// threejs.org/license (function(l,sa){"object"===typeof exports&&"undefined"!==typeof module?sa(exports):"function"===typeof define&&define.amd?define(["exports"],sa):sa(l.THREE=l.THREE||{})})(this,function(l){function sa(){}function B(a,b){this.x=a||0;this.y=b||0}function da(a,b,c,d,e,f,g,h,k,m){Object.defineProperty(this,"id",{value:ee++});this.uuid=T.generateUUID();this.sourceFile=this.name="";this.image=void 0!==a?a:da.DEFAULT_IMAGE;this.mipmaps=[];this.mapping=void 0!==b?b:da.DEFAULT_MAPPING;this.wrapS=void 0!==c? c:1001;this.wrapT=void 0!==d?d:1001;this.magFilter=void 0!==e?e:1006;this.minFilter=void 0!==f?f:1008;this.anisotropy=void 0!==k?k:1;this.format=void 0!==g?g:1023;this.type=void 0!==h?h:1009;this.offset=new B(0,0);this.repeat=new B(1,1);this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.unpackAlignment=4;this.encoding=void 0!==m?m:3E3;this.version=0;this.onUpdate=null}function ga(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}function Db(a,b,c){this.uuid=T.generateUUID(); this.width=a;this.height=b;this.scissor=new ga(0,0,a,b);this.scissorTest=!1;this.viewport=new ga(0,0,a,b);c=c||{};void 0===c.minFilter&&(c.minFilter=1006);this.texture=new da(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy,c.encoding);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.depthTexture=void 0!==c.depthTexture?c.depthTexture:null}function Eb(a,b,c){Db.call(this,a,b,c);this.activeMipMapLevel= this.activeCubeFace=0}function ba(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._w=void 0!==d?d:1}function q(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}function J(){this.elements=new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);0= d||0 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); y.compileShader(P);y.compileShader(R);y.attachShader(N,P);y.attachShader(N,R);y.linkProgram(N);M=N;u=y.getAttribLocation(M,"position");v=y.getAttribLocation(M,"uv");c=y.getUniformLocation(M,"uvOffset");d=y.getUniformLocation(M,"uvScale");e=y.getUniformLocation(M,"rotation");f=y.getUniformLocation(M,"scale");g=y.getUniformLocation(M,"color");h=y.getUniformLocation(M,"map");k=y.getUniformLocation(M,"opacity");m=y.getUniformLocation(M,"modelViewMatrix");w=y.getUniformLocation(M,"projectionMatrix");n= y.getUniformLocation(M,"fogType");p=y.getUniformLocation(M,"fogDensity");r=y.getUniformLocation(M,"fogNear");x=y.getUniformLocation(M,"fogFar");l=y.getUniformLocation(M,"fogColor");D=y.getUniformLocation(M,"alphaTest");N=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");N.width=8;N.height=8;P=N.getContext("2d");P.fillStyle="white";P.fillRect(0,0,8,8);ca=new da(N);ca.needsUpdate=!0}y.useProgram(M);E.initAttributes();E.enableAttribute(u);E.enableAttribute(v);E.disableUnusedAttributes(); E.disable(y.CULL_FACE);E.enable(y.BLEND);y.bindBuffer(y.ARRAY_BUFFER,H);y.vertexAttribPointer(u,2,y.FLOAT,!1,16,0);y.vertexAttribPointer(v,2,y.FLOAT,!1,16,8);y.bindBuffer(y.ELEMENT_ARRAY_BUFFER,F);y.uniformMatrix4fv(w,!1,Ka.projectionMatrix.elements);E.activeTexture(y.TEXTURE0);y.uniform1i(h,0);P=N=0;(R=q.fog)?(y.uniform3f(l,R.color.r,R.color.g,R.color.b),R&&R.isFog?(y.uniform1f(r,R.near),y.uniform1f(x,R.far),y.uniform1i(n,1),P=N=1):R&&R.isFogExp2&&(y.uniform1f(p,R.density),y.uniform1i(n,2),P=N=2)): (y.uniform1i(n,0),P=N=0);for(var R=0,S=b.length;R/g,function(a,c){var d=X[c];if(void 0===d)throw Error("Can not resolve #include <"+c+">");return Cd(d)})}function ve(a){return a.replace(/for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,function(a,c,d,e){a="";for(c=parseInt(c);cb||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). 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Use their .texture property instead."), a=!0),b=b.texture);ua.setTexture2D(b,c)}}();this.setTexture=function(){var a=!1;return function(b,c){a||(console.warn("THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead."),a=!0);ua.setTexture2D(b,c)}}();this.setTextureCube=function(){var a=!1;return function(b,c){b&&b.isWebGLRenderTargetCube&&(a||(console.warn("THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead."),a=!0),b=b.texture);b&&b.isCubeTexture||Array.isArray(b.image)&& 6===b.image.length?ua.setTextureCube(b,c):ua.setTextureCubeDynamic(b,c)}}();this.getCurrentRenderTarget=function(){return V};this.setRenderTarget=function(a){(V=a)&&void 0===ea.get(a).__webglFramebuffer&&ua.setupRenderTarget(a);var b=a&&a.isWebGLRenderTargetCube,c;a?(c=ea.get(a),c=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,X.copy(a.scissor),fb=a.scissorTest,$a.copy(a.viewport)):(c=null,X.copy(ha).multiplyScalar(Qa),fb=la,$a.copy(fa).multiplyScalar(Qa));T!==c&&(A.bindFramebuffer(A.FRAMEBUFFER, c),T=c);Y.scissor(X);Y.setScissorTest(fb);Y.viewport($a);b&&(b=ea.get(a.texture),A.framebufferTexture2D(A.FRAMEBUFFER,A.COLOR_ATTACHMENT0,A.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,b.__webglTexture,a.activeMipMapLevel))};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===(a&&a.isWebGLRenderTarget))console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else{var g=ea.get(a).__webglFramebuffer;if(g){var h=!1;g!==T&&(A.bindFramebuffer(A.FRAMEBUFFER, g),h=!0);try{var k=a.texture,m=k.format,n=k.type;1023!==m&&u(m)!==A.getParameter(A.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):1009===n||u(n)===A.getParameter(A.IMPLEMENTATION_COLOR_READ_TYPE)||1015===n&&(ka.get("OES_texture_float")||ka.get("WEBGL_color_buffer_float"))||1016===n&&ka.get("EXT_color_buffer_half_float")?A.checkFramebufferStatus(A.FRAMEBUFFER)===A.FRAMEBUFFER_COMPLETE?0<=b&& b<=a.width-d&&0<=c&&c<=a.height-e&&A.readPixels(b,c,d,e,u(m),u(n),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete."):console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.")}finally{h&&A.bindFramebuffer(A.FRAMEBUFFER,T)}}}}}function Ib(a,b){this.name="";this.color=new O(a);this.density=void 0!==b?b:2.5E-4}function Jb(a,b,c){this.name="";this.color= new O(a);this.near=void 0!==b?b:1;this.far=void 0!==c?c:1E3}function jb(){z.call(this);this.type="Scene";this.overrideMaterial=this.fog=this.background=null;this.autoUpdate=!0}function Ed(a,b,c,d,e){z.call(this);this.lensFlares=[];this.positionScreen=new q;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)}function kb(a){U.call(this);this.type="SpriteMaterial";this.color=new O(16777215);this.map=null;this.rotation=0;this.lights=this.fog=!1;this.setValues(a)}function mc(a){z.call(this); this.type="Sprite";this.material=void 0!==a?a:new kb}function nc(){z.call(this);this.type="LOD";Object.defineProperties(this,{levels:{enumerable:!0,value:[]}})}function lb(a,b,c,d,e,f,g,h,k,m,w,n){da.call(this,null,f,g,h,k,m,d,e,w,n);this.image={data:a,width:b,height:c};this.magFilter=void 0!==k?k:1003;this.minFilter=void 0!==m?m:1003;this.flipY=this.generateMipmaps=!1;this.unpackAlignment=1}function bd(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new J;a=a||[];this.bones=a.slice(0); this.useVertexTexture?(a=Math.sqrt(4*this.bones.length),a=T.nextPowerOfTwo(Math.ceil(a)),this.boneTextureHeight=this.boneTextureWidth=a=Math.max(a,4),this.boneMatrices=new Float32Array(this.boneTextureWidth*this.boneTextureHeight*4),this.boneTexture=new lb(this.boneMatrices,this.boneTextureWidth,this.boneTextureHeight,1023,1015)):this.boneMatrices=new Float32Array(16*this.bones.length);if(void 0===b)this.calculateInverses();else if(this.bones.length===b.length)this.boneInverses=b.slice(0);else for(console.warn("THREE.Skeleton bonInverses is the wrong length."), this.boneInverses=[],b=0,a=this.bones.length;b=a.HAVE_CURRENT_DATA&&(w.needsUpdate=!0)}da.call(this,a,b,c,d,e,f,g,h,k);this.generateMipmaps=!1;var w=this;m()}function Lb(a,b,c,d,e,f,g,h,k,m,w,n){da.call(this,null,f,g,h,k,m,d,e,w,n);this.image={width:b,height:c};this.mipmaps=a;this.generateMipmaps=this.flipY=!1}function fd(a,b,c,d,e,f,g,h,k){da.call(this,a,b,c,d,e,f,g,h,k);this.needsUpdate=!0}function pc(a,b,c,d,e,f,g, h,k,m){m=void 0!==m?m:1026;if(1026!==m&&1027!==m)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");da.call(this,null,d,e,f,g,h,m,c,k);this.image={width:a,height:b};this.type=void 0!==c?c:1012;this.magFilter=void 0!==g?g:1003;this.minFilter=void 0!==h?h:1003;this.generateMipmaps=this.flipY=!1}function Mb(a){function b(a,b){return a-b}G.call(this);var c=[0,0],d={},e=["a","b","c"];if(a&&a.isGeometry){var f=a.vertices,g=a.faces,h=0,k=new Uint32Array(6*g.length); 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this.parameters={radius:a,detail:b}}function uc(a,b){Q.call(this);this.type="OctahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new THREE.OctahedronBufferGeometry(a,b));this.mergeVertices()}function vc(a,b){var c=(1+Math.sqrt(5))/2;ua.call(this,[-1,c,0,1,c,0,-1,-c,0,1,-c,0,0,-1,c,0,1,c,0,-1,-c,0,1,-c,c,0,-1,c,0,1,-c,0,-1,-c,0,1],[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],a,b);this.type= "IcosahedronBufferGeometry";this.parameters={radius:a,detail:b}}function wc(a,b){Q.call(this);this.type="IcosahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new THREE.IcosahedronBufferGeometry(a,b));this.mergeVertices()}function xc(a,b){var c=(1+Math.sqrt(5))/2,d=1/c;ua.call(this,[-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,-d,-c,0,-d,c,0,d,-c,0,d,c,-d,-c,0,-d,c,0,d,-c,0,d,c,0,-c,0,-d,c,0,-d,-c,0,d,c,0,d],[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],a,b);this.type="DodecahedronBufferGeometry";this.parameters={radius:a,detail:b}}function yc(a,b){Q.call(this);this.type="DodecahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new THREE.DodecahedronBufferGeometry(a,b));this.mergeVertices()}function zc(a, b,c,d){Q.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};this.fromBufferGeometry(new ua(a,b,c,d));this.mergeVertices()}function Ob(a,b,c,d,e){function f(e){var f=a.getPointAt(e/b),m=g.normals[e];e=g.binormals[e];for(n=0;n<=d;n++){var w=n/d*Math.PI*2,l=Math.sin(w),w=-Math.cos(w);k.x=w*m.x+l*e.x;k.y=w*m.y+l*e.y;k.z=w*m.z+l*e.z;k.normalize();r.push(k.x,k.y,k.z);h.x=f.x+c*k.x;h.y=f.y+c*k.y;h.z=f.z+c*k.z;p.push(h.x,h.y,h.z)}}G.call(this);this.type="TubeBufferGeometry"; 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Use Math.random() instead.");return Math.random()},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(a){return a* T.DEG2RAD},radToDeg:function(a){return a*T.RAD2DEG},isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a},nearestPowerOfTwo:function(a){return Math.pow(2,Math.round(Math.log(a)/Math.LN2))},nextPowerOfTwo:function(a){a--;a|=a>>1;a|=a>>2;a|=a>>4;a|=a>>8;a|=a>>16;a++;return a}};B.prototype={constructor:B,isVector2:!0,get width(){return this.x},set width(a){this.x=a},get height(){return this.y},set height(a){this.y=a},set:function(a,b){this.x=a;this.y=b;return this},setScalar:function(a){this.y=this.x= a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y)},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){if(void 0!== b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a):this.y=this.x=0;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y, a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new B,b=new B);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.multiplyScalar(Math.max(a,Math.min(b,c))/c)},floor:function(){this.x=Math.floor(this.x);this.y= Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x* this.x+this.y*this.y)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length())},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},distanceToManhattan:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.multiplyScalar(a/ this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+ 1];return this},rotateAround:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=this.x-a.x,f=this.y-a.y;this.x=e*c-f*d+a.x;this.y=e*d+f*c+a.y;return this}};da.DEFAULT_IMAGE=void 0;da.DEFAULT_MAPPING=300;da.prototype={constructor:da,isTexture:!0,set needsUpdate(a){!0===a&&this.version++},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter= a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){if(void 0!==a.textures[this.uuid])return a.textures[this.uuid];var b={metadata:{version:4.4,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping, repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],wrap:[this.wrapS,this.wrapT],minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(void 0!==this.image){var c=this.image;void 0===c.uuid&&(c.uuid=T.generateUUID());if(void 0===a.images[c.uuid]){var d=a.images,e=c.uuid,f=c.uuid,g;void 0!==c.toDataURL?g=c:(g=document.createElementNS("http://www.w3.org/1999/xhtml","canvas"),g.width=c.width,g.height=c.height,g.getContext("2d").drawImage(c, 0,0,c.width,c.height));g=2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0> a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}};Object.assign(da.prototype,sa.prototype);var ee=0;ga.prototype={constructor:ga,isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a; return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x, this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this}, addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){isFinite(a)? (this.x*=a,this.y*=a,this.z*=a,this.w*=a):this.w=this.z=this.y=this.x=0;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y= 0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var m=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+m-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;m=(m+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>m?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b): h>m?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h),b=d/c,d=k/c):.01>m?(c=b=.707106781,d=0):(d=Math.sqrt(m),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+m-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x); this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new ga,b=new ga);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y); this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z); this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}, normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w= a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];this.w=a.array[b+3];return this}};Object.assign(Db.prototype,sa.prototype,{isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0, 0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Eb.prototype=Object.create(Db.prototype);Eb.prototype.constructor=Eb;Eb.prototype.isWebGLRenderTargetCube=!0;ba.prototype={constructor:ba,get x(){return this._x}, set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get w(){return this._w},set w(a){this._w=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback(); return this},setFromEuler:function(a,b){if(!1===(a&&a.isEuler))throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var c=Math.cos(a._x/2),d=Math.cos(a._y/2),e=Math.cos(a._z/2),f=Math.sin(a._x/2),g=Math.sin(a._y/2),h=Math.sin(a._z/2),k=a.order;"XYZ"===k?(this._x=f*d*e+c*g*h,this._y=c*g*e-f*d*h,this._z=c*d*h+f*g*e,this._w=c*d*e-f*g*h):"YXZ"===k?(this._x=f*d*e+c*g*h,this._y=c*g*e-f*d*h,this._z=c*d*h-f*g*e,this._w=c*d*e+f*g*h):"ZXY"===k?(this._x= f*d*e-c*g*h,this._y=c*g*e+f*d*h,this._z=c*d*h+f*g*e,this._w=c*d*e-f*g*h):"ZYX"===k?(this._x=f*d*e-c*g*h,this._y=c*g*e+f*d*h,this._z=c*d*h-f*g*e,this._w=c*d*e+f*g*h):"YZX"===k?(this._x=f*d*e+c*g*h,this._y=c*g*e+f*d*h,this._z=c*d*h-f*g*e,this._w=c*d*e-f*g*h):"XZY"===k&&(this._x=f*d*e-c*g*h,this._y=c*g*e-f*d*h,this._z=c*d*h+f*g*e,this._w=c*d*e+f*g*h);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this._x=a.x*d;this._y=a.y*d;this._z=a.z*d;this._w= Math.cos(c);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],k=b[6],b=b[10],m=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+ h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new q);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;return this.normalize()}}(),inverse:function(){return this.conjugate().normalize()},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x* a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."), this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,m=b._w;this._x=c*m+f*g+d*k-e*h;this._y=d*m+f*h+e*g-c*k;this._z=e*m+f*k+c*h-d*g;this._w=f*m-c*g-d*h-e*k;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z; 0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.sqrt(1-g*g);if(.001>Math.abs(h))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;var k=Math.atan2(h,g),g=Math.sin((1-b)*k)/h,h=Math.sin(b*k)/h;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x=== this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};Object.assign(ba,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a, b,c,d,e,f,g){var h=c[d+0],k=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var l=e[f+1],n=e[f+2];e=e[f+3];if(c!==e||h!==d||k!==l||m!==n){f=1-g;var p=h*d+k*l+m*n+c*e,r=0<=p?1:-1,x=1-p*p;x>Number.EPSILON&&(x=Math.sqrt(x),p=Math.atan2(x,p*r),f=Math.sin(f*p)/x,g=Math.sin(g*p)/x);r*=g;h=h*f+d*r;k=k*f+l*r;m=m*f+n*r;c=c*f+e*r;f===1-g&&(g=1/Math.sqrt(h*h+k*k+m*m+c*c),h*=g,k*=g,m*=g,c*=g)}a[b]=h;a[b+1]=k;a[b+2]=m;a[b+3]=c}});q.prototype={constructor:q,isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this}, setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x, this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+= a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."), this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a;return function(b){!1===(b&&b.isEuler)&&console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new ba);return this.applyQuaternion(a.setFromEuler(b))}}(), applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new ba);return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b= this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,m=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-m*-f;this.y=k*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new J); a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0===a&&(a=new J);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/= a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a,b;return function(c, d){void 0===a&&(a=new q,b=new q);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.multiplyScalar(Math.max(a,Math.min(b,c))/c)},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this}, roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return Math.abs(this.x)+ Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a, b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this},projectOnVector:function(a){var b=a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new q);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0=== a&&(a=new q);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(T.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},distanceToManhattan:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)*a.radius; this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){return this.setFromMatrixColumn(a,3)},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){if("number"===typeof a){console.warn("THREE.Vector3: setFromMatrixColumn now expects ( matrix, index )."); var c=a;a=b;b=c}return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];return this}};J.prototype={constructor:J,isMatrix4:!0, set:function(a,b,c,d,e,f,g,h,k,m,l,n,p,r,x,t){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=h;q[2]=k;q[6]=m;q[10]=l;q[14]=n;q[3]=p;q[7]=r;q[11]=x;q[15]=t;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},clone:function(){return(new J).fromArray(this.elements)},copy:function(a){this.elements.set(a.elements);return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a, b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x,b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(){var a;return function(b){void 0===a&&(a=new q);var c=this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]* f;c[8]=d[8]*b;c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){!1===(a&&a.isEuler)&&console.error("THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c),c=Math.sin(c),g=Math.cos(d),d=Math.sin(d),h=Math.cos(e),e=Math.sin(e);if("XYZ"===a.order){a=f*h;var k=f*e,m=c*h,l=c*e;b[0]=g*h;b[4]=-g*e;b[8]=d;b[1]=k+m*d;b[5]=a-l*d;b[9]=-c*g;b[2]=l-a*d;b[6]=m+k*d;b[10]=f*g}else"YXZ"=== a.order?(a=g*h,k=g*e,m=d*h,l=d*e,b[0]=a+l*c,b[4]=m*c-k,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=k*c-m,b[6]=l+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*h,k=g*e,m=d*h,l=d*e,b[0]=a-l*c,b[4]=-f*e,b[8]=m+k*c,b[1]=k+m*c,b[5]=f*h,b[9]=l-a*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*h,k=f*e,m=c*h,l=c*e,b[0]=g*h,b[4]=m*d-k,b[8]=a*d+l,b[1]=g*e,b[5]=l*d+a,b[9]=k*d-m,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,k=f*d,m=c*g,l=c*d,b[0]=g*h,b[4]=l-a*e,b[8]=m*e+k,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=k* e+m,b[10]=a-l*e):"XZY"===a.order&&(a=f*g,k=f*d,m=c*g,l=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=a*e+l,b[5]=f*h,b[9]=k*e-m,b[2]=m*e-k,b[6]=c*h,b[10]=l*e+a);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,h=d+d,k=e+e;a=c*g;var m=c*h,c=c*k,l=d*h,d=d*k,e=e*k,g=f*g,h=f*h,f=f*k;b[0]=1-(l+e);b[4]=m-f;b[8]=c+h;b[1]=m+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+l);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]= 0;b[14]=0;b[15]=1;return this},lookAt:function(){var a,b,c;return function(d,e,f){void 0===a&&(a=new q,b=new q,c=new q);var g=this.elements;c.subVectors(d,e).normalize();0===c.lengthSq()&&(c.z=1);a.crossVectors(f,c).normalize();0===a.lengthSq()&&(c.z+=1E-4,a.crossVectors(f,c).normalize());b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."), this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],k=c[12],m=c[1],l=c[5],n=c[9],p=c[13],r=c[2],x=c[6],t=c[10],q=c[14],u=c[3],v=c[7],I=c[11],c=c[15],y=d[0],E=d[4],H=d[8],F=d[12],M=d[1],B=d[5],K=d[9],z=d[13],C=d[2],G=d[6],J=d[10],N=d[14],P=d[3],R=d[7],S=d[11],d=d[15];e[0]=f*y+g*M+h*C+k*P;e[4]=f*E+g*B+h*G+k*R;e[8]=f*H+g*K+h*J+k*S;e[12]= f*F+g*z+h*N+k*d;e[1]=m*y+l*M+n*C+p*P;e[5]=m*E+l*B+n*G+p*R;e[9]=m*H+l*K+n*J+p*S;e[13]=m*F+l*z+n*N+p*d;e[2]=r*y+x*M+t*C+q*P;e[6]=r*E+x*B+t*G+q*R;e[10]=r*H+x*K+t*J+q*S;e[14]=r*F+x*z+t*N+q*d;e[3]=u*y+v*M+I*C+c*P;e[7]=u*E+v*B+I*G+c*R;e[11]=u*H+v*K+I*J+c*S;e[15]=u*F+v*z+I*N+c*d;return this},multiplyToArray:function(a,b,c){var d=this.elements;this.multiplyMatrices(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12]; c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToVector3Array:function(){var a;return function(b,c,d){void 0===a&&(a=new q);void 0===c&&(c=0);void 0===d&&(d=b.length);for(var e=0;ethis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,m=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c); g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(T.DEG2RAD*a*.5);var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),k=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*k;g[9]=0;g[13]=-((c+d)*k);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b= this.elements;a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}};Xa.prototype=Object.create(da.prototype); Xa.prototype.constructor=Xa;Xa.prototype.isCubeTexture=!0;Object.defineProperty(Xa.prototype,"images",{get:function(){return this.image},set:function(a){this.image=a}});var ie=new da,je=new Xa,fe=[],he=[];ne.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var zd=/([\w\d_]+)(\])?(\[|\.)?/g;Ya.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};Ya.prototype.set=function(a,b,c){var d=this.map[c]; void 0!==d&&d.setValue(a,b[c],this.renderer)};Ya.prototype.setOptional=function(a,b,c){b=b[c];void 0!==b&&this.setValue(a,c,b)};Ya.upload=function(a,b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e],h=c[g.id];!1!==h.needsUpdate&&g.setValue(a,h.value,d)}};Ya.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in b&&c.push(f)}return c};var La={merge:function(a){for(var b={},c=0;c 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}\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 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}\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 return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return 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 return 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 return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return 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 vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return 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 float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return 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 envMapIntenstiy;\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_fragment:"#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\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\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", 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\tif ( testLightInRange( lightDistance, pointLight.distance ) ) {\n\t\t\tdirectLight.color = pointLight.color;\n\t\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.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_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 ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\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_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\t#include \n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = flipNormal * 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 = flipNormal * 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\t#include \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 = flipNormal * 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 = flipNormal * 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( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * 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 = flipNormal * 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};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial 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\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_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}\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_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 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\t\t\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 return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 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 return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( 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 return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return 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 color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return 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 \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}\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 \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;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include \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 \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}\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 \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}\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 \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 \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", 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\nuniform float envMapIntensity;\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 \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}\n", normal_frag:"uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include \n}\n",normal_vert:"varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \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}\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"};O.prototype={constructor:O, isColor:!0,r:1,g:1,b:1,set:function(a){a&&a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a;return this},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b, c,d){b=T.euclideanModulo(b,1);c=T.clamp(c,0,1);d=T.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r= Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){var d=parseFloat(c[1])/ 360,e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^\#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?k/(e+f): k/(2-e-f);switch(e){case b:g=(c-d)/k+(cthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&& this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new B).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new B).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new B;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min); this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};U.prototype={constructor:U,isMaterial:!0,get needsUpdate(){return this._needsUpdate},set needsUpdate(a){!0===a&&this.update();this._needsUpdate=a},setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+ b+"' parameter is undefined.");else{var d=this[b];void 0===d?console.warn("THREE."+this.type+": '"+b+"' is not a property of this material."):d&&d.isColor?d.set(c):d&&d.isVector3&&c&&c.isVector3?d.copy(c):this[b]="overdraw"===b?Number(c):c}}},toJSON:function(a){function b(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata;b.push(d)}return b}var c=void 0===a;c&&(a={textures:{},images:{}});var d={metadata:{version:4.4,type:"Material",generator:"Material.toJSON"}};d.uuid=this.uuid;d.type=this.type; ""!==this.name&&(d.name=this.name);this.color&&this.color.isColor&&(d.color=this.color.getHex());void 0!==this.roughness&&(d.roughness=this.roughness);void 0!==this.metalness&&(d.metalness=this.metalness);this.emissive&&this.emissive.isColor&&(d.emissive=this.emissive.getHex());this.specular&&this.specular.isColor&&(d.specular=this.specular.getHex());void 0!==this.shininess&&(d.shininess=this.shininess);this.map&&this.map.isTexture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap&&this.alphaMap.isTexture&& (d.alphaMap=this.alphaMap.toJSON(a).uuid);this.lightMap&&this.lightMap.isTexture&&(d.lightMap=this.lightMap.toJSON(a).uuid);this.bumpMap&&this.bumpMap.isTexture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);this.normalMap&&this.normalMap.isTexture&&(d.normalMap=this.normalMap.toJSON(a).uuid,d.normalScale=this.normalScale.toArray());this.displacementMap&&this.displacementMap.isTexture&&(d.displacementMap=this.displacementMap.toJSON(a).uuid,d.displacementScale=this.displacementScale, d.displacementBias=this.displacementBias);this.roughnessMap&&this.roughnessMap.isTexture&&(d.roughnessMap=this.roughnessMap.toJSON(a).uuid);this.metalnessMap&&this.metalnessMap.isTexture&&(d.metalnessMap=this.metalnessMap.toJSON(a).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(d.emissiveMap=this.emissiveMap.toJSON(a).uuid);this.specularMap&&this.specularMap.isTexture&&(d.specularMap=this.specularMap.toJSON(a).uuid);this.envMap&&this.envMap.isTexture&&(d.envMap=this.envMap.toJSON(a).uuid,d.reflectivity= this.reflectivity);void 0!==this.size&&(d.size=this.size);void 0!==this.sizeAttenuation&&(d.sizeAttenuation=this.sizeAttenuation);1!==this.blending&&(d.blending=this.blending);2!==this.shading&&(d.shading=this.shading);0!==this.side&&(d.side=this.side);0!==this.vertexColors&&(d.vertexColors=this.vertexColors);1>this.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0e&&(e=m);l>f&&(f=l);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g)},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y|| a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new q).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a;return function(b){void 0===a&&(a=new q);this.clampPoint(b.center,a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){var b,c;0=a.constant},clampPoint:function(a,b){return(b||new q).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new q;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new q;return function(b){b=b||new Ca;this.getCenter(b.center);b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max); this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new q,new q,new q,new q,new q,new q,new q,new q];return function(b){if(this.isEmpty())return this;a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x, this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};Ca.prototype={constructor:Ca,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a= new Ba;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).getCenter(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)- this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(this.center.dot(a.normal)-a.constant)<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new q;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a= a||new Ba;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}};Ia.prototype={constructor:Ia,isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,k){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=k;return this},identity:function(){this.set(1, 0,0,0,1,0,0,0,1);return this},clone:function(){return(new this.constructor).fromArray(this.elements)},copy:function(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToVector3Array:function(){var a;return function(b,c,d){void 0===a&&(a=new q);void 0===c&&(c=0);void 0===d&&(d=b.length);for(var e=0;ec;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];return a}};va.prototype={constructor:va,set:function(a,b){this.normal.copy(a); this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new q,b=new q;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal); this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a,b){var c=this.distanceToPoint(a);return(b|| new q).copy(this.normal).multiplyScalar(c)},intersectLine:function(){var a=new q;return function(b,c){var d=c||new q,e=b.delta(a),f=this.normal.dot(e);if(0===f){if(0===this.distanceToPoint(b.start))return d.copy(b.start)}else return f=-(b.start.dot(this.normal)+this.constant)/f,0>f||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],m=c[7],l=c[8],n=c[9],p=c[10],r=c[11],q=c[12],t=c[13],D=c[14],c=c[15]; b[0].setComponents(f-a,m-g,r-l,c-q).normalize();b[1].setComponents(f+a,m+g,r+l,c+q).normalize();b[2].setComponents(f+d,m+h,r+n,c+t).normalize();b[3].setComponents(f-d,m-h,r-n,c-t).normalize();b[4].setComponents(f-e,m-k,r-p,c-D).normalize();b[5].setComponents(f+e,m+k,r+p,c+D).normalize();return this},intersectsObject:function(){var a=new Ca;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(), intersectsSprite:function(){var a=new Ca;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}};ab.prototype={constructor:ab,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.origin.copy(a.origin); this.direction.copy(a.direction);return this},at:function(a,b){return(b||new q).copy(this.direction).multiplyScalar(a).add(this.origin)},lookAt:function(a){this.direction.copy(a).sub(this.origin).normalize();return this},recast:function(){var a=new q;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new q;c.subVectors(a,this.origin);var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)}, distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new q;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new q,b=new q,c=new q;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a); var h=.5*d.distanceTo(e),k=-this.direction.dot(b),m=c.dot(this.direction),l=-c.dot(b),n=c.lengthSq(),p=Math.abs(1-k*k),r;0=-r?e<=r?(h=1/p,d*=h,e*=h,k=d*(d+k*e+2*m)+e*(k*d+e+2*l)+n):(e=h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n):(e=-h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n):e<=-r?(d=Math.max(0,-(-k*h+m)),e=0f)return null;f=Math.sqrt(f-e);e=d-f;d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<= a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z; var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectsBox:function(){var a=new q;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a= new q,b=new q,c=new q,d=new q;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a); this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}};bb.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");bb.DefaultOrder="XYZ";bb.prototype={constructor:bb,isEuler:!0,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order}, set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=T.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],m=e[9],l=e[2],n=e[6],e=e[10];b=b|| this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-m,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(n,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.99999>Math.abs(m)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-l,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(-l,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(l,-1,1)),.99999> Math.abs(l)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-m,k),this._y=Math.atan2(-l,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(n,k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback(); return this},setFromQuaternion:function(){var a;return function(b,c,d){void 0===a&&(a=new J);a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new ba;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1]; this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new q(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};Yc.prototype={constructor:Yc,set:function(a){this.mask=1<=b.x+b.y}}();wa.prototype={constructor:wa,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c); return this},area:function(){var a=new q,b=new q;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new q).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return wa.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new va).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return wa.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return wa.containsPoint(a, this.a,this.b,this.c)},closestPointToPoint:function(){var a,b,c,d;return function(e,f){void 0===a&&(a=new va,b=[new gb,new gb,new gb],c=new q,d=new q);var g=f||new q,h=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))g.copy(c);else{b[0].set(this.a,this.b);b[1].set(this.b,this.c);b[2].set(this.c,this.a);for(var k=0;kd;d++)if(e[d]===e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;cb.far?null:{distance:c,point:u.clone(),object:a}}function c(c,d,e,f,m,l,n,w){g.fromArray(f,3*l);h.fromArray(f,3*n);k.fromArray(f, 3*w);if(c=b(c,d,e,g,h,k,D))m&&(p.fromArray(m,2*l),r.fromArray(m,2*n),x.fromArray(m,2*w),c.uv=a(D,g,h,k,p,r,x)),c.face=new ea(l,n,w,wa.normal(g,h,k)),c.faceIndex=l;return c}var d=new J,e=new ab,f=new Ca,g=new q,h=new q,k=new q,m=new q,l=new q,n=new q,p=new B,r=new B,x=new B,t=new q,D=new q,u=new q;return function(q,t){var u=this.geometry,E=this.material,H=this.matrixWorld;if(void 0!==E&&(null===u.boundingSphere&&u.computeBoundingSphere(),f.copy(u.boundingSphere),f.applyMatrix4(H),!1!==q.ray.intersectsSphere(f)&& (d.getInverse(H),e.copy(q.ray).applyMatrix4(d),null===u.boundingBox||!1!==e.intersectsBox(u.boundingBox)))){var F,M;if(u&&u.isBufferGeometry){var B,K,E=u.index,H=u.attributes,u=H.position.array;void 0!==H.uv&&(F=H.uv.array);if(null!==E)for(var H=E.array,z=0,C=H.length;zthis.scale.x*this.scale.y/4||c.push({distance:Math.sqrt(d),point:this.position, face:null,object:this})}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}});nc.prototype=Object.assign(Object.create(z.prototype),{constructor:nc,copy:function(a){z.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e- 1].object.visible=!1,d[e].object.visible=!0;else break;for(;ef||(l.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(l),td.far||e.push({distance:t,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else for(g=0,x=r.length/3-1;gf||(l.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(l),td.far||e.push({distance:t,point:h.clone().applyMatrix4(this.matrixWorld), index:g,face:null,faceIndex:null,object:this}))}else if(g&&g.isGeometry)for(k=g.vertices,m=k.length,g=0;gf||(l.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(l),td.far||e.push({distance:t,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});la.prototype=Object.assign(Object.create(Ta.prototype), {constructor:la,isLineSegments:!0});xa.prototype=Object.create(U.prototype);xa.prototype.constructor=xa;xa.prototype.isPointsMaterial=!0;xa.prototype.copy=function(a){U.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.size=a.size;this.sizeAttenuation=a.sizeAttenuation;return this};Kb.prototype=Object.assign(Object.create(z.prototype),{constructor:Kb,isPoints:!0,raycast:function(){var a=new J,b=new ab,c=new Ca;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a); if(fd.far||e.push({distance:m,distanceToRay:Math.sqrt(f),point:h.clone(),index:c,face:null,object:g})}}var g=this,h=this.geometry,k=this.matrixWorld,m=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere();c.copy(h.boundingSphere);c.applyMatrix4(k);if(!1!==d.ray.intersectsSphere(c)){a.getInverse(k);b.copy(d.ray).applyMatrix4(a);var m=m/((this.scale.x+this.scale.y+this.scale.z)/3), l=m*m,m=new q;if(h&&h.isBufferGeometry){var n=h.index,h=h.attributes.position.array;if(null!==n)for(var p=n.array,n=0,r=p.length;nc)return null;var d=[],e=[],f=[],g,h,k;if(0=m--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}g=h;c<=g&&(g=0);h=g+1;c<=h&&(h=0);k=h+1;c<=k&&(k=0);var l;a:{var n, p,r,q,t,D,u,v;n=a[e[g]].x;p=a[e[g]].y;r=a[e[h]].x;q=a[e[h]].y;t=a[e[k]].x;D=a[e[k]].y;if(0>=(r-n)*(D-p)-(q-p)*(t-n))l=!1;else{var I,y,E,H,F,M,B,z,C,G;I=t-r;y=D-q;E=n-t;H=p-D;F=r-n;M=q-p;for(l=0;l=-Number.EPSILON&&z>=-Number.EPSILON&&B>=-Number.EPSILON)){l=!1;break a}l=!0}}if(l){d.push([a[e[g]],a[e[h]],a[e[k]]]);f.push([e[g],e[h],e[k]]);g=h;for(k=h+1;kNumber.EPSILON){if(0q||q>p)return[];k=m*l-k*n;if(0>k||k>p)return[]}else{if(0c?[]:k===c?f?[]:[g]:a<=c?[g,h]:[g,m]}function f(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0e&&(e=d);var g=a+1;g>d&&(g=0);d=f(h[a],h[e],h[g],k[b]);if(!d)return!1;d=k.length-1;e=b-1;0>e&&(e=d);g=b+1;g>d&&(g=0);return(d=f(k[b],k[e],k[g],h[a]))?!0:!1}function d(a,b){var c,f;for(c=0;cN){console.log("Infinite Loop! Holes left:"+m.length+", Probably Hole outside Shape!");break}for(n=z;nk;k++)l=m[k].x+":"+m[k].y,l=n[l],void 0!==l&&(m[k]=l);return p.concat()},isClockWise:function(a){return 0>ra.area(a)},b2:function(){return function(a,b,c,d){var e=1-a;return e*e*b+2*(1-a)*a*c+a*a*d}}(),b3:function(){return function(a,b,c,d,e){var f=1-a,g=1-a;return f*f*f*b+3*g*g*a*c+3*(1-a)*a*a*d+a*a*a*e}}()};za.prototype=Object.create(Q.prototype);za.prototype.constructor= za;za.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;dNumber.EPSILON){var k=Math.sqrt(h),m=Math.sqrt(d*d+g*g),h=b.x-f/k;b=b.y+e/k;g=((c.x-g/m-h)*g-(c.y+d/m-b)*d)/(e*g-f*d);d=h+e*g-a.x;e=b+f*g-a.y;f= d*d+e*e;if(2>=f)return new B(d,e);f=Math.sqrt(f/2)}else a=!1,e>Number.EPSILON?d>Number.EPSILON&&(a=!0):e<-Number.EPSILON?d<-Number.EPSILON&&(a=!0):Math.sign(f)===Math.sign(g)&&(a=!0),a?(d=-f,f=Math.sqrt(h)):(d=e,e=f,f=Math.sqrt(h/2));return new B(d/f,e/f)}function e(a,b){var c,d;for(L=a.length;0<=--L;){c=L;d=L-1;0>d&&(d=a.length-1);var e,f=r+2*l;for(e=0;eMath.abs(b.y-c.y)?[new B(b.x,1-b.z),new B(c.x,1-c.z),new B(d.x,1-d.z),new B(e.x,1-e.z)]:[new B(b.y,1-b.z),new B(c.y,1-c.z),new B(d.y,1-d.z),new B(e.y, 1-e.z)]}};Dc.prototype=Object.create(za.prototype);Dc.prototype.constructor=Dc;mb.prototype=Object.create(G.prototype);mb.prototype.constructor=mb;Rb.prototype=Object.create(Q.prototype);Rb.prototype.constructor=Rb;Sb.prototype=Object.create(G.prototype);Sb.prototype.constructor=Sb;Ec.prototype=Object.create(Q.prototype);Ec.prototype.constructor=Ec;Fc.prototype=Object.create(Q.prototype);Fc.prototype.constructor=Fc;Tb.prototype=Object.create(G.prototype);Tb.prototype.constructor=Tb;Gc.prototype=Object.create(Q.prototype); Gc.prototype.constructor=Gc;cb.prototype=Object.create(Q.prototype);cb.prototype.constructor=cb;cb.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;c=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),d=this.getValueSize(),this.times=ma.arraySlice(c,e,f),this.values=ma.arraySlice(this.values,e*d,f*d);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("invalid value size in track",this),a=!1);var c=this.times,b=this.values,d=c.length;0===d&&(console.error("track is empty", this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("time is not a valid number",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("out of order keys",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&ma.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("value is not a valid number",this,f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values,c=this.getValueSize(),d=2302===this.getInterpolation(),e=1, f=a.length-1,g=1;gk.opacity&&(k.transparent=!0);c.setTextures(h);return c.parse(k)}}()};wb.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;cg;g++)p=v[k++],u=D[2*p],p=D[2*p+1],u=new B(u,p),2!==g&&c.faceVertexUvs[d][h].push(u),0!==g&&c.faceVertexUvs[d][h+1].push(u);n&&(n=3*v[k++],r.normal.set(z[n++],z[n++],z[n]),t.normal.copy(r.normal));if(x)for(d=0;4>d;d++)n=3*v[k++],x=new q(z[n++],z[n++],z[n]),2!==d&&r.vertexNormals.push(x),0!==d&&t.vertexNormals.push(x);w&&(w=v[k++],w=y[w],r.color.setHex(w),t.color.setHex(w));if(b)for(d= 0;4>d;d++)w=v[k++],w=y[w],2!==d&&r.vertexColors.push(new O(w)),0!==d&&t.vertexColors.push(new O(w));c.faces.push(r);c.faces.push(t)}else{r=new ea;r.a=v[k++];r.b=v[k++];r.c=v[k++];h&&(h=v[k++],r.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)p=v[k++],u=D[2*p],p=D[2*p+1],u=new B(u,p),c.faceVertexUvs[d][h].push(u);n&&(n=3*v[k++],r.normal.set(z[n++],z[n++],z[n]));if(x)for(d=0;3>d;d++)n=3*v[k++],x=new q(z[n++],z[n++],z[n]),r.vertexNormals.push(x); w&&(w=v[k++],r.color.setHex(y[w]));if(b)for(d=0;3>d;d++)w=v[k++],r.vertexColors.push(new O(y[w]));c.faces.push(r)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dk)g=d+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(T.clamp(d[k-1].dot(d[k]),-1,1)),e[k].applyMatrix4(h.makeRotationAxis(g,c))),f[k].crossVectors(d[k],e[k]);if(!0===b)for(c=Math.acos(T.clamp(e[0].dot(e[a]),-1,1)),c/=a,0=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null}, getLength:function(){var a=this.getCurveLengths();return a[a.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 a=[],b=0,c=0,d=this.curves.length;cc;)c+=b;for(;c>b;)c-=b;cb.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=Xc.interpolate;return new B(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a))};yb.prototype=Object.create(ia.prototype); yb.prototype.constructor=yb;yb.prototype.getPoint=function(a){var b=ra.b3;return new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y))};yb.prototype.getTangent=function(a){var b=Xc.tangentCubicBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y))).normalize()};zb.prototype=Object.create(ia.prototype);zb.prototype.constructor=zb;zb.prototype.getPoint=function(a){var b=ra.b2;return new B(b(a,this.v0.x, this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))};zb.prototype.getTangent=function(a){var b=Xc.tangentQuadraticBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))).normalize()};var de=Object.assign(Object.create(Oc.prototype),{fromPoints:function(a){this.moveTo(a[0].x,a[0].y);for(var b=1,c=a.length;bNumber.EPSILON){if(0>l&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y=== g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=ra.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);var g,h,k,l=[];if(1===f.length)return h=f[0],k=new Ab,k.curves=h.curves,l.push(k),l;var q=!e(f[0].getPoints()),q=a?!q:q;k=[];var n=[],p=[],r=0,x;n[r]=void 0;p[r]=[];for(var t=0,D=f.length;td&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}},saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d= b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d,e){ba.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}};fa.prototype={constructor:fa,getValue:function(a,b){this.bind();this.getValue(a,b)},setValue:function(a,b){this.bind();this.setValue(a,b)},bind:function(){var a= this.node,b=this.parsedPath,c=b.objectName,d=b.propertyName,e=b.propertyIndex;a||(this.node=a=fa.findNode(this.rootNode,b.nodeName)||this.rootNode);this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(a){if(c){var f=b.objectIndex;switch(c){case "materials":if(!a.material){console.error(" can not bind to material as node does not have a material",this);return}if(!a.material.materials){console.error(" can not bind to material.materials as node.material does not have a materials array", this);return}a=a.material.materials;break;case "bones":if(!a.skeleton){console.error(" can not bind to bones as node does not have a skeleton",this);return}a=a.skeleton.bones;for(c=0;c=c){var n=c++,p=b[n];d[p.uuid]=q;b[q]=p;d[l]=n;b[n]=k;k=0;for(l=f;k!==l;++k){var p=e[k],r=p[q];p[q]=p[n];p[n]=r}}}this.nCachedObjects_=c},uncache:function(a){for(var b=this._objects,c=b.length,d=this.nCachedObjects_,e=this._indicesByUUID,f=this._bindings,g=f.length,h=0,k=arguments.length;h!==k;++h){var l=arguments[h].uuid,q=e[l];if(void 0!== q)if(delete e[l],qb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&& (this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){var b=this.timeScale,c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0],b=b*d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200===d)a:{if(-1===e&&(this.loopCount= 0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c),b=b-c*f,e=e+Math.abs(f),g=this.repetitions-e;0>g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time, f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}};Object.assign(Ud.prototype,sa.prototype,{clipAction:function(a,b){var c=b||this._root,d=c.uuid,e="string"===typeof a?Ha.findByName(c,a):a,c=null!==e?e.uuid:a,f=this._actionsByClip[c],g=null;if(void 0!==f){g=f.actionByRoot[d];if(void 0!==g)return g;g=f.knownActions[0];null===e&&(e=g._clip)}if(null===e)return null;e=new Td(this, e,b);this._bindAction(e,g);this._addInactiveAction(e,c,d);return e},existingAction:function(a,b){var c=b||this._root,d=c.uuid,c="string"===typeof a?Ha.findByName(c,a):a,c=this._actionsByClip[c?c.uuid:a];return void 0!==c?c.actionByRoot[d]||null:null},stopAllAction:function(){for(var a=this._actions,b=this._nActiveActions,c=this._bindings,d=this._nActiveBindings,e=this._nActiveBindings=this._nActiveActions=0;e!==b;++e)a[e].reset();for(e=0;e!==d;++e)c[e].useCount=0;return this},update:function(a){a*= this.timeScale;for(var b=this._actions,c=this._nActiveActions,d=this.time+=a,e=Math.sign(a),f=this._accuIndex^=1,g=0;g!==c;++g){var h=b[g];h.enabled&&h._update(d,a,e,f)}a=this._bindings;b=this._nActiveBindings;for(g=0;g!==b;++g)a[g].apply(f);return this},getRoot:function(){return this._root},uncacheClip:function(a){var b=this._actions;a=a.uuid;var c=this._actionsByClip,d=c[a];if(void 0!==d){for(var d=d.knownActions,e=0,f=d.length;e!==f;++e){var g=d[e];this._deactivateAction(g);var h=g._cacheIndex, k=b[b.length-1];g._cacheIndex=null;g._byClipCacheIndex=null;k._cacheIndex=h;b[h]=k;b.pop();this._removeInactiveBindingsForAction(g)}delete c[a]}},uncacheRoot:function(a){a=a.uuid;var b=this._actionsByClip,c;for(c in b){var d=b[c].actionByRoot[a];void 0!==d&&(this._deactivateAction(d),this._removeInactiveAction(d))}c=this._bindingsByRootAndName[a];if(void 0!==c)for(var e in c)a=c[e],a.restoreOriginalState(),this._removeInactiveBinding(a)},uncacheAction:function(a,b){var c=this.existingAction(a,b); null!==c&&(this._deactivateAction(c),this._removeInactiveAction(c))}});Object.assign(Ud.prototype,{_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings,g=a._interpolants,h=c.uuid,k=this._bindingsByRootAndName,l=k[h];void 0===l&&(l={},k[h]=l);for(k=0;k!==e;++k){var q=d[k],n=q.name,p=l[n];if(void 0===p){p=f[k];if(void 0!==p){null===p._cacheIndex&&(++p.referenceCount,this._addInactiveBinding(p,h,n));continue}p=new wd(fa.create(c,n,b&&b._propertyBindings[k].binding.parsedPath), q.ValueTypeName,q.getValueSize());++p.referenceCount;this._addInactiveBinding(p,h,n)}f[k]=p;g[k].resultBuffer=p.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}}, _deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length}, get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&ah.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c};na.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};na.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};na.prototype.setAnimationFPS=function(a,b){var c= this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};na.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};na.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};na.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};na.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};na.prototype.getAnimationDuration= function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};na.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};na.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};na.prototype.update=function(a){for(var b=0,c=this.animationsList.length;b d.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.start+T.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight;f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);d.currentFrame!== d.lastFrame?(this.morphTargetInfluences[d.currentFrame]=e*g,this.morphTargetInfluences[d.lastFrame]=(1-e)*g):this.morphTargetInfluences[d.currentFrame]=g}}};Qc.prototype=Object.create(z.prototype);Qc.prototype.constructor=Qc;Qc.prototype.isImmediateRenderObject=!0;Rc.prototype=Object.create(la.prototype);Rc.prototype.constructor=Rc;Rc.prototype.update=function(){var a=new q,b=new q,c=new Ia;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld); var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g&&g.isGeometry)for(var h=g.vertices,k=g.faces,l=g=0,q=k.length;lc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Cb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix(); this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Cb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};xd.prototype=Object.create(la.prototype);xd.prototype.constructor=xd;var $d=function(){function a(){}var b=new q,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom=function(a,b,c,d,e,l,n){this.init(b,c,((b-a)/e-(c-a)/ (e+l)+(c-b)/l)*l,((c-b)/l-(d-b)/(l+n)+(d-c)/n)*l)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc=function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3*b*a};return ia.create(function(a){this.points=a||[];this.closed=!1},function(a){var g=this.points,h,k;k=g.length;2>k&&console.log("duh, you need at least 2 points");a*=k-(this.closed?0:1);h=Math.floor(a);a-=h;this.closed?h+=0h&&(h=1);1E-4>k&&(k=h);1E-4>p&&(p=h);c.initNonuniformCatmullRom(l.x,w.x,n.x,g.x,k, h,p);d.initNonuniformCatmullRom(l.y,w.y,n.y,g.y,k,h,p);e.initNonuniformCatmullRom(l.z,w.z,n.z,g.z,k,h,p)}else"catmullrom"===this.type&&(k=void 0!==this.tension?this.tension:.5,c.initCatmullRom(l.x,w.x,n.x,g.x,k),d.initCatmullRom(l.y,w.y,n.y,g.y,k),e.initCatmullRom(l.z,w.z,n.z,g.z,k));return new q(c.calc(a),d.calc(a),e.calc(a))})}();Ee.prototype=Object.create($d.prototype);var Ef=ia.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3");this.points= void 0===a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=Xc.interpolate;return new q(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a),c(d.z,e.z,f.z,b.z,a))}),Ff=ia.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=ra.b3;return new q(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y),b(a,this.v0.z,this.v1.z,this.v2.z, this.v3.z))}),Gf=ia.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=ra.b2;return new q(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y),b(a,this.v0.z,this.v1.z,this.v2.z))}),Hf=ia.create(function(a,b){this.v1=a;this.v2=b},function(a){if(1===a)return this.v2.clone();var b=new q;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});yd.prototype=Object.create(Va.prototype);yd.prototype.constructor=yd;Object.assign(ic.prototype,{center:function(a){console.warn("THREE.Box2: .center() has been renamed to .getCenter()."); return this.getCenter(a)},empty:function(){console.warn("THREE.Box2: .empty() has been renamed to .isEmpty().");return this.isEmpty()},isIntersectionBox:function(a){console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},size:function(a){console.warn("THREE.Box2: .size() has been renamed to .getSize().");return this.getSize(a)}});Object.assign(Ba.prototype,{center:function(a){console.warn("THREE.Box3: .center() has been renamed to .getCenter()."); return this.getCenter(a)},empty:function(){console.warn("THREE.Box3: .empty() has been renamed to .isEmpty().");return this.isEmpty()},isIntersectionBox:function(a){console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},isIntersectionSphere:function(a){console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().");return this.intersectsSphere(a)},size:function(a){console.warn("THREE.Box3: .size() has been renamed to .getSize()."); return this.getSize(a)}});Object.assign(gb.prototype,{center:function(a){console.warn("THREE.Line3: .center() has been renamed to .getCenter().");return this.getCenter(a)}});Object.assign(Ia.prototype,{multiplyVector3:function(a){console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.");return a.applyMatrix3(this)},multiplyVector3Array:function(a){console.warn("THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead."); return this.applyToVector3Array(a)}});Object.assign(J.prototype,{extractPosition:function(a){console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().");return this.copyPosition(a)},setRotationFromQuaternion:function(a){console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().");return this.makeRotationFromQuaternion(a)},multiplyVector3:function(a){console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead."); return a.applyProjection(this)},multiplyVector4:function(a){console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},multiplyVector3Array:function(a){console.warn("THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.");return this.applyToVector3Array(a)},rotateAxis:function(a){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."); a.transformDirection(this)},crossVector:function(a){console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},translate:function(a){console.error("THREE.Matrix4: .translate() has been removed.")},rotateX:function(a){console.error("THREE.Matrix4: .rotateX() has been removed.")},rotateY:function(a){console.error("THREE.Matrix4: .rotateY() has been removed.")},rotateZ:function(a){console.error("THREE.Matrix4: .rotateZ() has been removed.")}, rotateByAxis:function(a,b){console.error("THREE.Matrix4: .rotateByAxis() has been removed.")}});Object.assign(va.prototype,{isIntersectionLine:function(a){console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().");return this.intersectsLine(a)}});Object.assign(ba.prototype,{multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");return a.applyQuaternion(this)}});Object.assign(ab.prototype, {isIntersectionBox:function(a){console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},isIntersectionPlane:function(a){console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().");return this.intersectsPlane(a)},isIntersectionSphere:function(a){console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().");return this.intersectsSphere(a)}});Object.assign(Ab.prototype,{extrude:function(a){console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead."); return new za(this,a)},makeGeometry:function(a){console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.");return new cb(this,a)}});Object.assign(q.prototype,{setEulerFromRotationMatrix:function(){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")}, getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(b, a)}});Object.assign(z.prototype,{getChildByName:function(a){console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().");return this.getObjectByName(a)},renderDepth:function(a){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")},translate:function(a,b){console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.");return this.translateOnAxis(b,a)}});Object.defineProperties(z.prototype, {eulerOrder:{get:function(){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order.");return this.rotation.order},set:function(a){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order.");this.rotation.order=a}},useQuaternion:{get:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},set:function(a){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")}}}); Object.defineProperties(nc.prototype,{objects:{get:function(){console.warn("THREE.LOD: .objects has been renamed to .levels.");return this.levels}}});Ea.prototype.setLens=function(a,b){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup.");void 0!==b&&(this.filmGauge=b);this.setFocalLength(a)};Object.defineProperties(pa.prototype,{onlyShadow:{set:function(a){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(a){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov."); this.shadow.camera.fov=a}},shadowCameraLeft:{set:function(a){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left.");this.shadow.camera.left=a}},shadowCameraRight:{set:function(a){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right.");this.shadow.camera.right=a}},shadowCameraTop:{set:function(a){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top.");this.shadow.camera.top=a}},shadowCameraBottom:{set:function(a){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom."); this.shadow.camera.bottom=a}},shadowCameraNear:{set:function(a){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near.");this.shadow.camera.near=a}},shadowCameraFar:{set:function(a){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far.");this.shadow.camera.far=a}},shadowCameraVisible:{set:function(a){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(a){console.warn("THREE.Light: .shadowBias is now .shadow.bias."); this.shadow.bias=a}},shadowDarkness:{set:function(a){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(a){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.");this.shadow.mapSize.width=a}},shadowMapHeight:{set:function(a){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.");this.shadow.mapSize.height=a}}});Object.defineProperties(C.prototype,{length:{get:function(){console.warn("THREE.BufferAttribute: .length has been deprecated. Please use .count."); return this.array.length}}});Object.assign(G.prototype,{addIndex:function(a){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().");this.setIndex(a)},addDrawCall:function(a,b,c){void 0!==c&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.");console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup().");this.addGroup(a,b)},clearDrawCalls:function(){console.warn("THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups()."); this.clearGroups()},computeTangents:function(){console.warn("THREE.BufferGeometry: .computeTangents() has been removed.")},computeOffsets:function(){console.warn("THREE.BufferGeometry: .computeOffsets() has been removed.")}});Object.defineProperties(G.prototype,{drawcalls:{get:function(){console.error("THREE.BufferGeometry: .drawcalls has been renamed to .groups.");return this.groups}},offsets:{get:function(){console.warn("THREE.BufferGeometry: .offsets has been renamed to .groups.");return this.groups}}}); Object.defineProperties(U.prototype,{wrapAround:{get:function(){console.warn("THREE."+this.type+": .wrapAround has been removed.")},set:function(a){console.warn("THREE."+this.type+": .wrapAround has been removed.")}},wrapRGB:{get:function(){console.warn("THREE."+this.type+": .wrapRGB has been removed.");return new O}}});Object.defineProperties(db.prototype,{metal:{get:function(){console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.");return!1},set:function(a){console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead")}}}); Object.defineProperties(Fa.prototype,{derivatives:{get:function(){console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.");return this.extensions.derivatives},set:function(a){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.");this.extensions.derivatives=a}}});sa.prototype=Object.assign(Object.create({constructor:sa,apply:function(a){console.warn("THREE.EventDispatcher: .apply is deprecated, just inherit or Object.assign the prototype to mix-in."); Object.assign(a,this)}}),sa.prototype);Object.defineProperties(Ae.prototype,{dynamic:{set:function(a){console.warn("THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.")}},onUpdate:{value:function(){console.warn("THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.");return this}}});Object.assign(Dd.prototype,{supportsFloatTextures:function(){console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."); return this.extensions.get("OES_texture_float")},supportsHalfFloatTextures:function(){console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' ).");return this.extensions.get("OES_texture_half_float")},supportsStandardDerivatives:function(){console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' ).");return this.extensions.get("OES_standard_derivatives")},supportsCompressedTextureS3TC:function(){console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."); return this.extensions.get("WEBGL_compressed_texture_s3tc")},supportsCompressedTexturePVRTC:function(){console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' ).");return this.extensions.get("WEBGL_compressed_texture_pvrtc")},supportsBlendMinMax:function(){console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' ).");return this.extensions.get("EXT_blend_minmax")},supportsVertexTextures:function(){return this.capabilities.vertexTextures}, supportsInstancedArrays:function(){console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' ).");return this.extensions.get("ANGLE_instanced_arrays")},enableScissorTest:function(a){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().");this.setScissorTest(a)},initMaterial:function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")},addPrePlugin:function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")}, addPostPlugin:function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")},updateShadowMap:function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")}});Object.defineProperties(Dd.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.");this.shadowMap.enabled=a}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type."); this.shadowMap.type=a}},shadowMapCullFace:{get:function(){return this.shadowMap.cullFace},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.");this.shadowMap.cullFace=a}}});Object.defineProperties(pe.prototype,{cullFace:{get:function(){return this.renderReverseSided?2:1},set:function(a){a=1!==a;console.warn("WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to "+a+".");this.renderReverseSided=a}}});Object.defineProperties(Db.prototype, {wrapS:{get:function(){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");return this.texture.wrapS},set:function(a){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");this.texture.wrapS=a}},wrapT:{get:function(){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");return this.texture.wrapT},set:function(a){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");this.texture.wrapT=a}},magFilter:{get:function(){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."); return this.texture.magFilter},set:function(a){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.");this.texture.magFilter=a}},minFilter:{get:function(){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");return this.texture.minFilter},set:function(a){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");this.texture.minFilter=a}},anisotropy:{get:function(){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."); return this.texture.anisotropy},set:function(a){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.");this.texture.anisotropy=a}},offset:{get:function(){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");return this.texture.offset},set:function(a){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");this.texture.offset=a}},repeat:{get:function(){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");return this.texture.repeat}, set:function(a){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");this.texture.repeat=a}},format:{get:function(){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");return this.texture.format},set:function(a){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");this.texture.format=a}},type:{get:function(){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type.");return this.texture.type},set:function(a){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."); this.texture.type=a}},generateMipmaps:{get:function(){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");return this.texture.generateMipmaps},set:function(a){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");this.texture.generateMipmaps=a}}});Object.assign($b.prototype,{load:function(a){console.warn("THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.");var b=this;(new Od).load(a,function(a){b.setBuffer(a)}); return this}});Object.assign(Rd.prototype,{getData:function(a){console.warn("THREE.AudioAnalyser: .getData() is now .getFrequencyData().");return this.getFrequencyData()}});l.WebGLRenderTargetCube=Eb;l.WebGLRenderTarget=Db;l.WebGLRenderer=Dd;l.ShaderLib=Gb;l.UniformsLib=W;l.UniformsUtils=La;l.ShaderChunk=X;l.FogExp2=Ib;l.Fog=Jb;l.Scene=jb;l.LensFlare=Ed;l.Sprite=mc;l.LOD=nc;l.SkinnedMesh=dd;l.Skeleton=bd;l.Bone=cd;l.Mesh=ya;l.LineSegments=la;l.Line=Ta;l.Points=Kb;l.Group=oc;l.VideoTexture=ed;l.DataTexture= lb;l.CompressedTexture=Lb;l.CubeTexture=Xa;l.CanvasTexture=fd;l.DepthTexture=pc;l.TextureIdCount=function(){return ee++};l.Texture=da;l.MaterialIdCount=function(){return oe++};l.CompressedTextureLoader=we;l.BinaryTextureLoader=Gd;l.DataTextureLoader=Gd;l.CubeTextureLoader=Hd;l.TextureLoader=gd;l.ObjectLoader=xe;l.MaterialLoader=ud;l.BufferGeometryLoader=Id;l.DefaultLoadingManager=Ga;l.LoadingManager=Fd;l.JSONLoader=Jd;l.ImageLoader=Lc;l.FontLoader=ye;l.XHRLoader=Ja;l.Loader=wb;l.Cache=ce;l.AudioLoader= Od;l.SpotLightShadow=id;l.SpotLight=jd;l.PointLight=kd;l.HemisphereLight=hd;l.DirectionalLightShadow=ld;l.DirectionalLight=md;l.AmbientLight=nd;l.LightShadow=tb;l.Light=pa;l.StereoCamera=ze;l.PerspectiveCamera=Ea;l.OrthographicCamera=Hb;l.CubeCamera=vd;l.Camera=Z;l.AudioListener=Pd;l.PositionalAudio=Qd;l.getAudioContext=Md;l.AudioAnalyser=Rd;l.Audio=$b;l.VectorKeyframeTrack=Yb;l.StringKeyframeTrack=rd;l.QuaternionKeyframeTrack=Nc;l.NumberKeyframeTrack=Zb;l.ColorKeyframeTrack=td;l.BooleanKeyframeTrack= sd;l.PropertyMixer=wd;l.PropertyBinding=fa;l.KeyframeTrack=vb;l.AnimationUtils=ma;l.AnimationObjectGroup=Sd;l.AnimationMixer=Ud;l.AnimationClip=Ha;l.Uniform=Ae;l.InstancedBufferGeometry=Bb;l.BufferGeometry=G;l.GeometryIdCount=function(){return ad++};l.Geometry=Q;l.InterleavedBufferAttribute=Vd;l.InstancedInterleavedBuffer=bc;l.InterleavedBuffer=ac;l.InstancedBufferAttribute=cc;l.DynamicBufferAttribute=function(a,b){console.warn("THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead."); return(new C(a,b)).setDynamic(!0)};l.Float64Attribute=function(a,b){return new C(new Float64Array(a),b)};l.Float32Attribute=ha;l.Uint32Attribute=$c;l.Int32Attribute=function(a,b){return new C(new Int32Array(a),b)};l.Uint16Attribute=Zc;l.Int16Attribute=function(a,b){return new C(new Int16Array(a),b)};l.Uint8ClampedAttribute=function(a,b){return new C(new Uint8ClampedArray(a),b)};l.Uint8Attribute=function(a,b){return new C(new Uint8Array(a),b)};l.Int8Attribute=function(a,b){return new C(new Int8Array(a), b)};l.BufferAttribute=C;l.Face3=ea;l.Object3DIdCount=function(){return qe++};l.Object3D=z;l.Raycaster=Wd;l.Layers=Yc;l.EventDispatcher=sa;l.Clock=Yd;l.QuaternionLinearInterpolant=qd;l.LinearInterpolant=Mc;l.DiscreteInterpolant=pd;l.CubicInterpolant=od;l.Interpolant=qa;l.Triangle=wa;l.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,l,w,n,p;this.initFromArray=function(a){this.points=[]; for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+2;l=this.points[c[0]];w=this.points[c[1]];n=this.points[c[2]];p=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,w.x,n.x,p.x,g,h,k);d.y=b(l.y,w.y,n.y,p.y,g,h,k);d.z=b(l.z,w.z,n.z,p.z,g,h,k);return d};this.getControlPointsArray=function(){var a, b,c=this.points.length,d=[];for(a=0;a