Browse Source

Removing old PhysicsPlatformer, renaming the new one

Josh Engebretson 10 years ago
parent
commit
f4fb26bd07
100 changed files with 5322 additions and 5784 deletions
  1. 0 0
      PhysicsPlatformer/.gitignore
  2. 0 9
      PhysicsPlatformer/PhysicsPlatformer.atomic
  3. 0 0
      PhysicsPlatformer/PhysicsPlatformerNew.atomic
  4. 0 0
      PhysicsPlatformer/Resources.asset
  5. 0 0
      PhysicsPlatformer/Resources/Components.asset
  6. 12 18
      PhysicsPlatformer/Resources/Components/Background.js
  7. 0 0
      PhysicsPlatformer/Resources/Components/Background.js.asset
  8. 30 45
      PhysicsPlatformer/Resources/Components/Bat.js
  9. 0 0
      PhysicsPlatformer/Resources/Components/Bat.js.asset
  10. 60 70
      PhysicsPlatformer/Resources/Components/Coin.js
  11. 0 0
      PhysicsPlatformer/Resources/Components/Coin.js.asset
  12. 52 64
      PhysicsPlatformer/Resources/Components/Level.js
  13. 0 0
      PhysicsPlatformer/Resources/Components/Level.js.asset
  14. 0 45
      PhysicsPlatformer/Resources/Components/LightFlicker.js
  15. 0 36
      PhysicsPlatformer/Resources/Components/Lighting.js
  16. 16 41
      PhysicsPlatformer/Resources/Components/MovingPlatform.js
  17. 0 0
      PhysicsPlatformer/Resources/Components/MovingPlatform.js.asset
  18. 0 0
      PhysicsPlatformer/Resources/Components/PhysicsTest.js
  19. 0 0
      PhysicsPlatformer/Resources/Components/PhysicsTest.js.asset
  20. 0 29
      PhysicsPlatformer/Resources/Components/Platformer.js
  21. 125 171
      PhysicsPlatformer/Resources/Components/Player.js
  22. 0 0
      PhysicsPlatformer/Resources/Components/Player.js.asset
  23. 0 0
      PhysicsPlatformer/Resources/Components/Star.js
  24. 0 0
      PhysicsPlatformer/Resources/Components/Star.js.asset
  25. 0 19
      PhysicsPlatformer/Resources/Components/TouchInput.js
  26. 0 85
      PhysicsPlatformer/Resources/Components/UI.js
  27. 11 13
      PhysicsPlatformer/Resources/Components/Vine.js
  28. 0 0
      PhysicsPlatformer/Resources/Components/Vine.js.asset
  29. 0 28
      PhysicsPlatformer/Resources/Data/ScreenJoystick.xml
  30. 0 0
      PhysicsPlatformer/Resources/Levels.asset
  31. 0 0
      PhysicsPlatformer/Resources/Levels/Background.png.asset
  32. 0 0
      PhysicsPlatformer/Resources/Levels/ForestObjects.png.asset
  33. 0 0
      PhysicsPlatformer/Resources/Levels/ForestTilesExtruded.png.asset
  34. 0 0
      PhysicsPlatformer/Resources/Levels/ForestTrees.png.asset
  35. 0 0
      PhysicsPlatformer/Resources/Levels/Level1.tmx.asset
  36. 0 0
      PhysicsPlatformer/Resources/Modules.asset
  37. 0 0
      PhysicsPlatformer/Resources/Modules/LevelParser.js
  38. 0 0
      PhysicsPlatformer/Resources/Modules/LevelParser.js.asset
  39. 5015 4287
      PhysicsPlatformer/Resources/Modules/gl-matrix.js
  40. 0 0
      PhysicsPlatformer/Resources/Modules/gl-matrix.js.asset
  41. 0 0
      PhysicsPlatformer/Resources/Prefabs.asset
  42. 0 0
      PhysicsPlatformer/Resources/Prefabs/Bat.prefab
  43. 0 0
      PhysicsPlatformer/Resources/Prefabs/Bat.prefab.asset
  44. 0 0
      PhysicsPlatformer/Resources/Prefabs/Coin.prefab
  45. 0 0
      PhysicsPlatformer/Resources/Prefabs/Coin.prefab.asset
  46. 0 0
      PhysicsPlatformer/Resources/Prefabs/Hero.prefab
  47. 0 0
      PhysicsPlatformer/Resources/Prefabs/Hero.prefab.asset
  48. 0 0
      PhysicsPlatformer/Resources/Prefabs/MovingPlatform.prefab
  49. 0 0
      PhysicsPlatformer/Resources/Prefabs/MovingPlatform.prefab.asset
  50. 0 0
      PhysicsPlatformer/Resources/Scenes.asset
  51. 0 0
      PhysicsPlatformer/Resources/Scenes/Scene.scene
  52. 0 0
      PhysicsPlatformer/Resources/Scenes/Scene.scene.asset
  53. 0 0
      PhysicsPlatformer/Resources/Scripts.asset
  54. 0 167
      PhysicsPlatformer/Resources/Scripts/LevelParser.js
  55. 1 43
      PhysicsPlatformer/Resources/Scripts/main.js
  56. 0 0
      PhysicsPlatformer/Resources/Scripts/main.js.asset
  57. 0 0
      PhysicsPlatformer/Resources/Sounds.asset
  58. 0 0
      PhysicsPlatformer/Resources/Sounds/Coin_Bounce.ogg.asset
  59. 0 0
      PhysicsPlatformer/Resources/Sounds/CrateHit.ogg.asset
  60. 0 0
      PhysicsPlatformer/Resources/Sounds/Jump13.ogg.asset
  61. 0 0
      PhysicsPlatformer/Resources/Sounds/JumpingBat.ogg.asset
  62. 0 0
      PhysicsPlatformer/Resources/Sounds/Pickup_Coin8.ogg.asset
  63. 0 0
      PhysicsPlatformer/Resources/Sprites.asset
  64. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat.asset
  65. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/Bat.scml.asset
  66. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-1.png
  67. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-2.png
  68. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-3.png
  69. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-4.png
  70. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-5.png
  71. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-6.png
  72. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-7.png
  73. 0 0
      PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-8.png
  74. 0 0
      PhysicsPlatformer/Resources/Sprites/Coin.asset
  75. 0 0
      PhysicsPlatformer/Resources/Sprites/Coin/GoldIcon.scml
  76. 0 0
      PhysicsPlatformer/Resources/Sprites/Coin/GoldIcon.scml.asset
  77. 0 0
      PhysicsPlatformer/Resources/Sprites/Coin/GoldIcon.xml
  78. 0 0
      PhysicsPlatformer/Resources/Sprites/Coin/SU_Coin_4x4.png
  79. 0 0
      PhysicsPlatformer/Resources/Sprites/Coin/SU_Coin_4x4.png.asset
  80. 0 0
      PhysicsPlatformer/Resources/Sprites/Hero.asset
  81. 0 0
      PhysicsPlatformer/Resources/Sprites/Hero/Hero.png.asset
  82. 0 0
      PhysicsPlatformer/Resources/Sprites/Hero/Hero.scml.asset
  83. 0 0
      PhysicsPlatformer/Resources/Sprites/platform.png.asset
  84. 0 0
      PhysicsPlatformer/Resources/Sprites/star.png
  85. 0 0
      PhysicsPlatformer/Resources/Sprites/star.png.asset
  86. 0 0
      PhysicsPlatformer/Resources/Sprites/vine.png.asset
  87. 0 20
      PhysicsPlatformerNew/Resources/Components/Background.js
  88. 0 49
      PhysicsPlatformerNew/Resources/Components/Bat.js
  89. 0 90
      PhysicsPlatformerNew/Resources/Components/Coin.js
  90. 0 71
      PhysicsPlatformerNew/Resources/Components/Level.js
  91. 0 62
      PhysicsPlatformerNew/Resources/Components/MovingPlatform.js
  92. 0 184
      PhysicsPlatformerNew/Resources/Components/Player.js
  93. 0 67
      PhysicsPlatformerNew/Resources/Components/Vine.js
  94. BIN
      PhysicsPlatformerNew/Resources/Levels/Background.png
  95. BIN
      PhysicsPlatformerNew/Resources/Levels/ForestObjects.png
  96. 0 9
      PhysicsPlatformerNew/Resources/Levels/ForestObjects.tsx
  97. 0 16
      PhysicsPlatformerNew/Resources/Levels/ForestObjects.xml
  98. BIN
      PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png
  99. 0 46
      PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.tsx
  100. BIN
      PhysicsPlatformerNew/Resources/Levels/ForestTrees.png

+ 0 - 0
PhysicsPlatformerNew/.gitignore → PhysicsPlatformer/.gitignore


+ 0 - 9
PhysicsPlatformer/PhysicsPlatformer.atomic

@@ -1,9 +0,0 @@
-{
-   "version": 1,
-   "project": {
-      "version": "1.0.0"
-   },
-   "platforms": [
-      "mac", "windows"
-   ]
-}

+ 0 - 0
PhysicsPlatformerNew/PhysicsPlatformerNew.atomic → PhysicsPlatformer/PhysicsPlatformerNew.atomic


+ 0 - 0
PhysicsPlatformerNew/Resources.asset → PhysicsPlatformer/Resources.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Components.asset → PhysicsPlatformer/Resources/Components.asset


+ 12 - 18
PhysicsPlatformer/Resources/Components/Background.js

@@ -1,26 +1,20 @@
-var game = Atomic.game;
-var node = self.node;
+"atomic component";
 
-function start() {
+var component = function(self) {
 
-    var sprite2D = node.createComponent("StaticSprite2D");
-    sprite2D.sprite = game.cache.getResource("Sprite2D", "Levels/Background.png");
-    node.scale2D = [2, 2];
-    sprite2D.layer = -100;
+    var camera = self.node.scene.getMainCamera();
+    var cameraNode = camera.node;
 
-}
+    self.postUpdate = function() {
 
+        //var pos = cameraNode.position2D;
+        //pos[1] -= 4;
+        //self.node.position2D = pos;
+        //var zoom = 4.0 - camera.zoom;
+        //self.node.scale2D = [zoom , zoom];
 
-function postUpdate() {
+    }
 
-    var pos = game.cameraNode.position2D;
-    pos[1] -= 4;
-    node.position2D = pos;
-    var zoom = 4.0 - camera.zoom;
-    node.scale2D = [zoom, zoom];
 }
 
-// fixme must have an update
-function update(timeStep) {
-
-}
+exports.component = component;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Background.js.asset → PhysicsPlatformer/Resources/Components/Background.js.asset


+ 30 - 45
PhysicsPlatformer/Resources/Components/Bat.js

@@ -1,64 +1,49 @@
+
 var glmatrix = require("gl-matrix");
 var vec2 = glmatrix.vec2;
 
-var game = Atomic.game;
-var node = self.node;
-
-var animationSet = game.cache.getResource("AnimationSet2D", "Sprites/Bat/Bat.scml");
-var sprite = node.createComponent("AnimatedSprite2D");
-sprite.setAnimation(animationSet, "Fly");
-sprite.setLayer(100);
-node.scale2D = [.5, .5];
-
-var cwaypoint = -1;
+"atomic component";
 
-var light = null;
+var component = function (self) {
 
-function start() {
+  var node = self.node;
 
-    if (!Platformer.daytime) {
+  var sprite = node.getComponent("AnimatedSprite2D")
+  sprite.setAnimation("Fly");
 
-        light = node.createComponent("PointLight2D");
-        light.color = [1, 1, 1, 1];
-        light.radius = 4;
+  var cwaypoint = -1;
 
-        Platformer.lightGroup.addLight(light);
+  var time = Math.random() * 10000;
 
-        node.createJSComponent("LightFlicker");
-    }
-}
-
-var time = Math.random() * 10000;
+  self.update = function(timestep) {
 
-function update(timestep) {
+      time += timestep * 4;
 
-    time += timestep * 4;
-    
-    if (light)
-        light.color = [.5 + Math.sin(time), .5 + Math.cos(time), .5 + Math.cos(-time), 1];
+      var waypoints = node.waypoints;
+      var pos = node.position2D;
 
-    var waypoints = Platformer.batWaypoints;
-    var pos = node.position2D;
+      if (cwaypoint == -1 || vec2.distance(pos, waypoints[cwaypoint]) < .5) {
+          cwaypoint = Math.round(Math.random() * (waypoints.length - 1));
+          return;
+      }
 
-    if (cwaypoint == -1 || vec2.distance(pos, waypoints[cwaypoint]) < .5) {
-        cwaypoint = Math.round(Math.random() * (waypoints.length - 1));
-        return;
-    }
+      var dir = vec2.create();
+      var goal = waypoints[cwaypoint];
 
-    var dir = vec2.create();
-    var goal = waypoints[cwaypoint];
+      vec2.subtract(dir, goal, pos);
+      vec2.normalize(dir, dir);
+      vec2.scale(dir, dir, timestep * 2);
 
-    vec2.subtract(dir, goal, pos);
-    vec2.normalize(dir, dir);
-    vec2.scale(dir, dir, timestep * 2);
+      if (dir[0] < 0)
+          sprite.flipX = true;
+      else
+          sprite.flipX = false;
 
-    if (dir[0] < 0)
-        sprite.flipX = true;
-    else
-        sprite.flipX = false;
+      vec2.add(pos, pos, dir);
+      node.position2D = pos;
 
-    vec2.add(pos, pos, dir);
-    node.position2D = pos;
+  }
 
+}
 
-}
+exports.component = component;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Bat.js.asset → PhysicsPlatformer/Resources/Components/Bat.js.asset


+ 60 - 70
PhysicsPlatformer/Resources/Components/Coin.js

@@ -1,100 +1,90 @@
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-var game = Atomic.game;
-var cameraNode = game.cameraNode;
-var cache = game.cache;
+"atomic component";
 
-var node = self.node;
+var inspectorFields = {
 
-// Resources
-var animationSet = cache.getResource("AnimationSet2D", "Sprites/GoldIcon.scml");
-var coinSound = cache.getResource("Sound", "Sounds/Pickup_Coin8.ogg");
-var coinBounceSound = cache.getResource("Sound", "Sounds/Coin_Bounce.ogg");
+  pickupSound: ["Sound", "Sounds/Pickup_Coin8.ogg"],
+  bounceSound: ["Sound"]
 
-var sprite = node.createComponent("AnimatedSprite2D");
-sprite.setAnimation(animationSet, "idle");
-sprite.setLayer(100);
+}
 
-var activated = false;
-var body;
-var light;
+var glmatrix = require("gl-matrix");
+var vec2 = glmatrix.vec2;
 
-function onPlayerHit() {
+var component = function(self) {
 
-    // sprite enabled is not removing the sprite
-    if (light)
-        light.enabled = false;
-    node.scale2D = [0, 0];
-    sprite.enabled = false;
-    body.enabled = false;
-    self.soundSource.gain = 1.0;
-    self.soundSource.play(coinSound);
+  var node = self.node;
+  var camera = self.node.scene.getMainCamera();
+  var cameraNode = camera.node;
 
-}
+  // Resources
 
-self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
+  var sprite = node.getComponent("AnimatedSprite2D")
+  sprite.setAnimation("idle");
 
-    if (nodeA == Platformer.level.player.node && nodeB == node) {
-        onPlayerHit();
-    } else if (nodeB == node) {
-        var vel = body.linearVelocity;
-        if (vec2.length(vel) > 3) {
-            self.soundSource.gain = .3;
-            self.soundSource.play(coinBounceSound);
-        }
-    }
+  var soundSource = node.getComponent("SoundSource");
 
-}
+  var activated = false;
+  var body;
 
+  self.start = function() {
 
-function start() {
+  }
 
-    self.soundSource = node.createComponent("SoundSource");
-    self.soundSource.soundType = Atomic.SOUND_EFFECT;
+  self.update = function(timeStep) {
 
-    if (!Platformer.daytime) {
-        light = node.createComponent("PointLight2D");
-        light.color = [1, 1, .56, .8];
-        light.radius = .85;
-        Platformer.lightGroup.addLight(light);
+    if (activated)
+      return false;
 
-    }
+    if (vec2.distance(cameraNode.position2D, node.position2D) < 3.0) {
 
+      activated = true;
 
+      body = node.createComponent("RigidBody2D");
+      body.setBodyType(Atomic.BT_DYNAMIC);
+      body.fixedRotation = true;
+      body.castShadows = false;
 
-    // would just like to listen to body collisions here
-    self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
+      self.subscribeToEvent("PhysicsBeginContact2D", function(ev) {
 
+        if (ev.nodeB == node) {
 
-}
+          if (ev.nodeA && ev.nodeA.name == "Player") {
 
-function update(timeStep) {
+            node.scale2D = [0, 0];
+            sprite.enabled = false;
+            body.enabled = false;
+            if (self.pickupSound) {
+              soundSource.gain = 1.0;
+              soundSource.play(self.pickupSound);
+            }
 
-    if (activated)
-        return false;
+          } else if (self.bounceSound) {
 
-    if (vec2.distance(cameraNode.position2D, node.position2D) < 3.0) {
+            var vel = body.linearVelocity;
+            if (vec2.length(vel) > 3) {
+              soundSource.gain = .3;
+              soundSource.play(self.bounceSound);
+            }
+          }
+        }
+      });
 
-        activated = true;
+      var circle = node.createComponent("CollisionCircle2D");
 
-        body = node.createComponent("RigidBody2D");
-        body.setBodyType(Atomic.BT_DYNAMIC);
-        body.fixedRotation = true;
-        body.castShadows = false;
+      // Set radius
+      circle.setRadius(.3);
+      // Set density
+      circle.setDensity(1.0);
+      // Set friction.
+      circle.friction = .2;
+      // Set restitution
+      circle.setRestitution(.8);
 
-        var circle = node.createComponent("CollisionCircle2D");
 
-        // Set radius
-        circle.setRadius(.3);
-        // Set density
-        circle.setDensity(1.0);
-        // Set friction.
-        circle.friction = .2;
-        // Set restitution
-        circle.setRestitution(.8);
+    }
 
+  }
 
-    }
+}
 
-}
+exports.component = component;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Coin.js.asset → PhysicsPlatformer/Resources/Components/Coin.js.asset


+ 52 - 64
PhysicsPlatformer/Resources/Components/Level.js

@@ -1,83 +1,71 @@
-var game = Atomic.game;
-var cache = game.cache;
-var scene = game.scene;
-var node = self.node;
-
-self.init = function(level) {
-        
-    node.createJSComponent("Lighting");
-    self.tmxFile = cache.getResource("TmxFile2D", "Levels/" + level);
-    self.tileMap = node.createComponent("TileMap2D");
-    self.tileMap.setTmxFile(self.tmxFile);
-    self.levelParser = new LevelParser(self.tileMap);
-    
-}
 
-function spawnPlayer() {
+"atomic component";
 
-    var position = self.levelParser.getSpawnpoint();
+var LevelParser = require("LevelParser");
 
-    self.playerNode = node.createChild("PlayerNode");
-    self.player = self.playerNode.createJSComponent("Player");
-    self.player.init(position);
-    
-    // Create the background after the player as it's position is updated
-    // after the player in post update
-    var backgroundNode = scene.createChild("Background");
-    backgroundNode.createJSComponent("Background");
-}
+var component = function (self) {
+
+  self.start = function() {
+
+    var tileMap = self.node.getComponent("TileMap2D");
+    var tmxFile = tileMap.tmxFile;
+
+    var levelParser = new LevelParser(tileMap);
+    levelParser.createPhysics(tileMap, tmxFile);
+
+    var position = levelParser.getSpawnpoint();
+    position[1] += 1.5;
+
+    var node = self.scene.createChildPrefab("Player", "Prefabs/Hero.prefab");
+    node.position2D = position;
 
-function createEntities() {
+    var platforms = levelParser.getEntities("MovingPlatform");
 
-    var platforms = self.levelParser.getEntities("MovingPlatform");
     for (var i = 0; i < platforms.length; i++) {
+
         var p = platforms[i];
-        var pnode = scene.createChild("PlatformNode");
-        var platform = pnode.createJSComponent("MovingPlatform");
-        platform.init(p.start, p.stop);
-    }
-    
-    var vines = self.levelParser.getEntities("Vine");
-    for (var i = 0; i < vines.length; i++) {
-        var vnode  = scene.createChild("Vine");
-        var vine = vnode.createJSComponent("Vine");
-        vine.init(vines[i].position);        
-    }
-    
-    var bats = self.levelParser.getEntities("Bat");
-    for (var i = 0; i < bats.length; i++) {
-        var bnode  = scene.createChild("Bat");
-        var bat = bnode.createJSComponent("Bat");
-        bnode.position2D = bats[i].position;
+        var node = self.scene.createChildPrefab("MovingPlatform", "Prefabs/MovingPlatform.prefab");
+
+        node.position2D = p.start;
+        node.startPos = p.start;
+        node.stopPos = p.stop;
     }
-    
-    var coins = self.levelParser.getEntities("Coin");
+
+    var coins = levelParser.getEntities("Coin");
     for (var i = 0; i < coins.length; i++) {
-        var cnode  = scene.createChild("Coin");
-        var coin = cnode.createJSComponent("Coin");
-        cnode.position2D = coins[i].position;
+        var node = self.scene.createChildPrefab("Coin", "Prefabs/Coin.prefab");
+        node.position2D = coins[i].position;
     }
-    
-    var batWaypoints = self.levelParser.getEntities("BatWaypoint");
+
+    var waypoints = [];
+    var batWaypoints = levelParser.getEntities("BatWaypoint");
     for (var i = 0; i < batWaypoints.length; i++) {
-        Platformer.batWaypoints.push(batWaypoints[i].position);
+        waypoints.push(batWaypoints[i].position);
+    }
+
+    var bats = levelParser.getEntities("Bat");
+
+    for (var i = 0; i < bats.length; i++) {
+        var node = self.scene.createChildPrefab("Bat", "Prefabs/Bat.prefab");
+        node.position2D = bats[i].position;
+        node.scale2D = [.5, .5];
+        node.waypoints = waypoints;
+    }
+
+    var vines = levelParser.getEntities("Vine");
+    for (var i = 0; i < vines.length; i++) {
+        var vnode  = self.scene.createChild("Vine");
+        vnode.createJSComponent("Components/Vine.js", {startPosition : vines[i].position});
     }
-    
-    
-}
 
-function start() {
 
-    // create the physics
-    self.levelParser.createPhysics(self.tileMap, self.tmxFile);
 
-    createEntities();
+  }
 
-    // spawn the player
-    spawnPlayer();
+  self.update = function(timeStep) {
 
-}
+  }
 
-function update(timeStep) {
+}
 
-}
+exports.component = component;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Level.js.asset → PhysicsPlatformer/Resources/Components/Level.js.asset


+ 0 - 45
PhysicsPlatformer/Resources/Components/LightFlicker.js

@@ -1,45 +0,0 @@
-
-// a flickering light component
-
-var node = self.node;
-self.light = node.getComponent("PointLight2D");
-var baseRange = self.light.radius;
-var targetValue = baseRange;
-
-
-flicker = "mmmaaaammmaaaabcdefgabcdefg";
-var index = Math.random() * (flicker.length - 1);
-
-// make sure first update catches
-time = 100;
-
-self.light.radius = baseRange * flicker.charCodeAt(index)/255;
-
-function start() {
-}
-
-function update(timestep) {
-
-	time += timestep;
-	if (time > .025)
-	{
-		index++;
-		time = 0.0;
-		if (index >= flicker.length)
-			index = 0;
-
-		targetValue = baseRange * (flicker.charCodeAt(index)/255);
-		
-	}
-
-	if (self.light.radius< targetValue)
-		self.light.radius += timestep * 2;
-
-	if (self.light.radius > targetValue)
-		self.light.radius -= timestep * 2;
-		
-    self.light.softShadowLength = self.light.radius;
-		
-
-}
-

+ 0 - 36
PhysicsPlatformer/Resources/Components/Lighting.js

@@ -1,36 +0,0 @@
-
-// Atomic Component
-
-var game = Atomic.game;
-var scene = game.scene;
-var node = self.node;
-
-var daytime = Platformer.daytime;
-
-function start() {
-    
-    var lightGroup = node.createComponent("Light2DGroup");    
-    lightGroup.setPhysicsWorld(Platformer.physicsWorld);
-    Platformer.lightGroup = lightGroup;
-    
-    if (daytime)
-        lightGroup.ambientColor = [1, 1, 1, 1];
-    else
-        lightGroup.ambientColor = [.8, .8, .8, .25];    
-    
-    if (daytime)
-    {
-        TheSun = scene.createComponent("DirectionalLight2D");
-        TheSun.color = [1, 1, 1, 0.15];
-        TheSun.castShadows = true;
-        TheSun.numRays = 1024;
-        TheSun.backtrace = false;        
-        lightGroup.addLight(TheSun);
-    }
-
-
-}
-
-function update(timeStep) {
-
-}

+ 16 - 41
PhysicsPlatformer/Resources/Components/MovingPlatform.js

@@ -1,50 +1,22 @@
-// A moving platform
 
-var game = Atomic.game;
 var glmatrix = require("gl-matrix");
 var vec2 = glmatrix.vec2;
-var node = self.node;
-
-var MAX_VELOCITY = 2;
-
-var movingToStop = true;
-
-var body;
-
-self.init = function(start, stop) {
 
-    self.startPos = start;
-    self.stopPos = stop;
-
-}
+"atomic component";
 
-function start() {
+var component = function (self) {
 
-    var sprite2D = node.createComponent("StaticSprite2D");
-    sprite2D.sprite = game.cache.getResource("Sprite2D", "Sprites/platform.png");
+// A moving platform
 
-    // start at the start positon
-    node.position2D = self.startPos;
+var node = self.node;
 
-    body = node.createComponent("RigidBody2D");
-    body.setBodyType(Atomic.BT_KINEMATIC);
-    body.fixedRotation = true;
+var MAX_VELOCITY = 2;
 
-    // Create box
-    var box = node.createComponent("CollisionBox2D");
-    // Set size
-    box.setSize([2.5, .55]);
-    // Set density
-    box.setDensity(1.0);
-    // Set friction
-    box.setFriction(1.0);
-    // Set restitution
-    box.setRestitution(0.1);
+var movingToStop = true;
 
+var body = self.getComponent("RigidBody2D");
 
-}
-
-function update(timeStep) {
+self.update = function(timeStep) {
 
     var pos = node.position2D;
     var dir = vec2.create();
@@ -52,9 +24,9 @@ function update(timeStep) {
 
     if (movingToStop) {
 
-        dist = vec2.distance(pos, self.stopPos);
+        dist = vec2.distance(pos, node.stopPos);
 
-        vec2.subtract(dir, self.stopPos, pos);
+        vec2.subtract(dir, node.stopPos, pos);
         vec2.normalize(dir, dir);
 
         if (dist < 0.5) {
@@ -64,8 +36,8 @@ function update(timeStep) {
 
     } else {
 
-        dist = vec2.distance(pos, self.startPos);
-        vec2.subtract(dir, self.startPos, pos);
+        dist = vec2.distance(pos, node.startPos);
+        vec2.subtract(dir, node.startPos, pos);
         vec2.normalize(dir, dir);
 
         if (dist < 0.5) {
@@ -84,4 +56,7 @@ function update(timeStep) {
 
     body.setLinearVelocity(dir);
 
-}
+}
+}
+
+exports.component = component;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/MovingPlatform.js.asset → PhysicsPlatformer/Resources/Components/MovingPlatform.js.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Components/PhysicsTest.js → PhysicsPlatformer/Resources/Components/PhysicsTest.js


+ 0 - 0
PhysicsPlatformerNew/Resources/Components/PhysicsTest.js.asset → PhysicsPlatformer/Resources/Components/PhysicsTest.js.asset


+ 0 - 29
PhysicsPlatformer/Resources/Components/Platformer.js

@@ -1,29 +0,0 @@
-var game = Atomic.game;
-var scene = game.scene;
-var node = self.node;
-
-Platformer = self;
-
-self.batWaypoints = [];
-
-self.init = function(daytime) {
-
-    Platformer.daytime = daytime;
-    
-    var physicsWorld = self.physicsWorld = scene.createComponent("PhysicsWorld2D");
-    physicsWorld.continuousPhysics = false;
-    physicsWorld.subStepping = false;
-    
-    self.level = node.createJSComponent("Level");
-    self.level.init("Level1.tmx");
-}
-
-function start() {
-	
-}
-
-function update(timeStep) {	
-
-
-
-}

+ 125 - 171
PhysicsPlatformer/Resources/Components/Player.js

@@ -1,230 +1,184 @@
-// Atomic Component
 
-var game = Atomic.game;
-var node = self.node;
-var cameraNode = game.cameraNode;
-var input = game.input;
+"atomic component";
 
-var MAX_VELOCITY = 3;
-var anim = "Idle";
-var flipped = false;
-var contactCount = 0;
-var jumpDelta = 0;
-var control = false;
+var inspectorFields = {
 
-var lastAnimDelta = 0;
+  jumpSound: ["Sound"]
 
-var spawnPosition = [0, 0];
-
-var sprite;
-var animationSet;
-var jumpSound;
-
-// physics
-var body;
-var circle;
+}
 
-self.init = function(position) {
 
-    spawnPosition = node.position2D = position;
-    
-    jumpSound = game.cache.getResource("Sound", "Sounds/Jump13.ogg");
+exports.component = function(self) {
 
-    animationSet = game.cache.getResource("AnimationSet2D", "Sprites/Hero/Hero.scml");
-    sprite = node.createComponent("AnimatedSprite2D");
-    sprite.setAnimation(animationSet, "Idle");
-    sprite.setLayer(100);
+  var node = self.node;
+  var camera = self.node.scene.getMainCamera();
+  var cameraNode = camera.node;
+  var input = Atomic.input;
+  var soundSource = node.getComponent("SoundSource");
 
-    body = node.createComponent("RigidBody2D");
-    body.setBodyType(Atomic.BT_DYNAMIC);
-    body.fixedRotation = true;
-    body.bullet = true;
-    body.castShadows = false;
+  var MAX_VELOCITY = 3;
+  var anim = "";
+  var flipped = false;
+  var contactCount = 0;
+  var jumpDelta = 0;
+  var control = false;
 
-    circle = node.createComponent("CollisionCircle2D");
-    // Set radius
-    circle.setRadius(.5);
-    // Set density
-    circle.setDensity(1.0);
-    // Set friction.
-    circle.friction = .2;
-    // Set restitution
-    circle.setRestitution(0.1);
+  var lastAnimDelta = 0;
 
+  var spawnPosition = node.position2D;
 
-}
+  var sprite;
+  var animationSet;
+  var jumpSound;
 
-function setAnimation(animName) {
+  // physics
+  var body;
+  var circle;
 
-    if (anim == animName || lastAnimDelta > 0)
-        return;
+  self.start = function() {
 
-    lastAnimDelta = .25;
+    sprite = node.getComponent("AnimatedSprite2D");
+    body = node.getComponent("RigidBody2D");
+    circle = node.getComponent("CollisionCircle2D");
 
-    sprite.setAnimation(animationSet, animName);
-    anim = animName;
+    setAnimation("Idle");
 
-}
+    self.subscribeToEvent("PhysicsBeginContact2D", function(event) {
+      if (event.bodyB == body)
+        contactCount++;
+    });
 
-function handleAnimation(timeStep) {
+    self.subscribeToEvent("PhysicsEndContact2D", function(event) {
+      if (event.bodyB == body)
+        contactCount--;
+    });
 
-    lastAnimDelta -= timeStep;
+  }
 
-    var vel = body.linearVelocity;
+  self.update = function(timeStep) {
 
-    if (contactCount) {
+    handleInput(timeStep);
+    handleAnimation(timeStep);
 
-        if (vel[0] < -0 && control) {
-            if (!flipped) {
-                sprite.flipX = true;
-                flipped = true;
+    if (node.position[1] < 14) {
+        //TODO: FIX, I have to set scale to 0 and the back to 1 to force
+        // setposition catching dirty
+        node.scale2D = [0, 0];
+        node.position2D = spawnPosition;
+        node.scale2D = [1, 1];
 
-            }
-            setAnimation("Run");
-        } else if (vel[0] > 0 && control) {
+    }
 
-            if (flipped) {
-                sprite.flipX = false;
-                flipped = false;
+  }
 
-            }
-            setAnimation("Run");
-        } else {
+  self.postUpdate = function() {
 
-            setAnimation("Idle");
-        }
-    } else {
+    cameraNode.position = node.position;
+  }
 
-        if (vel[1] > 1.0) {
-            setAnimation("Jump");
-        } else if (vel[1] < -1.0) {
-            setAnimation("Land");
-        }
+  function setAnimation(animName) {
 
-    }
+      if (anim == animName || lastAnimDelta > 0)
+          return;
 
+      lastAnimDelta = .25;
 
+      sprite.setAnimation(animName);
+      anim = animName;
 
-}
+  }
 
-function handleInput(timeStep) {
+  function handleAnimation(timeStep) {
 
-    var vel = body.linearVelocity;
-    var pos = node.position2D;
+      lastAnimDelta -= timeStep;
 
-    jumpDelta -= timeStep;
+      var vel = body.linearVelocity;
 
-    if (Math.abs(vel[0]) > MAX_VELOCITY) {
-        vel[0] = (vel[0] ? vel[0] < 0 ? -1 : 1 : 0) * MAX_VELOCITY;
-        body.setLinearVelocity(vel);
-    }
+      if (contactCount) {
 
-    var left = input.getKeyDown(Atomic.KEY_LEFT) || input.getKeyDown(Atomic.KEY_A);
-    var right = input.getKeyDown(Atomic.KEY_RIGHT) || input.getKeyDown(Atomic.KEY_D);
-    
-    var jump = input.getKeyDown(Atomic.KEY_UP) || input.getKeyDown(Atomic.KEY_SPACE) || input.getKeyDown(Atomic.KEY_W);
+          if (vel[0] < -0 && control) {
+              if (!flipped) {
+                  sprite.flipX = true;
+                  flipped = true;
 
-    control = false;
+              }
+              setAnimation("Run");
+          } else if (vel[0] > 0 && control) {
 
-    if (left || right)
-        control = true;
+              if (flipped) {
+                  sprite.flipX = false;
+                  flipped = false;
 
-    if (left && vel[0] > -MAX_VELOCITY) {
-        body.applyLinearImpulse([-2, 0], pos, true);
-    } else if (right && vel[0] < MAX_VELOCITY) {
-        body.applyLinearImpulse([2, 0], pos, true);
-    }
+              }
+              setAnimation("Run");
+          } else {
 
-    if (!left && !right) {
-        vel[0] *= 0.9;
-        body.linearVelocity = vel;
-        circle.friction = 1000.0;
-    } else {
-        circle.friction = .2;
-    }
+              setAnimation("Idle");
+          }
+      } else {
 
-    if (!contactCount)
-        circle.friction = 0.0;
+          if (vel[1] > 1.0) {
+              setAnimation("Jump");
+          } else if (vel[1] < -1.0) {
+              setAnimation("Land");
+          }
 
-    if (jump && jumpDelta <= 0 && contactCount) {
+      }
 
-        jumpDelta = .25;
-        self.soundSource.gain = 0.45;
-        self.soundSource.play(jumpSound);
+  }
 
-        vel[1] = 0;
-        body.linearVelocity = vel;
-        body.applyLinearImpulse([0, 6], pos, true);
-    }
+  function handleInput(timeStep) {
 
-}
+      var vel = body.linearVelocity;
+      var pos = node.position2D;
 
-self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
+      jumpDelta -= timeStep;
 
-    if (nodeB == node) {
-        contactCount++;
-    }
+      if (Math.abs(vel[0]) > MAX_VELOCITY) {
+          vel[0] = (vel[0] ? vel[0] < 0 ? -1 : 1 : 0) * MAX_VELOCITY;
+          body.setLinearVelocity(vel);
+      }
 
+      var left = input.getKeyDown(Atomic.KEY_LEFT) || input.getKeyDown(Atomic.KEY_A);
+      var right = input.getKeyDown(Atomic.KEY_RIGHT) || input.getKeyDown(Atomic.KEY_D);
 
-}
+      var jump = input.getKeyDown(Atomic.KEY_UP) || input.getKeyDown(Atomic.KEY_SPACE) || input.getKeyDown(Atomic.KEY_W);
 
-self.onPhysicsEndContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
+      control = false;
 
-    if (nodeB == node) {
-        contactCount--;
-    }
-}
+      if (left || right)
+          control = true;
 
+      if (left && vel[0] > -MAX_VELOCITY) {
+          body.applyLinearImpulse([-2, 0], pos, true);
+      } else if (right && vel[0] < MAX_VELOCITY) {
+          body.applyLinearImpulse([2, 0], pos, true);
+      }
 
-function start() {
-
-    if (!Platformer.daytime) {
-    
-        var light = node.createComponent("PointLight2D");
-        
-        light.color = [1, 1, 1, .75];
-        light.softShadowLength = 20;
-        light.radius = 20;
-        light.castShadows = true;
-        light.softShadows = true;
-        light.numRays = 256;
-        light.backtrace = true;
-        self.light = light;
-        
-        Platformer.lightGroup.addLight(light);
-        
-        node.createJSComponent("LightFlicker");
-    
-    }
-    
-    self.soundSource = node.createComponent("SoundSource");
-    self.soundSource.soundType = Atomic.SOUND_EFFECT;
+      if (!left && !right) {
+          vel[0] *= 0.9;
+          body.linearVelocity = vel;
+          circle.friction = 1000.0;
+      } else {
+          circle.friction = .2;
+      }
 
-    // TODO: only listen to collisions for our node
-    self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
-    self.listenToEvent(null, "PhysicsEndContact2D", self.onPhysicsEndContact2D);
-}
+      if (!contactCount)
+          circle.friction = 0.0;
 
+      if (jump && jumpDelta <= 0 && contactCount) {
 
-function update(timeStep) {
+          jumpDelta = .25;
+          if (self.jumpSound) {
+              soundSource.gain = 0.45;
+              soundSource.play(self.jumpSound);
+          }
 
-    handleInput(timeStep);
-    handleAnimation(timeStep);
-    
-    if (node.position[1] < 14) {
-        //TODO: FIX, I have to set scale to 0 and the back to 1 to force 
-        // setposition catching dirty
-        node.scale2D = [0, 0];
-        node.position2D = spawnPosition;
-        node.scale2D = [1, 1];
+          vel[1] = 0;
+          body.linearVelocity = vel;
+          body.applyLinearImpulse([0, 6], pos, true);
+      }
 
-    }
-    
+  }
 
 }
-
-function postUpdate() {
-    // may have to set this post update
-    cameraNode.position = node.position;
-
-}

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Player.js.asset → PhysicsPlatformer/Resources/Components/Player.js.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Star.js → PhysicsPlatformer/Resources/Components/Star.js


+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Star.js.asset → PhysicsPlatformer/Resources/Components/Star.js.asset


+ 0 - 19
PhysicsPlatformer/Resources/Components/TouchInput.js

@@ -1,19 +0,0 @@
-
-// Atomic Component
-
-var game = Atomic.game;
-var node = self.node;
-var input = game.input;
-
-function start() {
-
-	// input.setTouchEmulation(true);
-    var layout = game.cache.getResource("XMLFile", "Data/ScreenJoystick.xml");
-    var uiStyle = game.cache.getResource("XMLFile", "UI/DefaultStyle.xml");    
-    input.addScreenJoystick(layout, uiStyle);
-
-}
-
-function update(timeStep) {
-
-}

+ 0 - 85
PhysicsPlatformer/Resources/Components/UI.js

@@ -1,85 +0,0 @@
-
-var game = Atomic.game;
-var view = game.uiView;
-var UI = Atomic.UI;
-var UIButton = Atomic.UIButton;
-var UITextField = Atomic.UITextField;
-var UILayout = Atomic.UILayout;
-
-// create the start ui programmatically, we could also
-// use a ui template
-var window = new Atomic.UIWindow();
-// disable close button
-window.settings = UI.WINDOW_SETTINGS_DEFAULT & ~UI.WINDOW_SETTINGS_CLOSE_BUTTON;
-window.text = "Physics Platformer";
-
-// root content layout
-var layout = new UILayout();
-layout.axis = UI.AXIS_Y;
-// give ourselves a little more spacing
-layout.spacing = 18;
-layout.layoutSize = UI.LAYOUT_SIZE_AVAILABLE;
-window.contentRoot.addChild(layout);
-
-var text = new UITextField();
-text.text = "Please select the time of day:";
-layout.addChild(text);
-
-// Buttons layout
-var buttonLayout = new UILayout();
-buttonLayout.layoutDistribution = UI.LAYOUT_DISTRIBUTION_GRAVITY;
-layout.addChild(buttonLayout);
-
-var button = new UIButton();
-button.text = "Daytime";
-button.onClick = function () {
-  runPlatformer(true);
-  // must return handled, as we're being GC'd here (window is being removed)
-  return true;
-}
-buttonLayout.addChild(button);
-
-button = new UIButton();
-button.text = "Nighttime";
-button.onClick = function () {
-  runPlatformer(false);
-  // must return handled, as we're being GC'd here (window is being removed)
-  return true;
-}
-buttonLayout.addChild(button);
-
-window.resizeToFitContent();
-
-// add to the root view and center
-view.addChild(window);
-window.center();
-
-function runPlatformer(daytime) {
-
-  view.removeChild(window)
-
-  var musicFile = game.cache.getResource("Sound", "Sounds/JumpingBat.ogg");
-  musicFile.looped = true;
-  var musicNode = game.scene.createChild("MusicNode");
-  var musicSource = musicNode.createComponent("SoundSource");
-  musicSource.gain = 1.0;
-  musicSource.soundType = Atomic.SOUND_MUSIC;
-  musicSource.play(musicFile);
-
-
-  var platformerNode = game.scene.createChild("Platformer");
-  var platformer = platformerNode.createJSComponent("Platformer");
-
-  platformer.init(daytime);
-
-}
-
-function start() {
-
-}
-
-function update(timeStep) {
-
-
-
-}

+ 11 - 13
PhysicsPlatformer/Resources/Components/Vine.js

@@ -1,6 +1,7 @@
 // Rope Vine
+"atomic component";
 
-var game = Atomic.game;
+var component = function (self) {
 
 var NUM_OBJECTS = 10;
 
@@ -8,10 +9,10 @@ var node = self.node;
 
 node.position = [0, 0, 0];
 
-self.init = function(position) {
+self.start = function() {
 
-        var x = position[0];
-        var y = position[1];
+        var x = self.startPosition[0];
+        var y = self.startPosition[1];
 
         // create the node body
         var groundBody = node.createComponent("RigidBody2D");
@@ -21,10 +22,10 @@ self.init = function(position) {
 
         for (var i = 0; i < NUM_OBJECTS; i++) {
 
-            var vnode = game.scene.createChild("RigidBody");
+            var vnode = node.scene.createChild("RigidBody");
 
             var sprite2D = vnode.createComponent("StaticSprite2D");
-            sprite2D.sprite = game.cache.getResource("Sprite2D", "Sprites/vine.png");
+            sprite2D.sprite = Atomic.cache.getResource("Sprite2D", "Sprites/vine.png");
 
             var vbody = vnode.createComponent("RigidBody2D");
             vbody.castShadows = false;
@@ -60,10 +61,7 @@ self.init = function(position) {
 
 
     }
-    
-    function start() {
-    
-    }
-    
-    // fixme must have an update
-function update(timeStep) {}
+
+}
+
+exports.component = component;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Vine.js.asset → PhysicsPlatformer/Resources/Components/Vine.js.asset


+ 0 - 28
PhysicsPlatformer/Resources/Data/ScreenJoystick.xml

@@ -1,28 +0,0 @@
-<?xml version="1.0"?>
-<element inherit="UI/ScreenJoystick.xml">
-    <replace sel="/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value">Jump</replace>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Button0']]">
-        <attribute name="Is Visible" value="true" />
-        <element type="Text">
-        <attribute name="Name" value="KeyBinding" />
-        <attribute name="Text" value="UP" />
-        </element>
-    </add>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Button1']]">
-        <attribute name="Is Visible" value="false" />
-    </add>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Button2']]">
-        <element type="Text">
-            <attribute name="Name" value="KeyBinding" />
-            <attribute name="Text" value="SELECT" />
-        </element>
-    </add>
-    <replace sel="/element/element[./attribute[@name='Name' and @value='Hat0']]/attribute[@name='Position']/@value">12 -76</replace>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Hat0']]">
-        <attribute name="Is Visible" value="true" />
-        <element type="Text">
-            <attribute name="Name" value="KeyBinding" />
-            <attribute name="Text" value="WSAD" />
-                    </element>
-    </add>
-</element>

+ 0 - 0
PhysicsPlatformerNew/Resources/Levels.asset → PhysicsPlatformer/Resources/Levels.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Levels/Background.png.asset → PhysicsPlatformer/Resources/Levels/Background.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Levels/ForestObjects.png.asset → PhysicsPlatformer/Resources/Levels/ForestObjects.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png.asset → PhysicsPlatformer/Resources/Levels/ForestTilesExtruded.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Levels/ForestTrees.png.asset → PhysicsPlatformer/Resources/Levels/ForestTrees.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Levels/Level1.tmx.asset → PhysicsPlatformer/Resources/Levels/Level1.tmx.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Modules.asset → PhysicsPlatformer/Resources/Modules.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Modules/LevelParser.js → PhysicsPlatformer/Resources/Modules/LevelParser.js


+ 0 - 0
PhysicsPlatformerNew/Resources/Modules/LevelParser.js.asset → PhysicsPlatformer/Resources/Modules/LevelParser.js.asset


+ 5015 - 4287
PhysicsPlatformer/Resources/Modules/gl-matrix.js

@@ -2,4291 +2,5019 @@
  * @fileoverview gl-matrix - High performance matrix and vector operations
  * @author Brandon Jones
  * @author Colin MacKenzie IV
- * @version 2.2.2
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matrices
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Returns the inverse of the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to invert
- * @returns {vec2} out
- */
-vec2.inverse = function(out, a) {
-  out[0] = 1.0 / a[0];
-  out[1] = 1.0 / a[1];
-  return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0], 
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-        
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-        
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Returns the inverse of the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to invert
- * @returns {vec3} out
- */
-vec3.inverse = function(out, a) {
-  out[0] = 1.0 / a[0];
-  out[1] = 1.0 / a[1];
-  out[2] = 1.0 / a[2];
-  return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2],
-        w = m[3] * x + m[7] * y + m[11] * z + m[15];
-    w = w || 1.0;
-    out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
-    out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
-    out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Rotate a 3D vector around the x-axis
- * @param {vec3} out The receiving vec3
- * @param {vec3} a The vec3 point to rotate
- * @param {vec3} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec3} out
- */
-vec3.rotateX = function(out, a, b, c){
-   var p = [], r=[];
-	  //Translate point to the origin
-	  p[0] = a[0] - b[0];
-	  p[1] = a[1] - b[1];
-  	p[2] = a[2] - b[2];
-
-	  //perform rotation
-	  r[0] = p[0];
-	  r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
-	  r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
-
-	  //translate to correct position
-	  out[0] = r[0] + b[0];
-	  out[1] = r[1] + b[1];
-	  out[2] = r[2] + b[2];
-
-  	return out;
-};
-
-/**
- * Rotate a 3D vector around the y-axis
- * @param {vec3} out The receiving vec3
- * @param {vec3} a The vec3 point to rotate
- * @param {vec3} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec3} out
- */
-vec3.rotateY = function(out, a, b, c){
-  	var p = [], r=[];
-  	//Translate point to the origin
-  	p[0] = a[0] - b[0];
-  	p[1] = a[1] - b[1];
-  	p[2] = a[2] - b[2];
-  
-  	//perform rotation
-  	r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
-  	r[1] = p[1];
-  	r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
-  
-  	//translate to correct position
-  	out[0] = r[0] + b[0];
-  	out[1] = r[1] + b[1];
-  	out[2] = r[2] + b[2];
-  
-  	return out;
-};
-
-/**
- * Rotate a 3D vector around the z-axis
- * @param {vec3} out The receiving vec3
- * @param {vec3} a The vec3 point to rotate
- * @param {vec3} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec3} out
- */
-vec3.rotateZ = function(out, a, b, c){
-  	var p = [], r=[];
-  	//Translate point to the origin
-  	p[0] = a[0] - b[0];
-  	p[1] = a[1] - b[1];
-  	p[2] = a[2] - b[2];
-  
-  	//perform rotation
-  	r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
-  	r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
-  	r[2] = p[2];
-  
-  	//translate to correct position
-  	out[0] = r[0] + b[0];
-  	out[1] = r[1] + b[1];
-  	out[2] = r[2] + b[2];
-  
-  	return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-        
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-        
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Returns the inverse of the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to invert
- * @returns {vec4} out
- */
-vec4.inverse = function(out, a) {
-  out[0] = 1.0 / a[0];
-  out[1] = 1.0 / a[1];
-  out[2] = 1.0 / a[2];
-  out[3] = 1.0 / a[3];
-  return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-        
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-        
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-    
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-    
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a2 * b1;
-    out[1] = a1 * b0 + a3 * b1;
-    out[2] = a0 * b2 + a2 * b3;
-    out[3] = a1 * b2 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a2 * s;
-    out[1] = a1 *  c + a3 * s;
-    out[2] = a0 * -s + a2 * c;
-    out[3] = a1 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v0;
-    out[2] = a2 * v1;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat2
- *
- * @param {mat2} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat2.frob = function (a) {
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2)))
-};
-
-/**
- * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
- * @param {mat2} L the lower triangular matrix 
- * @param {mat2} D the diagonal matrix 
- * @param {mat2} U the upper triangular matrix 
- * @param {mat2} a the input matrix to factorize
- */
-
-mat2.LDU = function (L, D, U, a) { 
-    L[2] = a[2]/a[0]; 
-    U[0] = a[0]; 
-    U[1] = a[1]; 
-    U[3] = a[3] - L[2] * U[1]; 
-    return [L, D, U];       
-}; 
-
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- * 
- * @description 
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, c, tx,
- *  b, d, ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, c, tx,
- *  b, d, ty,
- *  0, 0, 1]
- * </pre>
- * The last row is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5];
-    out[0] = a0 * b0 + a2 * b1;
-    out[1] = a1 * b0 + a3 * b1;
-    out[2] = a0 * b2 + a2 * b3;
-    out[3] = a1 * b2 + a3 * b3;
-    out[4] = a0 * b4 + a2 * b5 + a4;
-    out[5] = a1 * b4 + a3 * b5 + a5;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a2 * s;
-    out[1] = a1 *  c + a3 * s;
-    out[2] = a0 * -s + a2 * c;
-    out[3] = a1 * -s + a3 * c;
-    out[4] = a4;
-    out[5] = a5;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v0;
-    out[2] = a2 * v1;
-    out[3] = a3 * v1;
-    out[4] = a4;
-    out[5] = a5;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0;
-    out[1] = a1;
-    out[2] = a2;
-    out[3] = a3;
-    out[4] = a0 * v0 + a2 * v1 + a4;
-    out[5] = a1 * v0 + a3 * v1 + a5;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + 
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat2d
- *
- * @param {mat2d} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat2d.frob = function (a) { 
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1))
-}; 
-
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-    
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) { 
-        return null; 
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) { 
-        return null; 
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + 
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + 
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat3
- *
- * @param {mat3} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat3.frob = function (a) {
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2)))
-};
-
-
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-    
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) { 
-        return null; 
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];  
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23;
-
-    if (a === out) {
-        out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
-        out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
-        out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
-        out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
-    } else {
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-        out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
-        out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
-        out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
-
-        out[12] = a00 * x + a10 * y + a20 * z + a[12];
-        out[13] = a01 * x + a11 * y + a21 * z + a[13];
-        out[14] = a02 * x + a12 * y + a22 * z + a[14];
-        out[15] = a03 * x + a13 * y + a23 * z + a[15];
-    }
-
-    return out;
-};
-
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-    
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-    
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + 
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat4
- *
- * @param {mat4} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat4.frob = function (a) {
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) ))
-};
-
-
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation 
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5; 
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5; 
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5; 
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {        
-        // "from" and "to" quaternions are very close 
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-    
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-    
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[5]-m[7])*fRoot;
-        out[1] = (m[6]-m[2])*fRoot;
-        out[2] = (m[1]-m[3])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-        
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[j*3+k] - m[k*3+j]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-    
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
+ * @version 2.3.1
+ */
+
+/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE. */
+
+(function webpackUniversalModuleDefinition(root, factory) {
+	if(typeof exports === 'object' && typeof module === 'object')
+		module.exports = factory();
+	else if(typeof define === 'function' && define.amd)
+		define(factory);
+	else {
+		var a = factory();
+		for(var i in a) (typeof exports === 'object' ? exports : root)[i] = a[i];
+	}
+})(this, function() {
+return /******/ (function(modules) { // webpackBootstrap
+/******/ 	// The module cache
+/******/ 	var installedModules = {};
+
+/******/ 	// The require function
+/******/ 	function __webpack_require__(moduleId) {
+
+/******/ 		// Check if module is in cache
+/******/ 		if(installedModules[moduleId])
+/******/ 			return installedModules[moduleId].exports;
+
+/******/ 		// Create a new module (and put it into the cache)
+/******/ 		var module = installedModules[moduleId] = {
+/******/ 			exports: {},
+/******/ 			id: moduleId,
+/******/ 			loaded: false
+/******/ 		};
+
+/******/ 		// Execute the module function
+/******/ 		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
+
+/******/ 		// Flag the module as loaded
+/******/ 		module.loaded = true;
+
+/******/ 		// Return the exports of the module
+/******/ 		return module.exports;
+/******/ 	}
+
+
+/******/ 	// expose the modules object (__webpack_modules__)
+/******/ 	__webpack_require__.m = modules;
+
+/******/ 	// expose the module cache
+/******/ 	__webpack_require__.c = installedModules;
+
+/******/ 	// __webpack_public_path__
+/******/ 	__webpack_require__.p = "";
+
+/******/ 	// Load entry module and return exports
+/******/ 	return __webpack_require__(0);
+/******/ })
+/************************************************************************/
+/******/ ([
+/* 0 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/**
+	 * @fileoverview gl-matrix - High performance matrix and vector operations
+	 * @author Brandon Jones
+	 * @author Colin MacKenzie IV
+	 * @version 2.3.1
+	 */
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+	// END HEADER
+
+	exports.glMatrix = __webpack_require__(1);
+	exports.mat2 = __webpack_require__(2);
+	exports.mat2d = __webpack_require__(3);
+	exports.mat3 = __webpack_require__(4);
+	exports.mat4 = __webpack_require__(5);
+	exports.quat = __webpack_require__(6);
+	exports.vec2 = __webpack_require__(9);
+	exports.vec3 = __webpack_require__(7);
+	exports.vec4 = __webpack_require__(8);
+
+/***/ },
+/* 1 */
+/***/ function(module, exports) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	/**
+	 * @class Common utilities
+	 * @name glMatrix
+	 */
+	var glMatrix = {};
+
+	// Constants
+	glMatrix.EPSILON = 0.000001;
+	glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
+	glMatrix.RANDOM = Math.random;
+
+	/**
+	 * Sets the type of array used when creating new vectors and matrices
+	 *
+	 * @param {Type} type Array type, such as Float32Array or Array
+	 */
+	glMatrix.setMatrixArrayType = function(type) {
+	    glMatrix.ARRAY_TYPE = type;
+	}
+
+	var degree = Math.PI / 180;
+
+	/**
+	* Convert Degree To Radian
+	*
+	* @param {Number} Angle in Degrees
+	*/
+	glMatrix.toRadian = function(a){
+	     return a * degree;
+	}
+
+	module.exports = glMatrix;
+
+
+/***/ },
+/* 2 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 2x2 Matrix
+	 * @name mat2
+	 */
+	var mat2 = {};
+
+	/**
+	 * Creates a new identity mat2
+	 *
+	 * @returns {mat2} a new 2x2 matrix
+	 */
+	mat2.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(4);
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    return out;
+	};
+
+	/**
+	 * Creates a new mat2 initialized with values from an existing matrix
+	 *
+	 * @param {mat2} a matrix to clone
+	 * @returns {mat2} a new 2x2 matrix
+	 */
+	mat2.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(4);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one mat2 to another
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the source matrix
+	 * @returns {mat2} out
+	 */
+	mat2.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    return out;
+	};
+
+	/**
+	 * Set a mat2 to the identity matrix
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @returns {mat2} out
+	 */
+	mat2.identity = function(out) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    return out;
+	};
+
+	/**
+	 * Transpose the values of a mat2
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the source matrix
+	 * @returns {mat2} out
+	 */
+	mat2.transpose = function(out, a) {
+	    // If we are transposing ourselves we can skip a few steps but have to cache some values
+	    if (out === a) {
+	        var a1 = a[1];
+	        out[1] = a[2];
+	        out[2] = a1;
+	    } else {
+	        out[0] = a[0];
+	        out[1] = a[2];
+	        out[2] = a[1];
+	        out[3] = a[3];
+	    }
+
+	    return out;
+	};
+
+	/**
+	 * Inverts a mat2
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the source matrix
+	 * @returns {mat2} out
+	 */
+	mat2.invert = function(out, a) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+
+	        // Calculate the determinant
+	        det = a0 * a3 - a2 * a1;
+
+	    if (!det) {
+	        return null;
+	    }
+	    det = 1.0 / det;
+
+	    out[0] =  a3 * det;
+	    out[1] = -a1 * det;
+	    out[2] = -a2 * det;
+	    out[3] =  a0 * det;
+
+	    return out;
+	};
+
+	/**
+	 * Calculates the adjugate of a mat2
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the source matrix
+	 * @returns {mat2} out
+	 */
+	mat2.adjoint = function(out, a) {
+	    // Caching this value is nessecary if out == a
+	    var a0 = a[0];
+	    out[0] =  a[3];
+	    out[1] = -a[1];
+	    out[2] = -a[2];
+	    out[3] =  a0;
+
+	    return out;
+	};
+
+	/**
+	 * Calculates the determinant of a mat2
+	 *
+	 * @param {mat2} a the source matrix
+	 * @returns {Number} determinant of a
+	 */
+	mat2.determinant = function (a) {
+	    return a[0] * a[3] - a[2] * a[1];
+	};
+
+	/**
+	 * Multiplies two mat2's
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the first operand
+	 * @param {mat2} b the second operand
+	 * @returns {mat2} out
+	 */
+	mat2.multiply = function (out, a, b) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
+	    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
+	    out[0] = a0 * b0 + a2 * b1;
+	    out[1] = a1 * b0 + a3 * b1;
+	    out[2] = a0 * b2 + a2 * b3;
+	    out[3] = a1 * b2 + a3 * b3;
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link mat2.multiply}
+	 * @function
+	 */
+	mat2.mul = mat2.multiply;
+
+	/**
+	 * Rotates a mat2 by the given angle
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat2} out
+	 */
+	mat2.rotate = function (out, a, rad) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+	        s = Math.sin(rad),
+	        c = Math.cos(rad);
+	    out[0] = a0 *  c + a2 * s;
+	    out[1] = a1 *  c + a3 * s;
+	    out[2] = a0 * -s + a2 * c;
+	    out[3] = a1 * -s + a3 * c;
+	    return out;
+	};
+
+	/**
+	 * Scales the mat2 by the dimensions in the given vec2
+	 *
+	 * @param {mat2} out the receiving matrix
+	 * @param {mat2} a the matrix to rotate
+	 * @param {vec2} v the vec2 to scale the matrix by
+	 * @returns {mat2} out
+	 **/
+	mat2.scale = function(out, a, v) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+	        v0 = v[0], v1 = v[1];
+	    out[0] = a0 * v0;
+	    out[1] = a1 * v0;
+	    out[2] = a2 * v1;
+	    out[3] = a3 * v1;
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a given angle
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2.identity(dest);
+	 *     mat2.rotate(dest, dest, rad);
+	 *
+	 * @param {mat2} out mat2 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat2} out
+	 */
+	mat2.fromRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+	    out[0] = c;
+	    out[1] = s;
+	    out[2] = -s;
+	    out[3] = c;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2.identity(dest);
+	 *     mat2.scale(dest, dest, vec);
+	 *
+	 * @param {mat2} out mat2 receiving operation result
+	 * @param {vec2} v Scaling vector
+	 * @returns {mat2} out
+	 */
+	mat2.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = v[1];
+	    return out;
+	}
+
+	/**
+	 * Returns a string representation of a mat2
+	 *
+	 * @param {mat2} mat matrix to represent as a string
+	 * @returns {String} string representation of the matrix
+	 */
+	mat2.str = function (a) {
+	    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
+	};
+
+	/**
+	 * Returns Frobenius norm of a mat2
+	 *
+	 * @param {mat2} a the matrix to calculate Frobenius norm of
+	 * @returns {Number} Frobenius norm
+	 */
+	mat2.frob = function (a) {
+	    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2)))
+	};
+
+	/**
+	 * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
+	 * @param {mat2} L the lower triangular matrix
+	 * @param {mat2} D the diagonal matrix
+	 * @param {mat2} U the upper triangular matrix
+	 * @param {mat2} a the input matrix to factorize
+	 */
+
+	mat2.LDU = function (L, D, U, a) {
+	    L[2] = a[2]/a[0];
+	    U[0] = a[0];
+	    U[1] = a[1];
+	    U[3] = a[3] - L[2] * U[1];
+	    return [L, D, U];
+	};
+
+
+	module.exports = mat2;
+
+
+/***/ },
+/* 3 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 2x3 Matrix
+	 * @name mat2d
+	 *
+	 * @description
+	 * A mat2d contains six elements defined as:
+	 * <pre>
+	 * [a, c, tx,
+	 *  b, d, ty]
+	 * </pre>
+	 * This is a short form for the 3x3 matrix:
+	 * <pre>
+	 * [a, c, tx,
+	 *  b, d, ty,
+	 *  0, 0, 1]
+	 * </pre>
+	 * The last row is ignored so the array is shorter and operations are faster.
+	 */
+	var mat2d = {};
+
+	/**
+	 * Creates a new identity mat2d
+	 *
+	 * @returns {mat2d} a new 2x3 matrix
+	 */
+	mat2d.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(6);
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    out[4] = 0;
+	    out[5] = 0;
+	    return out;
+	};
+
+	/**
+	 * Creates a new mat2d initialized with values from an existing matrix
+	 *
+	 * @param {mat2d} a matrix to clone
+	 * @returns {mat2d} a new 2x3 matrix
+	 */
+	mat2d.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(6);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    out[4] = a[4];
+	    out[5] = a[5];
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one mat2d to another
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @param {mat2d} a the source matrix
+	 * @returns {mat2d} out
+	 */
+	mat2d.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    out[4] = a[4];
+	    out[5] = a[5];
+	    return out;
+	};
+
+	/**
+	 * Set a mat2d to the identity matrix
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @returns {mat2d} out
+	 */
+	mat2d.identity = function(out) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    out[4] = 0;
+	    out[5] = 0;
+	    return out;
+	};
+
+	/**
+	 * Inverts a mat2d
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @param {mat2d} a the source matrix
+	 * @returns {mat2d} out
+	 */
+	mat2d.invert = function(out, a) {
+	    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
+	        atx = a[4], aty = a[5];
+
+	    var det = aa * ad - ab * ac;
+	    if(!det){
+	        return null;
+	    }
+	    det = 1.0 / det;
+
+	    out[0] = ad * det;
+	    out[1] = -ab * det;
+	    out[2] = -ac * det;
+	    out[3] = aa * det;
+	    out[4] = (ac * aty - ad * atx) * det;
+	    out[5] = (ab * atx - aa * aty) * det;
+	    return out;
+	};
+
+	/**
+	 * Calculates the determinant of a mat2d
+	 *
+	 * @param {mat2d} a the source matrix
+	 * @returns {Number} determinant of a
+	 */
+	mat2d.determinant = function (a) {
+	    return a[0] * a[3] - a[1] * a[2];
+	};
+
+	/**
+	 * Multiplies two mat2d's
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @param {mat2d} a the first operand
+	 * @param {mat2d} b the second operand
+	 * @returns {mat2d} out
+	 */
+	mat2d.multiply = function (out, a, b) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+	        b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5];
+	    out[0] = a0 * b0 + a2 * b1;
+	    out[1] = a1 * b0 + a3 * b1;
+	    out[2] = a0 * b2 + a2 * b3;
+	    out[3] = a1 * b2 + a3 * b3;
+	    out[4] = a0 * b4 + a2 * b5 + a4;
+	    out[5] = a1 * b4 + a3 * b5 + a5;
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link mat2d.multiply}
+	 * @function
+	 */
+	mat2d.mul = mat2d.multiply;
+
+	/**
+	 * Rotates a mat2d by the given angle
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @param {mat2d} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat2d} out
+	 */
+	mat2d.rotate = function (out, a, rad) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+	        s = Math.sin(rad),
+	        c = Math.cos(rad);
+	    out[0] = a0 *  c + a2 * s;
+	    out[1] = a1 *  c + a3 * s;
+	    out[2] = a0 * -s + a2 * c;
+	    out[3] = a1 * -s + a3 * c;
+	    out[4] = a4;
+	    out[5] = a5;
+	    return out;
+	};
+
+	/**
+	 * Scales the mat2d by the dimensions in the given vec2
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @param {mat2d} a the matrix to translate
+	 * @param {vec2} v the vec2 to scale the matrix by
+	 * @returns {mat2d} out
+	 **/
+	mat2d.scale = function(out, a, v) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+	        v0 = v[0], v1 = v[1];
+	    out[0] = a0 * v0;
+	    out[1] = a1 * v0;
+	    out[2] = a2 * v1;
+	    out[3] = a3 * v1;
+	    out[4] = a4;
+	    out[5] = a5;
+	    return out;
+	};
+
+	/**
+	 * Translates the mat2d by the dimensions in the given vec2
+	 *
+	 * @param {mat2d} out the receiving matrix
+	 * @param {mat2d} a the matrix to translate
+	 * @param {vec2} v the vec2 to translate the matrix by
+	 * @returns {mat2d} out
+	 **/
+	mat2d.translate = function(out, a, v) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+	        v0 = v[0], v1 = v[1];
+	    out[0] = a0;
+	    out[1] = a1;
+	    out[2] = a2;
+	    out[3] = a3;
+	    out[4] = a0 * v0 + a2 * v1 + a4;
+	    out[5] = a1 * v0 + a3 * v1 + a5;
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a given angle
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2d.identity(dest);
+	 *     mat2d.rotate(dest, dest, rad);
+	 *
+	 * @param {mat2d} out mat2d receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat2d} out
+	 */
+	mat2d.fromRotation = function(out, rad) {
+	    var s = Math.sin(rad), c = Math.cos(rad);
+	    out[0] = c;
+	    out[1] = s;
+	    out[2] = -s;
+	    out[3] = c;
+	    out[4] = 0;
+	    out[5] = 0;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2d.identity(dest);
+	 *     mat2d.scale(dest, dest, vec);
+	 *
+	 * @param {mat2d} out mat2d receiving operation result
+	 * @param {vec2} v Scaling vector
+	 * @returns {mat2d} out
+	 */
+	mat2d.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = v[1];
+	    out[4] = 0;
+	    out[5] = 0;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2d.identity(dest);
+	 *     mat2d.translate(dest, dest, vec);
+	 *
+	 * @param {mat2d} out mat2d receiving operation result
+	 * @param {vec2} v Translation vector
+	 * @returns {mat2d} out
+	 */
+	mat2d.fromTranslation = function(out, v) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    out[4] = v[0];
+	    out[5] = v[1];
+	    return out;
+	}
+
+	/**
+	 * Returns a string representation of a mat2d
+	 *
+	 * @param {mat2d} a matrix to represent as a string
+	 * @returns {String} string representation of the matrix
+	 */
+	mat2d.str = function (a) {
+	    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
+	                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
+	};
+
+	/**
+	 * Returns Frobenius norm of a mat2d
+	 *
+	 * @param {mat2d} a the matrix to calculate Frobenius norm of
+	 * @returns {Number} Frobenius norm
+	 */
+	mat2d.frob = function (a) {
+	    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1))
+	};
+
+	module.exports = mat2d;
+
+
+/***/ },
+/* 4 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 3x3 Matrix
+	 * @name mat3
+	 */
+	var mat3 = {};
+
+	/**
+	 * Creates a new identity mat3
+	 *
+	 * @returns {mat3} a new 3x3 matrix
+	 */
+	mat3.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(9);
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 1;
+	    out[5] = 0;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 1;
+	    return out;
+	};
+
+	/**
+	 * Copies the upper-left 3x3 values into the given mat3.
+	 *
+	 * @param {mat3} out the receiving 3x3 matrix
+	 * @param {mat4} a   the source 4x4 matrix
+	 * @returns {mat3} out
+	 */
+	mat3.fromMat4 = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[4];
+	    out[4] = a[5];
+	    out[5] = a[6];
+	    out[6] = a[8];
+	    out[7] = a[9];
+	    out[8] = a[10];
+	    return out;
+	};
+
+	/**
+	 * Creates a new mat3 initialized with values from an existing matrix
+	 *
+	 * @param {mat3} a matrix to clone
+	 * @returns {mat3} a new 3x3 matrix
+	 */
+	mat3.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(9);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    out[4] = a[4];
+	    out[5] = a[5];
+	    out[6] = a[6];
+	    out[7] = a[7];
+	    out[8] = a[8];
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one mat3 to another
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the source matrix
+	 * @returns {mat3} out
+	 */
+	mat3.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    out[4] = a[4];
+	    out[5] = a[5];
+	    out[6] = a[6];
+	    out[7] = a[7];
+	    out[8] = a[8];
+	    return out;
+	};
+
+	/**
+	 * Set a mat3 to the identity matrix
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @returns {mat3} out
+	 */
+	mat3.identity = function(out) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 1;
+	    out[5] = 0;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 1;
+	    return out;
+	};
+
+	/**
+	 * Transpose the values of a mat3
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the source matrix
+	 * @returns {mat3} out
+	 */
+	mat3.transpose = function(out, a) {
+	    // If we are transposing ourselves we can skip a few steps but have to cache some values
+	    if (out === a) {
+	        var a01 = a[1], a02 = a[2], a12 = a[5];
+	        out[1] = a[3];
+	        out[2] = a[6];
+	        out[3] = a01;
+	        out[5] = a[7];
+	        out[6] = a02;
+	        out[7] = a12;
+	    } else {
+	        out[0] = a[0];
+	        out[1] = a[3];
+	        out[2] = a[6];
+	        out[3] = a[1];
+	        out[4] = a[4];
+	        out[5] = a[7];
+	        out[6] = a[2];
+	        out[7] = a[5];
+	        out[8] = a[8];
+	    }
+
+	    return out;
+	};
+
+	/**
+	 * Inverts a mat3
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the source matrix
+	 * @returns {mat3} out
+	 */
+	mat3.invert = function(out, a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2],
+	        a10 = a[3], a11 = a[4], a12 = a[5],
+	        a20 = a[6], a21 = a[7], a22 = a[8],
+
+	        b01 = a22 * a11 - a12 * a21,
+	        b11 = -a22 * a10 + a12 * a20,
+	        b21 = a21 * a10 - a11 * a20,
+
+	        // Calculate the determinant
+	        det = a00 * b01 + a01 * b11 + a02 * b21;
+
+	    if (!det) {
+	        return null;
+	    }
+	    det = 1.0 / det;
+
+	    out[0] = b01 * det;
+	    out[1] = (-a22 * a01 + a02 * a21) * det;
+	    out[2] = (a12 * a01 - a02 * a11) * det;
+	    out[3] = b11 * det;
+	    out[4] = (a22 * a00 - a02 * a20) * det;
+	    out[5] = (-a12 * a00 + a02 * a10) * det;
+	    out[6] = b21 * det;
+	    out[7] = (-a21 * a00 + a01 * a20) * det;
+	    out[8] = (a11 * a00 - a01 * a10) * det;
+	    return out;
+	};
+
+	/**
+	 * Calculates the adjugate of a mat3
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the source matrix
+	 * @returns {mat3} out
+	 */
+	mat3.adjoint = function(out, a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2],
+	        a10 = a[3], a11 = a[4], a12 = a[5],
+	        a20 = a[6], a21 = a[7], a22 = a[8];
+
+	    out[0] = (a11 * a22 - a12 * a21);
+	    out[1] = (a02 * a21 - a01 * a22);
+	    out[2] = (a01 * a12 - a02 * a11);
+	    out[3] = (a12 * a20 - a10 * a22);
+	    out[4] = (a00 * a22 - a02 * a20);
+	    out[5] = (a02 * a10 - a00 * a12);
+	    out[6] = (a10 * a21 - a11 * a20);
+	    out[7] = (a01 * a20 - a00 * a21);
+	    out[8] = (a00 * a11 - a01 * a10);
+	    return out;
+	};
+
+	/**
+	 * Calculates the determinant of a mat3
+	 *
+	 * @param {mat3} a the source matrix
+	 * @returns {Number} determinant of a
+	 */
+	mat3.determinant = function (a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2],
+	        a10 = a[3], a11 = a[4], a12 = a[5],
+	        a20 = a[6], a21 = a[7], a22 = a[8];
+
+	    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
+	};
+
+	/**
+	 * Multiplies two mat3's
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the first operand
+	 * @param {mat3} b the second operand
+	 * @returns {mat3} out
+	 */
+	mat3.multiply = function (out, a, b) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2],
+	        a10 = a[3], a11 = a[4], a12 = a[5],
+	        a20 = a[6], a21 = a[7], a22 = a[8],
+
+	        b00 = b[0], b01 = b[1], b02 = b[2],
+	        b10 = b[3], b11 = b[4], b12 = b[5],
+	        b20 = b[6], b21 = b[7], b22 = b[8];
+
+	    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
+	    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
+	    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
+
+	    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
+	    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
+	    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
+
+	    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
+	    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
+	    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link mat3.multiply}
+	 * @function
+	 */
+	mat3.mul = mat3.multiply;
+
+	/**
+	 * Translate a mat3 by the given vector
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the matrix to translate
+	 * @param {vec2} v vector to translate by
+	 * @returns {mat3} out
+	 */
+	mat3.translate = function(out, a, v) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2],
+	        a10 = a[3], a11 = a[4], a12 = a[5],
+	        a20 = a[6], a21 = a[7], a22 = a[8],
+	        x = v[0], y = v[1];
+
+	    out[0] = a00;
+	    out[1] = a01;
+	    out[2] = a02;
+
+	    out[3] = a10;
+	    out[4] = a11;
+	    out[5] = a12;
+
+	    out[6] = x * a00 + y * a10 + a20;
+	    out[7] = x * a01 + y * a11 + a21;
+	    out[8] = x * a02 + y * a12 + a22;
+	    return out;
+	};
+
+	/**
+	 * Rotates a mat3 by the given angle
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat3} out
+	 */
+	mat3.rotate = function (out, a, rad) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2],
+	        a10 = a[3], a11 = a[4], a12 = a[5],
+	        a20 = a[6], a21 = a[7], a22 = a[8],
+
+	        s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    out[0] = c * a00 + s * a10;
+	    out[1] = c * a01 + s * a11;
+	    out[2] = c * a02 + s * a12;
+
+	    out[3] = c * a10 - s * a00;
+	    out[4] = c * a11 - s * a01;
+	    out[5] = c * a12 - s * a02;
+
+	    out[6] = a20;
+	    out[7] = a21;
+	    out[8] = a22;
+	    return out;
+	};
+
+	/**
+	 * Scales the mat3 by the dimensions in the given vec2
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat3} a the matrix to rotate
+	 * @param {vec2} v the vec2 to scale the matrix by
+	 * @returns {mat3} out
+	 **/
+	mat3.scale = function(out, a, v) {
+	    var x = v[0], y = v[1];
+
+	    out[0] = x * a[0];
+	    out[1] = x * a[1];
+	    out[2] = x * a[2];
+
+	    out[3] = y * a[3];
+	    out[4] = y * a[4];
+	    out[5] = y * a[5];
+
+	    out[6] = a[6];
+	    out[7] = a[7];
+	    out[8] = a[8];
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat3.identity(dest);
+	 *     mat3.translate(dest, dest, vec);
+	 *
+	 * @param {mat3} out mat3 receiving operation result
+	 * @param {vec2} v Translation vector
+	 * @returns {mat3} out
+	 */
+	mat3.fromTranslation = function(out, v) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 1;
+	    out[5] = 0;
+	    out[6] = v[0];
+	    out[7] = v[1];
+	    out[8] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a given angle
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat3.identity(dest);
+	 *     mat3.rotate(dest, dest, rad);
+	 *
+	 * @param {mat3} out mat3 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat3} out
+	 */
+	mat3.fromRotation = function(out, rad) {
+	    var s = Math.sin(rad), c = Math.cos(rad);
+
+	    out[0] = c;
+	    out[1] = s;
+	    out[2] = 0;
+
+	    out[3] = -s;
+	    out[4] = c;
+	    out[5] = 0;
+
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat3.identity(dest);
+	 *     mat3.scale(dest, dest, vec);
+	 *
+	 * @param {mat3} out mat3 receiving operation result
+	 * @param {vec2} v Scaling vector
+	 * @returns {mat3} out
+	 */
+	mat3.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+
+	    out[3] = 0;
+	    out[4] = v[1];
+	    out[5] = 0;
+
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 1;
+	    return out;
+	}
+
+	/**
+	 * Copies the values from a mat2d into a mat3
+	 *
+	 * @param {mat3} out the receiving matrix
+	 * @param {mat2d} a the matrix to copy
+	 * @returns {mat3} out
+	 **/
+	mat3.fromMat2d = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = 0;
+
+	    out[3] = a[2];
+	    out[4] = a[3];
+	    out[5] = 0;
+
+	    out[6] = a[4];
+	    out[7] = a[5];
+	    out[8] = 1;
+	    return out;
+	};
+
+	/**
+	* Calculates a 3x3 matrix from the given quaternion
+	*
+	* @param {mat3} out mat3 receiving operation result
+	* @param {quat} q Quaternion to create matrix from
+	*
+	* @returns {mat3} out
+	*/
+	mat3.fromQuat = function (out, q) {
+	    var x = q[0], y = q[1], z = q[2], w = q[3],
+	        x2 = x + x,
+	        y2 = y + y,
+	        z2 = z + z,
+
+	        xx = x * x2,
+	        yx = y * x2,
+	        yy = y * y2,
+	        zx = z * x2,
+	        zy = z * y2,
+	        zz = z * z2,
+	        wx = w * x2,
+	        wy = w * y2,
+	        wz = w * z2;
+
+	    out[0] = 1 - yy - zz;
+	    out[3] = yx - wz;
+	    out[6] = zx + wy;
+
+	    out[1] = yx + wz;
+	    out[4] = 1 - xx - zz;
+	    out[7] = zy - wx;
+
+	    out[2] = zx - wy;
+	    out[5] = zy + wx;
+	    out[8] = 1 - xx - yy;
+
+	    return out;
+	};
+
+	/**
+	* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
+	*
+	* @param {mat3} out mat3 receiving operation result
+	* @param {mat4} a Mat4 to derive the normal matrix from
+	*
+	* @returns {mat3} out
+	*/
+	mat3.normalFromMat4 = function (out, a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+	        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+	        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+	        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
+
+	        b00 = a00 * a11 - a01 * a10,
+	        b01 = a00 * a12 - a02 * a10,
+	        b02 = a00 * a13 - a03 * a10,
+	        b03 = a01 * a12 - a02 * a11,
+	        b04 = a01 * a13 - a03 * a11,
+	        b05 = a02 * a13 - a03 * a12,
+	        b06 = a20 * a31 - a21 * a30,
+	        b07 = a20 * a32 - a22 * a30,
+	        b08 = a20 * a33 - a23 * a30,
+	        b09 = a21 * a32 - a22 * a31,
+	        b10 = a21 * a33 - a23 * a31,
+	        b11 = a22 * a33 - a23 * a32,
+
+	        // Calculate the determinant
+	        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+	    if (!det) {
+	        return null;
+	    }
+	    det = 1.0 / det;
+
+	    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+	    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+	    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+
+	    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+	    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+	    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+
+	    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+	    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+	    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+
+	    return out;
+	};
+
+	/**
+	 * Returns a string representation of a mat3
+	 *
+	 * @param {mat3} mat matrix to represent as a string
+	 * @returns {String} string representation of the matrix
+	 */
+	mat3.str = function (a) {
+	    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
+	                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
+	                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
+	};
+
+	/**
+	 * Returns Frobenius norm of a mat3
+	 *
+	 * @param {mat3} a the matrix to calculate Frobenius norm of
+	 * @returns {Number} Frobenius norm
+	 */
+	mat3.frob = function (a) {
+	    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2)))
+	};
+
+
+	module.exports = mat3;
+
+
+/***/ },
+/* 5 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 4x4 Matrix
+	 * @name mat4
+	 */
+	var mat4 = {};
+
+	/**
+	 * Creates a new identity mat4
+	 *
+	 * @returns {mat4} a new 4x4 matrix
+	 */
+	mat4.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(16);
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = 1;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = 1;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	};
+
+	/**
+	 * Creates a new mat4 initialized with values from an existing matrix
+	 *
+	 * @param {mat4} a matrix to clone
+	 * @returns {mat4} a new 4x4 matrix
+	 */
+	mat4.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(16);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    out[4] = a[4];
+	    out[5] = a[5];
+	    out[6] = a[6];
+	    out[7] = a[7];
+	    out[8] = a[8];
+	    out[9] = a[9];
+	    out[10] = a[10];
+	    out[11] = a[11];
+	    out[12] = a[12];
+	    out[13] = a[13];
+	    out[14] = a[14];
+	    out[15] = a[15];
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one mat4 to another
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the source matrix
+	 * @returns {mat4} out
+	 */
+	mat4.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    out[4] = a[4];
+	    out[5] = a[5];
+	    out[6] = a[6];
+	    out[7] = a[7];
+	    out[8] = a[8];
+	    out[9] = a[9];
+	    out[10] = a[10];
+	    out[11] = a[11];
+	    out[12] = a[12];
+	    out[13] = a[13];
+	    out[14] = a[14];
+	    out[15] = a[15];
+	    return out;
+	};
+
+	/**
+	 * Set a mat4 to the identity matrix
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @returns {mat4} out
+	 */
+	mat4.identity = function(out) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = 1;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = 1;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	};
+
+	/**
+	 * Transpose the values of a mat4
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the source matrix
+	 * @returns {mat4} out
+	 */
+	mat4.transpose = function(out, a) {
+	    // If we are transposing ourselves we can skip a few steps but have to cache some values
+	    if (out === a) {
+	        var a01 = a[1], a02 = a[2], a03 = a[3],
+	            a12 = a[6], a13 = a[7],
+	            a23 = a[11];
+
+	        out[1] = a[4];
+	        out[2] = a[8];
+	        out[3] = a[12];
+	        out[4] = a01;
+	        out[6] = a[9];
+	        out[7] = a[13];
+	        out[8] = a02;
+	        out[9] = a12;
+	        out[11] = a[14];
+	        out[12] = a03;
+	        out[13] = a13;
+	        out[14] = a23;
+	    } else {
+	        out[0] = a[0];
+	        out[1] = a[4];
+	        out[2] = a[8];
+	        out[3] = a[12];
+	        out[4] = a[1];
+	        out[5] = a[5];
+	        out[6] = a[9];
+	        out[7] = a[13];
+	        out[8] = a[2];
+	        out[9] = a[6];
+	        out[10] = a[10];
+	        out[11] = a[14];
+	        out[12] = a[3];
+	        out[13] = a[7];
+	        out[14] = a[11];
+	        out[15] = a[15];
+	    }
+
+	    return out;
+	};
+
+	/**
+	 * Inverts a mat4
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the source matrix
+	 * @returns {mat4} out
+	 */
+	mat4.invert = function(out, a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+	        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+	        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+	        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
+
+	        b00 = a00 * a11 - a01 * a10,
+	        b01 = a00 * a12 - a02 * a10,
+	        b02 = a00 * a13 - a03 * a10,
+	        b03 = a01 * a12 - a02 * a11,
+	        b04 = a01 * a13 - a03 * a11,
+	        b05 = a02 * a13 - a03 * a12,
+	        b06 = a20 * a31 - a21 * a30,
+	        b07 = a20 * a32 - a22 * a30,
+	        b08 = a20 * a33 - a23 * a30,
+	        b09 = a21 * a32 - a22 * a31,
+	        b10 = a21 * a33 - a23 * a31,
+	        b11 = a22 * a33 - a23 * a32,
+
+	        // Calculate the determinant
+	        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+	    if (!det) {
+	        return null;
+	    }
+	    det = 1.0 / det;
+
+	    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+	    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+	    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+	    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
+	    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+	    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+	    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+	    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
+	    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+	    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+	    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+	    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
+	    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
+	    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
+	    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
+	    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
+
+	    return out;
+	};
+
+	/**
+	 * Calculates the adjugate of a mat4
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the source matrix
+	 * @returns {mat4} out
+	 */
+	mat4.adjoint = function(out, a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+	        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+	        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+	        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
+
+	    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
+	    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
+	    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
+	    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
+	    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
+	    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
+	    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
+	    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
+	    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
+	    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
+	    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
+	    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
+	    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
+	    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
+	    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
+	    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
+	    return out;
+	};
+
+	/**
+	 * Calculates the determinant of a mat4
+	 *
+	 * @param {mat4} a the source matrix
+	 * @returns {Number} determinant of a
+	 */
+	mat4.determinant = function (a) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+	        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+	        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+	        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
+
+	        b00 = a00 * a11 - a01 * a10,
+	        b01 = a00 * a12 - a02 * a10,
+	        b02 = a00 * a13 - a03 * a10,
+	        b03 = a01 * a12 - a02 * a11,
+	        b04 = a01 * a13 - a03 * a11,
+	        b05 = a02 * a13 - a03 * a12,
+	        b06 = a20 * a31 - a21 * a30,
+	        b07 = a20 * a32 - a22 * a30,
+	        b08 = a20 * a33 - a23 * a30,
+	        b09 = a21 * a32 - a22 * a31,
+	        b10 = a21 * a33 - a23 * a31,
+	        b11 = a22 * a33 - a23 * a32;
+
+	    // Calculate the determinant
+	    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+	};
+
+	/**
+	 * Multiplies two mat4's
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the first operand
+	 * @param {mat4} b the second operand
+	 * @returns {mat4} out
+	 */
+	mat4.multiply = function (out, a, b) {
+	    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+	        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+	        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+	        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
+
+	    // Cache only the current line of the second matrix
+	    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
+	    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+	    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+	    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+	    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+	    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
+	    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+	    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+	    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+	    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+	    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
+	    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+	    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+	    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+	    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+	    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
+	    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+	    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+	    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+	    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link mat4.multiply}
+	 * @function
+	 */
+	mat4.mul = mat4.multiply;
+
+	/**
+	 * Translate a mat4 by the given vector
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the matrix to translate
+	 * @param {vec3} v vector to translate by
+	 * @returns {mat4} out
+	 */
+	mat4.translate = function (out, a, v) {
+	    var x = v[0], y = v[1], z = v[2],
+	        a00, a01, a02, a03,
+	        a10, a11, a12, a13,
+	        a20, a21, a22, a23;
+
+	    if (a === out) {
+	        out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
+	        out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
+	        out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
+	        out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
+	    } else {
+	        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
+	        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
+	        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
+
+	        out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
+	        out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
+	        out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
+
+	        out[12] = a00 * x + a10 * y + a20 * z + a[12];
+	        out[13] = a01 * x + a11 * y + a21 * z + a[13];
+	        out[14] = a02 * x + a12 * y + a22 * z + a[14];
+	        out[15] = a03 * x + a13 * y + a23 * z + a[15];
+	    }
+
+	    return out;
+	};
+
+	/**
+	 * Scales the mat4 by the dimensions in the given vec3
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the matrix to scale
+	 * @param {vec3} v the vec3 to scale the matrix by
+	 * @returns {mat4} out
+	 **/
+	mat4.scale = function(out, a, v) {
+	    var x = v[0], y = v[1], z = v[2];
+
+	    out[0] = a[0] * x;
+	    out[1] = a[1] * x;
+	    out[2] = a[2] * x;
+	    out[3] = a[3] * x;
+	    out[4] = a[4] * y;
+	    out[5] = a[5] * y;
+	    out[6] = a[6] * y;
+	    out[7] = a[7] * y;
+	    out[8] = a[8] * z;
+	    out[9] = a[9] * z;
+	    out[10] = a[10] * z;
+	    out[11] = a[11] * z;
+	    out[12] = a[12];
+	    out[13] = a[13];
+	    out[14] = a[14];
+	    out[15] = a[15];
+	    return out;
+	};
+
+	/**
+	 * Rotates a mat4 by the given angle around the given axis
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @param {vec3} axis the axis to rotate around
+	 * @returns {mat4} out
+	 */
+	mat4.rotate = function (out, a, rad, axis) {
+	    var x = axis[0], y = axis[1], z = axis[2],
+	        len = Math.sqrt(x * x + y * y + z * z),
+	        s, c, t,
+	        a00, a01, a02, a03,
+	        a10, a11, a12, a13,
+	        a20, a21, a22, a23,
+	        b00, b01, b02,
+	        b10, b11, b12,
+	        b20, b21, b22;
+
+	    if (Math.abs(len) < glMatrix.EPSILON) { return null; }
+
+	    len = 1 / len;
+	    x *= len;
+	    y *= len;
+	    z *= len;
+
+	    s = Math.sin(rad);
+	    c = Math.cos(rad);
+	    t = 1 - c;
+
+	    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
+	    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
+	    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
+
+	    // Construct the elements of the rotation matrix
+	    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
+	    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
+	    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
+
+	    // Perform rotation-specific matrix multiplication
+	    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
+	    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
+	    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
+	    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
+	    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
+	    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
+	    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
+	    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
+	    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
+	    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
+	    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
+	    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
+
+	    if (a !== out) { // If the source and destination differ, copy the unchanged last row
+	        out[12] = a[12];
+	        out[13] = a[13];
+	        out[14] = a[14];
+	        out[15] = a[15];
+	    }
+	    return out;
+	};
+
+	/**
+	 * Rotates a matrix by the given angle around the X axis
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.rotateX = function (out, a, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad),
+	        a10 = a[4],
+	        a11 = a[5],
+	        a12 = a[6],
+	        a13 = a[7],
+	        a20 = a[8],
+	        a21 = a[9],
+	        a22 = a[10],
+	        a23 = a[11];
+
+	    if (a !== out) { // If the source and destination differ, copy the unchanged rows
+	        out[0]  = a[0];
+	        out[1]  = a[1];
+	        out[2]  = a[2];
+	        out[3]  = a[3];
+	        out[12] = a[12];
+	        out[13] = a[13];
+	        out[14] = a[14];
+	        out[15] = a[15];
+	    }
+
+	    // Perform axis-specific matrix multiplication
+	    out[4] = a10 * c + a20 * s;
+	    out[5] = a11 * c + a21 * s;
+	    out[6] = a12 * c + a22 * s;
+	    out[7] = a13 * c + a23 * s;
+	    out[8] = a20 * c - a10 * s;
+	    out[9] = a21 * c - a11 * s;
+	    out[10] = a22 * c - a12 * s;
+	    out[11] = a23 * c - a13 * s;
+	    return out;
+	};
+
+	/**
+	 * Rotates a matrix by the given angle around the Y axis
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.rotateY = function (out, a, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad),
+	        a00 = a[0],
+	        a01 = a[1],
+	        a02 = a[2],
+	        a03 = a[3],
+	        a20 = a[8],
+	        a21 = a[9],
+	        a22 = a[10],
+	        a23 = a[11];
+
+	    if (a !== out) { // If the source and destination differ, copy the unchanged rows
+	        out[4]  = a[4];
+	        out[5]  = a[5];
+	        out[6]  = a[6];
+	        out[7]  = a[7];
+	        out[12] = a[12];
+	        out[13] = a[13];
+	        out[14] = a[14];
+	        out[15] = a[15];
+	    }
+
+	    // Perform axis-specific matrix multiplication
+	    out[0] = a00 * c - a20 * s;
+	    out[1] = a01 * c - a21 * s;
+	    out[2] = a02 * c - a22 * s;
+	    out[3] = a03 * c - a23 * s;
+	    out[8] = a00 * s + a20 * c;
+	    out[9] = a01 * s + a21 * c;
+	    out[10] = a02 * s + a22 * c;
+	    out[11] = a03 * s + a23 * c;
+	    return out;
+	};
+
+	/**
+	 * Rotates a matrix by the given angle around the Z axis
+	 *
+	 * @param {mat4} out the receiving matrix
+	 * @param {mat4} a the matrix to rotate
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.rotateZ = function (out, a, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad),
+	        a00 = a[0],
+	        a01 = a[1],
+	        a02 = a[2],
+	        a03 = a[3],
+	        a10 = a[4],
+	        a11 = a[5],
+	        a12 = a[6],
+	        a13 = a[7];
+
+	    if (a !== out) { // If the source and destination differ, copy the unchanged last row
+	        out[8]  = a[8];
+	        out[9]  = a[9];
+	        out[10] = a[10];
+	        out[11] = a[11];
+	        out[12] = a[12];
+	        out[13] = a[13];
+	        out[14] = a[14];
+	        out[15] = a[15];
+	    }
+
+	    // Perform axis-specific matrix multiplication
+	    out[0] = a00 * c + a10 * s;
+	    out[1] = a01 * c + a11 * s;
+	    out[2] = a02 * c + a12 * s;
+	    out[3] = a03 * c + a13 * s;
+	    out[4] = a10 * c - a00 * s;
+	    out[5] = a11 * c - a01 * s;
+	    out[6] = a12 * c - a02 * s;
+	    out[7] = a13 * c - a03 * s;
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.translate(dest, dest, vec);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {vec3} v Translation vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromTranslation = function(out, v) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = 1;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = 1;
+	    out[11] = 0;
+	    out[12] = v[0];
+	    out[13] = v[1];
+	    out[14] = v[2];
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.scale(dest, dest, vec);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {vec3} v Scaling vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = v[1];
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = v[2];
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a given angle around a given axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotate(dest, dest, rad, axis);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @param {vec3} axis the axis to rotate around
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotation = function(out, rad, axis) {
+	    var x = axis[0], y = axis[1], z = axis[2],
+	        len = Math.sqrt(x * x + y * y + z * z),
+	        s, c, t;
+
+	    if (Math.abs(len) < glMatrix.EPSILON) { return null; }
+
+	    len = 1 / len;
+	    x *= len;
+	    y *= len;
+	    z *= len;
+
+	    s = Math.sin(rad);
+	    c = Math.cos(rad);
+	    t = 1 - c;
+
+	    // Perform rotation-specific matrix multiplication
+	    out[0] = x * x * t + c;
+	    out[1] = y * x * t + z * s;
+	    out[2] = z * x * t - y * s;
+	    out[3] = 0;
+	    out[4] = x * y * t - z * s;
+	    out[5] = y * y * t + c;
+	    out[6] = z * y * t + x * s;
+	    out[7] = 0;
+	    out[8] = x * z * t + y * s;
+	    out[9] = y * z * t - x * s;
+	    out[10] = z * z * t + c;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from the given angle around the X axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotateX(dest, dest, rad);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.fromXRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    // Perform axis-specific matrix multiplication
+	    out[0]  = 1;
+	    out[1]  = 0;
+	    out[2]  = 0;
+	    out[3]  = 0;
+	    out[4] = 0;
+	    out[5] = c;
+	    out[6] = s;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = -s;
+	    out[10] = c;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from the given angle around the Y axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotateY(dest, dest, rad);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.fromYRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    // Perform axis-specific matrix multiplication
+	    out[0]  = c;
+	    out[1]  = 0;
+	    out[2]  = -s;
+	    out[3]  = 0;
+	    out[4] = 0;
+	    out[5] = 1;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = s;
+	    out[9] = 0;
+	    out[10] = c;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from the given angle around the Z axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotateZ(dest, dest, rad);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.fromZRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    // Perform axis-specific matrix multiplication
+	    out[0]  = c;
+	    out[1]  = s;
+	    out[2]  = 0;
+	    out[3]  = 0;
+	    out[4] = -s;
+	    out[5] = c;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = 1;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a quaternion rotation and vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.translate(dest, vec);
+	 *     var quatMat = mat4.create();
+	 *     quat4.toMat4(quat, quatMat);
+	 *     mat4.multiply(dest, quatMat);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {quat4} q Rotation quaternion
+	 * @param {vec3} v Translation vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotationTranslation = function (out, q, v) {
+	    // Quaternion math
+	    var x = q[0], y = q[1], z = q[2], w = q[3],
+	        x2 = x + x,
+	        y2 = y + y,
+	        z2 = z + z,
+
+	        xx = x * x2,
+	        xy = x * y2,
+	        xz = x * z2,
+	        yy = y * y2,
+	        yz = y * z2,
+	        zz = z * z2,
+	        wx = w * x2,
+	        wy = w * y2,
+	        wz = w * z2;
+
+	    out[0] = 1 - (yy + zz);
+	    out[1] = xy + wz;
+	    out[2] = xz - wy;
+	    out[3] = 0;
+	    out[4] = xy - wz;
+	    out[5] = 1 - (xx + zz);
+	    out[6] = yz + wx;
+	    out[7] = 0;
+	    out[8] = xz + wy;
+	    out[9] = yz - wx;
+	    out[10] = 1 - (xx + yy);
+	    out[11] = 0;
+	    out[12] = v[0];
+	    out[13] = v[1];
+	    out[14] = v[2];
+	    out[15] = 1;
+
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a quaternion rotation, vector translation and vector scale
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.translate(dest, vec);
+	 *     var quatMat = mat4.create();
+	 *     quat4.toMat4(quat, quatMat);
+	 *     mat4.multiply(dest, quatMat);
+	 *     mat4.scale(dest, scale)
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {quat4} q Rotation quaternion
+	 * @param {vec3} v Translation vector
+	 * @param {vec3} s Scaling vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotationTranslationScale = function (out, q, v, s) {
+	    // Quaternion math
+	    var x = q[0], y = q[1], z = q[2], w = q[3],
+	        x2 = x + x,
+	        y2 = y + y,
+	        z2 = z + z,
+
+	        xx = x * x2,
+	        xy = x * y2,
+	        xz = x * z2,
+	        yy = y * y2,
+	        yz = y * z2,
+	        zz = z * z2,
+	        wx = w * x2,
+	        wy = w * y2,
+	        wz = w * z2,
+	        sx = s[0],
+	        sy = s[1],
+	        sz = s[2];
+
+	    out[0] = (1 - (yy + zz)) * sx;
+	    out[1] = (xy + wz) * sx;
+	    out[2] = (xz - wy) * sx;
+	    out[3] = 0;
+	    out[4] = (xy - wz) * sy;
+	    out[5] = (1 - (xx + zz)) * sy;
+	    out[6] = (yz + wx) * sy;
+	    out[7] = 0;
+	    out[8] = (xz + wy) * sz;
+	    out[9] = (yz - wx) * sz;
+	    out[10] = (1 - (xx + yy)) * sz;
+	    out[11] = 0;
+	    out[12] = v[0];
+	    out[13] = v[1];
+	    out[14] = v[2];
+	    out[15] = 1;
+
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.translate(dest, vec);
+	 *     mat4.translate(dest, origin);
+	 *     var quatMat = mat4.create();
+	 *     quat4.toMat4(quat, quatMat);
+	 *     mat4.multiply(dest, quatMat);
+	 *     mat4.scale(dest, scale)
+	 *     mat4.translate(dest, negativeOrigin);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {quat4} q Rotation quaternion
+	 * @param {vec3} v Translation vector
+	 * @param {vec3} s Scaling vector
+	 * @param {vec3} o The origin vector around which to scale and rotate
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) {
+	  // Quaternion math
+	  var x = q[0], y = q[1], z = q[2], w = q[3],
+	      x2 = x + x,
+	      y2 = y + y,
+	      z2 = z + z,
+
+	      xx = x * x2,
+	      xy = x * y2,
+	      xz = x * z2,
+	      yy = y * y2,
+	      yz = y * z2,
+	      zz = z * z2,
+	      wx = w * x2,
+	      wy = w * y2,
+	      wz = w * z2,
+
+	      sx = s[0],
+	      sy = s[1],
+	      sz = s[2],
+
+	      ox = o[0],
+	      oy = o[1],
+	      oz = o[2];
+
+	  out[0] = (1 - (yy + zz)) * sx;
+	  out[1] = (xy + wz) * sx;
+	  out[2] = (xz - wy) * sx;
+	  out[3] = 0;
+	  out[4] = (xy - wz) * sy;
+	  out[5] = (1 - (xx + zz)) * sy;
+	  out[6] = (yz + wx) * sy;
+	  out[7] = 0;
+	  out[8] = (xz + wy) * sz;
+	  out[9] = (yz - wx) * sz;
+	  out[10] = (1 - (xx + yy)) * sz;
+	  out[11] = 0;
+	  out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz);
+	  out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz);
+	  out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz);
+	  out[15] = 1;
+
+	  return out;
+	};
+
+	mat4.fromQuat = function (out, q) {
+	    var x = q[0], y = q[1], z = q[2], w = q[3],
+	        x2 = x + x,
+	        y2 = y + y,
+	        z2 = z + z,
+
+	        xx = x * x2,
+	        yx = y * x2,
+	        yy = y * y2,
+	        zx = z * x2,
+	        zy = z * y2,
+	        zz = z * z2,
+	        wx = w * x2,
+	        wy = w * y2,
+	        wz = w * z2;
+
+	    out[0] = 1 - yy - zz;
+	    out[1] = yx + wz;
+	    out[2] = zx - wy;
+	    out[3] = 0;
+
+	    out[4] = yx - wz;
+	    out[5] = 1 - xx - zz;
+	    out[6] = zy + wx;
+	    out[7] = 0;
+
+	    out[8] = zx + wy;
+	    out[9] = zy - wx;
+	    out[10] = 1 - xx - yy;
+	    out[11] = 0;
+
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+
+	    return out;
+	};
+
+	/**
+	 * Generates a frustum matrix with the given bounds
+	 *
+	 * @param {mat4} out mat4 frustum matrix will be written into
+	 * @param {Number} left Left bound of the frustum
+	 * @param {Number} right Right bound of the frustum
+	 * @param {Number} bottom Bottom bound of the frustum
+	 * @param {Number} top Top bound of the frustum
+	 * @param {Number} near Near bound of the frustum
+	 * @param {Number} far Far bound of the frustum
+	 * @returns {mat4} out
+	 */
+	mat4.frustum = function (out, left, right, bottom, top, near, far) {
+	    var rl = 1 / (right - left),
+	        tb = 1 / (top - bottom),
+	        nf = 1 / (near - far);
+	    out[0] = (near * 2) * rl;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = (near * 2) * tb;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = (right + left) * rl;
+	    out[9] = (top + bottom) * tb;
+	    out[10] = (far + near) * nf;
+	    out[11] = -1;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = (far * near * 2) * nf;
+	    out[15] = 0;
+	    return out;
+	};
+
+	/**
+	 * Generates a perspective projection matrix with the given bounds
+	 *
+	 * @param {mat4} out mat4 frustum matrix will be written into
+	 * @param {number} fovy Vertical field of view in radians
+	 * @param {number} aspect Aspect ratio. typically viewport width/height
+	 * @param {number} near Near bound of the frustum
+	 * @param {number} far Far bound of the frustum
+	 * @returns {mat4} out
+	 */
+	mat4.perspective = function (out, fovy, aspect, near, far) {
+	    var f = 1.0 / Math.tan(fovy / 2),
+	        nf = 1 / (near - far);
+	    out[0] = f / aspect;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = f;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = (far + near) * nf;
+	    out[11] = -1;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = (2 * far * near) * nf;
+	    out[15] = 0;
+	    return out;
+	};
+
+	/**
+	 * Generates a perspective projection matrix with the given field of view.
+	 * This is primarily useful for generating projection matrices to be used
+	 * with the still experiemental WebVR API.
+	 *
+	 * @param {mat4} out mat4 frustum matrix will be written into
+	 * @param {number} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees
+	 * @param {number} near Near bound of the frustum
+	 * @param {number} far Far bound of the frustum
+	 * @returns {mat4} out
+	 */
+	mat4.perspectiveFromFieldOfView = function (out, fov, near, far) {
+	    var upTan = Math.tan(fov.upDegrees * Math.PI/180.0),
+	        downTan = Math.tan(fov.downDegrees * Math.PI/180.0),
+	        leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0),
+	        rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0),
+	        xScale = 2.0 / (leftTan + rightTan),
+	        yScale = 2.0 / (upTan + downTan);
+
+	    out[0] = xScale;
+	    out[1] = 0.0;
+	    out[2] = 0.0;
+	    out[3] = 0.0;
+	    out[4] = 0.0;
+	    out[5] = yScale;
+	    out[6] = 0.0;
+	    out[7] = 0.0;
+	    out[8] = -((leftTan - rightTan) * xScale * 0.5);
+	    out[9] = ((upTan - downTan) * yScale * 0.5);
+	    out[10] = far / (near - far);
+	    out[11] = -1.0;
+	    out[12] = 0.0;
+	    out[13] = 0.0;
+	    out[14] = (far * near) / (near - far);
+	    out[15] = 0.0;
+	    return out;
+	}
+
+	/**
+	 * Generates a orthogonal projection matrix with the given bounds
+	 *
+	 * @param {mat4} out mat4 frustum matrix will be written into
+	 * @param {number} left Left bound of the frustum
+	 * @param {number} right Right bound of the frustum
+	 * @param {number} bottom Bottom bound of the frustum
+	 * @param {number} top Top bound of the frustum
+	 * @param {number} near Near bound of the frustum
+	 * @param {number} far Far bound of the frustum
+	 * @returns {mat4} out
+	 */
+	mat4.ortho = function (out, left, right, bottom, top, near, far) {
+	    var lr = 1 / (left - right),
+	        bt = 1 / (bottom - top),
+	        nf = 1 / (near - far);
+	    out[0] = -2 * lr;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = -2 * bt;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = 2 * nf;
+	    out[11] = 0;
+	    out[12] = (left + right) * lr;
+	    out[13] = (top + bottom) * bt;
+	    out[14] = (far + near) * nf;
+	    out[15] = 1;
+	    return out;
+	};
+
+	/**
+	 * Generates a look-at matrix with the given eye position, focal point, and up axis
+	 *
+	 * @param {mat4} out mat4 frustum matrix will be written into
+	 * @param {vec3} eye Position of the viewer
+	 * @param {vec3} center Point the viewer is looking at
+	 * @param {vec3} up vec3 pointing up
+	 * @returns {mat4} out
+	 */
+	mat4.lookAt = function (out, eye, center, up) {
+	    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
+	        eyex = eye[0],
+	        eyey = eye[1],
+	        eyez = eye[2],
+	        upx = up[0],
+	        upy = up[1],
+	        upz = up[2],
+	        centerx = center[0],
+	        centery = center[1],
+	        centerz = center[2];
+
+	    if (Math.abs(eyex - centerx) < glMatrix.EPSILON &&
+	        Math.abs(eyey - centery) < glMatrix.EPSILON &&
+	        Math.abs(eyez - centerz) < glMatrix.EPSILON) {
+	        return mat4.identity(out);
+	    }
+
+	    z0 = eyex - centerx;
+	    z1 = eyey - centery;
+	    z2 = eyez - centerz;
+
+	    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
+	    z0 *= len;
+	    z1 *= len;
+	    z2 *= len;
+
+	    x0 = upy * z2 - upz * z1;
+	    x1 = upz * z0 - upx * z2;
+	    x2 = upx * z1 - upy * z0;
+	    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
+	    if (!len) {
+	        x0 = 0;
+	        x1 = 0;
+	        x2 = 0;
+	    } else {
+	        len = 1 / len;
+	        x0 *= len;
+	        x1 *= len;
+	        x2 *= len;
+	    }
+
+	    y0 = z1 * x2 - z2 * x1;
+	    y1 = z2 * x0 - z0 * x2;
+	    y2 = z0 * x1 - z1 * x0;
+
+	    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
+	    if (!len) {
+	        y0 = 0;
+	        y1 = 0;
+	        y2 = 0;
+	    } else {
+	        len = 1 / len;
+	        y0 *= len;
+	        y1 *= len;
+	        y2 *= len;
+	    }
+
+	    out[0] = x0;
+	    out[1] = y0;
+	    out[2] = z0;
+	    out[3] = 0;
+	    out[4] = x1;
+	    out[5] = y1;
+	    out[6] = z1;
+	    out[7] = 0;
+	    out[8] = x2;
+	    out[9] = y2;
+	    out[10] = z2;
+	    out[11] = 0;
+	    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
+	    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
+	    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
+	    out[15] = 1;
+
+	    return out;
+	};
+
+	/**
+	 * Returns a string representation of a mat4
+	 *
+	 * @param {mat4} mat matrix to represent as a string
+	 * @returns {String} string representation of the matrix
+	 */
+	mat4.str = function (a) {
+	    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
+	                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
+	                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
+	                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
+	};
+
+	/**
+	 * Returns Frobenius norm of a mat4
+	 *
+	 * @param {mat4} a the matrix to calculate Frobenius norm of
+	 * @returns {Number} Frobenius norm
+	 */
+	mat4.frob = function (a) {
+	    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) ))
+	};
+
+
+	module.exports = mat4;
+
+
+/***/ },
+/* 6 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+	var mat3 = __webpack_require__(4);
+	var vec3 = __webpack_require__(7);
+	var vec4 = __webpack_require__(8);
+
+	/**
+	 * @class Quaternion
+	 * @name quat
+	 */
+	var quat = {};
+
+	/**
+	 * Creates a new identity quat
+	 *
+	 * @returns {quat} a new quaternion
+	 */
+	quat.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(4);
+	    out[0] = 0;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    return out;
+	};
+
+	/**
+	 * Sets a quaternion to represent the shortest rotation from one
+	 * vector to another.
+	 *
+	 * Both vectors are assumed to be unit length.
+	 *
+	 * @param {quat} out the receiving quaternion.
+	 * @param {vec3} a the initial vector
+	 * @param {vec3} b the destination vector
+	 * @returns {quat} out
+	 */
+	quat.rotationTo = (function() {
+	    var tmpvec3 = vec3.create();
+	    var xUnitVec3 = vec3.fromValues(1,0,0);
+	    var yUnitVec3 = vec3.fromValues(0,1,0);
+
+	    return function(out, a, b) {
+	        var dot = vec3.dot(a, b);
+	        if (dot < -0.999999) {
+	            vec3.cross(tmpvec3, xUnitVec3, a);
+	            if (vec3.length(tmpvec3) < 0.000001)
+	                vec3.cross(tmpvec3, yUnitVec3, a);
+	            vec3.normalize(tmpvec3, tmpvec3);
+	            quat.setAxisAngle(out, tmpvec3, Math.PI);
+	            return out;
+	        } else if (dot > 0.999999) {
+	            out[0] = 0;
+	            out[1] = 0;
+	            out[2] = 0;
+	            out[3] = 1;
+	            return out;
+	        } else {
+	            vec3.cross(tmpvec3, a, b);
+	            out[0] = tmpvec3[0];
+	            out[1] = tmpvec3[1];
+	            out[2] = tmpvec3[2];
+	            out[3] = 1 + dot;
+	            return quat.normalize(out, out);
+	        }
+	    };
+	})();
+
+	/**
+	 * Sets the specified quaternion with values corresponding to the given
+	 * axes. Each axis is a vec3 and is expected to be unit length and
+	 * perpendicular to all other specified axes.
+	 *
+	 * @param {vec3} view  the vector representing the viewing direction
+	 * @param {vec3} right the vector representing the local "right" direction
+	 * @param {vec3} up    the vector representing the local "up" direction
+	 * @returns {quat} out
+	 */
+	quat.setAxes = (function() {
+	    var matr = mat3.create();
+
+	    return function(out, view, right, up) {
+	        matr[0] = right[0];
+	        matr[3] = right[1];
+	        matr[6] = right[2];
+
+	        matr[1] = up[0];
+	        matr[4] = up[1];
+	        matr[7] = up[2];
+
+	        matr[2] = -view[0];
+	        matr[5] = -view[1];
+	        matr[8] = -view[2];
+
+	        return quat.normalize(out, quat.fromMat3(out, matr));
+	    };
+	})();
+
+	/**
+	 * Creates a new quat initialized with values from an existing quaternion
+	 *
+	 * @param {quat} a quaternion to clone
+	 * @returns {quat} a new quaternion
+	 * @function
+	 */
+	quat.clone = vec4.clone;
+
+	/**
+	 * Creates a new quat initialized with the given values
+	 *
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @param {Number} z Z component
+	 * @param {Number} w W component
+	 * @returns {quat} a new quaternion
+	 * @function
+	 */
+	quat.fromValues = vec4.fromValues;
+
+	/**
+	 * Copy the values from one quat to another
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the source quaternion
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.copy = vec4.copy;
+
+	/**
+	 * Set the components of a quat to the given values
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @param {Number} z Z component
+	 * @param {Number} w W component
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.set = vec4.set;
+
+	/**
+	 * Set a quat to the identity quaternion
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @returns {quat} out
+	 */
+	quat.identity = function(out) {
+	    out[0] = 0;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    return out;
+	};
+
+	/**
+	 * Sets a quat from the given angle and rotation axis,
+	 * then returns it.
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {vec3} axis the axis around which to rotate
+	 * @param {Number} rad the angle in radians
+	 * @returns {quat} out
+	 **/
+	quat.setAxisAngle = function(out, axis, rad) {
+	    rad = rad * 0.5;
+	    var s = Math.sin(rad);
+	    out[0] = s * axis[0];
+	    out[1] = s * axis[1];
+	    out[2] = s * axis[2];
+	    out[3] = Math.cos(rad);
+	    return out;
+	};
+
+	/**
+	 * Adds two quat's
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.add = vec4.add;
+
+	/**
+	 * Multiplies two quat's
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @returns {quat} out
+	 */
+	quat.multiply = function(out, a, b) {
+	    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+	        bx = b[0], by = b[1], bz = b[2], bw = b[3];
+
+	    out[0] = ax * bw + aw * bx + ay * bz - az * by;
+	    out[1] = ay * bw + aw * by + az * bx - ax * bz;
+	    out[2] = az * bw + aw * bz + ax * by - ay * bx;
+	    out[3] = aw * bw - ax * bx - ay * by - az * bz;
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link quat.multiply}
+	 * @function
+	 */
+	quat.mul = quat.multiply;
+
+	/**
+	 * Scales a quat by a scalar number
+	 *
+	 * @param {quat} out the receiving vector
+	 * @param {quat} a the vector to scale
+	 * @param {Number} b amount to scale the vector by
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.scale = vec4.scale;
+
+	/**
+	 * Rotates a quaternion by the given angle about the X axis
+	 *
+	 * @param {quat} out quat receiving operation result
+	 * @param {quat} a quat to rotate
+	 * @param {number} rad angle (in radians) to rotate
+	 * @returns {quat} out
+	 */
+	quat.rotateX = function (out, a, rad) {
+	    rad *= 0.5;
+
+	    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+	        bx = Math.sin(rad), bw = Math.cos(rad);
+
+	    out[0] = ax * bw + aw * bx;
+	    out[1] = ay * bw + az * bx;
+	    out[2] = az * bw - ay * bx;
+	    out[3] = aw * bw - ax * bx;
+	    return out;
+	};
+
+	/**
+	 * Rotates a quaternion by the given angle about the Y axis
+	 *
+	 * @param {quat} out quat receiving operation result
+	 * @param {quat} a quat to rotate
+	 * @param {number} rad angle (in radians) to rotate
+	 * @returns {quat} out
+	 */
+	quat.rotateY = function (out, a, rad) {
+	    rad *= 0.5;
+
+	    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+	        by = Math.sin(rad), bw = Math.cos(rad);
+
+	    out[0] = ax * bw - az * by;
+	    out[1] = ay * bw + aw * by;
+	    out[2] = az * bw + ax * by;
+	    out[3] = aw * bw - ay * by;
+	    return out;
+	};
+
+	/**
+	 * Rotates a quaternion by the given angle about the Z axis
+	 *
+	 * @param {quat} out quat receiving operation result
+	 * @param {quat} a quat to rotate
+	 * @param {number} rad angle (in radians) to rotate
+	 * @returns {quat} out
+	 */
+	quat.rotateZ = function (out, a, rad) {
+	    rad *= 0.5;
+
+	    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+	        bz = Math.sin(rad), bw = Math.cos(rad);
+
+	    out[0] = ax * bw + ay * bz;
+	    out[1] = ay * bw - ax * bz;
+	    out[2] = az * bw + aw * bz;
+	    out[3] = aw * bw - az * bz;
+	    return out;
+	};
+
+	/**
+	 * Calculates the W component of a quat from the X, Y, and Z components.
+	 * Assumes that quaternion is 1 unit in length.
+	 * Any existing W component will be ignored.
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a quat to calculate W component of
+	 * @returns {quat} out
+	 */
+	quat.calculateW = function (out, a) {
+	    var x = a[0], y = a[1], z = a[2];
+
+	    out[0] = x;
+	    out[1] = y;
+	    out[2] = z;
+	    out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
+	    return out;
+	};
+
+	/**
+	 * Calculates the dot product of two quat's
+	 *
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @returns {Number} dot product of a and b
+	 * @function
+	 */
+	quat.dot = vec4.dot;
+
+	/**
+	 * Performs a linear interpolation between two quat's
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.lerp = vec4.lerp;
+
+	/**
+	 * Performs a spherical linear interpolation between two quat
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {quat} out
+	 */
+	quat.slerp = function (out, a, b, t) {
+	    // benchmarks:
+	    //    http://jsperf.com/quaternion-slerp-implementations
+
+	    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+	        bx = b[0], by = b[1], bz = b[2], bw = b[3];
+
+	    var        omega, cosom, sinom, scale0, scale1;
+
+	    // calc cosine
+	    cosom = ax * bx + ay * by + az * bz + aw * bw;
+	    // adjust signs (if necessary)
+	    if ( cosom < 0.0 ) {
+	        cosom = -cosom;
+	        bx = - bx;
+	        by = - by;
+	        bz = - bz;
+	        bw = - bw;
+	    }
+	    // calculate coefficients
+	    if ( (1.0 - cosom) > 0.000001 ) {
+	        // standard case (slerp)
+	        omega  = Math.acos(cosom);
+	        sinom  = Math.sin(omega);
+	        scale0 = Math.sin((1.0 - t) * omega) / sinom;
+	        scale1 = Math.sin(t * omega) / sinom;
+	    } else {
+	        // "from" and "to" quaternions are very close
+	        //  ... so we can do a linear interpolation
+	        scale0 = 1.0 - t;
+	        scale1 = t;
+	    }
+	    // calculate final values
+	    out[0] = scale0 * ax + scale1 * bx;
+	    out[1] = scale0 * ay + scale1 * by;
+	    out[2] = scale0 * az + scale1 * bz;
+	    out[3] = scale0 * aw + scale1 * bw;
+
+	    return out;
+	};
+
+	/**
+	 * Performs a spherical linear interpolation with two control points
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @param {quat} c the third operand
+	 * @param {quat} d the fourth operand
+	 * @param {Number} t interpolation amount
+	 * @returns {quat} out
+	 */
+	quat.sqlerp = (function () {
+	  var temp1 = quat.create();
+	  var temp2 = quat.create();
+
+	  return function (out, a, b, c, d, t) {
+	    quat.slerp(temp1, a, d, t);
+	    quat.slerp(temp2, b, c, t);
+	    quat.slerp(out, temp1, temp2, 2 * t * (1 - t));
+
+	    return out;
+	  };
+	}());
+
+	/**
+	 * Calculates the inverse of a quat
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a quat to calculate inverse of
+	 * @returns {quat} out
+	 */
+	quat.invert = function(out, a) {
+	    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+	        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
+	        invDot = dot ? 1.0/dot : 0;
+
+	    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
+
+	    out[0] = -a0*invDot;
+	    out[1] = -a1*invDot;
+	    out[2] = -a2*invDot;
+	    out[3] = a3*invDot;
+	    return out;
+	};
+
+	/**
+	 * Calculates the conjugate of a quat
+	 * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a quat to calculate conjugate of
+	 * @returns {quat} out
+	 */
+	quat.conjugate = function (out, a) {
+	    out[0] = -a[0];
+	    out[1] = -a[1];
+	    out[2] = -a[2];
+	    out[3] = a[3];
+	    return out;
+	};
+
+	/**
+	 * Calculates the length of a quat
+	 *
+	 * @param {quat} a vector to calculate length of
+	 * @returns {Number} length of a
+	 * @function
+	 */
+	quat.length = vec4.length;
+
+	/**
+	 * Alias for {@link quat.length}
+	 * @function
+	 */
+	quat.len = quat.length;
+
+	/**
+	 * Calculates the squared length of a quat
+	 *
+	 * @param {quat} a vector to calculate squared length of
+	 * @returns {Number} squared length of a
+	 * @function
+	 */
+	quat.squaredLength = vec4.squaredLength;
+
+	/**
+	 * Alias for {@link quat.squaredLength}
+	 * @function
+	 */
+	quat.sqrLen = quat.squaredLength;
+
+	/**
+	 * Normalize a quat
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a quaternion to normalize
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.normalize = vec4.normalize;
+
+	/**
+	 * Creates a quaternion from the given 3x3 rotation matrix.
+	 *
+	 * NOTE: The resultant quaternion is not normalized, so you should be sure
+	 * to renormalize the quaternion yourself where necessary.
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {mat3} m rotation matrix
+	 * @returns {quat} out
+	 * @function
+	 */
+	quat.fromMat3 = function(out, m) {
+	    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
+	    // article "Quaternion Calculus and Fast Animation".
+	    var fTrace = m[0] + m[4] + m[8];
+	    var fRoot;
+
+	    if ( fTrace > 0.0 ) {
+	        // |w| > 1/2, may as well choose w > 1/2
+	        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
+	        out[3] = 0.5 * fRoot;
+	        fRoot = 0.5/fRoot;  // 1/(4w)
+	        out[0] = (m[5]-m[7])*fRoot;
+	        out[1] = (m[6]-m[2])*fRoot;
+	        out[2] = (m[1]-m[3])*fRoot;
+	    } else {
+	        // |w| <= 1/2
+	        var i = 0;
+	        if ( m[4] > m[0] )
+	          i = 1;
+	        if ( m[8] > m[i*3+i] )
+	          i = 2;
+	        var j = (i+1)%3;
+	        var k = (i+2)%3;
+
+	        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
+	        out[i] = 0.5 * fRoot;
+	        fRoot = 0.5 / fRoot;
+	        out[3] = (m[j*3+k] - m[k*3+j]) * fRoot;
+	        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
+	        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
+	    }
+
+	    return out;
+	};
+
+	/**
+	 * Returns a string representation of a quatenion
+	 *
+	 * @param {quat} vec vector to represent as a string
+	 * @returns {String} string representation of the vector
+	 */
+	quat.str = function (a) {
+	    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
+	};
+
+	module.exports = quat;
+
+
+/***/ },
+/* 7 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 3 Dimensional Vector
+	 * @name vec3
+	 */
+	var vec3 = {};
+
+	/**
+	 * Creates a new, empty vec3
+	 *
+	 * @returns {vec3} a new 3D vector
+	 */
+	vec3.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(3);
+	    out[0] = 0;
+	    out[1] = 0;
+	    out[2] = 0;
+	    return out;
+	};
+
+	/**
+	 * Creates a new vec3 initialized with values from an existing vector
+	 *
+	 * @param {vec3} a vector to clone
+	 * @returns {vec3} a new 3D vector
+	 */
+	vec3.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(3);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    return out;
+	};
+
+	/**
+	 * Creates a new vec3 initialized with the given values
+	 *
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @param {Number} z Z component
+	 * @returns {vec3} a new 3D vector
+	 */
+	vec3.fromValues = function(x, y, z) {
+	    var out = new glMatrix.ARRAY_TYPE(3);
+	    out[0] = x;
+	    out[1] = y;
+	    out[2] = z;
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one vec3 to another
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the source vector
+	 * @returns {vec3} out
+	 */
+	vec3.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    return out;
+	};
+
+	/**
+	 * Set the components of a vec3 to the given values
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @param {Number} z Z component
+	 * @returns {vec3} out
+	 */
+	vec3.set = function(out, x, y, z) {
+	    out[0] = x;
+	    out[1] = y;
+	    out[2] = z;
+	    return out;
+	};
+
+	/**
+	 * Adds two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.add = function(out, a, b) {
+	    out[0] = a[0] + b[0];
+	    out[1] = a[1] + b[1];
+	    out[2] = a[2] + b[2];
+	    return out;
+	};
+
+	/**
+	 * Subtracts vector b from vector a
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.subtract = function(out, a, b) {
+	    out[0] = a[0] - b[0];
+	    out[1] = a[1] - b[1];
+	    out[2] = a[2] - b[2];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec3.subtract}
+	 * @function
+	 */
+	vec3.sub = vec3.subtract;
+
+	/**
+	 * Multiplies two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.multiply = function(out, a, b) {
+	    out[0] = a[0] * b[0];
+	    out[1] = a[1] * b[1];
+	    out[2] = a[2] * b[2];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec3.multiply}
+	 * @function
+	 */
+	vec3.mul = vec3.multiply;
+
+	/**
+	 * Divides two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.divide = function(out, a, b) {
+	    out[0] = a[0] / b[0];
+	    out[1] = a[1] / b[1];
+	    out[2] = a[2] / b[2];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec3.divide}
+	 * @function
+	 */
+	vec3.div = vec3.divide;
+
+	/**
+	 * Returns the minimum of two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.min = function(out, a, b) {
+	    out[0] = Math.min(a[0], b[0]);
+	    out[1] = Math.min(a[1], b[1]);
+	    out[2] = Math.min(a[2], b[2]);
+	    return out;
+	};
+
+	/**
+	 * Returns the maximum of two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.max = function(out, a, b) {
+	    out[0] = Math.max(a[0], b[0]);
+	    out[1] = Math.max(a[1], b[1]);
+	    out[2] = Math.max(a[2], b[2]);
+	    return out;
+	};
+
+	/**
+	 * Scales a vec3 by a scalar number
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the vector to scale
+	 * @param {Number} b amount to scale the vector by
+	 * @returns {vec3} out
+	 */
+	vec3.scale = function(out, a, b) {
+	    out[0] = a[0] * b;
+	    out[1] = a[1] * b;
+	    out[2] = a[2] * b;
+	    return out;
+	};
+
+	/**
+	 * Adds two vec3's after scaling the second operand by a scalar value
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @param {Number} scale the amount to scale b by before adding
+	 * @returns {vec3} out
+	 */
+	vec3.scaleAndAdd = function(out, a, b, scale) {
+	    out[0] = a[0] + (b[0] * scale);
+	    out[1] = a[1] + (b[1] * scale);
+	    out[2] = a[2] + (b[2] * scale);
+	    return out;
+	};
+
+	/**
+	 * Calculates the euclidian distance between two vec3's
+	 *
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {Number} distance between a and b
+	 */
+	vec3.distance = function(a, b) {
+	    var x = b[0] - a[0],
+	        y = b[1] - a[1],
+	        z = b[2] - a[2];
+	    return Math.sqrt(x*x + y*y + z*z);
+	};
+
+	/**
+	 * Alias for {@link vec3.distance}
+	 * @function
+	 */
+	vec3.dist = vec3.distance;
+
+	/**
+	 * Calculates the squared euclidian distance between two vec3's
+	 *
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {Number} squared distance between a and b
+	 */
+	vec3.squaredDistance = function(a, b) {
+	    var x = b[0] - a[0],
+	        y = b[1] - a[1],
+	        z = b[2] - a[2];
+	    return x*x + y*y + z*z;
+	};
+
+	/**
+	 * Alias for {@link vec3.squaredDistance}
+	 * @function
+	 */
+	vec3.sqrDist = vec3.squaredDistance;
+
+	/**
+	 * Calculates the length of a vec3
+	 *
+	 * @param {vec3} a vector to calculate length of
+	 * @returns {Number} length of a
+	 */
+	vec3.length = function (a) {
+	    var x = a[0],
+	        y = a[1],
+	        z = a[2];
+	    return Math.sqrt(x*x + y*y + z*z);
+	};
+
+	/**
+	 * Alias for {@link vec3.length}
+	 * @function
+	 */
+	vec3.len = vec3.length;
+
+	/**
+	 * Calculates the squared length of a vec3
+	 *
+	 * @param {vec3} a vector to calculate squared length of
+	 * @returns {Number} squared length of a
+	 */
+	vec3.squaredLength = function (a) {
+	    var x = a[0],
+	        y = a[1],
+	        z = a[2];
+	    return x*x + y*y + z*z;
+	};
+
+	/**
+	 * Alias for {@link vec3.squaredLength}
+	 * @function
+	 */
+	vec3.sqrLen = vec3.squaredLength;
+
+	/**
+	 * Negates the components of a vec3
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a vector to negate
+	 * @returns {vec3} out
+	 */
+	vec3.negate = function(out, a) {
+	    out[0] = -a[0];
+	    out[1] = -a[1];
+	    out[2] = -a[2];
+	    return out;
+	};
+
+	/**
+	 * Returns the inverse of the components of a vec3
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a vector to invert
+	 * @returns {vec3} out
+	 */
+	vec3.inverse = function(out, a) {
+	  out[0] = 1.0 / a[0];
+	  out[1] = 1.0 / a[1];
+	  out[2] = 1.0 / a[2];
+	  return out;
+	};
+
+	/**
+	 * Normalize a vec3
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a vector to normalize
+	 * @returns {vec3} out
+	 */
+	vec3.normalize = function(out, a) {
+	    var x = a[0],
+	        y = a[1],
+	        z = a[2];
+	    var len = x*x + y*y + z*z;
+	    if (len > 0) {
+	        //TODO: evaluate use of glm_invsqrt here?
+	        len = 1 / Math.sqrt(len);
+	        out[0] = a[0] * len;
+	        out[1] = a[1] * len;
+	        out[2] = a[2] * len;
+	    }
+	    return out;
+	};
+
+	/**
+	 * Calculates the dot product of two vec3's
+	 *
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {Number} dot product of a and b
+	 */
+	vec3.dot = function (a, b) {
+	    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+	};
+
+	/**
+	 * Computes the cross product of two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec3.cross = function(out, a, b) {
+	    var ax = a[0], ay = a[1], az = a[2],
+	        bx = b[0], by = b[1], bz = b[2];
+
+	    out[0] = ay * bz - az * by;
+	    out[1] = az * bx - ax * bz;
+	    out[2] = ax * by - ay * bx;
+	    return out;
+	};
+
+	/**
+	 * Performs a linear interpolation between two vec3's
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec3} out
+	 */
+	vec3.lerp = function (out, a, b, t) {
+	    var ax = a[0],
+	        ay = a[1],
+	        az = a[2];
+	    out[0] = ax + t * (b[0] - ax);
+	    out[1] = ay + t * (b[1] - ay);
+	    out[2] = az + t * (b[2] - az);
+	    return out;
+	};
+
+	/**
+	 * Performs a hermite interpolation with two control points
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @param {vec3} c the third operand
+	 * @param {vec3} d the fourth operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec3} out
+	 */
+	vec3.hermite = function (out, a, b, c, d, t) {
+	  var factorTimes2 = t * t,
+	      factor1 = factorTimes2 * (2 * t - 3) + 1,
+	      factor2 = factorTimes2 * (t - 2) + t,
+	      factor3 = factorTimes2 * (t - 1),
+	      factor4 = factorTimes2 * (3 - 2 * t);
+
+	  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
+	  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
+	  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
+
+	  return out;
+	};
+
+	/**
+	 * Performs a bezier interpolation with two control points
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @param {vec3} c the third operand
+	 * @param {vec3} d the fourth operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec3} out
+	 */
+	vec3.bezier = function (out, a, b, c, d, t) {
+	  var inverseFactor = 1 - t,
+	      inverseFactorTimesTwo = inverseFactor * inverseFactor,
+	      factorTimes2 = t * t,
+	      factor1 = inverseFactorTimesTwo * inverseFactor,
+	      factor2 = 3 * t * inverseFactorTimesTwo,
+	      factor3 = 3 * factorTimes2 * inverseFactor,
+	      factor4 = factorTimes2 * t;
+
+	  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
+	  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
+	  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
+
+	  return out;
+	};
+
+	/**
+	 * Generates a random vector with the given scale
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
+	 * @returns {vec3} out
+	 */
+	vec3.random = function (out, scale) {
+	    scale = scale || 1.0;
+
+	    var r = glMatrix.RANDOM() * 2.0 * Math.PI;
+	    var z = (glMatrix.RANDOM() * 2.0) - 1.0;
+	    var zScale = Math.sqrt(1.0-z*z) * scale;
+
+	    out[0] = Math.cos(r) * zScale;
+	    out[1] = Math.sin(r) * zScale;
+	    out[2] = z * scale;
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec3 with a mat4.
+	 * 4th vector component is implicitly '1'
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the vector to transform
+	 * @param {mat4} m matrix to transform with
+	 * @returns {vec3} out
+	 */
+	vec3.transformMat4 = function(out, a, m) {
+	    var x = a[0], y = a[1], z = a[2],
+	        w = m[3] * x + m[7] * y + m[11] * z + m[15];
+	    w = w || 1.0;
+	    out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
+	    out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
+	    out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec3 with a mat3.
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the vector to transform
+	 * @param {mat4} m the 3x3 matrix to transform with
+	 * @returns {vec3} out
+	 */
+	vec3.transformMat3 = function(out, a, m) {
+	    var x = a[0], y = a[1], z = a[2];
+	    out[0] = x * m[0] + y * m[3] + z * m[6];
+	    out[1] = x * m[1] + y * m[4] + z * m[7];
+	    out[2] = x * m[2] + y * m[5] + z * m[8];
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec3 with a quat
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the vector to transform
+	 * @param {quat} q quaternion to transform with
+	 * @returns {vec3} out
+	 */
+	vec3.transformQuat = function(out, a, q) {
+	    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
+
+	    var x = a[0], y = a[1], z = a[2],
+	        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
+
+	        // calculate quat * vec
+	        ix = qw * x + qy * z - qz * y,
+	        iy = qw * y + qz * x - qx * z,
+	        iz = qw * z + qx * y - qy * x,
+	        iw = -qx * x - qy * y - qz * z;
+
+	    // calculate result * inverse quat
+	    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+	    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+	    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+	    return out;
+	};
+
+	/**
+	 * Rotate a 3D vector around the x-axis
+	 * @param {vec3} out The receiving vec3
+	 * @param {vec3} a The vec3 point to rotate
+	 * @param {vec3} b The origin of the rotation
+	 * @param {Number} c The angle of rotation
+	 * @returns {vec3} out
+	 */
+	vec3.rotateX = function(out, a, b, c){
+	   var p = [], r=[];
+		  //Translate point to the origin
+		  p[0] = a[0] - b[0];
+		  p[1] = a[1] - b[1];
+	  	p[2] = a[2] - b[2];
+
+		  //perform rotation
+		  r[0] = p[0];
+		  r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
+		  r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
+
+		  //translate to correct position
+		  out[0] = r[0] + b[0];
+		  out[1] = r[1] + b[1];
+		  out[2] = r[2] + b[2];
+
+	  	return out;
+	};
+
+	/**
+	 * Rotate a 3D vector around the y-axis
+	 * @param {vec3} out The receiving vec3
+	 * @param {vec3} a The vec3 point to rotate
+	 * @param {vec3} b The origin of the rotation
+	 * @param {Number} c The angle of rotation
+	 * @returns {vec3} out
+	 */
+	vec3.rotateY = function(out, a, b, c){
+	  	var p = [], r=[];
+	  	//Translate point to the origin
+	  	p[0] = a[0] - b[0];
+	  	p[1] = a[1] - b[1];
+	  	p[2] = a[2] - b[2];
+
+	  	//perform rotation
+	  	r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
+	  	r[1] = p[1];
+	  	r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
+
+	  	//translate to correct position
+	  	out[0] = r[0] + b[0];
+	  	out[1] = r[1] + b[1];
+	  	out[2] = r[2] + b[2];
+
+	  	return out;
+	};
+
+	/**
+	 * Rotate a 3D vector around the z-axis
+	 * @param {vec3} out The receiving vec3
+	 * @param {vec3} a The vec3 point to rotate
+	 * @param {vec3} b The origin of the rotation
+	 * @param {Number} c The angle of rotation
+	 * @returns {vec3} out
+	 */
+	vec3.rotateZ = function(out, a, b, c){
+	  	var p = [], r=[];
+	  	//Translate point to the origin
+	  	p[0] = a[0] - b[0];
+	  	p[1] = a[1] - b[1];
+	  	p[2] = a[2] - b[2];
+
+	  	//perform rotation
+	  	r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
+	  	r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
+	  	r[2] = p[2];
+
+	  	//translate to correct position
+	  	out[0] = r[0] + b[0];
+	  	out[1] = r[1] + b[1];
+	  	out[2] = r[2] + b[2];
+
+	  	return out;
+	};
+
+	/**
+	 * Perform some operation over an array of vec3s.
+	 *
+	 * @param {Array} a the array of vectors to iterate over
+	 * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
+	 * @param {Number} offset Number of elements to skip at the beginning of the array
+	 * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
+	 * @param {Function} fn Function to call for each vector in the array
+	 * @param {Object} [arg] additional argument to pass to fn
+	 * @returns {Array} a
+	 * @function
+	 */
+	vec3.forEach = (function() {
+	    var vec = vec3.create();
+
+	    return function(a, stride, offset, count, fn, arg) {
+	        var i, l;
+	        if(!stride) {
+	            stride = 3;
+	        }
+
+	        if(!offset) {
+	            offset = 0;
+	        }
+
+	        if(count) {
+	            l = Math.min((count * stride) + offset, a.length);
+	        } else {
+	            l = a.length;
+	        }
+
+	        for(i = offset; i < l; i += stride) {
+	            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
+	            fn(vec, vec, arg);
+	            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
+	        }
+
+	        return a;
+	    };
+	})();
+
+	/**
+	 * Get the angle between two 3D vectors
+	 * @param {vec3} a The first operand
+	 * @param {vec3} b The second operand
+	 * @returns {Number} The angle in radians
+	 */
+	vec3.angle = function(a, b) {
+
+	    var tempA = vec3.fromValues(a[0], a[1], a[2]);
+	    var tempB = vec3.fromValues(b[0], b[1], b[2]);
+
+	    vec3.normalize(tempA, tempA);
+	    vec3.normalize(tempB, tempB);
+
+	    var cosine = vec3.dot(tempA, tempB);
+
+	    if(cosine > 1.0){
+	        return 0;
+	    } else {
+	        return Math.acos(cosine);
+	    }
+	};
+
+	/**
+	 * Returns a string representation of a vector
+	 *
+	 * @param {vec3} vec vector to represent as a string
+	 * @returns {String} string representation of the vector
+	 */
+	vec3.str = function (a) {
+	    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
+	};
+
+	module.exports = vec3;
+
+
+/***/ },
+/* 8 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 4 Dimensional Vector
+	 * @name vec4
+	 */
+	var vec4 = {};
+
+	/**
+	 * Creates a new, empty vec4
+	 *
+	 * @returns {vec4} a new 4D vector
+	 */
+	vec4.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(4);
+	    out[0] = 0;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    return out;
+	};
+
+	/**
+	 * Creates a new vec4 initialized with values from an existing vector
+	 *
+	 * @param {vec4} a vector to clone
+	 * @returns {vec4} a new 4D vector
+	 */
+	vec4.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(4);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    return out;
+	};
+
+	/**
+	 * Creates a new vec4 initialized with the given values
+	 *
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @param {Number} z Z component
+	 * @param {Number} w W component
+	 * @returns {vec4} a new 4D vector
+	 */
+	vec4.fromValues = function(x, y, z, w) {
+	    var out = new glMatrix.ARRAY_TYPE(4);
+	    out[0] = x;
+	    out[1] = y;
+	    out[2] = z;
+	    out[3] = w;
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one vec4 to another
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the source vector
+	 * @returns {vec4} out
+	 */
+	vec4.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    out[2] = a[2];
+	    out[3] = a[3];
+	    return out;
+	};
+
+	/**
+	 * Set the components of a vec4 to the given values
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @param {Number} z Z component
+	 * @param {Number} w W component
+	 * @returns {vec4} out
+	 */
+	vec4.set = function(out, x, y, z, w) {
+	    out[0] = x;
+	    out[1] = y;
+	    out[2] = z;
+	    out[3] = w;
+	    return out;
+	};
+
+	/**
+	 * Adds two vec4's
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {vec4} out
+	 */
+	vec4.add = function(out, a, b) {
+	    out[0] = a[0] + b[0];
+	    out[1] = a[1] + b[1];
+	    out[2] = a[2] + b[2];
+	    out[3] = a[3] + b[3];
+	    return out;
+	};
+
+	/**
+	 * Subtracts vector b from vector a
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {vec4} out
+	 */
+	vec4.subtract = function(out, a, b) {
+	    out[0] = a[0] - b[0];
+	    out[1] = a[1] - b[1];
+	    out[2] = a[2] - b[2];
+	    out[3] = a[3] - b[3];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec4.subtract}
+	 * @function
+	 */
+	vec4.sub = vec4.subtract;
+
+	/**
+	 * Multiplies two vec4's
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {vec4} out
+	 */
+	vec4.multiply = function(out, a, b) {
+	    out[0] = a[0] * b[0];
+	    out[1] = a[1] * b[1];
+	    out[2] = a[2] * b[2];
+	    out[3] = a[3] * b[3];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec4.multiply}
+	 * @function
+	 */
+	vec4.mul = vec4.multiply;
+
+	/**
+	 * Divides two vec4's
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {vec4} out
+	 */
+	vec4.divide = function(out, a, b) {
+	    out[0] = a[0] / b[0];
+	    out[1] = a[1] / b[1];
+	    out[2] = a[2] / b[2];
+	    out[3] = a[3] / b[3];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec4.divide}
+	 * @function
+	 */
+	vec4.div = vec4.divide;
+
+	/**
+	 * Returns the minimum of two vec4's
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {vec4} out
+	 */
+	vec4.min = function(out, a, b) {
+	    out[0] = Math.min(a[0], b[0]);
+	    out[1] = Math.min(a[1], b[1]);
+	    out[2] = Math.min(a[2], b[2]);
+	    out[3] = Math.min(a[3], b[3]);
+	    return out;
+	};
+
+	/**
+	 * Returns the maximum of two vec4's
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {vec4} out
+	 */
+	vec4.max = function(out, a, b) {
+	    out[0] = Math.max(a[0], b[0]);
+	    out[1] = Math.max(a[1], b[1]);
+	    out[2] = Math.max(a[2], b[2]);
+	    out[3] = Math.max(a[3], b[3]);
+	    return out;
+	};
+
+	/**
+	 * Scales a vec4 by a scalar number
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the vector to scale
+	 * @param {Number} b amount to scale the vector by
+	 * @returns {vec4} out
+	 */
+	vec4.scale = function(out, a, b) {
+	    out[0] = a[0] * b;
+	    out[1] = a[1] * b;
+	    out[2] = a[2] * b;
+	    out[3] = a[3] * b;
+	    return out;
+	};
+
+	/**
+	 * Adds two vec4's after scaling the second operand by a scalar value
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @param {Number} scale the amount to scale b by before adding
+	 * @returns {vec4} out
+	 */
+	vec4.scaleAndAdd = function(out, a, b, scale) {
+	    out[0] = a[0] + (b[0] * scale);
+	    out[1] = a[1] + (b[1] * scale);
+	    out[2] = a[2] + (b[2] * scale);
+	    out[3] = a[3] + (b[3] * scale);
+	    return out;
+	};
+
+	/**
+	 * Calculates the euclidian distance between two vec4's
+	 *
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {Number} distance between a and b
+	 */
+	vec4.distance = function(a, b) {
+	    var x = b[0] - a[0],
+	        y = b[1] - a[1],
+	        z = b[2] - a[2],
+	        w = b[3] - a[3];
+	    return Math.sqrt(x*x + y*y + z*z + w*w);
+	};
+
+	/**
+	 * Alias for {@link vec4.distance}
+	 * @function
+	 */
+	vec4.dist = vec4.distance;
+
+	/**
+	 * Calculates the squared euclidian distance between two vec4's
+	 *
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {Number} squared distance between a and b
+	 */
+	vec4.squaredDistance = function(a, b) {
+	    var x = b[0] - a[0],
+	        y = b[1] - a[1],
+	        z = b[2] - a[2],
+	        w = b[3] - a[3];
+	    return x*x + y*y + z*z + w*w;
+	};
+
+	/**
+	 * Alias for {@link vec4.squaredDistance}
+	 * @function
+	 */
+	vec4.sqrDist = vec4.squaredDistance;
+
+	/**
+	 * Calculates the length of a vec4
+	 *
+	 * @param {vec4} a vector to calculate length of
+	 * @returns {Number} length of a
+	 */
+	vec4.length = function (a) {
+	    var x = a[0],
+	        y = a[1],
+	        z = a[2],
+	        w = a[3];
+	    return Math.sqrt(x*x + y*y + z*z + w*w);
+	};
+
+	/**
+	 * Alias for {@link vec4.length}
+	 * @function
+	 */
+	vec4.len = vec4.length;
+
+	/**
+	 * Calculates the squared length of a vec4
+	 *
+	 * @param {vec4} a vector to calculate squared length of
+	 * @returns {Number} squared length of a
+	 */
+	vec4.squaredLength = function (a) {
+	    var x = a[0],
+	        y = a[1],
+	        z = a[2],
+	        w = a[3];
+	    return x*x + y*y + z*z + w*w;
+	};
+
+	/**
+	 * Alias for {@link vec4.squaredLength}
+	 * @function
+	 */
+	vec4.sqrLen = vec4.squaredLength;
+
+	/**
+	 * Negates the components of a vec4
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a vector to negate
+	 * @returns {vec4} out
+	 */
+	vec4.negate = function(out, a) {
+	    out[0] = -a[0];
+	    out[1] = -a[1];
+	    out[2] = -a[2];
+	    out[3] = -a[3];
+	    return out;
+	};
+
+	/**
+	 * Returns the inverse of the components of a vec4
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a vector to invert
+	 * @returns {vec4} out
+	 */
+	vec4.inverse = function(out, a) {
+	  out[0] = 1.0 / a[0];
+	  out[1] = 1.0 / a[1];
+	  out[2] = 1.0 / a[2];
+	  out[3] = 1.0 / a[3];
+	  return out;
+	};
+
+	/**
+	 * Normalize a vec4
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a vector to normalize
+	 * @returns {vec4} out
+	 */
+	vec4.normalize = function(out, a) {
+	    var x = a[0],
+	        y = a[1],
+	        z = a[2],
+	        w = a[3];
+	    var len = x*x + y*y + z*z + w*w;
+	    if (len > 0) {
+	        len = 1 / Math.sqrt(len);
+	        out[0] = x * len;
+	        out[1] = y * len;
+	        out[2] = z * len;
+	        out[3] = w * len;
+	    }
+	    return out;
+	};
+
+	/**
+	 * Calculates the dot product of two vec4's
+	 *
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @returns {Number} dot product of a and b
+	 */
+	vec4.dot = function (a, b) {
+	    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
+	};
+
+	/**
+	 * Performs a linear interpolation between two vec4's
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the first operand
+	 * @param {vec4} b the second operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec4} out
+	 */
+	vec4.lerp = function (out, a, b, t) {
+	    var ax = a[0],
+	        ay = a[1],
+	        az = a[2],
+	        aw = a[3];
+	    out[0] = ax + t * (b[0] - ax);
+	    out[1] = ay + t * (b[1] - ay);
+	    out[2] = az + t * (b[2] - az);
+	    out[3] = aw + t * (b[3] - aw);
+	    return out;
+	};
+
+	/**
+	 * Generates a random vector with the given scale
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
+	 * @returns {vec4} out
+	 */
+	vec4.random = function (out, scale) {
+	    scale = scale || 1.0;
+
+	    //TODO: This is a pretty awful way of doing this. Find something better.
+	    out[0] = glMatrix.RANDOM();
+	    out[1] = glMatrix.RANDOM();
+	    out[2] = glMatrix.RANDOM();
+	    out[3] = glMatrix.RANDOM();
+	    vec4.normalize(out, out);
+	    vec4.scale(out, out, scale);
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec4 with a mat4.
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the vector to transform
+	 * @param {mat4} m matrix to transform with
+	 * @returns {vec4} out
+	 */
+	vec4.transformMat4 = function(out, a, m) {
+	    var x = a[0], y = a[1], z = a[2], w = a[3];
+	    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
+	    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
+	    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
+	    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec4 with a quat
+	 *
+	 * @param {vec4} out the receiving vector
+	 * @param {vec4} a the vector to transform
+	 * @param {quat} q quaternion to transform with
+	 * @returns {vec4} out
+	 */
+	vec4.transformQuat = function(out, a, q) {
+	    var x = a[0], y = a[1], z = a[2],
+	        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
+
+	        // calculate quat * vec
+	        ix = qw * x + qy * z - qz * y,
+	        iy = qw * y + qz * x - qx * z,
+	        iz = qw * z + qx * y - qy * x,
+	        iw = -qx * x - qy * y - qz * z;
+
+	    // calculate result * inverse quat
+	    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+	    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+	    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+	    out[3] = a[3];
+	    return out;
+	};
+
+	/**
+	 * Perform some operation over an array of vec4s.
+	 *
+	 * @param {Array} a the array of vectors to iterate over
+	 * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
+	 * @param {Number} offset Number of elements to skip at the beginning of the array
+	 * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
+	 * @param {Function} fn Function to call for each vector in the array
+	 * @param {Object} [arg] additional argument to pass to fn
+	 * @returns {Array} a
+	 * @function
+	 */
+	vec4.forEach = (function() {
+	    var vec = vec4.create();
+
+	    return function(a, stride, offset, count, fn, arg) {
+	        var i, l;
+	        if(!stride) {
+	            stride = 4;
+	        }
+
+	        if(!offset) {
+	            offset = 0;
+	        }
+
+	        if(count) {
+	            l = Math.min((count * stride) + offset, a.length);
+	        } else {
+	            l = a.length;
+	        }
+
+	        for(i = offset; i < l; i += stride) {
+	            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
+	            fn(vec, vec, arg);
+	            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
+	        }
+
+	        return a;
+	    };
+	})();
+
+	/**
+	 * Returns a string representation of a vector
+	 *
+	 * @param {vec4} vec vector to represent as a string
+	 * @returns {String} string representation of the vector
+	 */
+	vec4.str = function (a) {
+	    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
+	};
+
+	module.exports = vec4;
+
+
+/***/ },
+/* 9 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 2 Dimensional Vector
+	 * @name vec2
+	 */
+	var vec2 = {};
+
+	/**
+	 * Creates a new, empty vec2
+	 *
+	 * @returns {vec2} a new 2D vector
+	 */
+	vec2.create = function() {
+	    var out = new glMatrix.ARRAY_TYPE(2);
+	    out[0] = 0;
+	    out[1] = 0;
+	    return out;
+	};
+
+	/**
+	 * Creates a new vec2 initialized with values from an existing vector
+	 *
+	 * @param {vec2} a vector to clone
+	 * @returns {vec2} a new 2D vector
+	 */
+	vec2.clone = function(a) {
+	    var out = new glMatrix.ARRAY_TYPE(2);
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    return out;
+	};
+
+	/**
+	 * Creates a new vec2 initialized with the given values
+	 *
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @returns {vec2} a new 2D vector
+	 */
+	vec2.fromValues = function(x, y) {
+	    var out = new glMatrix.ARRAY_TYPE(2);
+	    out[0] = x;
+	    out[1] = y;
+	    return out;
+	};
+
+	/**
+	 * Copy the values from one vec2 to another
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the source vector
+	 * @returns {vec2} out
+	 */
+	vec2.copy = function(out, a) {
+	    out[0] = a[0];
+	    out[1] = a[1];
+	    return out;
+	};
+
+	/**
+	 * Set the components of a vec2 to the given values
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {Number} x X component
+	 * @param {Number} y Y component
+	 * @returns {vec2} out
+	 */
+	vec2.set = function(out, x, y) {
+	    out[0] = x;
+	    out[1] = y;
+	    return out;
+	};
+
+	/**
+	 * Adds two vec2's
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec2} out
+	 */
+	vec2.add = function(out, a, b) {
+	    out[0] = a[0] + b[0];
+	    out[1] = a[1] + b[1];
+	    return out;
+	};
+
+	/**
+	 * Subtracts vector b from vector a
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec2} out
+	 */
+	vec2.subtract = function(out, a, b) {
+	    out[0] = a[0] - b[0];
+	    out[1] = a[1] - b[1];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec2.subtract}
+	 * @function
+	 */
+	vec2.sub = vec2.subtract;
+
+	/**
+	 * Multiplies two vec2's
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec2} out
+	 */
+	vec2.multiply = function(out, a, b) {
+	    out[0] = a[0] * b[0];
+	    out[1] = a[1] * b[1];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec2.multiply}
+	 * @function
+	 */
+	vec2.mul = vec2.multiply;
+
+	/**
+	 * Divides two vec2's
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec2} out
+	 */
+	vec2.divide = function(out, a, b) {
+	    out[0] = a[0] / b[0];
+	    out[1] = a[1] / b[1];
+	    return out;
+	};
+
+	/**
+	 * Alias for {@link vec2.divide}
+	 * @function
+	 */
+	vec2.div = vec2.divide;
+
+	/**
+	 * Returns the minimum of two vec2's
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec2} out
+	 */
+	vec2.min = function(out, a, b) {
+	    out[0] = Math.min(a[0], b[0]);
+	    out[1] = Math.min(a[1], b[1]);
+	    return out;
+	};
+
+	/**
+	 * Returns the maximum of two vec2's
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec2} out
+	 */
+	vec2.max = function(out, a, b) {
+	    out[0] = Math.max(a[0], b[0]);
+	    out[1] = Math.max(a[1], b[1]);
+	    return out;
+	};
+
+	/**
+	 * Scales a vec2 by a scalar number
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the vector to scale
+	 * @param {Number} b amount to scale the vector by
+	 * @returns {vec2} out
+	 */
+	vec2.scale = function(out, a, b) {
+	    out[0] = a[0] * b;
+	    out[1] = a[1] * b;
+	    return out;
+	};
+
+	/**
+	 * Adds two vec2's after scaling the second operand by a scalar value
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @param {Number} scale the amount to scale b by before adding
+	 * @returns {vec2} out
+	 */
+	vec2.scaleAndAdd = function(out, a, b, scale) {
+	    out[0] = a[0] + (b[0] * scale);
+	    out[1] = a[1] + (b[1] * scale);
+	    return out;
+	};
+
+	/**
+	 * Calculates the euclidian distance between two vec2's
+	 *
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {Number} distance between a and b
+	 */
+	vec2.distance = function(a, b) {
+	    var x = b[0] - a[0],
+	        y = b[1] - a[1];
+	    return Math.sqrt(x*x + y*y);
+	};
+
+	/**
+	 * Alias for {@link vec2.distance}
+	 * @function
+	 */
+	vec2.dist = vec2.distance;
+
+	/**
+	 * Calculates the squared euclidian distance between two vec2's
+	 *
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {Number} squared distance between a and b
+	 */
+	vec2.squaredDistance = function(a, b) {
+	    var x = b[0] - a[0],
+	        y = b[1] - a[1];
+	    return x*x + y*y;
+	};
+
+	/**
+	 * Alias for {@link vec2.squaredDistance}
+	 * @function
+	 */
+	vec2.sqrDist = vec2.squaredDistance;
+
+	/**
+	 * Calculates the length of a vec2
+	 *
+	 * @param {vec2} a vector to calculate length of
+	 * @returns {Number} length of a
+	 */
+	vec2.length = function (a) {
+	    var x = a[0],
+	        y = a[1];
+	    return Math.sqrt(x*x + y*y);
+	};
+
+	/**
+	 * Alias for {@link vec2.length}
+	 * @function
+	 */
+	vec2.len = vec2.length;
+
+	/**
+	 * Calculates the squared length of a vec2
+	 *
+	 * @param {vec2} a vector to calculate squared length of
+	 * @returns {Number} squared length of a
+	 */
+	vec2.squaredLength = function (a) {
+	    var x = a[0],
+	        y = a[1];
+	    return x*x + y*y;
+	};
+
+	/**
+	 * Alias for {@link vec2.squaredLength}
+	 * @function
+	 */
+	vec2.sqrLen = vec2.squaredLength;
+
+	/**
+	 * Negates the components of a vec2
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a vector to negate
+	 * @returns {vec2} out
+	 */
+	vec2.negate = function(out, a) {
+	    out[0] = -a[0];
+	    out[1] = -a[1];
+	    return out;
+	};
+
+	/**
+	 * Returns the inverse of the components of a vec2
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a vector to invert
+	 * @returns {vec2} out
+	 */
+	vec2.inverse = function(out, a) {
+	  out[0] = 1.0 / a[0];
+	  out[1] = 1.0 / a[1];
+	  return out;
+	};
+
+	/**
+	 * Normalize a vec2
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a vector to normalize
+	 * @returns {vec2} out
+	 */
+	vec2.normalize = function(out, a) {
+	    var x = a[0],
+	        y = a[1];
+	    var len = x*x + y*y;
+	    if (len > 0) {
+	        //TODO: evaluate use of glm_invsqrt here?
+	        len = 1 / Math.sqrt(len);
+	        out[0] = a[0] * len;
+	        out[1] = a[1] * len;
+	    }
+	    return out;
+	};
+
+	/**
+	 * Calculates the dot product of two vec2's
+	 *
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {Number} dot product of a and b
+	 */
+	vec2.dot = function (a, b) {
+	    return a[0] * b[0] + a[1] * b[1];
+	};
+
+	/**
+	 * Computes the cross product of two vec2's
+	 * Note that the cross product must by definition produce a 3D vector
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @returns {vec3} out
+	 */
+	vec2.cross = function(out, a, b) {
+	    var z = a[0] * b[1] - a[1] * b[0];
+	    out[0] = out[1] = 0;
+	    out[2] = z;
+	    return out;
+	};
+
+	/**
+	 * Performs a linear interpolation between two vec2's
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the first operand
+	 * @param {vec2} b the second operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec2} out
+	 */
+	vec2.lerp = function (out, a, b, t) {
+	    var ax = a[0],
+	        ay = a[1];
+	    out[0] = ax + t * (b[0] - ax);
+	    out[1] = ay + t * (b[1] - ay);
+	    return out;
+	};
+
+	/**
+	 * Generates a random vector with the given scale
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
+	 * @returns {vec2} out
+	 */
+	vec2.random = function (out, scale) {
+	    scale = scale || 1.0;
+	    var r = glMatrix.RANDOM() * 2.0 * Math.PI;
+	    out[0] = Math.cos(r) * scale;
+	    out[1] = Math.sin(r) * scale;
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec2 with a mat2
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the vector to transform
+	 * @param {mat2} m matrix to transform with
+	 * @returns {vec2} out
+	 */
+	vec2.transformMat2 = function(out, a, m) {
+	    var x = a[0],
+	        y = a[1];
+	    out[0] = m[0] * x + m[2] * y;
+	    out[1] = m[1] * x + m[3] * y;
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec2 with a mat2d
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the vector to transform
+	 * @param {mat2d} m matrix to transform with
+	 * @returns {vec2} out
+	 */
+	vec2.transformMat2d = function(out, a, m) {
+	    var x = a[0],
+	        y = a[1];
+	    out[0] = m[0] * x + m[2] * y + m[4];
+	    out[1] = m[1] * x + m[3] * y + m[5];
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec2 with a mat3
+	 * 3rd vector component is implicitly '1'
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the vector to transform
+	 * @param {mat3} m matrix to transform with
+	 * @returns {vec2} out
+	 */
+	vec2.transformMat3 = function(out, a, m) {
+	    var x = a[0],
+	        y = a[1];
+	    out[0] = m[0] * x + m[3] * y + m[6];
+	    out[1] = m[1] * x + m[4] * y + m[7];
+	    return out;
+	};
+
+	/**
+	 * Transforms the vec2 with a mat4
+	 * 3rd vector component is implicitly '0'
+	 * 4th vector component is implicitly '1'
+	 *
+	 * @param {vec2} out the receiving vector
+	 * @param {vec2} a the vector to transform
+	 * @param {mat4} m matrix to transform with
+	 * @returns {vec2} out
+	 */
+	vec2.transformMat4 = function(out, a, m) {
+	    var x = a[0],
+	        y = a[1];
+	    out[0] = m[0] * x + m[4] * y + m[12];
+	    out[1] = m[1] * x + m[5] * y + m[13];
+	    return out;
+	};
+
+	/**
+	 * Perform some operation over an array of vec2s.
+	 *
+	 * @param {Array} a the array of vectors to iterate over
+	 * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
+	 * @param {Number} offset Number of elements to skip at the beginning of the array
+	 * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
+	 * @param {Function} fn Function to call for each vector in the array
+	 * @param {Object} [arg] additional argument to pass to fn
+	 * @returns {Array} a
+	 * @function
+	 */
+	vec2.forEach = (function() {
+	    var vec = vec2.create();
+
+	    return function(a, stride, offset, count, fn, arg) {
+	        var i, l;
+	        if(!stride) {
+	            stride = 2;
+	        }
+
+	        if(!offset) {
+	            offset = 0;
+	        }
+
+	        if(count) {
+	            l = Math.min((count * stride) + offset, a.length);
+	        } else {
+	            l = a.length;
+	        }
+
+	        for(i = offset; i < l; i += stride) {
+	            vec[0] = a[i]; vec[1] = a[i+1];
+	            fn(vec, vec, arg);
+	            a[i] = vec[0]; a[i+1] = vec[1];
+	        }
+
+	        return a;
+	    };
+	})();
+
+	/**
+	 * Returns a string representation of a vector
+	 *
+	 * @param {vec2} vec vector to represent as a string
+	 * @returns {String} string representation of the vector
+	 */
+	vec2.str = function (a) {
+	    return 'vec2(' + a[0] + ', ' + a[1] + ')';
+	};
+
+	module.exports = vec2;
+
+
+/***/ }
+/******/ ])
+});
 ;
-
-
-
-
-
-
-
-
-
-
-
-
-
-  })(shim.exports);
-})(this);

+ 0 - 0
PhysicsPlatformerNew/Resources/Modules/gl-matrix.js.asset → PhysicsPlatformer/Resources/Modules/gl-matrix.js.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs.asset → PhysicsPlatformer/Resources/Prefabs.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/Bat.prefab → PhysicsPlatformer/Resources/Prefabs/Bat.prefab


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/Bat.prefab.asset → PhysicsPlatformer/Resources/Prefabs/Bat.prefab.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/Coin.prefab → PhysicsPlatformer/Resources/Prefabs/Coin.prefab


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/Coin.prefab.asset → PhysicsPlatformer/Resources/Prefabs/Coin.prefab.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/Hero.prefab → PhysicsPlatformer/Resources/Prefabs/Hero.prefab


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/Hero.prefab.asset → PhysicsPlatformer/Resources/Prefabs/Hero.prefab.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/MovingPlatform.prefab → PhysicsPlatformer/Resources/Prefabs/MovingPlatform.prefab


+ 0 - 0
PhysicsPlatformerNew/Resources/Prefabs/MovingPlatform.prefab.asset → PhysicsPlatformer/Resources/Prefabs/MovingPlatform.prefab.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Scenes.asset → PhysicsPlatformer/Resources/Scenes.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Scenes/Scene.scene → PhysicsPlatformer/Resources/Scenes/Scene.scene


+ 0 - 0
PhysicsPlatformerNew/Resources/Scenes/Scene.scene.asset → PhysicsPlatformer/Resources/Scenes/Scene.scene.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Scripts.asset → PhysicsPlatformer/Resources/Scripts.asset


+ 0 - 167
PhysicsPlatformer/Resources/Scripts/LevelParser.js

@@ -1,167 +0,0 @@
-// Atomic Script
-
-LevelParser = function(tileMap) {
-
-    this.tileMap = tileMap;
-
-    this.entities = [];
-    this.parseEntities();
-
-}
-
-LevelParser.prototype = {
-
-    parseEntities: function() {
-
-        entityLayer = this.tileMap.getLayerByName("Entities");
-
-        var platforms = {};
-
-        if (entityLayer) {
-
-            for (var i = 0; i < entityLayer.numObjects; i++) {
-
-                var o = entityLayer.getObject(i);
-                var onode = entityLayer.getObjectNode(i);
-
-                var entity = {
-                    type: null
-                };
-
-                if (o.type == "PlayerSpawn") {
-
-                    entity.type = "PlayerSpawn";
-                    entity.position = onode.position2D;
-
-                } else if (o.type == "Vine") {
-
-                    entity.type = "Vine";
-                    entity.position = onode.position2D;
-
-                } else if (o.type == "Coin") {
-
-                    entity.type = "Coin";
-                    entity.position = onode.position2D;
-
-                } else if (o.type == "Bat") {
-
-                    entity.type = "Bat";
-                    entity.position = onode.position2D;
-
-                } else if (o.type == "BatWaypoint") {
-
-                    entity.type = "BatWaypoint";
-                    entity.position = onode.position2D;
-
-                } else if (o.type == "PlatformStart") {
-
-
-                    var pnum = Number(o.getProperty("Platform"));
-
-                    if (!platforms.hasOwnProperty(pnum))
-                        platforms[pnum] = [null, null];
-
-                    platforms[pnum][0] = o;
-
-                } else if (o.type == "PlatformStop") {
-
-                    var pnum = Number(o.getProperty("Platform"));
-
-                    if (!platforms.hasOwnProperty(pnum))
-                        platforms[pnum] = [null, null];
-
-                    platforms[pnum][1] = o;
-                }
-
-                if (entity.type)
-                    this.entities.push(entity);
-
-            }
-
-            for (var pnum in platforms) {
-
-                var entity = {
-                    type: "MovingPlatform",
-                    start: platforms[pnum][0].position,
-                    stop: platforms[pnum][1].position
-                }
-
-                this.entities.push(entity);
-            }
-
-        }
-
-    },
-
-    getEntity: function(type) {
-
-        for (var i = 0; i < this.entities.length; i++)
-            if (this.entities[i].type == type)
-                return this.entities[i];
-
-        return null;
-
-    },
-
-    getEntities: function(type) {
-
-        var entities = [];
-
-        for (var i = 0; i < this.entities.length; i++)
-            if (this.entities[i].type == type)
-                entities.push(this.entities[i]);
-
-        return entities;
-
-    },
-
-    getSpawnpoint: function(type) {
-
-        var pos = [0, 0];
-
-        var entity = this.getEntity("PlayerSpawn");
-        return entity ? entity.position : pos;
-
-    },
-
-    createPhysics: function(tileMap, tmxFile) {
-
-        physicsLayer = tileMap.getLayerByName("Physics");
-
-        if (physicsLayer) {
-
-            for (var i = 0; i < physicsLayer.numObjects; i++) {
-
-                var o = physicsLayer.getObject(i);
-
-                var onode = physicsLayer.getObjectNode(i);
-                var group = tmxFile.getTileObjectGroup(o.tileGid);
-                var obody = null;
-
-                if (group) {
-
-                    for (var j = 0; j < group.numObjects; j++) {
-
-                        var go = group.getObject(j);
-
-                        if (go.validCollisionShape()) {
-
-                            if (!obody) {
-                                obody = onode.createComponent("RigidBody2D");
-                                obody.bodyType = Atomic.BT_DYNAMIC;
-                                obody.awake = false;
-
-                            }
-
-                            var shape = go.createCollisionShape(onode);
-                            shape.density = 1.0;
-                            shape.friction = 1.0;
-                            shape.restitution = .1;
-
-                        }
-                    }
-                }
-            }
-        }
-    }
-};

+ 1 - 43
PhysicsPlatformer/Resources/Scripts/main.js

@@ -1,45 +1,3 @@
-
-
 // This script is the main entry point of the game
 
-require("AtomicGame");
-
-Atomic.script("LevelParser");
-
-var uiConfig = {
-
-	//tbui->Initialize("UI/language/lng_en.tb.txt");
-	//tbui->LoadSkin("UI/default_skin/skin.tb.txt", "Skin/skin.tb.txt");
-	//tbui->AddFont("UI/fonts/vera.ttf", "Vera");
-	//tbui->SetDefaultFont("Vera", 12);
-
-}
-
-
-
-Atomic.game.init(start, update);
-
-// called at the start of play
-function start() {
-
-	var game = Atomic.game;
-
-	game.input.setMouseVisible(true);
-
-	// create a 2D scene
-	game.createScene2D();
-
-	var uiNode = game.scene.createChild("UI");
-
-	if (Atomic.platform == "iOS" || Atomic.platform == "Android")
-	    uiNode.createJSComponent("TouchInput");
-
-	uiNode.createJSComponent("UI");
-
-}
-
-// called per frame
-function update(timeStep) {
-
-
-}
+Atomic.player.loadScene("Scenes/Scene.scene");

+ 0 - 0
PhysicsPlatformerNew/Resources/Scripts/main.js.asset → PhysicsPlatformer/Resources/Scripts/main.js.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sounds.asset → PhysicsPlatformer/Resources/Sounds.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sounds/Coin_Bounce.ogg.asset → PhysicsPlatformer/Resources/Sounds/Coin_Bounce.ogg.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sounds/CrateHit.ogg.asset → PhysicsPlatformer/Resources/Sounds/CrateHit.ogg.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sounds/Jump13.ogg.asset → PhysicsPlatformer/Resources/Sounds/Jump13.ogg.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sounds/JumpingBat.ogg.asset → PhysicsPlatformer/Resources/Sounds/JumpingBat.ogg.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sounds/Pickup_Coin8.ogg.asset → PhysicsPlatformer/Resources/Sounds/Pickup_Coin8.ogg.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites.asset → PhysicsPlatformer/Resources/Sprites.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Bat.asset → PhysicsPlatformer/Resources/Sprites/Bat.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Bat/Bat.scml.asset → PhysicsPlatformer/Resources/Sprites/Bat/Bat.scml.asset


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-1.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-1.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-2.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-2.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-3.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-3.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-4.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-4.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-5.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-5.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-6.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-6.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-7.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-7.png


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-8.png → PhysicsPlatformer/Resources/Sprites/Bat/bat-frame-8.png


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Coin.asset → PhysicsPlatformer/Resources/Sprites/Coin.asset


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/GoldIcon.scml → PhysicsPlatformer/Resources/Sprites/Coin/GoldIcon.scml


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Coin/GoldIcon.scml.asset → PhysicsPlatformer/Resources/Sprites/Coin/GoldIcon.scml.asset


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/GoldIcon.xml → PhysicsPlatformer/Resources/Sprites/Coin/GoldIcon.xml


+ 0 - 0
PhysicsPlatformer/Resources/Sprites/SU_Coin_4x4.png → PhysicsPlatformer/Resources/Sprites/Coin/SU_Coin_4x4.png


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Coin/SU_Coin_4x4.png.asset → PhysicsPlatformer/Resources/Sprites/Coin/SU_Coin_4x4.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Hero.asset → PhysicsPlatformer/Resources/Sprites/Hero.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.png.asset → PhysicsPlatformer/Resources/Sprites/Hero/Hero.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.scml.asset → PhysicsPlatformer/Resources/Sprites/Hero/Hero.scml.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/platform.png.asset → PhysicsPlatformer/Resources/Sprites/platform.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/star.png → PhysicsPlatformer/Resources/Sprites/star.png


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/star.png.asset → PhysicsPlatformer/Resources/Sprites/star.png.asset


+ 0 - 0
PhysicsPlatformerNew/Resources/Sprites/vine.png.asset → PhysicsPlatformer/Resources/Sprites/vine.png.asset


+ 0 - 20
PhysicsPlatformerNew/Resources/Components/Background.js

@@ -1,20 +0,0 @@
-"atomic component";
-
-var component = function(self) {
-
-    var camera = self.node.scene.getMainCamera();
-    var cameraNode = camera.node;
-
-    self.postUpdate = function() {
-
-        //var pos = cameraNode.position2D;
-        //pos[1] -= 4;
-        //self.node.position2D = pos;
-        //var zoom = 4.0 - camera.zoom;
-        //self.node.scale2D = [zoom , zoom];
-
-    }
-
-}
-
-exports.component = component;

+ 0 - 49
PhysicsPlatformerNew/Resources/Components/Bat.js

@@ -1,49 +0,0 @@
-
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-"atomic component";
-
-var component = function (self) {
-
-  var node = self.node;
-
-  var sprite = node.getComponent("AnimatedSprite2D")
-  sprite.setAnimation("Fly");
-
-  var cwaypoint = -1;
-
-  var time = Math.random() * 10000;
-
-  self.update = function(timestep) {
-
-      time += timestep * 4;
-
-      var waypoints = node.waypoints;
-      var pos = node.position2D;
-
-      if (cwaypoint == -1 || vec2.distance(pos, waypoints[cwaypoint]) < .5) {
-          cwaypoint = Math.round(Math.random() * (waypoints.length - 1));
-          return;
-      }
-
-      var dir = vec2.create();
-      var goal = waypoints[cwaypoint];
-
-      vec2.subtract(dir, goal, pos);
-      vec2.normalize(dir, dir);
-      vec2.scale(dir, dir, timestep * 2);
-
-      if (dir[0] < 0)
-          sprite.flipX = true;
-      else
-          sprite.flipX = false;
-
-      vec2.add(pos, pos, dir);
-      node.position2D = pos;
-
-  }
-
-}
-
-exports.component = component;

+ 0 - 90
PhysicsPlatformerNew/Resources/Components/Coin.js

@@ -1,90 +0,0 @@
-"atomic component";
-
-var inspectorFields = {
-
-  pickupSound: ["Sound", "Sounds/Pickup_Coin8.ogg"],
-  bounceSound: ["Sound"]
-
-}
-
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-var component = function(self) {
-
-  var node = self.node;
-  var camera = self.node.scene.getMainCamera();
-  var cameraNode = camera.node;
-
-  // Resources
-
-  var sprite = node.getComponent("AnimatedSprite2D")
-  sprite.setAnimation("idle");
-
-  var soundSource = node.getComponent("SoundSource");
-
-  var activated = false;
-  var body;
-
-  self.start = function() {
-
-  }
-
-  self.update = function(timeStep) {
-
-    if (activated)
-      return false;
-
-    if (vec2.distance(cameraNode.position2D, node.position2D) < 3.0) {
-
-      activated = true;
-
-      body = node.createComponent("RigidBody2D");
-      body.setBodyType(Atomic.BT_DYNAMIC);
-      body.fixedRotation = true;
-      body.castShadows = false;
-
-      self.subscribeToEvent("PhysicsBeginContact2D", function(ev) {
-
-        if (ev.nodeB == node) {
-
-          if (ev.nodeA && ev.nodeA.name == "Player") {
-
-            node.scale2D = [0, 0];
-            sprite.enabled = false;
-            body.enabled = false;
-            if (self.pickupSound) {
-              soundSource.gain = 1.0;
-              soundSource.play(self.pickupSound);
-            }
-
-          } else if (self.bounceSound) {
-
-            var vel = body.linearVelocity;
-            if (vec2.length(vel) > 3) {
-              soundSource.gain = .3;
-              soundSource.play(self.bounceSound);
-            }
-          }
-        }
-      });
-
-      var circle = node.createComponent("CollisionCircle2D");
-
-      // Set radius
-      circle.setRadius(.3);
-      // Set density
-      circle.setDensity(1.0);
-      // Set friction.
-      circle.friction = .2;
-      // Set restitution
-      circle.setRestitution(.8);
-
-
-    }
-
-  }
-
-}
-
-exports.component = component;

+ 0 - 71
PhysicsPlatformerNew/Resources/Components/Level.js

@@ -1,71 +0,0 @@
-
-"atomic component";
-
-var LevelParser = require("LevelParser");
-
-var component = function (self) {
-
-  self.start = function() {
-
-    var tileMap = self.node.getComponent("TileMap2D");
-    var tmxFile = tileMap.tmxFile;
-
-    var levelParser = new LevelParser(tileMap);
-    levelParser.createPhysics(tileMap, tmxFile);
-
-    var position = levelParser.getSpawnpoint();
-    position[1] += 1.5;
-
-    var node = self.scene.createChildPrefab("Player", "Prefabs/Hero.prefab");
-    node.position2D = position;
-
-    var platforms = levelParser.getEntities("MovingPlatform");
-
-    for (var i = 0; i < platforms.length; i++) {
-
-        var p = platforms[i];
-        var node = self.scene.createChildPrefab("MovingPlatform", "Prefabs/MovingPlatform.prefab");
-
-        node.position2D = p.start;
-        node.startPos = p.start;
-        node.stopPos = p.stop;
-    }
-
-    var coins = levelParser.getEntities("Coin");
-    for (var i = 0; i < coins.length; i++) {
-        var node = self.scene.createChildPrefab("Coin", "Prefabs/Coin.prefab");
-        node.position2D = coins[i].position;
-    }
-
-    var waypoints = [];
-    var batWaypoints = levelParser.getEntities("BatWaypoint");
-    for (var i = 0; i < batWaypoints.length; i++) {
-        waypoints.push(batWaypoints[i].position);
-    }
-
-    var bats = levelParser.getEntities("Bat");
-
-    for (var i = 0; i < bats.length; i++) {
-        var node = self.scene.createChildPrefab("Bat", "Prefabs/Bat.prefab");
-        node.position2D = bats[i].position;
-        node.scale2D = [.5, .5];
-        node.waypoints = waypoints;
-    }
-
-    var vines = levelParser.getEntities("Vine");
-    for (var i = 0; i < vines.length; i++) {
-        var vnode  = self.scene.createChild("Vine");
-        vnode.createJSComponent("Components/Vine.js", {startPosition : vines[i].position});
-    }
-
-
-
-  }
-
-  self.update = function(timeStep) {
-
-  }
-
-}
-
-exports.component = component;

+ 0 - 62
PhysicsPlatformerNew/Resources/Components/MovingPlatform.js

@@ -1,62 +0,0 @@
-
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-"atomic component";
-
-var component = function (self) {
-
-// A moving platform
-
-var node = self.node;
-
-var MAX_VELOCITY = 2;
-
-var movingToStop = true;
-
-var body = self.getComponent("RigidBody2D");
-
-self.update = function(timeStep) {
-
-    var pos = node.position2D;
-    var dir = vec2.create();
-    var dist = 0.0;
-
-    if (movingToStop) {
-
-        dist = vec2.distance(pos, node.stopPos);
-
-        vec2.subtract(dir, node.stopPos, pos);
-        vec2.normalize(dir, dir);
-
-        if (dist < 0.5) {
-            movingToStop = false;
-            return;
-        }
-
-    } else {
-
-        dist = vec2.distance(pos, node.startPos);
-        vec2.subtract(dir, node.startPos, pos);
-        vec2.normalize(dir, dir);
-
-        if (dist < 0.5) {
-            movingToStop = true;
-            return;
-        }
-
-    }
-
-    vec2.scale(dir, dir, dist);
-
-    if (vec2.length(dir) > MAX_VELOCITY) {
-        vec2.normalize(dir, dir);
-        vec2.scale(dir, dir, MAX_VELOCITY);
-    }
-
-    body.setLinearVelocity(dir);
-
-}
-}
-
-exports.component = component;

+ 0 - 184
PhysicsPlatformerNew/Resources/Components/Player.js

@@ -1,184 +0,0 @@
-
-"atomic component";
-
-var inspectorFields = {
-
-  jumpSound: ["Sound"]
-
-}
-
-
-exports.component = function(self) {
-
-  var node = self.node;
-  var camera = self.node.scene.getMainCamera();
-  var cameraNode = camera.node;
-  var input = Atomic.input;
-  var soundSource = node.getComponent("SoundSource");
-
-  var MAX_VELOCITY = 3;
-  var anim = "";
-  var flipped = false;
-  var contactCount = 0;
-  var jumpDelta = 0;
-  var control = false;
-
-  var lastAnimDelta = 0;
-
-  var spawnPosition = node.position2D;
-
-  var sprite;
-  var animationSet;
-  var jumpSound;
-
-  // physics
-  var body;
-  var circle;
-
-  self.start = function() {
-
-    sprite = node.getComponent("AnimatedSprite2D");
-    body = node.getComponent("RigidBody2D");
-    circle = node.getComponent("CollisionCircle2D");
-
-    setAnimation("Idle");
-
-    self.subscribeToEvent("PhysicsBeginContact2D", function(event) {
-      if (event.bodyB == body)
-        contactCount++;
-    });
-
-    self.subscribeToEvent("PhysicsEndContact2D", function(event) {
-      if (event.bodyB == body)
-        contactCount--;
-    });
-
-  }
-
-  self.update = function(timeStep) {
-
-    handleInput(timeStep);
-    handleAnimation(timeStep);
-
-    if (node.position[1] < 14) {
-        //TODO: FIX, I have to set scale to 0 and the back to 1 to force
-        // setposition catching dirty
-        node.scale2D = [0, 0];
-        node.position2D = spawnPosition;
-        node.scale2D = [1, 1];
-
-    }
-
-  }
-
-  self.postUpdate = function() {
-
-    cameraNode.position = node.position;
-  }
-
-  function setAnimation(animName) {
-
-      if (anim == animName || lastAnimDelta > 0)
-          return;
-
-      lastAnimDelta = .25;
-
-      sprite.setAnimation(animName);
-      anim = animName;
-
-  }
-
-  function handleAnimation(timeStep) {
-
-      lastAnimDelta -= timeStep;
-
-      var vel = body.linearVelocity;
-
-      if (contactCount) {
-
-          if (vel[0] < -0 && control) {
-              if (!flipped) {
-                  sprite.flipX = true;
-                  flipped = true;
-
-              }
-              setAnimation("Run");
-          } else if (vel[0] > 0 && control) {
-
-              if (flipped) {
-                  sprite.flipX = false;
-                  flipped = false;
-
-              }
-              setAnimation("Run");
-          } else {
-
-              setAnimation("Idle");
-          }
-      } else {
-
-          if (vel[1] > 1.0) {
-              setAnimation("Jump");
-          } else if (vel[1] < -1.0) {
-              setAnimation("Land");
-          }
-
-      }
-
-  }
-
-  function handleInput(timeStep) {
-
-      var vel = body.linearVelocity;
-      var pos = node.position2D;
-
-      jumpDelta -= timeStep;
-
-      if (Math.abs(vel[0]) > MAX_VELOCITY) {
-          vel[0] = (vel[0] ? vel[0] < 0 ? -1 : 1 : 0) * MAX_VELOCITY;
-          body.setLinearVelocity(vel);
-      }
-
-      var left = input.getKeyDown(Atomic.KEY_LEFT) || input.getKeyDown(Atomic.KEY_A);
-      var right = input.getKeyDown(Atomic.KEY_RIGHT) || input.getKeyDown(Atomic.KEY_D);
-
-      var jump = input.getKeyDown(Atomic.KEY_UP) || input.getKeyDown(Atomic.KEY_SPACE) || input.getKeyDown(Atomic.KEY_W);
-
-      control = false;
-
-      if (left || right)
-          control = true;
-
-      if (left && vel[0] > -MAX_VELOCITY) {
-          body.applyLinearImpulse([-2, 0], pos, true);
-      } else if (right && vel[0] < MAX_VELOCITY) {
-          body.applyLinearImpulse([2, 0], pos, true);
-      }
-
-      if (!left && !right) {
-          vel[0] *= 0.9;
-          body.linearVelocity = vel;
-          circle.friction = 1000.0;
-      } else {
-          circle.friction = .2;
-      }
-
-      if (!contactCount)
-          circle.friction = 0.0;
-
-      if (jump && jumpDelta <= 0 && contactCount) {
-
-          jumpDelta = .25;
-          if (self.jumpSound) {
-              soundSource.gain = 0.45;
-              soundSource.play(self.jumpSound);
-          }
-
-          vel[1] = 0;
-          body.linearVelocity = vel;
-          body.applyLinearImpulse([0, 6], pos, true);
-      }
-
-  }
-
-}

+ 0 - 67
PhysicsPlatformerNew/Resources/Components/Vine.js

@@ -1,67 +0,0 @@
-// Rope Vine
-"atomic component";
-
-var component = function (self) {
-
-var NUM_OBJECTS = 10;
-
-var node = self.node;
-
-node.position = [0, 0, 0];
-
-self.start = function() {
-
-        var x = self.startPosition[0];
-        var y = self.startPosition[1];
-
-        // create the node body
-        var groundBody = node.createComponent("RigidBody2D");
-        groundBody.castShadows = false;
-
-        var prevBody = groundBody;
-
-        for (var i = 0; i < NUM_OBJECTS; i++) {
-
-            var vnode = node.scene.createChild("RigidBody");
-
-            var sprite2D = vnode.createComponent("StaticSprite2D");
-            sprite2D.sprite = Atomic.cache.getResource("Sprite2D", "Sprites/vine.png");
-
-            var vbody = vnode.createComponent("RigidBody2D");
-            vbody.castShadows = false;
-            vbody.bodyType = Atomic.BT_DYNAMIC;
-
-            // Create box
-            var vbox = vnode.createComponent("CollisionBox2D");
-            // Set friction
-            vbox.friction = .2;
-            // Set mask bits.
-            vbox.maskBits = 0xFFFF & ~0x0002;
-
-            vnode.position = [x + 0.5 + 1.0 * i, y, 0.0];
-            vbox.size = [1.0, 0.1];
-            vbox.density = 5.0;
-            vbox.categoryBits = 0x0001;
-
-            if (i == NUM_OBJECTS - 1)
-                vbody.angularDamping = 0.4;
-
-            var joint = vnode.createComponent("ConstraintRevolute2D");
-            joint.otherBody = prevBody;
-            joint.anchor = [x + i, y];
-            joint.collideConnected = false;
-            prevBody = vbody;
-
-        }
-
-        var constraintRope = node.createComponent("ConstraintRope2D");
-        constraintRope.otherBody = prevBody;
-        constraintRope.ownerBodyAnchor = [x, y];
-        constraintRope.maxLength = (NUM_OBJECTS + 0.01);
-
-
-    }
-
-}
-
-exports.component = component;

BIN
PhysicsPlatformerNew/Resources/Levels/Background.png


BIN
PhysicsPlatformerNew/Resources/Levels/ForestObjects.png


+ 0 - 9
PhysicsPlatformerNew/Resources/Levels/ForestObjects.tsx

@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<tileset name="ForestObjects" tilewidth="64" tileheight="64">
- <image source="ForestObjects.png" width="128" height="577"/>
- <tile id="8">
-  <objectgroup draworder="index">
-   <object x="1.67936" y="1.95925" width="60.1769" height="60.4568"/>
-  </objectgroup>
- </tile>
-</tileset>

+ 0 - 16
PhysicsPlatformerNew/Resources/Levels/ForestObjects.xml

@@ -1,16 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<!-- Created with TexturePacker http://www.codeandweb.com/texturepacker-->
-<!-- $TexturePacker:SmartUpdate:e788f07fbeac14f709d16bd77fce0583:05b97a0f16371179130b5ad807afb44d:9e8afac693ad7eeedc1ba812ea636f21$ -->
-<TextureAtlas imagePath="ForestObjects.png">
-    <SubTexture name="Bush_1" x="0" y="0" width="128" height="64"/>
-    <SubTexture name="Bush_2" x="0" y="64" width="128" height="64"/>
-    <SubTexture name="Bush_3" x="0" y="128" width="128" height="64"/>
-    <SubTexture name="Bush_4" x="0" y="192" width="128" height="64"/>
-    <SubTexture name="Crate" x="0" y="256" width="64" height="64"/>
-    <SubTexture name="Mushroom_1" x="64" y="256" width="64" height="64"/>
-    <SubTexture name="Mushroom_2" x="0" y="320" width="64" height="64"/>
-    <SubTexture name="Sign_1" x="64" y="320" width="63" height="65"/>
-    <SubTexture name="Sign_2" x="0" y="385" width="64" height="64"/>
-    <SubTexture name="Stone" x="0" y="449" width="128" height="64"/>
-    <SubTexture name="Tree_1" x="0" y="513" width="128" height="64"/>
-</TextureAtlas>

BIN
PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png


+ 0 - 46
PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.tsx

@@ -1,46 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<tileset name="ForestTilesExtruded" tilewidth="128" tileheight="128" spacing="2" margin="2">
- <image source="ForestTilesExtruded.png" width="512" height="1024"/>
- <tile id="0">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="4">
-  <objectgroup draworder="index">
-   <object x="2" y="35" width="49" height="58"/>
-   <object x="52" y="36" width="76" height="90"/>
-  </objectgroup>
- </tile>
- <tile id="5">
-  <objectgroup draworder="index">
-   <object x="2" y="35" width="125" height="90"/>
-  </objectgroup>
- </tile>
- <tile id="6">
-  <objectgroup draworder="index">
-   <object x="0" y="35" width="78" height="91"/>
-   <object x="79" y="35" width="46" height="52"/>
-  </objectgroup>
- </tile>
- <tile id="10">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="11">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="12">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="14">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
-</tileset>

BIN
PhysicsPlatformerNew/Resources/Levels/ForestTrees.png


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