.add(e,t,n,i,r)}function yr(e){Yn.call(this),this.type=\"SpriteMaterial\",this.color=new Tn(16777215),this.map=null,this.rotation=0,this.fog=!1,this.lights=!1,this.setValues(e)}function vr(e){hi.call(this),this.type=\"Sprite\",this.material=void 0!==e?e:new yr}function br(){hi.call(this),this.type=\"LOD\",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}})}function _r(e,t,n){if(this.useVertexTexture=void 0===n||n,this.identityMatrix=new zt,e=e||[],this.bones=e.slice(0),this.useVertexTexture){var i=Math.sqrt(4*this.bones.length);i=Mt.nextPowerOfTwo(Math.ceil(i)),i=Math.max(i,4),this.boneTextureWidth=i,this.boneTextureHeight=i,this.boneMatrices=new Float32Array(this.boneTextureWidth*this.boneTextureHeight*4),this.boneTexture=new On(this.boneMatrices,this.boneTextureWidth,this.boneTextureHeight,Ue,Re)}else this.boneMatrices=new Float32Array(16*this.bones.length);if(void 0===t)this.calculateInverses();else if(this.bones.length===t.length)this.boneInverses=t.slice(0);else{console.warn(\"THREE.Skeleton bonInverses is the wrong length.\"),this.boneInverses=[];for(var r=0,o=this.bones.length;r=e.HAVE_CURRENT_DATA&&(u.needsUpdate=!0)}()}function Pr(e,t,n,i,r,o,a,s,l,u,c,d){Rt.call(this,null,o,a,s,l,u,i,r,c,d),this.image={width:t,height:n},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}function Ar(e,t,n,i,r,o,a,s,l){Rt.call(this,e,t,n,i,r,o,a,s,l),this.needsUpdate=!0}function Rr(e,t,n,i,r,o,a,s,l,u){if((u=void 0!==u?u:Ve)!==Ve&&u!==He)throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");void 0===n&&u===Ve&&(n=ke),void 0===n&&u===He&&(n=Fe),Rt.call(this,null,i,r,o,a,s,u,n,l),this.image={width:e,height:t},this.magFilter=void 0!==a?a:_e,this.minFilter=void 0!==s?s:_e,this.flipY=!1,this.generateMipmaps=!1}function Lr(e){Li.call(this),this.type=\"WireframeGeometry\";var t,n,i,r,o,a,s,l,u=[],c=[0,0],d={},h=[\"a\",\"b\",\"c\"];if(e&&e.isGeometry){var p=e.faces;for(t=0,i=p.length;t.9&&a<.1&&(t<.2&&(o[e+0]+=1),n<.2&&(o[e+2]+=1),i<.2&&(o[e+4]+=1))}}()}(),this.addAttribute(\"position\",new Ei(r,3)),this.addAttribute(\"normal\",new Ei(r.slice(),3)),this.addAttribute(\"uv\",new Ei(o,2)),this.normalizeNormals()}function zr(e,t){Ri.call(this),this.type=\"TetrahedronGeometry\",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Br(e,t)),this.mergeVertices()}function Br(e,t){Fr.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],e,t),this.type=\"TetrahedronBufferGeometry\",this.parameters={radius:e,detail:t}}function Ur(e,t){Ri.call(this),this.type=\"OctahedronGeometry\",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new jr(e,t)),this.mergeVertices()}function jr(e,t){Fr.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],e,t),this.type=\"OctahedronBufferGeometry\",this.parameters={radius:e,detail:t}}function Wr(e,t){Ri.call(this),this.type=\"IcosahedronGeometry\",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Gr(e,t)),this.mergeVertices()}function Gr(e,t){var n=(1+Math.sqrt(5))/2,i=[-1,n,0,1,n,0,-1,-n,0,1,-n,0,0,-1,n,0,1,n,0,-1,-n,0,1,-n,n,0,-1,n,0,1,-n,0,-1,-n,0,1];Fr.call(this,i,[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],e,t),this.type=\"IcosahedronBufferGeometry\",this.parameters={radius:e,detail:t}}function Vr(e,t){Ri.call(this),this.type=\"DodecahedronGeometry\",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Hr(e,t)),this.mergeVertices()}function Hr(e,t){var n=(1+Math.sqrt(5))/2,i=1/n,r=[-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i];Fr.call(this,r,[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,t),this.type=\"DodecahedronBufferGeometry\",this.parameters={radius:e,detail:t}}function Yr(e,t,n,i,r,o){Ri.call(this),this.type=\"TubeGeometry\",this.parameters={path:e,tubularSegments:t,radius:n,radialSegments:i,closed:r},void 0!==o&&console.warn(\"THREE.TubeGeometry: taper has been removed.\");var a=new qr(e,t,n,i,r);this.tangents=a.tangents,this.normals=a.normals,this.binormals=a.binormals,this.fromBufferGeometry(a),this.mergeVertices()}function qr(e,t,n,i,r){Li.call(this),this.type=\"TubeBufferGeometry\",this.parameters={path:e,tubularSegments:t,radius:n,radialSegments:i,closed:r},t=t||64,n=n||1,i=i||8,r=r||!1;var o=e.computeFrenetFrames(t,r);this.tangents=o.tangents,this.normals=o.normals,this.binormals=o.binormals;var a,s,l=new Ft,u=new Ft,c=new St,d=[],h=[],p=[],f=[];function m(r){var a=e.getPointAt(r/t),c=o.normals[r],p=o.binormals[r];for(s=0;s<=i;s++){var f=s/i*Math.PI*2,m=Math.sin(f),g=-Math.cos(f);u.x=g*c.x+m*p.x,u.y=g*c.y+m*p.y,u.z=g*c.z+m*p.z,u.normalize(),h.push(u.x,u.y,u.z),l.x=a.x+n*u.x,l.y=a.y+n*u.y,l.z=a.z+n*u.z,d.push(l.x,l.y,l.z)}}!function(){for(a=0;athis.scale.x*this.scale.y/4||t.push({distance:Math.sqrt(n),point:this.position,face:null,object:this})}),clone:function(){return new this.constructor(this.material).copy(this)}}),br.prototype=Object.assign(Object.create(hi.prototype),{constructor:br,copy:function(e){hi.prototype.copy.call(this,e,!1);for(var t=e.levels,n=0,i=t.length;n1){e.setFromMatrixPosition(n.matrixWorld),t.setFromMatrixPosition(this.matrixWorld);var r=e.distanceTo(t);i[0].object.visible=!0;for(var o=1,a=i.length;o=i[o].distance;o++)i[o-1].object.visible=!1,i[o].object.visible=!0;for(;oa))h.applyMatrix4(this.matrixWorld),(M=i.ray.origin.distanceTo(h))i.far||r.push({distance:M,point:d.clone().applyMatrix4(this.matrixWorld),index:y,face:null,faceIndex:null,object:this})}else for(y=0,v=m.length/3-1;ya))h.applyMatrix4(this.matrixWorld),(M=i.ray.origin.distanceTo(h))i.far||r.push({distance:M,point:d.clone().applyMatrix4(this.matrixWorld),index:y,face:null,faceIndex:null,object:this})}}else if(s.isGeometry){var x=s.vertices,w=x.length;for(y=0;ya))h.applyMatrix4(this.matrixWorld),(M=i.ray.origin.distanceTo(h))i.far||r.push({distance:M,point:d.clone().applyMatrix4(this.matrixWorld),index:y,face:null,faceIndex:null,object:this})}}}}}(),clone:function(){return new this.constructor(this.geometry,this.material).copy(this)}}),Er.prototype=Object.assign(Object.create(Sr.prototype),{constructor:Er,isLineSegments:!0}),Tr.prototype=Object.create(Yn.prototype),Tr.prototype.constructor=Tr,Tr.prototype.isPointsMaterial=!0,Tr.prototype.copy=function(e){return Yn.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.size=e.size,this.sizeAttenuation=e.sizeAttenuation,this},Cr.prototype=Object.assign(Object.create(hi.prototype),{constructor:Cr,isPoints:!0,raycast:function(){var e=new zt,t=new ti,n=new Zn;return function(i,r){var o=this,a=this.geometry,s=this.matrixWorld,l=i.params.Points.threshold;if(null===a.boundingSphere&&a.computeBoundingSphere(),n.copy(a.boundingSphere),n.applyMatrix4(s),!1!==i.ray.intersectsSphere(n)){e.getInverse(s),t.copy(i.ray).applyMatrix4(e);var u=l/((this.scale.x+this.scale.y+this.scale.z)/3),c=u*u,d=new Ft;if(a.isBufferGeometry){var h=a.index,p=a.attributes.position.array;if(null!==h)for(var 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this.constructor(this.geometry,this.material).copy(this)}}),Or.prototype=Object.assign(Object.create(hi.prototype),{constructor:Or}),kr.prototype=Object.create(Rt.prototype),kr.prototype.constructor=kr,Pr.prototype=Object.create(Rt.prototype),Pr.prototype.constructor=Pr,Pr.prototype.isCompressedTexture=!0,Ar.prototype=Object.create(Rt.prototype),Ar.prototype.constructor=Ar,Rr.prototype=Object.create(Rt.prototype),Rr.prototype.constructor=Rr,Rr.prototype.isDepthTexture=!0,Lr.prototype=Object.create(Li.prototype),Lr.prototype.constructor=Lr,Ir.prototype=Object.create(Ri.prototype),Ir.prototype.constructor=Ir,Dr.prototype=Object.create(Li.prototype),Dr.prototype.constructor=Dr,Nr.prototype=Object.create(Ri.prototype),Nr.prototype.constructor=Nr,Fr.prototype=Object.create(Li.prototype),Fr.prototype.constructor=Fr,zr.prototype=Object.create(Ri.prototype),zr.prototype.constructor=zr,Br.prototype=Object.create(Fr.prototype),Br.prototype.constructor=Br,Ur.prototype=Object.create(Ri.prototype),Ur.prototype.constructor=Ur,jr.prototype=Object.create(Fr.prototype),jr.prototype.constructor=jr,Wr.prototype=Object.create(Ri.prototype),Wr.prototype.constructor=Wr,Gr.prototype=Object.create(Fr.prototype),Gr.prototype.constructor=Gr,Vr.prototype=Object.create(Ri.prototype),Vr.prototype.constructor=Vr,Hr.prototype=Object.create(Fr.prototype),Hr.prototype.constructor=Hr,Yr.prototype=Object.create(Ri.prototype),Yr.prototype.constructor=Yr,qr.prototype=Object.create(Li.prototype),qr.prototype.constructor=qr,Xr.prototype=Object.create(Ri.prototype),Xr.prototype.constructor=Xr,Kr.prototype=Object.create(Li.prototype),Kr.prototype.constructor=Kr,Zr.prototype=Object.create(Ri.prototype),Zr.prototype.constructor=Zr,Jr.prototype=Object.create(Li.prototype),Jr.prototype.constructor=Jr;var $r={area:function(e){for(var t=e.length,n=0,i=t-1,r=0;r=-Number.EPSILON&&w>=-Number.EPSILON&&x>=-Number.EPSILON))return!1;return!0}return function(t,n){var i=t.length;if(i<3)return null;var r,o,a,s=[],l=[],u=[];if($r.area(t)>0)for(o=0;o2;){if(d--<=0)return console.warn(\"THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()\"),n?u:s;if(c<=(r=o)&&(r=0),c<=(o=r+1)&&(o=0),c<=(a=o+1)&&(a=0),e(t,r,o,a,c,l)){var h,p,f,m,g;for(h=l[r],p=l[o],f=l[a],s.push([t[h],t[p],t[f]]),u.push([l[r],l[o],l[a]]),m=o,g=o+1;g2&&e[t-1].equals(e[0])&&e.pop()}function i(e,t,n){return e.x!==t.x?e.xNumber.EPSILON){var f;if(h>0){if(p<0||p>h)return[];if((f=u*c-l*d)<0||f>h)return[]}else{if(p>0||p0||fM?[]:v===M?o?[]:[g]:b<=M?[g,y]:[g,x])}function o(e,t,n,i){var r=t.x-e.x,o=t.y-e.y,a=n.x-e.x,s=n.y-e.y,l=i.x-e.x,u=i.y-e.y,c=r*s-o*a,d=r*u-o*l;if(Math.abs(c)>Number.EPSILON){var h=l*s-u*a;return c>0?d>=0&&h>=0:d>=0||h>=0}return d>0}n(e),t.forEach(n);for(var a,s,l,u,c,d,h={},p=e.concat(),f=0,m=t.length;fr&&(s=0);var l=o(i[e],i[a],i[s],n[t]);if(!l)return!1;var u=n.length-1,c=t-1;c<0&&(c=u);var d=t+1;return d>u&&(d=0),!!(l=o(n[t],n[c],n[d],i[e]))}function s(e,t){var n,o;for(n=0;n0)return!0;return!1}var l=[];function u(e,n){var i,o,a,s;for(i=0;i0)return!0;return!1}for(var c,d,h,p,f,m,g,y,v,b,_=[],x=0,w=t.length;x0;){if(--S<0){console.log(\"Infinite Loop! Holes left:\"+l.length+\", Probably Hole outside Shape!\");break}for(d=M;d=0)break;_[m]=!0}if(c>=0)break}}return i}(e,t),y=$r.triangulate(g,!1);for(a=0,s=y.length;a0)&&f.push(x,w,S),(l!==n-1||u0&&y(!0),t>0&&y(!1)),this.setIndex(u),this.addAttribute(\"position\",new Ei(c,3)),this.addAttribute(\"normal\",new Ei(d,3)),this.addAttribute(\"uv\",new Ei(h,2))}function po(e,t,n,i,r,o,a){co.call(this,0,e,t,n,i,r,o,a),this.type=\"ConeGeometry\",this.parameters={radius:e,height:t,radialSegments:n,heightSegments:i,openEnded:r,thetaStart:o,thetaLength:a}}function fo(e,t,n,i,r,o,a){ho.call(this,0,e,t,n,i,r,o,a),this.type=\"ConeBufferGeometry\",this.parameters={radius:e,height:t,radialSegments:n,heightSegments:i,openEnded:r,thetaStart:o,thetaLength:a}}function mo(e,t,n,i){Ri.call(this),this.type=\"CircleGeometry\",this.parameters={radius:e,segments:t,thetaStart:n,thetaLength:i},this.fromBufferGeometry(new go(e,t,n,i))}function go(e,t,n,i){Li.call(this),this.type=\"CircleBufferGeometry\",this.parameters={radius:e,segments:t,thetaStart:n,thetaLength:i},e=e||50,t=void 0!==t?Math.max(3,t):8,n=void 0!==n?n:0,i=void 0!==i?i:2*Math.PI;var r,o,a=[],s=[],l=[],u=[],c=new Ft,d=new St;for(s.push(0,0,0),l.push(0,0,1),u.push(.5,.5),o=0,r=3;o<=t;o++,r+=3){var h=n+o/t*i;c.x=e*Math.cos(h),c.y=e*Math.sin(h),s.push(c.x,c.y,c.z),l.push(0,0,1),d.x=(s[r]/e+1)/2,d.y=(s[r+1]/e+1)/2,u.push(d.x,d.y)}for(r=1;r<=t;r++)a.push(r,r+1,0);this.setIndex(a),this.addAttribute(\"position\",new Ei(s,3)),this.addAttribute(\"normal\",new Ei(l,3)),this.addAttribute(\"uv\",new Ei(u,2))}Qr.prototype=Object.create(Ri.prototype),Qr.prototype.constructor=Qr,Qr.prototype.addShapeList=function(e,t){for(var n=e.length,i=0;iNumber.EPSILON){var h=Math.sqrt(c),p=Math.sqrt(l*l+u*u),f=t.x-s/h,m=t.y+a/h,g=((n.x-u/p-f)*u-(n.y+l/p-m)*l)/(a*u-s*l),y=(i=f+a*g-e.x)*i+(r=m+s*g-e.y)*r;if(y<=2)return new St(i,r);o=Math.sqrt(y/2)}else{var v=!1;a>Number.EPSILON?l>Number.EPSILON&&(v=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(v=!0):Math.sign(s)===Math.sign(u)&&(v=!0),v?(i=-s,r=a,o=Math.sqrt(c)):(i=a,r=s,o=Math.sqrt(c/2))}return new St(i/o,r/o)}for(var z=[],B=0,U=C.length,j=U-1,W=B+1;B=0;k--){for(A=k/p,R=d*Math.cos(A*Math.PI/2),P=h*Math.sin(A*Math.PI/2),B=0,U=C.length;B=0;){n=B,(i=B-1)<0&&(i=e.length-1);var r=0,o=g+2*p;for(r=0;r0||0===e.search(/^data\\:image\\/jpeg/);r.format=i?Be:Ue,r.image=n,r.needsUpdate=!0,void 0!==t&&t(r)}),n,i),r},setCrossOrigin:function(e){return this.crossOrigin=e,this},setPath:function(e){return this.path=e,this}}),zo.prototype=Object.assign(Object.create(hi.prototype),{constructor:zo,isLight:!0,copy:function(e){return hi.prototype.copy.call(this,e),this.color.copy(e.color),this.intensity=e.intensity,this},toJSON:function(e){var t=hi.prototype.toJSON.call(this,e);return t.object.color=this.color.getHex(),t.object.intensity=this.intensity,void 0!==this.groundColor&&(t.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(t.object.distance=this.distance),void 0!==this.angle&&(t.object.angle=this.angle),void 0!==this.decay&&(t.object.decay=this.decay),void 0!==this.penumbra&&(t.object.penumbra=this.penumbra),void 0!==this.shadow&&(t.object.shadow=this.shadow.toJSON()),t}}),Bo.prototype=Object.assign(Object.create(zo.prototype),{constructor:Bo,isHemisphereLight:!0,copy:function(e){return zo.prototype.copy.call(this,e),this.groundColor.copy(e.groundColor),this}}),Object.assign(Uo.prototype,{copy:function(e){return this.camera=e.camera.clone(),this.bias=e.bias,this.radius=e.radius,this.mapSize.copy(e.mapSize),this},clone:function(){return(new this.constructor).copy(this)},toJSON:function(){var e={};return 0!==this.bias&&(e.bias=this.bias),1!==this.radius&&(e.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(e.mapSize=this.mapSize.toArray()),e.camera=this.camera.toJSON(!1).object,delete e.camera.matrix,e}}),jo.prototype=Object.assign(Object.create(Uo.prototype),{constructor:jo,isSpotLightShadow:!0,update:function(e){var t=2*Mt.RAD2DEG*e.angle,n=this.mapSize.width/this.mapSize.height,i=e.distance||500,r=this.camera;t===r.fov&&n===r.aspect&&i===r.far||(r.fov=t,r.aspect=n,r.far=i,r.updateProjectionMatrix())}}),Wo.prototype=Object.assign(Object.create(zo.prototype),{constructor:Wo,isSpotLight:!0,copy:function(e){return zo.prototype.copy.call(this,e),this.distance=e.distance,this.angle=e.angle,this.penumbra=e.penumbra,this.decay=e.decay,this.target=e.target.clone(),this.shadow=e.shadow.clone(),this}}),Go.prototype=Object.assign(Object.create(zo.prototype),{constructor:Go,isPointLight:!0,copy:function(e){return zo.prototype.copy.call(this,e),this.distance=e.distance,this.decay=e.decay,this.shadow=e.shadow.clone(),this}}),Vo.prototype=Object.assign(Object.create(Uo.prototype),{constructor:Vo}),Ho.prototype=Object.assign(Object.create(zo.prototype),{constructor:Ho,isDirectionalLight:!0,copy:function(e){return zo.prototype.copy.call(this,e),this.target=e.target.clone(),this.shadow=e.shadow.clone(),this}}),Yo.prototype=Object.assign(Object.create(zo.prototype),{constructor:Yo,isAmbientLight:!0});var qo,Xo,Ko,Zo,Jo,$o={arraySlice:function(e,t,n){return $o.isTypedArray(e)?new e.constructor(e.subarray(t,n)):e.slice(t,n)},convertArray:function(e,t,n){return!e||!n&&e.constructor===t?e:\"number\"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e)},isTypedArray:function(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)},getKeyframeOrder:function(e){for(var t=e.length,n=new Array(t),i=0;i!==t;++i)n[i]=i;return n.sort((function(t,n){return e[t]-e[n]})),n},sortedArray:function(e,t,n){for(var i=e.length,r=new e.constructor(i),o=0,a=0;a!==i;++o)for(var s=n[o]*t,l=0;l!==t;++l)r[a++]=e[s+l];return r},flattenJSON:function(e,t,n,i){for(var r=1,o=e[0];void 0!==o&&void 0===o[i];)o=e[r++];if(void 0!==o){var a=o[i];if(void 0!==a)if(Array.isArray(a))do{void 0!==(a=o[i])&&(t.push(o.time),n.push.apply(n,a)),o=e[r++]}while(void 0!==o);else if(void 0!==a.toArray)do{void 0!==(a=o[i])&&(t.push(o.time),a.toArray(n,n.length)),o=e[r++]}while(void 0!==o);else do{void 0!==(a=o[i])&&(t.push(o.time),n.push(a)),o=e[r++]}while(void 0!==o)}}};function Qo(e,t,n,i){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=void 0!==i?i:new t.constructor(n),this.sampleValues=t,this.valueSize=n}function ea(e,t,n,i){Qo.call(this,e,t,n,i),this._weightPrev=-0,this._offsetPrev=-0,this._weightNext=-0,this._offsetNext=-0}function ta(e,t,n,i){Qo.call(this,e,t,n,i)}function na(e,t,n,i){Qo.call(this,e,t,n,i)}function ia(e,t,n,i){if(void 0===e)throw new Error(\"track name is undefined\");if(void 0===t||0===t.length)throw new Error(\"no keyframes in track named \"+e);this.name=e,this.times=$o.convertArray(t,this.TimeBufferType),this.values=$o.convertArray(n,this.ValueBufferType),this.setInterpolation(i||this.DefaultInterpolation),this.validate(),this.optimize()}function ra(e,t,n,i){ia.call(this,e,t,n,i)}function oa(e,t,n,i){Qo.call(this,e,t,n,i)}function aa(e,t,n,i){ia.call(this,e,t,n,i)}function sa(e,t,n,i){ia.call(this,e,t,n,i)}function la(e,t,n,i){ia.call(this,e,t,n,i)}function ua(e,t,n){ia.call(this,e,t,n)}function ca(e,t,n,i){ia.call(this,e,t,n,i)}function da(e,t,n,i){ia.apply(this,arguments)}function ha(e,t,n){this.name=e,this.tracks=n,this.duration=void 0!==t?t:-1,this.uuid=Mt.generateUUID(),this.duration<0&&this.resetDuration(),this.optimize()}function pa(e){this.manager=void 0!==e?e:Ao,this.textures={}}function fa(e){this.manager=void 0!==e?e:Ao}function ma(){this.onLoadStart=function(){},this.onLoadProgress=function(){},this.onLoadComplete=function(){}}function ga(e){\"boolean\"==typeof e&&(console.warn(\"THREE.JSONLoader: showStatus parameter has been removed from constructor.\"),e=void 0),this.manager=void 0!==e?e:Ao,this.withCredentials=!1}function ya(e){this.manager=void 0!==e?e:Ao,this.texturePath=\"\"}function va(e,t,n,i,r){var o=.5*(i-t),a=.5*(r-n),s=e*e;return(2*n-2*i+o+a)*(e*s)+(-3*n+3*i-2*o-a)*s+o*e+n}function ba(e,t,n,i){return function(e,t){var n=1-e;return n*n*t}(e,t)+function(e,t){return 2*(1-e)*e*t}(e,n)+function(e,t){return e*e*t}(e,i)}function _a(e,t,n,i,r){return function(e,t){var n=1-e;return n*n*n*t}(e,t)+function(e,t){var n=1-e;return 3*n*n*e*t}(e,n)+function(e,t){return 3*(1-e)*e*e*t}(e,i)+function(e,t){return e*e*e*t}(e,r)}function xa(){}function wa(e,t){this.v1=e,this.v2=t}function Ma(){this.curves=[],this.autoClose=!1}function Sa(e,t,n,i,r,o,a,s){this.aX=e,this.aY=t,this.xRadius=n,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=o,this.aClockwise=a,this.aRotation=s||0}function Ea(e){this.points=void 0===e?[]:e}function Ta(e,t,n,i){this.v0=e,this.v1=t,this.v2=n,this.v3=i}function Ca(e,t,n){this.v0=e,this.v1=t,this.v2=n}Qo.prototype={constructor:Qo,evaluate:function(e){var t=this.parameterPositions,n=this._cachedIndex,i=t[n],r=t[n-1];e:{t:{var o;n:{i:if(!(e=r)break e;var s=t[1];e=(r=t[--n-1]))break t}o=n,n=0}for(;n>>1;et;)--o;if(++o,0!==r||o!==i){r>=o&&(r=(o=Math.max(o,1))-1);var a=this.getValueSize();this.times=$o.arraySlice(n,r,o),this.values=$o.arraySlice(this.values,r*a,o*a)}return this},validate:function(){var e=!0,t=this.getValueSize();t-Math.floor(t)!=0&&(console.error(\"invalid value size in track\",this),e=!1);var n=this.times,i=this.values,r=n.length;0===r&&(console.error(\"track is empty\",this),e=!1);for(var o=null,a=0;a!==r;a++){var s=n[a];if(\"number\"==typeof s&&isNaN(s)){console.error(\"time is not a valid number\",this,a,s),e=!1;break}if(null!==o&&o>s){console.error(\"out of order keys\",this,a,s,o),e=!1;break}o=s}if(void 0!==i&&$o.isTypedArray(i)){a=0;for(var l=i.length;a!==l;++a){var u=i[a];if(isNaN(u)){console.error(\"value is not a valid number\",this,a,u),e=!1;break}}}return e},optimize:function(){for(var e=this.times,t=this.values,n=this.getValueSize(),i=this.getInterpolation()===at,r=1,o=e.length-1,a=1;a0){e[r]=e[o];for(f=o*n,m=r*n,h=0;h!==n;++h)t[m+h]=t[f+h];++r}return r!==e.length&&(this.times=$o.arraySlice(e,0,r),this.values=$o.arraySlice(t,0,r*n)),this}},ra.prototype=Object.assign(Object.create(qo),{constructor:ra,ValueTypeName:\"vector\"}),oa.prototype=Object.assign(Object.create(Qo.prototype),{constructor:oa,interpolate_:function(e,t,n,i){for(var r=this.resultBuffer,o=this.sampleValues,a=this.valueSize,s=e*a,l=(n-t)/(i-t),u=s+a;s!==u;s+=4)Nt.slerpFlat(r,0,o,s-a,o,s,l);return r}}),aa.prototype=Object.assign(Object.create(qo),{constructor:aa,ValueTypeName:\"quaternion\",DefaultInterpolation:ot,InterpolantFactoryMethodLinear:function(e){return new oa(this.times,this.values,this.getValueSize(),e)},InterpolantFactoryMethodSmooth:void 0}),sa.prototype=Object.assign(Object.create(qo),{constructor:sa,ValueTypeName:\"number\"}),la.prototype=Object.assign(Object.create(qo),{constructor:la,ValueTypeName:\"string\",ValueBufferType:Array,DefaultInterpolation:rt,InterpolantFactoryMethodLinear:void 0,InterpolantFactoryMethodSmooth:void 0}),ua.prototype=Object.assign(Object.create(qo),{constructor:ua,ValueTypeName:\"bool\",ValueBufferType:Array,DefaultInterpolation:rt,InterpolantFactoryMethodLinear:void 0,InterpolantFactoryMethodSmooth:void 0}),ca.prototype=Object.assign(Object.create(qo),{constructor:ca,ValueTypeName:\"color\"}),da.prototype=qo,qo.constructor=da,Object.assign(da,{parse:function(e){if(void 0===e.type)throw new Error(\"track type undefined, can not parse\");var t=da._getTrackTypeForValueTypeName(e.type);if(void 0===e.times){var n=[],i=[];$o.flattenJSON(e.keys,n,i,\"value\"),e.times=n,e.values=i}return void 0!==t.parse?t.parse(e):new t(e.name,e.times,e.values,e.interpolation)},toJSON:function(e){var t,n=e.constructor;if(void 0!==n.toJSON)t=n.toJSON(e);else{t={name:e.name,times:$o.convertArray(e.times,Array),values:$o.convertArray(e.values,Array)};var i=e.getInterpolation();i!==e.DefaultInterpolation&&(t.interpolation=i)}return t.type=e.ValueTypeName,t},_getTrackTypeForValueTypeName:function(e){switch(e.toLowerCase()){case\"scalar\":case\"double\":case\"float\":case\"number\":case\"integer\":return sa;case\"vector\":case\"vector2\":case\"vector3\":case\"vector4\":return ra;case\"color\":return ca;case\"quaternion\":return aa;case\"bool\":case\"boolean\":return ua;case\"string\":return la}throw new Error(\"Unsupported typeName: \"+e)}}),ha.prototype={constructor:ha,resetDuration:function(){for(var e=0,t=0,n=this.tracks.length;t!==n;++t){var i=this.tracks[t];e=Math.max(e,i.times[i.times.length-1])}this.duration=e},trim:function(){for(var e=0;e1){var u=i[d=l[1]];u||(i[d]=u=[]),u.push(s)}}var c=[];for(var d in i)c.push(ha.CreateFromMorphTargetSequence(d,i[d],t,n));return c},parseAnimation:function(e,t){if(!e)return console.error(\" no animation in JSONLoader data\"),null;for(var n=function(e,t,n,i,r){if(0!==n.length){var o=[],a=[];$o.flattenJSON(n,o,a,i),0!==o.length&&r.push(new e(t,o,a))}},i=[],r=e.name||\"default\",o=e.length||-1,a=e.fps||30,s=e.hierarchy||[],l=0;l1?e.skinWeights[i+1]:0,s=t>2?e.skinWeights[i+2]:0,l=t>3?e.skinWeights[i+3]:0;n.skinWeights.push(new Lt(o,a,s,l))}if(e.skinIndices)for(i=0,r=e.skinIndices.length;i1?e.skinIndices[i+1]:0,d=t>2?e.skinIndices[i+2]:0,h=t>3?e.skinIndices[i+3]:0;n.skinIndices.push(new Lt(u,c,d,h))}n.bones=e.bones,n.bones&&n.bones.length>0&&(n.skinWeights.length!==n.skinIndices.length||n.skinIndices.length!==n.vertices.length)&&console.warn(\"When skinning, number of vertices (\"+n.vertices.length+\"), skinIndices (\"+n.skinIndices.length+\"), and skinWeights (\"+n.skinWeights.length+\") should match.\")}(),function(t){if(void 0!==e.morphTargets)for(var i=0,r=e.morphTargets.length;i0){console.warn('THREE.JSONLoader: \"morphColors\" no longer supported. Using them as face colors.');var c=n.faces,d=e.morphColors[0].colors;for(i=0,r=c.length;i0&&(n.animations=t)}(),n.computeFaceNormals(),n.computeBoundingSphere(),void 0===e.materials||0===e.materials.length)return{geometry:n};var r=ma.prototype.initMaterials(e.materials,t,this.crossOrigin);return{geometry:n,materials:r}}}),Object.assign(ya.prototype,{load:function(e,t,n,i){\"\"===this.texturePath&&(this.texturePath=e.substring(0,e.lastIndexOf(\"/\")+1));var r=this;new Ro(r.manager).load(e,(function(n){var o=null;try{o=JSON.parse(n)}catch(t){return void 0!==i&&i(t),void console.error(\"THREE:ObjectLoader: Can't parse \"+e+\".\",t.message)}var a=o.metadata;void 0!==a&&void 0!==a.type&&\"geometry\"!==a.type.toLowerCase()?r.parse(o,t):console.error(\"THREE.ObjectLoader: Can't load \"+e+\". Use THREE.JSONLoader instead.\")}),n,i)},setTexturePath:function(e){this.texturePath=e},setCrossOrigin:function(e){this.crossOrigin=e},parse:function(e,t){var n=this.parseGeometries(e.geometries),i=this.parseImages(e.images,(function(){void 0!==t&&t(a)})),r=this.parseTextures(e.textures,i),o=this.parseMaterials(e.materials,r),a=this.parseObject(e.object,n,o);return e.animations&&(a.animations=this.parseAnimations(e.animations)),void 0!==e.images&&0!==e.images.length||void 0!==t&&t(a),a},parseGeometries:function(e){var t={};if(void 0!==e)for(var n=new ga,i=new fa,r=0,o=e.length;r0){var o=new Do(new Po(t));o.setCrossOrigin(this.crossOrigin);for(var a=0,s=e.length;a0?new wr(s,l):new Ii(s,l);break;case\"LOD\":r=new br;break;case\"Line\":r=new Sr(o(t.geometry),a(t.material),t.mode);break;case\"LineSegments\":r=new Er(o(t.geometry),a(t.material));break;case\"PointCloud\":case\"Points\":r=new Cr(o(t.geometry),a(t.material));break;case\"Sprite\":r=new vr(a(t.material));break;case\"Group\":r=new Or;break;case\"SkinnedMesh\":console.warn(\"THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.\");default:r=new hi}if(r.uuid=t.uuid,void 0!==t.name&&(r.name=t.name),void 0!==t.matrix?(e.fromArray(t.matrix),e.decompose(r.position,r.quaternion,r.scale)):(void 0!==t.position&&r.position.fromArray(t.position),void 0!==t.rotation&&r.rotation.fromArray(t.rotation),void 0!==t.quaternion&&r.quaternion.fromArray(t.quaternion),void 0!==t.scale&&r.scale.fromArray(t.scale)),void 0!==t.castShadow&&(r.castShadow=t.castShadow),void 0!==t.receiveShadow&&(r.receiveShadow=t.receiveShadow),t.shadow&&(void 0!==t.shadow.bias&&(r.shadow.bias=t.shadow.bias),void 0!==t.shadow.radius&&(r.shadow.radius=t.shadow.radius),void 0!==t.shadow.mapSize&&r.shadow.mapSize.fromArray(t.shadow.mapSize),void 0!==t.shadow.camera&&(r.shadow.camera=this.parseObject(t.shadow.camera))),void 0!==t.visible&&(r.visible=t.visible),void 0!==t.userData&&(r.userData=t.userData),void 0!==t.children)for(var u in t.children)r.add(this.parseObject(t.children[u],n,i));if(\"LOD\"===t.type)for(var c=t.levels,d=0;d0)){l=r;break}l=r-1}if(i[r=l]===n)return r/(o-1);var u=i[r];return(r+(n-u)/(i[r+1]-u))/(o-1)},getTangent:function(e){var t=e-1e-4,n=e+1e-4;t<0&&(t=0),n>1&&(n=1);var i=this.getPoint(t);return this.getPoint(n).clone().sub(i).normalize()},getTangentAt:function(e){var t=this.getUtoTmapping(e);return this.getTangent(t)},computeFrenetFrames:function(e,t){var n,i,r,o=new Ft,a=[],s=[],l=[],u=new Ft,c=new zt;for(n=0;n<=e;n++)i=n/e,a[n]=this.getTangentAt(i),a[n].normalize();s[0]=new Ft,l[0]=new Ft;var d=Number.MAX_VALUE,h=Math.abs(a[0].x),p=Math.abs(a[0].y),f=Math.abs(a[0].z);for(h<=d&&(d=h,o.set(1,0,0)),p<=d&&(d=p,o.set(0,1,0)),f<=d&&o.set(0,0,1),u.crossVectors(a[0],o).normalize(),s[0].crossVectors(a[0],u),l[0].crossVectors(a[0],s[0]),n=1;n<=e;n++)s[n]=s[n-1].clone(),l[n]=l[n-1].clone(),u.crossVectors(a[n-1],a[n]),u.length()>Number.EPSILON&&(u.normalize(),r=Math.acos(Mt.clamp(a[n-1].dot(a[n]),-1,1)),s[n].applyMatrix4(c.makeRotationAxis(u,r))),l[n].crossVectors(a[n],s[n]);if(!0===t)for(r=Math.acos(Mt.clamp(s[0].dot(s[e]),-1,1)),r/=e,a[0].dot(u.crossVectors(s[0],s[e]))>0&&(r=-r),n=1;n<=e;n++)s[n].applyMatrix4(c.makeRotationAxis(a[n],r*n)),l[n].crossVectors(a[n],s[n]);return{tangents:a,normals:s,binormals:l}}},wa.prototype=Object.create(xa.prototype),wa.prototype.constructor=wa,wa.prototype.isLineCurve=!0,wa.prototype.getPoint=function(e){if(1===e)return this.v2.clone();var t=this.v2.clone().sub(this.v1);return t.multiplyScalar(e).add(this.v1),t},wa.prototype.getPointAt=function(e){return this.getPoint(e)},wa.prototype.getTangent=function(e){return this.v2.clone().sub(this.v1).normalize()},Ma.prototype=Object.assign(Object.create(xa.prototype),{constructor:Ma,add:function(e){this.curves.push(e)},closePath:function(){var e=this.curves[0].getPoint(0),t=this.curves[this.curves.length-1].getPoint(1);e.equals(t)||this.curves.push(new wa(t,e))},getPoint:function(e){for(var t=e*this.getLength(),n=this.getCurveLengths(),i=0;i=t){var r=n[i]-t,o=this.curves[i],a=o.getLength(),s=0===a?0:1-r/a;return o.getPointAt(s)}i++}return null},getLength:function(){var e=this.getCurveLengths();return e[e.length-1]},updateArcLengths:function(){this.needsUpdate=!0,this.cacheLengths=null,this.getLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var e=[],t=0,n=0,i=this.curves.length;n1&&!n[n.length-1].equals(n[0])&&n.push(n[0]),n},createPointsGeometry:function(e){var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function(e){var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function(e){for(var t=new Ri,n=0,i=e.length;nt;)n-=t;nt.length-2?t.length-1:i+1],l=t[i>t.length-3?t.length-1:i+2];return new St(va(r,o.x,a.x,s.x,l.x),va(r,o.y,a.y,s.y,l.y))},Ta.prototype=Object.create(xa.prototype),Ta.prototype.constructor=Ta,Ta.prototype.getPoint=function(e){var t=this.v0,n=this.v1,i=this.v2,r=this.v3;return new St(_a(e,t.x,n.x,i.x,r.x),_a(e,t.y,n.y,i.y,r.y))},Ca.prototype=Object.create(xa.prototype),Ca.prototype.constructor=Ca,Ca.prototype.getPoint=function(e){var t=this.v0,n=this.v1,i=this.v2;return new St(ba(e,t.x,n.x,i.x),ba(e,t.y,n.y,i.y))};var Oa,ka=Object.assign(Object.create(Ma.prototype),{fromPoints:function(e){this.moveTo(e[0].x,e[0].y);for(var t=1,n=e.length;t0){var u=l.getPoint(0);u.equals(this.currentPoint)||this.lineTo(u.x,u.y)}this.curves.push(l);var c=l.getPoint(1);this.currentPoint.copy(c)}});function Pa(e){Ma.call(this),this.currentPoint=new St,e&&this.fromPoints(e)}function Aa(){Pa.apply(this,arguments),this.holes=[]}function Ra(){this.subPaths=[],this.currentPath=null}function La(e){this.data=e}function Ia(e){this.manager=void 0!==e?e:Ao}Pa.prototype=ka,ka.constructor=Pa,Aa.prototype=Object.assign(Object.create(ka),{constructor:Aa,getPointsHoles:function(e){for(var t=[],n=0,i=this.holes.length;nNumber.EPSILON){if(u<0&&(a=t[o],l=-l,s=t[r],u=-u),e.ys.y)continue;if(e.y===a.y){if(e.x===a.x)return!0}else{var c=u*(e.x-a.x)-l*(e.y-a.y);if(0===c)return!0;if(c<0)continue;i=!i}}else{if(e.y!==a.y)continue;if(s.x<=e.x&&e.x<=a.x||a.x<=e.x&&e.x<=s.x)return!0}}return i}var r=$r.isClockWise,o=this.subPaths;if(0===o.length)return[];if(!0===t)return n(o);var a,s,l,u=[];if(1===o.length)return s=o[0],(l=new Aa).curves=s.curves,u.push(l),u;var c=!r(o[0].getPoints());c=e?!c:c;var d,h,p=[],f=[],m=[],g=0;f[g]=void 0,m[g]=[];for(var y=0,v=o.length;y1){for(var b=!1,_=[],x=0,w=f.length;x0&&(b||(m=p))}y=0;for(var O=f.length;y0){this.source.connect(this.filters[0]);for(var e=1,t=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(var e=1,t=this.filters.length;e=.5)for(var o=0;o!==r;++o)e[t+o]=e[n+o]},_slerp:function(e,t,n,i,r){Nt.slerpFlat(e,t,e,t,e,n,i)},_lerp:function(e,t,n,i,r){for(var o=1-i,a=0;a!==r;++a){var s=t+a;e[s]=e[s]*o+e[n+a]*i}}},as.prototype={constructor:as,getValue:function(e,t){this.bind(),this.getValue(e,t)},setValue:function(e,t){this.bind(),this.setValue(e,t)},bind:function(){var e=this.node,t=this.parsedPath,n=t.objectName,i=t.propertyName,r=t.propertyIndex;if(e||(e=as.findNode(this.rootNode,t.nodeName)||this.rootNode,this.node=e),this.getValue=this._getValue_unavailable,this.setValue=this._setValue_unavailable,e){if(n){var o=t.objectIndex;switch(n){case\"materials\":if(!e.material)return void console.error(\" can not bind to material as node does not have a material\",this);if(!e.material.materials)return void console.error(\" can not bind to material.materials as node.material does not have a materials array\",this);e=e.material.materials;break;case\"bones\":if(!e.skeleton)return void console.error(\" can not bind to bones as node does not have a skeleton\",this);e=e.skeleton.bones;for(var a=0;a=n){var d=n++,h=t[d];i[h.uuid]=c,t[c]=h,i[u]=d,t[d]=l;for(var p=0,f=o;p!==f;++p){var m=r[p],g=m[d],y=m[c];m[c]=g,m[d]=y}}}this.nCachedObjects_=n},uncache:function(e){for(var t=this._objects,n=t.length,i=this.nCachedObjects_,r=this._indicesByUUID,o=this._bindings,a=o.length,s=0,l=arguments.length;s!==l;++s){var u=arguments[s],c=u.uuid,d=r[c];if(void 0!==d)if(delete r[c],d0)for(var l=this._interpolants,u=this._propertyBindings,c=0,d=l.length;c!==d;++c)l[c].evaluate(a),u[c].accumulate(i,s)},_updateWeight:function(e){var t=0;if(this.enabled){t=this.weight;var n=this._weightInterpolant;if(null!==n){var i=n.evaluate(e)[0];t*=i,e>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=t,t},_updateTimeScale:function(e){var t=0;if(!this.paused){t=this.timeScale;var n=this._timeScaleInterpolant;if(null!==n)t*=n.evaluate(e)[0],e>n.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t)}return this._effectiveTimeScale=t,t},_updateTime:function(e){var t=this.time+e;if(0===e)return t;var n=this._clip.duration,i=this.loop,r=this._loopCount;if(i===tt){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));e:{if(t>=n)t=n;else{if(!(t<0))break e;t=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this._mixer.dispatchEvent({type:\"finished\",action:this,direction:e<0?-1:1})}}else{var o=i===it;if(-1===r&&(e>=0?(r=0,this._setEndings(!0,0===this.repetitions,o)):this._setEndings(0===this.repetitions,!0,o)),t>=n||t<0){var a=Math.floor(t/n);t-=n*a,r+=Math.abs(a);var s=this.repetitions-r;if(s<0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,t=e>0?n:0,this._mixer.dispatchEvent({type:\"finished\",action:this,direction:e>0?1:-1});else{if(0===s){var l=e<0;this._setEndings(l,!l,o)}else this._setEndings(!1,!1,o);this._loopCount=r,this._mixer.dispatchEvent({type:\"loop\",action:this,loopDelta:a})}}if(o&&1==(1&r))return this.time=t,n-t}return this.time=t,t},_setEndings:function(e,t,n){var i=this._interpolantSettings;n?(i.endingStart=lt,i.endingEnd=lt):(i.endingStart=e?this.zeroSlopeAtStart?lt:st:ut,i.endingEnd=t?this.zeroSlopeAtEnd?lt:st:ut)},_scheduleFading:function(e,t,n){var i=this._mixer,r=i.time,o=this._weightInterpolant;null===o&&(o=i._lendControlInterpolant(),this._weightInterpolant=o);var a=o.parameterPositions,s=o.sampleValues;return a[0]=r,s[0]=t,a[1]=r+e,s[1]=n,this}},us.prototype={constructor:us,clipAction:function(e,t){var n=t||this._root,i=n.uuid,r=\"string\"==typeof e?ha.findByName(n,e):e,o=null!==r?r.uuid:e,a=this._actionsByClip[o],s=null;if(void 0!==a){var l=a.actionByRoot[i];if(void 0!==l)return l;s=a.knownActions[0],null===r&&(r=s._clip)}if(null===r)return null;var u=new ls(this,r,t);return this._bindAction(u,s),this._addInactiveAction(u,o,i),u},existingAction:function(e,t){var n=t||this._root,i=n.uuid,r=\"string\"==typeof e?ha.findByName(n,e):e,o=r?r.uuid:e,a=this._actionsByClip[o];return void 0!==a&&a.actionByRoot[i]||null},stopAllAction:function(){var e=this._actions,t=this._nActiveActions,n=this._bindings,i=this._nActiveBindings;this._nActiveActions=0,this._nActiveBindings=0;for(var r=0;r!==t;++r)e[r].reset();for(r=0;r!==i;++r)n[r].useCount=0;return this},update:function(e){e*=this.timeScale;for(var t=this._actions,n=this._nActiveActions,i=this.time+=e,r=Math.sign(e),o=this._accuIndex^=1,a=0;a!==n;++a){var s=t[a];s.enabled&&s._update(i,e,r,o)}var l=this._bindings,u=this._nActiveBindings;for(a=0;a!==u;++a)l[a].apply(o);return this},getRoot:function(){return this._root},uncacheClip:function(e){var t=this._actions,n=e.uuid,i=this._actionsByClip,r=i[n];if(void 0!==r){for(var o=r.knownActions,a=0,s=o.length;a!==s;++a){var l=o[a];this._deactivateAction(l);var u=l._cacheIndex,c=t[t.length-1];l._cacheIndex=null,l._byClipCacheIndex=null,c._cacheIndex=u,t[u]=c,t.pop(),this._removeInactiveBindingsForAction(l)}delete i[n]}},uncacheRoot:function(e){var t=e.uuid,n=this._actionsByClip;for(var i in n){var r=n[i].actionByRoot[t];void 0!==r&&(this._deactivateAction(r),this._removeInactiveAction(r))}var o=this._bindingsByRootAndName[t];if(void 0!==o)for(var a in o){var s=o[a];s.restoreOriginalState(),this._removeInactiveBinding(s)}},uncacheAction:function(e,t){var n=this.existingAction(e,t);null!==n&&(this._deactivateAction(n),this._removeInactiveAction(n))}},Object.assign(us.prototype,{_bindAction:function(e,t){var n=e._localRoot||this._root,i=e._clip.tracks,r=i.length,o=e._propertyBindings,a=e._interpolants,s=n.uuid,l=this._bindingsByRootAndName,u=l[s];void 0===u&&(u={},l[s]=u);for(var c=0;c!==r;++c){var d=i[c],h=d.name,p=u[h];if(void 0!==p)o[c]=p;else{if(void 0!==(p=o[c])){null===p._cacheIndex&&(++p.referenceCount,this._addInactiveBinding(p,s,h));continue}var f=t&&t._propertyBindings[c].binding.parsedPath;++(p=new os(as.create(n,h,f),d.ValueTypeName,d.getValueSize())).referenceCount,this._addInactiveBinding(p,s,h),o[c]=p}a[c].resultBuffer=p.buffer}},_activateAction:function(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){var t=(e._localRoot||this._root).uuid,n=e._clip.uuid,i=this._actionsByClip[n];this._bindAction(e,i&&i.knownActions[0]),this._addInactiveAction(e,n,t)}for(var r=e._propertyBindings,o=0,a=r.length;o!==a;++o){var s=r[o];0==s.useCount++&&(this._lendBinding(s),s.saveOriginalState())}this._lendAction(e)}},_deactivateAction:function(e){if(this._isActiveAction(e)){for(var t=e._propertyBindings,n=0,i=t.length;n!==i;++n){var r=t[n];0==--r.useCount&&(r.restoreOriginalState(),this._takeBackBinding(r))}this._takeBackAction(e)}},_initMemoryManager:function(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;var e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}},_isActiveAction:function(e){var t=e._cacheIndex;return null!==t&&t1)i[l=s[1]]||(i[l]={start:1/0,end:-1/0}),o<(u=i[l]).start&&(u.start=o),o>u.end&&(u.end=o),t||(t=l)}for(var l in i){var u=i[l];this.createAnimation(l,u.start,u.end,e)}this.firstAnimation=t},ws.prototype.setAnimationDirectionForward=function(e){var t=this.animationsMap[e];t&&(t.direction=1,t.directionBackwards=!1)},ws.prototype.setAnimationDirectionBackward=function(e){var t=this.animationsMap[e];t&&(t.direction=-1,t.directionBackwards=!0)},ws.prototype.setAnimationFPS=function(e,t){var n=this.animationsMap[e];n&&(n.fps=t,n.duration=(n.end-n.start)/n.fps)},ws.prototype.setAnimationDuration=function(e,t){var n=this.animationsMap[e];n&&(n.duration=t,n.fps=(n.end-n.start)/n.duration)},ws.prototype.setAnimationWeight=function(e,t){var n=this.animationsMap[e];n&&(n.weight=t)},ws.prototype.setAnimationTime=function(e,t){var n=this.animationsMap[e];n&&(n.time=t)},ws.prototype.getAnimationTime=function(e){var t=0,n=this.animationsMap[e];return n&&(t=n.time),t},ws.prototype.getAnimationDuration=function(e){var t=-1,n=this.animationsMap[e];return n&&(t=n.duration),t},ws.prototype.playAnimation=function(e){var t=this.animationsMap[e];t?(t.time=0,t.active=!0):console.warn(\"THREE.MorphBlendMesh: animation[\"+e+\"] undefined in .playAnimation()\")},ws.prototype.stopAnimation=function(e){var t=this.animationsMap[e];t&&(t.active=!1)},ws.prototype.update=function(e){for(var t=0,n=this.animationsList.length;ti.duration||i.time<0)&&(i.direction*=-1,i.time>i.duration&&(i.time=i.duration,i.directionBackwards=!0),i.time<0&&(i.time=0,i.directionBackwards=!1)):(i.time=i.time%i.duration,i.time<0&&(i.time+=i.duration));var o=i.start+Mt.clamp(Math.floor(i.time/r),0,i.length-1),a=i.weight;o!==i.currentFrame&&(this.morphTargetInfluences[i.lastFrame]=0,this.morphTargetInfluences[i.currentFrame]=1*a,this.morphTargetInfluences[o]=0,i.lastFrame=i.currentFrame,i.currentFrame=o);var s=i.time%r/r;i.directionBackwards&&(s=1-s),i.currentFrame!==i.lastFrame?(this.morphTargetInfluences[i.currentFrame]=s*a,this.morphTargetInfluences[i.lastFrame]=(1-s)*a):this.morphTargetInfluences[i.currentFrame]=a}}},Ms.prototype=Object.create(hi.prototype),Ms.prototype.constructor=Ms,Ms.prototype.isImmediateRenderObject=!0,Ss.prototype=Object.create(Er.prototype),Ss.prototype.constructor=Ss,Ss.prototype.update=function(){var e=new Ft,t=new Ft,n=new Jn;return function(){var i=[\"a\",\"b\",\"c\"];this.object.updateMatrixWorld(!0),n.getNormalMatrix(this.object.matrixWorld);var r=this.object.matrixWorld,o=this.geometry.attributes.position,a=this.object.geometry;if(a&&a.isGeometry)for(var s=a.vertices,l=a.faces,u=0,c=0,d=l.length;c.99999?this.quaternion.set(0,0,0,1):e.y<-.99999?this.quaternion.set(1,0,0,0):(Ka.set(e.z,0,-e.x).normalize(),Xa=Math.acos(e.y),this.quaternion.setFromAxisAngle(Ka,Xa))}),Ns.prototype.setLength=function(e,t,n){void 0===t&&(t=.2*e),void 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