Browse Source

Changing build setup

Mr.doob 13 years ago
parent
commit
153fd40c26
7 changed files with 4 additions and 35225 deletions
  1. 0 35221
      build/three.js
  2. 0 1
      utils/build.bat
  3. 0 1
      utils/build.sh
  4. 0 1
      utils/build_all.bat
  5. 0 1
      utils/build_all.sh
  6. 1 0
      utils/build_debug.bat
  7. 3 0
      utils/build_debug.sh

+ 0 - 35221
build/three.js

@@ -1,35221 +0,0 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-var THREE = THREE || { REVISION: '51dev' };
-
-if ( self.console === undefined ) {
-
-	self.console = {
-
-		info: function () {},
-		log: function () {},
-		debug: function () {},
-		warn: function () {},
-		error: function () {}
-
-	};
-
-}
-
-if ( self.Int32Array === undefined ) {
-
-	self.Int32Array = Array;
-	self.Float32Array = Array;
-
-}
-
-// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
-// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
-
-// requestAnimationFrame polyfill by Erik Möller
-// fixes from Paul Irish and Tino Zijdel
-
-( function () {
-
-	var lastTime = 0;
-	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
-
-	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
-
-		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
-		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
-
-	}
-
-	if ( window.requestAnimationFrame === undefined ) {
-
-		window.requestAnimationFrame = function ( callback, element ) {
-
-			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
-			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
-			lastTime = currTime + timeToCall;
-			return id;
-
-		};
-
-	}
-
-
-	if ( window.cancelAnimationFrame === undefined ) {
-
-		window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); };
-
-	}
-
-}() );
-
-
-// MATERIAL CONSTANTS
-
-// side
-
-THREE.FrontSide = 0;
-THREE.BackSide = 1;
-THREE.DoubleSide = 2;
-
-// shading
-
-THREE.NoShading = 0;
-THREE.FlatShading = 1;
-THREE.SmoothShading = 2;
-
-// colors
-
-THREE.NoColors = 0;
-THREE.FaceColors = 1;
-THREE.VertexColors = 2;
-
-// blending modes
-
-THREE.NoBlending = 0;
-THREE.NormalBlending = 1;
-THREE.AdditiveBlending = 2;
-THREE.SubtractiveBlending = 3;
-THREE.MultiplyBlending = 4;
-THREE.CustomBlending = 5;
-
-// custom blending equations
-// (numbers start from 100 not to clash with other
-//  mappings to OpenGL constants defined in Texture.js)
-
-THREE.AddEquation = 100;
-THREE.SubtractEquation = 101;
-THREE.ReverseSubtractEquation = 102;
-
-// custom blending destination factors
-
-THREE.ZeroFactor = 200;
-THREE.OneFactor = 201;
-THREE.SrcColorFactor = 202;
-THREE.OneMinusSrcColorFactor = 203;
-THREE.SrcAlphaFactor = 204;
-THREE.OneMinusSrcAlphaFactor = 205;
-THREE.DstAlphaFactor = 206;
-THREE.OneMinusDstAlphaFactor = 207;
-
-// custom blending source factors
-
-//THREE.ZeroFactor = 200;
-//THREE.OneFactor = 201;
-//THREE.SrcAlphaFactor = 204;
-//THREE.OneMinusSrcAlphaFactor = 205;
-//THREE.DstAlphaFactor = 206;
-//THREE.OneMinusDstAlphaFactor = 207;
-THREE.DstColorFactor = 208;
-THREE.OneMinusDstColorFactor = 209;
-THREE.SrcAlphaSaturateFactor = 210;
-
-
-// TEXTURE CONSTANTS
-
-THREE.MultiplyOperation = 0;
-THREE.MixOperation = 1;
-
-// Mapping modes
-
-THREE.UVMapping = function () {};
-
-THREE.CubeReflectionMapping = function () {};
-THREE.CubeRefractionMapping = function () {};
-
-THREE.SphericalReflectionMapping = function () {};
-THREE.SphericalRefractionMapping = function () {};
-
-// Wrapping modes
-
-THREE.RepeatWrapping = 1000;
-THREE.ClampToEdgeWrapping = 1001;
-THREE.MirroredRepeatWrapping = 1002;
-
-// Filters
-
-THREE.NearestFilter = 1003;
-THREE.NearestMipMapNearestFilter = 1004;
-THREE.NearestMipMapLinearFilter = 1005;
-THREE.LinearFilter = 1006;
-THREE.LinearMipMapNearestFilter = 1007;
-THREE.LinearMipMapLinearFilter = 1008;
-
-// Data types
-
-THREE.UnsignedByteType = 1009;
-THREE.ByteType = 1010;
-THREE.ShortType = 1011;
-THREE.UnsignedShortType = 1012;
-THREE.IntType = 1013;
-THREE.UnsignedIntType = 1014;
-THREE.FloatType = 1015;
-
-// Pixel types
-
-//THREE.UnsignedByteType = 1009;
-THREE.UnsignedShort4444Type = 1016;
-THREE.UnsignedShort5551Type = 1017;
-THREE.UnsignedShort565Type = 1018;
-
-// Pixel formats
-
-THREE.AlphaFormat = 1019;
-THREE.RGBFormat = 1020;
-THREE.RGBAFormat = 1021;
-THREE.LuminanceFormat = 1022;
-THREE.LuminanceAlphaFormat = 1023;
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Clock = function ( autoStart ) {
-
-	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
-
-	this.startTime = 0;
-	this.oldTime = 0;
-	this.elapsedTime = 0;
-
-	this.running = false;
-
-};
-
-THREE.Clock.prototype.start = function () {
-
-	this.startTime = Date.now();
-	this.oldTime = this.startTime;
-
-	this.running = true;
-
-};
-
-THREE.Clock.prototype.stop = function () {
-
-	this.getElapsedTime();
-
-	this.running = false;
-
-};
-
-THREE.Clock.prototype.getElapsedTime = function () {
-
-	this.elapsedTime += this.getDelta();
-
-	return this.elapsedTime;
-
-};
-
-
-THREE.Clock.prototype.getDelta = function () {
-
-	var diff = 0;
-
-	if ( this.autoStart && ! this.running ) {
-
-		this.start();
-
-	}
-
-	if ( this.running ) {
-
-		var newTime = Date.now();
-		diff = 0.001 * ( newTime - this.oldTime );
-		this.oldTime = newTime;
-
-		this.elapsedTime += diff;
-
-	}
-
-	return diff;
-
-};/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Color = function ( hex ) {
-
-	if ( hex !== undefined ) this.setHex( hex );
-
-	return this;
-
-};
-
-THREE.Color.prototype = {
-
-	constructor: THREE.Color,
-
-	r: 1, g: 1, b: 1,
-
-	copy: function ( color ) {
-
-		this.r = color.r;
-		this.g = color.g;
-		this.b = color.b;
-
-		return this;
-
-	},
-
-	copyGammaToLinear: function ( color ) {
-
-		this.r = color.r * color.r;
-		this.g = color.g * color.g;
-		this.b = color.b * color.b;
-
-		return this;
-
-	},
-
-	copyLinearToGamma: function ( color ) {
-
-		this.r = Math.sqrt( color.r );
-		this.g = Math.sqrt( color.g );
-		this.b = Math.sqrt( color.b );
-
-		return this;
-
-	},
-
-	convertGammaToLinear: function () {
-
-		var r = this.r, g = this.g, b = this.b;
-
-		this.r = r * r;
-		this.g = g * g;
-		this.b = b * b;
-
-		return this;
-
-	},
-
-	convertLinearToGamma: function () {
-
-		this.r = Math.sqrt( this.r );
-		this.g = Math.sqrt( this.g );
-		this.b = Math.sqrt( this.b );
-
-		return this;
-
-	},
-
-	setRGB: function ( r, g, b ) {
-
-		this.r = r;
-		this.g = g;
-		this.b = b;
-
-		return this;
-
-	},
-
-	setHSV: function ( h, s, v ) {
-
-		// based on MochiKit implementation by Bob Ippolito
-		// h,s,v ranges are < 0.0 - 1.0 >
-
-		var i, f, p, q, t;
-
-		if ( v === 0 ) {
-
-			this.r = this.g = this.b = 0;
-
-		} else {
-
-			i = Math.floor( h * 6 );
-			f = ( h * 6 ) - i;
-			p = v * ( 1 - s );
-			q = v * ( 1 - ( s * f ) );
-			t = v * ( 1 - ( s * ( 1 - f ) ) );
-
-			if ( i === 0 ) {
-
-				this.r = v;
-				this.g = t;
-				this.b = p;
-
-			} else if ( i === 1 ) {
-
-				this.r = q;
-				this.g = v;
-				this.b = p;
-
-			} else if ( i === 2 ) {
-
-				this.r = p;
-				this.g = v;
-				this.b = t;
-
-			} else if ( i === 3 ) {
-
-				this.r = p;
-				this.g = q;
-				this.b = v;
-
-			} else if ( i === 4 ) {
-
-				this.r = t;
-				this.g = p;
-				this.b = v;
-
-			} else if ( i === 5 ) {
-
-				this.r = v;
-				this.g = p;
-				this.b = q;
-
-			}
-
-		}
-
-		return this;
-
-	},
-
-	setHex: function ( hex ) {
-
-		hex = Math.floor( hex );
-
-		this.r = ( hex >> 16 & 255 ) / 255;
-		this.g = ( hex >> 8 & 255 ) / 255;
-		this.b = ( hex & 255 ) / 255;
-
-		return this;
-
-	},
-
-	lerpSelf: function ( color, alpha ) {
-
-		this.r += ( color.r - this.r ) * alpha;
-		this.g += ( color.g - this.g ) * alpha;
-		this.b += ( color.b - this.b ) * alpha;
-
-		return this;
-
-	},
-
-	getHex: function () {
-
-		return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 );
-
-	},
-
-	getContextStyle: function () {
-
-		return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')';
-
-	},
-
-	clone: function () {
-
-		return new THREE.Color().setRGB( this.r, this.g, this.b );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Vector2 = function ( x, y ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-
-};
-
-THREE.Vector2.prototype = {
-
-	constructor: THREE.Vector2,
-
-	set: function ( x, y ) {
-
-		this.x = x;
-		this.y = y;
-
-		return this;
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-
-		return this;
-
-	},
-
-	add: function ( a, b ) {
-
-		this.x = a.x + b.x;
-		this.y = a.y + b.y;
-
-		return this;
-
-	},
-
-	addSelf: function ( v ) {
-
-		this.x += v.x;
-		this.y += v.y;
-
-		return this;
-
-	},
-
-	sub: function ( a, b ) {
-
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-
-		return this;
-
-	},
-
-	subSelf: function ( v ) {
-
-		this.x -= v.x;
-		this.y -= v.y;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		this.x *= s;
-		this.y *= s;
-
-		return this;
-
-	},
-
-	divideScalar: function ( s ) {
-
-		if ( s ) {
-
-			this.x /= s;
-			this.y /= s;
-
-		} else {
-
-			this.set( 0, 0 );
-
-		}
-
-		return this;
-
-	},
-
-	negate: function() {
-
-		return this.multiplyScalar( - 1 );
-
-	},
-
-	dot: function ( v ) {
-
-		return this.x * v.x + this.y * v.y;
-
-	},
-
-	lengthSq: function () {
-
-		return this.x * this.x + this.y * this.y;
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.lengthSq() );
-
-	},
-
-	normalize: function () {
-
-		return this.divideScalar( this.length() );
-
-	},
-
-	distanceTo: function ( v ) {
-
-		return Math.sqrt( this.distanceToSquared( v ) );
-
-	},
-
-	distanceToSquared: function ( v ) {
-
-		var dx = this.x - v.x, dy = this.y - v.y;
-		return dx * dx + dy * dy;
-
-	},
-
-	setLength: function ( l ) {
-
-		return this.normalize().multiplyScalar( l );
-
-	},
-
-	lerpSelf: function ( v, alpha ) {
-
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-
-		return this;
-
-	},
-
-	equals: function( v ) {
-
-		return ( ( v.x === this.x ) && ( v.y === this.y ) );
-
-	},
-
-	isZero: function () {
-
-		return ( this.lengthSq() < 0.0001 /* almostZero */ );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector2( this.x, this.y );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector3 = function ( x, y, z ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-
-};
-
-
-THREE.Vector3.prototype = {
-
-	constructor: THREE.Vector3,
-
-	set: function ( x, y, z ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-
-		return this;
-
-	},
-
-	setX: function ( x ) {
-
-		this.x = x;
-
-		return this;
-
-	},
-
-	setY: function ( y ) {
-
-		this.y = y;
-
-		return this;
-
-	},
-
-	setZ: function ( z ) {
-
-		this.z = z;
-
-		return this;
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-		this.z = v.z;
-
-		return this;
-
-	},
-
-	add: function ( a, b ) {
-
-		this.x = a.x + b.x;
-		this.y = a.y + b.y;
-		this.z = a.z + b.z;
-
-		return this;
-
-	},
-
-	addSelf: function ( v ) {
-
-		this.x += v.x;
-		this.y += v.y;
-		this.z += v.z;
-
-		return this;
-
-	},
-
-	addScalar: function ( s ) {
-
-		this.x += s;
-		this.y += s;
-		this.z += s;
-
-		return this;
-
-	},
-
-	sub: function ( a, b ) {
-
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-		this.z = a.z - b.z;
-
-		return this;
-
-	},
-
-	subSelf: function ( v ) {
-
-		this.x -= v.x;
-		this.y -= v.y;
-		this.z -= v.z;
-
-		return this;
-
-	},
-
-	multiply: function ( a, b ) {
-
-		this.x = a.x * b.x;
-		this.y = a.y * b.y;
-		this.z = a.z * b.z;
-
-		return this;
-
-	},
-
-	multiplySelf: function ( v ) {
-
-		this.x *= v.x;
-		this.y *= v.y;
-		this.z *= v.z;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		this.x *= s;
-		this.y *= s;
-		this.z *= s;
-
-		return this;
-
-	},
-
-	divideSelf: function ( v ) {
-
-		this.x /= v.x;
-		this.y /= v.y;
-		this.z /= v.z;
-
-		return this;
-
-	},
-
-	divideScalar: function ( s ) {
-
-		if ( s ) {
-
-			this.x /= s;
-			this.y /= s;
-			this.z /= s;
-
-		} else {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-
-		}
-
-		return this;
-
-	},
-
-
-	negate: function() {
-
-		return this.multiplyScalar( - 1 );
-
-	},
-
-	dot: function ( v ) {
-
-		return this.x * v.x + this.y * v.y + this.z * v.z;
-
-	},
-
-	lengthSq: function () {
-
-		return this.x * this.x + this.y * this.y + this.z * this.z;
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.lengthSq() );
-
-	},
-
-	lengthManhattan: function () {
-
-		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
-
-	},
-
-	normalize: function () {
-
-		return this.divideScalar( this.length() );
-
-	},
-
-	setLength: function ( l ) {
-
-		return this.normalize().multiplyScalar( l );
-
-	},
-
-	lerpSelf: function ( v, alpha ) {
-
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-		this.z += ( v.z - this.z ) * alpha;
-
-		return this;
-
-	},
-
-	cross: function ( a, b ) {
-
-		this.x = a.y * b.z - a.z * b.y;
-		this.y = a.z * b.x - a.x * b.z;
-		this.z = a.x * b.y - a.y * b.x;
-
-		return this;
-
-	},
-
-	crossSelf: function ( v ) {
-
-		var x = this.x, y = this.y, z = this.z;
-
-		this.x = y * v.z - z * v.y;
-		this.y = z * v.x - x * v.z;
-		this.z = x * v.y - y * v.x;
-
-		return this;
-
-	},
-
-	distanceTo: function ( v ) {
-
-		return Math.sqrt( this.distanceToSquared( v ) );
-
-	},
-
-	distanceToSquared: function ( v ) {
-
-		return new THREE.Vector3().sub( this, v ).lengthSq();
-
-	},
-
-	getPositionFromMatrix: function ( m ) {
-
-		this.x = m.elements[12];
-		this.y = m.elements[13];
-		this.z = m.elements[14];
-
-		return this;
-
-	},
-
-	setEulerFromRotationMatrix: function ( m, order ) {
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		// clamp, to handle numerical problems
-
-		function clamp( x ) {
-
-			return Math.min( Math.max( x, -1 ), 1 );
-
-		}
-
-		var te = m.elements;
-		var m11 = te[0], m12 = te[4], m13 = te[8];
-		var m21 = te[1], m22 = te[5], m23 = te[9];
-		var m31 = te[2], m32 = te[6], m33 = te[10];
-
-		if ( order === undefined || order === 'XYZ' ) {
-
-			this.y = Math.asin( clamp( m13 ) );
-
-			if ( Math.abs( m13 ) < 0.99999 ) {
-
-				this.x = Math.atan2( - m23, m33 );
-				this.z = Math.atan2( - m12, m11 );
-
-			} else {
-
-				this.x = Math.atan2( m21, m22 );
-				this.z = 0;
-
-			}
-
-		} else if ( order === 'YXZ' ) {
-
-			this.x = Math.asin( - clamp( m23 ) );
-
-			if ( Math.abs( m23 ) < 0.99999 ) {
-
-				this.y = Math.atan2( m13, m33 );
-				this.z = Math.atan2( m21, m22 );
-
-			} else {
-
-				this.y = Math.atan2( - m31, m11 );
-				this.z = 0;
-
-			}
-
-		} else if ( order === 'ZXY' ) {
-
-			this.x = Math.asin( clamp( m32 ) );
-
-			if ( Math.abs( m32 ) < 0.99999 ) {
-
-				this.y = Math.atan2( - m31, m33 );
-				this.z = Math.atan2( - m12, m22 );
-
-			} else {
-
-				this.y = 0;
-				this.z = Math.atan2( m13, m11 );
-
-			}
-
-		} else if ( order === 'ZYX' ) {
-
-			this.y = Math.asin( - clamp( m31 ) );
-
-			if ( Math.abs( m31 ) < 0.99999 ) {
-
-				this.x = Math.atan2( m32, m33 );
-				this.z = Math.atan2( m21, m11 );
-
-			} else {
-
-				this.x = 0;
-				this.z = Math.atan2( - m12, m22 );
-
-			}
-
-		} else if ( order === 'YZX' ) {
-
-			this.z = Math.asin( clamp( m21 ) );
-
-			if ( Math.abs( m21 ) < 0.99999 ) {
-
-				this.x = Math.atan2( - m23, m22 );
-				this.y = Math.atan2( - m31, m11 );
-
-			} else {
-
-				this.x = 0;
-				this.y = Math.atan2( m31, m33 );
-
-			}
-
-		} else if ( order === 'XZY' ) {
-
-			this.z = Math.asin( - clamp( m12 ) );
-
-			if ( Math.abs( m12 ) < 0.99999 ) {
-
-				this.x = Math.atan2( m32, m22 );
-				this.y = Math.atan2( m13, m11 );
-
-			} else {
-
-				this.x = Math.atan2( - m13, m33 );
-				this.y = 0;
-
-			}
-
-		}
-
-		return this;
-
-	},
-
-	setEulerFromQuaternion: function ( q, order ) {
-
-		// q is assumed to be normalized
-
-		// clamp, to handle numerical problems
-
-		function clamp( x ) {
-
-			return Math.min( Math.max( x, -1 ), 1 );
-
-		}
-
-		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
-
-		var sqx = q.x * q.x;
-		var sqy = q.y * q.y;
-		var sqz = q.z * q.z;
-		var sqw = q.w * q.w;
-
-		if ( order === undefined || order === 'XYZ' ) {
-
-			this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
-			this.y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
-			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
-
-		} else if ( order ===  'YXZ' ) {
-
-			this.x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
-			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
-			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
-
-		} else if ( order === 'ZXY' ) {
-
-			this.x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
-			this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
-			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
-
-		} else if ( order === 'ZYX' ) {
-
-			this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
-			this.y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
-			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
-
-		} else if ( order === 'YZX' ) {
-
-			this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
-			this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
-			this.z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
-
-		} else if ( order === 'XZY' ) {
-
-			this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
-			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
-			this.z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
-
-		}
-
-		return this;
-
-	},
-
-	getScaleFromMatrix: function ( m ) {
-
-		var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
-		var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
-		var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
-
-		this.x = sx;
-		this.y = sy;
-		this.z = sz;
-
-		return this;
-	},
-
-	equals: function ( v ) {
-
-		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
-	},
-
-	isZero: function () {
-
-		return ( this.lengthSq() < 0.0001 /* almostZero */ );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector3( this.x, this.y, this.z );
-
-	}
-
-};
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector4 = function ( x, y, z, w ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-	this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Vector4.prototype = {
-
-	constructor: THREE.Vector4,
-
-	set: function ( x, y, z, w ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-		this.w = w;
-
-		return this;
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-		this.z = v.z;
-		this.w = ( v.w !== undefined ) ? v.w : 1;
-
-		return this;
-
-	},
-
-	add: function ( a, b ) {
-
-		this.x = a.x + b.x;
-		this.y = a.y + b.y;
-		this.z = a.z + b.z;
-		this.w = a.w + b.w;
-
-		return this;
-
-	},
-
-	addSelf: function ( v ) {
-
-		this.x += v.x;
-		this.y += v.y;
-		this.z += v.z;
-		this.w += v.w;
-
-		return this;
-
-	},
-
-	sub: function ( a, b ) {
-
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-		this.z = a.z - b.z;
-		this.w = a.w - b.w;
-
-		return this;
-
-	},
-
-	subSelf: function ( v ) {
-
-		this.x -= v.x;
-		this.y -= v.y;
-		this.z -= v.z;
-		this.w -= v.w;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		this.x *= s;
-		this.y *= s;
-		this.z *= s;
-		this.w *= s;
-
-		return this;
-
-	},
-
-	divideScalar: function ( s ) {
-
-		if ( s ) {
-
-			this.x /= s;
-			this.y /= s;
-			this.z /= s;
-			this.w /= s;
-
-		} else {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.w = 1;
-
-		}
-
-		return this;
-
-	},
-
-
-	negate: function() {
-
-		return this.multiplyScalar( -1 );
-
-	},
-
-	dot: function ( v ) {
-
-		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
-	},
-
-	lengthSq: function () {
-
-		return this.dot( this );
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.lengthSq() );
-
-	},
-
-	lengthManhattan: function () {
-
-		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
-	},
-
-	normalize: function () {
-
-		return this.divideScalar( this.length() );
-
-	},
-
-	setLength: function ( l ) {
-
-		return this.normalize().multiplyScalar( l );
-
-	},
-
-	lerpSelf: function ( v, alpha ) {
-
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-		this.z += ( v.z - this.z ) * alpha;
-		this.w += ( v.w - this.w ) * alpha;
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
-	},
-
-	setAxisAngleFromQuaternion: function ( q ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-
-		// q is assumed to be normalized
-
-		this.w = 2 * Math.acos( q.w );
-
-		var s = Math.sqrt( 1 - q.w * q.w );
-
-		if ( s < 0.0001 ) {
-
-			 this.x = 1;
-			 this.y = 0;
-			 this.z = 0;
-
-		} else {
-
-			 this.x = q.x / s;
-			 this.y = q.y / s;
-			 this.z = q.z / s;
-
-		}
-
-		return this;
-
-	},
-
-	setAxisAngleFromRotationMatrix: function ( m ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		var angle, x, y, z,		// variables for result
-			epsilon = 0.01,		// margin to allow for rounding errors
-			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
-
-			te = m.elements,
-
-			m11 = te[0], m12 = te[4], m13 = te[8],
-			m21 = te[1], m22 = te[5], m23 = te[9],
-			m31 = te[2], m32 = te[6], m33 = te[10];
-
-		if ( ( Math.abs( m12 - m21 ) < epsilon )
-		  && ( Math.abs( m13 - m31 ) < epsilon )
-		  && ( Math.abs( m23 - m32 ) < epsilon ) ) {
-
-			// singularity found
-			// first check for identity matrix which must have +1 for all terms
-			// in leading diagonal and zero in other terms
-
-			if ( ( Math.abs( m12 + m21 ) < epsilon2 )
-			  && ( Math.abs( m13 + m31 ) < epsilon2 )
-			  && ( Math.abs( m23 + m32 ) < epsilon2 )
-			  && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
-
-				// this singularity is identity matrix so angle = 0
-
-				this.set( 1, 0, 0, 0 );
-
-				return this; // zero angle, arbitrary axis
-
-			}
-
-			// otherwise this singularity is angle = 180
-
-			angle = Math.PI;
-
-			var xx = ( m11 + 1 ) / 2;
-			var yy = ( m22 + 1 ) / 2;
-			var zz = ( m33 + 1 ) / 2;
-			var xy = ( m12 + m21 ) / 4;
-			var xz = ( m13 + m31 ) / 4;
-			var yz = ( m23 + m32 ) / 4;
-
-			if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
-
-				if ( xx < epsilon ) {
-
-					x = 0;
-					y = 0.707106781;
-					z = 0.707106781;
-
-				} else {
-
-					x = Math.sqrt( xx );
-					y = xy / x;
-					z = xz / x;
-
-				}
-
-			} else if ( yy > zz ) { // m22 is the largest diagonal term
-
-				if ( yy < epsilon ) {
-
-					x = 0.707106781;
-					y = 0;
-					z = 0.707106781;
-
-				} else {
-
-					y = Math.sqrt( yy );
-					x = xy / y;
-					z = yz / y;
-
-				}
-
-			} else { // m33 is the largest diagonal term so base result on this
-
-				if ( zz < epsilon ) {
-
-					x = 0.707106781;
-					y = 0.707106781;
-					z = 0;
-
-				} else {
-
-					z = Math.sqrt( zz );
-					x = xz / z;
-					y = yz / z;
-
-				}
-
-			}
-
-			this.set( x, y, z, angle );
-
-			return this; // return 180 deg rotation
-
-		}
-
-		// as we have reached here there are no singularities so we can handle normally
-
-		var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
-						 + ( m13 - m31 ) * ( m13 - m31 )
-						 + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
-
-		if ( Math.abs( s ) < 0.001 ) s = 1; 
-
-		// prevent divide by zero, should not happen if matrix is orthogonal and should be
-		// caught by singularity test above, but I've left it in just in case
-
-		this.x = ( m32 - m23 ) / s;
-		this.y = ( m13 - m31 ) / s;
-		this.z = ( m21 - m12 ) / s;
-		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
-
-		return this;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Matrix3 = function () {
-
-	this.elements = new Float32Array(9);
-
-};
-
-THREE.Matrix3.prototype = {
-
-	constructor: THREE.Matrix3,
-
-	getInverse: function ( matrix ) {
-
-		// input: THREE.Matrix4
-		// ( based on http://code.google.com/p/webgl-mjs/ )
-
-        var me = matrix.elements;
-        
-		var a11 =   me[10] * me[5] - me[6] * me[9];
-		var a21 = - me[10] * me[1] + me[2] * me[9];
-		var a31 =   me[6] * me[1] - me[2] * me[5];
-		var a12 = - me[10] * me[4] + me[6] * me[8];
-		var a22 =   me[10] * me[0] - me[2] * me[8];
-		var a32 = - me[6] * me[0] + me[2] * me[4];
-		var a13 =   me[9] * me[4] - me[5] * me[8];
-		var a23 = - me[9] * me[0] + me[1] * me[8];
-		var a33 =   me[5] * me[0] - me[1] * me[4];
-
-		var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
-
-		// no inverse
-
-		if ( det === 0 ) {
-
-			console.warn( "Matrix3.getInverse(): determinant == 0" );
-
-		}
-
-		var idet = 1.0 / det;
-
-		var m = this.elements;
-
-		m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
-		m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
-		m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
-
-		return this;
-
-	},
-
-	
-	transpose: function () {
-
-		var tmp, m = this.elements;
-
-		tmp = m[1]; m[1] = m[3]; m[3] = tmp;
-		tmp = m[2]; m[2] = m[6]; m[6] = tmp;
-		tmp = m[5]; m[5] = m[7]; m[7] = tmp;
-
-		return this;
-
-	},
-	
-
-	transposeIntoArray: function ( r ) {
-
-		var m = this.m;
-
-		r[ 0 ] = m[ 0 ];
-		r[ 1 ] = m[ 3 ];
-		r[ 2 ] = m[ 6 ];
-		r[ 3 ] = m[ 1 ];
-		r[ 4 ] = m[ 4 ];
-		r[ 5 ] = m[ 7 ];
-		r[ 6 ] = m[ 2 ];
-		r[ 7 ] = m[ 5 ];
-		r[ 8 ] = m[ 8 ];
-
-		return this;
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- */
-
-
-THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
-	this.elements = new Float32Array( 16 );
-
-	this.set(
-
-		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
-		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
-		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
-		n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
-
-	);
-
-};
-
-THREE.Matrix4.prototype = {
-
-	constructor: THREE.Matrix4,
-
-	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
-		var te = this.elements;
-
-		te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
-		te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
-		te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
-		te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
-
-		return this;
-
-	},
-
-	identity: function () {
-
-		this.set(
-
-			1, 0, 0, 0,
-			0, 1, 0, 0,
-			0, 0, 1, 0,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	copy: function ( m ) {
-
-		var me = m.elements;
-
-		this.set(
-
-			me[0], me[4], me[8], me[12],
-			me[1], me[5], me[9], me[13],
-			me[2], me[6], me[10], me[14],
-			me[3], me[7], me[11], me[15]
-
-		);
-
-		return this;
-
-	},
-
-	lookAt: function ( eye, target, up ) {
-
-		var te = this.elements;
-
-		var x = THREE.Matrix4.__v1;
-		var y = THREE.Matrix4.__v2;
-		var z = THREE.Matrix4.__v3;
-
-		z.sub( eye, target ).normalize();
-
-		if ( z.length() === 0 ) {
-
-			z.z = 1;
-
-		}
-
-		x.cross( up, z ).normalize();
-
-		if ( x.length() === 0 ) {
-
-			z.x += 0.0001;
-			x.cross( up, z ).normalize();
-
-		}
-
-		y.cross( z, x );
-
-
-		te[0] = x.x; te[4] = y.x; te[8] = z.x;
-		te[1] = x.y; te[5] = y.y; te[9] = z.y;
-		te[2] = x.z; te[6] = y.z; te[10] = z.z;
-
-		return this;
-
-	},
-
-	multiply: function ( a, b ) {
-
-		var ae = a.elements;
-		var be = b.elements;
-		var te = this.elements;
-
-		var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
-		var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
-		var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
-		var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
-
-		var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
-		var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
-		var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
-		var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
-
-		te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
-		te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
-		te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
-		te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
-
-		te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
-		te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
-		te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
-		te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
-
-		te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
-		te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
-		te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
-		te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
-
-		te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
-		te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
-		te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
-		te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
-
-		return this;
-
-	},
-
-	multiplySelf: function ( m ) {
-
-		return this.multiply( this, m );
-
-	},
-
-	multiplyToArray: function ( a, b, r ) {
-
-		var te = this.elements;
-
-		this.multiply( a, b );
-
-		r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
-		r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
-		r[ 8 ]  = te[8]; r[ 9 ]  = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
-		r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		var te = this.elements;
-
-		te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
-		te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
-		te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
-		te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
-
-		return this;
-
-	},
-
-	multiplyVector3: function ( v ) {
-
-		var te = this.elements;
-
-		var vx = v.x, vy = v.y, vz = v.z;
-		var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
-
-		v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
-		v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
-		v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
-
-		return v;
-
-	},
-
-	multiplyVector4: function ( v ) {
-
-		var te = this.elements;
-		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
-
-		v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
-		v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
-		v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
-		v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
-
-		return v;
-
-	},
-
-	multiplyVector3Array: function ( a ) {
-
-		var tmp = THREE.Matrix4.__v1;
-
-		for ( var i = 0, il = a.length; i < il; i += 3 ) {
-
-			tmp.x = a[ i ];
-			tmp.y = a[ i + 1 ];
-			tmp.z = a[ i + 2 ];
-
-			this.multiplyVector3( tmp );
-
-			a[ i ]     = tmp.x;
-			a[ i + 1 ] = tmp.y;
-			a[ i + 2 ] = tmp.z;
-
-		}
-
-		return a;
-
-	},
-
-	rotateAxis: function ( v ) {
-
-		var te = this.elements;
-		var vx = v.x, vy = v.y, vz = v.z;
-
-		v.x = vx * te[0] + vy * te[4] + vz * te[8];
-		v.y = vx * te[1] + vy * te[5] + vz * te[9];
-		v.z = vx * te[2] + vy * te[6] + vz * te[10];
-
-		v.normalize();
-
-		return v;
-
-	},
-
-	crossVector: function ( a ) {
-
-		var te = this.elements;
-		var v = new THREE.Vector4();
-
-		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
-		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
-		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
-
-		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
-
-		return v;
-
-	},
-
-	determinant: function () {
-
-		var te = this.elements;
-
-		var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
-		var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
-		var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
-		var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
-
-		//TODO: make this more efficient
-		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
-
-		return (
-			n14 * n23 * n32 * n41-
-			n13 * n24 * n32 * n41-
-			n14 * n22 * n33 * n41+
-			n12 * n24 * n33 * n41+
-
-			n13 * n22 * n34 * n41-
-			n12 * n23 * n34 * n41-
-			n14 * n23 * n31 * n42+
-			n13 * n24 * n31 * n42+
-
-			n14 * n21 * n33 * n42-
-			n11 * n24 * n33 * n42-
-			n13 * n21 * n34 * n42+
-			n11 * n23 * n34 * n42+
-
-			n14 * n22 * n31 * n43-
-			n12 * n24 * n31 * n43-
-			n14 * n21 * n32 * n43+
-			n11 * n24 * n32 * n43+
-
-			n12 * n21 * n34 * n43-
-			n11 * n22 * n34 * n43-
-			n13 * n22 * n31 * n44+
-			n12 * n23 * n31 * n44+
-
-			n13 * n21 * n32 * n44-
-			n11 * n23 * n32 * n44-
-			n12 * n21 * n33 * n44+
-			n11 * n22 * n33 * n44
-		);
-
-	},
-
-	transpose: function () {
-
-		var te = this.elements;
-		var tmp;
-
-		tmp = te[1]; te[1] = te[4]; te[4] = tmp;
-		tmp = te[2]; te[2] = te[8]; te[8] = tmp;
-		tmp = te[6]; te[6] = te[9]; te[9] = tmp;
-
-		tmp = te[3]; te[3] = te[12]; te[12] = tmp;
-		tmp = te[7]; te[7] = te[13]; te[13] = tmp;
-		tmp = te[11]; te[11] = te[14]; te[14] = tmp;
-
-		return this;
-
-	},
-
-	flattenToArray: function ( flat ) {
-
-		var te = this.elements;
-		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
-		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
-		flat[ 8 ]  = te[8]; flat[ 9 ]  = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
-		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
-
-		return flat;
-
-	},
-
-	flattenToArrayOffset: function( flat, offset ) {
-
-		var te = this.elements;
-		flat[ offset ] = te[0];
-		flat[ offset + 1 ] = te[1];
-		flat[ offset + 2 ] = te[2];
-		flat[ offset + 3 ] = te[3];
-
-		flat[ offset + 4 ] = te[4];
-		flat[ offset + 5 ] = te[5];
-		flat[ offset + 6 ] = te[6];
-		flat[ offset + 7 ] = te[7];
-
-		flat[ offset + 8 ]  = te[8];
-		flat[ offset + 9 ]  = te[9];
-		flat[ offset + 10 ] = te[10];
-		flat[ offset + 11 ] = te[11];
-
-		flat[ offset + 12 ] = te[12];
-		flat[ offset + 13 ] = te[13];
-		flat[ offset + 14 ] = te[14];
-		flat[ offset + 15 ] = te[15];
-
-		return flat;
-
-	},
-
-	getPosition: function () {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
-
-	},
-
-	setPosition: function ( v ) {
-
-		var te = this.elements;
-
-		te[12] = v.x;
-		te[13] = v.y;
-		te[14] = v.z;
-
-		return this;
-
-	},
-
-	getColumnX: function () {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
-
-	},
-
-	getColumnY: function () {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
-
-	},
-
-	getColumnZ: function() {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
-
-	},
-
-	getInverse: function ( m ) {
-
-		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-		var te = this.elements;
-		var me = m.elements;
-
-		var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
-		var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
-		var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
-		var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
-
-		te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
-		te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
-		te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
-		te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
-		te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
-		te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
-		te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
-		te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
-		te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
-		te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
-		te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
-		te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
-		te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
-		te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
-		te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
-		te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
-		this.multiplyScalar( 1 / m.determinant() );
-
-		return this;
-
-	},
-
-	setRotationFromEuler: function ( v, order ) {
-
-		var te = this.elements;
-
-		var x = v.x, y = v.y, z = v.z;
-		var a = Math.cos( x ), b = Math.sin( x );
-		var c = Math.cos( y ), d = Math.sin( y );
-		var e = Math.cos( z ), f = Math.sin( z );
-
-		if ( order === undefined || order === 'XYZ' ) {
-
-			var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
-			te[0] = c * e;
-			te[4] = - c * f;
-			te[8] = d;
-
-			te[1] = af + be * d;
-			te[5] = ae - bf * d;
-			te[9] = - b * c;
-
-			te[2] = bf - ae * d;
-			te[6] = be + af * d;
-			te[10] = a * c;
-
-		} else if ( order === 'YXZ' ) {
-
-			var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
-			te[0] = ce + df * b;
-			te[4] = de * b - cf;
-			te[8] = a * d;
-
-			te[1] = a * f;
-			te[5] = a * e;
-			te[9] = - b;
-
-			te[2] = cf * b - de;
-			te[6] = df + ce * b;
-			te[10] = a * c;
-
-		} else if ( order === 'ZXY' ) {
-
-			var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
-			te[0] = ce - df * b;
-			te[4] = - a * f;
-			te[8] = de + cf * b;
-
-			te[1] = cf + de * b;
-			te[5] = a * e;
-			te[9] = df - ce * b;
-
-			te[2] = - a * d;
-			te[6] = b;
-			te[10] = a * c;
-
-		} else if ( order === 'ZYX' ) {
-
-			var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
-			te[0] = c * e;
-			te[4] = be * d - af;
-			te[8] = ae * d + bf;
-
-			te[1] = c * f;
-			te[5] = bf * d + ae;
-			te[9] = af * d - be;
-
-			te[2] = - d;
-			te[6] = b * c;
-			te[10] = a * c;
-
-		} else if ( order === 'YZX' ) {
-
-			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
-			te[0] = c * e;
-			te[4] = bd - ac * f;
-			te[8] = bc * f + ad;
-
-			te[1] = f;
-			te[5] = a * e;
-			te[9] = - b * e;
-
-			te[2] = - d * e;
-			te[6] = ad * f + bc;
-			te[10] = ac - bd * f;
-
-		} else if ( order === 'XZY' ) {
-
-			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
-			te[0] = c * e;
-			te[4] = - f;
-			te[8] = d * e;
-
-			te[1] = ac * f + bd;
-			te[5] = a * e;
-			te[9] = ad * f - bc;
-
-			te[2] = bc * f - ad;
-			te[6] = b * e;
-			te[10] = bd * f + ac;
-
-		}
-
-		return this;
-
-	},
-
-
-	setRotationFromQuaternion: function ( q ) {
-
-		var te = this.elements;
-
-		var x = q.x, y = q.y, z = q.z, w = q.w;
-		var x2 = x + x, y2 = y + y, z2 = z + z;
-		var xx = x * x2, xy = x * y2, xz = x * z2;
-		var yy = y * y2, yz = y * z2, zz = z * z2;
-		var wx = w * x2, wy = w * y2, wz = w * z2;
-
-		te[0] = 1 - ( yy + zz );
-		te[4] = xy - wz;
-		te[8] = xz + wy;
-
-		te[1] = xy + wz;
-		te[5] = 1 - ( xx + zz );
-		te[9] = yz - wx;
-
-		te[2] = xz - wy;
-		te[6] = yz + wx;
-		te[10] = 1 - ( xx + yy );
-
-		return this;
-
-	},
-
-	compose: function ( translation, rotation, scale ) {
-
-		var te = this.elements;
-		var mRotation = THREE.Matrix4.__m1;
-		var mScale = THREE.Matrix4.__m2;
-
-		mRotation.identity();
-		mRotation.setRotationFromQuaternion( rotation );
-
-		mScale.makeScale( scale.x, scale.y, scale.z );
-
-		this.multiply( mRotation, mScale );
-
-		te[12] = translation.x;
-		te[13] = translation.y;
-		te[14] = translation.z;
-
-		return this;
-
-	},
-
-	decompose: function ( translation, rotation, scale ) {
-
-		var te = this.elements;
-
-		// grab the axis vectors
-		var x = THREE.Matrix4.__v1;
-		var y = THREE.Matrix4.__v2;
-		var z = THREE.Matrix4.__v3;
-
-		x.set( te[0], te[1], te[2] );
-		y.set( te[4], te[5], te[6] );
-		z.set( te[8], te[9], te[10] );
-
-		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
-		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
-		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
-
-		scale.x = x.length();
-		scale.y = y.length();
-		scale.z = z.length();
-
-		translation.x = te[12];
-		translation.y = te[13];
-		translation.z = te[14];
-
-		// scale the rotation part
-
-		var matrix = THREE.Matrix4.__m1;
-
-		matrix.copy( this );
-
-		matrix.elements[0] /= scale.x;
-		matrix.elements[1] /= scale.x;
-		matrix.elements[2] /= scale.x;
-
-		matrix.elements[4] /= scale.y;
-		matrix.elements[5] /= scale.y;
-		matrix.elements[6] /= scale.y;
-
-		matrix.elements[8] /= scale.z;
-		matrix.elements[9] /= scale.z;
-		matrix.elements[10] /= scale.z;
-
-		rotation.setFromRotationMatrix( matrix );
-
-		return [ translation, rotation, scale ];
-
-	},
-
-	extractPosition: function ( m ) {
-
-		var te = this.elements;
-		var me = m.elements;
-
-		te[12] = me[12];
-		te[13] = me[13];
-		te[14] = me[14];
-
-		return this;
-
-	},
-
-	extractRotation: function ( m ) {
-
-		var te = this.elements;
-		var me = m.elements;
-
-		var vector = THREE.Matrix4.__v1;
-
-		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
-		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
-		var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
-
-		te[0] = me[0] * scaleX;
-		te[1] = me[1] * scaleX;
-		te[2] = me[2] * scaleX;
-
-		te[4] = me[4] * scaleY;
-		te[5] = me[5] * scaleY;
-		te[6] = me[6] * scaleY;
-
-		te[8] = me[8] * scaleZ;
-		te[9] = me[9] * scaleZ;
-		te[10] = me[10] * scaleZ;
-
-		return this;
-
-	},
-
-	//
-
-	translate: function ( v ) {
-
-		var te = this.elements;
-		var x = v.x, y = v.y, z = v.z;
-
-		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
-		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
-		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
-		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
-
-		return this;
-
-	},
-
-	rotateX: function ( angle ) {
-
-		var te = this.elements;
-		var m12 = te[4];
-		var m22 = te[5];
-		var m32 = te[6];
-		var m42 = te[7];
-		var m13 = te[8];
-		var m23 = te[9];
-		var m33 = te[10];
-		var m43 = te[11];
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-
-		te[4] = c * m12 + s * m13;
-		te[5] = c * m22 + s * m23;
-		te[6] = c * m32 + s * m33;
-		te[7] = c * m42 + s * m43;
-
-		te[8] = c * m13 - s * m12;
-		te[9] = c * m23 - s * m22;
-		te[10] = c * m33 - s * m32;
-		te[11] = c * m43 - s * m42;
-
-		return this;
-
-	},
-
-	rotateY: function ( angle ) {
-
-		var te = this.elements;
-		var m11 = te[0];
-		var m21 = te[1];
-		var m31 = te[2];
-		var m41 = te[3];
-		var m13 = te[8];
-		var m23 = te[9];
-		var m33 = te[10];
-		var m43 = te[11];
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-
-		te[0] = c * m11 - s * m13;
-		te[1] = c * m21 - s * m23;
-		te[2] = c * m31 - s * m33;
-		te[3] = c * m41 - s * m43;
-
-		te[8] = c * m13 + s * m11;
-		te[9] = c * m23 + s * m21;
-		te[10] = c * m33 + s * m31;
-		te[11] = c * m43 + s * m41;
-
-		return this;
-
-	},
-
-	rotateZ: function ( angle ) {
-
-		var te = this.elements;
-		var m11 = te[0];
-		var m21 = te[1];
-		var m31 = te[2];
-		var m41 = te[3];
-		var m12 = te[4];
-		var m22 = te[5];
-		var m32 = te[6];
-		var m42 = te[7];
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-
-		te[0] = c * m11 + s * m12;
-		te[1] = c * m21 + s * m22;
-		te[2] = c * m31 + s * m32;
-		te[3] = c * m41 + s * m42;
-
-		te[4] = c * m12 - s * m11;
-		te[5] = c * m22 - s * m21;
-		te[6] = c * m32 - s * m31;
-		te[7] = c * m42 - s * m41;
-
-		return this;
-
-	},
-
-	rotateByAxis: function ( axis, angle ) {
-
-		var te = this.elements;
-
-		// optimize by checking axis
-
-		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
-
-			return this.rotateX( angle );
-
-		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
-
-			return this.rotateY( angle );
-
-		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
-
-			return this.rotateZ( angle );
-
-		}
-
-		var x = axis.x, y = axis.y, z = axis.z;
-		var n = Math.sqrt(x * x + y * y + z * z);
-
-		x /= n;
-		y /= n;
-		z /= n;
-
-		var xx = x * x, yy = y * y, zz = z * z;
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-		var oneMinusCosine = 1 - c;
-		var xy = x * y * oneMinusCosine;
-		var xz = x * z * oneMinusCosine;
-		var yz = y * z * oneMinusCosine;
-		var xs = x * s;
-		var ys = y * s;
-		var zs = z * s;
-
-		var r11 = xx + (1 - xx) * c;
-		var r21 = xy + zs;
-		var r31 = xz - ys;
-		var r12 = xy - zs;
-		var r22 = yy + (1 - yy) * c;
-		var r32 = yz + xs;
-		var r13 = xz + ys;
-		var r23 = yz - xs;
-		var r33 = zz + (1 - zz) * c;
-
-		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
-		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
-		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
-		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
-
-		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
-		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
-		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
-		te[3] = r11 * m41 + r21 * m42 + r31 * m43;
-
-		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
-		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
-		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
-		te[7] = r12 * m41 + r22 * m42 + r32 * m43;
-
-		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
-		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
-		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
-		te[11] = r13 * m41 + r23 * m42 + r33 * m43;
-
-		return this;
-
-	},
-
-	scale: function ( v ) {
-
-		var te = this.elements;
-		var x = v.x, y = v.y, z = v.z;
-
-		te[0] *= x; te[4] *= y; te[8] *= z;
-		te[1] *= x; te[5] *= y; te[9] *= z;
-		te[2] *= x; te[6] *= y; te[10] *= z;
-		te[3] *= x; te[7] *= y; te[11] *= z;
-
-		return this;
-
-	},
-
-	getMaxScaleOnAxis: function () {
-
-		var te = this.elements;
-
-		var scaleXSq =  te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
-		var scaleYSq =  te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
-		var scaleZSq =  te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
-
-		return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
-
-	},
-
-	//
-
-	makeTranslation: function ( x, y, z ) {
-
-		this.set(
-
-			1, 0, 0, x,
-			0, 1, 0, y,
-			0, 0, 1, z,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationX: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			1, 0,  0, 0,
-			0, c, -s, 0,
-			0, s,  c, 0,
-			0, 0,  0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationY: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			 c, 0, s, 0,
-			 0, 1, 0, 0,
-			-s, 0, c, 0,
-			 0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationZ: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			c, -s, 0, 0,
-			s,  c, 0, 0,
-			0,  0, 1, 0,
-			0,  0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationAxis: function ( axis, angle ) {
-
-		// Based on http://www.gamedev.net/reference/articles/article1199.asp
-
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-		var t = 1 - c;
-		var x = axis.x, y = axis.y, z = axis.z;
-		var tx = t * x, ty = t * y;
-
-		this.set(
-
-			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
-			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
-			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
-			0, 0, 0, 1
-
-		);
-
-		 return this;
-
-	},
-
-	makeScale: function ( x, y, z ) {
-
-		this.set(
-
-			x, 0, 0, 0,
-			0, y, 0, 0,
-			0, 0, z, 0,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeFrustum: function ( left, right, bottom, top, near, far ) {
-
-		var te = this.elements;
-		var x = 2 * near / ( right - left );
-		var y = 2 * near / ( top - bottom );
-
-		var a = ( right + left ) / ( right - left );
-		var b = ( top + bottom ) / ( top - bottom );
-		var c = - ( far + near ) / ( far - near );
-		var d = - 2 * far * near / ( far - near );
-
-		te[0] = x;  te[4] = 0;  te[8] = a;   te[12] = 0;
-		te[1] = 0;  te[5] = y;  te[9] = b;   te[13] = 0;
-		te[2] = 0;  te[6] = 0;  te[10] = c;   te[14] = d;
-		te[3] = 0;  te[7] = 0;  te[11] = - 1; te[15] = 0;
-
-		return this;
-
-	},
-
-	makePerspective: function ( fov, aspect, near, far ) {
-
-		var ymax = near * Math.tan( fov * Math.PI / 360 );
-		var ymin = - ymax;
-		var xmin = ymin * aspect;
-		var xmax = ymax * aspect;
-
-		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
-
-	},
-
-	makeOrthographic: function ( left, right, top, bottom, near, far ) {
-
-		var te = this.elements;
-		var w = right - left;
-		var h = top - bottom;
-		var p = far - near;
-
-		var x = ( right + left ) / w;
-		var y = ( top + bottom ) / h;
-		var z = ( far + near ) / p;
-
-		te[0] = 2 / w; te[4] = 0;     te[8] = 0;      te[12] = -x;
-		te[1] = 0;     te[5] = 2 / h; te[9] = 0;      te[13] = -y;
-		te[2] = 0;     te[6] = 0;     te[10] = -2 / p; te[14] = -z;
-		te[3] = 0;     te[7] = 0;     te[11] = 0;      te[15] = 1;
-
-		return this;
-
-	},
-
-
-	clone: function () {
-
-		var te = this.elements;
-
-		return new THREE.Matrix4(
-
-			te[0], te[4], te[8], te[12],
-			te[1], te[5], te[9], te[13],
-			te[2], te[6], te[10], te[14],
-			te[3], te[7], te[11], te[15]
-
-		);
-
-	}
-
-};
-
-THREE.Matrix4.__v1 = new THREE.Vector3();
-THREE.Matrix4.__v2 = new THREE.Vector3();
-THREE.Matrix4.__v3 = new THREE.Vector3();
-
-THREE.Matrix4.__m1 = new THREE.Matrix4();
-THREE.Matrix4.__m2 = new THREE.Matrix4();
-/**
- * https://github.com/mrdoob/eventtarget.js/
- */
-
-THREE.EventTarget = function () {
-
-	var listeners = {};
-
-	this.addEventListener = function ( type, listener ) {
-
-		if ( listeners[ type ] === undefined ) {
-
-			listeners[ type ] = [];
-
-		}
-
-		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
-			listeners[ type ].push( listener );
-
-		}
-
-	};
-
-	this.dispatchEvent = function ( event ) {
-
-		for ( var listener in listeners[ event.type ] ) {
-
-			listeners[ event.type ][ listener ]( event );
-
-		}
-
-	};
-
-	this.removeEventListener = function ( type, listener ) {
-
-		var index = listeners[ type ].indexOf( listener );
-
-		if ( index !== - 1 ) {
-
-			listeners[ type ].splice( index, 1 );
-
-		}
-
-	};
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Frustum = function ( ) {
-
-	this.planes = [
-
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4()
-
-	];
-
-};
-
-THREE.Frustum.prototype.setFromMatrix = function ( m ) {
-
-	var plane;
-	var planes = this.planes;
-
-	var me = m.elements;
-	var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
-	var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
-	var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
-	var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
-
-	planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
-	planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
-	planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
-	planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
-	planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
-	planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
-
-	for ( var i = 0; i < 6; i ++ ) {
-
-		plane = planes[ i ];
-		plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
-
-	}
-
-};
-
-THREE.Frustum.prototype.contains = function ( object ) {
-
-	var distance = 0.0;
-	var planes = this.planes;
-	var matrix = object.matrixWorld;
-	var me = matrix.elements;
-	var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
-
-	for ( var i = 0; i < 6; i ++ ) {
-
-		distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w;
-		if ( distance <= radius ) return false;
-
-	}
-
-	return true;
-
-};
-
-THREE.Frustum.__v1 = new THREE.Vector3();
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-( function ( THREE ) {
-
-	THREE.Ray = function ( origin, direction, near, far ) {
-
-		this.origin = origin || new THREE.Vector3();
-		this.direction = direction || new THREE.Vector3();
-		this.near = near || 0;
-		this.far = far || Infinity;
-
-	};
-
-	var originCopy = new THREE.Vector3();
-
-	var localOriginCopy = new THREE.Vector3();
-	var localDirectionCopy = new THREE.Vector3();
-
-	var vector = new THREE.Vector3();
-	var normal = new THREE.Vector3();
-	var intersectPoint = new THREE.Vector3();
-
-	var inverseMatrix = new THREE.Matrix4();
-
-	var descSort = function ( a, b ) {
-
-		return a.distance - b.distance;
-
-	};
-
-	var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
-
-	var distanceFromIntersection = function ( origin, direction, position ) {
-
-		v0.sub( position, origin );
-
-		var dot = v0.dot( direction );
-
-		var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
-		var distance = position.distanceTo( intersect );
-
-		return distance;
-
-	};
-
-	// http://www.blackpawn.com/texts/pointinpoly/default.html
-
-	var pointInFace3 = function ( p, a, b, c ) {
-
-		v0.sub( c, a );
-		v1.sub( b, a );
-		v2.sub( p, a );
-
-		var dot00 = v0.dot( v0 );
-		var dot01 = v0.dot( v1 );
-		var dot02 = v0.dot( v2 );
-		var dot11 = v1.dot( v1 );
-		var dot12 = v1.dot( v2 );
-
-		var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
-		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
-		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
-		return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
-
-	};
-
-	var intersectObject = function ( object, ray, intersects ) {
-
-		var distance,intersect;
-
-		if ( object instanceof THREE.Particle ) {
-
-			distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
-
-			if ( distance > object.scale.x ) {
-
-				return intersects;
-
-			}
-
-			intersect = {
-
-				distance: distance,
-				point: object.position,
-				face: null,
-				object: object
-
-			};
-
-			intersects.push( intersect );
-
-		} else if ( object instanceof THREE.Mesh ) {
-
-			// Checking boundingSphere
-
-			var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
-
-			// Checking distance to ray
-
-			distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
-
-			if ( distance > scaledRadius) {
-
-				return intersects;
-
-			}
-
-			// Checking faces
-
-			var f, fl, face, dot, scalar,
-			geometry = object.geometry,
-			vertices = geometry.vertices,
-			objMatrix, geometryMaterials,
-			isFaceMaterial, material, side, point;
-
-			geometryMaterials = object.geometry.materials;
-			isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
-			side = object.material.side;
-
-			var a, b, c, d;
-			var precision = ray.precision;
-
-			object.matrixRotationWorld.extractRotation( object.matrixWorld );
-
-			originCopy.copy( ray.origin );
-
-			objMatrix = object.matrixWorld;
-			inverseMatrix.getInverse( objMatrix );
-
-			localOriginCopy.copy( originCopy );
-			inverseMatrix.multiplyVector3( localOriginCopy );
-
-			localDirectionCopy.copy( ray.direction );
-			inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
-
-			for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
-				face = geometry.faces[ f ];
-
-				material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
-				if ( material === undefined ) continue;
-				side = material.side;
-
-				vector.sub( face.centroid, localOriginCopy );
-				normal = face.normal;
-				dot = localDirectionCopy.dot( normal );
-
-				// bail if ray and plane are parallel
-
-				if ( Math.abs( dot ) < precision ) continue;
-
-				// calc distance to plane
-
-				scalar = normal.dot( vector ) / dot;
-
-				// if negative distance, then plane is behind ray
-
-				if ( scalar < 0 ) continue;
-
-				if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {
-
-					intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );
-
-					if ( face instanceof THREE.Face3 ) {
-
-						a = vertices[ face.a ];
-						b = vertices[ face.b ];
-						c = vertices[ face.c ];
-
-						if ( pointInFace3( intersectPoint, a, b, c ) ) {
-
-							point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
-							distance = originCopy.distanceTo( point );
-
-							if ( distance < ray.near || distance > ray.far ) continue;
-
-							intersect = {
-
-								distance: distance,
-								point: point,
-								face: face,
-								faceIndex: f,
-								object: object
-
-							};
-
-							intersects.push( intersect );
-
-						}
-
-					} else if ( face instanceof THREE.Face4 ) {
-
-						a = vertices[ face.a ];
-						b = vertices[ face.b ];
-						c = vertices[ face.c ];
-						d = vertices[ face.d ];
-
-						if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
-
-							point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
-							distance = originCopy.distanceTo( point );
-
-							if ( distance < ray.near || distance > ray.far ) continue;
-
-							intersect = {
-
-								distance: distance,
-								point: point,
-								face: face,
-								faceIndex: f,
-								object: object
-
-							};
-
-							intersects.push( intersect );
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-	};
-
-	var intersectDescendants= function ( object, ray, intersects ) {
-
-		var descendants = object.getDescendants();
-
-		for ( var i = 0, l = descendants.length; i < l; i ++ ) {
-
-			intersectObject( descendants[ i ], this, intersects );
-
-		}
-	};
-
-	//
-
-	THREE.Ray.prototype.precision = 0.0001;
-
-	THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
-
-		var intersects = [];
-
-		if ( recursive === true ) {
-
-			intersectDescendants( object, this, intersects );
-
-		}
-
-		intersectObject(object,this,intersects);
-
-		intersects.sort( descSort );
-
-		return intersects;
-
-	};
-
-	THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) {
-
-		var intersects = [];
-
-		for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
-			intersectObject( objects[ i ], this, intersects );
-
-			if ( recursive === true ) {
-
-				intersectDescendants( objects[ i ], this, intersects );
-
-			}
-		}
-
-		intersects.sort( descSort );
-
-		return intersects;
-
-	};
-
-}( THREE ) );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Rectangle = function () {
-
-	var _left = 0;
-	var _top = 0;
-	var _right = 0;
-	var _bottom = 0;
-	var _width = 0;
-	var _height = 0;
-	var _isEmpty = true;
-
-	function resize() {
-
-		_width = _right - _left;
-		_height = _bottom - _top;
-
-	}
-
-	this.getX = function () {
-
-		return _left;
-
-	};
-
-	this.getY = function () {
-
-		return _top;
-
-	};
-
-	this.getWidth = function () {
-
-		return _width;
-
-	};
-
-	this.getHeight = function () {
-
-		return _height;
-
-	};
-
-	this.getLeft = function() {
-
-		return _left;
-
-	};
-
-	this.getTop = function() {
-
-		return _top;
-
-	};
-
-	this.getRight = function() {
-
-		return _right;
-
-	};
-
-	this.getBottom = function() {
-
-		return _bottom;
-
-	};
-
-	this.set = function ( left, top, right, bottom ) {
-
-		_isEmpty = false;
-
-		_left = left; _top = top;
-		_right = right; _bottom = bottom;
-
-		resize();
-
-	};
-
-	this.addPoint = function ( x, y ) {
-
-		if ( _isEmpty === true ) {
-
-			_isEmpty = false;
-			_left = x; _top = y;
-			_right = x; _bottom = y;
-
-			resize();
-
-		} else {
-
-			_left = _left < x ? _left : x; // Math.min( _left, x );
-			_top = _top < y ? _top : y; // Math.min( _top, y );
-			_right = _right > x ? _right : x; // Math.max( _right, x );
-			_bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y );
-
-			resize();
-		}
-
-	};
-
-	this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) {
-
-		if ( _isEmpty === true ) {
-
-			_isEmpty = false;
-			_left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 );
-			_top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 );
-			_right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 );
-			_bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 );
-
-			resize();
-
-		} else {
-
-			_left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) );
-			_top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) );
-			_right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) );
-			_bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) );
-
-			resize();
-
-		};
-
-	};
-
-	this.addRectangle = function ( r ) {
-
-		if ( _isEmpty === true ) {
-
-			_isEmpty = false;
-			_left = r.getLeft(); _top = r.getTop();
-			_right = r.getRight(); _bottom = r.getBottom();
-
-			resize();
-
-		} else {
-
-			_left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() );
-			_top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() );
-			_right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() );
-			_bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() );
-
-			resize();
-
-		}
-
-	};
-
-	this.inflate = function ( v ) {
-
-		_left -= v; _top -= v;
-		_right += v; _bottom += v;
-
-		resize();
-
-	};
-
-	this.minSelf = function ( r ) {
-
-		_left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() );
-		_top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() );
-		_right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() );
-		_bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() );
-
-		resize();
-
-	};
-
-	this.intersects = function ( r ) {
-
-		// http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/
-
-		if ( _right < r.getLeft() ) return false;
-		if ( _left > r.getRight() ) return false;
-		if ( _bottom < r.getTop() ) return false;
-		if ( _top > r.getBottom() ) return false;
-
-		return true;
-
-	};
-
-	this.empty = function () {
-
-		_isEmpty = true;
-
-		_left = 0; _top = 0;
-		_right = 0; _bottom = 0;
-
-		resize();
-
-	};
-
-	this.isEmpty = function () {
-
-		return _isEmpty;
-
-	};
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Math = {
-
-	// Clamp value to range <a, b>
-
-	clamp: function ( x, a, b ) {
-
-		return ( x < a ) ? a : ( ( x > b ) ? b : x );
-
-	},
-
-	// Clamp value to range <a, inf)
-
-	clampBottom: function ( x, a ) {
-
-		return x < a ? a : x;
-
-	},
-
-	// Linear mapping from range <a1, a2> to range <b1, b2>
-
-	mapLinear: function ( x, a1, a2, b1, b2 ) {
-
-		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
-
-	},
-
-	// Random float from <0, 1> with 16 bits of randomness
-	// (standard Math.random() creates repetitive patterns when applied over larger space)
-
-	random16: function () {
-
-		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
-
-	},
-
-	// Random integer from <low, high> interval
-
-	randInt: function ( low, high ) {
-
-		return low + Math.floor( Math.random() * ( high - low + 1 ) );
-
-	},
-
-	// Random float from <low, high> interval
-
-	randFloat: function ( low, high ) {
-
-		return low + Math.random() * ( high - low );
-
-	},
-
-	// Random float from <-range/2, range/2> interval
-
-	randFloatSpread: function ( range ) {
-
-		return range * ( 0.5 - Math.random() );
-
-	},
-
-	sign: function ( x ) {
-
-		return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Object3D = function () {
-
-	this.id = THREE.Object3DCount ++;
-
-	this.name = '';
-	this.properties = {};
-
-	this.parent = undefined;
-	this.children = [];
-
-	this.up = new THREE.Vector3( 0, 1, 0 );
-
-	this.position = new THREE.Vector3();
-	this.rotation = new THREE.Vector3();
-	this.eulerOrder = 'XYZ';
-	this.scale = new THREE.Vector3( 1, 1, 1 );
-
-	this.renderDepth = null;
-
-	this.rotationAutoUpdate = true;
-
-	this.matrix = new THREE.Matrix4();
-	this.matrixWorld = new THREE.Matrix4();
-	this.matrixRotationWorld = new THREE.Matrix4();
-
-	this.matrixAutoUpdate = true;
-	this.matrixWorldNeedsUpdate = true;
-
-	this.quaternion = new THREE.Quaternion();
-	this.useQuaternion = false;
-
-	this.boundRadius = 0.0;
-	this.boundRadiusScale = 1.0;
-
-	this.visible = true;
-
-	this.castShadow = false;
-	this.receiveShadow = false;
-
-	this.frustumCulled = true;
-
-	this._vector = new THREE.Vector3();
-
-};
-
-
-THREE.Object3D.prototype = {
-
-	constructor: THREE.Object3D,
-
-	applyMatrix: function ( matrix ) {
-
-		this.matrix.multiply( matrix, this.matrix );
-
-		this.scale.getScaleFromMatrix( this.matrix );
-
-		var mat = new THREE.Matrix4().extractRotation( this.matrix );
-		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
-
-		this.position.getPositionFromMatrix( this.matrix );
-
-	},
-
-	translate: function ( distance, axis ) {
-
-		this.matrix.rotateAxis( axis );
-		this.position.addSelf( axis.multiplyScalar( distance ) );
-
-	},
-
-	translateX: function ( distance ) {
-
-		this.translate( distance, this._vector.set( 1, 0, 0 ) );
-
-	},
-
-	translateY: function ( distance ) {
-
-		this.translate( distance, this._vector.set( 0, 1, 0 ) );
-
-	},
-
-	translateZ: function ( distance ) {
-
-		this.translate( distance, this._vector.set( 0, 0, 1 ) );
-
-	},
-
-	localToWorld: function ( vector ) {
-
-		return this.matrixWorld.multiplyVector3( vector );
-
-	},
-
-	worldToLocal: function ( vector ) {
-
-		return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
-
-	},
-
-	lookAt: function ( vector ) {
-
-		// TODO: Add hierarchy support.
-
-		this.matrix.lookAt( vector, this.position, this.up );
-
-		if ( this.rotationAutoUpdate ) {
-
-			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
-		}
-
-	},
-
-	add: function ( object ) {
-
-		if ( object === this ) {
-
-			console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
-			return;
-
-		}
-
-		if ( object instanceof THREE.Object3D ) {
-
-			if ( object.parent !== undefined ) {
-
-				object.parent.remove( object );
-
-			}
-
-			object.parent = this;
-			this.children.push( object );
-
-			// add to scene
-
-			var scene = this;
-
-			while ( scene.parent !== undefined ) {
-
-				scene = scene.parent;
-
-			}
-
-			if ( scene !== undefined && scene instanceof THREE.Scene )  {
-
-				scene.__addObject( object );
-
-			}
-
-		}
-
-	},
-
-	remove: function ( object ) {
-
-		var index = this.children.indexOf( object );
-
-		if ( index !== - 1 ) {
-
-			object.parent = undefined;
-			this.children.splice( index, 1 );
-
-			// remove from scene
-
-			var scene = this;
-
-			while ( scene.parent !== undefined ) {
-
-				scene = scene.parent;
-
-			}
-
-			if ( scene !== undefined && scene instanceof THREE.Scene ) {
-
-				scene.__removeObject( object );
-
-			}
-
-		}
-
-	},
-
-	getChildByName: function ( name, recursive ) {
-
-		var c, cl, child;
-
-		for ( c = 0, cl = this.children.length; c < cl; c ++ ) {
-
-			child = this.children[ c ];
-
-			if ( child.name === name ) {
-
-				return child;
-
-			}
-
-			if ( recursive ) {
-
-				child = child.getChildByName( name, recursive );
-
-				if ( child !== undefined ) {
-
-					return child;
-
-				}
-
-			}
-
-		}
-
-		return undefined;
-
-	},
-
-	getDescendants: function ( array ) {
-
-		if ( array === undefined ) array = [];
-
-		Array.prototype.push.apply( array, this.children );
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].getDescendants( array );
-
-		};
-
-		return array;
-
-	},
-
-	updateMatrix: function () {
-
-		this.matrix.setPosition( this.position );
-
-		if ( this.useQuaternion === false )  {
-
-			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
-
-		} else {
-
-			this.matrix.setRotationFromQuaternion( this.quaternion );
-
-		}
-
-		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
-
-			this.matrix.scale( this.scale );
-			this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
-
-		}
-
-		this.matrixWorldNeedsUpdate = true;
-
-	},
-
-	updateMatrixWorld: function ( force ) {
-
-		if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
-		if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
-			if ( this.parent === undefined ) {
-
-				this.matrixWorld.copy( this.matrix );
-
-			} else {
-
-				this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
-			}
-
-			this.matrixWorldNeedsUpdate = false;
-
-			force = true;
-
-		}
-
-		// update children
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].updateMatrixWorld( force );
-
-		}
-
-	},
-
-	clone: function () {
-
-		// TODO
-
-	}
-
-};
-
-THREE.Object3D.__m1 = new THREE.Matrix4();
-
-THREE.Object3DCount = 0;
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
-
-THREE.Projector = function() {
-
-	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
-	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
-	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
-	_face4Count, _face4Pool = [], _face4PoolLength = 0,
-	_line, _lineCount, _linePool = [], _linePoolLength = 0,
-	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
-
-	_renderData = { objects: [], sprites: [], lights: [], elements: [] },
-
-	_vector3 = new THREE.Vector3(),
-	_vector4 = new THREE.Vector4(),
-
-	_viewProjectionMatrix = new THREE.Matrix4(),
-	_modelViewProjectionMatrix = new THREE.Matrix4(),
-
-	_frustum = new THREE.Frustum(),
-
-	_clippedVertex1PositionScreen = new THREE.Vector4(),
-	_clippedVertex2PositionScreen = new THREE.Vector4(),
-
-	_face3VertexNormals;
-
-	this.projectVector = function ( vector, camera ) {
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-		_viewProjectionMatrix.multiplyVector3( vector );
-
-		return vector;
-
-	};
-
-	this.unprojectVector = function ( vector, camera ) {
-
-		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
-
-		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
-		_viewProjectionMatrix.multiplyVector3( vector );
-
-		return vector;
-
-	};
-
-	this.pickingRay = function ( vector, camera ) {
-
-		var end, ray, t;
-
-		// set two vectors with opposing z values
-		vector.z = -1.0;
-		end = new THREE.Vector3( vector.x, vector.y, 1.0 );
-
-		this.unprojectVector( vector, camera );
-		this.unprojectVector( end, camera );
-
-		// find direction from vector to end
-		end.subSelf( vector ).normalize();
-
-		return new THREE.Ray( vector, end );
-
-	};
-
-	var projectGraph = function ( root, sort ) {
-
-		_objectCount = 0;
-
-		_renderData.objects.length = 0;
-		_renderData.sprites.length = 0;
-		_renderData.lights.length = 0;
-
-		var projectObject = function ( object ) {
-
-			if ( object.visible === false ) return;
-
-			if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) &&
-			( object.frustumCulled === false || _frustum.contains( object ) === true ) ) {
-
-				_vector3.copy( object.matrixWorld.getPosition() );
-				_viewProjectionMatrix.multiplyVector3( _vector3 );
-
-				_object = getNextObjectInPool();
-				_object.object = object;
-				_object.z = _vector3.z;
-
-				_renderData.objects.push( _object );
-
-			} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
-
-				_vector3.copy( object.matrixWorld.getPosition() );
-				_viewProjectionMatrix.multiplyVector3( _vector3 );
-
-				_object = getNextObjectInPool();
-				_object.object = object;
-				_object.z = _vector3.z;
-
-				_renderData.sprites.push( _object );
-
-			} else if ( object instanceof THREE.Light ) {
-
-				_renderData.lights.push( object );
-
-			}
-
-			for ( var c = 0, cl = object.children.length; c < cl; c ++ ) {
-
-				projectObject( object.children[ c ] );
-
-			}
-
-		};
-
-		projectObject( root );
-
-		if ( sort === true ) _renderData.objects.sort( painterSort );
-
-		return _renderData;
-
-	};
-
-	this.projectScene = function ( scene, camera, sort ) {
-
-		var near = camera.near, far = camera.far, visible = false,
-		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
-		modelMatrix, rotationMatrix,
-		geometry, geometryMaterials, vertices, vertex, vertexPositionScreen,
-		faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
-		v1, v2, v3, v4, isFaceMaterial, material, side;
-
-		_face3Count = 0;
-		_face4Count = 0;
-		_lineCount = 0;
-		_particleCount = 0;
-
-		_renderData.elements.length = 0;
-
-		scene.updateMatrixWorld();
-
-		if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-
-		_frustum.setFromMatrix( _viewProjectionMatrix );
-
-		_renderData = projectGraph( scene, false );
-
-		for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {
-
-			object = _renderData.objects[ o ].object;
-
-			modelMatrix = object.matrixWorld;
-
-			_vertexCount = 0;
-
-			if ( object instanceof THREE.Mesh ) {
-
-				geometry = object.geometry;
-				geometryMaterials = object.geometry.materials;
-				vertices = geometry.vertices;
-				faces = geometry.faces;
-				faceVertexUvs = geometry.faceVertexUvs;
-
-				rotationMatrix = object.matrixRotationWorld.extractRotation( modelMatrix );
-
-				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
-				side = object.material.side;
-
-				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
-
-					_vertex = getNextVertexInPool();
-					_vertex.positionWorld.copy( vertices[ v ] );
-
-					modelMatrix.multiplyVector3( _vertex.positionWorld );
-
-					_vertex.positionScreen.copy( _vertex.positionWorld );
-					_viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
-
-					_vertex.positionScreen.x /= _vertex.positionScreen.w;
-					_vertex.positionScreen.y /= _vertex.positionScreen.w;
-
-					_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
-
-				}
-
-				for ( f = 0, fl = faces.length; f < fl; f ++ ) {
-
-					face = faces[ f ];
-
-					material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
-
-					if ( material === undefined ) continue;
-
-					side = material.side;
-
-					if ( face instanceof THREE.Face3 ) {
-
-						v1 = _vertexPool[ face.a ];
-						v2 = _vertexPool[ face.b ];
-						v3 = _vertexPool[ face.c ];
-
-						if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
-
-							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
-								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
-
-							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
-
-								_face = getNextFace3InPool();
-
-								_face.v1.copy( v1 );
-								_face.v2.copy( v2 );
-								_face.v3.copy( v3 );
-
-							} else {
-
-								continue;
-
-							}
-
-						} else {
-
-							continue;
-
-						}
-
-					} else if ( face instanceof THREE.Face4 ) {
-
-						v1 = _vertexPool[ face.a ];
-						v2 = _vertexPool[ face.b ];
-						v3 = _vertexPool[ face.c ];
-						v4 = _vertexPool[ face.d ];
-
-						if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
-
-							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
-								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
-								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
-								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
-
-
-							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
-
-								_face = getNextFace4InPool();
-
-								_face.v1.copy( v1 );
-								_face.v2.copy( v2 );
-								_face.v3.copy( v3 );
-								_face.v4.copy( v4 );
-
-							} else {
-
-								continue;
-
-							}
-
-						} else {
-
-							continue;
-
-						}
-
-					}
-
-					_face.normalWorld.copy( face.normal );
-
-					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
-					rotationMatrix.multiplyVector3( _face.normalWorld );
-
-					_face.centroidWorld.copy( face.centroid );
-					modelMatrix.multiplyVector3( _face.centroidWorld );
-
-					_face.centroidScreen.copy( _face.centroidWorld );
-					_viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
-
-					faceVertexNormals = face.vertexNormals;
-
-					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
-
-						normal = _face.vertexNormalsWorld[ n ];
-						normal.copy( faceVertexNormals[ n ] );
-
-						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
-
-						rotationMatrix.multiplyVector3( normal );
-
-					}
-
-					_face.vertexNormalsLength = faceVertexNormals.length;
-
-					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
-
-						uvs = faceVertexUvs[ c ][ f ];
-
-						if ( uvs === undefined ) continue;
-
-						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
-
-							_face.uvs[ c ][ u ] = uvs[ u ];
-
-						}
-
-					}
-
-					_face.material = material;
-
-					_face.z = _face.centroidScreen.z;
-
-					_renderData.elements.push( _face );
-
-				}
-
-			} else if ( object instanceof THREE.Line ) {
-
-				_modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
-
-				vertices = object.geometry.vertices;
-
-				v1 = getNextVertexInPool();
-				v1.positionScreen.copy( vertices[ 0 ] );
-				_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
-
-				// Handle LineStrip and LinePieces
-				var step = object.type === THREE.LinePieces ? 2 : 1;
-
-				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
-
-					v1 = getNextVertexInPool();
-					v1.positionScreen.copy( vertices[ v ] );
-					_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
-
-					if ( ( v + 1 ) % step > 0 ) continue;
-
-					v2 = _vertexPool[ _vertexCount - 2 ];
-
-					_clippedVertex1PositionScreen.copy( v1.positionScreen );
-					_clippedVertex2PositionScreen.copy( v2.positionScreen );
-
-					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
-
-						// Perform the perspective divide
-						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
-						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
-
-						_line = getNextLineInPool();
-						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
-						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
-
-						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
-
-						_line.material = object.material;
-
-						_renderData.elements.push( _line );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
-
-			object = _renderData.sprites[ o ].object;
-
-			modelMatrix = object.matrixWorld;
-
-			if ( object instanceof THREE.Particle ) {
-
-				_vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
-				_viewProjectionMatrix.multiplyVector4( _vector4 );
-
-				_vector4.z /= _vector4.w;
-
-				if ( _vector4.z > 0 && _vector4.z < 1 ) {
-
-					_particle = getNextParticleInPool();
-					_particle.object = object;
-					_particle.x = _vector4.x / _vector4.w;
-					_particle.y = _vector4.y / _vector4.w;
-					_particle.z = _vector4.z;
-
-					_particle.rotation = object.rotation.z;
-
-					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
-					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
-
-					_particle.material = object.material;
-
-					_renderData.elements.push( _particle );
-
-				}
-
-			}
-
-		}
-
-		sort && _renderData.elements.sort( painterSort );
-
-		return _renderData;
-
-	};
-
-	// Pools
-
-	function getNextObjectInPool() {
-
-		if ( _objectCount === _objectPoolLength ) {
-
-			var object = new THREE.RenderableObject();
-			_objectPool.push( object );
-			_objectPoolLength ++;
-			_objectCount ++;
-			return object;
-
-		}
-
-		return _objectPool[ _objectCount ++ ];
-
-	}
-
-	function getNextVertexInPool() {
-
-		if ( _vertexCount === _vertexPoolLength ) {
-
-			var vertex = new THREE.RenderableVertex();
-			_vertexPool.push( vertex );
-			_vertexPoolLength ++;
-			_vertexCount ++;
-			return vertex;
-
-		}
-
-		return _vertexPool[ _vertexCount ++ ];
-
-	}
-
-	function getNextFace3InPool() {
-
-		if ( _face3Count === _face3PoolLength ) {
-
-			var face = new THREE.RenderableFace3();
-			_face3Pool.push( face );
-			_face3PoolLength ++;
-			_face3Count ++;
-			return face;
-
-		}
-
-		return _face3Pool[ _face3Count ++ ];
-
-
-	}
-
-	function getNextFace4InPool() {
-
-		if ( _face4Count === _face4PoolLength ) {
-
-			var face = new THREE.RenderableFace4();
-			_face4Pool.push( face );
-			_face4PoolLength ++;
-			_face4Count ++;
-			return face;
-
-		}
-
-		return _face4Pool[ _face4Count ++ ];
-
-	}
-
-	function getNextLineInPool() {
-
-		if ( _lineCount === _linePoolLength ) {
-
-			var line = new THREE.RenderableLine();
-			_linePool.push( line );
-			_linePoolLength ++;
-			_lineCount ++
-			return line;
-
-		}
-
-		return _linePool[ _lineCount ++ ];
-
-	}
-
-	function getNextParticleInPool() {
-
-		if ( _particleCount === _particlePoolLength ) {
-
-			var particle = new THREE.RenderableParticle();
-			_particlePool.push( particle );
-			_particlePoolLength ++;
-			_particleCount ++
-			return particle;
-
-		}
-
-		return _particlePool[ _particleCount ++ ];
-
-	}
-
-	//
-
-	function painterSort( a, b ) {
-
-		return b.z - a.z;
-
-	}
-
-	function clipLine( s1, s2 ) {
-
-		var alpha1 = 0, alpha2 = 1,
-
-		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
-		// Z = -1 and Z = +1, respectively.
-		bc1near =  s1.z + s1.w,
-		bc2near =  s2.z + s2.w,
-		bc1far =  - s1.z + s1.w,
-		bc2far =  - s2.z + s2.w;
-
-		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
-
-			// Both vertices lie entirely within all clip planes.
-			return true;
-
-		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
-
-			// Both vertices lie entirely outside one of the clip planes.
-			return false;
-
-		} else {
-
-			// The line segment spans at least one clip plane.
-
-			if ( bc1near < 0 ) {
-
-				// v1 lies outside the near plane, v2 inside
-				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
-
-			} else if ( bc2near < 0 ) {
-
-				// v2 lies outside the near plane, v1 inside
-				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
-
-			}
-
-			if ( bc1far < 0 ) {
-
-				// v1 lies outside the far plane, v2 inside
-				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
-
-			} else if ( bc2far < 0 ) {
-
-				// v2 lies outside the far plane, v2 inside
-				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
-
-			}
-
-			if ( alpha2 < alpha1 ) {
-
-				// The line segment spans two boundaries, but is outside both of them.
-				// (This can't happen when we're only clipping against just near/far but good
-				//  to leave the check here for future usage if other clip planes are added.)
-				return false;
-
-			} else {
-
-				// Update the s1 and s2 vertices to match the clipped line segment.
-				s1.lerpSelf( s2, alpha1 );
-				s2.lerpSelf( s1, 1 - alpha2 );
-
-				return true;
-
-			}
-
-		}
-
-	}
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Quaternion = function( x, y, z, w ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-	this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Quaternion.prototype = {
-
-	constructor: THREE.Quaternion,
-
-	set: function ( x, y, z, w ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-		this.w = w;
-
-		return this;
-
-	},
-
-	copy: function ( q ) {
-
-		this.x = q.x;
-		this.y = q.y;
-		this.z = q.z;
-		this.w = q.w;
-
-		return this;
-
-	},
-
-	setFromEuler: function ( v, order ) {
-
-		// http://www.mathworks.com/matlabcentral/fileexchange/
-		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
-		//	content/SpinCalc.m
-	
-		var c1 = Math.cos( v.x / 2 );
-		var c2 = Math.cos( v.y / 2 );
-		var c3 = Math.cos( v.z / 2 );
-		var s1 = Math.sin( v.x / 2 );
-		var s2 = Math.sin( v.y / 2 );
-		var s3 = Math.sin( v.z / 2 );
-
-		if ( order === undefined || order === 'XYZ' ) {
-
-			this.x = s1 * c2 * c3 + c1 * s2 * s3;
-			this.y = c1 * s2 * c3 - s1 * c2 * s3;
-			this.z = c1 * c2 * s3 + s1 * s2 * c3;
-			this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
-		} else if ( order === 'YXZ' ) {
-	
-			this.x = s1 * c2 * c3 + c1 * s2 * s3;
-			this.y = c1 * s2 * c3 - s1 * c2 * s3;
-			this.z = c1 * c2 * s3 - s1 * s2 * c3;
-			this.w = c1 * c2 * c3 + s1 * s2 * s3;
-				
-		} else if ( order === 'ZXY' ) {
-	
-			this.x = s1 * c2 * c3 - c1 * s2 * s3;
-			this.y = c1 * s2 * c3 + s1 * c2 * s3;
-			this.z = c1 * c2 * s3 + s1 * s2 * c3;
-			this.w = c1 * c2 * c3 - s1 * s2 * s3;
-				
-		} else if ( order === 'ZYX' ) {
-	
-			this.x = s1 * c2 * c3 - c1 * s2 * s3;
-			this.y = c1 * s2 * c3 + s1 * c2 * s3;
-			this.z = c1 * c2 * s3 - s1 * s2 * c3;
-			this.w = c1 * c2 * c3 + s1 * s2 * s3;
-				
-		} else if ( order === 'YZX' ) {
-			
-			this.x = s1 * c2 * c3 + c1 * s2 * s3;
-			this.y = c1 * s2 * c3 + s1 * c2 * s3;
-			this.z = c1 * c2 * s3 - s1 * s2 * c3;
-			this.w = c1 * c2 * c3 - s1 * s2 * s3;
-				
-		} else if ( order === 'XZY' ) {
-			
-			this.x = s1 * c2 * c3 - c1 * s2 * s3;
-			this.y = c1 * s2 * c3 - s1 * c2 * s3;
-			this.z = c1 * c2 * s3 + s1 * s2 * c3;
-			this.w = c1 * c2 * c3 + s1 * s2 * s3;
-				
-		}
-		
-		return this;
-
-	},
-
-	setFromAxisAngle: function ( axis, angle ) {
-
-		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-		// axis have to be normalized
-
-		var halfAngle = angle / 2,
-			s = Math.sin( halfAngle );
-
-		this.x = axis.x * s;
-		this.y = axis.y * s;
-		this.z = axis.z * s;
-		this.w = Math.cos( halfAngle );
-
-		return this;
-
-	},
-
-	setFromRotationMatrix: function ( m ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-		
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-		
-		var te = m.elements,
-			
-			m11 = te[0], m12 = te[4], m13 = te[8],
-			m21 = te[1], m22 = te[5], m23 = te[9],
-			m31 = te[2], m32 = te[6], m33 = te[10],
-			
-			trace = m11 + m22 + m33,
-			s;
-		
-		if( trace > 0 ) {
-		
-			s = 0.5 / Math.sqrt( trace + 1.0 );
-			
-			this.w = 0.25 / s;
-			this.x = ( m32 - m23 ) * s;
-			this.y = ( m13 - m31 ) * s;
-			this.z = ( m21 - m12 ) * s;
-		
-		} else if ( m11 > m22 && m11 > m33 ) {
-		
-			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-			
-			this.w = (m32 - m23 ) / s;
-			this.x = 0.25 * s;
-			this.y = (m12 + m21 ) / s;
-			this.z = (m13 + m31 ) / s;
-		
-		} else if (m22 > m33) {
-		
-			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-			
-			this.w = (m13 - m31 ) / s;
-			this.x = (m12 + m21 ) / s;
-			this.y = 0.25 * s;
-			this.z = (m23 + m32 ) / s;
-		
-		} else {
-		
-			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-			
-			this.w = ( m21 - m12 ) / s;
-			this.x = ( m13 + m31 ) / s;
-			this.y = ( m23 + m32 ) / s;
-			this.z = 0.25 * s;
-		
-		}
-	
-		return this;
-
-	},
-
-	calculateW : function () {
-
-		this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) );
-
-		return this;
-
-	},
-
-	inverse: function () {
-
-		this.x *= -1;
-		this.y *= -1;
-		this.z *= -1;
-
-		return this;
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
-	},
-
-	normalize: function () {
-
-		var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
-		if ( l === 0 ) {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.w = 0;
-
-		} else {
-
-			l = 1 / l;
-
-			this.x = this.x * l;
-			this.y = this.y * l;
-			this.z = this.z * l;
-			this.w = this.w * l;
-
-		}
-
-		return this;
-
-	},
-
-	multiply: function ( a, b ) {
-
-		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-		var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
-		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
-
-		this.x =  qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
-		this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
-		this.z =  qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
-		this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
-
-		return this;
-
-	},
-
-	multiplySelf: function ( b ) {
-
-		var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
-		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
-
-		this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
-		this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
-		this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
-		this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
-		return this;
-
-	},
-
-	multiplyVector3: function ( vector, dest ) {
-
-		if ( !dest ) { dest = vector; }
-
-		var x    = vector.x,  y  = vector.y,  z  = vector.z,
-			qx   = this.x, qy = this.y, qz = this.z, qw = this.w;
-
-		// calculate quat * vector
-
-		var 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
-
-		dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-		dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-		dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-
-		return dest;
-
-	},
-
-	slerpSelf: function ( qb, t ) {
-
-		var x = this.x, y = this.y, z = this.z, w = this.w;
-
-		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
-		var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
-
-		if ( cosHalfTheta < 0 ) {
-
-			this.w = -qb.w;
-			this.x = -qb.x;
-			this.y = -qb.y;
-			this.z = -qb.z;
-
-			cosHalfTheta = -cosHalfTheta;
-
-		} else {
-
-			this.copy( qb );
-
-		}
-
-		if ( cosHalfTheta >= 1.0 ) {
-
-			this.w = w;
-			this.x = x;
-			this.y = y;
-			this.z = z;
-
-			return this;
-
-		}
-
-		var halfTheta = Math.acos( cosHalfTheta );
-		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
-		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
-			this.w = 0.5 * ( w + this.w );
-			this.x = 0.5 * ( x + this.x );
-			this.y = 0.5 * ( y + this.y );
-			this.z = 0.5 * ( z + this.z );
-
-			return this;
-
-		}
-
-		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
-		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
-		this.w = ( w * ratioA + this.w * ratioB );
-		this.x = ( x * ratioA + this.x * ratioB );
-		this.y = ( y * ratioA + this.y * ratioB );
-		this.z = ( z * ratioA + this.z * ratioB );
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Quaternion( this.x, this.y, this.z, this.w );
-
-	}
-
-}
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
-	// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
-	var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
-
-	if ( cosHalfTheta < 0 ) {
-
-		qm.w = -qb.w;
-		qm.x = -qb.x;
-		qm.y = -qb.y;
-		qm.z = -qb.z;
-
-		cosHalfTheta = -cosHalfTheta;
-
-	} else {
-
-		qm.copy( qb );
-
-	}
-
-	if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
-
-		qm.w = qa.w;
-		qm.x = qa.x;
-		qm.y = qa.y;
-		qm.z = qa.z;
-
-		return qm;
-
-	}
-
-	var halfTheta = Math.acos( cosHalfTheta );
-	var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
-	if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
-		qm.w = 0.5 * ( qa.w + qm.w );
-		qm.x = 0.5 * ( qa.x + qm.x );
-		qm.y = 0.5 * ( qa.y + qm.y );
-		qm.z = 0.5 * ( qa.z + qm.z );
-
-		return qm;
-
-	}
-
-	var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
-	var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
-	qm.w = ( qa.w * ratioA + qm.w * ratioB );
-	qm.x = ( qa.x * ratioA + qm.x * ratioB );
-	qm.y = ( qa.y * ratioA + qm.y * ratioB );
-	qm.z = ( qa.z * ratioA + qm.z * ratioB );
-
-	return qm;
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Vertex = function ( v ) {
-
-	console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
-	return v;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
-
-	this.a = a;
-	this.b = b;
-	this.c = c;
-
-	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
-	this.vertexNormals = normal instanceof Array ? normal : [ ];
-
-	this.color = color instanceof THREE.Color ? color : new THREE.Color();
-	this.vertexColors = color instanceof Array ? color : [];
-
-	this.vertexTangents = [];
-
-	this.materialIndex = materialIndex;
-
-	this.centroid = new THREE.Vector3();
-
-};
-
-THREE.Face3.prototype = {
-
-	constructor: THREE.Face3,
-
-	clone: function () {
-
-		var face = new THREE.Face3( this.a, this.b, this.c );
-
-		face.normal.copy( this.normal );
-		face.color.copy( this.color );
-		face.centroid.copy( this.centroid );
-
-		face.materialIndex = this.materialIndex;
-
-		var i, il;
-		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
-		return face;
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
-	this.a = a;
-	this.b = b;
-	this.c = c;
-	this.d = d;
-
-	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
-	this.vertexNormals = normal instanceof Array ? normal : [ ];
-
-	this.color = color instanceof THREE.Color ? color : new THREE.Color();
-	this.vertexColors = color instanceof Array ? color : [];
-
-	this.vertexTangents = [];
-
-	this.materialIndex = materialIndex;
-
-	this.centroid = new THREE.Vector3();
-
-};
-
-THREE.Face4.prototype = {
-
-	constructor: THREE.Face4,
-
-	clone: function () {
-
-		var face = new THREE.Face4( this.a, this.b, this.c, this.d );
-
-		face.normal.copy( this.normal );
-		face.color.copy( this.color );
-		face.centroid.copy( this.centroid );
-
-		face.materialIndex = this.materialIndex;
-
-		var i, il;
-		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
-		return face;
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.UV = function ( u, v ) {
-
-	this.u = u || 0;
-	this.v = v || 0;
-
-};
-
-THREE.UV.prototype = {
-
-	constructor: THREE.UV,
-
-	set: function ( u, v ) {
-
-		this.u = u;
-		this.v = v;
-
-		return this;
-
-	},
-
-	copy: function ( uv ) {
-
-		this.u = uv.u;
-		this.v = uv.v;
-
-		return this;
-
-	},
-
-	lerpSelf: function ( uv, alpha ) {
-
-		this.u += ( uv.u - this.u ) * alpha;
-		this.v += ( uv.v - this.v ) * alpha;
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.UV( this.u, this.v );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Geometry = function () {
-
-	this.id = THREE.GeometryCount ++;
-
-	this.name = '';
-
-	this.vertices = [];
-	this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
-
-	this.materials = [];
-
-	this.faces = [];
-
-	this.faceUvs = [[]];
-	this.faceVertexUvs = [[]];
-
-	this.morphTargets = [];
-	this.morphColors = [];
-	this.morphNormals = [];
-
-	this.skinWeights = [];
-	this.skinIndices = [];
-
-	this.boundingBox = null;
-	this.boundingSphere = null;
-
-	this.hasTangents = false;
-
-	this.dynamic = true; // the intermediate typearrays will be deleted when set to false
-
-};
-
-THREE.Geometry.prototype = {
-
-	constructor : THREE.Geometry,
-
-	applyMatrix: function ( matrix ) {
-
-		var matrixRotation = new THREE.Matrix4();
-		matrixRotation.extractRotation( matrix );
-
-		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
-			var vertex = this.vertices[ i ];
-
-			matrix.multiplyVector3( vertex );
-
-		}
-
-		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
-			var face = this.faces[ i ];
-
-			matrixRotation.multiplyVector3( face.normal );
-
-			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
-				matrixRotation.multiplyVector3( face.vertexNormals[ j ] );
-
-			}
-
-			matrix.multiplyVector3( face.centroid );
-
-		}
-
-	},
-
-	computeCentroids: function () {
-
-		var f, fl, face;
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-			face.centroid.set( 0, 0, 0 );
-
-			if ( face instanceof THREE.Face3 ) {
-
-				face.centroid.addSelf( this.vertices[ face.a ] );
-				face.centroid.addSelf( this.vertices[ face.b ] );
-				face.centroid.addSelf( this.vertices[ face.c ] );
-				face.centroid.divideScalar( 3 );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				face.centroid.addSelf( this.vertices[ face.a ] );
-				face.centroid.addSelf( this.vertices[ face.b ] );
-				face.centroid.addSelf( this.vertices[ face.c ] );
-				face.centroid.addSelf( this.vertices[ face.d ] );
-				face.centroid.divideScalar( 4 );
-
-			}
-
-		}
-
-	},
-
-	computeFaceNormals: function () {
-
-		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
-		cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			vA = this.vertices[ face.a ];
-			vB = this.vertices[ face.b ];
-			vC = this.vertices[ face.c ];
-
-			cb.sub( vC, vB );
-			ab.sub( vA, vB );
-			cb.crossSelf( ab );
-
-			if ( !cb.isZero() ) {
-
-				cb.normalize();
-
-			}
-
-			face.normal.copy( cb );
-
-		}
-
-	},
-
-	computeVertexNormals: function () {
-
-		var v, vl, f, fl, face, vertices;
-
-		// create internal buffers for reuse when calling this method repeatedly
-		// (otherwise memory allocation / deallocation every frame is big resource hog)
-
-		if ( this.__tmpVertices === undefined ) {
-
-			this.__tmpVertices = new Array( this.vertices.length );
-			vertices = this.__tmpVertices;
-
-			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-				vertices[ v ] = new THREE.Vector3();
-
-			}
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				if ( face instanceof THREE.Face3 ) {
-
-					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-
-				} else if ( face instanceof THREE.Face4 ) {
-
-					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-
-				}
-
-			}
-
-		} else {
-
-			vertices = this.__tmpVertices;
-
-			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-				vertices[ v ].set( 0, 0, 0 );
-
-			}
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				vertices[ face.a ].addSelf( face.normal );
-				vertices[ face.b ].addSelf( face.normal );
-				vertices[ face.c ].addSelf( face.normal );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				vertices[ face.a ].addSelf( face.normal );
-				vertices[ face.b ].addSelf( face.normal );
-				vertices[ face.c ].addSelf( face.normal );
-				vertices[ face.d ].addSelf( face.normal );
-
-			}
-
-		}
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			vertices[ v ].normalize();
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
-				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
-				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
-				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
-				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
-				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
-
-			}
-
-		}
-
-	},
-
-	computeMorphNormals: function () {
-
-		var i, il, f, fl, face;
-
-		// save original normals
-		// - create temp variables on first access
-		//   otherwise just copy (for faster repeated calls)
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			if ( ! face.__originalFaceNormal ) {
-
-				face.__originalFaceNormal = face.normal.clone();
-
-			} else {
-
-				face.__originalFaceNormal.copy( face.normal );
-
-			}
-
-			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
-
-			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
-
-				if ( ! face.__originalVertexNormals[ i ] ) {
-
-					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
-
-				} else {
-
-					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
-
-				}
-
-			}
-
-		}
-
-		// use temp geometry to compute face and vertex normals for each morph
-
-		var tmpGeo = new THREE.Geometry();
-		tmpGeo.faces = this.faces;
-
-		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
-
-			// create on first access
-
-			if ( ! this.morphNormals[ i ] ) {
-
-				this.morphNormals[ i ] = {};
-				this.morphNormals[ i ].faceNormals = [];
-				this.morphNormals[ i ].vertexNormals = [];
-
-				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
-				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
-
-				var faceNormal, vertexNormals;
-
-				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-					face = this.faces[ f ];
-
-					faceNormal = new THREE.Vector3();
-
-					if ( face instanceof THREE.Face3 ) {
-
-						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
-
-					} else {
-
-						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
-
-					}
-
-					dstNormalsFace.push( faceNormal );
-					dstNormalsVertex.push( vertexNormals );
-
-				}
-
-			}
-
-			var morphNormals = this.morphNormals[ i ];
-
-			// set vertices to morph target
-
-			tmpGeo.vertices = this.morphTargets[ i ].vertices;
-
-			// compute morph normals
-
-			tmpGeo.computeFaceNormals();
-			tmpGeo.computeVertexNormals();
-
-			// store morph normals
-
-			var faceNormal, vertexNormals;
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				faceNormal = morphNormals.faceNormals[ f ];
-				vertexNormals = morphNormals.vertexNormals[ f ];
-
-				faceNormal.copy( face.normal );
-
-				if ( face instanceof THREE.Face3 ) {
-
-					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
-					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
-					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
-				} else {
-
-					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
-					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
-					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-					vertexNormals.d.copy( face.vertexNormals[ 3 ] );
-
-				}
-
-			}
-
-		}
-
-		// restore original normals
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			face.normal = face.__originalFaceNormal;
-			face.vertexNormals = face.__originalVertexNormals;
-
-		}
-
-	},
-
-	computeTangents: function () {
-
-		// based on http://www.terathon.com/code/tangent.html
-		// tangents go to vertices
-
-		var f, fl, v, vl, i, il, vertexIndex,
-			face, uv, vA, vB, vC, uvA, uvB, uvC,
-			x1, x2, y1, y2, z1, z2,
-			s1, s2, t1, t2, r, t, test,
-			tan1 = [], tan2 = [],
-			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
-			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
-			n = new THREE.Vector3(), w;
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			tan1[ v ] = new THREE.Vector3();
-			tan2[ v ] = new THREE.Vector3();
-
-		}
-
-		function handleTriangle( context, a, b, c, ua, ub, uc ) {
-
-			vA = context.vertices[ a ];
-			vB = context.vertices[ b ];
-			vC = context.vertices[ c ];
-
-			uvA = uv[ ua ];
-			uvB = uv[ ub ];
-			uvC = uv[ uc ];
-
-			x1 = vB.x - vA.x;
-			x2 = vC.x - vA.x;
-			y1 = vB.y - vA.y;
-			y2 = vC.y - vA.y;
-			z1 = vB.z - vA.z;
-			z2 = vC.z - vA.z;
-
-			s1 = uvB.u - uvA.u;
-			s2 = uvC.u - uvA.u;
-			t1 = uvB.v - uvA.v;
-			t2 = uvC.v - uvA.v;
-
-			r = 1.0 / ( s1 * t2 - s2 * t1 );
-			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
-					  ( t2 * y1 - t1 * y2 ) * r,
-					  ( t2 * z1 - t1 * z2 ) * r );
-			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
-					  ( s1 * y2 - s2 * y1 ) * r,
-					  ( s1 * z2 - s2 * z1 ) * r );
-
-			tan1[ a ].addSelf( sdir );
-			tan1[ b ].addSelf( sdir );
-			tan1[ c ].addSelf( sdir );
-
-			tan2[ a ].addSelf( tdir );
-			tan2[ b ].addSelf( tdir );
-			tan2[ c ].addSelf( tdir );
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
-
-			if ( face instanceof THREE.Face3 ) {
-
-				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
-				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
-
-			}
-
-		}
-
-		var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			for ( i = 0; i < face.vertexNormals.length; i++ ) {
-
-				n.copy( face.vertexNormals[ i ] );
-
-				vertexIndex = face[ faceIndex[ i ] ];
-
-				t = tan1[ vertexIndex ];
-
-				// Gram-Schmidt orthogonalize
-
-				tmp.copy( t );
-				tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
-				// Calculate handedness
-
-				tmp2.cross( face.vertexNormals[ i ], t );
-				test = tmp2.dot( tan2[ vertexIndex ] );
-				w = (test < 0.0) ? -1.0 : 1.0;
-
-				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
-
-			}
-
-		}
-
-		this.hasTangents = true;
-
-	},
-
-	computeBoundingBox: function () {
-
-		if ( ! this.boundingBox ) {
-
-			this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() };
-
-		}
-
-		if ( this.vertices.length > 0 ) {
-
-			var position, firstPosition = this.vertices[ 0 ];
-
-			this.boundingBox.min.copy( firstPosition );
-			this.boundingBox.max.copy( firstPosition );
-
-			var min = this.boundingBox.min,
-				max = this.boundingBox.max;
-
-			for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
-
-				position = this.vertices[ v ];
-
-				if ( position.x < min.x ) {
-
-					min.x = position.x;
-
-				} else if ( position.x > max.x ) {
-
-					max.x = position.x;
-
-				}
-
-				if ( position.y < min.y ) {
-
-					min.y = position.y;
-
-				} else if ( position.y > max.y ) {
-
-					max.y = position.y;
-
-				}
-
-				if ( position.z < min.z ) {
-
-					min.z = position.z;
-
-				} else if ( position.z > max.z ) {
-
-					max.z = position.z;
-
-				}
-
-			}
-
-		} else {
-
-			this.boundingBox.min.set( 0, 0, 0 );
-			this.boundingBox.max.set( 0, 0, 0 );
-
-		}
-
-	},
-
-	computeBoundingSphere: function () {
-
-		var maxRadiusSq = 0;
-
-		if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 };
-
-		for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
-			var radiusSq = this.vertices[ i ].lengthSq();
-			if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
-
-		}
-
-		this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
-	},
-
-	/*
-	 * Checks for duplicate vertices with hashmap.
-	 * Duplicated vertices are removed
-	 * and faces' vertices are updated.
-	 */
-
-	mergeVertices: function () {
-
-		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
-		var unique = [], changes = [];
-
-		var v, key;
-		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
-		var precision = Math.pow( 10, precisionPoints );
-		var i,il, face;
-		var abcd = 'abcd', o, k, j, jl, u;
-
-		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
-
-			v = this.vertices[ i ];
-			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
-
-			if ( verticesMap[ key ] === undefined ) {
-
-				verticesMap[ key ] = i;
-				unique.push( this.vertices[ i ] );
-				changes[ i ] = unique.length - 1;
-
-			} else {
-
-				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
-				changes[ i ] = changes[ verticesMap[ key ] ];
-
-			}
-
-		};
-
-
-		// Start to patch face indices
-
-		for( i = 0, il = this.faces.length; i < il; i ++ ) {
-
-			face = this.faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				face.a = changes[ face.a ];
-				face.b = changes[ face.b ];
-				face.c = changes[ face.c ];
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				face.a = changes[ face.a ];
-				face.b = changes[ face.b ];
-				face.c = changes[ face.c ];
-				face.d = changes[ face.d ];
-
-				// check dups in (a, b, c, d) and convert to -> face3
-
-				o = [ face.a, face.b, face.c, face.d ];
-
-				for ( k = 3; k > 0; k -- ) {
-
-					if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
-
-						// console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
-
-						o.splice( k, 1 );
-
-						this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
-
-						for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
-							u = this.faceVertexUvs[ j ][ i ];
-							if ( u ) u.splice( k, 1 );
-
-						}
-
-						this.faces[ i ].vertexColors = face.vertexColors;
-
-						break;
-					}
-
-				}
-
-			}
-
-		}
-
-		// Use unique set of vertices
-
-		var diff = this.vertices.length - unique.length;
-		this.vertices = unique;
-		return diff;
-
-	},
-
-	clone: function () {
-
-		// TODO
-
-	}
-
-};
-
-THREE.GeometryCount = 0;
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.BufferGeometry = function () {
-
-	this.id = THREE.GeometryCount ++;
-
-	// attributes
-
-	this.attributes = {};
-
-	// attributes typed arrays are kept only if dynamic flag is set
-
-	this.dynamic = false;
-
-	// boundings
-
-	this.boundingBox = null;
-	this.boundingSphere = null;
-
-	this.hasTangents = false;
-
-	// for compatibility
-
-	this.morphTargets = [];
-
-};
-
-THREE.BufferGeometry.prototype = {
-
-	constructor : THREE.BufferGeometry,
-
-	applyMatrix: function ( matrix ) {
-
-		var positionArray;
-		var normalArray;
-
-		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
-		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
-
-		if ( positionArray !== undefined ) {
-
-			matrix.multiplyVector3Array( positionArray );
-			this.verticesNeedUpdate = true;
-
-		}
-
-		if ( normalArray !== undefined ) {
-
-			var matrixRotation = new THREE.Matrix4();
-			matrixRotation.extractRotation( matrix );
-
-			matrixRotation.multiplyVector3Array( normalArray );
-			this.normalsNeedUpdate = true;
-
-		}
-
-	},
-
-	computeBoundingBox: function () {
-
-		if ( ! this.boundingBox ) {
-
-			this.boundingBox = {
-
-				min: new THREE.Vector3( Infinity, Infinity, Infinity ),
-				max: new THREE.Vector3( -Infinity, -Infinity, -Infinity )
-
-			};
-
-		}
-
-		var positions = this.attributes[ "position" ].array;
-
-		if ( positions ) {
-
-			var bb = this.boundingBox;
-			var x, y, z;
-
-			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-				x = positions[ i ];
-				y = positions[ i + 1 ];
-				z = positions[ i + 2 ];
-
-				// bounding box
-
-				if ( x < bb.min.x ) {
-
-					bb.min.x = x;
-
-				} else if ( x > bb.max.x ) {
-
-					bb.max.x = x;
-
-				}
-
-				if ( y < bb.min.y ) {
-
-					bb.min.y = y;
-
-				} else if ( y > bb.max.y ) {
-
-					bb.max.y = y;
-
-				}
-
-				if ( z < bb.min.z ) {
-
-					bb.min.z = z;
-
-				} else if ( z > bb.max.z ) {
-
-					bb.max.z = z;
-
-				}
-
-			}
-
-		}
-
-		if ( positions === undefined || positions.length === 0 ) {
-
-			this.boundingBox.min.set( 0, 0, 0 );
-			this.boundingBox.max.set( 0, 0, 0 );
-
-		}
-
-	},
-
-	computeBoundingSphere: function () {
-
-		if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 };
-
-		var positions = this.attributes[ "position" ].array;
-
-		if ( positions ) {
-
-			var radiusSq, maxRadiusSq = 0;
-			var x, y, z;
-
-			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-				x = positions[ i ];
-				y = positions[ i + 1 ];
-				z = positions[ i + 2 ];
-
-				radiusSq =  x * x + y * y + z * z;
-				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
-
-			}
-
-			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
-		}
-
-	},
-
-	computeVertexNormals: function () {
-
-		if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) {
-
-			var i, il;
-			var j, jl;
-
-			var nVertexElements = this.attributes[ "position" ].array.length;
-
-			if ( this.attributes[ "normal" ] === undefined ) {
-
-				this.attributes[ "normal" ] = {
-
-					itemSize: 3,
-					array: new Float32Array( nVertexElements ),
-					numItems: nVertexElements
-
-				};
-
-			} else {
-
-				// reset existing normals to zero
-
-				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
-
-					this.attributes[ "normal" ].array[ i ] = 0;
-
-				}
-
-			}
-
-			var offsets = this.offsets;
-
-			var indices = this.attributes[ "index" ].array;
-			var positions = this.attributes[ "position" ].array;
-			var normals = this.attributes[ "normal" ].array;
-
-			var vA, vB, vC, x, y, z,
-
-			pA = new THREE.Vector3(),
-			pB = new THREE.Vector3(),
-			pC = new THREE.Vector3(),
-
-			cb = new THREE.Vector3(),
-			ab = new THREE.Vector3();
-
-			for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-				var start = offsets[ j ].start;
-				var count = offsets[ j ].count;
-				var index = offsets[ j ].index;
-
-				for ( i = start, il = start + count; i < il; i += 3 ) {
-
-					vA = index + indices[ i ];
-					vB = index + indices[ i + 1 ];
-					vC = index + indices[ i + 2 ];
-
-					x = positions[ vA * 3 ];
-					y = positions[ vA * 3 + 1 ];
-					z = positions[ vA * 3 + 2 ];
-					pA.set( x, y, z );
-
-					x = positions[ vB * 3 ];
-					y = positions[ vB * 3 + 1 ];
-					z = positions[ vB * 3 + 2 ];
-					pB.set( x, y, z );
-
-					x = positions[ vC * 3 ];
-					y = positions[ vC * 3 + 1 ];
-					z = positions[ vC * 3 + 2 ];
-					pC.set( x, y, z );
-
-					cb.sub( pC, pB );
-					ab.sub( pA, pB );
-					cb.crossSelf( ab );
-
-					normals[ vA * 3 ] += cb.x;
-					normals[ vA * 3 + 1 ] += cb.y;
-					normals[ vA * 3 + 2 ] += cb.z;
-
-					normals[ vB * 3 ] += cb.x;
-					normals[ vB * 3 + 1 ] += cb.y;
-					normals[ vB * 3 + 2 ] += cb.z;
-
-					normals[ vC * 3 ] += cb.x;
-					normals[ vC * 3 + 1 ] += cb.y;
-					normals[ vC * 3 + 2 ] += cb.z;
-
-				}
-
-			}
-
-			// normalize normals
-
-			for ( i = 0, il = normals.length; i < il; i += 3 ) {
-
-				x = normals[ i ];
-				y = normals[ i + 1 ];
-				z = normals[ i + 2 ];
-
-				var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
-				normals[ i ] *= n;
-				normals[ i + 1 ] *= n;
-				normals[ i + 2 ] *= n;
-
-			}
-
-			this.normalsNeedUpdate = true;
-
-		}
-
-	},
-
-	computeTangents: function () {
-
-		// based on http://www.terathon.com/code/tangent.html
-		// (per vertex tangents)
-
-		if ( this.attributes[ "index" ] === undefined ||
-			 this.attributes[ "position" ] === undefined ||
-			 this.attributes[ "normal" ] === undefined ||
-			 this.attributes[ "uv" ] === undefined ) {
-
-			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
-			return;
-
-		}
-
-		var indices = this.attributes[ "index" ].array;
-		var positions = this.attributes[ "position" ].array;
-		var normals = this.attributes[ "normal" ].array;
-		var uvs = this.attributes[ "uv" ].array;
-
-		var nVertices = positions.length / 3;
-
-		if ( this.attributes[ "tangent" ] === undefined ) {
-
-			var nTangentElements = 4 * nVertices;
-
-			this.attributes[ "tangent" ] = {
-
-				itemSize: 4,
-				array: new Float32Array( nTangentElements ),
-				numItems: nTangentElements
-
-			};
-
-		}
-
-		var tangents = this.attributes[ "tangent" ].array;
-
-		var tan1 = [], tan2 = [];
-
-		for ( var k = 0; k < nVertices; k ++ ) {
-
-			tan1[ k ] = new THREE.Vector3();
-			tan2[ k ] = new THREE.Vector3();
-
-		}
-
-		var xA, yA, zA,
-			xB, yB, zB,
-			xC, yC, zC,
-
-			uA, vA,
-			uB, vB,
-			uC, vC,
-
-			x1, x2, y1, y2, z1, z2,
-			s1, s2, t1, t2, r;
-
-		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
-
-		function handleTriangle( a, b, c ) {
-
-			xA = positions[ a * 3 ];
-			yA = positions[ a * 3 + 1 ];
-			zA = positions[ a * 3 + 2 ];
-
-			xB = positions[ b * 3 ];
-			yB = positions[ b * 3 + 1 ];
-			zB = positions[ b * 3 + 2 ];
-
-			xC = positions[ c * 3 ];
-			yC = positions[ c * 3 + 1 ];
-			zC = positions[ c * 3 + 2 ];
-
-			uA = uvs[ a * 2 ];
-			vA = uvs[ a * 2 + 1 ];
-
-			uB = uvs[ b * 2 ];
-			vB = uvs[ b * 2 + 1 ];
-
-			uC = uvs[ c * 2 ];
-			vC = uvs[ c * 2 + 1 ];
-
-			x1 = xB - xA;
-			x2 = xC - xA;
-
-			y1 = yB - yA;
-			y2 = yC - yA;
-
-			z1 = zB - zA;
-			z2 = zC - zA;
-
-			s1 = uB - uA;
-			s2 = uC - uA;
-
-			t1 = vB - vA;
-			t2 = vC - vA;
-
-			r = 1.0 / ( s1 * t2 - s2 * t1 );
-
-			sdir.set(
-				( t2 * x1 - t1 * x2 ) * r,
-				( t2 * y1 - t1 * y2 ) * r,
-				( t2 * z1 - t1 * z2 ) * r
-			);
-
-			tdir.set(
-				( s1 * x2 - s2 * x1 ) * r,
-				( s1 * y2 - s2 * y1 ) * r,
-				( s1 * z2 - s2 * z1 ) * r
-			);
-
-			tan1[ a ].addSelf( sdir );
-			tan1[ b ].addSelf( sdir );
-			tan1[ c ].addSelf( sdir );
-
-			tan2[ a ].addSelf( tdir );
-			tan2[ b ].addSelf( tdir );
-			tan2[ c ].addSelf( tdir );
-
-		}
-
-		var i, il;
-		var j, jl;
-		var iA, iB, iC;
-
-		var offsets = this.offsets;
-
-		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-			var start = offsets[ j ].start;
-			var count = offsets[ j ].count;
-			var index = offsets[ j ].index;
-
-			for ( i = start, il = start + count; i < il; i += 3 ) {
-
-				iA = index + indices[ i ];
-				iB = index + indices[ i + 1 ];
-				iC = index + indices[ i + 2 ];
-
-				handleTriangle( iA, iB, iC );
-
-			}
-
-		}
-
-		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
-		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
-		var w, t, test;
-		var nx, ny, nz;
-
-		function handleVertex( v ) {
-
-			n.x = normals[ v * 3 ];
-			n.y = normals[ v * 3 + 1 ];
-			n.z = normals[ v * 3 + 2 ];
-
-			n2.copy( n );
-
-			t = tan1[ v ];
-
-			// Gram-Schmidt orthogonalize
-
-			tmp.copy( t );
-			tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
-			// Calculate handedness
-
-			tmp2.cross( n2, t );
-			test = tmp2.dot( tan2[ v ] );
-			w = ( test < 0.0 ) ? -1.0 : 1.0;
-
-			tangents[ v * 4 ] 	  = tmp.x;
-			tangents[ v * 4 + 1 ] = tmp.y;
-			tangents[ v * 4 + 2 ] = tmp.z;
-			tangents[ v * 4 + 3 ] = w;
-
-		}
-
-		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-			var start = offsets[ j ].start;
-			var count = offsets[ j ].count;
-			var index = offsets[ j ].index;
-
-			for ( i = start, il = start + count; i < il; i += 3 ) {
-
-				iA = index + indices[ i ];
-				iB = index + indices[ i + 1 ];
-				iC = index + indices[ i + 2 ];
-
-				handleVertex( iA );
-				handleVertex( iB );
-				handleVertex( iC );
-
-			}
-
-		}
-
-		this.hasTangents = true;
-		this.tangentsNeedUpdate = true;
-
-	}
-
-};
-
-/**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Spline = function ( points ) {
-
-	this.points = points;
-
-	var c = [], v3 = { x: 0, y: 0, z: 0 },
-	point, intPoint, weight, w2, w3,
-	pa, pb, pc, pd;
-
-	this.initFromArray = function( a ) {
-
-		this.points = [];
-
-		for ( var i = 0; i < a.length; i++ ) {
-
-			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
-
-		}
-
-	};
-
-	this.getPoint = function ( k ) {
-
-		point = ( this.points.length - 1 ) * k;
-		intPoint = Math.floor( point );
-		weight = point - intPoint;
-
-		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
-		c[ 1 ] = intPoint;
-		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
-		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
-
-		pa = this.points[ c[ 0 ] ];
-		pb = this.points[ c[ 1 ] ];
-		pc = this.points[ c[ 2 ] ];
-		pd = this.points[ c[ 3 ] ];
-
-		w2 = weight * weight;
-		w3 = weight * w2;
-
-		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
-		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
-		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
-
-		return v3;
-
-	};
-
-	this.getControlPointsArray = function () {
-
-		var i, p, l = this.points.length,
-			coords = [];
-
-		for ( i = 0; i < l; i ++ ) {
-
-			p = this.points[ i ];
-			coords[ i ] = [ p.x, p.y, p.z ];
-
-		}
-
-		return coords;
-
-	};
-
-	// approximate length by summing linear segments
-
-	this.getLength = function ( nSubDivisions ) {
-
-		var i, index, nSamples, position,
-			point = 0, intPoint = 0, oldIntPoint = 0,
-			oldPosition = new THREE.Vector3(),
-			tmpVec = new THREE.Vector3(),
-			chunkLengths = [],
-			totalLength = 0;
-
-		// first point has 0 length
-
-		chunkLengths[ 0 ] = 0;
-
-		if ( !nSubDivisions ) nSubDivisions = 100;
-
-		nSamples = this.points.length * nSubDivisions;
-
-		oldPosition.copy( this.points[ 0 ] );
-
-		for ( i = 1; i < nSamples; i ++ ) {
-
-			index = i / nSamples;
-
-			position = this.getPoint( index );
-			tmpVec.copy( position );
-
-			totalLength += tmpVec.distanceTo( oldPosition );
-
-			oldPosition.copy( position );
-
-			point = ( this.points.length - 1 ) * index;
-			intPoint = Math.floor( point );
-
-			if ( intPoint != oldIntPoint ) {
-
-				chunkLengths[ intPoint ] = totalLength;
-				oldIntPoint = intPoint;
-
-			}
-
-		}
-
-		// last point ends with total length
-
-		chunkLengths[ chunkLengths.length ] = totalLength;
-
-		return { chunks: chunkLengths, total: totalLength };
-
-	};
-
-	this.reparametrizeByArcLength = function ( samplingCoef ) {
-
-		var i, j,
-			index, indexCurrent, indexNext,
-			linearDistance, realDistance,
-			sampling, position,
-			newpoints = [],
-			tmpVec = new THREE.Vector3(),
-			sl = this.getLength();
-
-		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
-
-		for ( i = 1; i < this.points.length; i++ ) {
-
-			//tmpVec.copy( this.points[ i - 1 ] );
-			//linearDistance = tmpVec.distanceTo( this.points[ i ] );
-
-			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
-
-			sampling = Math.ceil( samplingCoef * realDistance / sl.total );
-
-			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
-			indexNext = i / ( this.points.length - 1 );
-
-			for ( j = 1; j < sampling - 1; j++ ) {
-
-				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
-
-				position = this.getPoint( index );
-				newpoints.push( tmpVec.copy( position ).clone() );
-
-			}
-
-			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
-
-		}
-
-		this.points = newpoints;
-
-	};
-
-	// Catmull-Rom
-
-	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
-
-		var v0 = ( p2 - p0 ) * 0.5,
-			v1 = ( p3 - p1 ) * 0.5;
-
-		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-	};
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.Camera = function () {
-
-	THREE.Object3D.call( this );
-
-	this.matrixWorldInverse = new THREE.Matrix4();
-
-	this.projectionMatrix = new THREE.Matrix4();
-	this.projectionMatrixInverse = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Camera.prototype.lookAt = function ( vector ) {
-
-	// TODO: Add hierarchy support.
-
-	this.matrix.lookAt( this.position, vector, this.up );
-
-	if ( this.rotationAutoUpdate === true ) {
-
-		this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
-
-	THREE.Camera.call( this );
-
-	this.left = left;
-	this.right = right;
-	this.top = top;
-	this.bottom = bottom;
-
-	this.near = ( near !== undefined ) ? near : 0.1;
-	this.far = ( far !== undefined ) ? far : 2000;
-
-	this.updateProjectionMatrix();
-
-};
-
-THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
-
-THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
-
-	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
-
-	THREE.Camera.call( this );
-
-	this.fov = fov !== undefined ? fov : 50;
-	this.aspect = aspect !== undefined ? aspect : 1;
-	this.near = near !== undefined ? near : 0.1;
-	this.far = far !== undefined ? far : 2000;
-
-	this.updateProjectionMatrix();
-
-};
-
-THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
-
-
-/**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
-
-THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
-
-	if ( frameHeight === undefined ) frameHeight = 24;
-
-	this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
-	this.updateProjectionMatrix();
-
-}
-
-
-/**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- *   +---+---+---+
- *   | A | B | C |
- *   +---+---+---+
- *   | D | E | F |
- *   +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- *   var w = 1920;
- *   var h = 1080;
- *   var fullWidth = w * 3;
- *   var fullHeight = h * 2;
- *
- *   --A--
- *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- *   --B--
- *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- *   --C--
- *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- *   --D--
- *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- *   --E--
- *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- *   --F--
- *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- *   Note there is no reason monitors have to be the same size or in a grid.
- */
-
-THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
-
-	this.fullWidth = fullWidth;
-	this.fullHeight = fullHeight;
-	this.x = x;
-	this.y = y;
-	this.width = width;
-	this.height = height;
-
-	this.updateProjectionMatrix();
-
-};
-
-
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
-
-	if ( this.fullWidth ) {
-
-		var aspect = this.fullWidth / this.fullHeight;
-		var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
-		var bottom = -top;
-		var left = aspect * bottom;
-		var right = aspect * top;
-		var width = Math.abs( right - left );
-		var height = Math.abs( top - bottom );
-
-		this.projectionMatrix.makeFrustum(
-			left + this.x * width / this.fullWidth,
-			left + ( this.x + this.width ) * width / this.fullWidth,
-			top - ( this.y + this.height ) * height / this.fullHeight,
-			top - this.y * height / this.fullHeight,
-			this.near,
-			this.far
-		);
-
-	} else {
-
-		this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- 
-THREE.Light = function ( hex ) {
-
-	THREE.Object3D.call( this );
-
-	this.color = new THREE.Color( hex );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( hex ) {
-
-	THREE.Light.call( this, hex );
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( hex, intensity, distance ) {
-
-	THREE.Light.call( this, hex );
-
-	this.position = new THREE.Vector3( 0, 1, 0 );
-	this.target = new THREE.Object3D();
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-
-	this.castShadow = false;
-	this.onlyShadow = false;
-
-	//
-
-	this.shadowCameraNear = 50;
-	this.shadowCameraFar = 5000;
-
-	this.shadowCameraLeft = -500;
-	this.shadowCameraRight = 500;
-	this.shadowCameraTop = 500;
-	this.shadowCameraBottom = -500;
-
-	this.shadowCameraVisible = false;
-
-	this.shadowBias = 0;
-	this.shadowDarkness = 0.5;
-
-	this.shadowMapWidth = 512;
-	this.shadowMapHeight = 512;
-
-	//
-
-	this.shadowCascade = false;
-
-	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
-	this.shadowCascadeCount = 2;
-
-	this.shadowCascadeBias = [ 0, 0, 0 ];
-	this.shadowCascadeWidth = [ 512, 512, 512 ];
-	this.shadowCascadeHeight = [ 512, 512, 512 ];
-
-	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
-	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
-
-	this.shadowCascadeArray = [];
-
-	//
-
-	this.shadowMap = null;
-	this.shadowMapSize = null;
-	this.shadowCamera = null;
-	this.shadowMatrix = null;
-
-};
-
-THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
-
-	THREE.Light.call( this, skyColorHex );
-
-	this.groundColor = new THREE.Color( groundColorHex );
-
-	this.position = new THREE.Vector3( 0, 100, 0 );
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( hex, intensity, distance ) {
-
-	THREE.Light.call( this, hex );
-
-	this.position = new THREE.Vector3( 0, 0, 0 );
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
-
-	THREE.Light.call( this, hex );
-
-	this.position = new THREE.Vector3( 0, 1, 0 );
-	this.target = new THREE.Object3D();
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
-	this.exponent = ( exponent !== undefined ) ? exponent : 10;
-
-	this.castShadow = false;
-	this.onlyShadow = false;
-
-	//
-
-	this.shadowCameraNear = 50;
-	this.shadowCameraFar = 5000;
-	this.shadowCameraFov = 50;
-
-	this.shadowCameraVisible = false;
-
-	this.shadowBias = 0;
-	this.shadowDarkness = 0.5;
-
-	this.shadowMapWidth = 512;
-	this.shadowMapHeight = 512;
-
-	//
-
-	this.shadowMap = null;
-	this.shadowMapSize = null;
-	this.shadowCamera = null;
-	this.shadowMatrix = null;
-
-};
-
-THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Loader = function ( showStatus ) {
-
-	this.showStatus = showStatus;
-	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
-
-	this.onLoadStart = function () {};
-	this.onLoadProgress = function () {};
-	this.onLoadComplete = function () {};
-
-};
-
-THREE.Loader.prototype = {
-
-	constructor: THREE.Loader,
-
-	crossOrigin: 'anonymous',
-
-	addStatusElement: function () {
-
-		var e = document.createElement( "div" );
-
-		e.style.position = "absolute";
-		e.style.right = "0px";
-		e.style.top = "0px";
-		e.style.fontSize = "0.8em";
-		e.style.textAlign = "left";
-		e.style.background = "rgba(0,0,0,0.25)";
-		e.style.color = "#fff";
-		e.style.width = "120px";
-		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
-		e.style.zIndex = 1000;
-
-		e.innerHTML = "Loading ...";
-
-		return e;
-
-	},
-
-	updateProgress: function ( progress ) {
-
-		var message = "Loaded ";
-
-		if ( progress.total ) {
-
-			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
-
-
-		} else {
-
-			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
-
-		}
-
-		this.statusDomElement.innerHTML = message;
-
-	},
-
-	extractUrlBase: function ( url ) {
-
-		var parts = url.split( '/' );
-		parts.pop();
-		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
-
-	},
-
-	initMaterials: function ( scope, materials, texturePath ) {
-
-		scope.materials = [];
-
-		for ( var i = 0; i < materials.length; ++ i ) {
-
-			scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
-
-		}
-
-	},
-
-	hasNormals: function ( scope ) {
-
-		var m, i, il = scope.materials.length;
-
-		for( i = 0; i < il; i ++ ) {
-
-			m = scope.materials[ i ];
-
-			if ( m instanceof THREE.ShaderMaterial ) return true;
-
-		}
-
-		return false;
-
-	},
-
-	createMaterial: function ( m, texturePath ) {
-
-		var _this = this;
-
-		function is_pow2( n ) {
-
-			var l = Math.log( n ) / Math.LN2;
-			return Math.floor( l ) == l;
-
-		}
-
-		function nearest_pow2( n ) {
-
-			var l = Math.log( n ) / Math.LN2;
-			return Math.pow( 2, Math.round(  l ) );
-
-		}
-
-		function load_image( where, url ) {
-
-			var image = new Image();
-
-			image.onload = function () {
-
-				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
-
-					var width = nearest_pow2( this.width );
-					var height = nearest_pow2( this.height );
-
-					where.image.width = width;
-					where.image.height = height;
-					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
-
-				} else {
-
-					where.image = this;
-
-				}
-
-				where.needsUpdate = true;
-
-			};
-
-			image.crossOrigin = _this.crossOrigin;
-			image.src = url;
-
-		}
-
-		function create_texture( where, name, sourceFile, repeat, offset, wrap ) {
-
-			var texture = document.createElement( 'canvas' );
-
-			where[ name ] = new THREE.Texture( texture );
-			where[ name ].sourceFile = sourceFile;
-
-			if( repeat ) {
-
-				where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
-				if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
-				if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
-
-			}
-
-			if ( offset ) {
-
-				where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
-
-			}
-
-			if ( wrap ) {
-
-				var wrapMap = {
-					"repeat": THREE.RepeatWrapping,
-					"mirror": THREE.MirroredRepeatWrapping
-				}
-
-				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
-				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
-
-			}
-
-			load_image( where[ name ], texturePath + "/" + sourceFile );
-
-		}
-
-		function rgb2hex( rgb ) {
-
-			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
-
-		}
-
-		// defaults
-
-		var mtype = "MeshLambertMaterial";
-		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
-
-		// parameters from model file
-
-		if ( m.shading ) {
-
-			var shading = m.shading.toLowerCase();
-
-			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
-			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
-
-		}
-
-		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
-
-			mpars.blending = THREE[ m.blending ];
-
-		}
-
-		if ( m.transparent !== undefined || m.opacity < 1.0 ) {
-
-			mpars.transparent = m.transparent;
-
-		}
-
-		if ( m.depthTest !== undefined ) {
-
-			mpars.depthTest = m.depthTest;
-
-		}
-
-		if ( m.depthWrite !== undefined ) {
-
-			mpars.depthWrite = m.depthWrite;
-
-		}
-
-		if ( m.visible !== undefined ) {
-
-			mpars.visible = m.visible;
-
-		}
-
-		if ( m.flipSided !== undefined ) {
-
-			mpars.side = THREE.BackSide;
-
-		}
-
-		if ( m.doubleSided !== undefined ) {
-
-			mpars.side = THREE.DoubleSide;
-
-		}
-
-		if ( m.wireframe !== undefined ) {
-
-			mpars.wireframe = m.wireframe;
-
-		}
-
-		if ( m.vertexColors !== undefined ) {
-
-			if ( m.vertexColors == "face" ) {
-
-				mpars.vertexColors = THREE.FaceColors;
-
-			} else if ( m.vertexColors ) {
-
-				mpars.vertexColors = THREE.VertexColors;
-
-			}
-
-		}
-
-		// colors
-
-		if ( m.colorDiffuse ) {
-
-			mpars.color = rgb2hex( m.colorDiffuse );
-
-		} else if ( m.DbgColor ) {
-
-			mpars.color = m.DbgColor;
-
-		}
-
-		if ( m.colorSpecular ) {
-
-			mpars.specular = rgb2hex( m.colorSpecular );
-
-		}
-
-		if ( m.colorAmbient ) {
-
-			mpars.ambient = rgb2hex( m.colorAmbient );
-
-		}
-
-		// modifiers
-
-		if ( m.transparency ) {
-
-			mpars.opacity = m.transparency;
-
-		}
-
-		if ( m.specularCoef ) {
-
-			mpars.shininess = m.specularCoef;
-
-		}
-
-		// textures
-
-		if ( m.mapDiffuse && texturePath ) {
-
-			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap );
-
-		}
-
-		if ( m.mapLight && texturePath ) {
-
-			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap );
-
-		}
-
-		if ( m.mapBump && texturePath ) {
-
-			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap );
-
-		}
-
-		if ( m.mapNormal && texturePath ) {
-
-			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap );
-
-		}
-
-		if ( m.mapSpecular && texturePath ) {
-
-			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap );
-
-		}
-
-		// special case for normal mapped material
-
-		if ( m.mapNormal ) {
-
-			var shader = THREE.ShaderUtils.lib[ "normal" ];
-			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-			uniforms[ "tNormal" ].value = mpars.normalMap;
-
-			if ( m.mapNormalFactor ) {
-
-				uniforms[ "uNormalScale" ].value = m.mapNormalFactor;
-
-			}
-
-			if ( mpars.map ) {
-
-				uniforms[ "tDiffuse" ].value = mpars.map;
-				uniforms[ "enableDiffuse" ].value = true;
-
-			}
-
-			if ( mpars.specularMap ) {
-
-				uniforms[ "tSpecular" ].value = mpars.specularMap;
-				uniforms[ "enableSpecular" ].value = true;
-
-			}
-
-			if ( mpars.lightMap ) {
-
-				uniforms[ "tAO" ].value = mpars.lightMap;
-				uniforms[ "enableAO" ].value = true;
-
-			}
-
-			// for the moment don't handle displacement texture
-
-			uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
-			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
-			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
-
-			uniforms[ "uShininess" ].value = mpars.shininess;
-
-			if ( mpars.opacity !== undefined ) {
-
-				uniforms[ "uOpacity" ].value = mpars.opacity;
-
-			}
-
-			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-			var material = new THREE.ShaderMaterial( parameters );
-
-		} else {
-
-			var material = new THREE[ mtype ]( mpars );
-
-		}
-
-		if ( m.DbgName !== undefined ) material.name = m.DbgName;
-
-		return material;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.BinaryLoader = function ( showStatus ) {
-
-	THREE.Loader.call( this, showStatus );
-
-};
-
-THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
-
-// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
-//  - binary models consist of two files: JS and BIN
-//  - parameters
-//		- url (required)
-//		- callback (required)
-//		- texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
-//		- binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
-
-THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
-
-	texturePath = texturePath ? texturePath : this.extractUrlBase( url );
-	binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url );
-
-	var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
-
-	this.onLoadStart();
-
-	// #1 load JS part via web worker
-
-	this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
-
-};
-
-THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest();
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState == 4 ) {
-
-			if ( xhr.status == 200 || xhr.status == 0 ) {
-
-				var json = JSON.parse( xhr.responseText );
-				context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
-
-			} else {
-
-				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
-	xhr.setRequestHeader( "Content-Type", "text/plain" );
-	xhr.send( null );
-
-};
-
-THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest(),
-		url = binaryPath + "/" + json.buffers;
-
-	var length = 0;
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState == 4 ) {
-
-			if ( xhr.status == 200 || xhr.status == 0 ) {
-
-				var buffer = xhr.response;
-				if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
-				THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
-
-			} else {
-
-				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		} else if ( xhr.readyState == 3 ) {
-
-			if ( callbackProgress ) {
-
-				if ( length == 0 ) {
-
-					length = xhr.getResponseHeader( "Content-Length" );
-
-				}
-
-				callbackProgress( { total: length, loaded: xhr.responseText.length } );
-
-			}
-
-		} else if ( xhr.readyState == 2 ) {
-
-			length = xhr.getResponseHeader( "Content-Length" );
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	xhr.responseType = "arraybuffer";
-	xhr.send( null );
-
-};
-
-// Binary AJAX parser
-
-THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) {
-
-	var Model = function ( texturePath ) {
-
-		var scope = this,
-			currentOffset = 0,
-			md,
-			normals = [],
-			uvs = [],
-			start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
-			start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
-			tri_size, quad_size,
-			len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
-			len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
-
-
-		THREE.Geometry.call( this );
-
-		THREE.Loader.prototype.initMaterials( scope, materials, texturePath );
-
-		md = parseMetaData( data, currentOffset );
-
-		currentOffset += md.header_bytes;
-/*
-		md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
-		md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
-		md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
-		md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
-*/
-		// buffers sizes
-
-		tri_size =  md.vertex_index_bytes * 3 + md.material_index_bytes;
-		quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
-
-		len_tri_flat      = md.ntri_flat      * ( tri_size );
-		len_tri_smooth    = md.ntri_smooth    * ( tri_size + md.normal_index_bytes * 3 );
-		len_tri_flat_uv   = md.ntri_flat_uv   * ( tri_size + md.uv_index_bytes * 3 );
-		len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
-
-		len_quad_flat      = md.nquad_flat      * ( quad_size );
-		len_quad_smooth    = md.nquad_smooth    * ( quad_size + md.normal_index_bytes * 4 );
-		len_quad_flat_uv   = md.nquad_flat_uv   * ( quad_size + md.uv_index_bytes * 4 );
-		len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
-
-		// read buffers
-
-		currentOffset += init_vertices( currentOffset );
-
-		currentOffset += init_normals( currentOffset );
-		currentOffset += handlePadding( md.nnormals * 3 );
-
-		currentOffset += init_uvs( currentOffset );
-
-		start_tri_flat 		= currentOffset;
-		start_tri_smooth    = start_tri_flat    + len_tri_flat    + handlePadding( md.ntri_flat * 2 );
-		start_tri_flat_uv   = start_tri_smooth  + len_tri_smooth  + handlePadding( md.ntri_smooth * 2 );
-		start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
-
-		start_quad_flat     = start_tri_smooth_uv + len_tri_smooth_uv  + handlePadding( md.ntri_smooth_uv * 2 );
-		start_quad_smooth   = start_quad_flat     + len_quad_flat	   + handlePadding( md.nquad_flat * 2 );
-		start_quad_flat_uv  = start_quad_smooth   + len_quad_smooth    + handlePadding( md.nquad_smooth * 2 );
-		start_quad_smooth_uv= start_quad_flat_uv  + len_quad_flat_uv   + handlePadding( md.nquad_flat_uv * 2 );
-
-		// have to first process faces with uvs
-		// so that face and uv indices match
-
-		init_triangles_flat_uv( start_tri_flat_uv );
-		init_triangles_smooth_uv( start_tri_smooth_uv );
-
-		init_quads_flat_uv( start_quad_flat_uv );
-		init_quads_smooth_uv( start_quad_smooth_uv );
-
-		// now we can process untextured faces
-
-		init_triangles_flat( start_tri_flat );
-		init_triangles_smooth( start_tri_smooth );
-
-		init_quads_flat( start_quad_flat );
-		init_quads_smooth( start_quad_smooth );
-
-		this.computeCentroids();
-		this.computeFaceNormals();
-
-		if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents();
-
-		function handlePadding( n ) {
-
-			return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
-
-		};
-
-		function parseMetaData( data, offset ) {
-
-			var metaData = {
-
-				'signature'               :parseString( data, offset,  12 ),
-				'header_bytes'            :parseUChar8( data, offset + 12 ),
-
-				'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
-				'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
-				'uv_coordinate_bytes'     :parseUChar8( data, offset + 15 ),
-
-				'vertex_index_bytes'      :parseUChar8( data, offset + 16 ),
-				'normal_index_bytes'      :parseUChar8( data, offset + 17 ),
-				'uv_index_bytes'          :parseUChar8( data, offset + 18 ),
-				'material_index_bytes'    :parseUChar8( data, offset + 19 ),
-
-				'nvertices'    :parseUInt32( data, offset + 20 ),
-				'nnormals'     :parseUInt32( data, offset + 20 + 4*1 ),
-				'nuvs'         :parseUInt32( data, offset + 20 + 4*2 ),
-
-				'ntri_flat'      :parseUInt32( data, offset + 20 + 4*3 ),
-				'ntri_smooth'    :parseUInt32( data, offset + 20 + 4*4 ),
-				'ntri_flat_uv'   :parseUInt32( data, offset + 20 + 4*5 ),
-				'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
-
-				'nquad_flat'      :parseUInt32( data, offset + 20 + 4*7 ),
-				'nquad_smooth'    :parseUInt32( data, offset + 20 + 4*8 ),
-				'nquad_flat_uv'   :parseUInt32( data, offset + 20 + 4*9 ),
-				'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
-
-			};
-/*
-			console.log( "signature: " + metaData.signature );
-
-			console.log( "header_bytes: " + metaData.header_bytes );
-			console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
-			console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
-			console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
-
-			console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
-			console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
-			console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
-			console.log( "material_index_bytes: " + metaData.material_index_bytes );
-
-			console.log( "nvertices: " + metaData.nvertices );
-			console.log( "nnormals: " + metaData.nnormals );
-			console.log( "nuvs: " + metaData.nuvs );
-
-			console.log( "ntri_flat: " + metaData.ntri_flat );
-			console.log( "ntri_smooth: " + metaData.ntri_smooth );
-			console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
-			console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
-
-			console.log( "nquad_flat: " + metaData.nquad_flat );
-			console.log( "nquad_smooth: " + metaData.nquad_smooth );
-			console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
-			console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
-
-			var total = metaData.header_bytes
-					  + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
-					  + metaData.nnormals * metaData.normal_coordinate_bytes * 3
-					  + metaData.nuvs * metaData.uv_coordinate_bytes * 2
-					  + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
-					  + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
-					  + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
-					  + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
-					  + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
-					  + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
-					  + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
-					  + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
-			console.log( "total bytes: " + total );
-*/
-
-			return metaData;
-
-		};
-
-		function parseString( data, offset, length ) {
-
-			var charArray = new Uint8Array( data, offset, length );
-
-			var text = "";
-
-			for ( var i = 0; i < length; i ++ ) {
-
-				text += String.fromCharCode( charArray[ offset + i ] );
-
-			}
-
-			return text;
-
-		};
-
-		function parseUChar8( data, offset ) {
-
-			var charArray = new Uint8Array( data, offset, 1 );
-
-			return charArray[ 0 ];
-
-		};
-
-		function parseUInt32( data, offset ) {
-
-			var intArray = new Uint32Array( data, offset, 1 );
-
-			return intArray[ 0 ];
-
-		};
-
-		function init_vertices( start ) {
-
-			var nElements = md.nvertices;
-
-			var coordArray = new Float32Array( data, start, nElements * 3 );
-
-			var i, x, y, z;
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				x = coordArray[ i * 3 ];
-				y = coordArray[ i * 3 + 1 ];
-				z = coordArray[ i * 3 + 2 ];
-
-				vertex( scope, x, y, z );
-
-			}
-
-			return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
-
-		};
-
-		function init_normals( start ) {
-
-			var nElements = md.nnormals;
-
-			if ( nElements ) {
-
-				var normalArray = new Int8Array( data, start, nElements * 3 );
-
-				var i, x, y, z;
-
-				for( i = 0; i < nElements; i ++ ) {
-
-					x = normalArray[ i * 3 ];
-					y = normalArray[ i * 3 + 1 ];
-					z = normalArray[ i * 3 + 2 ];
-
-					normals.push( x/127, y/127, z/127 );
-
-				}
-
-			}
-
-			return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
-
-		};
-
-		function init_uvs( start ) {
-
-			var nElements = md.nuvs;
-
-			if ( nElements ) {
-
-				var uvArray = new Float32Array( data, start, nElements * 2 );
-
-				var i, u, v;
-
-				for( i = 0; i < nElements; i ++ ) {
-
-					u = uvArray[ i * 2 ];
-					v = uvArray[ i * 2 + 1 ];
-
-					uvs.push( u, v );
-
-				}
-
-			}
-
-			return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
-
-		};
-
-		function init_uvs3( nElements, offset ) {
-
-			var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
-
-			var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				uva = uvIndexBuffer[ i * 3 ];
-				uvb = uvIndexBuffer[ i * 3 + 1 ];
-				uvc = uvIndexBuffer[ i * 3 + 2 ];
-
-				u1 = uvs[ uva*2 ];
-				v1 = uvs[ uva*2 + 1 ];
-
-				u2 = uvs[ uvb*2 ];
-				v2 = uvs[ uvb*2 + 1 ];
-
-				u3 = uvs[ uvc*2 ];
-				v3 = uvs[ uvc*2 + 1 ];
-
-				uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
-
-			}
-
-		};
-
-		function init_uvs4( nElements, offset ) {
-
-			var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
-
-			var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				uva = uvIndexBuffer[ i * 4 ];
-				uvb = uvIndexBuffer[ i * 4 + 1 ];
-				uvc = uvIndexBuffer[ i * 4 + 2 ];
-				uvd = uvIndexBuffer[ i * 4 + 3 ];
-
-				u1 = uvs[ uva*2 ];
-				v1 = uvs[ uva*2 + 1 ];
-
-				u2 = uvs[ uvb*2 ];
-				v2 = uvs[ uvb*2 + 1 ];
-
-				u3 = uvs[ uvc*2 ];
-				v3 = uvs[ uvc*2 + 1 ];
-
-				u4 = uvs[ uvd*2 ];
-				v4 = uvs[ uvd*2 + 1 ];
-
-				uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
-
-			}
-
-		};
-
-		function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
-
-			var i, a, b, c, m;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 3 ];
-				b = vertexIndexBuffer[ i * 3 + 1 ];
-				c = vertexIndexBuffer[ i * 3 + 2 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f3( scope, a, b, c, m );
-
-			}
-
-		};
-
-		function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
-
-			var i, a, b, c, d, m;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 4 ];
-				b = vertexIndexBuffer[ i * 4 + 1 ];
-				c = vertexIndexBuffer[ i * 4 + 2 ];
-				d = vertexIndexBuffer[ i * 4 + 3 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f4( scope, a, b, c, d, m );
-
-			}
-
-		};
-
-		function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
-
-			var i, a, b, c, m;
-			var na, nb, nc;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
-			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 3 ];
-				b = vertexIndexBuffer[ i * 3 + 1 ];
-				c = vertexIndexBuffer[ i * 3 + 2 ];
-
-				na = normalIndexBuffer[ i * 3 ];
-				nb = normalIndexBuffer[ i * 3 + 1 ];
-				nc = normalIndexBuffer[ i * 3 + 2 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f3n( scope, normals, a, b, c, m, na, nb, nc );
-
-			}
-
-		};
-
-		function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
-
-			var i, a, b, c, d, m;
-			var na, nb, nc, nd;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
-			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 4 ];
-				b = vertexIndexBuffer[ i * 4 + 1 ];
-				c = vertexIndexBuffer[ i * 4 + 2 ];
-				d = vertexIndexBuffer[ i * 4 + 3 ];
-
-				na = normalIndexBuffer[ i * 4 ];
-				nb = normalIndexBuffer[ i * 4 + 1 ];
-				nc = normalIndexBuffer[ i * 4 + 2 ];
-				nd = normalIndexBuffer[ i * 4 + 3 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
-
-			}
-
-		};
-
-		function init_triangles_flat( start ) {
-
-			var nElements = md.ntri_flat;
-
-			if ( nElements ) {
-
-				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				init_faces3_flat( nElements, start, offsetMaterials );
-
-			}
-
-		};
-
-		function init_triangles_flat_uv( start ) {
-
-			var nElements = md.ntri_flat_uv;
-
-			if ( nElements ) {
-
-				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-
-				init_faces3_flat( nElements, start, offsetMaterials );
-				init_uvs3( nElements, offsetUvs );
-
-			}
-
-		};
-
-		function init_triangles_smooth( start ) {
-
-			var nElements = md.ntri_smooth;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-
-				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
-
-			}
-
-		};
-
-		function init_triangles_smooth_uv( start ) {
-
-			var nElements = md.ntri_smooth_uv;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-
-				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
-				init_uvs3( nElements, offsetUvs );
-
-			}
-
-		};
-
-		function init_quads_flat( start ) {
-
-			var nElements = md.nquad_flat;
-
-			if ( nElements ) {
-
-				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				init_faces4_flat( nElements, start, offsetMaterials );
-
-			}
-
-		};
-
-		function init_quads_flat_uv( start ) {
-
-			var nElements = md.nquad_flat_uv;
-
-			if ( nElements ) {
-
-				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-
-				init_faces4_flat( nElements, start, offsetMaterials );
-				init_uvs4( nElements, offsetUvs );
-
-			}
-
-		};
-
-		function init_quads_smooth( start ) {
-
-			var nElements = md.nquad_smooth;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-
-				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
-
-			}
-
-		};
-
-		function init_quads_smooth_uv( start ) {
-
-			var nElements = md.nquad_smooth_uv;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-
-				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
-				init_uvs4( nElements, offsetUvs );
-
-			}
-
-		};
-
-	};
-
-	function vertex ( scope, x, y, z ) {
-
-		scope.vertices.push( new THREE.Vector3( x, y, z ) );
-
-	};
-
-	function f3 ( scope, a, b, c, mi ) {
-
-		scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
-
-	};
-
-	function f4 ( scope, a, b, c, d, mi ) {
-
-		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
-
-	};
-
-	function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
-
-		var nax = normals[ na*3     ],
-			nay = normals[ na*3 + 1 ],
-			naz = normals[ na*3 + 2 ],
-
-			nbx = normals[ nb*3     ],
-			nby = normals[ nb*3 + 1 ],
-			nbz = normals[ nb*3 + 2 ],
-
-			ncx = normals[ nc*3     ],
-			ncy = normals[ nc*3 + 1 ],
-			ncz = normals[ nc*3 + 2 ];
-
-		scope.faces.push( new THREE.Face3( a, b, c,
-						  [new THREE.Vector3( nax, nay, naz ),
-						   new THREE.Vector3( nbx, nby, nbz ),
-						   new THREE.Vector3( ncx, ncy, ncz )],
-						  null,
-						  mi ) );
-
-	};
-
-	function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
-
-		var nax = normals[ na*3     ],
-			nay = normals[ na*3 + 1 ],
-			naz = normals[ na*3 + 2 ],
-
-			nbx = normals[ nb*3     ],
-			nby = normals[ nb*3 + 1 ],
-			nbz = normals[ nb*3 + 2 ],
-
-			ncx = normals[ nc*3     ],
-			ncy = normals[ nc*3 + 1 ],
-			ncz = normals[ nc*3 + 2 ],
-
-			ndx = normals[ nd*3     ],
-			ndy = normals[ nd*3 + 1 ],
-			ndz = normals[ nd*3 + 2 ];
-
-		scope.faces.push( new THREE.Face4( a, b, c, d,
-						  [new THREE.Vector3( nax, nay, naz ),
-						   new THREE.Vector3( nbx, nby, nbz ),
-						   new THREE.Vector3( ncx, ncy, ncz ),
-						   new THREE.Vector3( ndx, ndy, ndz )],
-						  null,
-						  mi ) );
-
-	};
-
-	function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
-
-		var uv = [];
-		uv.push( new THREE.UV( u1, v1 ) );
-		uv.push( new THREE.UV( u2, v2 ) );
-		uv.push( new THREE.UV( u3, v3 ) );
-		where.push( uv );
-
-	};
-
-	function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
-
-		var uv = [];
-		uv.push( new THREE.UV( u1, v1 ) );
-		uv.push( new THREE.UV( u2, v2 ) );
-		uv.push( new THREE.UV( u3, v3 ) );
-		uv.push( new THREE.UV( u4, v4 ) );
-		where.push( uv );
-
-	};
-
-	Model.prototype = Object.create( THREE.Geometry.prototype );
-
-	callback( new Model( texturePath ) );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageLoader = function () {
-
-	THREE.EventTarget.call( this );
-
-	this.crossOrigin = null;
-
-};
-
-THREE.ImageLoader.prototype = {
-
-	constructor: THREE.ImageLoader,
-
-	load: function ( url, image ) {
-
-		var scope = this;
-
-		if ( image === undefined ) image = new Image();
-
-		image.addEventListener( 'load', function () {
-
-			scope.dispatchEvent( { type: 'load', content: image } );
-
-		}, false );
-
-		image.addEventListener( 'error', function () {
-
-			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
-
-		}, false );
-
-		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
-
-		image.src = url;
-
-	}
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.JSONLoader = function ( showStatus ) {
-
-	THREE.Loader.call( this, showStatus );
-
-};
-
-THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
-
-THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
-
-	var scope = this;
-
-	texturePath = texturePath ? texturePath : this.extractUrlBase( url );
-
-	this.onLoadStart();
-	this.loadAjaxJSON( this, url, callback, texturePath );
-
-};
-
-THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest();
-
-	var length = 0;
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState === xhr.DONE ) {
-
-			if ( xhr.status === 200 || xhr.status === 0 ) {
-
-				if ( xhr.responseText ) {
-
-					var json = JSON.parse( xhr.responseText );
-					context.createModel( json, callback, texturePath );
-
-				} else {
-
-					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
-
-				}
-
-				// in context of more complex asset initialization
-				// do not block on single failed file
-				// maybe should go even one more level up
-
-				context.onLoadComplete();
-
-			} else {
-
-				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		} else if ( xhr.readyState === xhr.LOADING ) {
-
-			if ( callbackProgress ) {
-
-				if ( length === 0 ) {
-
-					length = xhr.getResponseHeader( "Content-Length" );
-
-				}
-
-				callbackProgress( { total: length, loaded: xhr.responseText.length } );
-
-			}
-
-		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
-
-			length = xhr.getResponseHeader( "Content-Length" );
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	if ( xhr.overrideMimeType ) xhr.overrideMimeType( "application/json; charset=x-user-defined" );
-	xhr.setRequestHeader( "Content-Type", "application/json" );
-	xhr.send( null );
-
-};
-
-THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
-
-	var scope = this,
-	geometry = new THREE.Geometry(),
-	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-
-	this.initMaterials( geometry, json.materials, texturePath );
-
-	parseModel( scale );
-
-	parseSkin();
-	parseMorphing( scale );
-
-	geometry.computeCentroids();
-	geometry.computeFaceNormals();
-
-	if ( this.hasNormals( geometry ) ) geometry.computeTangents();
-
-
-	function parseModel( scale ) {
-
-		function isBitSet( value, position ) {
-
-			return value & ( 1 << position );
-
-		}
-
-		var i, j, fi,
-
-		offset, zLength, nVertices,
-
-		colorIndex, normalIndex, uvIndex, materialIndex,
-
-		type,
-		isQuad,
-		hasMaterial,
-		hasFaceUv, hasFaceVertexUv,
-		hasFaceNormal, hasFaceVertexNormal,
-		hasFaceColor, hasFaceVertexColor,
-
-		vertex, face, color, normal,
-
-		uvLayer, uvs, u, v,
-
-		faces = json.faces,
-		vertices = json.vertices,
-		normals = json.normals,
-		colors = json.colors,
-
-		nUvLayers = 0;
-
-		// disregard empty arrays
-
-		for ( i = 0; i < json.uvs.length; i++ ) {
-
-			if ( json.uvs[ i ].length ) nUvLayers ++;
-
-		}
-
-		for ( i = 0; i < nUvLayers; i++ ) {
-
-			geometry.faceUvs[ i ] = [];
-			geometry.faceVertexUvs[ i ] = [];
-
-		}
-
-		offset = 0;
-		zLength = vertices.length;
-
-		while ( offset < zLength ) {
-
-			vertex = new THREE.Vector3();
-
-			vertex.x = vertices[ offset ++ ] * scale;
-			vertex.y = vertices[ offset ++ ] * scale;
-			vertex.z = vertices[ offset ++ ] * scale;
-
-			geometry.vertices.push( vertex );
-
-		}
-
-		offset = 0;
-		zLength = faces.length;
-
-		while ( offset < zLength ) {
-
-			type = faces[ offset ++ ];
-
-
-			isQuad          	= isBitSet( type, 0 );
-			hasMaterial         = isBitSet( type, 1 );
-			hasFaceUv           = isBitSet( type, 2 );
-			hasFaceVertexUv     = isBitSet( type, 3 );
-			hasFaceNormal       = isBitSet( type, 4 );
-			hasFaceVertexNormal = isBitSet( type, 5 );
-			hasFaceColor	    = isBitSet( type, 6 );
-			hasFaceVertexColor  = isBitSet( type, 7 );
-
-			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
-			if ( isQuad ) {
-
-				face = new THREE.Face4();
-
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-				face.d = faces[ offset ++ ];
-
-				nVertices = 4;
-
-			} else {
-
-				face = new THREE.Face3();
-
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-
-				nVertices = 3;
-
-			}
-
-			if ( hasMaterial ) {
-
-				materialIndex = faces[ offset ++ ];
-				face.materialIndex = materialIndex;
-
-			}
-
-			// to get face <=> uv index correspondence
-
-			fi = geometry.faces.length;
-
-			if ( hasFaceUv ) {
-
-				for ( i = 0; i < nUvLayers; i++ ) {
-
-					uvLayer = json.uvs[ i ];
-
-					uvIndex = faces[ offset ++ ];
-
-					u = uvLayer[ uvIndex * 2 ];
-					v = uvLayer[ uvIndex * 2 + 1 ];
-
-					geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v );
-
-				}
-
-			}
-
-			if ( hasFaceVertexUv ) {
-
-				for ( i = 0; i < nUvLayers; i++ ) {
-
-					uvLayer = json.uvs[ i ];
-
-					uvs = [];
-
-					for ( j = 0; j < nVertices; j ++ ) {
-
-						uvIndex = faces[ offset ++ ];
-
-						u = uvLayer[ uvIndex * 2 ];
-						v = uvLayer[ uvIndex * 2 + 1 ];
-
-						uvs[ j ] = new THREE.UV( u, v );
-
-					}
-
-					geometry.faceVertexUvs[ i ][ fi ] = uvs;
-
-				}
-
-			}
-
-			if ( hasFaceNormal ) {
-
-				normalIndex = faces[ offset ++ ] * 3;
-
-				normal = new THREE.Vector3();
-
-				normal.x = normals[ normalIndex ++ ];
-				normal.y = normals[ normalIndex ++ ];
-				normal.z = normals[ normalIndex ];
-
-				face.normal = normal;
-
-			}
-
-			if ( hasFaceVertexNormal ) {
-
-				for ( i = 0; i < nVertices; i++ ) {
-
-					normalIndex = faces[ offset ++ ] * 3;
-
-					normal = new THREE.Vector3();
-
-					normal.x = normals[ normalIndex ++ ];
-					normal.y = normals[ normalIndex ++ ];
-					normal.z = normals[ normalIndex ];
-
-					face.vertexNormals.push( normal );
-
-				}
-
-			}
-
-
-			if ( hasFaceColor ) {
-
-				colorIndex = faces[ offset ++ ];
-
-				color = new THREE.Color( colors[ colorIndex ] );
-				face.color = color;
-
-			}
-
-
-			if ( hasFaceVertexColor ) {
-
-				for ( i = 0; i < nVertices; i++ ) {
-
-					colorIndex = faces[ offset ++ ];
-
-					color = new THREE.Color( colors[ colorIndex ] );
-					face.vertexColors.push( color );
-
-				}
-
-			}
-
-			geometry.faces.push( face );
-
-		}
-
-	};
-
-	function parseSkin() {
-
-		var i, l, x, y, z, w, a, b, c, d;
-
-		if ( json.skinWeights ) {
-
-			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
-
-				x = json.skinWeights[ i     ];
-				y = json.skinWeights[ i + 1 ];
-				z = 0;
-				w = 0;
-
-				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
-			}
-
-		}
-
-		if ( json.skinIndices ) {
-
-			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
-
-				a = json.skinIndices[ i     ];
-				b = json.skinIndices[ i + 1 ];
-				c = 0;
-				d = 0;
-
-				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
-			}
-
-		}
-
-		geometry.bones = json.bones;
-		geometry.animation = json.animation;
-
-	};
-
-	function parseMorphing( scale ) {
-
-		if ( json.morphTargets !== undefined ) {
-
-			var i, l, v, vl, dstVertices, srcVertices;
-
-			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
-
-				geometry.morphTargets[ i ] = {};
-				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
-				geometry.morphTargets[ i ].vertices = [];
-
-				dstVertices = geometry.morphTargets[ i ].vertices;
-				srcVertices = json.morphTargets [ i ].vertices;
-
-				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
-
-					var vertex = new THREE.Vector3();
-					vertex.x = srcVertices[ v ] * scale;
-					vertex.y = srcVertices[ v + 1 ] * scale;
-					vertex.z = srcVertices[ v + 2 ] * scale;
-
-					dstVertices.push( vertex );
-
-				}
-
-			}
-
-		}
-
-		if ( json.morphColors !== undefined ) {
-
-			var i, l, c, cl, dstColors, srcColors, color;
-
-			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
-
-				geometry.morphColors[ i ] = {};
-				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
-				geometry.morphColors[ i ].colors = [];
-
-				dstColors = geometry.morphColors[ i ].colors;
-				srcColors = json.morphColors [ i ].colors;
-
-				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
-
-					color = new THREE.Color( 0xffaa00 );
-					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
-					dstColors.push( color );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	callback( geometry );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.GeometryLoader = function () {
-
-	THREE.EventTarget.call( this );
-
-	this.crossOrigin = null;
-	this.path = null;
-
-
-};
-
-THREE.GeometryLoader.prototype = {
-
-	constructor: THREE.GeometryLoader,
-
-	load: function ( url ) {
-
-		var scope = this;
-		var geometry = null;
-
-		if ( scope.path === null ) {
-
-			var parts = url.split( '/' ); parts.pop();
-			scope.path = ( parts.length < 1 ? '.' : parts.join( '/' ) );
-
-		}
-
-		//
-
-		var xhr = new XMLHttpRequest();
-
-		xhr.addEventListener( 'load', function ( event ) {
-
-			if ( event.target.responseText ) {
-
-				geometry = scope.parse( JSON.parse( event.target.responseText ), monitor );
-
-			} else {
-
-				scope.dispatchEvent( { type: 'error', message: 'Invalid file [' + url + ']' } );
-
-			}
-
-		}, false );
-
-		xhr.addEventListener( 'error', function () {
-
-			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
-
-		}, false );
-
-		xhr.open( 'GET', url, true );
-		xhr.setRequestHeader( "Content-Type", "application/json" );
-		xhr.send( null );
-
-		//
-
-		var monitor = new THREE.LoadingMonitor();
-
-		monitor.addEventListener( 'load', function ( event ) {
-
-			scope.dispatchEvent( { type: 'load', content: geometry } );
-
-		} );
-
-		monitor.add( xhr );
-
-	},
-
-	parse: function ( data, monitor ) {
-
-		var scope = this;
-		var geometry = new THREE.Geometry();
-
-		var scale = ( data.scale !== undefined ) ? 1 / data.scale : 1;
-
-		// materials
-
-		if ( data.materials ) {
-
-			geometry.materials = [];
-
-			for ( var i = 0; i < data.materials.length; ++ i ) {
-
-				var m = data.materials[ i ];
-
-				function isPow2( n ) {
-
-					var l = Math.log( n ) / Math.LN2;
-					return Math.floor( l ) == l;
-
-				}
-
-				function nearestPow2( n ) {
-
-					var l = Math.log( n ) / Math.LN2;
-					return Math.pow( 2, Math.round(  l ) );
-
-				}
-
-				function createTexture( where, name, sourceFile, repeat, offset, wrap ) {
-
-					where[ name ] = new THREE.Texture();
-					where[ name ].sourceFile = sourceFile;
-
-					if ( repeat ) {
-
-						where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
-						if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
-						if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
-
-					}
-
-					if ( offset ) {
-
-						where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
-
-					}
-
-					if ( wrap ) {
-
-						var wrapMap = {
-
-							"repeat": THREE.RepeatWrapping,
-							"mirror": THREE.MirroredRepeatWrapping
-
-						}
-
-						if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
-						if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
-
-					}
-
-					// load image
-
-					var texture = where[ name ];
-
-					var loader = new THREE.ImageLoader();
-					loader.addEventListener( 'load', function ( event ) {
-
-						var image = event.content;
-
-						if ( !isPow2( image.width ) || !isPow2( image.height ) ) {
-
-							var width = nearestPow2( image.width );
-							var height = nearestPow2( image.height );
-
-							texture.image = document.createElement( 'canvas' );
-							texture.image.width = width;
-							texture.image.height = height;
-							texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height );
-
-						} else {
-
-							texture.image = image;
-
-						}
-
-						texture.needsUpdate = true;
-
-					} );
-					loader.crossOrigin = scope.crossOrigin;
-					loader.load( scope.path + '/' + sourceFile );
-
-					if ( monitor ) monitor.add( loader );
-
-				}
-
-				function rgb2hex( rgb ) {
-
-					return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
-
-				}
-
-				// defaults
-
-				var mtype = "MeshLambertMaterial";
-				var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
-
-				// parameters from model file
-
-				if ( m.shading ) {
-
-					var shading = m.shading.toLowerCase();
-
-					if ( shading === "phong" ) mtype = "MeshPhongMaterial";
-					else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
-
-				}
-
-				if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
-
-					mpars.blending = THREE[ m.blending ];
-
-				}
-
-				if ( m.transparent !== undefined || m.opacity < 1.0 ) {
-
-					mpars.transparent = m.transparent;
-
-				}
-
-				if ( m.depthTest !== undefined ) {
-
-					mpars.depthTest = m.depthTest;
-
-				}
-
-				if ( m.depthWrite !== undefined ) {
-
-					mpars.depthWrite = m.depthWrite;
-
-				}
-
-				if ( m.vertexColors !== undefined ) {
-
-					if ( m.vertexColors == "face" ) {
-
-						mpars.vertexColors = THREE.FaceColors;
-
-					} else if ( m.vertexColors ) {
-
-						mpars.vertexColors = THREE.VertexColors;
-
-					}
-
-				}
-
-				// colors
-
-				if ( m.colorDiffuse ) {
-
-					mpars.color = rgb2hex( m.colorDiffuse );
-
-				} else if ( m.DbgColor ) {
-
-					mpars.color = m.DbgColor;
-
-				}
-
-				if ( m.colorSpecular ) {
-
-					mpars.specular = rgb2hex( m.colorSpecular );
-
-				}
-
-				if ( m.colorAmbient ) {
-
-					mpars.ambient = rgb2hex( m.colorAmbient );
-
-				}
-
-				// modifiers
-
-				if ( m.transparency ) {
-
-					mpars.opacity = m.transparency;
-
-				}
-
-				if ( m.specularCoef ) {
-
-					mpars.shininess = m.specularCoef;
-
-				}
-
-				if ( m.visible !== undefined ) {
-
-					mpars.visible = m.visible;
-
-				}
-
-				if ( m.flipSided !== undefined ) {
-
-					mpars.side = THREE.BackSide;
-
-				}
-
-				if ( m.doubleSided !== undefined ) {
-
-					mpars.side = THREE.DoubleSide;
-
-				}
-
-				if ( m.wireframe !== undefined ) {
-
-					mpars.wireframe = m.wireframe;
-
-				}
-
-				// textures
-
-				if ( m.mapDiffuse ) {
-
-					createTexture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap );
-
-				}
-
-				if ( m.mapLight ) {
-
-					createTexture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap );
-
-				}
-
-				if ( m.mapBump ) {
-
-					createTexture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap );
-
-				}
-
-				if ( m.mapNormal ) {
-
-					createTexture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap );
-
-				}
-
-				if ( m.mapSpecular ) {
-
-					createTexture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap );
-
-				}
-
-				// special case for normal mapped material
-
-				if ( m.mapNormal ) {
-
-					var shader = THREE.ShaderUtils.lib[ "normal" ];
-					var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-					uniforms[ "tNormal" ].value = mpars.normalMap;
-
-					if ( m.mapNormalFactor ) {
-
-						uniforms[ "uNormalScale" ].value = m.mapNormalFactor;
-
-					}
-
-					if ( mpars.map ) {
-
-						uniforms[ "tDiffuse" ].value = mpars.map;
-						uniforms[ "enableDiffuse" ].value = true;
-
-					}
-
-					if ( mpars.specularMap ) {
-
-						uniforms[ "tSpecular" ].value = mpars.specularMap;
-						uniforms[ "enableSpecular" ].value = true;
-
-					}
-
-					if ( mpars.lightMap ) {
-
-						uniforms[ "tAO" ].value = mpars.lightMap;
-						uniforms[ "enableAO" ].value = true;
-
-					}
-
-					// for the moment don't handle displacement texture
-
-					uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
-					uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
-					uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
-
-					uniforms[ "uShininess" ].value = mpars.shininess;
-
-					if ( mpars.opacity !== undefined ) {
-
-						uniforms[ "uOpacity" ].value = mpars.opacity;
-
-					}
-
-					var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-					var material = new THREE.ShaderMaterial( parameters );
-
-				} else {
-
-					var material = new THREE[ mtype ]( mpars );
-
-				}
-
-				if ( m.DbgName !== undefined ) material.name = m.DbgName;
-
-				geometry.materials[ i ] = material;
-
-			}
-
-		}
-
-		// geometry
-
-		function isBitSet( value, position ) {
-
-			return value & ( 1 << position );
-
-		}
-
-		var faces = data.faces;
-		var vertices = data.vertices;
-		var normals = data.normals;
-		var colors = data.colors;
-		var nUvLayers = 0;
-
-		// disregard empty arrays
-
-		if ( data.uvs ) {
-
-			for ( var i = 0; i < data.uvs.length; i ++ ) {
-
-				if ( data.uvs[ i ].length ) nUvLayers ++;
-
-			}
-
-		}
-
-		for ( var i = 0; i < nUvLayers; i ++ ) {
-
-			geometry.faceUvs[ i ] = [];
-			geometry.faceVertexUvs[ i ] = [];
-
-		}
-
-		var offset = 0;
-		var zLength = vertices.length;
-
-		while ( offset < zLength ) {
-
-			var vertex = new THREE.Vector3();
-
-			vertex.x = vertices[ offset ++ ] * scale;
-			vertex.y = vertices[ offset ++ ] * scale;
-			vertex.z = vertices[ offset ++ ] * scale;
-
-			geometry.vertices.push( vertex );
-
-		}
-
-		offset = 0;
-		zLength = faces.length;
-
-		while ( offset < zLength ) {
-
-			var type = faces[ offset ++ ];
-
-			var isQuad = isBitSet( type, 0 );
-
-			var hasMaterial = isBitSet( type, 1 );
-			var hasFaceUv = isBitSet( type, 2 );
-			var hasFaceVertexUv = isBitSet( type, 3 );
-			var hasFaceNormal = isBitSet( type, 4 );
-			var hasFaceVertexNormal = isBitSet( type, 5 );
-			var hasFaceColor = isBitSet( type, 6 );
-			var hasFaceVertexColor = isBitSet( type, 7 );
-
-			// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
-			if ( isQuad ) {
-
-				var face = new THREE.Face4();
-
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-				face.d = faces[ offset ++ ];
-
-				var nVertices = 4;
-
-			} else {
-
-				var face = new THREE.Face3();
-
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-
-				var nVertices = 3;
-
-			}
-
-			if ( hasMaterial ) {
-
-				var materialIndex = faces[ offset ++ ];
-				face.materialIndex = materialIndex;
-
-			}
-
-			// to get face <=> uv index correspondence
-
-			var fi = geometry.faces.length;
-
-			if ( hasFaceUv ) {
-
-				for ( var i = 0; i < nUvLayers; i ++ ) {
-
-					var uvLayer = data.uvs[ i ];
-
-					var uvIndex = faces[ offset ++ ];
-
-					var u = uvLayer[ uvIndex * 2 ];
-					var v = uvLayer[ uvIndex * 2 + 1 ];
-
-					geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v );
-
-				}
-
-			}
-
-			if ( hasFaceVertexUv ) {
-
-				for ( var i = 0; i < nUvLayers; i ++ ) {
-
-					var uvLayer = data.uvs[ i ];
-
-					var uvs = [];
-
-					for ( var j = 0; j < nVertices; j ++ ) {
-
-						var uvIndex = faces[ offset ++ ];
-
-						var u = uvLayer[ uvIndex * 2 ];
-						var v = uvLayer[ uvIndex * 2 + 1 ];
-
-						uvs[ j ] = new THREE.UV( u, v );
-
-					}
-
-					geometry.faceVertexUvs[ i ][ fi ] = uvs;
-
-				}
-
-			}
-
-			if ( hasFaceNormal ) {
-
-				var normalIndex = faces[ offset ++ ] * 3;
-
-				var normal = new THREE.Vector3();
-
-				normal.x = normals[ normalIndex ++ ];
-				normal.y = normals[ normalIndex ++ ];
-				normal.z = normals[ normalIndex ];
-
-				face.normal = normal;
-
-			}
-
-			if ( hasFaceVertexNormal ) {
-
-				for ( i = 0; i < nVertices; i ++ ) {
-
-					var normalIndex = faces[ offset ++ ] * 3;
-
-					var normal = new THREE.Vector3();
-
-					normal.x = normals[ normalIndex ++ ];
-					normal.y = normals[ normalIndex ++ ];
-					normal.z = normals[ normalIndex ];
-
-					face.vertexNormals.push( normal );
-
-				}
-
-			}
-
-
-			if ( hasFaceColor ) {
-
-				var colorIndex = faces[ offset ++ ];
-
-				face.color = new THREE.Color( colors[ colorIndex ] );
-
-			}
-
-
-			if ( hasFaceVertexColor ) {
-
-				for ( var i = 0; i < nVertices; i ++ ) {
-
-					var colorIndex = faces[ offset ++ ];
-
-					face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
-
-				}
-
-			}
-
-			geometry.faces.push( face );
-
-		}
-
-
-		// skin
-
-		if ( data.skinWeights ) {
-
-			for ( var i = 0, l = data.skinWeights.length; i < l; i += 2 ) {
-
-				var x = data.skinWeights[ i ];
-				var y = data.skinWeights[ i + 1 ];
-				var z = 0;
-				var w = 0;
-
-				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
-			}
-
-		}
-
-		if ( data.skinIndices ) {
-
-			for ( var i = 0, l = data.skinIndices.length; i < l; i += 2 ) {
-
-				var a = data.skinIndices[ i ];
-				var b = data.skinIndices[ i + 1 ];
-				var c = 0;
-				var d = 0;
-
-				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
-			}
-
-		}
-
-		geometry.bones = data.bones;
-		geometry.animation = data.animation;
-
-
-		// morphing
-
-		if ( data.morphTargets ) {
-
-			for ( var i = 0, l = data.morphTargets.length; i < l; i ++ ) {
-
-				geometry.morphTargets[ i ] = {};
-				geometry.morphTargets[ i ].name = data.morphTargets[ i ].name;
-				geometry.morphTargets[ i ].vertices = [];
-
-				var dstVertices = geometry.morphTargets[ i ].vertices;
-				var srcVertices = data.morphTargets [ i ].vertices;
-
-				for( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
-
-					var vertex = new THREE.Vector3();
-					vertex.x = srcVertices[ v ] * scale;
-					vertex.y = srcVertices[ v + 1 ] * scale;
-					vertex.z = srcVertices[ v + 2 ] * scale;
-
-					dstVertices.push( vertex );
-
-				}
-
-			}
-
-		}
-
-		if ( data.morphColors ) {
-
-			for ( var i = 0, l = data.morphColors.length; i < l; i++ ) {
-
-				geometry.morphColors[ i ] = {};
-				geometry.morphColors[ i ].name = data.morphColors[ i ].name;
-				geometry.morphColors[ i ].colors = [];
-
-				var dstColors = geometry.morphColors[ i ].colors;
-				var srcColors = data.morphColors [ i ].colors;
-
-				for ( var c = 0, cl = srcColors.length; c < cl; c += 3 ) {
-
-					var color = new THREE.Color( 0xffaa00 );
-					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
-
-					dstColors.push( color );
-
-				}
-
-			}
-
-		}
-
-		geometry.computeCentroids();
-		geometry.computeFaceNormals();
-
-		return geometry;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SceneLoader = function () {
-
-	this.onLoadStart = function () {};
-	this.onLoadProgress = function() {};
-	this.onLoadComplete = function () {};
-
-	this.callbackSync = function () {};
-	this.callbackProgress = function () {};
-
-};
-
-THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
-
-THREE.SceneLoader.prototype.load = function( url, callbackFinished ) {
-
-	var context = this;
-
-	var xhr = new XMLHttpRequest();
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState === 4 ) {
-
-			if ( xhr.status === 200 || xhr.status === 0 ) {
-
-				var json = JSON.parse( xhr.responseText );
-				context.createScene( json, callbackFinished, url );
-
-			} else {
-
-				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	if ( xhr.overrideMimeType ) xhr.overrideMimeType( "application/json; charset=x-user-defined" );
-	xhr.setRequestHeader( "Content-Type", "application/json" );
-	xhr.send( null );
-
-};
-
-THREE.SceneLoader.prototype.createScene = function ( json, callbackFinished, url ) {
-
-	var scope = this;
-
-	var urlBase = THREE.Loader.prototype.extractUrlBase( url );
-
-	var dg, dm, dd, dl, dc, df, dt,
-		g, o, m, l, d, p, r, q, s, c, t, f, tt, pp, u,
-		geometry, material, camera, fog,
-		texture, images,
-		light,
-		data, binLoader, jsonLoader,
-		counter_models, counter_textures,
-		total_models, total_textures,
-		result;
-
-	data = json;
-
-	binLoader = new THREE.BinaryLoader();
-	jsonLoader = new THREE.JSONLoader();
-
-	counter_models = 0;
-	counter_textures = 0;
-
-	result = {
-
-		scene: new THREE.Scene(),
-		geometries: {},
-		materials: {},
-		textures: {},
-		objects: {},
-		cameras: {},
-		lights: {},
-		fogs: {},
-		empties: {}
-
-	};
-
-	if ( data.transform ) {
-
-		var position = data.transform.position,
-			rotation = data.transform.rotation,
-			scale = data.transform.scale;
-
-		if ( position )
-			result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
-
-		if ( rotation )
-			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
-
-		if ( scale )
-			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
-
-		if ( position || rotation || scale ) {
-
-			result.scene.updateMatrix();
-			result.scene.updateMatrixWorld();
-
-		}
-
-	}
-
-	function get_url( source_url, url_type ) {
-
-		if ( url_type == "relativeToHTML" ) {
-
-			return source_url;
-
-		} else {
-
-			return urlBase + "/" + source_url;
-
-		}
-
-	};
-
-	// the toplevel loader function, delegates to handle_children
-
-	function handle_objects() {
-
-		handle_children( result.scene, data.objects );
-
-	}
-
-	// handle all the children from the loaded json and attach them to given parent
-
-	function handle_children( parent, children ) {
-
-		var object;
-
-		for ( dd in children ) {
-
-			// check by id if child has already been handled,
-			// if not, create new object
-
-			if ( result.objects[ dd ] === undefined ) {
-
-				o = children[ dd ];
-
-				if ( o.geometry !== undefined ) {
-
-					geometry = result.geometries[ o.geometry ];
-
-					// geometry already loaded
-
-					if ( geometry ) {
-
-						var hasNormals = false;
-
-						// not anymore support for multiple materials
-						// shouldn't really be array
-
-						material = result.materials[ o.materials[ 0 ] ];
-						hasNormals = material instanceof THREE.ShaderMaterial;
-
-						if ( hasNormals ) {
-
-							geometry.computeTangents();
-
-						}
-
-						p = o.position;
-						r = o.rotation;
-						q = o.quaternion;
-						s = o.scale;
-						m = o.matrix;
-
-						// turn off quaternions, for the moment
-
-						q = 0;
-
-						if ( o.materials.length == 0 ) {
-
-							material = new THREE.MeshFaceMaterial();
-
-						}
-
-						// dirty hack to handle meshes with multiple materials
-						// just use face materials defined in model
-
-						if ( o.materials.length > 1 ) {
-
-							material = new THREE.MeshFaceMaterial();
-
-						}
-
-						object = new THREE.Mesh( geometry, material );
-						object.name = dd;
-
-						if ( m ) {
-
-							object.matrixAutoUpdate = false;
-							object.matrix.set(
-								m[0], m[1], m[2], m[3],
-								m[4], m[5], m[6], m[7],
-								m[8], m[9], m[10], m[11],
-								m[12], m[13], m[14], m[15]
-							);
-
-						} else {
-
-							object.position.set( p[0], p[1], p[2] );
-
-							if ( q ) {
-
-								object.quaternion.set( q[0], q[1], q[2], q[3] );
-								object.useQuaternion = true;
-
-							} else {
-
-								object.rotation.set( r[0], r[1], r[2] );
-
-							}
-
-							object.scale.set( s[0], s[1], s[2] );
-
-						}
-
-						object.visible = o.visible;
-						object.castShadow = o.castShadow;
-						object.receiveShadow = o.receiveShadow;
-
-						parent.add( object );
-
-						result.objects[ dd ] = object;
-
-					}
-
-				// pure Object3D
-
-				} else {
-
-					p = o.position;
-					r = o.rotation;
-					q = o.quaternion;
-					s = o.scale;
-
-					// turn off quaternions, for the moment
-
-					q = 0;
-
-					object = new THREE.Object3D();
-					object.name = dd;
-					object.position.set( p[0], p[1], p[2] );
-
-					if ( q ) {
-
-						object.quaternion.set( q[0], q[1], q[2], q[3] );
-						object.useQuaternion = true;
-
-					} else {
-
-						object.rotation.set( r[0], r[1], r[2] );
-
-					}
-
-					object.scale.set( s[0], s[1], s[2] );
-					object.visible = ( o.visible !== undefined ) ? o.visible : false;
-
-					parent.add( object );
-
-					result.objects[ dd ] = object;
-					result.empties[ dd ] = object;
-
-				}
-
-				if ( o.properties !== undefined)  {
-
-					for ( var key in o.properties ) {
-
-						var value = o.properties[ key ];
-						object.properties[ key ] = value;
-
-					}
-				}
-
-				if ( o.children !== undefined ) {
-
-					handle_children( object, o.children );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function handle_mesh( geo, id ) {
-
-		result.geometries[ id ] = geo;
-		handle_objects();
-
-	};
-
-	function create_callback( id ) {
-
-		return function( geo ) {
-
-			handle_mesh( geo, id );
-
-			counter_models -= 1;
-
-			scope.onLoadComplete();
-
-			async_callback_gate();
-
-		}
-
-	};
-
-	function create_callback_embed( id ) {
-
-		return function( geo ) {
-
-			result.geometries[ id ] = geo;
-
-		}
-
-	};
-
-	function async_callback_gate() {
-
-		var progress = {
-
-			totalModels : total_models,
-			totalTextures : total_textures,
-			loadedModels : total_models - counter_models,
-			loadedTextures : total_textures - counter_textures
-
-		};
-
-		scope.callbackProgress( progress, result );
-
-		scope.onLoadProgress();
-
-		if ( counter_models === 0 && counter_textures === 0 ) {
-
-			callbackFinished( result );
-
-		}
-
-	};
-
-	var callbackTexture = function ( count ) {
-
-		counter_textures -= count;
-		async_callback_gate();
-
-		scope.onLoadComplete();
-
-	};
-
-	// must use this instead of just directly calling callbackTexture
-	// because of closure in the calling context loop
-
-	var generateTextureCallback = function ( count ) {
-
-		return function() {
-
-			callbackTexture( count );
-
-		};
-
-	};
-
-	// first go synchronous elements
-
-	// cameras
-
-	for( dc in data.cameras ) {
-
-		c = data.cameras[ dc ];
-
-		if ( c.type === "perspective" ) {
-
-			camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far );
-
-		} else if ( c.type === "ortho" ) {
-
-			camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far );
-
-		}
-
-		p = c.position;
-		t = c.target;
-		u = c.up;
-
-		camera.position.set( p[0], p[1], p[2] );
-		camera.target = new THREE.Vector3( t[0], t[1], t[2] );
-		if ( u ) camera.up.set( u[0], u[1], u[2] );
-
-		result.cameras[ dc ] = camera;
-
-	}
-
-	// lights
-
-	var hex, intensity;
-
-	for ( dl in data.lights ) {
-
-		l = data.lights[ dl ];
-
-		hex = ( l.color !== undefined ) ? l.color : 0xffffff;
-		intensity = ( l.intensity !== undefined ) ? l.intensity : 1;
-
-		if ( l.type === "directional" ) {
-
-			p = l.direction;
-
-			light = new THREE.DirectionalLight( hex, intensity );
-			light.position.set( p[0], p[1], p[2] );
-			light.position.normalize();
-
-		} else if ( l.type === "point" ) {
-
-			p = l.position;
-			d = l.distance;
-
-			light = new THREE.PointLight( hex, intensity, d );
-			light.position.set( p[0], p[1], p[2] );
-
-		} else if ( l.type === "ambient" ) {
-
-			light = new THREE.AmbientLight( hex );
-
-		}
-
-		result.scene.add( light );
-
-		result.lights[ dl ] = light;
-
-	}
-
-	// fogs
-
-	for( df in data.fogs ) {
-
-		f = data.fogs[ df ];
-
-		if ( f.type === "linear" ) {
-
-			fog = new THREE.Fog( 0x000000, f.near, f.far );
-
-		} else if ( f.type === "exp2" ) {
-
-			fog = new THREE.FogExp2( 0x000000, f.density );
-
-		}
-
-		c = f.color;
-		fog.color.setRGB( c[0], c[1], c[2] );
-
-		result.fogs[ df ] = fog;
-
-	}
-
-	// defaults
-
-	if ( result.cameras && data.defaults.camera ) {
-
-		result.currentCamera = result.cameras[ data.defaults.camera ];
-
-	}
-
-	if ( result.fogs && data.defaults.fog ) {
-
-		result.scene.fog = result.fogs[ data.defaults.fog ];
-
-	}
-
-	c = data.defaults.bgcolor;
-	result.bgColor = new THREE.Color();
-	result.bgColor.setRGB( c[0], c[1], c[2] );
-
-	result.bgColorAlpha = data.defaults.bgalpha;
-
-	// now come potentially asynchronous elements
-
-	// geometries
-
-	// count how many models will be loaded asynchronously
-
-	for( dg in data.geometries ) {
-
-		g = data.geometries[ dg ];
-
-		if ( g.type == "bin_mesh" || g.type == "ascii_mesh" ) {
-
-			counter_models += 1;
-
-			scope.onLoadStart();
-
-		}
-
-	}
-
-	total_models = counter_models;
-
-	for ( dg in data.geometries ) {
-
-		g = data.geometries[ dg ];
-
-		if ( g.type === "cube" ) {
-
-			geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "plane" ) {
-
-			geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "sphere" ) {
-
-			geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "cylinder" ) {
-
-			geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "torus" ) {
-
-			geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "icosahedron" ) {
-
-			geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "bin_mesh" ) {
-
-			binLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) );
-
-		} else if ( g.type === "ascii_mesh" ) {
-
-			jsonLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) );
-
-		} else if ( g.type === "embedded_mesh" ) {
-
-			var modelJson = data.embeds[ g.id ],
-				texture_path = "";
-
-			// pass metadata along to jsonLoader so it knows the format version
-
-			modelJson.metadata = data.metadata;
-
-			if ( modelJson ) {
-
-				jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path );
-
-			}
-
-		}
-
-	}
-
-	// textures
-
-	// count how many textures will be loaded asynchronously
-
-	for( dt in data.textures ) {
-
-		tt = data.textures[ dt ];
-
-		if( tt.url instanceof Array ) {
-
-			counter_textures += tt.url.length;
-
-			for( var n = 0; n < tt.url.length; n ++ ) {
-
-				scope.onLoadStart();
-
-			}
-
-		} else {
-
-			counter_textures += 1;
-
-			scope.onLoadStart();
-
-		}
-
-	}
-
-	total_textures = counter_textures;
-
-	for( dt in data.textures ) {
-
-		tt = data.textures[ dt ];
-
-		if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined  ) {
-
-			tt.mapping = new THREE[ tt.mapping ]();
-
-		}
-
-		if( tt.url instanceof Array ) {
-
-			var count = tt.url.length;
-			var url_array = [];
-
-			for( var i = 0; i < count; i ++ ) {
-
-				url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType );
-
-			}
-
-			texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );
-
-		} else {
-
-			texture = THREE.ImageUtils.loadTexture( get_url( tt.url, data.urlBaseType ), tt.mapping, generateTextureCallback( 1 ) );
-
-			if ( THREE[ tt.minFilter ] !== undefined )
-				texture.minFilter = THREE[ tt.minFilter ];
-
-			if ( THREE[ tt.magFilter ] !== undefined )
-				texture.magFilter = THREE[ tt.magFilter ];
-
-
-			if ( tt.repeat ) {
-
-				texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] );
-
-				if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
-				if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
-
-			}
-
-			if ( tt.offset ) {
-
-				texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] );
-
-			}
-
-			// handle wrap after repeat so that default repeat can be overriden
-
-			if ( tt.wrap ) {
-
-				var wrapMap = {
-				"repeat" 	: THREE.RepeatWrapping,
-				"mirror"	: THREE.MirroredRepeatWrapping
-				}
-
-				if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ];
-				if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ];
-
-			}
-
-		}
-
-		result.textures[ dt ] = texture;
-
-	}
-
-	// materials
-
-	for ( dm in data.materials ) {
-
-		m = data.materials[ dm ];
-
-		for ( pp in m.parameters ) {
-
-			if ( pp === "envMap" || pp === "map" || pp === "lightMap" ) {
-
-				m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ];
-
-			} else if ( pp === "shading" ) {
-
-				m.parameters[ pp ] = ( m.parameters[ pp ] == "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
-
-			} else if ( pp === "blending" ) {
-
-				m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending;
-
-			} else if ( pp === "combine" ) {
-
-				m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;
-
-			} else if ( pp === "vertexColors" ) {
-
-				if ( m.parameters[ pp ] == "face" ) {
-
-					m.parameters[ pp ] = THREE.FaceColors;
-
-				// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
-
-				} else if ( m.parameters[ pp ] )   {
-
-					m.parameters[ pp ] = THREE.VertexColors;
-
-				}
-
-			}
-
-		}
-
-		if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) {
-
-			m.parameters.transparent = true;
-
-		}
-
-		if ( m.parameters.normalMap ) {
-
-			var shader = THREE.ShaderUtils.lib[ "normal" ];
-			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-			var diffuse = m.parameters.color;
-			var specular = m.parameters.specular;
-			var ambient = m.parameters.ambient;
-			var shininess = m.parameters.shininess;
-
-			uniforms[ "tNormal" ].value = result.textures[ m.parameters.normalMap ];
-
-			if ( m.parameters.normalMapFactor ) {
-
-				uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor;
-
-			}
-
-			if ( m.parameters.map ) {
-
-				uniforms[ "tDiffuse" ].value = m.parameters.map;
-				uniforms[ "enableDiffuse" ].value = true;
-
-			}
-
-			if ( m.parameters.lightMap ) {
-
-				uniforms[ "tAO" ].value = m.parameters.lightMap;
-				uniforms[ "enableAO" ].value = true;
-
-			}
-
-			if ( m.parameters.specularMap ) {
-
-				uniforms[ "tSpecular" ].value = result.textures[ m.parameters.specularMap ];
-				uniforms[ "enableSpecular" ].value = true;
-
-			}
-
-			uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
-			uniforms[ "uSpecularColor" ].value.setHex( specular );
-			uniforms[ "uAmbientColor" ].value.setHex( ambient );
-
-			uniforms[ "uShininess" ].value = shininess;
-
-			if ( m.parameters.opacity ) {
-
-				uniforms[ "uOpacity" ].value = m.parameters.opacity;
-
-			}
-
-			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-
-			material = new THREE.ShaderMaterial( parameters );
-
-		} else {
-
-			material = new THREE[ m.type ]( m.parameters );
-
-		}
-
-		result.materials[ dm ] = material;
-
-	}
-
-	// objects ( synchronous init of procedural primitives )
-
-	handle_objects();
-
-	// synchronous callback
-
-	scope.callbackSync( result );
-
-	// just in case there are no async elements
-
-	async_callback_gate();
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.TextureLoader = function () {
-
-	THREE.EventTarget.call( this );
-
-	this.crossOrigin = null;
-
-};
-
-THREE.TextureLoader.prototype = {
-
-	constructor: THREE.TextureLoader,
-
-	load: function ( url ) {
-
-		var scope = this;
-
-		var image = new Image();
-		
-		image.addEventListener( 'load', function () {
-
-			var texture = new THREE.Texture( image );
-			texture.needsUpdate = true;
-
-			scope.dispatchEvent( { type: 'load', content: texture } );
-
-		}, false );
-
-		image.addEventListener( 'error', function () {
-		
-			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
-		
-		}, false );
-
-		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
-
-		image.src = url;
-
-	}
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Material = function () {
-
-	this.id = THREE.MaterialCount ++;
-
-	this.name = '';
-
-	this.side = THREE.FrontSide;
-
-	this.opacity = 1;
-	this.transparent = false;
-
-	this.blending = THREE.NormalBlending;
-
-	this.blendSrc = THREE.SrcAlphaFactor;
-	this.blendDst = THREE.OneMinusSrcAlphaFactor;
-	this.blendEquation = THREE.AddEquation;
-
-	this.depthTest = true;
-	this.depthWrite = true;
-
-	this.polygonOffset = false;
-	this.polygonOffsetFactor = 0;
-	this.polygonOffsetUnits = 0;
-
-	this.alphaTest = 0;
-
-	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
-
-	this.visible = true;
-
-	this.needsUpdate = true;
-
-};
-
-THREE.Material.prototype.setValues = function ( values ) {
-
-	if ( values === undefined ) return;
-
-	for ( var key in values ) {
-
-		var newValue = values[ key ];
-
-		if ( newValue === undefined ) {
-
-			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
-			continue;
-
-		}
-
-		if ( key in this ) {
-
-			var currentValue = this[ key ];
-
-			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
-
-				currentValue.copy( newValue );
-
-			} else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) {
-
-				currentValue.setHex( newValue );
-
-			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
-
-				currentValue.copy( newValue );
-
-			} else {
-
-				this[ key ] = newValue;
-
-			}
-
-		}
-
-	}
-
-};
-
-THREE.Material.prototype.clone = function ( material ) {
-
-	if ( material === undefined ) material = new THREE.Material();
-
-	material.name = this.name;
-
-	material.side = this.side;
-
-	material.opacity = this.opacity;
-	material.transparent = this.transparent;
-
-	material.blending = this.blending;
-
-	material.blendSrc = this.blendSrc;
-	material.blendDst = this.blendDst;
-	material.blendEquation = this.blendEquation;
-
-	material.depthTest = this.depthTest;
-	material.depthWrite = this.depthWrite;
-
-	material.polygonOffset = this.polygonOffset;
-	material.polygonOffsetFactor = this.polygonOffsetFactor;
-	material.polygonOffsetUnits = this.polygonOffsetUnits;
-
-	material.alphaTest = this.alphaTest;
-
-	material.overdraw = this.overdraw;
-
-	material.visible = this.visible;
-
-	return material;
-
-};
-
-THREE.MaterialCount = 0;
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  linewidth: <float>,
- *  linecap: "round",
- *  linejoin: "round",
- *
- *  vertexColors: <bool>
- *
- *  fog: <bool>
- * }
- */
-
-THREE.LineBasicMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.linewidth = 1;
-	this.linecap = 'round';
-	this.linejoin = 'round';
-
-	this.vertexColors = false;
-
-	this.fog = true;
-
-	this.setValues( parameters );
-
-};
-
-THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.LineBasicMaterial.prototype.clone = function () {
-
-	var material = new THREE.LineBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.linewidth = this.linewidth;
-	material.linecap = this.linecap;
-	material.linejoin = this.linejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *
- *  specularMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- *  combine: THREE.Multiply,
- *  reflectivity: <float>,
- *  refractionRatio: <float>,
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *
- *  fog: <bool>
- * }
- */
-
-THREE.MeshBasicMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff ); // emissive
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.specularMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshBasicMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.specularMap = this.specularMap;
-
-	material.envMap = this.envMap;
-	material.combine = this.combine;
-	material.reflectivity = this.reflectivity;
-	material.refractionRatio = this.refractionRatio;
-
-	material.fog = this.fog;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-	material.wireframeLinecap = this.wireframeLinecap;
-	material.wireframeLinejoin = this.wireframeLinejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-	material.morphTargets = this.morphTargets;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  ambient: <hex>,
- *  emissive: <hex>,
- *  opacity: <float>,
- *
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *
- *  specularMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- *  combine: THREE.Multiply,
- *  reflectivity: <float>,
- *  refractionRatio: <float>,
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>,
- *
- *	fog: <bool>
- * }
- */
-
-THREE.MeshLambertMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff ); // diffuse
-	this.ambient = new THREE.Color( 0xffffff );
-	this.emissive = new THREE.Color( 0x000000 );
-
-	this.wrapAround = false;
-	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.specularMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-	this.morphNormals = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshLambertMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshLambertMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.ambient.copy( this.ambient );
-	material.emissive.copy( this.emissive );
-
-	material.wrapAround = this.wrapAround;
-	material.wrapRGB.copy( this.wrapRGB );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.specularMap = this.specularMap;
-
-	material.envMap = this.envMap;
-	material.combine = this.combine;
-	material.reflectivity = this.reflectivity;
-	material.refractionRatio = this.refractionRatio;
-
-	material.fog = this.fog;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-	material.wireframeLinecap = this.wireframeLinecap;
-	material.wireframeLinejoin = this.wireframeLinejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  ambient: <hex>,
- *  emissive: <hex>,
- *  specular: <hex>,
- *  shininess: <float>,
- *  opacity: <float>,
- *
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *
- *  bumpMap: new THREE.Texture( <Image> ),
- *  bumpScale: <float>,
- *
- *  specularMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- *  combine: THREE.Multiply,
- *  reflectivity: <float>,
- *  refractionRatio: <float>,
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>,
- *
- *	fog: <bool>
- * }
- */
-
-THREE.MeshPhongMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff ); // diffuse
-	this.ambient = new THREE.Color( 0xffffff );
-	this.emissive = new THREE.Color( 0x000000 );
-	this.specular = new THREE.Color( 0x111111 );
-	this.shininess = 30;
-
-	this.metal = false;
-	this.perPixel = false;
-
-	this.wrapAround = false;
-	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.bumpMap = null;
-	this.bumpScale = 1;
-
-	this.specularMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-	this.morphNormals = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshPhongMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshPhongMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.ambient.copy( this.ambient );
-	material.emissive.copy( this.emissive );
-	material.specular.copy( this.specular );
-	material.shininess = this.shininess;
-
-	material.metal = this.metal;
-	material.perPixel = this.perPixel;
-
-	material.wrapAround = this.wrapAround;
-	material.wrapRGB.copy( this.wrapRGB );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.bumpMap = this.bumpMap;
-	material.bumpScale= this.bumpScale;
-
-	material.specularMap = this.specularMap;
-
-	material.envMap = this.envMap;
-	material.combine = this.combine;
-	material.reflectivity = this.reflectivity;
-	material.refractionRatio = this.refractionRatio;
-
-	material.fog = this.fog;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-	material.wireframeLinecap = this.wireframeLinecap;
-	material.wireframeLinejoin = this.wireframeLinejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  opacity: <float>,
- 
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- 
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>
- * } 
- */
-
-THREE.MeshDepthMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshDepthMaterial.prototype.clone = function () {
-
-	var material = new THREE.LineBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- *  opacity: <float>,
- 
- *  shading: THREE.FlatShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- 
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>
- * }
- */
-
-THREE.MeshNormalMaterial = function ( parameters ) {
-
-	THREE.Material.call( this, parameters );
-
-	this.shading = THREE.FlatShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshNormalMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MeshFaceMaterial = function () {};
-
-THREE.MeshFaceMaterial.prototype.clone = function () {
-
-	return new THREE.MeshFaceMaterial();
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *  map: new THREE.Texture( <Image> ),
- *
- *  size: <float>,
- *
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  vertexColors: <bool>,
- *
- *  fog: <bool>
- * }
- */
-
-THREE.ParticleBasicMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.map = null;
-
-	this.size = 1;
-	this.sizeAttenuation = true;
-
-	this.vertexColors = false;
-
-	this.fog = true;
-
-	this.setValues( parameters );
-
-};
-
-THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ParticleBasicMaterial.prototype.clone = function () {
-
-	var material = new THREE.ParticleBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.map = this.map;
-
-	material.size = this.size;
-	material.sizeAttenuation = this.sizeAttenuation;
-
-	material.vertexColors = this.vertexColors;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- *  color: <hex>,
- *  program: <function>,
- *  opacity: <float>,
- *  blending: THREE.NormalBlending
- * }
- */
-
-THREE.ParticleCanvasMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-	this.program = function ( context, color ) {};
-
-	this.setValues( parameters );
-
-};
-
-THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ParticleCanvasMaterial.prototype.clone = function () {
-
-	var material = new THREE.ParticleCanvasMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.program = this.program;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ParticleDOMMaterial = function ( domElement ) {
-
-	this.domElement = domElement;
-
-};
-
-THREE.ParticleDOMMaterial.prototype.clone = function(){ 
-
-	return new THREE.ParticleDOMMaterial( this.domElement );
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  fragmentShader: <string>,
- *  vertexShader: <string>,
- *
- *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  lights: <bool>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>,
- *
- *	fog: <bool>
- * }
- */
-
-THREE.ShaderMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.fragmentShader = "void main() {}";
-	this.vertexShader = "void main() {}";
-	this.uniforms = {};
-	this.attributes = null;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.fog = false; // set to use scene fog
-
-	this.lights = false; // set to use scene lights
-
-	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
-
-	this.skinning = false; // set to use skinning attribute streams
-
-	this.morphTargets = false; // set to use morph targets
-	this.morphNormals = false; // set to use morph normals
-
-	this.setValues( parameters );
-
-};
-
-THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ShaderMaterial.prototype.clone = function () {
-
-	var material = new THREE.ShaderMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.fragmentShader = this.fragmentShader;
-	material.vertexShader = this.vertexShader;
-	material.uniforms = this.uniforms;
-	material.attributes = this.attributes;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	material.fog = this.fog;
-
-	material.lights = this.lights;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
-	this.id = THREE.TextureCount ++;
-
-	this.image = image;
-
-	this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
-
-	this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
-	this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
-
-	this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
-	this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
-
-	this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
-
-	this.format = format !== undefined ? format : THREE.RGBAFormat;
-	this.type = type !== undefined ? type : THREE.UnsignedByteType;
-
-	this.offset = new THREE.Vector2( 0, 0 );
-	this.repeat = new THREE.Vector2( 1, 1 );
-
-	this.generateMipmaps = true;
-	this.premultiplyAlpha = false;
-	this.flipY = true;
-
-	this.needsUpdate = false;
-	this.onUpdate = null;
-
-};
-
-THREE.Texture.prototype = {
-
-	constructor: THREE.Texture,
-
-	clone: function () {
-
-		var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type, this.anisotropy );
-
-		clonedTexture.offset.copy( this.offset );
-		clonedTexture.repeat.copy( this.repeat );
-
-		clonedTexture.generateMipmaps = this.generateMipmaps;
-		clonedTexture.premultiplyAlpha = this.premultiplyAlpha;
-		clonedTexture.flipY = this.flipY;
-
-		return clonedTexture;
-
-	}
-
-};
-
-THREE.TextureCount = 0;
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {
-
-	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );
-
-	this.image = { data: data, width: width, height: height };
-
-};
-
-THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
-
-THREE.DataTexture.prototype.clone = function () {
-
-	var clonedTexture = new THREE.DataTexture( this.image.data,  this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter );
-
-	clonedTexture.offset.copy( this.offset );
-	clonedTexture.repeat.copy( this.repeat );
-
-	return clonedTexture;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Particle = function ( material ) {
-
-	THREE.Object3D.call( this );
-
-	this.material = material;
-
-};
-
-THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ParticleSystem = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
-
-	this.sortParticles = false;
-
-	if ( this.geometry ) {
-
-		// calc bound radius
-
-		if( !this.geometry.boundingSphere ) {
-
-			this.geometry.computeBoundingSphere();
-
-		}
-
-		this.boundRadius = geometry.boundingSphere.radius;
-
-	}
-
-	this.frustumCulled = false;
-
-};
-
-THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Line = function ( geometry, material, type ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
-	this.type = ( type !== undefined ) ? type : THREE.LineStrip;
-
-	if ( this.geometry ) {
-
-		if ( ! this.geometry.boundingSphere ) {
-
-			this.geometry.computeBoundingSphere();
-
-		}
-
-	}
-
-};
-
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
-
-THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.Mesh = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
-
-	if ( this.geometry ) {
-
-		// calc bound radius
-
-		if ( ! this.geometry.boundingSphere ) {
-
-			this.geometry.computeBoundingSphere();
-
-		}
-
-		this.boundRadius = geometry.boundingSphere.radius;
-
-
-		// setup morph targets
-
-		if( this.geometry.morphTargets.length ) {
-
-			this.morphTargetBase = -1;
-			this.morphTargetForcedOrder = [];
-			this.morphTargetInfluences = [];
-			this.morphTargetDictionary = {};
-
-			for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
-
-				this.morphTargetInfluences.push( 0 );
-				this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
-
-			}
-
-		}
-
-	}
-
-}
-
-THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
-
-
-/*
- * Get Morph Target Index by Name
- */
-
-THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) {
-
-	if ( this.morphTargetDictionary[ name ] !== undefined ) {
-
-		return this.morphTargetDictionary[ name ];
-	}
-
-	console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
-	return 0;
-
-}
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Bone = function( belongsToSkin ) {
-
-	THREE.Object3D.call( this );
-
-	this.skin = belongsToSkin;
-	this.skinMatrix = new THREE.Matrix4();
-
-};
-
-THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
-
-	// update local
-
-	if ( this.matrixAutoUpdate ) {
-
-		forceUpdate |= this.updateMatrix();
-
-	}
-
-	// update skin matrix
-
-	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
-
-		if( parentSkinMatrix ) {
-
-			this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
-
-		} else {
-
-			this.skinMatrix.copy( this.matrix );
-
-		}
-
-		this.matrixWorldNeedsUpdate = false;
-		forceUpdate = true;
-
-	}
-
-	// update children
-
-	var child, i, l = this.children.length;
-
-	for ( i = 0; i < l; i ++ ) {
-
-		this.children[ i ].update( this.skinMatrix, forceUpdate );
-
-	}
-
-};
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	//
-
-	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
-
-	// init bones
-
-	this.identityMatrix = new THREE.Matrix4();
-
-	this.bones = [];
-	this.boneMatrices = [];
-
-	var b, bone, gbone, p, q, s;
-
-	if ( this.geometry.bones !== undefined ) {
-
-		for ( b = 0; b < this.geometry.bones.length; b ++ ) {
-
-			gbone = this.geometry.bones[ b ];
-
-			p = gbone.pos;
-			q = gbone.rotq;
-			s = gbone.scl;
-
-			bone = this.addBone();
-
-			bone.name = gbone.name;
-			bone.position.set( p[0], p[1], p[2] );
-			bone.quaternion.set( q[0], q[1], q[2], q[3] );
-			bone.useQuaternion = true;
-
-			if ( s !== undefined ) {
-
-				bone.scale.set( s[0], s[1], s[2] );
-
-			} else {
-
-				bone.scale.set( 1, 1, 1 );
-
-			}
-
-		}
-
-		for ( b = 0; b < this.bones.length; b ++ ) {
-
-			gbone = this.geometry.bones[ b ];
-			bone = this.bones[ b ];
-
-			if ( gbone.parent === -1 ) {
-
-				this.add( bone );
-
-			} else {
-
-				this.bones[ gbone.parent ].add( bone );
-
-			}
-
-		}
-
-		//
-
-		var nBones = this.bones.length;
-
-		if ( this.useVertexTexture ) {
-
-			// layout (1 matrix = 4 pixels)
-			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
-			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
-			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
-			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
-			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)
-
-			var size;
-
-			if ( nBones > 256 )
-				size = 64;
-			else if ( nBones > 64 )
-				size = 32;
-			else if ( nBones > 16 )
-				size = 16;
-			else
-				size = 8;
-
-			this.boneTextureWidth = size;
-			this.boneTextureHeight = size;
-
-			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
-			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
-			this.boneTexture.minFilter = THREE.NearestFilter;
-			this.boneTexture.magFilter = THREE.NearestFilter;
-			this.boneTexture.generateMipmaps = false;
-			this.boneTexture.flipY = false;
-
-		} else {
-
-			this.boneMatrices = new Float32Array( 16 * nBones );
-
-		}
-
-		this.pose();
-
-	}
-
-};
-
-THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.SkinnedMesh.prototype.addBone = function( bone ) {
-
-	if ( bone === undefined ) {
-
-		bone = new THREE.Bone( this );
-
-	}
-
-	this.bones.push( bone );
-
-	return bone;
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
-
-	this.matrixAutoUpdate && this.updateMatrix();
-
-	// update matrixWorld
-
-	if ( this.matrixWorldNeedsUpdate || force ) {
-
-		if ( this.parent ) {
-
-			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
-		} else {
-
-			this.matrixWorld.copy( this.matrix );
-
-		}
-
-		this.matrixWorldNeedsUpdate = false;
-
-		force = true;
-
-	}
-
-	// update children
-
-	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-		var child = this.children[ i ];
-
-		if ( child instanceof THREE.Bone ) {
-
-			child.update( this.identityMatrix, false );
-
-		} else {
-
-			child.updateMatrixWorld( true );
-
-		}
-
-	}
-
-	// make a snapshot of the bones' rest position
-
-	if ( this.boneInverses == undefined ) {
-
-		this.boneInverses = [];
-
-		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-			var inverse = new THREE.Matrix4();
-
-			inverse.getInverse( this.bones[ b ].skinMatrix );
-
-			this.boneInverses.push( inverse );
-
-		}
-
-	}
-
-	// flatten bone matrices to array
-
-	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-		// compute the offset between the current and the original transform;
-
-		//TODO: we could get rid of this multiplication step if the skinMatrix
-		// was already representing the offset; however, this requires some
-		// major changes to the animation system
-
-		THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
-
-		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
-
-	}
-
-	if ( this.useVertexTexture ) {
-
-		this.boneTexture.needsUpdate = true;
-
-	}
-
-};
-
-/*
- * Pose
- */
-
-THREE.SkinnedMesh.prototype.pose = function() {
-
-	this.updateMatrixWorld( true );
-
-	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
-
-		// normalize weights
-
-		var sw = this.geometry.skinWeights[ i ];
-
-		var scale = 1.0 / sw.lengthManhattan();
-
-		if ( scale !== Infinity ) {
-
-			sw.multiplyScalar( scale );
-
-		} else {
-
-			sw.set( 1 ); // this will be normalized by the shader anyway
-
-		}
-
-	}
-
-};
-
-THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function ( geometry, material ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	// API
-
-	this.duration = 1000; // milliseconds
-	this.mirroredLoop = false;
-	this.time = 0;
-
-	// internals
-
-	this.lastKeyframe = 0;
-	this.currentKeyframe = 0;
-
-	this.direction = 1;
-	this.directionBackwards = false;
-
-	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
-
-};
-
-THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
-
-	this.startKeyframe = start;
-	this.endKeyframe = end;
-
-	this.length = this.endKeyframe - this.startKeyframe + 1;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
-
-	this.direction = 1;
-	this.directionBackwards = false;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
-
-	this.direction = -1;
-	this.directionBackwards = true;
-
-};
-
-THREE.MorphAnimMesh.prototype.parseAnimations = function () {
-
-	var geometry = this.geometry;
-
-	if ( ! geometry.animations ) geometry.animations = {};
-
-	var firstAnimation, animations = geometry.animations;
-
-	var pattern = /([a-z]+)(\d+)/;
-
-	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
-		var morph = geometry.morphTargets[ i ];
-		var parts = morph.name.match( pattern );
-
-		if ( parts && parts.length > 1 ) {
-
-			var label = parts[ 1 ];
-			var num = parts[ 2 ];
-
-			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
-
-			var animation = animations[ label ];
-
-			if ( i < animation.start ) animation.start = i;
-			if ( i > animation.end ) animation.end = i;
-
-			if ( ! firstAnimation ) firstAnimation = label;
-
-		}
-
-	}
-
-	geometry.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
-
-	if ( ! this.geometry.animations ) this.geometry.animations = {};
-
-	this.geometry.animations[ label ] = { start: start, end: end };
-
-};
-
-THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
-
-	var animation = this.geometry.animations[ label ];
-
-	if ( animation ) {
-
-		this.setFrameRange( animation.start, animation.end );
-		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
-		this.time = 0;
-
-	} else {
-
-		console.warn( "animation[" + label + "] undefined" );
-
-	}
-
-};
-
-THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
-
-	var frameTime = this.duration / this.length;
-
-	this.time += this.direction * delta;
-
-	if ( this.mirroredLoop ) {
-
-		if ( this.time > this.duration || this.time < 0 ) {
-
-			this.direction *= -1;
-
-			if ( this.time > this.duration ) {
-
-				this.time = this.duration;
-				this.directionBackwards = true;
-
-			}
-
-			if ( this.time < 0 ) {
-
-				this.time = 0;
-				this.directionBackwards = false;
-
-			}
-
-		}
-
-	} else {
-
-		this.time = this.time % this.duration;
-
-		if ( this.time < 0 ) this.time += this.duration;
-
-	}
-
-	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
-
-	if ( keyframe !== this.currentKeyframe ) {
-
-		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
-		this.morphTargetInfluences[ this.currentKeyframe ] = 1;
-
-		this.morphTargetInfluences[ keyframe ] = 0;
-
-		this.lastKeyframe = this.currentKeyframe;
-		this.currentKeyframe = keyframe;
-
-	}
-
-	var mix = ( this.time % frameTime ) / frameTime;
-
-	if ( this.directionBackwards ) {
-
-		mix = 1 - mix;
-
-	}
-
-	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
-	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Ribbon = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = material;
-
-};
-
-THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LOD = function () {
-
-	THREE.Object3D.call( this );
-
-	this.LODs = [];
-
-};
-
-
-THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
-
-	if ( visibleAtDistance === undefined ) {
-
-		visibleAtDistance = 0;
-
-	}
-
-	visibleAtDistance = Math.abs( visibleAtDistance );
-
-	for ( var l = 0; l < this.LODs.length; l ++ ) {
-
-		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
-
-			break;
-
-		}
-
-	}
-
-	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
-	this.add( object3D );
-
-};
-
-THREE.LOD.prototype.update = function ( camera ) {
-
-	if ( this.LODs.length > 1 ) {
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		var inverse  = camera.matrixWorldInverse;
-		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
-
-		this.LODs[ 0 ].object3D.visible = true;
-
-		for ( var l = 1; l < this.LODs.length; l ++ ) {
-
-			if( distance >= this.LODs[ l ].visibleAtDistance ) {
-
-				this.LODs[ l - 1 ].object3D.visible = false;
-				this.LODs[ l     ].object3D.visible = true;
-
-			} else {
-
-				break;
-
-			}
-
-		}
-
-		for( ; l < this.LODs.length; l ++ ) {
-
-			this.LODs[ l ].object3D.visible = false;
-
-		}
-
-	}
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.Sprite = function ( parameters ) {
-
-	THREE.Object3D.call( this );
-
-	this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
-	this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture();
-
-	this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending;
-
-	this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor;
-	this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor;
-	this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation;
-
-	this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true;
-	this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates;
-	this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates;
-	this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance;
-	this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center;
-
-	this.rotation3d = this.rotation;
-	this.rotation = 0;
-	this.opacity = 1;
-
-	this.uvOffset = new THREE.Vector2( 0, 0 );
-	this.uvScale  = new THREE.Vector2( 1, 1 );
-
-};
-
-THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
-
-/*
- * Custom update matrix
- */
-
-THREE.Sprite.prototype.updateMatrix = function () {
-
-	this.matrix.setPosition( this.position );
-
-	this.rotation3d.set( 0, 0, this.rotation );
-	this.matrix.setRotationFromEuler( this.rotation3d );
-
-	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
-
-		this.matrix.scale( this.scale );
-		this.boundRadiusScale = Math.max( this.scale.x, this.scale.y );
-
-	}
-
-	this.matrixWorldNeedsUpdate = true;
-
-};
-
-/*
- * Alignment
- */
-
-THREE.SpriteAlignment = {};
-THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
-THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
-THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
-THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
-THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
-THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
-THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
-THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
-THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Scene = function () {
-
-	THREE.Object3D.call( this );
-
-	this.fog = null;
-	this.overrideMaterial = null;
-
-	this.matrixAutoUpdate = false;
-
-	this.__objects = [];
-	this.__lights = [];
-
-	this.__objectsAdded = [];
-	this.__objectsRemoved = [];
-
-};
-
-THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Scene.prototype.__addObject = function ( object ) {
-
-	if ( object instanceof THREE.Light ) {
-
-		if ( this.__lights.indexOf( object ) === - 1 ) {
-
-			this.__lights.push( object );
-
-		}
-
-		if ( object.target && object.target.parent === undefined ) {
-
-			this.add( object.target );
-
-		}
-
-	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
-
-		if ( this.__objects.indexOf( object ) === - 1 ) {
-
-			this.__objects.push( object );
-			this.__objectsAdded.push( object );
-
-			// check if previously removed
-
-			var i = this.__objectsRemoved.indexOf( object );
-
-			if ( i !== -1 ) {
-
-				this.__objectsRemoved.splice( i, 1 );
-
-			}
-
-		}
-
-	}
-
-	for ( var c = 0; c < object.children.length; c ++ ) {
-
-		this.__addObject( object.children[ c ] );
-
-	}
-
-};
-
-THREE.Scene.prototype.__removeObject = function ( object ) {
-
-	if ( object instanceof THREE.Light ) {
-
-		var i = this.__lights.indexOf( object );
-
-		if ( i !== -1 ) {
-
-			this.__lights.splice( i, 1 );
-
-		}
-
-	} else if ( !( object instanceof THREE.Camera ) ) {
-
-		var i = this.__objects.indexOf( object );
-
-		if( i !== -1 ) {
-
-			this.__objects.splice( i, 1 );
-			this.__objectsRemoved.push( object );
-
-			// check if previously added
-
-			var ai = this.__objectsAdded.indexOf( object );
-
-			if ( ai !== -1 ) {
-
-				this.__objectsAdded.splice( ai, 1 );
-
-			}
-
-		}
-
-	}
-
-	for ( var c = 0; c < object.children.length; c ++ ) {
-
-		this.__removeObject( object.children[ c ] );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Fog = function ( hex, near, far ) {
-
-	this.color = new THREE.Color( hex );
-
-	this.near = ( near !== undefined ) ? near : 1;
-	this.far = ( far !== undefined ) ? far : 1000;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.FogExp2 = function ( hex, density ) {
-
-	this.color = new THREE.Color( hex );
-	this.density = ( density !== undefined ) ? density : 0.00025;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CanvasRenderer = function ( parameters ) {
-
-	console.log( 'THREE.CanvasRenderer', THREE.REVISION );
-
-	parameters = parameters || {};
-
-	var _this = this,
-	_renderData, _elements, _lights,
-	_projector = new THREE.Projector(),
-
-	_canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
-
-	_canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
-	_context = _canvas.getContext( '2d' ),
-
-	_clearColor = new THREE.Color( 0x000000 ),
-	_clearOpacity = 0,
-
-	_contextGlobalAlpha = 1,
-	_contextGlobalCompositeOperation = 0,
-	_contextStrokeStyle = null,
-	_contextFillStyle = null,
-	_contextLineWidth = null,
-	_contextLineCap = null,
-	_contextLineJoin = null,
-
-	_v1, _v2, _v3, _v4,
-	_v5 = new THREE.RenderableVertex(),
-	_v6 = new THREE.RenderableVertex(),
-
-	_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
-	_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
-
-	_color = new THREE.Color(),
-	_color1 = new THREE.Color(),
-	_color2 = new THREE.Color(),
-	_color3 = new THREE.Color(),
-	_color4 = new THREE.Color(),
-
-	_patterns = [], _imagedatas = [],
-
-	_near, _far,
-
-	_image, _uvs,
-	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
-
-	_clipRect = new THREE.Rectangle(),
-	_clearRect = new THREE.Rectangle(),
-	_bboxRect = new THREE.Rectangle(),
-
-	_enableLighting = false,
-	_ambientLight = new THREE.Color(),
-	_directionalLights = new THREE.Color(),
-	_pointLights = new THREE.Color(),
-
-	_pi2 = Math.PI * 2,
-	_vector3 = new THREE.Vector3(), // Needed for PointLight
-
-	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
-	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;
-
-	_pixelMap = document.createElement( 'canvas' );
-	_pixelMap.width = _pixelMap.height = 2;
-
-	_pixelMapContext = _pixelMap.getContext( '2d' );
-	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
-	_pixelMapContext.fillRect( 0, 0, 2, 2 );
-
-	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
-	_pixelMapData = _pixelMapImage.data;
-
-	_gradientMap = document.createElement( 'canvas' );
-	_gradientMap.width = _gradientMap.height = _gradientMapQuality;
-
-	_gradientMapContext = _gradientMap.getContext( '2d' );
-	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
-	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
-
-	_gradientMapQuality --; // Fix UVs
-
-	this.domElement = _canvas;
-
-	this.autoClear = true;
-	this.sortObjects = true;
-	this.sortElements = true;
-
-	this.info = {
-
-		render: {
-
-			vertices: 0,
-			faces: 0
-
-		}
-
-	}
-
-	this.setSize = function ( width, height ) {
-
-		_canvasWidth = width;
-		_canvasHeight = height;
-		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
-		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );
-
-		_canvas.width = _canvasWidth;
-		_canvas.height = _canvasHeight;
-
-		_clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-
-		_contextGlobalAlpha = 1;
-		_contextGlobalCompositeOperation = 0;
-		_contextStrokeStyle = null;
-		_contextFillStyle = null;
-		_contextLineWidth = null;
-		_contextLineCap = null;
-		_contextLineJoin = null;
-
-	};
-
-	this.setClearColor = function ( color, opacity ) {
-
-		_clearColor.copy( color );
-		_clearOpacity = opacity !== undefined ? opacity : 1;
-
-		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-
-	};
-
-	this.setClearColorHex = function ( hex, opacity ) {
-
-		_clearColor.setHex( hex );
-		_clearOpacity = opacity !== undefined ? opacity : 1;
-
-		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-
-	};
-
-	this.clear = function () {
-
-		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
-
-		if ( _clearRect.isEmpty() === false ) {
-
-			_clearRect.minSelf( _clipRect );
-			_clearRect.inflate( 2 );
-
-			if ( _clearOpacity < 1 ) {
-
-				_context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );
-
-			}
-
-			if ( _clearOpacity > 0 ) {
-
-				setBlending( THREE.NormalBlending );
-				setOpacity( 1 );
-
-				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
-
-				_context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );
-
-			}
-
-			_clearRect.empty();
-
-		}
-
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( camera instanceof THREE.Camera === false ) {
-
-			console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
-			return;
-
-		}
-
-		var e, el, element, material;
-
-		this.autoClear === true ? this.clear() : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
-
-		_this.info.render.vertices = 0;
-		_this.info.render.faces = 0;
-
-		_renderData = _projector.projectScene( scene, camera, this.sortElements );
-		_elements = _renderData.elements;
-		_lights = _renderData.lights;
-
-		/* DEBUG
-		_context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
-		_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
-		*/
-
-		_enableLighting = _lights.length > 0;
-
-		if ( _enableLighting === true ) {
-
-			 calculateLights();
-
-		}
-
-		for ( e = 0, el = _elements.length; e < el; e++ ) {
-
-			element = _elements[ e ];
-
-			material = element.material;
-
-			if ( material === undefined || material.visible === false ) continue;
-
-			_bboxRect.empty();
-
-			if ( element instanceof THREE.RenderableParticle ) {
-
-				_v1 = element;
-				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
-
-				renderParticle( _v1, element, material, scene );
-
-			} else if ( element instanceof THREE.RenderableLine ) {
-
-				_v1 = element.v1; _v2 = element.v2;
-
-				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
-				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
-
-				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
-				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
-
-				if ( _clipRect.intersects( _bboxRect ) === true ) {
-
-					renderLine( _v1, _v2, element, material, scene );
-
-				}
-
-
-			} else if ( element instanceof THREE.RenderableFace3 ) {
-
-				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
-
-				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
-				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
-				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
-
-				if ( material.overdraw === true ) {
-
-					expand( _v1.positionScreen, _v2.positionScreen );
-					expand( _v2.positionScreen, _v3.positionScreen );
-					expand( _v3.positionScreen, _v1.positionScreen );
-
-				}
-
-				_bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y,
-						      _v2.positionScreen.x, _v2.positionScreen.y,
-						      _v3.positionScreen.x, _v3.positionScreen.y );
-
-				if ( _clipRect.intersects( _bboxRect ) === true ) {
-
-					renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
-
-				}
-
-			} else if ( element instanceof THREE.RenderableFace4 ) {
-
-				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
-
-				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
-				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
-				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
-				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
-
-				_v5.positionScreen.copy( _v2.positionScreen );
-				_v6.positionScreen.copy( _v4.positionScreen );
-
-				if ( material.overdraw === true ) {
-
-					expand( _v1.positionScreen, _v2.positionScreen );
-					expand( _v2.positionScreen, _v4.positionScreen );
-					expand( _v4.positionScreen, _v1.positionScreen );
-
-					expand( _v3.positionScreen, _v5.positionScreen );
-					expand( _v3.positionScreen, _v6.positionScreen );
-
-				}
-
-				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
-				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
-				_bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y );
-				_bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y );
-
-				if ( _clipRect.intersects( _bboxRect ) === true ) {
-
-					renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
-
-				}
-
-			}
-
-			/* DEBUG
-			_context.lineWidth = 1;
-			_context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
-			_context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() );
-			*/
-
-			_clearRect.addRectangle( _bboxRect );
-
-
-		}
-
-		/* DEBUG
-		_context.lineWidth = 1;
-		_context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
-		_context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() );
-		*/
-
-		_context.setTransform( 1, 0, 0, 1, 0, 0 );
-
-		//
-
-		function calculateLights() {
-
-			_ambientLight.setRGB( 0, 0, 0 );
-			_directionalLights.setRGB( 0, 0, 0 );
-			_pointLights.setRGB( 0, 0, 0 );
-
-			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
-
-				var light = _lights[ l ];
-				var lightColor = light.color;
-
-				if ( light instanceof THREE.AmbientLight ) {
-
-					_ambientLight.r += lightColor.r;
-					_ambientLight.g += lightColor.g;
-					_ambientLight.b += lightColor.b;
-
-				} else if ( light instanceof THREE.DirectionalLight ) {
-
-					// for particles
-
-					_directionalLights.r += lightColor.r;
-					_directionalLights.g += lightColor.g;
-					_directionalLights.b += lightColor.b;
-
-				} else if ( light instanceof THREE.PointLight ) {
-
-					// for particles
-
-					_pointLights.r += lightColor.r;
-					_pointLights.g += lightColor.g;
-					_pointLights.b += lightColor.b;
-
-				}
-
-			}
-
-		}
-
-		function calculateLight( position, normal, color ) {
-
-			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
-
-				var light = _lights[ l ];
-				var lightColor = light.color;
-
-				if ( light instanceof THREE.DirectionalLight ) {
-
-					var lightPosition = light.matrixWorld.getPosition().normalize();
-
-					var amount = normal.dot( lightPosition );
-
-					if ( amount <= 0 ) continue;
-
-					amount *= light.intensity;
-
-					color.r += lightColor.r * amount;
-					color.g += lightColor.g * amount;
-					color.b += lightColor.b * amount;
-
-				} else if ( light instanceof THREE.PointLight ) {
-
-					var lightPosition = light.matrixWorld.getPosition();
-
-					var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
-
-					if ( amount <= 0 ) continue;
-
-					amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
-
-					if ( amount == 0 ) continue;
-
-					amount *= light.intensity;
-
-					color.r += lightColor.r * amount;
-					color.g += lightColor.g * amount;
-					color.b += lightColor.b * amount;
-
-				}
-
-			}
-
-		}
-
-		function renderParticle( v1, element, material, scene ) {
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			var width, height, scaleX, scaleY,
-			bitmap, bitmapWidth, bitmapHeight;
-
-			if ( material instanceof THREE.ParticleBasicMaterial ) {
-
-				if ( material.map === null ) {
-
-					scaleX = element.object.scale.x;
-					scaleY = element.object.scale.y;
-
-					// TODO: Be able to disable this
-
-					scaleX *= element.scale.x * _canvasWidthHalf;
-					scaleY *= element.scale.y * _canvasHeightHalf;
-
-					_bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x  + scaleX, v1.y + scaleY );
-
-					if ( _clipRect.intersects( _bboxRect ) === false ) {
-
-						return;
-
-					}
-
-					setFillStyle( material.color.getContextStyle() );
-
-					_context.save();
-					_context.translate( v1.x, v1.y );
-					_context.rotate( - element.rotation );
-					_context.scale( scaleX, scaleY );
-					_context.fillRect( -1, -1, 2, 2 );
-					_context.restore();
-
-				} else {
-
-					bitmap = material.map.image;
-					bitmapWidth = bitmap.width >> 1;
-					bitmapHeight = bitmap.height >> 1;
-
-					scaleX = element.scale.x * _canvasWidthHalf;
-					scaleY = element.scale.y * _canvasHeightHalf;
-
-					width = scaleX * bitmapWidth;
-					height = scaleY * bitmapHeight;
-
-					// TODO: Rotations break this...
-
-					_bboxRect.set( v1.x - width, v1.y - height, v1.x  + width, v1.y + height );
-
-					if ( _clipRect.intersects( _bboxRect ) === false ) {
-
-						return;
-
-					}
-
-					_context.save();
-					_context.translate( v1.x, v1.y );
-					_context.rotate( - element.rotation );
-					_context.scale( scaleX, - scaleY );
-
-					_context.translate( - bitmapWidth, - bitmapHeight );
-					_context.drawImage( bitmap, 0, 0 );
-					_context.restore();
-
-				}
-
-				/* DEBUG
-				setStrokeStyle( 'rgb(255,255,0)' );
-				_context.beginPath();
-				_context.moveTo( v1.x - 10, v1.y );
-				_context.lineTo( v1.x + 10, v1.y );
-				_context.moveTo( v1.x, v1.y - 10 );
-				_context.lineTo( v1.x, v1.y + 10 );
-				_context.stroke();
-				*/
-
-			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {
-
-				width = element.scale.x * _canvasWidthHalf;
-				height = element.scale.y * _canvasHeightHalf;
-
-				_bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height );
-
-				if ( _clipRect.intersects( _bboxRect ) === false ) {
-
-					return;
-
-				}
-
-				setStrokeStyle( material.color.getContextStyle() );
-				setFillStyle( material.color.getContextStyle() );
-
-				_context.save();
-				_context.translate( v1.x, v1.y );
-				_context.rotate( - element.rotation );
-				_context.scale( width, height );
-
-				material.program( _context );
-
-				_context.restore();
-
-			}
-
-		}
-
-		function renderLine( v1, v2, element, material, scene ) {
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			_context.beginPath();
-			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
-			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
-
-			if ( material instanceof THREE.LineBasicMaterial ) {
-
-				setLineWidth( material.linewidth );
-				setLineCap( material.linecap );
-				setLineJoin( material.linejoin );
-				setStrokeStyle( material.color.getContextStyle() );
-
-				_context.stroke();
-				_bboxRect.inflate( material.linewidth * 2 );
-
-			}
-
-		}
-
-		function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
-
-			_this.info.render.vertices += 3;
-			_this.info.render.faces ++;
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
-			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
-			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
-
-			drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
-
-			if ( material instanceof THREE.MeshBasicMaterial ) {
-
-				if ( material.map !== null ) {
-
-					if ( material.map.mapping instanceof THREE.UVMapping ) {
-
-						_uvs = element.uvs[ 0 ];
-						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map );
-
-					}
-
-
-				} else if ( material.envMap !== null ) {
-
-					if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
-
-						var cameraMatrix = camera.matrixWorldInverse;
-
-						_vector3.copy( element.vertexNormalsWorld[ uv1 ] );
-						_uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
-						_uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
-
-						_vector3.copy( element.vertexNormalsWorld[ uv2 ] );
-						_uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
-						_uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
-
-						_vector3.copy( element.vertexNormalsWorld[ uv3 ] );
-						_uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
-						_uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
-
-						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
-
-					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
-
-
-
-					}*/
-
-
-				} else {
-
-					material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color );
-
-				}
-
-			} else if ( material instanceof THREE.MeshLambertMaterial ) {
-
-				if ( _enableLighting === true ) {
-
-					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
-
-						_color1.r = _color2.r = _color3.r = _ambientLight.r;
-						_color1.g = _color2.g = _color3.g = _ambientLight.g;
-						_color1.b = _color2.b = _color3.b = _ambientLight.b;
-
-						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
-						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
-						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
-
-						_color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) );
-						_color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) );
-						_color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) );
-
-						_color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) );
-						_color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) );
-						_color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) );
-
-						_color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) );
-						_color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) );
-						_color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) );
-
-						_color4.r = ( _color2.r + _color3.r ) * 0.5;
-						_color4.g = ( _color2.g + _color3.g ) * 0.5;
-						_color4.b = ( _color2.b + _color3.b ) * 0.5;
-
-						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
-
-					} else {
-
-						_color.r = _ambientLight.r;
-						_color.g = _ambientLight.g;
-						_color.b = _ambientLight.b;
-
-						calculateLight( element.centroidWorld, element.normalWorld, _color );
-
-						_color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) );
-						_color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) );
-						_color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) );
-
-						material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color );
-
-					}
-
-				} else {
-
-					material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color );
-
-				}
-
-			} else if ( material instanceof THREE.MeshDepthMaterial ) {
-
-				_near = camera.near;
-				_far = camera.far;
-
-				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
-				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
-				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
-
-				_color4.r = ( _color2.r + _color3.r ) * 0.5;
-				_color4.g = ( _color2.g + _color3.g ) * 0.5;
-				_color4.b = ( _color2.b + _color3.b ) * 0.5;
-
-				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
-
-			} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-				_color.r = normalToComponent( element.normalWorld.x );
-				_color.g = normalToComponent( element.normalWorld.y );
-				_color.b = normalToComponent( element.normalWorld.z );
-
-				material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color );
-
-			}
-
-		}
-
-		function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
-
-			_this.info.render.vertices += 4;
-			_this.info.render.faces ++;
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
-
-				// Let renderFace3() handle this
-
-				renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
-				renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
-
-				return;
-
-			}
-
-			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
-			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
-			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
-			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
-			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
-			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
-
-			if ( material instanceof THREE.MeshBasicMaterial ) {
-
-				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-				material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color );
-
-			} else if ( material instanceof THREE.MeshLambertMaterial ) {
-
-				if ( _enableLighting === true ) {
-
-					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
-
-						_color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
-						_color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
-						_color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
-
-						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
-						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
-						calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
-						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
-
-						_color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) );
-						_color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) );
-						_color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) );
-
-						_color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) );
-						_color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) );
-						_color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) );
-
-						_color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) );
-						_color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) );
-						_color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) );
-
-						_color4.r = Math.max( 0, Math.min( material.color.r * _color4.r, 1 ) );
-						_color4.g = Math.max( 0, Math.min( material.color.g * _color4.g, 1 ) );
-						_color4.b = Math.max( 0, Math.min( material.color.b * _color4.b, 1 ) );
-
-						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-						// TODO: UVs are incorrect, v4->v3?
-
-						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
-						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
-
-						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
-						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
-
-					} else {
-
-						_color.r = _ambientLight.r;
-						_color.g = _ambientLight.g;
-						_color.b = _ambientLight.b;
-
-						calculateLight( element.centroidWorld, element.normalWorld, _color );
-
-						_color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) );
-						_color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) );
-						_color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) );
-
-						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-						material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color );
-
-					}
-
-				} else {
-
-					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-					material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color );
-
-				}
-
-			} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-				_color.r = normalToComponent( element.normalWorld.x );
-				_color.g = normalToComponent( element.normalWorld.y );
-				_color.b = normalToComponent( element.normalWorld.z );
-
-				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-				material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color );
-
-			} else if ( material instanceof THREE.MeshDepthMaterial ) {
-
-				_near = camera.near;
-				_far = camera.far;
-
-				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
-				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
-				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
-				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
-
-				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-				// TODO: UVs are incorrect, v4->v3?
-
-				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
-				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
-
-				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
-				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
-
-			}
-
-		}
-
-		//
-
-		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
-
-			_context.beginPath();
-			_context.moveTo( x0, y0 );
-			_context.lineTo( x1, y1 );
-			_context.lineTo( x2, y2 );
-			_context.closePath();
-
-		}
-
-		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
-
-			_context.beginPath();
-			_context.moveTo( x0, y0 );
-			_context.lineTo( x1, y1 );
-			_context.lineTo( x2, y2 );
-			_context.lineTo( x3, y3 );
-			_context.closePath();
-
-		}
-
-		function strokePath( color, linewidth, linecap, linejoin ) {
-
-			setLineWidth( linewidth );
-			setLineCap( linecap );
-			setLineJoin( linejoin );
-			setStrokeStyle( color.getContextStyle() );
-
-			_context.stroke();
-
-			_bboxRect.inflate( linewidth * 2 );
-
-		}
-
-		function fillPath( color ) {
-
-			setFillStyle( color.getContextStyle() );
-			_context.fill();
-
-		}
-
-		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
-
-			if ( texture.image === undefined || texture.image.width === 0 ) return;
-
-			if ( texture.needsUpdate === true || _patterns[ texture.id ] === undefined ) {
-
-				var repeatX = texture.wrapS == THREE.RepeatWrapping;
-				var repeatY = texture.wrapT == THREE.RepeatWrapping;
-
-				_patterns[ texture.id ] = _context.createPattern( texture.image, repeatX === true && repeatY === true ? 'repeat' : repeatX === true && repeatY === false ? 'repeat-x' : repeatX === false && repeatY === true ? 'repeat-y' : 'no-repeat' );
-
-				texture.needsUpdate = false;
-
-			}
-
-			setFillStyle( _patterns[ texture.id ] );
-
-			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
-
-			var a, b, c, d, e, f, det, idet,
-			offsetX = texture.offset.x / texture.repeat.x,
-			offsetY = texture.offset.y / texture.repeat.y,
-			width = texture.image.width * texture.repeat.x,
-			height = texture.image.height * texture.repeat.y;
-
-			u0 = ( u0 + offsetX ) * width;
-			v0 = ( 1.0 - v0 + offsetY ) * height;
-
-			u1 = ( u1 + offsetX ) * width;
-			v1 = ( 1.0 - v1 + offsetY ) * height;
-
-			u2 = ( u2 + offsetX ) * width;
-			v2 = ( 1.0 - v2 + offsetY ) * height;
-
-			x1 -= x0; y1 -= y0;
-			x2 -= x0; y2 -= y0;
-
-			u1 -= u0; v1 -= v0;
-			u2 -= u0; v2 -= v0;
-
-			det = u1 * v2 - u2 * v1;
-
-			if ( det === 0 ) {
-
-				if ( _imagedatas[ texture.id ] === undefined ) {
-
-					var canvas = document.createElement( 'canvas' )
-					canvas.width = texture.image.width;
-					canvas.height = texture.image.height;
-
-					var context = canvas.getContext( '2d' );
-					context.drawImage( texture.image, 0, 0 );
-
-					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
-
-				}
-
-				var data = _imagedatas[ texture.id ];
-				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
-
-				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
-				fillPath( _color );
-
-				return;
-
-			}
-
-			idet = 1 / det;
-
-			a = ( v2 * x1 - v1 * x2 ) * idet;
-			b = ( v2 * y1 - v1 * y2 ) * idet;
-			c = ( u1 * x2 - u2 * x1 ) * idet;
-			d = ( u1 * y2 - u2 * y1 ) * idet;
-
-			e = x0 - a * u0 - c * v0;
-			f = y0 - b * u0 - d * v0;
-
-			_context.save();
-			_context.transform( a, b, c, d, e, f );
-			_context.fill();
-			_context.restore();
-
-		}
-
-		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
-
-			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
-
-			var a, b, c, d, e, f, det, idet,
-			width = image.width - 1,
-			height = image.height - 1;
-
-			u0 *= width; v0 *= height;
-			u1 *= width; v1 *= height;
-			u2 *= width; v2 *= height;
-
-			x1 -= x0; y1 -= y0;
-			x2 -= x0; y2 -= y0;
-
-			u1 -= u0; v1 -= v0;
-			u2 -= u0; v2 -= v0;
-
-			det = u1 * v2 - u2 * v1;
-
-			idet = 1 / det;
-
-			a = ( v2 * x1 - v1 * x2 ) * idet;
-			b = ( v2 * y1 - v1 * y2 ) * idet;
-			c = ( u1 * x2 - u2 * x1 ) * idet;
-			d = ( u1 * y2 - u2 * y1 ) * idet;
-
-			e = x0 - a * u0 - c * v0;
-			f = y0 - b * u0 - d * v0;
-
-			_context.save();
-			_context.transform( a, b, c, d, e, f );
-			_context.clip();
-			_context.drawImage( image, 0, 0 );
-			_context.restore();
-
-		}
-
-		function getGradientTexture( color1, color2, color3, color4 ) {
-
-			// http://mrdoob.com/blog/post/710
-
-			var c1r = ( color1.r * 255 ) | 0, c1g = ( color1.g * 255 ) | 0, c1b = ( color1.b * 255 ) | 0;
-			var c2r = ( color2.r * 255 ) | 0, c2g = ( color2.g * 255 ) | 0, c2b = ( color2.b * 255 ) | 0;
-			var c3r = ( color3.r * 255 ) | 0, c3g = ( color3.g * 255 ) | 0, c3b = ( color3.b * 255 ) | 0;
-			var c4r = ( color4.r * 255 ) | 0, c4g = ( color4.g * 255 ) | 0, c4b = ( color4.b * 255 ) | 0;
-
-			_pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r;
-			_pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g;
-			_pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b;
-
-			_pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r;
-			_pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g;
-			_pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b;
-
-			_pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r;
-			_pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g;
-			_pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b;
-
-			_pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r;
-			_pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g;
-			_pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b;
-
-			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
-			_gradientMapContext.drawImage( _pixelMap, 0, 0 );
-
-			return _gradientMap;
-
-		}
-
-		function smoothstep( value, min, max ) {
-
-			var x = ( value - min ) / ( max - min );
-			return x * x * ( 3 - 2 * x );
-
-		}
-
-		function normalToComponent( normal ) {
-
-			var component = ( normal + 1 ) * 0.5;
-			return component < 0 ? 0 : ( component > 1 ? 1 : component );
-
-		}
-
-		// Hide anti-alias gaps
-
-		function expand( v1, v2 ) {
-
-			var x = v2.x - v1.x, y =  v2.y - v1.y,
-			det = x * x + y * y, idet;
-
-			if ( det === 0 ) return;
-
-			idet = 1 / Math.sqrt( det );
-
-			x *= idet; y *= idet;
-
-			v2.x += x; v2.y += y;
-			v1.x -= x; v1.y -= y;
-
-		}
-	};
-
-	// Context cached methods.
-
-	function setOpacity( value ) {
-
-		if ( _contextGlobalAlpha !== value ) {
-
-			_context.globalAlpha = value;
-			_contextGlobalAlpha = value;
-
-		}
-
-	}
-
-	function setBlending( value ) {
-
-		if ( _contextGlobalCompositeOperation !== value ) {
-
-			if ( value === THREE.NormalBlending ) {
-
-				_context.globalCompositeOperation = 'source-over';
-
-			} else if ( value === THREE.AdditiveBlending ) {
-
-				_context.globalCompositeOperation = 'lighter';
-
-			} else if ( value === THREE.SubtractiveBlending ) {
-
-				_context.globalCompositeOperation = 'darker';
-
-			}
-
-			_contextGlobalCompositeOperation = value;
-
-		}
-
-	}
-
-	function setLineWidth( value ) {
-
-		if ( _contextLineWidth !== value ) {
-
-			_context.lineWidth = value;
-			_contextLineWidth = value;
-
-		}
-
-	}
-
-	function setLineCap( value ) {
-
-		// "butt", "round", "square"
-
-		if ( _contextLineCap !== value ) {
-
-			_context.lineCap = value;
-			_contextLineCap = value;
-
-		}
-
-	}
-
-	function setLineJoin( value ) {
-
-		// "round", "bevel", "miter"
-
-		if ( _contextLineJoin !== value ) {
-
-			_context.lineJoin = value;
-			_contextLineJoin = value;
-
-		}
-
-	}
-
-	function setStrokeStyle( value ) {
-
-		if ( _contextStrokeStyle !== value ) {
-
-			_context.strokeStyle = value;
-			_contextStrokeStyle = value;
-
-		}
-
-	}
-
-	function setFillStyle( value ) {
-
-		if ( _contextFillStyle !== value ) {
-
-			_context.fillStyle = value;
-			_contextFillStyle = value;
-
-		}
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.ShaderChunk = {
-
-	// FOG
-
-	fog_pars_fragment: [
-
-		"#ifdef USE_FOG",
-
-			"uniform vec3 fogColor;",
-
-			"#ifdef FOG_EXP2",
-
-				"uniform float fogDensity;",
-
-			"#else",
-
-				"uniform float fogNear;",
-				"uniform float fogFar;",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	fog_fragment: [
-
-		"#ifdef USE_FOG",
-
-			"float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
-			"#ifdef FOG_EXP2",
-
-				"const float LOG2 = 1.442695;",
-				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
-				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
-
-			"#else",
-
-				"float fogFactor = smoothstep( fogNear, fogFar, depth );",
-
-			"#endif",
-
-			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
-
-		"#endif"
-
-	].join("\n"),
-
-	// ENVIRONMENT MAP
-
-	envmap_pars_fragment: [
-
-		"#ifdef USE_ENVMAP",
-
-			"uniform float reflectivity;",
-			"uniform samplerCube envMap;",
-			"uniform float flipEnvMap;",
-			"uniform int combine;",
-
-			"#ifdef USE_BUMPMAP",
-
-				"uniform bool useRefract;",
-				"uniform float refractionRatio;",
-
-			"#else",
-
-				"varying vec3 vReflect;",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	envmap_fragment: [
-
-		"#ifdef USE_ENVMAP",
-
-			"vec3 reflectVec;",
-
-			"#ifdef USE_BUMPMAP",
-
-				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
-				"if ( useRefract ) {",
-
-					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
-
-				"} else { ",
-
-					"reflectVec = reflect( cameraToVertex, normal );",
-
-				"}",
-
-			"#else",
-
-				"reflectVec = vReflect;",
-
-			"#endif",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
-				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
-
-			"#else",
-
-				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
-
-			"#endif",
-
-			"#ifdef GAMMA_INPUT",
-
-				"cubeColor.xyz *= cubeColor.xyz;",
-
-			"#endif",
-
-			"if ( combine == 1 ) {",
-
-				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
-
-			"} else {",
-
-				"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	envmap_pars_vertex: [
-
-		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP )",
-
-			"varying vec3 vReflect;",
-
-			"uniform float refractionRatio;",
-			"uniform bool useRefract;",
-
-		"#endif"
-
-	].join("\n"),
-
-	worldpos_vertex : [
-
-		"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
-
-			"#ifdef USE_SKINNING",
-
-				"vec4 mPosition = modelMatrix * skinned;",
-
-			"#endif",
-
-			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
-
-				"vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",
-
-			"#endif",
-
-			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
-
-				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	envmap_vertex : [
-
-		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP )",
-
-			"vec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
-
-			"if ( useRefract ) {",
-
-				"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
-
-			"} else {",
-
-				"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// COLOR MAP (particles)
-
-	map_particle_pars_fragment: [
-
-		"#ifdef USE_MAP",
-
-			"uniform sampler2D map;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	map_particle_fragment: [
-
-		"#ifdef USE_MAP",
-
-			"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
-
-		"#endif"
-
-	].join("\n"),
-
-	// COLOR MAP (triangles)
-
-	map_pars_vertex: [
-
-		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )",
-
-			"varying vec2 vUv;",
-			"uniform vec4 offsetRepeat;",
-
-		"#endif"
-
-	].join("\n"),
-
-	map_pars_fragment: [
-
-		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )",
-
-			"varying vec2 vUv;",
-
-		"#endif",
-
-		"#ifdef USE_MAP",
-
-			"uniform sampler2D map;",
-
-		"#endif",
-
-	].join("\n"),
-
-	map_vertex: [
-
-		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )",
-
-			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
-
-		"#endif"
-
-	].join("\n"),
-
-	map_fragment: [
-
-		"#ifdef USE_MAP",
-
-			"#ifdef GAMMA_INPUT",
-
-				"vec4 texelColor = texture2D( map, vUv );",
-				"texelColor.xyz *= texelColor.xyz;",
-
-				"gl_FragColor = gl_FragColor * texelColor;",
-
-			"#else",
-
-				"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LIGHT MAP
-
-	lightmap_pars_fragment: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"varying vec2 vUv2;",
-			"uniform sampler2D lightMap;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lightmap_pars_vertex: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"varying vec2 vUv2;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lightmap_fragment: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
-
-		"#endif"
-
-	].join("\n"),
-
-	lightmap_vertex: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"vUv2 = uv2;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// BUMP MAP
-
-	bumpmap_pars_fragment: [
-
-		"#ifdef USE_BUMPMAP",
-
-			"uniform sampler2D bumpMap;",
-			"uniform float bumpScale;",
-
-			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
-			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
-
-			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
-
-			"vec2 dHdxy_fwd() {",
-
-				"vec2 dSTdx = dFdx( vUv );",
-				"vec2 dSTdy = dFdy( vUv );",
-
-				"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
-				"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
-				"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
-
-				"return vec2( dBx, dBy );",
-
-			"}",
-
-			"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
-
-				"vec3 vSigmaX = dFdx( surf_pos );",
-				"vec3 vSigmaY = dFdy( surf_pos );",
-				"vec3 vN = surf_norm;",		// normalized
-
-				"vec3 R1 = cross( vSigmaY, vN );",
-				"vec3 R2 = cross( vN, vSigmaX );",
-
-				"float fDet = dot( vSigmaX, R1 );",
-
-				"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
-				"return normalize( abs( fDet ) * surf_norm - vGrad );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// SPECULAR MAP
-
-	specularmap_pars_fragment: [
-
-		"#ifdef USE_SPECULARMAP",
-
-			"uniform sampler2D specularMap;",
-
-		"#endif"
-
-	].join("\n"),
-
-	specularmap_fragment: [
-
-		"float specularStrength;",
-
-		"#ifdef USE_SPECULARMAP",
-
-			"vec4 texelSpecular = texture2D( specularMap, vUv );",
-			"specularStrength = texelSpecular.r;",
-
-		"#else",
-
-			"specularStrength = 1.0;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LIGHTS LAMBERT
-
-	lights_lambert_pars_vertex: [
-
-		"uniform vec3 ambient;",
-		"uniform vec3 diffuse;",
-		"uniform vec3 emissive;",
-
-		"uniform vec3 ambientLightColor;",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-
-		"#endif",
-
-		"#ifdef WRAP_AROUND",
-
-			"uniform vec3 wrapRGB;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lights_lambert_vertex: [
-
-		"vLightFront = vec3( 0.0 );",
-
-		"#ifdef DOUBLE_SIDED",
-
-			"vLightBack = vec3( 0.0 );",
-
-		"#endif",
-
-		"transformedNormal = normalize( transformedNormal );",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-		"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
-
-			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-			"vec3 dirVector = normalize( lDirection.xyz );",
-
-			"float dotProduct = dot( transformedNormal, dirVector );",
-			"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
-
-				"#ifdef WRAP_AROUND",
-
-					"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
-
-				"#endif",
-
-			"#endif",
-
-			"#ifdef WRAP_AROUND",
-
-				"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
-				"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
-
-				"#endif",
-
-			"#endif",
-
-			"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
-
-			"#endif",
-
-		"}",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float lDistance = 1.0;",
-				"if ( pointLightDistance[ i ] > 0.0 )",
-					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-				"lVector = normalize( lVector );",
-				"float dotProduct = dot( transformedNormal, lVector );",
-
-				"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
-
-					"#ifdef WRAP_AROUND",
-
-						"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
-
-					"#endif",
-
-				"#endif",
-
-				"#ifdef WRAP_AROUND",
-
-					"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
-					"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
-
-					"#ifdef DOUBLE_SIDED",
-
-						"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
-
-					"#endif",
-
-				"#endif",
-
-				"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"lVector = normalize( lVector );",
-
-				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
-
-				"if ( spotEffect > spotLightAngle[ i ] ) {",
-
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
-
-					"float lDistance = 1.0;",
-					"if ( spotLightDistance[ i ] > 0.0 )",
-						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-					"float dotProduct = dot( transformedNormal, lVector );",
-					"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
-
-					"#ifdef DOUBLE_SIDED",
-
-						"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
-
-						"#ifdef WRAP_AROUND",
-
-							"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
-
-						"#endif",
-
-					"#endif",
-
-					"#ifdef WRAP_AROUND",
-
-						"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
-						"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
-
-						"#ifdef DOUBLE_SIDED",
-
-							"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
-
-						"#endif",
-
-					"#endif",
-
-					"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
-
-					"#ifdef DOUBLE_SIDED",
-
-						"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
-
-					"#endif",
-
-				"}",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"lVector = normalize( lVector );",
-
-				"float dotProduct = dot( normal, lVector );",
-
-				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-				"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
-
-				"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
-
-		"#ifdef DOUBLE_SIDED",
-
-			"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LIGHTS PHONG
-
-	lights_phong_pars_vertex: [
-
-		"#ifndef PHONG_PER_PIXEL",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
-
-		"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
-
-			"varying vec3 vWorldPosition;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	lights_phong_vertex: [
-
-		"#ifndef PHONG_PER_PIXEL",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float lDistance = 1.0;",
-				"if ( pointLightDistance[ i ] > 0.0 )",
-					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-				"vPointLight[ i ] = vec4( lVector, lDistance );",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float lDistance = 1.0;",
-				"if ( spotLightDistance[ i ] > 0.0 )",
-					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-				"vSpotLight[ i ] = vec4( lVector, lDistance );",
-
-			"}",
-
-		"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
-
-			"vWorldPosition = mPosition.xyz;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lights_phong_pars_fragment: [
-
-		"uniform vec3 ambientLightColor;",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-
-			"#ifdef PHONG_PER_PIXEL",
-
-				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"#else",
-
-				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
-
-			"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-
-			"#ifdef PHONG_PER_PIXEL",
-
-				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"#else",
-
-				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
-
-			"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
-
-			"varying vec3 vWorldPosition;",
-
-		"#endif",
-
-		"#ifdef WRAP_AROUND",
-
-			"uniform vec3 wrapRGB;",
-
-		"#endif",
-
-		"varying vec3 vViewPosition;",
-		"varying vec3 vNormal;"
-
-	].join("\n"),
-
-	lights_phong_fragment: [
-
-		"vec3 normal = normalize( vNormal );",
-		"vec3 viewPosition = normalize( vViewPosition );",
-
-		"#ifdef DOUBLE_SIDED",
-
-			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
-
-		"#endif",
-
-		"#ifdef USE_BUMPMAP",
-
-			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"vec3 pointDiffuse  = vec3( 0.0 );",
-			"vec3 pointSpecular = vec3( 0.0 );",
-
-			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-				"#ifdef PHONG_PER_PIXEL",
-
-					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
-
-					"float lDistance = 1.0;",
-					"if ( pointLightDistance[ i ] > 0.0 )",
-						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-					"lVector = normalize( lVector );",
-
-				"#else",
-
-					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
-					"float lDistance = vPointLight[ i ].w;",
-
-				"#endif",
-
-				// diffuse
-
-				"float dotProduct = dot( normal, lVector );",
-
-				"#ifdef WRAP_AROUND",
-
-					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
-					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
-
-					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-				"#else",
-
-					"float pointDiffuseWeight = max( dotProduct, 0.0 );",
-
-				"#endif",
-
-				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
-
-				// specular
-
-				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
-				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
-
-				"#ifdef PHYSICALLY_BASED_SHADING",
-
-					// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
-					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
-
-				"#else",
-
-					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"vec3 spotDiffuse  = vec3( 0.0 );",
-			"vec3 spotSpecular = vec3( 0.0 );",
-
-			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-				"#ifdef PHONG_PER_PIXEL",
-
-					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
-
-					"float lDistance = 1.0;",
-					"if ( spotLightDistance[ i ] > 0.0 )",
-						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-					"lVector = normalize( lVector );",
-
-				"#else",
-
-					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
-					"float lDistance = vSpotLight[ i ].w;",
-
-				"#endif",
-
-				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-				"if ( spotEffect > spotLightAngle[ i ] ) {",
-
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
-
-					// diffuse
-
-					"float dotProduct = dot( normal, lVector );",
-
-					"#ifdef WRAP_AROUND",
-
-						"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
-						"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
-
-						"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-					"#else",
-
-						"float spotDiffuseWeight = max( dotProduct, 0.0 );",
-
-					"#endif",
-
-					"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
-
-					// specular
-
-					"vec3 spotHalfVector = normalize( lVector + viewPosition );",
-					"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-					"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
-
-					"#ifdef PHYSICALLY_BASED_SHADING",
-
-						// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
-						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
-
-					"#else",
-
-						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
-
-					"#endif",
-
-				"}",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"vec3 dirDiffuse  = vec3( 0.0 );",
-			"vec3 dirSpecular = vec3( 0.0 );" ,
-
-			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
-
-				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-				"vec3 dirVector = normalize( lDirection.xyz );",
-
-				// diffuse
-
-				"float dotProduct = dot( normal, dirVector );",
-
-				"#ifdef WRAP_AROUND",
-
-					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
-					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
-
-					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
-
-				"#else",
-
-					"float dirDiffuseWeight = max( dotProduct, 0.0 );",
-
-				"#endif",
-
-				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
-
-				// specular
-
-				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
-
-				"#ifdef PHYSICALLY_BASED_SHADING",
-
-					/*
-					// fresnel term from skin shader
-					"const float F0 = 0.128;",
-
-					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
-					"float exponential = pow( base, 5.0 );",
-
-					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
-					*/
-
-					/*
-					// fresnel term from fresnel shader
-					"const float mFresnelBias = 0.08;",
-					"const float mFresnelScale = 0.3;",
-					"const float mFresnelPower = 5.0;",
-
-					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
-					*/
-
-					// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
-
-					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
-					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-				"#else",
-
-					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"vec3 hemiDiffuse  = vec3( 0.0 );",
-			"vec3 hemiSpecular = vec3( 0.0 );" ,
-
-			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );",
-				"vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );",
-
-				// diffuse
-
-				"float dotProduct = dot( normal, lVector );",
-				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-				"hemiDiffuse += diffuse * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-				// specular (sky light)
-
-				"float hemiSpecularWeight = 0.0;",
-
-				"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-				"hemiSpecularWeight += specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
-
-				// specular (ground light)
-
-				"vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );",
-
-				"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-				"hemiSpecularWeight += specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
-
-				"#ifdef PHYSICALLY_BASED_SHADING",
-
-					// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
-					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
-					"hemiSpecular += ( schlickSky + schlickGround ) * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight * specularNormalization;",
-
-				"#else",
-
-					"hemiSpecular += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"vec3 totalDiffuse = vec3( 0.0 );",
-		"vec3 totalSpecular = vec3( 0.0 );",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"totalDiffuse += dirDiffuse;",
-			"totalSpecular += dirSpecular;",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"totalDiffuse += hemiDiffuse;",
-			"totalSpecular += hemiSpecular;",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"totalDiffuse += pointDiffuse;",
-			"totalSpecular += pointSpecular;",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"totalDiffuse += spotDiffuse;",
-			"totalSpecular += spotSpecular;",
-
-		"#endif",
-
-		"#ifdef METAL",
-
-			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
-
-		"#else",
-
-			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// VERTEX COLORS
-
-	color_pars_fragment: [
-
-		"#ifdef USE_COLOR",
-
-			"varying vec3 vColor;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	color_fragment: [
-
-		"#ifdef USE_COLOR",
-
-			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
-
-		"#endif"
-
-	].join("\n"),
-
-	color_pars_vertex: [
-
-		"#ifdef USE_COLOR",
-
-			"varying vec3 vColor;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	color_vertex: [
-
-		"#ifdef USE_COLOR",
-
-			"#ifdef GAMMA_INPUT",
-
-				"vColor = color * color;",
-
-			"#else",
-
-				"vColor = color;",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	// SKINNING
-
-	skinning_pars_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"#ifdef BONE_TEXTURE",
-
-				"uniform sampler2D boneTexture;",
-
-				"mat4 getBoneMatrix( const in float i ) {",
-
-					"float j = i * 4.0;",
-					"float x = mod( j, N_BONE_PIXEL_X );",
-					"float y = floor( j / N_BONE_PIXEL_X );",
-
-					"const float dx = 1.0 / N_BONE_PIXEL_X;",
-					"const float dy = 1.0 / N_BONE_PIXEL_Y;",
-
-					"y = dy * ( y + 0.5 );",
-
-					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
-					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
-					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
-					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
-
-					"mat4 bone = mat4( v1, v2, v3, v4 );",
-
-					"return bone;",
-
-				"}",
-
-			"#else",
-
-				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
-
-				"mat4 getBoneMatrix( const in float i ) {",
-
-					"mat4 bone = boneGlobalMatrices[ int(i) ];",
-					"return bone;",
-
-				"}",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	skinbase_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
-			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",
-
-		"#endif"
-
-	].join("\n"),
-
-	skinning_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"#ifdef USE_MORPHTARGETS",
-
-			"vec4 skinVertex = vec4( morphed, 1.0 );",
-
-			"#else",
-
-			"vec4 skinVertex = vec4( position, 1.0 );",
-
-			"#endif",
-
-			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// MORPHING
-
-	morphtarget_pars_vertex: [
-
-		"#ifdef USE_MORPHTARGETS",
-
-			"#ifndef USE_MORPHNORMALS",
-
-			"uniform float morphTargetInfluences[ 8 ];",
-
-			"#else",
-
-			"uniform float morphTargetInfluences[ 4 ];",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	morphtarget_vertex: [
-
-		"#ifdef USE_MORPHTARGETS",
-
-			"vec3 morphed = vec3( 0.0 );",
-			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
-			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
-			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
-			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
-
-			"#ifndef USE_MORPHNORMALS",
-
-			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
-			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
-			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
-			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
-
-			"#endif",
-
-			"morphed += position;",
-
-		"#endif"
-
-	].join("\n"),
-
-	default_vertex : [
-
-		"vec4 mvPosition;",
-
-		"#ifdef USE_SKINNING",
-
-			"mvPosition = modelViewMatrix * skinned;",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
-
-			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
-
-			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-		"#endif",
-
-		"gl_Position = projectionMatrix * mvPosition;",
-
-	].join("\n"),
-
-	morphnormal_vertex: [
-
-		"#ifdef USE_MORPHNORMALS",
-
-			"vec3 morphedNormal = vec3( 0.0 );",
-
-			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
-			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
-			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
-			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
-
-			"morphedNormal += normal;",
-
-		"#endif"
-
-	].join("\n"),
-
-	skinnormal_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"mat4 skinMatrix = skinWeight.x * boneMatX;",
-			"skinMatrix 	+= skinWeight.y * boneMatY;",
-
-			"#ifdef USE_MORPHNORMALS",
-
-			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
-
-			"#else",
-
-			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	defaultnormal_vertex: [
-
-		"vec3 objectNormal;",
-
-		"#ifdef USE_SKINNING",
-
-			"objectNormal = skinnedNormal.xyz;",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
-
-			"objectNormal = morphedNormal;",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
-
-			"objectNormal = normal;",
-
-		"#endif",
-
-		"vec3 transformedNormal = normalMatrix * objectNormal;",
-
-	].join("\n"),
-
-	// SHADOW MAP
-
-	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
-	//  http://spidergl.org/example.php?id=6
-	// 	http://fabiensanglard.net/shadowmapping
-
-	shadowmap_pars_fragment: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
-			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
-
-			"uniform float shadowDarkness[ MAX_SHADOWS ];",
-			"uniform float shadowBias[ MAX_SHADOWS ];",
-
-			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
-
-			"float unpackDepth( const in vec4 rgba_depth ) {",
-
-				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
-				"float depth = dot( rgba_depth, bit_shift );",
-				"return depth;",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	shadowmap_fragment: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"#ifdef SHADOWMAP_DEBUG",
-
-				"vec3 frustumColors[3];",
-				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
-				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
-				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
-
-			"#endif",
-
-			"#ifdef SHADOWMAP_CASCADE",
-
-				"int inFrustumCount = 0;",
-
-			"#endif",
-
-			"float fDepth;",
-			"vec3 shadowColor = vec3( 1.0 );",
-
-			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
-
-				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
-				// "if ( all( something, something ) )"  using this instead
-
-				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
-				"bool inFrustum = all( inFrustumVec );",
-
-				// don't shadow pixels outside of light frustum
-				// use just first frustum (for cascades)
-				// don't shadow pixels behind far plane of light frustum
-
-				"#ifdef SHADOWMAP_CASCADE",
-
-					"inFrustumCount += int( inFrustum );",
-					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
-
-				"#else",
-
-					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
-
-				"#endif",
-
-				"bool frustumTest = all( frustumTestVec );",
-
-				"if ( frustumTest ) {",
-
-					"shadowCoord.z += shadowBias[ i ];",
-
-					"#ifdef SHADOWMAP_SOFT",
-
-						// Percentage-close filtering
-						// (9 pixel kernel)
-						// http://fabiensanglard.net/shadowmappingPCF/
-
-						"float shadow = 0.0;",
-
-						/*
-						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
-						// must enroll loop manually
-
-						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
-							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
-
-								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
-
-								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
-								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
-
-								"float fDepth = unpackDepth( rgbaDepth );",
-
-								"if ( fDepth < shadowCoord.z )",
-									"shadow += 1.0;",
-
-						"}",
-
-						"shadow /= 9.0;",
-
-						*/
-
-						"const float shadowDelta = 1.0 / 9.0;",
-
-						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
-						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
-
-						"float dx0 = -1.25 * xPixelOffset;",
-						"float dy0 = -1.25 * yPixelOffset;",
-						"float dx1 = 1.25 * xPixelOffset;",
-						"float dy1 = 1.25 * yPixelOffset;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
-
-					"#else",
-
-						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
-						"float fDepth = unpackDepth( rgbaDepth );",
-
-						"if ( fDepth < shadowCoord.z )",
-
-							// spot with multiple shadows is darker
-
-							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
-
-							// spot with multiple shadows has the same color as single shadow spot
-
-							//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
-
-					"#endif",
-
-				"}",
-
-
-				"#ifdef SHADOWMAP_DEBUG",
-
-					"#ifdef SHADOWMAP_CASCADE",
-
-						"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
-
-					"#else",
-
-						"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
-
-					"#endif",
-
-				"#endif",
-
-			"}",
-
-			"#ifdef GAMMA_OUTPUT",
-
-				"shadowColor *= shadowColor;",
-
-			"#endif",
-
-			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
-
-		"#endif"
-
-	].join("\n"),
-
-	shadowmap_pars_vertex: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
-			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
-
-		"#endif"
-
-	].join("\n"),
-
-	shadowmap_vertex: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-				"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// ALPHATEST
-
-	alphatest_fragment: [
-
-		"#ifdef ALPHATEST",
-
-			"if ( gl_FragColor.a < ALPHATEST ) discard;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LINEAR SPACE
-
-	linear_to_gamma_fragment: [
-
-		"#ifdef GAMMA_OUTPUT",
-
-			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
-
-		"#endif"
-
-	].join("\n"),
-
-
-};
-
-THREE.UniformsUtils = {
-
-	merge: function ( uniforms ) {
-
-		var u, p, tmp, merged = {};
-
-		for ( u = 0; u < uniforms.length; u ++ ) {
-
-			tmp = this.clone( uniforms[ u ] );
-
-			for ( p in tmp ) {
-
-				merged[ p ] = tmp[ p ];
-
-			}
-
-		}
-
-		return merged;
-
-	},
-
-	clone: function ( uniforms_src ) {
-
-		var u, p, parameter, parameter_src, uniforms_dst = {};
-
-		for ( u in uniforms_src ) {
-
-			uniforms_dst[ u ] = {};
-
-			for ( p in uniforms_src[ u ] ) {
-
-				parameter_src = uniforms_src[ u ][ p ];
-
-				if ( parameter_src instanceof THREE.Color ||
-					 parameter_src instanceof THREE.Vector2 ||
-					 parameter_src instanceof THREE.Vector3 ||
-					 parameter_src instanceof THREE.Vector4 ||
-					 parameter_src instanceof THREE.Matrix4 ||
-					 parameter_src instanceof THREE.Texture ) {
-
-					uniforms_dst[ u ][ p ] = parameter_src.clone();
-
-				} else if ( parameter_src instanceof Array ) {
-
-					uniforms_dst[ u ][ p ] = parameter_src.slice();
-
-				} else {
-
-					uniforms_dst[ u ][ p ] = parameter_src;
-
-				}
-
-			}
-
-		}
-
-		return uniforms_dst;
-
-	}
-
-};
-
-THREE.UniformsLib = {
-
-	common: {
-
-		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-
-		"map" : { type: "t", value: null },
-		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
-		"lightMap" : { type: "t", value: null },
-		"specularMap" : { type: "t", value: null },
-
-		"envMap" : { type: "t", value: null },
-		"flipEnvMap" : { type: "f", value: -1 },
-		"useRefract" : { type: "i", value: 0 },
-		"reflectivity" : { type: "f", value: 1.0 },
-		"refractionRatio" : { type: "f", value: 0.98 },
-		"combine" : { type: "i", value: 0 },
-
-		"morphTargetInfluences" : { type: "f", value: 0 }
-
-	},
-
-	bump: {
-
-		"bumpMap" : { type: "t", value: null },
-		"bumpScale" : { type: "f", value: 1 }
-
-	},
-
-	fog : {
-
-		"fogDensity" : { type: "f", value: 0.00025 },
-		"fogNear" : { type: "f", value: 1 },
-		"fogFar" : { type: "f", value: 2000 },
-		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
-	},
-
-	lights: {
-
-		"ambientLightColor" : { type: "fv", value: [] },
-
-		"directionalLightDirection" : { type: "fv", value: [] },
-		"directionalLightColor" : { type: "fv", value: [] },
-
-		"hemisphereLightPosition" : { type: "fv", value: [] },
-		"hemisphereLightSkyColor" : { type: "fv", value: [] },
-		"hemisphereLightGroundColor" : { type: "fv", value: [] },
-
-		"pointLightColor" : { type: "fv", value: [] },
-		"pointLightPosition" : { type: "fv", value: [] },
-		"pointLightDistance" : { type: "fv1", value: [] },
-
-		"spotLightColor" : { type: "fv", value: [] },
-		"spotLightPosition" : { type: "fv", value: [] },
-		"spotLightDirection" : { type: "fv", value: [] },
-		"spotLightDistance" : { type: "fv1", value: [] },
-		"spotLightAngle" : { type: "fv1", value: [] },
-		"spotLightExponent" : { type: "fv1", value: [] }
-
-	},
-
-	particle: {
-
-		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-		"size" : { type: "f", value: 1.0 },
-		"scale" : { type: "f", value: 1.0 },
-		"map" : { type: "t", value: null },
-
-		"fogDensity" : { type: "f", value: 0.00025 },
-		"fogNear" : { type: "f", value: 1 },
-		"fogFar" : { type: "f", value: 2000 },
-		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
-	},
-
-	shadowmap: {
-
-		"shadowMap": { type: "tv", value: [] },
-		"shadowMapSize": { type: "v2v", value: [] },
-
-		"shadowBias" : { type: "fv1", value: [] },
-		"shadowDarkness": { type: "fv1", value: [] },
-
-		"shadowMatrix" : { type: "m4v", value: [] },
-
-	}
-
-};
-
-THREE.ShaderLib = {
-
-	'depth': {
-
-		uniforms: {
-
-			"mNear": { type: "f", value: 1.0 },
-			"mFar" : { type: "f", value: 2000.0 },
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"void main() {",
-
-				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float mNear;",
-			"uniform float mFar;",
-			"uniform float opacity;",
-
-			"void main() {",
-
-				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
-				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
-				"gl_FragColor = vec4( vec3( color ), opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'normal': {
-
-		uniforms: {
-
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"varying vec3 vNormal;",
-
-			"void main() {",
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-				"vNormal = normalMatrix * normal;",
-
-				"gl_Position = projectionMatrix * mvPosition;",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-			"varying vec3 vNormal;",
-
-			"void main() {",
-
-				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'basic': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"#ifdef USE_ENVMAP",
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				"#endif",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( diffuse, opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'lambert': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
-				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"#define LAMBERT",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_lambert_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-
-				"#ifdef DOUBLE_SIDED",
-
-					//"float isFront = float( gl_FrontFacing );",
-					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
-
-					"if ( gl_FrontFacing )",
-						"gl_FragColor.xyz *= vLightFront;",
-					"else",
-						"gl_FragColor.xyz *= vLightBack;",
-
-				"#else",
-
-					"gl_FragColor.xyz *= vLightFront;",
-
-				"#endif",
-
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'phong': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "bump" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
-				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
-				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
-				"shininess": { type: "f", value: 30 },
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"#define PHONG",
-
-			"varying vec3 vViewPosition;",
-			"varying vec3 vNormal;",
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				"vNormal = transformedNormal;",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				"vViewPosition = -mvPosition.xyz;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_phong_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			"uniform vec3 ambient;",
-			"uniform vec3 emissive;",
-			"uniform vec3 specular;",
-			"uniform float shininess;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-
-				THREE.ShaderChunk[ "lights_phong_fragment" ],
-
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'particle_basic': {
-
-		uniforms:  THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "particle" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			"uniform float size;",
-			"uniform float scale;",
-
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-				"#ifdef USE_SIZEATTENUATION",
-					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
-				"#else",
-					"gl_PointSize = size;",
-				"#endif",
-
-				"gl_Position = projectionMatrix * mvPosition;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 psColor;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( psColor, opacity );",
-
-				THREE.ShaderChunk[ "map_particle_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	// Depth encoding into RGBA texture
-	// 	based on SpiderGL shadow map example
-	// 		http://spidergl.org/example.php?id=6
-	// 	originally from
-	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
-	// 	see also here:
-	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
-
-	'depthRGBA': {
-
-		uniforms: {},
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"vec4 pack_depth( const in float depth ) {",
-
-				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
-				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
-				"vec4 res = fract( depth * bit_shift );",
-				"res -= res.xxyz * bit_mask;",
-				"return res;",
-
-			"}",
-
-			"void main() {",
-
-				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
-				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
-				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
-				//"gl_FragData[ 0 ] = pack_depth( z );",
-				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
-
-			"}"
-
-		].join("\n")
-
-	}
-
-};
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.WebGLRenderer = function ( parameters ) {
-
-	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
-
-	parameters = parameters || {};
-
-	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
-
-	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
-
-	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
-	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
-	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
-	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
-	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
-
-	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
-	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
-
-	_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
-
-	// public properties
-
-	this.domElement = _canvas;
-	this.context = null;
-
-	// clearing
-
-	this.autoClear = true;
-	this.autoClearColor = true;
-	this.autoClearDepth = true;
-	this.autoClearStencil = true;
-
-	// scene graph
-
-	this.sortObjects = true;
-
-	this.autoUpdateObjects = true;
-	this.autoUpdateScene = true;
-
-	// physically based shading
-
-	this.gammaInput = false;
-	this.gammaOutput = false;
-	this.physicallyBasedShading = false;
-
-	// shadow map
-
-	this.shadowMapEnabled = false;
-	this.shadowMapAutoUpdate = true;
-	this.shadowMapSoft = true;
-	this.shadowMapCullFrontFaces = true;
-	this.shadowMapDebug = false;
-	this.shadowMapCascade = false;
-
-	// morphs
-
-	this.maxMorphTargets = 8;
-	this.maxMorphNormals = 4;
-
-	// flags
-
-	this.autoScaleCubemaps = true;
-
-	// custom render plugins
-
-	this.renderPluginsPre = [];
-	this.renderPluginsPost = [];
-
-	// info
-
-	this.info = {
-
-		memory: {
-
-			programs: 0,
-			geometries: 0,
-			textures: 0
-
-		},
-
-		render: {
-
-			calls: 0,
-			vertices: 0,
-			faces: 0,
-			points: 0
-
-		}
-
-	};
-
-	// internal properties
-
-	var _this = this,
-
-	_programs = [],
-	_programs_counter = 0,
-
-	// internal state cache
-
-	_currentProgram = null,
-	_currentFramebuffer = null,
-	_currentMaterialId = -1,
-	_currentGeometryGroupHash = null,
-	_currentCamera = null,
-	_geometryGroupCounter = 0,
-
-	_usedTextureUnits = 0,
-
-	// GL state cache
-
-	_oldDoubleSided = -1,
-	_oldFlipSided = -1,
-
-	_oldBlending = -1,
-
-	_oldBlendEquation = -1,
-	_oldBlendSrc = -1,
-	_oldBlendDst = -1,
-
-	_oldDepthTest = -1,
-	_oldDepthWrite = -1,
-
-	_oldPolygonOffset = null,
-	_oldPolygonOffsetFactor = null,
-	_oldPolygonOffsetUnits = null,
-
-	_oldLineWidth = null,
-
-	_viewportX = 0,
-	_viewportY = 0,
-	_viewportWidth = 0,
-	_viewportHeight = 0,
-	_currentWidth = 0,
-	_currentHeight = 0,
-
-	// frustum
-
-	_frustum = new THREE.Frustum(),
-
-	 // camera matrices cache
-
-	_projScreenMatrix = new THREE.Matrix4(),
-	_projScreenMatrixPS = new THREE.Matrix4(),
-
-	_vector3 = new THREE.Vector4(),
-
-	// light arrays cache
-
-	_direction = new THREE.Vector3(),
-
-	_lightsNeedUpdate = true,
-
-	_lights = {
-
-		ambient: [ 0, 0, 0 ],
-		directional: { length: 0, colors: new Array(), positions: new Array() },
-		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
-		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() },
-		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
-
-	};
-
-	// initialize
-
-	var _gl;
-
-	var _glExtensionTextureFloat;
-	var _glExtensionStandardDerivatives;
-	var _glExtensionTextureFilterAnisotropic;
-
-	initGL();
-
-	setDefaultGLState();
-
-	this.context = _gl;
-
-	// GPU capabilities
-
-	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
-	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
-	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
-	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
-
-	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
-
-	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
-	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
-
-	// API
-
-	this.getContext = function () {
-
-		return _gl;
-
-	};
-
-	this.supportsVertexTextures = function () {
-
-		return _supportsVertexTextures;
-
-	};
-
-	this.getMaxAnisotropy  = function () {
-
-		return _maxAnisotropy;
-
-	};
-
-	this.setSize = function ( width, height ) {
-
-		_canvas.width = width;
-		_canvas.height = height;
-
-		this.setViewport( 0, 0, _canvas.width, _canvas.height );
-
-	};
-
-	this.setViewport = function ( x, y, width, height ) {
-
-		_viewportX = x !== undefined ? x : 0;
-		_viewportY = y !== undefined ? y : 0;
-
-		_viewportWidth = width !== undefined ? width : _canvas.width;
-		_viewportHeight = height !== undefined ? height : _canvas.height;
-
-		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
-	};
-
-	this.setScissor = function ( x, y, width, height ) {
-
-		_gl.scissor( x, y, width, height );
-
-	};
-
-	this.enableScissorTest = function ( enable ) {
-
-		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
-
-	};
-
-	// Clearing
-
-	this.setClearColorHex = function ( hex, alpha ) {
-
-		_clearColor.setHex( hex );
-		_clearAlpha = alpha;
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	this.setClearColor = function ( color, alpha ) {
-
-		_clearColor.copy( color );
-		_clearAlpha = alpha;
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	this.getClearColor = function () {
-
-		return _clearColor;
-
-	};
-
-	this.getClearAlpha = function () {
-
-		return _clearAlpha;
-
-	};
-
-	this.clear = function ( color, depth, stencil ) {
-
-		var bits = 0;
-
-		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
-		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
-		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
-
-		_gl.clear( bits );
-
-	};
-
-	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
-
-		this.setRenderTarget( renderTarget );
-		this.clear( color, depth, stencil );
-
-	};
-
-	// Plugins
-
-	this.addPostPlugin = function ( plugin ) {
-
-		plugin.init( this );
-		this.renderPluginsPost.push( plugin );
-
-	};
-
-	this.addPrePlugin = function ( plugin ) {
-
-		plugin.init( this );
-		this.renderPluginsPre.push( plugin );
-
-	};
-
-	// Deallocation
-
-	this.deallocateObject = function ( object ) {
-
-		if ( ! object.__webglInit ) return;
-
-		object.__webglInit = false;
-
-		delete object._modelViewMatrix;
-		delete object._normalMatrix;
-
-		delete object._normalMatrixArray;
-		delete object._modelViewMatrixArray;
-		delete object._modelMatrixArray;
-
-		if ( object instanceof THREE.Mesh ) {
-
-			for ( var g in object.geometry.geometryGroups ) {
-
-				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
-
-			}
-
-		} else if ( object instanceof THREE.Ribbon ) {
-
-			deleteRibbonBuffers( object.geometry );
-
-		} else if ( object instanceof THREE.Line ) {
-
-			deleteLineBuffers( object.geometry );
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			deleteParticleBuffers( object.geometry );
-
-		}
-
-	};
-
-	this.deallocateTexture = function ( texture ) {
-
-		if ( ! texture.__webglInit ) return;
-
-		texture.__webglInit = false;
-		_gl.deleteTexture( texture.__webglTexture );
-
-		_this.info.memory.textures --;
-
-	};
-
-	this.deallocateRenderTarget = function ( renderTarget ) {
-
-		if ( !renderTarget || ! renderTarget.__webglTexture ) return;
-
-		_gl.deleteTexture( renderTarget.__webglTexture );
-
-		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
-			for ( var i = 0; i < 6; i ++ ) {
-
-				_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
-				_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
-
-			}
-
-		} else {
-
-			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
-			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
-
-		}
-
-	};
-
-	this.deallocateMaterial = function ( material ) {
-
-		var program = material.program;
-
-		if ( ! program ) return;
-
-		material.program = undefined;
-
-		// only deallocate GL program if this was the last use of shared program
-		// assumed there is only single copy of any program in the _programs list
-		// (that's how it's constructed)
-
-		var i, il, programInfo;
-		var deleteProgram = false;
-
-		for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
-			programInfo = _programs[ i ];
-
-			if ( programInfo.program === program ) {
-
-				programInfo.usedTimes --;
-
-				if ( programInfo.usedTimes === 0 ) {
-
-					deleteProgram = true;
-
-				}
-
-				break;
-
-			}
-
-		}
-
-		if ( deleteProgram ) {
-
-			// avoid using array.splice, this is costlier than creating new array from scratch
-
-			var newPrograms = [];
-
-			for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
-				programInfo = _programs[ i ];
-
-				if ( programInfo.program !== program ) {
-
-					newPrograms.push( programInfo );
-
-				}
-
-			}
-
-			_programs = newPrograms;
-
-			_gl.deleteProgram( program );
-
-			_this.info.memory.programs --;
-
-		}
-
-	};
-
-	// Rendering
-
-	this.updateShadowMap = function ( scene, camera ) {
-
-		_currentProgram = null;
-		_oldBlending = -1;
-		_oldDepthTest = -1;
-		_oldDepthWrite = -1;
-		_currentGeometryGroupHash = -1;
-		_currentMaterialId = -1;
-		_lightsNeedUpdate = true;
-		_oldDoubleSided = -1;
-		_oldFlipSided = -1;
-
-		this.shadowMapPlugin.update( scene, camera );
-
-	};
-
-	// Internal functions
-
-	// Buffer allocation
-
-	function createParticleBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-
-		_this.info.geometries ++;
-
-	};
-
-	function createLineBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	function createRibbonBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	function createMeshBuffers ( geometryGroup ) {
-
-		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
-		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
-		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
-		geometryGroup.__webglColorBuffer = _gl.createBuffer();
-		geometryGroup.__webglUVBuffer = _gl.createBuffer();
-		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
-
-		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
-		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
-
-		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
-		geometryGroup.__webglLineBuffer = _gl.createBuffer();
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			geometryGroup.__webglMorphTargetsBuffers = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			geometryGroup.__webglMorphNormalsBuffers = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
-
-			}
-
-		}
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	// Buffer deallocation
-
-	function deleteParticleBuffers ( geometry ) {
-
-		_gl.deleteBuffer( geometry.__webglVertexBuffer );
-		_gl.deleteBuffer( geometry.__webglColorBuffer );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteLineBuffers ( geometry ) {
-
-		_gl.deleteBuffer( geometry.__webglVertexBuffer );
-		_gl.deleteBuffer( geometry.__webglColorBuffer );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteRibbonBuffers ( geometry ) {
-
-		_gl.deleteBuffer( geometry.__webglVertexBuffer );
-		_gl.deleteBuffer( geometry.__webglColorBuffer );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteMeshBuffers ( geometryGroup ) {
-
-		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
-
-		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
-
-		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
-
-			}
-
-		}
-
-
-		if ( geometryGroup.__webglCustomAttributesList ) {
-
-			for ( var id in geometryGroup.__webglCustomAttributesList ) {
-
-				_gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
-
-			}
-
-		}
-
-		_this.info.memory.geometries --;
-
-	};
-
-	// Buffer initialization
-
-	function initCustomAttributes ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		var material = object.material;
-
-		if ( material.attributes ) {
-
-			if ( geometry.__webglCustomAttributesList === undefined ) {
-
-				geometry.__webglCustomAttributesList = [];
-
-			}
-
-			for ( var a in material.attributes ) {
-
-				var attribute = material.attributes[ a ];
-
-				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
-					attribute.__webglInitialized = true;
-
-					var size = 1;		// "f" and "i"
-
-					if ( attribute.type === "v2" ) size = 2;
-					else if ( attribute.type === "v3" ) size = 3;
-					else if ( attribute.type === "v4" ) size = 4;
-					else if ( attribute.type === "c"  ) size = 3;
-
-					attribute.size = size;
-
-					attribute.array = new Float32Array( nvertices * size );
-
-					attribute.buffer = _gl.createBuffer();
-					attribute.buffer.belongsToAttribute = a;
-
-					attribute.needsUpdate = true;
-
-				}
-
-				geometry.__webglCustomAttributesList.push( attribute );
-
-			}
-
-		}
-
-	};
-
-	function initParticleBuffers ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		geometry.__vertexArray = new Float32Array( nvertices * 3 );
-		geometry.__colorArray = new Float32Array( nvertices * 3 );
-
-		geometry.__sortArray = [];
-
-		geometry.__webglParticleCount = nvertices;
-
-		initCustomAttributes ( geometry, object );
-
-	};
-
-	function initLineBuffers ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		geometry.__vertexArray = new Float32Array( nvertices * 3 );
-		geometry.__colorArray = new Float32Array( nvertices * 3 );
-
-		geometry.__webglLineCount = nvertices;
-
-		initCustomAttributes ( geometry, object );
-
-	};
-
-	function initRibbonBuffers ( geometry ) {
-
-		var nvertices = geometry.vertices.length;
-
-		geometry.__vertexArray = new Float32Array( nvertices * 3 );
-		geometry.__colorArray = new Float32Array( nvertices * 3 );
-
-		geometry.__webglVertexCount = nvertices;
-
-	};
-
-	function initMeshBuffers ( geometryGroup, object ) {
-
-		var geometry = object.geometry,
-			faces3 = geometryGroup.faces3,
-			faces4 = geometryGroup.faces4,
-
-			nvertices = faces3.length * 3 + faces4.length * 4,
-			ntris     = faces3.length * 1 + faces4.length * 2,
-			nlines    = faces3.length * 3 + faces4.length * 4,
-
-			material = getBufferMaterial( object, geometryGroup ),
-
-			uvType = bufferGuessUVType( material ),
-			normalType = bufferGuessNormalType( material ),
-			vertexColorType = bufferGuessVertexColorType( material );
-
-		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
-
-		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
-
-		if ( normalType ) {
-
-			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
-
-		}
-
-		if ( geometry.hasTangents ) {
-
-			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
-
-		}
-
-		if ( vertexColorType ) {
-
-			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
-
-		}
-
-		if ( uvType ) {
-
-			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
-
-				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
-
-			}
-
-			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
-
-				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
-
-			}
-
-		}
-
-		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
-
-			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
-			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
-
-		}
-
-		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
-		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			geometryGroup.__morphTargetsArrays = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			geometryGroup.__morphNormalsArrays = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
-
-			}
-
-		}
-
-		geometryGroup.__webglFaceCount = ntris * 3;
-		geometryGroup.__webglLineCount = nlines * 2;
-
-
-		// custom attributes
-
-		if ( material.attributes ) {
-
-			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
-
-				geometryGroup.__webglCustomAttributesList = [];
-
-			}
-
-			for ( var a in material.attributes ) {
-
-				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
-				// attribute buffers which are correctly indexed in the setMeshBuffers function
-
-				var originalAttribute = material.attributes[ a ];
-
-				var attribute = {};
-
-				for ( var property in originalAttribute ) {
-
-					attribute[ property ] = originalAttribute[ property ];
-
-				}
-
-				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
-					attribute.__webglInitialized = true;
-
-					var size = 1;		// "f" and "i"
-
-					if( attribute.type === "v2" ) size = 2;
-					else if( attribute.type === "v3" ) size = 3;
-					else if( attribute.type === "v4" ) size = 4;
-					else if( attribute.type === "c"  ) size = 3;
-
-					attribute.size = size;
-
-					attribute.array = new Float32Array( nvertices * size );
-
-					attribute.buffer = _gl.createBuffer();
-					attribute.buffer.belongsToAttribute = a;
-
-					originalAttribute.needsUpdate = true;
-					attribute.__original = originalAttribute;
-
-				}
-
-				geometryGroup.__webglCustomAttributesList.push( attribute );
-
-			}
-
-		}
-
-		geometryGroup.__inittedArrays = true;
-
-	};
-
-	function getBufferMaterial( object, geometryGroup ) {
-
-		if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
-
-			return object.material;
-
-		} else if ( geometryGroup.materialIndex >= 0 ) {
-
-			return object.geometry.materials[ geometryGroup.materialIndex ];
-
-		}
-
-	};
-
-	function materialNeedsSmoothNormals ( material ) {
-
-		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
-
-	};
-
-	function bufferGuessNormalType ( material ) {
-
-		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
-
-		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
-
-			return false;
-
-		}
-
-		if ( materialNeedsSmoothNormals( material ) ) {
-
-			return THREE.SmoothShading;
-
-		} else {
-
-			return THREE.FlatShading;
-
-		}
-
-	};
-
-	function bufferGuessVertexColorType ( material ) {
-
-		if ( material.vertexColors ) {
-
-			return material.vertexColors;
-
-		}
-
-		return false;
-
-	};
-
-	function bufferGuessUVType ( material ) {
-
-		// material must use some texture to require uvs
-
-		if ( material.map || material.lightMap || material.bumpMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
-
-			return true;
-
-		}
-
-		return false;
-
-	};
-
-	//
-
-	function initDirectBuffers( geometry ) {
-
-		var a, attribute, type;
-
-		for ( a in geometry.attributes ) {
-
-			if ( a === "index" ) {
-
-				type = _gl.ELEMENT_ARRAY_BUFFER;
-
-			} else {
-
-				type = _gl.ARRAY_BUFFER;
-
-			}
-
-			attribute = geometry.attributes[ a ];
-
-			attribute.buffer = _gl.createBuffer();
-
-			_gl.bindBuffer( type, attribute.buffer );
-			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
-
-		}
-
-	};
-
-	// Buffer setting
-
-	function setParticleBuffers ( geometry, hint, object ) {
-
-		var v, c, vertex, offset, index, color,
-
-		vertices = geometry.vertices,
-		vl = vertices.length,
-
-		colors = geometry.colors,
-		cl = colors.length,
-
-		vertexArray = geometry.__vertexArray,
-		colorArray = geometry.__colorArray,
-
-		sortArray = geometry.__sortArray,
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyElements = geometry.elementsNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-
-		customAttributes = geometry.__webglCustomAttributesList,
-		i, il,
-		a, ca, cal, value,
-		customAttribute;
-
-		if ( object.sortParticles ) {
-
-			_projScreenMatrixPS.copy( _projScreenMatrix );
-			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ v ];
-
-				_vector3.copy( vertex );
-				_projScreenMatrixPS.multiplyVector3( _vector3 );
-
-				sortArray[ v ] = [ _vector3.z, v ];
-
-			}
-
-			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ sortArray[v][1] ];
-
-				offset = v * 3;
-
-				vertexArray[ offset ]     = vertex.x;
-				vertexArray[ offset + 1 ] = vertex.y;
-				vertexArray[ offset + 2 ] = vertex.z;
-
-			}
-
-			for ( c = 0; c < cl; c ++ ) {
-
-				offset = c * 3;
-
-				color = colors[ sortArray[c][1] ];
-
-				colorArray[ offset ]     = color.r;
-				colorArray[ offset + 1 ] = color.g;
-				colorArray[ offset + 2 ] = color.b;
-
-			}
-
-			if ( customAttributes ) {
-
-				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-					customAttribute = customAttributes[ i ];
-
-					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
-
-					offset = 0;
-
-					cal = customAttribute.value.length;
-
-					if ( customAttribute.size === 1 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							index = sortArray[ ca ][ 1 ];
-
-							customAttribute.array[ ca ] = customAttribute.value[ index ];
-
-						}
-
-					} else if ( customAttribute.size === 2 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							index = sortArray[ ca ][ 1 ];
-
-							value = customAttribute.value[ index ];
-
-							customAttribute.array[ offset ] 	= value.x;
-							customAttribute.array[ offset + 1 ] = value.y;
-
-							offset += 2;
-
-						}
-
-					} else if ( customAttribute.size === 3 ) {
-
-						if ( customAttribute.type === "c" ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								index = sortArray[ ca ][ 1 ];
-
-								value = customAttribute.value[ index ];
-
-								customAttribute.array[ offset ]     = value.r;
-								customAttribute.array[ offset + 1 ] = value.g;
-								customAttribute.array[ offset + 2 ] = value.b;
-
-								offset += 3;
-
-							}
-
-						} else {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								index = sortArray[ ca ][ 1 ];
-
-								value = customAttribute.value[ index ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-								customAttribute.array[ offset + 2 ] = value.z;
-
-								offset += 3;
-
-							}
-
-						}
-
-					} else if ( customAttribute.size === 4 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							index = sortArray[ ca ][ 1 ];
-
-							value = customAttribute.value[ index ];
-
-							customAttribute.array[ offset ]      = value.x;
-							customAttribute.array[ offset + 1  ] = value.y;
-							customAttribute.array[ offset + 2  ] = value.z;
-							customAttribute.array[ offset + 3  ] = value.w;
-
-							offset += 4;
-
-						}
-
-					}
-
-				}
-
-			}
-
-		} else {
-
-			if ( dirtyVertices ) {
-
-				for ( v = 0; v < vl; v ++ ) {
-
-					vertex = vertices[ v ];
-
-					offset = v * 3;
-
-					vertexArray[ offset ]     = vertex.x;
-					vertexArray[ offset + 1 ] = vertex.y;
-					vertexArray[ offset + 2 ] = vertex.z;
-
-				}
-
-			}
-
-			if ( dirtyColors ) {
-
-				for ( c = 0; c < cl; c ++ ) {
-
-					color = colors[ c ];
-
-					offset = c * 3;
-
-					colorArray[ offset ]     = color.r;
-					colorArray[ offset + 1 ] = color.g;
-					colorArray[ offset + 2 ] = color.b;
-
-				}
-
-			}
-
-			if ( customAttributes ) {
-
-				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-					customAttribute = customAttributes[ i ];
-
-					if ( customAttribute.needsUpdate &&
-						 ( customAttribute.boundTo === undefined ||
-						   customAttribute.boundTo === "vertices") ) {
-
-						cal = customAttribute.value.length;
-
-						offset = 0;
-
-						if ( customAttribute.size === 1 ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
-							}
-
-						} else if ( customAttribute.size === 2 ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-
-								offset += 2;
-
-							}
-
-						} else if ( customAttribute.size === 3 ) {
-
-							if ( customAttribute.type === "c" ) {
-
-								for ( ca = 0; ca < cal; ca ++ ) {
-
-									value = customAttribute.value[ ca ];
-
-									customAttribute.array[ offset ] 	= value.r;
-									customAttribute.array[ offset + 1 ] = value.g;
-									customAttribute.array[ offset + 2 ] = value.b;
-
-									offset += 3;
-
-								}
-
-							} else {
-
-								for ( ca = 0; ca < cal; ca ++ ) {
-
-									value = customAttribute.value[ ca ];
-
-									customAttribute.array[ offset ] 	= value.x;
-									customAttribute.array[ offset + 1 ] = value.y;
-									customAttribute.array[ offset + 2 ] = value.z;
-
-									offset += 3;
-
-								}
-
-							}
-
-						} else if ( customAttribute.size === 4 ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ]      = value.x;
-								customAttribute.array[ offset + 1  ] = value.y;
-								customAttribute.array[ offset + 2  ] = value.z;
-								customAttribute.array[ offset + 3  ] = value.w;
-
-								offset += 4;
-
-							}
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-		if ( dirtyVertices || object.sortParticles ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyColors || object.sortParticles ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( customAttribute.needsUpdate || object.sortParticles ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-				}
-
-			}
-
-		}
-
-
-	};
-
-	function setLineBuffers ( geometry, hint ) {
-
-		var v, c, vertex, offset, color,
-
-		vertices = geometry.vertices,
-		colors = geometry.colors,
-		vl = vertices.length,
-		cl = colors.length,
-
-		vertexArray = geometry.__vertexArray,
-		colorArray = geometry.__colorArray,
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-
-		customAttributes = geometry.__webglCustomAttributesList,
-
-		i, il,
-		a, ca, cal, value,
-		customAttribute;
-
-		if ( dirtyVertices ) {
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ v ];
-
-				offset = v * 3;
-
-				vertexArray[ offset ]     = vertex.x;
-				vertexArray[ offset + 1 ] = vertex.y;
-				vertexArray[ offset + 2 ] = vertex.z;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyColors ) {
-
-			for ( c = 0; c < cl; c ++ ) {
-
-				color = colors[ c ];
-
-				offset = c * 3;
-
-				colorArray[ offset ]     = color.r;
-				colorArray[ offset + 1 ] = color.g;
-				colorArray[ offset + 2 ] = color.b;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( customAttribute.needsUpdate &&
-					 ( customAttribute.boundTo === undefined ||
-					   customAttribute.boundTo === "vertices" ) ) {
-
-					offset = 0;
-
-					cal = customAttribute.value.length;
-
-					if ( customAttribute.size === 1 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
-						}
-
-					} else if ( customAttribute.size === 2 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							value = customAttribute.value[ ca ];
-
-							customAttribute.array[ offset ] 	= value.x;
-							customAttribute.array[ offset + 1 ] = value.y;
-
-							offset += 2;
-
-						}
-
-					} else if ( customAttribute.size === 3 ) {
-
-						if ( customAttribute.type === "c" ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.r;
-								customAttribute.array[ offset + 1 ] = value.g;
-								customAttribute.array[ offset + 2 ] = value.b;
-
-								offset += 3;
-
-							}
-
-						} else {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-								customAttribute.array[ offset + 2 ] = value.z;
-
-								offset += 3;
-
-							}
-
-						}
-
-					} else if ( customAttribute.size === 4 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							value = customAttribute.value[ ca ];
-
-							customAttribute.array[ offset ] 	 = value.x;
-							customAttribute.array[ offset + 1  ] = value.y;
-							customAttribute.array[ offset + 2  ] = value.z;
-							customAttribute.array[ offset + 3  ] = value.w;
-
-							offset += 4;
-
-						}
-
-					}
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function setRibbonBuffers ( geometry, hint ) {
-
-		var v, c, vertex, offset, color,
-
-		vertices = geometry.vertices,
-		colors = geometry.colors,
-		vl = vertices.length,
-		cl = colors.length,
-
-		vertexArray = geometry.__vertexArray,
-		colorArray = geometry.__colorArray,
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate;
-
-		if ( dirtyVertices ) {
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ v ];
-
-				offset = v * 3;
-
-				vertexArray[ offset ]     = vertex.x;
-				vertexArray[ offset + 1 ] = vertex.y;
-				vertexArray[ offset + 2 ] = vertex.z;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyColors ) {
-
-			for ( c = 0; c < cl; c ++ ) {
-
-				color = colors[ c ];
-
-				offset = c * 3;
-
-				colorArray[ offset ]     = color.r;
-				colorArray[ offset + 1 ] = color.g;
-				colorArray[ offset + 2 ] = color.b;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-		}
-
-	};
-
-	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
-
-		if ( ! geometryGroup.__inittedArrays ) {
-
-			// console.log( object );
-			return;
-
-		}
-
-		var normalType = bufferGuessNormalType( material ),
-		vertexColorType = bufferGuessVertexColorType( material ),
-		uvType = bufferGuessUVType( material ),
-
-		needsSmoothNormals = ( normalType === THREE.SmoothShading );
-
-		var f, fl, fi, face,
-		vertexNormals, faceNormal, normal,
-		vertexColors, faceColor,
-		vertexTangents,
-		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
-		c1, c2, c3, c4,
-		sw1, sw2, sw3, sw4,
-		si1, si2, si3, si4,
-		sa1, sa2, sa3, sa4,
-		sb1, sb2, sb3, sb4,
-		m, ml, i, il,
-		vn, uvi, uv2i,
-		vk, vkl, vka,
-		nka, chf, faceVertexNormals,
-		a,
-
-		vertexIndex = 0,
-
-		offset = 0,
-		offset_uv = 0,
-		offset_uv2 = 0,
-		offset_face = 0,
-		offset_normal = 0,
-		offset_tangent = 0,
-		offset_line = 0,
-		offset_color = 0,
-		offset_skin = 0,
-		offset_morphTarget = 0,
-		offset_custom = 0,
-		offset_customSrc = 0,
-
-		value,
-
-		vertexArray = geometryGroup.__vertexArray,
-		uvArray = geometryGroup.__uvArray,
-		uv2Array = geometryGroup.__uv2Array,
-		normalArray = geometryGroup.__normalArray,
-		tangentArray = geometryGroup.__tangentArray,
-		colorArray = geometryGroup.__colorArray,
-
-		skinIndexArray = geometryGroup.__skinIndexArray,
-		skinWeightArray = geometryGroup.__skinWeightArray,
-
-		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
-		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
-
-		customAttributes = geometryGroup.__webglCustomAttributesList,
-		customAttribute,
-
-		faceArray = geometryGroup.__faceArray,
-		lineArray = geometryGroup.__lineArray,
-
-		geometry = object.geometry, // this is shared for all chunks
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyElements = geometry.elementsNeedUpdate,
-		dirtyUvs = geometry.uvsNeedUpdate,
-		dirtyNormals = geometry.normalsNeedUpdate,
-		dirtyTangents = geometry.tangentsNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
-
-		vertices = geometry.vertices,
-		chunk_faces3 = geometryGroup.faces3,
-		chunk_faces4 = geometryGroup.faces4,
-		obj_faces = geometry.faces,
-
-		obj_uvs  = geometry.faceVertexUvs[ 0 ],
-		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
-
-		obj_colors = geometry.colors,
-
-		obj_skinIndices = geometry.skinIndices,
-		obj_skinWeights = geometry.skinWeights,
-
-		morphTargets = geometry.morphTargets,
-		morphNormals = geometry.morphNormals;
-
-		if ( dirtyVertices ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ] ];
-
-				v1 = vertices[ face.a ];
-				v2 = vertices[ face.b ];
-				v3 = vertices[ face.c ];
-
-				vertexArray[ offset ]     = v1.x;
-				vertexArray[ offset + 1 ] = v1.y;
-				vertexArray[ offset + 2 ] = v1.z;
-
-				vertexArray[ offset + 3 ] = v2.x;
-				vertexArray[ offset + 4 ] = v2.y;
-				vertexArray[ offset + 5 ] = v2.z;
-
-				vertexArray[ offset + 6 ] = v3.x;
-				vertexArray[ offset + 7 ] = v3.y;
-				vertexArray[ offset + 8 ] = v3.z;
-
-				offset += 9;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				v1 = vertices[ face.a ];
-				v2 = vertices[ face.b ];
-				v3 = vertices[ face.c ];
-				v4 = vertices[ face.d ];
-
-				vertexArray[ offset ]     = v1.x;
-				vertexArray[ offset + 1 ] = v1.y;
-				vertexArray[ offset + 2 ] = v1.z;
-
-				vertexArray[ offset + 3 ] = v2.x;
-				vertexArray[ offset + 4 ] = v2.y;
-				vertexArray[ offset + 5 ] = v2.z;
-
-				vertexArray[ offset + 6 ] = v3.x;
-				vertexArray[ offset + 7 ] = v3.y;
-				vertexArray[ offset + 8 ] = v3.z;
-
-				vertexArray[ offset + 9 ]  = v4.x;
-				vertexArray[ offset + 10 ] = v4.y;
-				vertexArray[ offset + 11 ] = v4.z;
-
-				offset += 12;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyMorphTargets ) {
-
-			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
-
-				offset_morphTarget = 0;
-
-				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-					chf = chunk_faces3[ f ];
-					face = obj_faces[ chf ];
-
-					// morph positions
-
-					v1 = morphTargets[ vk ].vertices[ face.a ];
-					v2 = morphTargets[ vk ].vertices[ face.b ];
-					v3 = morphTargets[ vk ].vertices[ face.c ];
-
-					vka = morphTargetsArrays[ vk ];
-
-					vka[ offset_morphTarget ] 	  = v1.x;
-					vka[ offset_morphTarget + 1 ] = v1.y;
-					vka[ offset_morphTarget + 2 ] = v1.z;
-
-					vka[ offset_morphTarget + 3 ] = v2.x;
-					vka[ offset_morphTarget + 4 ] = v2.y;
-					vka[ offset_morphTarget + 5 ] = v2.z;
-
-					vka[ offset_morphTarget + 6 ] = v3.x;
-					vka[ offset_morphTarget + 7 ] = v3.y;
-					vka[ offset_morphTarget + 8 ] = v3.z;
-
-					// morph normals
-
-					if ( material.morphNormals ) {
-
-						if ( needsSmoothNormals ) {
-
-							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
-
-							n1 = faceVertexNormals.a;
-							n2 = faceVertexNormals.b;
-							n3 = faceVertexNormals.c;
-
-						} else {
-
-							n1 = morphNormals[ vk ].faceNormals[ chf ];
-							n2 = n1;
-							n3 = n1;
-
-						}
-
-						nka = morphNormalsArrays[ vk ];
-
-						nka[ offset_morphTarget ] 	  = n1.x;
-						nka[ offset_morphTarget + 1 ] = n1.y;
-						nka[ offset_morphTarget + 2 ] = n1.z;
-
-						nka[ offset_morphTarget + 3 ] = n2.x;
-						nka[ offset_morphTarget + 4 ] = n2.y;
-						nka[ offset_morphTarget + 5 ] = n2.z;
-
-						nka[ offset_morphTarget + 6 ] = n3.x;
-						nka[ offset_morphTarget + 7 ] = n3.y;
-						nka[ offset_morphTarget + 8 ] = n3.z;
-
-					}
-
-					//
-
-					offset_morphTarget += 9;
-
-				}
-
-				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-					chf = chunk_faces4[ f ];
-					face = obj_faces[ chf ];
-
-					// morph positions
-
-					v1 = morphTargets[ vk ].vertices[ face.a ];
-					v2 = morphTargets[ vk ].vertices[ face.b ];
-					v3 = morphTargets[ vk ].vertices[ face.c ];
-					v4 = morphTargets[ vk ].vertices[ face.d ];
-
-					vka = morphTargetsArrays[ vk ];
-
-					vka[ offset_morphTarget ] 	  = v1.x;
-					vka[ offset_morphTarget + 1 ] = v1.y;
-					vka[ offset_morphTarget + 2 ] = v1.z;
-
-					vka[ offset_morphTarget + 3 ] = v2.x;
-					vka[ offset_morphTarget + 4 ] = v2.y;
-					vka[ offset_morphTarget + 5 ] = v2.z;
-
-					vka[ offset_morphTarget + 6 ] = v3.x;
-					vka[ offset_morphTarget + 7 ] = v3.y;
-					vka[ offset_morphTarget + 8 ] = v3.z;
-
-					vka[ offset_morphTarget + 9 ]  = v4.x;
-					vka[ offset_morphTarget + 10 ] = v4.y;
-					vka[ offset_morphTarget + 11 ] = v4.z;
-
-					// morph normals
-
-					if ( material.morphNormals ) {
-
-						if ( needsSmoothNormals ) {
-
-							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
-
-							n1 = faceVertexNormals.a;
-							n2 = faceVertexNormals.b;
-							n3 = faceVertexNormals.c;
-							n4 = faceVertexNormals.d;
-
-						} else {
-
-							n1 = morphNormals[ vk ].faceNormals[ chf ];
-							n2 = n1;
-							n3 = n1;
-							n4 = n1;
-
-						}
-
-						nka = morphNormalsArrays[ vk ];
-
-						nka[ offset_morphTarget ] 	  = n1.x;
-						nka[ offset_morphTarget + 1 ] = n1.y;
-						nka[ offset_morphTarget + 2 ] = n1.z;
-
-						nka[ offset_morphTarget + 3 ] = n2.x;
-						nka[ offset_morphTarget + 4 ] = n2.y;
-						nka[ offset_morphTarget + 5 ] = n2.z;
-
-						nka[ offset_morphTarget + 6 ] = n3.x;
-						nka[ offset_morphTarget + 7 ] = n3.y;
-						nka[ offset_morphTarget + 8 ] = n3.z;
-
-						nka[ offset_morphTarget + 9 ]  = n4.x;
-						nka[ offset_morphTarget + 10 ] = n4.y;
-						nka[ offset_morphTarget + 11 ] = n4.z;
-
-					}
-
-					//
-
-					offset_morphTarget += 12;
-
-				}
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
-				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
-
-				if ( material.morphNormals ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
-					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
-
-				}
-
-			}
-
-		}
-
-		if ( obj_skinWeights.length ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				// weights
-
-				sw1 = obj_skinWeights[ face.a ];
-				sw2 = obj_skinWeights[ face.b ];
-				sw3 = obj_skinWeights[ face.c ];
-
-				skinWeightArray[ offset_skin ]     = sw1.x;
-				skinWeightArray[ offset_skin + 1 ] = sw1.y;
-				skinWeightArray[ offset_skin + 2 ] = sw1.z;
-				skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
-				skinWeightArray[ offset_skin + 4 ] = sw2.x;
-				skinWeightArray[ offset_skin + 5 ] = sw2.y;
-				skinWeightArray[ offset_skin + 6 ] = sw2.z;
-				skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
-				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
-				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
-				skinWeightArray[ offset_skin + 10 ] = sw3.z;
-				skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
-				// indices
-
-				si1 = obj_skinIndices[ face.a ];
-				si2 = obj_skinIndices[ face.b ];
-				si3 = obj_skinIndices[ face.c ];
-
-				skinIndexArray[ offset_skin ]     = si1.x;
-				skinIndexArray[ offset_skin + 1 ] = si1.y;
-				skinIndexArray[ offset_skin + 2 ] = si1.z;
-				skinIndexArray[ offset_skin + 3 ] = si1.w;
-
-				skinIndexArray[ offset_skin + 4 ] = si2.x;
-				skinIndexArray[ offset_skin + 5 ] = si2.y;
-				skinIndexArray[ offset_skin + 6 ] = si2.z;
-				skinIndexArray[ offset_skin + 7 ] = si2.w;
-
-				skinIndexArray[ offset_skin + 8 ]  = si3.x;
-				skinIndexArray[ offset_skin + 9 ]  = si3.y;
-				skinIndexArray[ offset_skin + 10 ] = si3.z;
-				skinIndexArray[ offset_skin + 11 ] = si3.w;
-
-				offset_skin += 12;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				// weights
-
-				sw1 = obj_skinWeights[ face.a ];
-				sw2 = obj_skinWeights[ face.b ];
-				sw3 = obj_skinWeights[ face.c ];
-				sw4 = obj_skinWeights[ face.d ];
-
-				skinWeightArray[ offset_skin ]     = sw1.x;
-				skinWeightArray[ offset_skin + 1 ] = sw1.y;
-				skinWeightArray[ offset_skin + 2 ] = sw1.z;
-				skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
-				skinWeightArray[ offset_skin + 4 ] = sw2.x;
-				skinWeightArray[ offset_skin + 5 ] = sw2.y;
-				skinWeightArray[ offset_skin + 6 ] = sw2.z;
-				skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
-				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
-				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
-				skinWeightArray[ offset_skin + 10 ] = sw3.z;
-				skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
-				skinWeightArray[ offset_skin + 12 ] = sw4.x;
-				skinWeightArray[ offset_skin + 13 ] = sw4.y;
-				skinWeightArray[ offset_skin + 14 ] = sw4.z;
-				skinWeightArray[ offset_skin + 15 ] = sw4.w;
-
-				// indices
-
-				si1 = obj_skinIndices[ face.a ];
-				si2 = obj_skinIndices[ face.b ];
-				si3 = obj_skinIndices[ face.c ];
-				si4 = obj_skinIndices[ face.d ];
-
-				skinIndexArray[ offset_skin ]     = si1.x;
-				skinIndexArray[ offset_skin + 1 ] = si1.y;
-				skinIndexArray[ offset_skin + 2 ] = si1.z;
-				skinIndexArray[ offset_skin + 3 ] = si1.w;
-
-				skinIndexArray[ offset_skin + 4 ] = si2.x;
-				skinIndexArray[ offset_skin + 5 ] = si2.y;
-				skinIndexArray[ offset_skin + 6 ] = si2.z;
-				skinIndexArray[ offset_skin + 7 ] = si2.w;
-
-				skinIndexArray[ offset_skin + 8 ]  = si3.x;
-				skinIndexArray[ offset_skin + 9 ]  = si3.y;
-				skinIndexArray[ offset_skin + 10 ] = si3.z;
-				skinIndexArray[ offset_skin + 11 ] = si3.w;
-
-				skinIndexArray[ offset_skin + 12 ] = si4.x;
-				skinIndexArray[ offset_skin + 13 ] = si4.y;
-				skinIndexArray[ offset_skin + 14 ] = si4.z;
-				skinIndexArray[ offset_skin + 15 ] = si4.w;
-
-				offset_skin += 16;
-
-			}
-
-			if ( offset_skin > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
-
-			}
-
-		}
-
-		if ( dirtyColors && vertexColorType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				vertexColors = face.vertexColors;
-				faceColor = face.color;
-
-				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
-
-					c1 = vertexColors[ 0 ];
-					c2 = vertexColors[ 1 ];
-					c3 = vertexColors[ 2 ];
-
-				} else {
-
-					c1 = faceColor;
-					c2 = faceColor;
-					c3 = faceColor;
-
-				}
-
-				colorArray[ offset_color ]     = c1.r;
-				colorArray[ offset_color + 1 ] = c1.g;
-				colorArray[ offset_color + 2 ] = c1.b;
-
-				colorArray[ offset_color + 3 ] = c2.r;
-				colorArray[ offset_color + 4 ] = c2.g;
-				colorArray[ offset_color + 5 ] = c2.b;
-
-				colorArray[ offset_color + 6 ] = c3.r;
-				colorArray[ offset_color + 7 ] = c3.g;
-				colorArray[ offset_color + 8 ] = c3.b;
-
-				offset_color += 9;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				vertexColors = face.vertexColors;
-				faceColor = face.color;
-
-				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
-
-					c1 = vertexColors[ 0 ];
-					c2 = vertexColors[ 1 ];
-					c3 = vertexColors[ 2 ];
-					c4 = vertexColors[ 3 ];
-
-				} else {
-
-					c1 = faceColor;
-					c2 = faceColor;
-					c3 = faceColor;
-					c4 = faceColor;
-
-				}
-
-				colorArray[ offset_color ]     = c1.r;
-				colorArray[ offset_color + 1 ] = c1.g;
-				colorArray[ offset_color + 2 ] = c1.b;
-
-				colorArray[ offset_color + 3 ] = c2.r;
-				colorArray[ offset_color + 4 ] = c2.g;
-				colorArray[ offset_color + 5 ] = c2.b;
-
-				colorArray[ offset_color + 6 ] = c3.r;
-				colorArray[ offset_color + 7 ] = c3.g;
-				colorArray[ offset_color + 8 ] = c3.b;
-
-				colorArray[ offset_color + 9 ]  = c4.r;
-				colorArray[ offset_color + 10 ] = c4.g;
-				colorArray[ offset_color + 11 ] = c4.b;
-
-				offset_color += 12;
-
-			}
-
-			if ( offset_color > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-			}
-
-		}
-
-		if ( dirtyTangents && geometry.hasTangents ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				vertexTangents = face.vertexTangents;
-
-				t1 = vertexTangents[ 0 ];
-				t2 = vertexTangents[ 1 ];
-				t3 = vertexTangents[ 2 ];
-
-				tangentArray[ offset_tangent ]     = t1.x;
-				tangentArray[ offset_tangent + 1 ] = t1.y;
-				tangentArray[ offset_tangent + 2 ] = t1.z;
-				tangentArray[ offset_tangent + 3 ] = t1.w;
-
-				tangentArray[ offset_tangent + 4 ] = t2.x;
-				tangentArray[ offset_tangent + 5 ] = t2.y;
-				tangentArray[ offset_tangent + 6 ] = t2.z;
-				tangentArray[ offset_tangent + 7 ] = t2.w;
-
-				tangentArray[ offset_tangent + 8 ]  = t3.x;
-				tangentArray[ offset_tangent + 9 ]  = t3.y;
-				tangentArray[ offset_tangent + 10 ] = t3.z;
-				tangentArray[ offset_tangent + 11 ] = t3.w;
-
-				offset_tangent += 12;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				vertexTangents = face.vertexTangents;
-
-				t1 = vertexTangents[ 0 ];
-				t2 = vertexTangents[ 1 ];
-				t3 = vertexTangents[ 2 ];
-				t4 = vertexTangents[ 3 ];
-
-				tangentArray[ offset_tangent ]     = t1.x;
-				tangentArray[ offset_tangent + 1 ] = t1.y;
-				tangentArray[ offset_tangent + 2 ] = t1.z;
-				tangentArray[ offset_tangent + 3 ] = t1.w;
-
-				tangentArray[ offset_tangent + 4 ] = t2.x;
-				tangentArray[ offset_tangent + 5 ] = t2.y;
-				tangentArray[ offset_tangent + 6 ] = t2.z;
-				tangentArray[ offset_tangent + 7 ] = t2.w;
-
-				tangentArray[ offset_tangent + 8 ]  = t3.x;
-				tangentArray[ offset_tangent + 9 ]  = t3.y;
-				tangentArray[ offset_tangent + 10 ] = t3.z;
-				tangentArray[ offset_tangent + 11 ] = t3.w;
-
-				tangentArray[ offset_tangent + 12 ] = t4.x;
-				tangentArray[ offset_tangent + 13 ] = t4.y;
-				tangentArray[ offset_tangent + 14 ] = t4.z;
-				tangentArray[ offset_tangent + 15 ] = t4.w;
-
-				offset_tangent += 16;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
-
-		}
-
-		if ( dirtyNormals && normalType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				vertexNormals = face.vertexNormals;
-				faceNormal = face.normal;
-
-				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						vn = vertexNormals[ i ];
-
-						normalArray[ offset_normal ]     = vn.x;
-						normalArray[ offset_normal + 1 ] = vn.y;
-						normalArray[ offset_normal + 2 ] = vn.z;
-
-						offset_normal += 3;
-
-					}
-
-				} else {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						normalArray[ offset_normal ]     = faceNormal.x;
-						normalArray[ offset_normal + 1 ] = faceNormal.y;
-						normalArray[ offset_normal + 2 ] = faceNormal.z;
-
-						offset_normal += 3;
-
-					}
-
-				}
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				vertexNormals = face.vertexNormals;
-				faceNormal = face.normal;
-
-				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
-
-					for ( i = 0; i < 4; i ++ ) {
-
-						vn = vertexNormals[ i ];
-
-						normalArray[ offset_normal ]     = vn.x;
-						normalArray[ offset_normal + 1 ] = vn.y;
-						normalArray[ offset_normal + 2 ] = vn.z;
-
-						offset_normal += 3;
-
-					}
-
-				} else {
-
-					for ( i = 0; i < 4; i ++ ) {
-
-						normalArray[ offset_normal ]     = faceNormal.x;
-						normalArray[ offset_normal + 1 ] = faceNormal.y;
-						normalArray[ offset_normal + 2 ] = faceNormal.z;
-
-						offset_normal += 3;
-
-					}
-
-				}
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
-
-		}
-
-		if ( dirtyUvs && obj_uvs && uvType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				fi = chunk_faces3[ f ];
-
-				face = obj_faces[ fi ];
-				uv = obj_uvs[ fi ];
-
-				if ( uv === undefined ) continue;
-
-				for ( i = 0; i < 3; i ++ ) {
-
-					uvi = uv[ i ];
-
-					uvArray[ offset_uv ]     = uvi.u;
-					uvArray[ offset_uv + 1 ] = uvi.v;
-
-					offset_uv += 2;
-
-				}
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				fi = chunk_faces4[ f ];
-
-				face = obj_faces[ fi ];
-				uv = obj_uvs[ fi ];
-
-				if ( uv === undefined ) continue;
-
-				for ( i = 0; i < 4; i ++ ) {
-
-					uvi = uv[ i ];
-
-					uvArray[ offset_uv ]     = uvi.u;
-					uvArray[ offset_uv + 1 ] = uvi.v;
-
-					offset_uv += 2;
-
-				}
-
-			}
-
-			if ( offset_uv > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
-
-			}
-
-		}
-
-		if ( dirtyUvs && obj_uvs2 && uvType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				fi = chunk_faces3[ f ];
-
-				face = obj_faces[ fi ];
-				uv2 = obj_uvs2[ fi ];
-
-				if ( uv2 === undefined ) continue;
-
-				for ( i = 0; i < 3; i ++ ) {
-
-					uv2i = uv2[ i ];
-
-					uv2Array[ offset_uv2 ]     = uv2i.u;
-					uv2Array[ offset_uv2 + 1 ] = uv2i.v;
-
-					offset_uv2 += 2;
-
-				}
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				fi = chunk_faces4[ f ];
-
-				face = obj_faces[ fi ];
-				uv2 = obj_uvs2[ fi ];
-
-				if ( uv2 === undefined ) continue;
-
-				for ( i = 0; i < 4; i ++ ) {
-
-					uv2i = uv2[ i ];
-
-					uv2Array[ offset_uv2 ]     = uv2i.u;
-					uv2Array[ offset_uv2 + 1 ] = uv2i.v;
-
-					offset_uv2 += 2;
-
-				}
-
-			}
-
-			if ( offset_uv2 > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
-
-			}
-
-		}
-
-		if ( dirtyElements ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				faceArray[ offset_face ] 	 = vertexIndex;
-				faceArray[ offset_face + 1 ] = vertexIndex + 1;
-				faceArray[ offset_face + 2 ] = vertexIndex + 2;
-
-				offset_face += 3;
-
-				lineArray[ offset_line ]     = vertexIndex;
-				lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
-				lineArray[ offset_line + 2 ] = vertexIndex;
-				lineArray[ offset_line + 3 ] = vertexIndex + 2;
-
-				lineArray[ offset_line + 4 ] = vertexIndex + 1;
-				lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
-				offset_line += 6;
-
-				vertexIndex += 3;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				faceArray[ offset_face ]     = vertexIndex;
-				faceArray[ offset_face + 1 ] = vertexIndex + 1;
-				faceArray[ offset_face + 2 ] = vertexIndex + 3;
-
-				faceArray[ offset_face + 3 ] = vertexIndex + 1;
-				faceArray[ offset_face + 4 ] = vertexIndex + 2;
-				faceArray[ offset_face + 5 ] = vertexIndex + 3;
-
-				offset_face += 6;
-
-				lineArray[ offset_line ]     = vertexIndex;
-				lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
-				lineArray[ offset_line + 2 ] = vertexIndex;
-				lineArray[ offset_line + 3 ] = vertexIndex + 3;
-
-				lineArray[ offset_line + 4 ] = vertexIndex + 1;
-				lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
-				lineArray[ offset_line + 6 ] = vertexIndex + 2;
-				lineArray[ offset_line + 7 ] = vertexIndex + 3;
-
-				offset_line += 8;
-
-				vertexIndex += 4;
-
-			}
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( ! customAttribute.__original.needsUpdate ) continue;
-
-				offset_custom = 0;
-				offset_customSrc = 0;
-
-				if ( customAttribute.size === 1 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
-							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
-							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-
-							offset_custom += 3;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
-							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
-							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
-
-							offset_custom += 4;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							customAttribute.array[ offset_custom ] 	   = value;
-							customAttribute.array[ offset_custom + 1 ] = value;
-							customAttribute.array[ offset_custom + 2 ] = value;
-
-							offset_custom += 3;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							customAttribute.array[ offset_custom ] 	   = value;
-							customAttribute.array[ offset_custom + 1 ] = value;
-							customAttribute.array[ offset_custom + 2 ] = value;
-							customAttribute.array[ offset_custom + 3 ] = value;
-
-							offset_custom += 4;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 2 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							offset_custom += 6;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-							v4 = customAttribute.value[ face.d ];
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							customAttribute.array[ offset_custom + 6 ] = v4.x;
-							customAttribute.array[ offset_custom + 7 ] = v4.y;
-
-							offset_custom += 8;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							offset_custom += 6;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-							v4 = value;
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							customAttribute.array[ offset_custom + 6 ] = v4.x;
-							customAttribute.array[ offset_custom + 7 ] = v4.y;
-
-							offset_custom += 8;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 3 ) {
-
-					var pp;
-
-					if ( customAttribute.type === "c" ) {
-
-						pp = [ "r", "g", "b" ];
-
-					} else {
-
-						pp = [ "x", "y", "z" ];
-
-					}
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-							v4 = customAttribute.value[ face.d ];
-
-							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
-
-							offset_custom += 12;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-							v4 = value;
-
-							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
-
-							offset_custom += 12;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faceVertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-
-							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-							v4 = value[ 3 ];
-
-							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
-
-							offset_custom += 12;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 4 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-							v4 = customAttribute.value[ face.d ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							customAttribute.array[ offset_custom + 12 ] = v4.x;
-							customAttribute.array[ offset_custom + 13 ] = v4.y;
-							customAttribute.array[ offset_custom + 14 ] = v4.z;
-							customAttribute.array[ offset_custom + 15 ] = v4.w;
-
-							offset_custom += 16;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-							v4 = value;
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							customAttribute.array[ offset_custom + 12 ] = v4.x;
-							customAttribute.array[ offset_custom + 13 ] = v4.y;
-							customAttribute.array[ offset_custom + 14 ] = v4.z;
-							customAttribute.array[ offset_custom + 15 ] = v4.w;
-
-							offset_custom += 16;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faceVertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-							v4 = value[ 3 ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							customAttribute.array[ offset_custom + 12 ] = v4.x;
-							customAttribute.array[ offset_custom + 13 ] = v4.y;
-							customAttribute.array[ offset_custom + 14 ] = v4.z;
-							customAttribute.array[ offset_custom + 15 ] = v4.w;
-
-							offset_custom += 16;
-
-						}
-
-					}
-
-				}
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-			}
-
-		}
-
-		if ( dispose ) {
-
-			delete geometryGroup.__inittedArrays;
-			delete geometryGroup.__colorArray;
-			delete geometryGroup.__normalArray;
-			delete geometryGroup.__tangentArray;
-			delete geometryGroup.__uvArray;
-			delete geometryGroup.__uv2Array;
-			delete geometryGroup.__faceArray;
-			delete geometryGroup.__vertexArray;
-			delete geometryGroup.__lineArray;
-			delete geometryGroup.__skinIndexArray;
-			delete geometryGroup.__skinWeightArray;
-
-		}
-
-	};
-
-	function setDirectBuffers ( geometry, hint, dispose ) {
-
-		var attributes = geometry.attributes;
-
-		var index = attributes[ "index" ];
-		var position = attributes[ "position" ];
-		var normal = attributes[ "normal" ];
-		var uv = attributes[ "uv" ];
-		var color = attributes[ "color" ];
-		var tangent = attributes[ "tangent" ];
-
-		if ( geometry.elementsNeedUpdate && index !== undefined ) {
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
-
-		}
-
-		if ( geometry.verticesNeedUpdate && position !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
-
-		}
-
-		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
-
-		}
-
-		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
-
-		}
-
-		if ( geometry.colorsNeedUpdate && color !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
-
-		}
-
-		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
-
-		}
-
-		if ( dispose ) {
-
-			for ( var i in geometry.attributes ) {
-
-				delete geometry.attributes[ i ].array;
-
-			}
-
-		}
-
-	};
-
-	// Buffer rendering
-
-	this.renderBufferImmediate = function ( object, program, material ) {
-
-		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
-		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
-		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
-		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
-
-		if ( object.hasPositions ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.position );
-			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasNormals ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
-
-			if ( material.shading === THREE.FlatShading ) {
-
-				var nx, ny, nz,
-					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
-					normalArray,
-					i, il = object.count * 3;
-
-				for( i = 0; i < il; i += 9 ) {
-
-					normalArray = object.normalArray;
-
-					nax  = normalArray[ i ];
-					nay  = normalArray[ i + 1 ];
-					naz  = normalArray[ i + 2 ];
-
-					nbx  = normalArray[ i + 3 ];
-					nby  = normalArray[ i + 4 ];
-					nbz  = normalArray[ i + 5 ];
-
-					ncx  = normalArray[ i + 6 ];
-					ncy  = normalArray[ i + 7 ];
-					ncz  = normalArray[ i + 8 ];
-
-					nx = ( nax + nbx + ncx ) / 3;
-					ny = ( nay + nby + ncy ) / 3;
-					nz = ( naz + nbz + ncz ) / 3;
-
-					normalArray[ i ] 	 = nx;
-					normalArray[ i + 1 ] = ny;
-					normalArray[ i + 2 ] = nz;
-
-					normalArray[ i + 3 ] = nx;
-					normalArray[ i + 4 ] = ny;
-					normalArray[ i + 5 ] = nz;
-
-					normalArray[ i + 6 ] = nx;
-					normalArray[ i + 7 ] = ny;
-					normalArray[ i + 8 ] = nz;
-
-				}
-
-			}
-
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.normal );
-			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasUvs && material.map ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.uv );
-			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.color );
-			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
-		object.count = 0;
-
-	};
-
-	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
-
-		if ( material.visible === false ) return;
-
-		var program, attributes, linewidth, primitives, a, attribute;
-
-		program = setProgram( camera, lights, fog, material, object );
-
-		attributes = program.attributes;
-
-		var updateBuffers = false,
-			wireframeBit = material.wireframe ? 1 : 0,
-			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
-
-		if ( geometryHash !== _currentGeometryGroupHash ) {
-
-			_currentGeometryGroupHash = geometryHash;
-			updateBuffers = true;
-
-		}
-
-		// render mesh
-
-		if ( object instanceof THREE.Mesh ) {
-
-			var offsets = geometry.offsets;
-
-			// if there is more than 1 chunk
-			// must set attribute pointers to use new offsets for each chunk
-			// even if geometry and materials didn't change
-
-			if ( offsets.length > 1 ) updateBuffers = true;
-
-			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
-
-				var startIndex = offsets[ i ].index;
-
-				if ( updateBuffers ) {
-
-					// vertices
-
-					var position = geometry.attributes[ "position" ];
-					var positionSize = position.itemSize;
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
-					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
-
-					// normals
-
-					var normal = geometry.attributes[ "normal" ];
-
-					if ( attributes.normal >= 0 && normal ) {
-
-						var normalSize = normal.itemSize;
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
-						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
-
-					}
-
-					// uvs
-
-					var uv = geometry.attributes[ "uv" ];
-
-					if ( attributes.uv >= 0 && uv ) {
-
-						if ( uv.buffer ) {
-
-							var uvSize = uv.itemSize;
-
-							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
-							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
-
-							_gl.enableVertexAttribArray( attributes.uv );
-
-						} else {
-
-							_gl.disableVertexAttribArray( attributes.uv );
-
-						}
-
-					}
-
-					// colors
-
-					var color = geometry.attributes[ "color" ];
-
-					if ( attributes.color >= 0 && color ) {
-
-						var colorSize = color.itemSize;
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
-						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
-
-					}
-
-					// tangents
-
-					var tangent = geometry.attributes[ "tangent" ];
-
-					if ( attributes.tangent >= 0 && tangent ) {
-
-						var tangentSize = tangent.itemSize;
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
-						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
-
-					}
-
-					// indices
-
-					var index = geometry.attributes[ "index" ];
-
-					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
-				}
-
-				// render indexed triangles
-
-				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
-
-				_this.info.render.calls ++;
-				_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-				_this.info.render.faces += offsets[ i ].count / 3;
-
-			}
-
-		}
-
-	};
-
-	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
-
-		if ( material.visible === false ) return;
-
-		var program, attributes, linewidth, primitives, a, attribute, i, il;
-
-		program = setProgram( camera, lights, fog, material, object );
-
-		attributes = program.attributes;
-
-		var updateBuffers = false,
-			wireframeBit = material.wireframe ? 1 : 0,
-			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
-
-		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
-
-			_currentGeometryGroupHash = geometryGroupHash;
-			updateBuffers = true;
-
-		}
-
-		// vertices
-
-		if ( !material.morphTargets && attributes.position >= 0 ) {
-
-			if ( updateBuffers ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-		} else {
-
-			if ( object.morphTargetBase ) {
-
-				setupMorphTargets( material, geometryGroup, object );
-
-			}
-
-		}
-
-
-		if ( updateBuffers ) {
-
-			// custom attributes
-
-			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
-
-			if ( geometryGroup.__webglCustomAttributesList ) {
-
-				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
-
-					attribute = geometryGroup.__webglCustomAttributesList[ i ];
-
-					if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
-						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-				}
-
-			}
-
-
-			// colors
-
-			if ( attributes.color >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// normals
-
-			if ( attributes.normal >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// tangents
-
-			if ( attributes.tangent >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// uvs
-
-			if ( attributes.uv >= 0 ) {
-
-				if ( geometryGroup.__webglUVBuffer ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
-					_gl.enableVertexAttribArray( attributes.uv );
-
-				} else {
-
-					_gl.disableVertexAttribArray( attributes.uv );
-
-				}
-
-			}
-
-			if ( attributes.uv2 >= 0 ) {
-
-				if ( geometryGroup.__webglUV2Buffer ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
-
-					_gl.enableVertexAttribArray( attributes.uv2 );
-
-				} else {
-
-					_gl.disableVertexAttribArray( attributes.uv2 );
-
-				}
-
-			}
-
-			if ( material.skinning &&
-				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-		}
-
-		// render mesh
-
-		if ( object instanceof THREE.Mesh ) {
-
-			// wireframe
-
-			if ( material.wireframe ) {
-
-				setLineWidth( material.wireframeLinewidth );
-
-				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
-				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
-
-			// triangles
-
-			} else {
-
-				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
-				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
-
-			}
-
-			_this.info.render.calls ++;
-			_this.info.render.vertices += geometryGroup.__webglFaceCount;
-			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
-
-		// render lines
-
-		} else if ( object instanceof THREE.Line ) {
-
-			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
-			setLineWidth( material.linewidth );
-
-			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
-
-			_this.info.render.calls ++;
-
-		// render particles
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
-
-			_this.info.render.calls ++;
-			_this.info.render.points += geometryGroup.__webglParticleCount;
-
-		// render ribbon
-
-		} else if ( object instanceof THREE.Ribbon ) {
-
-			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
-
-			_this.info.render.calls ++;
-
-		}
-
-	};
-
-	function setupMorphTargets ( material, geometryGroup, object ) {
-
-		// set base
-
-		var attributes = material.program.attributes;
-
-		if ( object.morphTargetBase !== -1 ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
-			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		} else if ( attributes.position >= 0 ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.morphTargetForcedOrder.length ) {
-
-			// set forced order
-
-			var m = 0;
-			var order = object.morphTargetForcedOrder;
-			var influences = object.morphTargetInfluences;
-
-			while ( m < material.numSupportedMorphTargets && m < order.length ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
-				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-				if ( material.morphNormals ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
-					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-				}
-
-				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
-
-				m ++;
-			}
-
-		} else {
-
-			// find the most influencing
-
-			var influence, activeInfluenceIndices = [];
-			var influences = object.morphTargetInfluences;
-			var i, il = influences.length;
-
-			for ( i = 0; i < il; i ++ ) {
-
-				influence = influences[ i ];
-
-				if ( influence > 0 ) {
-
-					activeInfluenceIndices.push( [ i, influence ] );
-
-				}
-
-			}
-
-			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
-
-				activeInfluenceIndices.sort( numericalSort );
-				activeInfluenceIndices.length = material.numSupportedMorphTargets;
-
-			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
-
-				activeInfluenceIndices.sort( numericalSort );
-
-			} else if ( activeInfluenceIndices.length === 0 ) {
-
-				activeInfluenceIndices.push( [ 0, 0 ] );
-
-			};
-
-			var influenceIndex, m = 0;
-
-			while ( m < material.numSupportedMorphTargets ) {
-
-				if ( activeInfluenceIndices[ m ] ) {
-
-					influenceIndex = activeInfluenceIndices[ m ][ 0 ];
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
-
-					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					if ( material.morphNormals ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
-						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
-
-				} else {
-
-					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					if ( material.morphNormals ) {
-
-						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-					object.__webglMorphTargetInfluences[ m ] = 0;
-
-				}
-
-				m ++;
-
-			}
-
-		}
-
-		// load updated influences uniform
-
-		if ( material.program.uniforms.morphTargetInfluences !== null ) {
-
-			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
-
-		}
-
-	};
-
-	// Sorting
-
-	function painterSort ( a, b ) {
-
-		return b.z - a.z;
-
-	};
-
-	function numericalSort ( a, b ) {
-
-		return b[ 1 ] - a[ 1 ];
-
-	};
-
-
-	// Rendering
-
-	this.render = function ( scene, camera, renderTarget, forceClear ) {
-
-		if ( camera instanceof THREE.Camera === false ) {
-
-			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
-			return;
-
-		}
-
-		var i, il,
-
-		webglObject, object,
-		renderList,
-
-		lights = scene.__lights,
-		fog = scene.fog;
-
-		// reset caching for this frame
-
-		_currentMaterialId = -1;
-		_lightsNeedUpdate = true;
-
-		// update scene graph
-
-		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
-
-		// update camera matrices and frustum
-
-		if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
-		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
-		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
-		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
-
-		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-		_frustum.setFromMatrix( _projScreenMatrix );
-
-		// update WebGL objects
-
-		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
-
-		// custom render plugins (pre pass)
-
-		renderPlugins( this.renderPluginsPre, scene, camera );
-
-		//
-
-		_this.info.render.calls = 0;
-		_this.info.render.vertices = 0;
-		_this.info.render.faces = 0;
-		_this.info.render.points = 0;
-
-		this.setRenderTarget( renderTarget );
-
-		if ( this.autoClear || forceClear ) {
-
-			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
-
-		}
-
-		// set matrices for regular objects (frustum culled)
-
-		renderList = scene.__webglObjects;
-
-		for ( i = 0, il = renderList.length; i < il; i ++ ) {
-
-			webglObject = renderList[ i ];
-			object = webglObject.object;
-
-			webglObject.render = false;
-
-			if ( object.visible ) {
-
-				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
-
-					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
-
-					setupMatrices( object, camera );
-
-					unrollBufferMaterial( webglObject );
-
-					webglObject.render = true;
-
-					if ( this.sortObjects ) {
-
-						if ( object.renderDepth ) {
-
-							webglObject.z = object.renderDepth;
-
-						} else {
-
-							_vector3.copy( object.matrixWorld.getPosition() );
-							_projScreenMatrix.multiplyVector3( _vector3 );
-
-							webglObject.z = _vector3.z;
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-		if ( this.sortObjects ) {
-
-			renderList.sort( painterSort );
-
-		}
-
-		// set matrices for immediate objects
-
-		renderList = scene.__webglObjectsImmediate;
-
-		for ( i = 0, il = renderList.length; i < il; i ++ ) {
-
-			webglObject = renderList[ i ];
-			object = webglObject.object;
-
-			if ( object.visible ) {
-
-				/*
-				if ( object.matrixAutoUpdate ) {
-
-					object.matrixWorld.flattenToArray( object._modelMatrixArray );
-
-				}
-				*/
-
-				setupMatrices( object, camera );
-
-				unrollImmediateBufferMaterial( webglObject );
-
-			}
-
-		}
-
-		if ( scene.overrideMaterial ) {
-
-			var material = scene.overrideMaterial;
-
-			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-			this.setDepthTest( material.depthTest );
-			this.setDepthWrite( material.depthWrite );
-			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
-			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
-
-		} else {
-
-			// opaque pass (front-to-back order)
-
-			this.setBlending( THREE.NormalBlending );
-
-			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
-			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
-
-			// transparent pass (back-to-front order)
-
-			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
-			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
-
-		}
-
-		// custom render plugins (post pass)
-
-		renderPlugins( this.renderPluginsPost, scene, camera );
-
-
-		// Generate mipmap if we're using any kind of mipmap filtering
-
-		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
-
-			updateRenderTargetMipmap( renderTarget );
-
-		}
-
-		// Ensure depth buffer writing is enabled so it can be cleared on next render
-
-		this.setDepthTest( true );
-		this.setDepthWrite( true );
-
-		// _gl.finish();
-
-	};
-
-	function renderPlugins( plugins, scene, camera ) {
-
-		if ( ! plugins.length ) return;
-
-		for ( var i = 0, il = plugins.length; i < il; i ++ ) {
-
-			// reset state for plugin (to start from clean slate)
-
-			_currentProgram = null;
-			_currentCamera = null;
-
-			_oldBlending = -1;
-			_oldDepthTest = -1;
-			_oldDepthWrite = -1;
-			_oldDoubleSided = -1;
-			_oldFlipSided = -1;
-			_currentGeometryGroupHash = -1;
-			_currentMaterialId = -1;
-
-			_lightsNeedUpdate = true;
-
-			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
-
-			// reset state after plugin (anything could have changed)
-
-			_currentProgram = null;
-			_currentCamera = null;
-
-			_oldBlending = -1;
-			_oldDepthTest = -1;
-			_oldDepthWrite = -1;
-			_oldDoubleSided = -1;
-			_oldFlipSided = -1;
-			_currentGeometryGroupHash = -1;
-			_currentMaterialId = -1;
-
-			_lightsNeedUpdate = true;
-
-		}
-
-	};
-
-	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
-
-		var webglObject, object, buffer, material, start, end, delta;
-
-		if ( reverse ) {
-
-			start = renderList.length - 1;
-			end = -1;
-			delta = -1;
-
-		} else {
-
-			start = 0;
-			end = renderList.length;
-			delta = 1;
-		}
-
-		for ( var i = start; i !== end; i += delta ) {
-
-			webglObject = renderList[ i ];
-
-			if ( webglObject.render ) {
-
-				object = webglObject.object;
-				buffer = webglObject.buffer;
-
-				if ( overrideMaterial ) {
-
-					material = overrideMaterial;
-
-				} else {
-
-					material = webglObject[ materialType ];
-
-					if ( ! material ) continue;
-
-					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-
-					_this.setDepthTest( material.depthTest );
-					_this.setDepthWrite( material.depthWrite );
-					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-				}
-
-				_this.setMaterialFaces( material );
-
-				if ( buffer instanceof THREE.BufferGeometry ) {
-
-					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
-
-				} else {
-
-					_this.renderBuffer( camera, lights, fog, material, buffer, object );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
-
-		var webglObject, object, material, program;
-
-		for ( var i = 0, il = renderList.length; i < il; i ++ ) {
-
-			webglObject = renderList[ i ];
-			object = webglObject.object;
-
-			if ( object.visible ) {
-
-				if ( overrideMaterial ) {
-
-					material = overrideMaterial;
-
-				} else {
-
-					material = webglObject[ materialType ];
-
-					if ( ! material ) continue;
-
-					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-
-					_this.setDepthTest( material.depthTest );
-					_this.setDepthWrite( material.depthWrite );
-					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-				}
-
-				_this.renderImmediateObject( camera, lights, fog, material, object );
-
-			}
-
-		}
-
-	};
-
-	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
-
-		var program = setProgram( camera, lights, fog, material, object );
-
-		_currentGeometryGroupHash = -1;
-
-		_this.setMaterialFaces( material );
-
-		if ( object.immediateRenderCallback ) {
-
-			object.immediateRenderCallback( program, _gl, _frustum );
-
-		} else {
-
-			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
-
-		}
-
-	};
-
-	function unrollImmediateBufferMaterial ( globject ) {
-
-		var object = globject.object,
-			material = object.material;
-
-		if ( material.transparent ) {
-
-			globject.transparent = material;
-			globject.opaque = null;
-
-		} else {
-
-			globject.opaque = material;
-			globject.transparent = null;
-
-		}
-
-	};
-
-	function unrollBufferMaterial ( globject ) {
-
-		var object = globject.object,
-			buffer = globject.buffer,
-			material, materialIndex, meshMaterial;
-
-		meshMaterial = object.material;
-
-		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
-
-			materialIndex = buffer.materialIndex;
-
-			if ( materialIndex >= 0 ) {
-
-				material = object.geometry.materials[ materialIndex ];
-
-				if ( material.transparent ) {
-
-					globject.transparent = material;
-					globject.opaque = null;
-
-				} else {
-
-					globject.opaque = material;
-					globject.transparent = null;
-
-				}
-
-			}
-
-		} else {
-
-			material = meshMaterial;
-
-			if ( material ) {
-
-				if ( material.transparent ) {
-
-					globject.transparent = material;
-					globject.opaque = null;
-
-				} else {
-
-					globject.opaque = material;
-					globject.transparent = null;
-
-				}
-
-			}
-
-		}
-
-	};
-
-	// Geometry splitting
-
-	function sortFacesByMaterial ( geometry ) {
-
-		var f, fl, face, materialIndex, vertices,
-			materialHash, groupHash,
-			hash_map = {};
-
-		var numMorphTargets = geometry.morphTargets.length;
-		var numMorphNormals = geometry.morphNormals.length;
-
-		geometry.geometryGroups = {};
-
-		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
-			face = geometry.faces[ f ];
-			materialIndex = face.materialIndex;
-
-			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
-
-			if ( hash_map[ materialHash ] === undefined ) {
-
-				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
-
-			}
-
-			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
-
-			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
-
-				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
-
-			}
-
-			vertices = face instanceof THREE.Face3 ? 3 : 4;
-
-			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
-
-				hash_map[ materialHash ].counter += 1;
-				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
-
-				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
-
-					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
-
-				}
-
-			}
-
-			if ( face instanceof THREE.Face3 ) {
-
-				geometry.geometryGroups[ groupHash ].faces3.push( f );
-
-			} else {
-
-				geometry.geometryGroups[ groupHash ].faces4.push( f );
-
-			}
-
-			geometry.geometryGroups[ groupHash ].vertices += vertices;
-
-		}
-
-		geometry.geometryGroupsList = [];
-
-		for ( var g in geometry.geometryGroups ) {
-
-			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
-
-			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
-
-		}
-
-	};
-
-	// Objects refresh
-
-	this.initWebGLObjects = function ( scene ) {
-
-		if ( !scene.__webglObjects ) {
-
-			scene.__webglObjects = [];
-			scene.__webglObjectsImmediate = [];
-			scene.__webglSprites = [];
-			scene.__webglFlares = [];
-
-		}
-
-		while ( scene.__objectsAdded.length ) {
-
-			addObject( scene.__objectsAdded[ 0 ], scene );
-			scene.__objectsAdded.splice( 0, 1 );
-
-		}
-
-		while ( scene.__objectsRemoved.length ) {
-
-			removeObject( scene.__objectsRemoved[ 0 ], scene );
-			scene.__objectsRemoved.splice( 0, 1 );
-
-		}
-
-		// update must be called after objects adding / removal
-
-		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
-
-			updateObject( scene.__webglObjects[ o ].object );
-
-		}
-
-	};
-
-	// Objects adding
-
-	function addObject ( object, scene ) {
-
-		var g, geometry, geometryGroup;
-
-		if ( ! object.__webglInit ) {
-
-			object.__webglInit = true;
-
-			object._modelViewMatrix = new THREE.Matrix4();
-			object._normalMatrix = new THREE.Matrix3();
-
-			if ( object instanceof THREE.Mesh ) {
-
-				geometry = object.geometry;
-
-				if ( geometry instanceof THREE.Geometry ) {
-
-					if ( geometry.geometryGroups === undefined ) {
-
-						sortFacesByMaterial( geometry );
-
-					}
-
-					// create separate VBOs per geometry chunk
-
-					for ( g in geometry.geometryGroups ) {
-
-						geometryGroup = geometry.geometryGroups[ g ];
-
-						// initialise VBO on the first access
-
-						if ( ! geometryGroup.__webglVertexBuffer ) {
-
-							createMeshBuffers( geometryGroup );
-							initMeshBuffers( geometryGroup, object );
-
-							geometry.verticesNeedUpdate = true;
-							geometry.morphTargetsNeedUpdate = true;
-							geometry.elementsNeedUpdate = true;
-							geometry.uvsNeedUpdate = true;
-							geometry.normalsNeedUpdate = true;
-							geometry.tangentsNeedUpdate = true;
-							geometry.colorsNeedUpdate = true;
-
-						}
-
-					}
-
-				} else if ( geometry instanceof THREE.BufferGeometry ) {
-
-					initDirectBuffers( geometry );
-
-				}
-
-			} else if ( object instanceof THREE.Ribbon ) {
-
-				geometry = object.geometry;
-
-				if( ! geometry.__webglVertexBuffer ) {
-
-					createRibbonBuffers( geometry );
-					initRibbonBuffers( geometry );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-
-				}
-
-			} else if ( object instanceof THREE.Line ) {
-
-				geometry = object.geometry;
-
-				if( ! geometry.__webglVertexBuffer ) {
-
-					createLineBuffers( geometry );
-					initLineBuffers( geometry, object );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-
-				}
-
-			} else if ( object instanceof THREE.ParticleSystem ) {
-
-				geometry = object.geometry;
-
-				if ( ! geometry.__webglVertexBuffer ) {
-
-					createParticleBuffers( geometry );
-					initParticleBuffers( geometry, object );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-
-				}
-
-			}
-
-		}
-
-		if ( ! object.__webglActive ) {
-
-			if ( object instanceof THREE.Mesh ) {
-
-				geometry = object.geometry;
-
-				if ( geometry instanceof THREE.BufferGeometry ) {
-
-					addBuffer( scene.__webglObjects, geometry, object );
-
-				} else {
-
-					for ( g in geometry.geometryGroups ) {
-
-						geometryGroup = geometry.geometryGroups[ g ];
-
-						addBuffer( scene.__webglObjects, geometryGroup, object );
-
-					}
-
-				}
-
-			} else if ( object instanceof THREE.Ribbon ||
-						object instanceof THREE.Line ||
-						object instanceof THREE.ParticleSystem ) {
-
-				geometry = object.geometry;
-				addBuffer( scene.__webglObjects, geometry, object );
-
-			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
-				addBufferImmediate( scene.__webglObjectsImmediate, object );
-
-			} else if ( object instanceof THREE.Sprite ) {
-
-				scene.__webglSprites.push( object );
-
-			} else if ( object instanceof THREE.LensFlare ) {
-
-				scene.__webglFlares.push( object );
-
-			}
-
-			object.__webglActive = true;
-
-		}
-
-	};
-
-	function addBuffer ( objlist, buffer, object ) {
-
-		objlist.push(
-			{
-				buffer: buffer,
-				object: object,
-				opaque: null,
-				transparent: null
-			}
-		);
-
-	};
-
-	function addBufferImmediate ( objlist, object ) {
-
-		objlist.push(
-			{
-				object: object,
-				opaque: null,
-				transparent: null
-			}
-		);
-
-	};
-
-	// Objects updates
-
-	function updateObject ( object ) {
-
-		var geometry = object.geometry,
-			geometryGroup, customAttributesDirty, material;
-
-		if ( object instanceof THREE.Mesh ) {
-
-			if ( geometry instanceof THREE.BufferGeometry ) {
-
-				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
-					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
-					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
-
-					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
-
-				}
-
-				geometry.verticesNeedUpdate = false;
-				geometry.elementsNeedUpdate = false;
-				geometry.uvsNeedUpdate = false;
-				geometry.normalsNeedUpdate = false;
-				geometry.colorsNeedUpdate = false;
-				geometry.tangentsNeedUpdate = false;
-
-			} else {
-
-				// check all geometry groups
-
-				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
-
-					geometryGroup = geometry.geometryGroupsList[ i ];
-
-					material = getBufferMaterial( object, geometryGroup );
-
-					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
-						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
-						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
-
-						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
-
-					}
-
-				}
-
-				geometry.verticesNeedUpdate = false;
-				geometry.morphTargetsNeedUpdate = false;
-				geometry.elementsNeedUpdate = false;
-				geometry.uvsNeedUpdate = false;
-				geometry.normalsNeedUpdate = false;
-				geometry.colorsNeedUpdate = false;
-				geometry.tangentsNeedUpdate = false;
-
-				material.attributes && clearCustomAttributes( material );
-
-			}
-
-		} else if ( object instanceof THREE.Ribbon ) {
-
-			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
-
-				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
-
-			}
-
-			geometry.verticesNeedUpdate = false;
-			geometry.colorsNeedUpdate = false;
-
-		} else if ( object instanceof THREE.Line ) {
-
-			material = getBufferMaterial( object, geometryGroup );
-
-			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-			if ( geometry.verticesNeedUpdate ||  geometry.colorsNeedUpdate || customAttributesDirty ) {
-
-				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
-
-			}
-
-			geometry.verticesNeedUpdate = false;
-			geometry.colorsNeedUpdate = false;
-
-			material.attributes && clearCustomAttributes( material );
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			material = getBufferMaterial( object, geometryGroup );
-
-			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
-
-				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
-
-			}
-
-			geometry.verticesNeedUpdate = false;
-			geometry.colorsNeedUpdate = false;
-
-			material.attributes && clearCustomAttributes( material );
-
-		}
-
-	};
-
-	// Objects updates - custom attributes check
-
-	function areCustomAttributesDirty ( material ) {
-
-		for ( var a in material.attributes ) {
-
-			if ( material.attributes[ a ].needsUpdate ) return true;
-
-		}
-
-		return false;
-
-	};
-
-	function clearCustomAttributes ( material ) {
-
-		for ( var a in material.attributes ) {
-
-			material.attributes[ a ].needsUpdate = false;
-
-		}
-
-	};
-
-	// Objects removal
-
-	function removeObject ( object, scene ) {
-
-		if ( object instanceof THREE.Mesh  ||
-			 object instanceof THREE.ParticleSystem ||
-			 object instanceof THREE.Ribbon ||
-			 object instanceof THREE.Line ) {
-
-			removeInstances( scene.__webglObjects, object );
-
-		} else if ( object instanceof THREE.Sprite ) {
-
-			removeInstancesDirect( scene.__webglSprites, object );
-
-		} else if ( object instanceof THREE.LensFlare ) {
-
-			removeInstancesDirect( scene.__webglFlares, object );
-
-		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
-			removeInstances( scene.__webglObjectsImmediate, object );
-
-		}
-
-		object.__webglActive = false;
-
-	};
-
-	function removeInstances ( objlist, object ) {
-
-		for ( var o = objlist.length - 1; o >= 0; o -- ) {
-
-			if ( objlist[ o ].object === object ) {
-
-				objlist.splice( o, 1 );
-
-			}
-
-		}
-
-	};
-
-	function removeInstancesDirect ( objlist, object ) {
-
-		for ( var o = objlist.length - 1; o >= 0; o -- ) {
-
-			if ( objlist[ o ] === object ) {
-
-				objlist.splice( o, 1 );
-
-			}
-
-		}
-
-	};
-
-	// Materials
-
-	this.initMaterial = function ( material, lights, fog, object ) {
-
-		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
-
-		if ( material instanceof THREE.MeshDepthMaterial ) {
-
-			shaderID = 'depth';
-
-		} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-			shaderID = 'normal';
-
-		} else if ( material instanceof THREE.MeshBasicMaterial ) {
-
-			shaderID = 'basic';
-
-		} else if ( material instanceof THREE.MeshLambertMaterial ) {
-
-			shaderID = 'lambert';
-
-		} else if ( material instanceof THREE.MeshPhongMaterial ) {
-
-			shaderID = 'phong';
-
-		} else if ( material instanceof THREE.LineBasicMaterial ) {
-
-			shaderID = 'basic';
-
-		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
-
-			shaderID = 'particle_basic';
-
-		}
-
-		if ( shaderID ) {
-
-			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
-
-		}
-
-		// heuristics to create shader parameters according to lights in the scene
-		// (not to blow over maxLights budget)
-
-		maxLightCount = allocateLights( lights );
-
-		maxShadows = allocateShadows( lights );
-
-		maxBones = allocateBones( object );
-
-		parameters = {
-
-			map: !!material.map,
-			envMap: !!material.envMap,
-			lightMap: !!material.lightMap,
-			bumpMap: !!material.bumpMap,
-			specularMap: !!material.specularMap,
-
-			vertexColors: material.vertexColors,
-
-			fog: fog,
-			useFog: material.fog,
-
-			sizeAttenuation: material.sizeAttenuation,
-
-			skinning: material.skinning,
-			maxBones: maxBones,
-			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
-			boneTextureWidth: object && object.boneTextureWidth,
-			boneTextureHeight: object && object.boneTextureHeight,
-
-			morphTargets: material.morphTargets,
-			morphNormals: material.morphNormals,
-			maxMorphTargets: this.maxMorphTargets,
-			maxMorphNormals: this.maxMorphNormals,
-
-			maxDirLights: maxLightCount.directional,
-			maxPointLights: maxLightCount.point,
-			maxSpotLights: maxLightCount.spot,
-			maxHemiLights: maxLightCount.hemi,
-
-			maxShadows: maxShadows,
-			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
-			shadowMapSoft: this.shadowMapSoft,
-			shadowMapDebug: this.shadowMapDebug,
-			shadowMapCascade: this.shadowMapCascade,
-
-			alphaTest: material.alphaTest,
-			metal: material.metal,
-			perPixel: material.perPixel,
-			wrapAround: material.wrapAround,
-			doubleSided: material.side === THREE.DoubleSide
-
-		};
-
-		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
-
-		var attributes = material.program.attributes;
-
-		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
-		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
-		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
-		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
-
-		if ( material.skinning &&
-			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
-			_gl.enableVertexAttribArray( attributes.skinIndex );
-			_gl.enableVertexAttribArray( attributes.skinWeight );
-
-		}
-
-		if ( material.attributes ) {
-
-			for ( a in material.attributes ) {
-
-				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
-
-			}
-
-		}
-
-		if ( material.morphTargets ) {
-
-			material.numSupportedMorphTargets = 0;
-
-			var id, base = "morphTarget";
-
-			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
-
-				id = base + i;
-
-				if ( attributes[ id ] >= 0 ) {
-
-					_gl.enableVertexAttribArray( attributes[ id ] );
-					material.numSupportedMorphTargets ++;
-
-				}
-
-			}
-
-		}
-
-		if ( material.morphNormals ) {
-
-			material.numSupportedMorphNormals = 0;
-
-			var id, base = "morphNormal";
-
-			for ( i = 0; i < this.maxMorphNormals; i ++ ) {
-
-				id = base + i;
-
-				if ( attributes[ id ] >= 0 ) {
-
-					_gl.enableVertexAttribArray( attributes[ id ] );
-					material.numSupportedMorphNormals ++;
-
-				}
-
-			}
-
-		}
-
-		material.uniformsList = [];
-
-		for ( u in material.uniforms ) {
-
-			material.uniformsList.push( [ material.uniforms[ u ], u ] );
-
-		}
-
-	};
-
-	function setMaterialShaders( material, shaders ) {
-
-		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
-		material.vertexShader = shaders.vertexShader;
-		material.fragmentShader = shaders.fragmentShader;
-
-	};
-
-	function setProgram( camera, lights, fog, material, object ) {
-
-		_usedTextureUnits = 0;
-
-		if ( material.needsUpdate ) {
-
-			if ( material.program ) _this.deallocateMaterial( material );
-
-			_this.initMaterial( material, lights, fog, object );
-			material.needsUpdate = false;
-
-		}
-
-		if ( material.morphTargets ) {
-
-			if ( ! object.__webglMorphTargetInfluences ) {
-
-				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
-
-			}
-
-		}
-
-		var refreshMaterial = false;
-
-		var program = material.program,
-			p_uniforms = program.uniforms,
-			m_uniforms = material.uniforms;
-
-		if ( program !== _currentProgram ) {
-
-			_gl.useProgram( program );
-			_currentProgram = program;
-
-			refreshMaterial = true;
-
-		}
-
-		if ( material.id !== _currentMaterialId ) {
-
-			_currentMaterialId = material.id;
-			refreshMaterial = true;
-
-		}
-
-		if ( refreshMaterial || camera !== _currentCamera ) {
-
-			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
-
-			if ( camera !== _currentCamera ) _currentCamera = camera;
-
-		}
-
-		// skinning uniforms must be set even if material didn't change
-		// auto-setting of texture unit for bone texture must go before other textures
-		// not sure why, but otherwise weird things happen
-
-		if ( material.skinning ) {
-
-			if ( _supportsBoneTextures && object.useVertexTexture ) {
-
-				if ( p_uniforms.boneTexture !== null ) {
-
-					var textureUnit = getTextureUnit();
-
-					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
-					_this.setTexture( object.boneTexture, textureUnit );
-
-				}
-
-			} else {
-
-				if ( p_uniforms.boneGlobalMatrices !== null ) {
-
-					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
-
-				}
-
-			}
-
-		}
-
-		if ( refreshMaterial ) {
-
-			// refresh uniforms common to several materials
-
-			if ( fog && material.fog ) {
-
-				refreshUniformsFog( m_uniforms, fog );
-
-			}
-
-			if ( material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material.lights ) {
-
-				if ( _lightsNeedUpdate ) {
-
-					setupLights( program, lights );
-					_lightsNeedUpdate = false;
-
-				}
-
-				refreshUniformsLights( m_uniforms, _lights );
-
-			}
-
-			if ( material instanceof THREE.MeshBasicMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material instanceof THREE.MeshPhongMaterial ) {
-
-				refreshUniformsCommon( m_uniforms, material );
-
-			}
-
-			// refresh single material specific uniforms
-
-			if ( material instanceof THREE.LineBasicMaterial ) {
-
-				refreshUniformsLine( m_uniforms, material );
-
-			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
-
-				refreshUniformsParticle( m_uniforms, material );
-
-			} else if ( material instanceof THREE.MeshPhongMaterial ) {
-
-				refreshUniformsPhong( m_uniforms, material );
-
-			} else if ( material instanceof THREE.MeshLambertMaterial ) {
-
-				refreshUniformsLambert( m_uniforms, material );
-
-			} else if ( material instanceof THREE.MeshDepthMaterial ) {
-
-				m_uniforms.mNear.value = camera.near;
-				m_uniforms.mFar.value = camera.far;
-				m_uniforms.opacity.value = material.opacity;
-
-			} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-				m_uniforms.opacity.value = material.opacity;
-
-			}
-
-			if ( object.receiveShadow && ! material._shadowPass ) {
-
-				refreshUniformsShadow( m_uniforms, lights );
-
-			}
-
-			// load common uniforms
-
-			loadUniformsGeneric( program, material.uniformsList );
-
-			// load material specific uniforms
-			// (shader material also gets them for the sake of genericity)
-
-			if ( material instanceof THREE.ShaderMaterial ||
-				 material instanceof THREE.MeshPhongMaterial ||
-				 material.envMap ) {
-
-				if ( p_uniforms.cameraPosition !== null ) {
-
-					var position = camera.matrixWorld.getPosition();
-					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
-
-				}
-
-			}
-
-			if ( material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material instanceof THREE.ShaderMaterial ||
-				 material.skinning ) {
-
-				if ( p_uniforms.viewMatrix !== null ) {
-
-					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
-
-				}
-
-			}
-
-		}
-
-		loadUniformsMatrices( p_uniforms, object );
-
-		if ( p_uniforms.modelMatrix !== null ) {
-
-			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
-
-		}
-
-		return program;
-
-	};
-
-	// Uniforms (refresh uniforms objects)
-
-	function refreshUniformsCommon ( uniforms, material ) {
-
-		uniforms.opacity.value = material.opacity;
-
-		if ( _this.gammaInput ) {
-
-			uniforms.diffuse.value.copyGammaToLinear( material.color );
-
-		} else {
-
-			uniforms.diffuse.value = material.color;
-
-		}
-
-		uniforms.map.value = material.map;
-		uniforms.lightMap.value = material.lightMap;
-		uniforms.specularMap.value = material.specularMap;
-
-		if ( material.bumpMap ) {
-
-			uniforms.bumpMap.value = material.bumpMap;
-			uniforms.bumpScale.value = material.bumpScale;
-
-		}
-
-		// uv repeat and offset setting priorities
-		//	1. color map
-		//	2. specular map
-		//	3. bump map
-
-		var uvScaleMap;
-
-		if ( material.map ) {
-
-			uvScaleMap = material.map;
-
-		} else if ( material.specularMap ) {
-
-			uvScaleMap = material.specularMap;
-
-		} else if ( material.bumpMap ) {
-
-			uvScaleMap = material.bumpMap;
-
-		}
-
-		if ( uvScaleMap !== undefined ) {
-
-			var offset = uvScaleMap.offset;
-			var repeat = uvScaleMap.repeat;
-
-			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
-
-		}
-
-		uniforms.envMap.value = material.envMap;
-		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
-
-		if ( _this.gammaInput ) {
-
-			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
-			uniforms.reflectivity.value = material.reflectivity;
-
-		} else {
-
-			uniforms.reflectivity.value = material.reflectivity;
-
-		}
-
-		uniforms.refractionRatio.value = material.refractionRatio;
-		uniforms.combine.value = material.combine;
-		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
-
-	};
-
-	function refreshUniformsLine ( uniforms, material ) {
-
-		uniforms.diffuse.value = material.color;
-		uniforms.opacity.value = material.opacity;
-
-	};
-
-	function refreshUniformsParticle ( uniforms, material ) {
-
-		uniforms.psColor.value = material.color;
-		uniforms.opacity.value = material.opacity;
-		uniforms.size.value = material.size;
-		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
-
-		uniforms.map.value = material.map;
-
-	};
-
-	function refreshUniformsFog ( uniforms, fog ) {
-
-		uniforms.fogColor.value = fog.color;
-
-		if ( fog instanceof THREE.Fog ) {
-
-			uniforms.fogNear.value = fog.near;
-			uniforms.fogFar.value = fog.far;
-
-		} else if ( fog instanceof THREE.FogExp2 ) {
-
-			uniforms.fogDensity.value = fog.density;
-
-		}
-
-	};
-
-	function refreshUniformsPhong ( uniforms, material ) {
-
-		uniforms.shininess.value = material.shininess;
-
-		if ( _this.gammaInput ) {
-
-			uniforms.ambient.value.copyGammaToLinear( material.ambient );
-			uniforms.emissive.value.copyGammaToLinear( material.emissive );
-			uniforms.specular.value.copyGammaToLinear( material.specular );
-
-		} else {
-
-			uniforms.ambient.value = material.ambient;
-			uniforms.emissive.value = material.emissive;
-			uniforms.specular.value = material.specular;
-
-		}
-
-		if ( material.wrapAround ) {
-
-			uniforms.wrapRGB.value.copy( material.wrapRGB );
-
-		}
-
-	};
-
-	function refreshUniformsLambert ( uniforms, material ) {
-
-		if ( _this.gammaInput ) {
-
-			uniforms.ambient.value.copyGammaToLinear( material.ambient );
-			uniforms.emissive.value.copyGammaToLinear( material.emissive );
-
-		} else {
-
-			uniforms.ambient.value = material.ambient;
-			uniforms.emissive.value = material.emissive;
-
-		}
-
-		if ( material.wrapAround ) {
-
-			uniforms.wrapRGB.value.copy( material.wrapRGB );
-
-		}
-
-	};
-
-	function refreshUniformsLights ( uniforms, lights ) {
-
-		uniforms.ambientLightColor.value = lights.ambient;
-
-		uniforms.directionalLightColor.value = lights.directional.colors;
-		uniforms.directionalLightDirection.value = lights.directional.positions;
-
-		uniforms.pointLightColor.value = lights.point.colors;
-		uniforms.pointLightPosition.value = lights.point.positions;
-		uniforms.pointLightDistance.value = lights.point.distances;
-
-		uniforms.spotLightColor.value = lights.spot.colors;
-		uniforms.spotLightPosition.value = lights.spot.positions;
-		uniforms.spotLightDistance.value = lights.spot.distances;
-		uniforms.spotLightDirection.value = lights.spot.directions;
-		uniforms.spotLightAngle.value = lights.spot.angles;
-		uniforms.spotLightExponent.value = lights.spot.exponents;
-
-		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
-		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
-		uniforms.hemisphereLightPosition.value = lights.hemi.positions;
-
-	};
-
-	function refreshUniformsShadow ( uniforms, lights ) {
-
-		if ( uniforms.shadowMatrix ) {
-
-			var j = 0;
-
-			for ( var i = 0, il = lights.length; i < il; i ++ ) {
-
-				var light = lights[ i ];
-
-				if ( ! light.castShadow ) continue;
-
-				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
-
-					uniforms.shadowMap.value[ j ] = light.shadowMap;
-					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
-
-					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
-
-					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
-					uniforms.shadowBias.value[ j ] = light.shadowBias;
-
-					j ++;
-
-				}
-
-			}
-
-		}
-
-	};
-
-	// Uniforms (load to GPU)
-
-	function loadUniformsMatrices ( uniforms, object ) {
-
-		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
-
-		if ( uniforms.normalMatrix ) {
-
-			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
-
-		}
-
-	};
-
-	function getTextureUnit() {
-
-		var textureUnit = _usedTextureUnits;
-
-		if ( textureUnit >= _maxTextures ) {
-
-			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
-
-		}
-
-		_usedTextureUnits += 1;
-
-		return textureUnit;
-
-	};
-
-	function loadUniformsGeneric ( program, uniforms ) {
-
-		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
-
-		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
-
-			location = program.uniforms[ uniforms[ j ][ 1 ] ];
-			if ( !location ) continue;
-
-			uniform = uniforms[ j ][ 0 ];
-
-			type = uniform.type;
-			value = uniform.value;
-
-			if ( type === "i" ) { // single integer
-
-				_gl.uniform1i( location, value );
-
-			} else if ( type === "f" ) { // single float
-
-				_gl.uniform1f( location, value );
-
-			} else if ( type === "v2" ) { // single THREE.Vector2
-
-				_gl.uniform2f( location, value.x, value.y );
-
-			} else if ( type === "v3" ) { // single THREE.Vector3
-
-				_gl.uniform3f( location, value.x, value.y, value.z );
-
-			} else if ( type === "v4" ) { // single THREE.Vector4
-
-				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
-
-			} else if ( type === "c" ) { // single THREE.Color
-
-				_gl.uniform3f( location, value.r, value.g, value.b );
-
-			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
-
-				_gl.uniform1iv( location, value );
-
-			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
-
-				_gl.uniform3iv( location, value );
-
-			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
-
-				_gl.uniform1fv( location, value );
-
-			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
-
-				_gl.uniform3fv( location, value );
-
-			} else if ( type === "v2v" ) { // array of THREE.Vector2
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 2 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					offset = i * 2;
-
-					uniform._array[ offset ] 	 = value[ i ].x;
-					uniform._array[ offset + 1 ] = value[ i ].y;
-
-				}
-
-				_gl.uniform2fv( location, uniform._array );
-
-			} else if ( type === "v3v" ) { // array of THREE.Vector3
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 3 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					offset = i * 3;
-
-					uniform._array[ offset ] 	 = value[ i ].x;
-					uniform._array[ offset + 1 ] = value[ i ].y;
-					uniform._array[ offset + 2 ] = value[ i ].z;
-
-				}
-
-				_gl.uniform3fv( location, uniform._array );
-
-			} else if ( type === "v4v" ) { // array of THREE.Vector4
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 4 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					offset = i * 4;
-
-					uniform._array[ offset ] 	 = value[ i ].x;
-					uniform._array[ offset + 1 ] = value[ i ].y;
-					uniform._array[ offset + 2 ] = value[ i ].z;
-					uniform._array[ offset + 3 ] = value[ i ].w;
-
-				}
-
-				_gl.uniform4fv( location, uniform._array );
-
-			} else if ( type === "m4") { // single THREE.Matrix4
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 16 );
-
-				}
-
-				value.flattenToArray( uniform._array );
-				_gl.uniformMatrix4fv( location, false, uniform._array );
-
-			} else if ( type === "m4v" ) { // array of THREE.Matrix4
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 16 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
-
-				}
-
-				_gl.uniformMatrix4fv( location, false, uniform._array );
-
-			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
-
-				texture = value;
-				textureUnit = getTextureUnit();
-
-				_gl.uniform1i( location, textureUnit );
-
-				if ( !texture ) continue;
-
-				if ( texture.image instanceof Array && texture.image.length === 6 ) {
-
-					setCubeTexture( texture, textureUnit );
-
-				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
-
-					setCubeTextureDynamic( texture, textureUnit );
-
-				} else {
-
-					_this.setTexture( texture, textureUnit );
-
-				}
-
-			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = [];
-
-				}
-
-				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
-
-					uniform._array[ i ] = getTextureUnit();
-
-				}
-
-				_gl.uniform1iv( location, uniform._array );
-
-				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
-
-					texture = uniform.value[ i ];
-					textureUnit = uniform._array[ i ];
-
-					if ( !texture ) continue;
-
-					_this.setTexture( texture, textureUnit );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function setupMatrices ( object, camera ) {
-
-		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
-
-		object._normalMatrix.getInverse( object._modelViewMatrix );
-		object._normalMatrix.transpose();
-
-	};
-
-	//
-
-	function setColorGamma( array, offset, color, intensitySq ) {
-
-		array[ offset ]     = color.r * color.r * intensitySq;
-		array[ offset + 1 ] = color.g * color.g * intensitySq;
-		array[ offset + 2 ] = color.b * color.b * intensitySq;
-
-	};
-
-	function setColorLinear( array, offset, color, intensity ) {
-
-		array[ offset ]     = color.r * intensity;
-		array[ offset + 1 ] = color.g * intensity;
-		array[ offset + 2 ] = color.b * intensity;
-
-	};
-
-	function setupLights ( program, lights ) {
-
-		var l, ll, light, n,
-		r = 0, g = 0, b = 0,
-		color, skyColor, groundColor,
-		intensity,  intensitySq,
-		position,
-		distance,
-
-		zlights = _lights,
-
-		dirColors = zlights.directional.colors,
-		dirPositions = zlights.directional.positions,
-
-		pointColors = zlights.point.colors,
-		pointPositions = zlights.point.positions,
-		pointDistances = zlights.point.distances,
-
-		spotColors = zlights.spot.colors,
-		spotPositions = zlights.spot.positions,
-		spotDistances = zlights.spot.distances,
-		spotDirections = zlights.spot.directions,
-		spotAngles = zlights.spot.angles,
-		spotExponents = zlights.spot.exponents,
-
-		hemiSkyColors = zlights.hemi.skyColors,
-		hemiGroundColors = zlights.hemi.groundColors,
-		hemiPositions = zlights.hemi.positions,
-
-		dirLength = 0,
-		pointLength = 0,
-		spotLength = 0,
-		hemiLength = 0,
-
-		dirOffset = 0,
-		pointOffset = 0,
-		spotOffset = 0,
-		hemiOffset = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			light = lights[ l ];
-
-			if ( light.onlyShadow || ! light.visible ) continue;
-
-			color = light.color;
-			intensity = light.intensity;
-			distance = light.distance;
-
-			if ( light instanceof THREE.AmbientLight ) {
-
-				if ( _this.gammaInput ) {
-
-					r += color.r * color.r;
-					g += color.g * color.g;
-					b += color.b * color.b;
-
-				} else {
-
-					r += color.r;
-					g += color.g;
-					b += color.b;
-
-				}
-
-			} else if ( light instanceof THREE.DirectionalLight ) {
-
-				dirOffset = dirLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( dirColors, dirOffset, color, intensity );
-
-				}
-
-				_direction.copy( light.matrixWorld.getPosition() );
-				_direction.subSelf( light.target.matrixWorld.getPosition() );
-				_direction.normalize();
-
-				dirPositions[ dirOffset ]     = _direction.x;
-				dirPositions[ dirOffset + 1 ] = _direction.y;
-				dirPositions[ dirOffset + 2 ] = _direction.z;
-
-				dirLength += 1;
-
-			} else if( light instanceof THREE.PointLight ) {
-
-				pointOffset = pointLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( pointColors, pointOffset, color, intensity );
-
-				}
-
-				position = light.matrixWorld.getPosition();
-
-				pointPositions[ pointOffset ]     = position.x;
-				pointPositions[ pointOffset + 1 ] = position.y;
-				pointPositions[ pointOffset + 2 ] = position.z;
-
-				pointDistances[ pointLength ] = distance;
-
-				pointLength += 1;
-
-			} else if( light instanceof THREE.SpotLight ) {
-
-				spotOffset = spotLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( spotColors, spotOffset, color, intensity );
-
-				}
-
-				position = light.matrixWorld.getPosition();
-
-				spotPositions[ spotOffset ]     = position.x;
-				spotPositions[ spotOffset + 1 ] = position.y;
-				spotPositions[ spotOffset + 2 ] = position.z;
-
-				spotDistances[ spotLength ] = distance;
-
-				_direction.copy( position );
-				_direction.subSelf( light.target.matrixWorld.getPosition() );
-				_direction.normalize();
-
-				spotDirections[ spotOffset ]     = _direction.x;
-				spotDirections[ spotOffset + 1 ] = _direction.y;
-				spotDirections[ spotOffset + 2 ] = _direction.z;
-
-				spotAngles[ spotLength ] = Math.cos( light.angle );
-				spotExponents[ spotLength ] = light.exponent;
-
-				spotLength += 1;
-
-			} else if ( light instanceof THREE.HemisphereLight ) {
-
-				skyColor = light.color;
-				groundColor = light.groundColor;
-
-				hemiOffset = hemiLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					intensitySq = intensity * intensity;
-
-					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
-					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
-
-				} else {
-
-					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
-					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
-
-				}
-
-				position = light.matrixWorld.getPosition();
-
-				hemiPositions[ hemiOffset ]     = position.x;
-				hemiPositions[ hemiOffset + 1 ] = position.y;
-				hemiPositions[ hemiOffset + 2 ] = position.z;
-
-				hemiLength += 1;
-
-			}
-
-		}
-
-		// null eventual remains from removed lights
-		// (this is to avoid if in shader)
-
-		for ( l = dirLength * 3, ll = dirColors.length; l < ll; l ++ ) dirColors[ l ] = 0.0;
-		for ( l = pointLength * 3, ll = pointColors.length; l < ll; l ++ ) pointColors[ l ] = 0.0;
-		for ( l = spotLength * 3, ll = spotColors.length; l < ll; l ++ ) spotColors[ l ] = 0.0;
-		for ( l = hemiLength * 3, ll = hemiSkyColors.length; l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
-		for ( l = hemiLength * 3, ll = hemiGroundColors.length; l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
-
-		zlights.directional.length = dirLength;
-		zlights.point.length = pointLength;
-		zlights.spot.length = spotLength;
-		zlights.hemi.length = hemiLength;
-
-		zlights.ambient[ 0 ] = r;
-		zlights.ambient[ 1 ] = g;
-		zlights.ambient[ 2 ] = b;
-
-	};
-
-	// GL state setting
-
-	this.setFaceCulling = function ( cullFace, frontFace ) {
-
-		if ( cullFace ) {
-
-			if ( !frontFace || frontFace === "ccw" ) {
-
-				_gl.frontFace( _gl.CCW );
-
-			} else {
-
-				_gl.frontFace( _gl.CW );
-
-			}
-
-			if( cullFace === "back" ) {
-
-				_gl.cullFace( _gl.BACK );
-
-			} else if( cullFace === "front" ) {
-
-				_gl.cullFace( _gl.FRONT );
-
-			} else {
-
-				_gl.cullFace( _gl.FRONT_AND_BACK );
-
-			}
-
-			_gl.enable( _gl.CULL_FACE );
-
-		} else {
-
-			_gl.disable( _gl.CULL_FACE );
-
-		}
-
-	};
-
-	this.setMaterialFaces = function ( material ) {
-
-		var doubleSided = material.side === THREE.DoubleSide;
-		var flipSided = material.side === THREE.BackSide;
-
-		if ( _oldDoubleSided !== doubleSided ) {
-
-			if ( doubleSided ) {
-
-				_gl.disable( _gl.CULL_FACE );
-
-			} else {
-
-				_gl.enable( _gl.CULL_FACE );
-
-			}
-
-			_oldDoubleSided = doubleSided;
-
-		}
-
-		if ( _oldFlipSided !== flipSided ) {
-
-			if ( flipSided ) {
-
-				_gl.frontFace( _gl.CW );
-
-			} else {
-
-				_gl.frontFace( _gl.CCW );
-
-			}
-
-			_oldFlipSided = flipSided;
-
-		}
-
-	};
-
-	this.setDepthTest = function ( depthTest ) {
-
-		if ( _oldDepthTest !== depthTest ) {
-
-			if ( depthTest ) {
-
-				_gl.enable( _gl.DEPTH_TEST );
-
-			} else {
-
-				_gl.disable( _gl.DEPTH_TEST );
-
-			}
-
-			_oldDepthTest = depthTest;
-
-		}
-
-	};
-
-	this.setDepthWrite = function ( depthWrite ) {
-
-		if ( _oldDepthWrite !== depthWrite ) {
-
-			_gl.depthMask( depthWrite );
-			_oldDepthWrite = depthWrite;
-
-		}
-
-	};
-
-	function setLineWidth ( width ) {
-
-		if ( width !== _oldLineWidth ) {
-
-			_gl.lineWidth( width );
-
-			_oldLineWidth = width;
-
-		}
-
-	};
-
-	function setPolygonOffset ( polygonoffset, factor, units ) {
-
-		if ( _oldPolygonOffset !== polygonoffset ) {
-
-			if ( polygonoffset ) {
-
-				_gl.enable( _gl.POLYGON_OFFSET_FILL );
-
-			} else {
-
-				_gl.disable( _gl.POLYGON_OFFSET_FILL );
-
-			}
-
-			_oldPolygonOffset = polygonoffset;
-
-		}
-
-		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
-
-			_gl.polygonOffset( factor, units );
-
-			_oldPolygonOffsetFactor = factor;
-			_oldPolygonOffsetUnits = units;
-
-		}
-
-	};
-
-	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
-
-		if ( blending !== _oldBlending ) {
-
-			if ( blending === THREE.NoBlending ) {
-
-				_gl.disable( _gl.BLEND );
-
-			} else if ( blending === THREE.AdditiveBlending ) {
-
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
-
-			} else if ( blending === THREE.SubtractiveBlending ) {
-
-				// TODO: Find blendFuncSeparate() combination
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
-
-			} else if ( blending === THREE.MultiplyBlending ) {
-
-				// TODO: Find blendFuncSeparate() combination
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
-
-			} else if ( blending === THREE.CustomBlending ) {
-
-				_gl.enable( _gl.BLEND );
-
-			} else {
-
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
-				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
-
-			}
-
-			_oldBlending = blending;
-
-		}
-
-		if ( blending === THREE.CustomBlending ) {
-
-			if ( blendEquation !== _oldBlendEquation ) {
-
-				_gl.blendEquation( paramThreeToGL( blendEquation ) );
-
-				_oldBlendEquation = blendEquation;
-
-			}
-
-			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
-
-				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
-
-				_oldBlendSrc = blendSrc;
-				_oldBlendDst = blendDst;
-
-			}
-
-		} else {
-
-			_oldBlendEquation = null;
-			_oldBlendSrc = null;
-			_oldBlendDst = null;
-
-		}
-
-	};
-
-	// Shaders
-
-	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
-
-		var p, pl, program, code;
-		var chunks = [];
-
-		// Generate code
-
-		if ( shaderID ) {
-
-			chunks.push( shaderID );
-
-		} else {
-
-			chunks.push( fragmentShader );
-			chunks.push( vertexShader );
-
-		}
-
-		for ( p in parameters ) {
-
-			chunks.push( p );
-			chunks.push( parameters[ p ] );
-
-		}
-
-		code = chunks.join();
-
-		// Check if code has been already compiled
-
-		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
-
-			var programInfo = _programs[ p ];
-
-			if ( programInfo.code === code ) {
-
-				// console.log( "Code already compiled." /*: \n\n" + code*/ );
-
-				programInfo.usedTimes ++;
-
-				return programInfo.program;
-
-			}
-
-		}
-
-		//console.log( "building new program " );
-
-		//
-
-		program = _gl.createProgram();
-
-		var prefix_vertex = [
-
-			"precision " + _precision + " float;",
-
-			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
-
-			_this.gammaInput ? "#define GAMMA_INPUT" : "",
-			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
-
-			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
-			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
-			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
-
-			"#define MAX_SHADOWS " + parameters.maxShadows,
-
-			"#define MAX_BONES " + parameters.maxBones,
-
-			parameters.map ? "#define USE_MAP" : "",
-			parameters.envMap ? "#define USE_ENVMAP" : "",
-			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
-			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
-			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
-			parameters.vertexColors ? "#define USE_COLOR" : "",
-
-			parameters.skinning ? "#define USE_SKINNING" : "",
-			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
-			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
-			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
-
-			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
-			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
-			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
-			parameters.wrapAround ? "#define WRAP_AROUND" : "",
-			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
-
-			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
-			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
-			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
-			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
-
-			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
-
-			"uniform mat4 modelMatrix;",
-			"uniform mat4 modelViewMatrix;",
-			"uniform mat4 projectionMatrix;",
-			"uniform mat4 viewMatrix;",
-			"uniform mat3 normalMatrix;",
-			"uniform vec3 cameraPosition;",
-
-			"attribute vec3 position;",
-			"attribute vec3 normal;",
-			"attribute vec2 uv;",
-			"attribute vec2 uv2;",
-
-			"#ifdef USE_COLOR",
-
-				"attribute vec3 color;",
-
-			"#endif",
-
-			"#ifdef USE_MORPHTARGETS",
-
-				"attribute vec3 morphTarget0;",
-				"attribute vec3 morphTarget1;",
-				"attribute vec3 morphTarget2;",
-				"attribute vec3 morphTarget3;",
-
-				"#ifdef USE_MORPHNORMALS",
-
-					"attribute vec3 morphNormal0;",
-					"attribute vec3 morphNormal1;",
-					"attribute vec3 morphNormal2;",
-					"attribute vec3 morphNormal3;",
-
-				"#else",
-
-					"attribute vec3 morphTarget4;",
-					"attribute vec3 morphTarget5;",
-					"attribute vec3 morphTarget6;",
-					"attribute vec3 morphTarget7;",
-
-				"#endif",
-
-			"#endif",
-
-			"#ifdef USE_SKINNING",
-
-				"attribute vec4 skinIndex;",
-				"attribute vec4 skinWeight;",
-
-			"#endif",
-
-			""
-
-		].join("\n");
-
-		var prefix_fragment = [
-
-			"precision " + _precision + " float;",
-
-			parameters.bumpMap ? "#extension GL_OES_standard_derivatives : enable" : "",
-
-			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
-			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
-			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
-
-			"#define MAX_SHADOWS " + parameters.maxShadows,
-
-			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
-
-			_this.gammaInput ? "#define GAMMA_INPUT" : "",
-			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
-
-			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
-			( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
-
-			parameters.map ? "#define USE_MAP" : "",
-			parameters.envMap ? "#define USE_ENVMAP" : "",
-			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
-			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
-			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
-			parameters.vertexColors ? "#define USE_COLOR" : "",
-
-			parameters.metal ? "#define METAL" : "",
-			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
-			parameters.wrapAround ? "#define WRAP_AROUND" : "",
-			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
-
-			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
-			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
-			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
-			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
-
-			"uniform mat4 viewMatrix;",
-			"uniform vec3 cameraPosition;",
-			""
-
-		].join("\n");
-
-		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
-		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
-
-		_gl.attachShader( program, glVertexShader );
-		_gl.attachShader( program, glFragmentShader );
-
-		_gl.linkProgram( program );
-
-		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
-
-			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
-
-		}
-
-		// clean up
-
-		_gl.deleteShader( glFragmentShader );
-		_gl.deleteShader( glVertexShader );
-
-		//console.log( prefix_fragment + fragmentShader );
-		//console.log( prefix_vertex + vertexShader );
-
-		program.uniforms = {};
-		program.attributes = {};
-
-		var identifiers, u, a, i;
-
-		// cache uniform locations
-
-		identifiers = [
-
-			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
-			'morphTargetInfluences'
-
-		];
-
-		if ( parameters.useVertexTexture ) {
-
-			identifiers.push( 'boneTexture' );
-
-		} else {
-
-			identifiers.push( 'boneGlobalMatrices' );
-
-		}
-
-		for ( u in uniforms ) {
-
-			identifiers.push( u );
-
-		}
-
-		cacheUniformLocations( program, identifiers );
-
-		// cache attributes locations
-
-		identifiers = [
-
-			"position", "normal", "uv", "uv2", "tangent", "color",
-			"skinIndex", "skinWeight"
-
-		];
-
-		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
-
-			identifiers.push( "morphTarget" + i );
-
-		}
-
-		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
-
-			identifiers.push( "morphNormal" + i );
-
-		}
-
-		for ( a in attributes ) {
-
-			identifiers.push( a );
-
-		}
-
-		cacheAttributeLocations( program, identifiers );
-
-		program.id = _programs_counter ++;
-
-		_programs.push( { program: program, code: code, usedTimes: 1 } );
-
-		_this.info.memory.programs = _programs.length;
-
-		return program;
-
-	};
-
-	// Shader parameters cache
-
-	function cacheUniformLocations ( program, identifiers ) {
-
-		var i, l, id;
-
-		for( i = 0, l = identifiers.length; i < l; i ++ ) {
-
-			id = identifiers[ i ];
-			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
-
-		}
-
-	};
-
-	function cacheAttributeLocations ( program, identifiers ) {
-
-		var i, l, id;
-
-		for( i = 0, l = identifiers.length; i < l; i ++ ) {
-
-			id = identifiers[ i ];
-			program.attributes[ id ] = _gl.getAttribLocation( program, id );
-
-		}
-
-	};
-
-	function addLineNumbers ( string ) {
-
-		var chunks = string.split( "\n" );
-
-		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
-
-			// Chrome reports shader errors on lines
-			// starting counting from 1
-
-			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
-
-		}
-
-		return chunks.join( "\n" );
-
-	};
-
-	function getShader ( type, string ) {
-
-		var shader;
-
-		if ( type === "fragment" ) {
-
-			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
-
-		} else if ( type === "vertex" ) {
-
-			shader = _gl.createShader( _gl.VERTEX_SHADER );
-
-		}
-
-		_gl.shaderSource( shader, string );
-		_gl.compileShader( shader );
-
-		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
-
-			console.error( _gl.getShaderInfoLog( shader ) );
-			console.error( addLineNumbers( string ) );
-			return null;
-
-		}
-
-		return shader;
-
-	};
-
-	// Textures
-
-
-	function isPowerOfTwo ( value ) {
-
-		return ( value & ( value - 1 ) ) === 0;
-
-	};
-
-	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
-
-		if ( isImagePowerOfTwo ) {
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
-			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
-
-		} else {
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
-			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
-
-		}
-
-		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
-
-			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
-
-				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
-				texture.__oldAnisotropy = texture.anisotropy;
-
-			}
-
-		}
-
-	};
-
-	this.setTexture = function ( texture, slot ) {
-
-		if ( texture.needsUpdate ) {
-
-			if ( ! texture.__webglInit ) {
-
-				texture.__webglInit = true;
-				texture.__webglTexture = _gl.createTexture();
-
-				_this.info.memory.textures ++;
-
-			}
-
-			_gl.activeTexture( _gl.TEXTURE0 + slot );
-			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
-			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
-
-			var image = texture.image,
-			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
-			glFormat = paramThreeToGL( texture.format ),
-			glType = paramThreeToGL( texture.type );
-
-			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
-
-			if ( texture instanceof THREE.DataTexture ) {
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
-
-			} else {
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
-
-			}
-
-			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
-			texture.needsUpdate = false;
-
-			if ( texture.onUpdate ) texture.onUpdate();
-
-		} else {
-
-			_gl.activeTexture( _gl.TEXTURE0 + slot );
-			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
-		}
-
-	};
-
-	function clampToMaxSize ( image, maxSize ) {
-
-		if ( image.width <= maxSize && image.height <= maxSize ) {
-
-			return image;
-
-		}
-
-		// Warning: Scaling through the canvas will only work with images that use
-		// premultiplied alpha.
-
-		var maxDimension = Math.max( image.width, image.height );
-		var newWidth = Math.floor( image.width * maxSize / maxDimension );
-		var newHeight = Math.floor( image.height * maxSize / maxDimension );
-
-		var canvas = document.createElement( 'canvas' );
-		canvas.width = newWidth;
-		canvas.height = newHeight;
-
-		var ctx = canvas.getContext( "2d" );
-		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
-
-		return canvas;
-
-	}
-
-	function setCubeTexture ( texture, slot ) {
-
-		if ( texture.image.length === 6 ) {
-
-			if ( texture.needsUpdate ) {
-
-				if ( ! texture.image.__webglTextureCube ) {
-
-					texture.image.__webglTextureCube = _gl.createTexture();
-
-				}
-
-				_gl.activeTexture( _gl.TEXTURE0 + slot );
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
-				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-
-				var cubeImage = [];
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					if ( _this.autoScaleCubemaps ) {
-
-						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
-
-					} else {
-
-						cubeImage[ i ] = texture.image[ i ];
-
-					}
-
-				}
-
-				var image = cubeImage[ 0 ],
-				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
-				glFormat = paramThreeToGL( texture.format ),
-				glType = paramThreeToGL( texture.type );
-
-				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
-
-				}
-
-				if ( texture.generateMipmaps && isImagePowerOfTwo ) {
-
-					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
-				}
-
-				texture.needsUpdate = false;
-
-				if ( texture.onUpdate ) texture.onUpdate();
-
-			} else {
-
-				_gl.activeTexture( _gl.TEXTURE0 + slot );
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
-			}
-
-		}
-
-	};
-
-	function setCubeTextureDynamic ( texture, slot ) {
-
-		_gl.activeTexture( _gl.TEXTURE0 + slot );
-		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
-
-	};
-
-	// Render targets
-
-	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
-
-		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
-		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
-
-	};
-
-	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
-
-		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
-
-		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
-		/* For some reason this is not working. Defaulting to RGBA4.
-		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-		*/
-		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
-		} else {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
-
-		}
-
-	};
-
-	this.setRenderTarget = function ( renderTarget ) {
-
-		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
-
-		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
-
-			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
-			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
-
-			renderTarget.__webglTexture = _gl.createTexture();
-
-			// Setup texture, create render and frame buffers
-
-			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
-				glFormat = paramThreeToGL( renderTarget.format ),
-				glType = paramThreeToGL( renderTarget.type );
-
-			if ( isCube ) {
-
-				renderTarget.__webglFramebuffer = [];
-				renderTarget.__webglRenderbuffer = [];
-
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
-				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
-					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
-
-					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
-					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
-					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
-
-				}
-
-				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
-			} else {
-
-				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
-				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
-
-				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
-				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
-				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
-				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
-
-				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
-			}
-
-			// Release everything
-
-			if ( isCube ) {
-
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
-			} else {
-
-				_gl.bindTexture( _gl.TEXTURE_2D, null );
-
-			}
-
-			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
-			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
-
-		}
-
-		var framebuffer, width, height, vx, vy;
-
-		if ( renderTarget ) {
-
-			if ( isCube ) {
-
-				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
-
-			} else {
-
-				framebuffer = renderTarget.__webglFramebuffer;
-
-			}
-
-			width = renderTarget.width;
-			height = renderTarget.height;
-
-			vx = 0;
-			vy = 0;
-
-		} else {
-
-			framebuffer = null;
-
-			width = _viewportWidth;
-			height = _viewportHeight;
-
-			vx = _viewportX;
-			vy = _viewportY;
-
-		}
-
-		if ( framebuffer !== _currentFramebuffer ) {
-
-			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
-			_gl.viewport( vx, vy, width, height );
-
-			_currentFramebuffer = framebuffer;
-
-		}
-
-		_currentWidth = width;
-		_currentHeight = height;
-
-	};
-
-	function updateRenderTargetMipmap ( renderTarget ) {
-
-		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
-			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
-			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
-		} else {
-
-			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
-			_gl.generateMipmap( _gl.TEXTURE_2D );
-			_gl.bindTexture( _gl.TEXTURE_2D, null );
-
-		}
-
-	};
-
-	// Fallback filters for non-power-of-2 textures
-
-	function filterFallback ( f ) {
-
-		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
-
-			return _gl.NEAREST;
-
-		}
-
-		return _gl.LINEAR;
-
-	};
-
-	// Map three.js constants to WebGL constants
-
-	function paramThreeToGL ( p ) {
-
-		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
-		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
-		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
-
-		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
-		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
-		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
-
-		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
-		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
-		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
-
-		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
-		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
-		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
-		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
-
-		if ( p === THREE.ByteType ) return _gl.BYTE;
-		if ( p === THREE.ShortType ) return _gl.SHORT;
-		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
-		if ( p === THREE.IntType ) return _gl.INT;
-		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
-		if ( p === THREE.FloatType ) return _gl.FLOAT;
-
-		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
-		if ( p === THREE.RGBFormat ) return _gl.RGB;
-		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
-		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
-		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
-
-		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
-		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
-		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
-
-		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
-		if ( p === THREE.OneFactor ) return _gl.ONE;
-		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
-		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
-		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
-		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
-		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
-		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
-
-		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
-		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
-		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
-
-		return 0;
-
-	};
-
-	// Allocations
-
-	function allocateBones ( object ) {
-
-		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
-
-			return 1024;
-
-		} else {
-
-			// default for when object is not specified
-			// ( for example when prebuilding shader
-			//   to be used with multiple objects )
-			//
-			// 	- leave some extra space for other uniforms
-			//  - limit here is ANGLE's 254 max uniform vectors
-			//    (up to 54 should be safe)
-
-			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
-			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
-
-			var maxBones = nVertexMatrices;
-
-			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
-
-				maxBones = Math.min( object.bones.length, maxBones );
-
-				if ( maxBones < object.bones.length ) {
-
-					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
-
-				}
-
-			}
-
-			return maxBones;
-
-		}
-
-	};
-
-	function allocateLights ( lights ) {
-
-		var l, ll, light, dirLights, pointLights, spotLights, hemiLights, maxDirLights, maxPointLights, maxSpotLights, maxHemiLights;
-
-		dirLights = pointLights = spotLights = hemiLights = maxDirLights = maxPointLights = maxSpotLights = maxHemiLights = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			light = lights[ l ];
-
-			if ( light.onlyShadow ) continue;
-
-			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
-			if ( light instanceof THREE.PointLight ) pointLights ++;
-			if ( light instanceof THREE.SpotLight ) spotLights ++;
-			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
-
-		}
-
-		if ( ( pointLights + spotLights + dirLights + hemiLights) <= _maxLights ) {
-
-			maxDirLights = dirLights;
-			maxPointLights = pointLights;
-			maxSpotLights = spotLights;
-			maxHemiLights = hemiLights;
-
-		} else {
-
-			maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
-			maxPointLights = _maxLights - maxDirLights;
-
-			// these are not really correct
-
-			maxSpotLights = maxPointLights;
-			maxHemiLights = maxDirLights;
-
-		}
-
-		return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights, 'hemi': maxHemiLights };
-
-	};
-
-	function allocateShadows ( lights ) {
-
-		var l, ll, light, maxShadows = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l++ ) {
-
-			light = lights[ l ];
-
-			if ( ! light.castShadow ) continue;
-
-			if ( light instanceof THREE.SpotLight ) maxShadows ++;
-			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
-
-		}
-
-		return maxShadows;
-
-	};
-
-	// Initialization
-
-	function initGL () {
-
-		try {
-
-			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
-
-				throw 'Error creating WebGL context.';
-
-			}
-
-		} catch ( error ) {
-
-			console.error( error );
-
-		}
-
-		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
-		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
-
-		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
-											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
-											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
-
-
-		if ( ! _glExtensionTextureFloat ) {
-
-			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
-
-		}
-
-		if ( ! _glExtensionStandardDerivatives ) {
-
-			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
-
-		}
-
-		if ( ! _glExtensionTextureFilterAnisotropic ) {
-
-			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
-
-		}
-
-	};
-
-	function setDefaultGLState () {
-
-		_gl.clearColor( 0, 0, 0, 1 );
-		_gl.clearDepth( 1 );
-		_gl.clearStencil( 0 );
-
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthFunc( _gl.LEQUAL );
-
-		_gl.frontFace( _gl.CCW );
-		_gl.cullFace( _gl.BACK );
-		_gl.enable( _gl.CULL_FACE );
-
-		_gl.enable( _gl.BLEND );
-		_gl.blendEquation( _gl.FUNC_ADD );
-		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	// default plugins (order is important)
-
-	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
-	this.addPrePlugin( this.shadowMapPlugin );
-
-	this.addPostPlugin( new THREE.SpritePlugin() );
-	this.addPostPlugin( new THREE.LensFlarePlugin() );
-
-};
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.WebGLRenderTarget = function ( width, height, options ) {
-
-	this.width = width;
-	this.height = height;
-
-	options = options || {};
-
-	this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
-	this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
-
-	this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
-	this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
-
-	this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
-
-	this.offset = new THREE.Vector2( 0, 0 );
-	this.repeat = new THREE.Vector2( 1, 1 );
-
-	this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
-	this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
-
-	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
-	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
-
-	this.generateMipmaps = true;
-
-};
-
-THREE.WebGLRenderTarget.prototype.clone = function() {
-
-	var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
-
-	tmp.wrapS = this.wrapS;
-	tmp.wrapT = this.wrapT;
-
-	tmp.magFilter = this.magFilter;
-	tmp.anisotropy = this.anisotropy;
-
-	tmp.minFilter = this.minFilter;
-
-	tmp.offset.copy( this.offset );
-	tmp.repeat.copy( this.repeat );
-
-	tmp.format = this.format;
-	tmp.type = this.type;
-
-	tmp.depthBuffer = this.depthBuffer;
-	tmp.stencilBuffer = this.stencilBuffer;
-
-	tmp.generateMipmaps = this.generateMipmaps;
-
-	return tmp;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com
- */
-
-THREE.WebGLRenderTargetCube = function ( width, height, options ) {
-
-	THREE.WebGLRenderTarget.call( this, width, height, options );
-
-	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
-
-};
-
-THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableVertex = function () {
-
-	this.positionWorld = new THREE.Vector3();
-	this.positionScreen = new THREE.Vector4();
-
-	this.visible = true;
-
-};
-
-THREE.RenderableVertex.prototype.copy = function ( vertex ) {
-
-	this.positionWorld.copy( vertex.positionWorld );
-	this.positionScreen.copy( vertex.positionScreen );
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableFace3 = function () {
-
-	this.v1 = new THREE.RenderableVertex();
-	this.v2 = new THREE.RenderableVertex();
-	this.v3 = new THREE.RenderableVertex();
-
-	this.centroidWorld = new THREE.Vector3();
-	this.centroidScreen = new THREE.Vector3();
-
-	this.normalWorld = new THREE.Vector3();
-	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-	this.vertexNormalsLength = 0;
-
-	this.material = null;
-	this.uvs = [[]];
-
-	this.z = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableFace4 = function () {
-
-	this.v1 = new THREE.RenderableVertex();
-	this.v2 = new THREE.RenderableVertex();
-	this.v3 = new THREE.RenderableVertex();
-	this.v4 = new THREE.RenderableVertex();
-
-	this.centroidWorld = new THREE.Vector3();
-	this.centroidScreen = new THREE.Vector3();
-
-	this.normalWorld = new THREE.Vector3();
-	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-	this.vertexNormalsLength = 0;
-
-	this.material = null;
-	this.uvs = [[]];
-
-	this.z = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableObject = function () {
-
-	this.object = null;
-	this.z = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableParticle = function () {
-
-	this.object = null;
-
-	this.x = null;
-	this.y = null;
-	this.z = null;
-
-	this.rotation = null;
-	this.scale = new THREE.Vector2();
-
-	this.material = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableLine = function () {
-
-	this.z = null;
-
-	this.v1 = new THREE.RenderableVertex();
-	this.v2 = new THREE.RenderableVertex();
-
-	this.material = null;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ColorUtils = {
-
-	adjustHSV : function ( color, h, s, v ) {
-
-		var hsv = THREE.ColorUtils.__hsv;
-
-		THREE.ColorUtils.rgbToHsv( color, hsv );
-
-		hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
-		hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
-		hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );
-
-		color.setHSV( hsv.h, hsv.s, hsv.v );
-
-	},
-
-	// based on MochiKit implementation by Bob Ippolito
-
-	rgbToHsv : function ( color, hsv ) {
-
-		var r = color.r;
-		var g = color.g;
-		var b = color.b;
-
-		var max = Math.max( Math.max( r, g ), b );
-		var min = Math.min( Math.min( r, g ), b );
-
-		var hue;
-		var saturation;
-		var value = max;
-
-		if ( min === max )	{
-
-			hue = 0;
-			saturation = 0;
-
-		} else {
-
-			var delta = ( max - min );
-			saturation = delta / max;
-
-			if ( r === max ) {
-
-				hue = ( g - b ) / delta;
-
-			} else if ( g === max ) {
-
-				hue = 2 + ( ( b - r ) / delta );
-
-			} else	{
-
-				hue = 4 + ( ( r - g ) / delta );
-			}
-
-			hue /= 6;
-
-			if ( hue < 0 ) {
-
-				hue += 1;
-
-			}
-
-			if ( hue > 1 ) {
-
-				hue -= 1;
-
-			}
-
-		}
-
-		if ( hsv === undefined ) {
-
-			hsv = { h: 0, s: 0, v: 0 };
-
-		}
-
-		hsv.h = hue;
-		hsv.s = saturation;
-		hsv.v = value;
-
-		return hsv;
-
-	}
-
-};
-
-THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.GeometryUtils = {
-
-	// Merge two geometries or geometry and geometry from object (using object's transform)
-
-	merge: function ( geometry1, object2 /* mesh | geometry */ ) {
-
-		var matrix, matrixRotation,
-		vertexOffset = geometry1.vertices.length,
-		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
-		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
-		vertices1 = geometry1.vertices,
-		vertices2 = geometry2.vertices,
-		faces1 = geometry1.faces,
-		faces2 = geometry2.faces,
-		uvs1 = geometry1.faceVertexUvs[ 0 ],
-		uvs2 = geometry2.faceVertexUvs[ 0 ];
-
-		var geo1MaterialsMap = {};
-
-		for ( var i = 0; i < geometry1.materials.length; i ++ ) {
-
-			var id = geometry1.materials[ i ].id;
-
-			geo1MaterialsMap[ id ] = i;
-
-		}
-
-		if ( object2 instanceof THREE.Mesh ) {
-
-			object2.matrixAutoUpdate && object2.updateMatrix();
-
-			matrix = object2.matrix;
-			matrixRotation = new THREE.Matrix4();
-			matrixRotation.extractRotation( matrix, object2.scale );
-
-		}
-
-		// vertices
-
-		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
-
-			var vertex = vertices2[ i ];
-
-			var vertexCopy = vertex.clone();
-
-			if ( matrix ) matrix.multiplyVector3( vertexCopy );
-
-			vertices1.push( vertexCopy );
-
-		}
-
-		// faces
-
-		for ( i = 0, il = faces2.length; i < il; i ++ ) {
-
-			var face = faces2[ i ], faceCopy, normal, color,
-			faceVertexNormals = face.vertexNormals,
-			faceVertexColors = face.vertexColors;
-
-			if ( face instanceof THREE.Face3 ) {
-
-				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
-
-			}
-
-			faceCopy.normal.copy( face.normal );
-
-			if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
-
-			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
-
-				normal = faceVertexNormals[ j ].clone();
-
-				if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
-
-				faceCopy.vertexNormals.push( normal );
-
-			}
-
-			faceCopy.color.copy( face.color );
-
-			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
-
-				color = faceVertexColors[ j ];
-				faceCopy.vertexColors.push( color.clone() );
-
-			}
-
-			if ( face.materialIndex !== undefined ) {
-
-				var material2 = geometry2.materials[ face.materialIndex ];
-				var materialId2 = material2.id;
-
-				var materialIndex = geo1MaterialsMap[ materialId2 ];
-
-				if ( materialIndex === undefined ) {
-
-					materialIndex = geometry1.materials.length;
-					geo1MaterialsMap[ materialId2 ] = materialIndex;
-
-					geometry1.materials.push( material2 );
-
-				}
-
-				faceCopy.materialIndex = materialIndex;
-
-			}
-
-			faceCopy.centroid.copy( face.centroid );
-			if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
-
-			faces1.push( faceCopy );
-
-		}
-
-		// uvs
-
-		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
-
-			var uv = uvs2[ i ], uvCopy = [];
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
-
-			}
-
-			uvs1.push( uvCopy );
-
-		}
-
-	},
-
-	clone: function ( geometry ) {
-
-		var cloneGeo = new THREE.Geometry();
-
-		var i, il;
-
-		var vertices = geometry.vertices,
-			faces = geometry.faces,
-			uvs = geometry.faceVertexUvs[ 0 ];
-
-		// materials
-
-		if ( geometry.materials ) {
-
-			cloneGeo.materials = geometry.materials.slice();
-
-		}
-
-		// vertices
-
-		for ( i = 0, il = vertices.length; i < il; i ++ ) {
-
-			var vertex = vertices[ i ];
-
-			cloneGeo.vertices.push( vertex.clone() );
-
-		}
-
-		// faces
-
-		for ( i = 0, il = faces.length; i < il; i ++ ) {
-
-			var face = faces[ i ];
-
-			cloneGeo.faces.push( face.clone() );
-
-		}
-
-		// uvs
-
-		for ( i = 0, il = uvs.length; i < il; i ++ ) {
-
-			var uv = uvs[ i ], uvCopy = [];
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
-
-			}
-
-			cloneGeo.faceVertexUvs[ 0 ].push( uvCopy );
-
-		}
-
-		return cloneGeo;
-
-	},
-
-	// Get random point in triangle (via barycentric coordinates)
-	// 	(uniform distribution)
-	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle
-
-	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
-
-		var a, b, c,
-			point = new THREE.Vector3(),
-			tmp = THREE.GeometryUtils.__v1;
-
-		a = THREE.GeometryUtils.random();
-		b = THREE.GeometryUtils.random();
-
-		if ( ( a + b ) > 1 ) {
-
-			a = 1 - a;
-			b = 1 - b;
-
-		}
-
-		c = 1 - a - b;
-
-		point.copy( vectorA );
-		point.multiplyScalar( a );
-
-		tmp.copy( vectorB );
-		tmp.multiplyScalar( b );
-
-		point.addSelf( tmp );
-
-		tmp.copy( vectorC );
-		tmp.multiplyScalar( c );
-
-		point.addSelf( tmp );
-
-		return point;
-
-	},
-
-	// Get random point in face (triangle / quad)
-	// (uniform distribution)
-
-	randomPointInFace: function ( face, geometry, useCachedAreas ) {
-
-		var vA, vB, vC, vD;
-
-		if ( face instanceof THREE.Face3 ) {
-
-			vA = geometry.vertices[ face.a ];
-			vB = geometry.vertices[ face.b ];
-			vC = geometry.vertices[ face.c ];
-
-			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
-
-		} else if ( face instanceof THREE.Face4 ) {
-
-			vA = geometry.vertices[ face.a ];
-			vB = geometry.vertices[ face.b ];
-			vC = geometry.vertices[ face.c ];
-			vD = geometry.vertices[ face.d ];
-
-			var area1, area2;
-
-			if ( useCachedAreas ) {
-
-				if ( face._area1 && face._area2 ) {
-
-					area1 = face._area1;
-					area2 = face._area2;
-
-				} else {
-
-					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
-					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
-
-					face._area1 = area1;
-					face._area2 = area2;
-
-				}
-
-			} else {
-
-				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
-				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
-
-			}
-
-			var r = THREE.GeometryUtils.random() * ( area1 + area2 );
-
-			if ( r < area1 ) {
-
-				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
-
-			} else {
-
-				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
-
-			}
-
-		}
-
-	},
-
-	// Get uniformly distributed random points in mesh
-	// 	- create array with cumulative sums of face areas
-	//  - pick random number from 0 to total area
-	//  - find corresponding place in area array by binary search
-	//	- get random point in face
-
-	randomPointsInGeometry: function ( geometry, n ) {
-
-		var face, i,
-			faces = geometry.faces,
-			vertices = geometry.vertices,
-			il = faces.length,
-			totalArea = 0,
-			cumulativeAreas = [],
-			vA, vB, vC, vD;
-
-		// precompute face areas
-
-		for ( i = 0; i < il; i ++ ) {
-
-			face = faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				vA = vertices[ face.a ];
-				vB = vertices[ face.b ];
-				vC = vertices[ face.c ];
-
-				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				vA = vertices[ face.a ];
-				vB = vertices[ face.b ];
-				vC = vertices[ face.c ];
-				vD = vertices[ face.d ];
-
-				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
-				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
-
-				face._area = face._area1 + face._area2;
-
-			}
-
-			totalArea += face._area;
-
-			cumulativeAreas[ i ] = totalArea;
-
-		}
-
-		// binary search cumulative areas array
-
-		function binarySearchIndices( value ) {
-
-			function binarySearch( start, end ) {
-
-				// return closest larger index
-				// if exact number is not found
-
-				if ( end < start )
-					return start;
-
-				var mid = start + Math.floor( ( end - start ) / 2 );
-
-				if ( cumulativeAreas[ mid ] > value ) {
-
-					return binarySearch( start, mid - 1 );
-
-				} else if ( cumulativeAreas[ mid ] < value ) {
-
-					return binarySearch( mid + 1, end );
-
-				} else {
-
-					return mid;
-
-				}
-
-			}
-
-			var result = binarySearch( 0, cumulativeAreas.length - 1 )
-			return result;
-
-		}
-
-		// pick random face weighted by face area
-
-		var r, index,
-			result = [];
-
-		var stats = {};
-
-		for ( i = 0; i < n; i ++ ) {
-
-			r = THREE.GeometryUtils.random() * totalArea;
-
-			index = binarySearchIndices( r );
-
-			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
-
-			if ( ! stats[ index ] ) {
-
-				stats[ index ] = 1;
-
-			} else {
-
-				stats[ index ] += 1;
-
-			}
-
-		}
-
-		return result;
-
-	},
-
-	// Get triangle area (by Heron's formula)
-	// 	http://en.wikipedia.org/wiki/Heron%27s_formula
-
-	triangleArea: function ( vectorA, vectorB, vectorC ) {
-
-		var s, a, b, c,
-			tmp = THREE.GeometryUtils.__v1;
-
-		tmp.sub( vectorA, vectorB );
-		a = tmp.length();
-
-		tmp.sub( vectorA, vectorC );
-		b = tmp.length();
-
-		tmp.sub( vectorB, vectorC );
-		c = tmp.length();
-
-		s = 0.5 * ( a + b + c );
-
-		return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );
-
-	},
-
-	// Center geometry so that 0,0,0 is in center of bounding box
-
-	center: function ( geometry ) {
-
-		geometry.computeBoundingBox();
-
-		var bb = geometry.boundingBox;
-
-		var offset = new THREE.Vector3();
-
-		offset.add( bb.min, bb.max );
-		offset.multiplyScalar( -0.5 );
-
-		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
-		geometry.computeBoundingBox();
-
-		return offset;
-
-	},
-
-	// Normalize UVs to be from <0,1>
-	// (for now just the first set of UVs)
-
-	normalizeUVs: function ( geometry ) {
-
-		var uvSet = geometry.faceVertexUvs[ 0 ];
-
-		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
-
-			var uvs = uvSet[ i ];
-
-			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
-
-				// texture repeat
-
-				if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u );
-				if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v );
-
-			}
-
-		}
-
-	},
-
-	triangulateQuads: function ( geometry ) {
-
-		var i, il, j, jl;
-
-		var faces = [];
-		var faceUvs = [];
-		var faceVertexUvs = [];
-
-		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
-
-			faceUvs[ i ] = [];
-
-		}
-
-		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
-
-			faceVertexUvs[ i ] = [];
-
-		}
-
-		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			var face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face4 ) {
-
-				var a = face.a;
-				var b = face.b;
-				var c = face.c;
-				var d = face.d;
-
-				var triA = new THREE.Face3();
-				var triB = new THREE.Face3();
-
-				triA.color.copy( face.color );
-				triB.color.copy( face.color );
-
-				triA.materialIndex = face.materialIndex;
-				triB.materialIndex = face.materialIndex;
-
-				triA.a = a;
-				triA.b = b;
-				triA.c = d;
-
-				triB.a = b;
-				triB.b = c;
-				triB.c = d;
-
-				if ( face.vertexColors.length === 4 ) {
-
-					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
-					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
-					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
-
-					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
-					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
-					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
-
-				}
-
-				faces.push( triA, triB );
-
-				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-					if ( geometry.faceVertexUvs[ j ].length ) {
-
-						var uvs = geometry.faceVertexUvs[ j ][ i ];
-
-						var uvA = uvs[ 0 ];
-						var uvB = uvs[ 1 ];
-						var uvC = uvs[ 2 ];
-						var uvD = uvs[ 3 ];
-
-						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
-						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
-
-						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
-
-					}
-
-				}
-
-				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
-
-					if ( geometry.faceUvs[ j ].length ) {
-
-						var faceUv = geometry.faceUvs[ j ][ i ];
-
-						faceUvs[ j ].push( faceUv, faceUv );
-
-					}
-
-				}
-
-			} else {
-
-				faces.push( face );
-
-				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
-
-					faceUvs[ j ].push( geometry.faceUvs[ j ] );
-
-				}
-
-				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] );
-
-				}
-
-			}
-
-		}
-
-		geometry.faces = faces;
-		geometry.faceUvs = faceUvs;
-		geometry.faceVertexUvs = faceVertexUvs;
-
-		geometry.computeCentroids();
-		geometry.computeFaceNormals();
-		geometry.computeVertexNormals();
-
-		if ( geometry.hasTangents ) geometry.computeTangents();
-
-	},
-
-	// Make all faces use unique vertices
-	// so that each face can be separated from others
-
-	explode: function( geometry ) {
-
-		var vertices = [];
-
-		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			var n = vertices.length;
-
-			var face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face4 ) {
-
-				var a = face.a;
-				var b = face.b;
-				var c = face.c;
-				var d = face.d;
-
-				var va = geometry.vertices[ a ];
-				var vb = geometry.vertices[ b ];
-				var vc = geometry.vertices[ c ];
-				var vd = geometry.vertices[ d ];
-
-				vertices.push( va.clone() );
-				vertices.push( vb.clone() );
-				vertices.push( vc.clone() );
-				vertices.push( vd.clone() );
-
-				face.a = n;
-				face.b = n + 1;
-				face.c = n + 2;
-				face.d = n + 3;
-
-			} else {
-
-				var a = face.a;
-				var b = face.b;
-				var c = face.c;
-
-				var va = geometry.vertices[ a ];
-				var vb = geometry.vertices[ b ];
-				var vc = geometry.vertices[ c ];
-
-				vertices.push( va.clone() );
-				vertices.push( vb.clone() );
-				vertices.push( vc.clone() );
-
-				face.a = n;
-				face.b = n + 1;
-				face.c = n + 2;
-
-			}
-
-		}
-
-		geometry.vertices = vertices;
-		delete geometry.__tmpVertices;
-
-	},
-
-	// Break faces with edges longer than maxEdgeLength
-	// - not recursive
-
-	tessellate: function ( geometry, maxEdgeLength ) {
-
-		var i, il, face,
-		a, b, c, d,
-		va, vb, vc, vd,
-		dab, dbc, dac, dcd, dad,
-		m, m1, m2,
-		vm, vm1, vm2,
-		vnm, vnm1, vnm2,
-		vcm, vcm1, vcm2,
-		triA, triB,
-		quadA, quadB,
-		edge;
-
-		var faces = [];
-		var faceVertexUvs = [];
-
-		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
-
-			faceVertexUvs[ i ] = [];
-
-		}
-
-		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				a = face.a;
-				b = face.b;
-				c = face.c;
-
-				va = geometry.vertices[ a ];
-				vb = geometry.vertices[ b ];
-				vc = geometry.vertices[ c ];
-
-				dab = va.distanceTo( vb );
-				dbc = vb.distanceTo( vc );
-				dac = va.distanceTo( vc );
-
-				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
-
-					m = geometry.vertices.length;
-
-					triA = face.clone();
-					triB = face.clone();
-
-					if ( dab >= dbc && dab >= dac ) {
-
-						vm = va.clone();
-						vm.lerpSelf( vb, 0.5 );
-
-						triA.a = a;
-						triA.b = m;
-						triA.c = c;
-
-						triB.a = m;
-						triB.b = b;
-						triB.c = c;
-
-						if ( face.vertexNormals.length === 3 ) {
-
-							vnm = face.vertexNormals[ 0 ].clone();
-							vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
-
-							triA.vertexNormals[ 1 ].copy( vnm );
-							triB.vertexNormals[ 0 ].copy( vnm );
-
-						}
-
-						if ( face.vertexColors.length === 3 ) {
-
-							vcm = face.vertexColors[ 0 ].clone();
-							vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );
-
-							triA.vertexColors[ 1 ].copy( vcm );
-							triB.vertexColors[ 0 ].copy( vcm );
-
-						}
-
-						edge = 0;
-
-					} else if ( dbc >= dab && dbc >= dac ) {
-
-						vm = vb.clone();
-						vm.lerpSelf( vc, 0.5 );
-
-						triA.a = a;
-						triA.b = b;
-						triA.c = m;
-
-						triB.a = m;
-						triB.b = c;
-						triB.c = a;
-
-						if ( face.vertexNormals.length === 3 ) {
-
-							vnm = face.vertexNormals[ 1 ].clone();
-							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
-
-							triA.vertexNormals[ 2 ].copy( vnm );
-
-							triB.vertexNormals[ 0 ].copy( vnm );
-							triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
-							triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
-
-						}
-
-						if ( face.vertexColors.length === 3 ) {
-
-							vcm = face.vertexColors[ 1 ].clone();
-							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
-
-							triA.vertexColors[ 2 ].copy( vcm );
-
-							triB.vertexColors[ 0 ].copy( vcm );
-							triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
-							triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
-
-						}
-
-						edge = 1;
-
-					} else {
-
-						vm = va.clone();
-						vm.lerpSelf( vc, 0.5 );
-
-						triA.a = a;
-						triA.b = b;
-						triA.c = m;
-
-						triB.a = m;
-						triB.b = b;
-						triB.c = c;
-
-						if ( face.vertexNormals.length === 3 ) {
-
-							vnm = face.vertexNormals[ 0 ].clone();
-							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
-
-							triA.vertexNormals[ 2 ].copy( vnm );
-							triB.vertexNormals[ 0 ].copy( vnm );
-
-						}
-
-						if ( face.vertexColors.length === 3 ) {
-
-							vcm = face.vertexColors[ 0 ].clone();
-							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
-
-							triA.vertexColors[ 2 ].copy( vcm );
-							triB.vertexColors[ 0 ].copy( vcm );
-
-						}
-
-						edge = 2;
-
-					}
-
-					faces.push( triA, triB );
-					geometry.vertices.push( vm );
-
-					var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						if ( geometry.faceVertexUvs[ j ].length ) {
-
-							uvs = geometry.faceVertexUvs[ j ][ i ];
-
-							uvA = uvs[ 0 ];
-							uvB = uvs[ 1 ];
-							uvC = uvs[ 2 ];
-
-							// AB
-
-							if ( edge === 0 ) {
-
-								uvM = uvA.clone();
-								uvM.lerpSelf( uvB, 0.5 );
-
-								uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
-								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
-
-							// BC
-
-							} else if ( edge === 1 ) {
-
-								uvM = uvB.clone();
-								uvM.lerpSelf( uvC, 0.5 );
-
-								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
-								uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
-
-							// AC
-
-							} else {
-
-								uvM = uvA.clone();
-								uvM.lerpSelf( uvC, 0.5 );
-
-								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
-								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
-
-							}
-
-							faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
-
-						}
-
-					}
-
-				} else {
-
-					faces.push( face );
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
-
-					}
-
-				}
-
-			} else {
-
-				a = face.a;
-				b = face.b;
-				c = face.c;
-				d = face.d;
-
-				va = geometry.vertices[ a ];
-				vb = geometry.vertices[ b ];
-				vc = geometry.vertices[ c ];
-				vd = geometry.vertices[ d ];
-
-				dab = va.distanceTo( vb );
-				dbc = vb.distanceTo( vc );
-				dcd = vc.distanceTo( vd );
-				dad = va.distanceTo( vd );
-
-				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
-
-					m1 = geometry.vertices.length;
-					m2 = geometry.vertices.length + 1;
-
-					quadA = face.clone();
-					quadB = face.clone();
-
-					if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
-
-						vm1 = va.clone();
-						vm1.lerpSelf( vb, 0.5 );
-
-						vm2 = vc.clone();
-						vm2.lerpSelf( vd, 0.5 );
-
-						quadA.a = a;
-						quadA.b = m1;
-						quadA.c = m2;
-						quadA.d = d;
-
-						quadB.a = m1;
-						quadB.b = b;
-						quadB.c = c;
-						quadB.d = m2;
-
-						if ( face.vertexNormals.length === 4 ) {
-
-							vnm1 = face.vertexNormals[ 0 ].clone();
-							vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
-
-							vnm2 = face.vertexNormals[ 2 ].clone();
-							vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );
-
-							quadA.vertexNormals[ 1 ].copy( vnm1 );
-							quadA.vertexNormals[ 2 ].copy( vnm2 );
-
-							quadB.vertexNormals[ 0 ].copy( vnm1 );
-							quadB.vertexNormals[ 3 ].copy( vnm2 );
-
-						}
-
-						if ( face.vertexColors.length === 4 ) {
-
-							vcm1 = face.vertexColors[ 0 ].clone();
-							vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );
-
-							vcm2 = face.vertexColors[ 2 ].clone();
-							vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );
-
-							quadA.vertexColors[ 1 ].copy( vcm1 );
-							quadA.vertexColors[ 2 ].copy( vcm2 );
-
-							quadB.vertexColors[ 0 ].copy( vcm1 );
-							quadB.vertexColors[ 3 ].copy( vcm2 );
-
-						}
-
-						edge = 0;
-
-					} else {
-
-						vm1 = vb.clone();
-						vm1.lerpSelf( vc, 0.5 );
-
-						vm2 = vd.clone();
-						vm2.lerpSelf( va, 0.5 );
-
-						quadA.a = a;
-						quadA.b = b;
-						quadA.c = m1;
-						quadA.d = m2;
-
-						quadB.a = m2;
-						quadB.b = m1;
-						quadB.c = c;
-						quadB.d = d;
-
-						if ( face.vertexNormals.length === 4 ) {
-
-							vnm1 = face.vertexNormals[ 1 ].clone();
-							vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
-
-							vnm2 = face.vertexNormals[ 3 ].clone();
-							vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );
-
-							quadA.vertexNormals[ 2 ].copy( vnm1 );
-							quadA.vertexNormals[ 3 ].copy( vnm2 );
-
-							quadB.vertexNormals[ 0 ].copy( vnm2 );
-							quadB.vertexNormals[ 1 ].copy( vnm1 );
-
-						}
-
-						if ( face.vertexColors.length === 4 ) {
-
-							vcm1 = face.vertexColors[ 1 ].clone();
-							vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );
-
-							vcm2 = face.vertexColors[ 3 ].clone();
-							vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );
-
-							quadA.vertexColors[ 2 ].copy( vcm1 );
-							quadA.vertexColors[ 3 ].copy( vcm2 );
-
-							quadB.vertexColors[ 0 ].copy( vcm2 );
-							quadB.vertexColors[ 1 ].copy( vcm1 );
-
-						}
-
-						edge = 1;
-
-					}
-
-					faces.push( quadA, quadB );
-					geometry.vertices.push( vm1, vm2 );
-
-					var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						if ( geometry.faceVertexUvs[ j ].length ) {
-
-							uvs = geometry.faceVertexUvs[ j ][ i ];
-
-							uvA = uvs[ 0 ];
-							uvB = uvs[ 1 ];
-							uvC = uvs[ 2 ];
-							uvD = uvs[ 3 ];
-
-							// AB + CD
-
-							if ( edge === 0 ) {
-
-								uvM1 = uvA.clone();
-								uvM1.lerpSelf( uvB, 0.5 );
-
-								uvM2 = uvC.clone();
-								uvM2.lerpSelf( uvD, 0.5 );
-
-								uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
-								uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];
-
-							// BC + AD
-
-							} else {
-
-								uvM1 = uvB.clone();
-								uvM1.lerpSelf( uvC, 0.5 );
-
-								uvM2 = uvD.clone();
-								uvM2.lerpSelf( uvA, 0.5 );
-
-								uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
-								uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];
-
-							}
-
-							faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );
-
-						}
-
-					}
-
-				} else {
-
-					faces.push( face );
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		geometry.faces = faces;
-		geometry.faceVertexUvs = faceVertexUvs;
-
-	}
-
-};
-
-THREE.GeometryUtils.random = THREE.Math.random16;
-
-THREE.GeometryUtils.__v1 = new THREE.Vector3();
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageUtils = {
-
-	crossOrigin: 'anonymous',
-
-	loadTexture: function ( url, mapping, onLoad, onError ) {
-
-		var image = new Image();
-		var texture = new THREE.Texture( image, mapping );
-
-		var loader = new THREE.ImageLoader();
-
-		loader.addEventListener( 'load', function ( event ) {
-
-			texture.image = event.content;
-			texture.needsUpdate = true;
-
-			if ( onLoad ) onLoad( texture );
-
-		} );
-
-		loader.addEventListener( 'error', function ( event ) {
-
-			if ( onError ) onError( event.message );
-
-		} );
-
-		loader.crossOrigin = this.crossOrigin;
-		loader.load( url, image );
-
-		return texture;
-
-	},
-
-	loadTextureCube: function ( array, mapping, onLoad ) {
-
-		var i, l, images = [];
-		var texture = new THREE.Texture( images, mapping );
-
-		texture.flipY = false;
-
-		images.loadCount = 0;
-
-		for ( i = 0, l = array.length; i < l; ++ i ) {
-
-			images[ i ] = new Image();
-			images[ i ].onload = function () {
-
-				images.loadCount += 1;
-
-				if ( images.loadCount === 6 ) {
-
-					texture.needsUpdate = true;
-					if ( onLoad ) onLoad();
-
-				}
-
-			};
-
-			images[ i ].crossOrigin = this.crossOrigin;
-			images[ i ].src = array[ i ];
-
-		}
-
-		return texture;
-
-	},
-
-	getNormalMap: function ( image, depth ) {
-
-		// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
-
-		var cross = function ( a, b ) {
-
-			return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
-
-		}
-
-		var subtract = function ( a, b ) {
-
-			return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
-
-		}
-
-		var normalize = function ( a ) {
-
-			var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
-			return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
-
-		}
-
-		depth = depth | 1;
-
-		var width = image.width;
-		var height = image.height;
-
-		var canvas = document.createElement( 'canvas' );
-		canvas.width = width;
-		canvas.height = height;
-
-		var context = canvas.getContext( '2d' );
-		context.drawImage( image, 0, 0 );
-
-		var data = context.getImageData( 0, 0, width, height ).data;
-		var imageData = context.createImageData( width, height );
-		var output = imageData.data;
-
-		for ( var x = 0; x < width; x ++ ) {
-
-			for ( var y = 0; y < height; y ++ ) {
-
-				var ly = y - 1 < 0 ? 0 : y - 1;
-				var uy = y + 1 > height - 1 ? height - 1 : y + 1;
-				var lx = x - 1 < 0 ? 0 : x - 1;
-				var ux = x + 1 > width - 1 ? width - 1 : x + 1;
-
-				var points = [];
-				var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
-				points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
-				points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
-				points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
-				points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
-				points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
-				points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
-				points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
-				points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
-
-				var normals = [];
-				var num_points = points.length;
-
-				for ( var i = 0; i < num_points; i ++ ) {
-
-					var v1 = points[ i ];
-					var v2 = points[ ( i + 1 ) % num_points ];
-					v1 = subtract( v1, origin );
-					v2 = subtract( v2, origin );
-					normals.push( normalize( cross( v1, v2 ) ) );
-
-				}
-
-				var normal = [ 0, 0, 0 ];
-
-				for ( var i = 0; i < normals.length; i ++ ) {
-
-					normal[ 0 ] += normals[ i ][ 0 ];
-					normal[ 1 ] += normals[ i ][ 1 ];
-					normal[ 2 ] += normals[ i ][ 2 ];
-
-				}
-
-				normal[ 0 ] /= normals.length;
-				normal[ 1 ] /= normals.length;
-				normal[ 2 ] /= normals.length;
-
-				var idx = ( y * width + x ) * 4;
-
-				output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
-				output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
-				output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
-				output[ idx + 3 ] = 255;
-
-			}
-
-		}
-
-		context.putImageData( imageData, 0, 0 );
-
-		return canvas;
-
-	},
-
-	generateDataTexture: function ( width, height, color ) {
-
-		var size = width * height;
-		var data = new Uint8Array( 3 * size );
-
-		var r = Math.floor( color.r * 255 );
-		var g = Math.floor( color.g * 255 );
-		var b = Math.floor( color.b * 255 );
-
-		for ( var i = 0; i < size; i ++ ) {
-
-			data[ i * 3 ] 	  = r;
-			data[ i * 3 + 1 ] = g;
-			data[ i * 3 + 2 ] = b;
-
-		}
-
-		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
-		texture.needsUpdate = true;
-
-		return texture;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SceneUtils = {
-
-	showHierarchy : function ( root, visible ) {
-
-		THREE.SceneUtils.traverseHierarchy( root, function( node ) { node.visible = visible; } );
-
-	},
-
-	traverseHierarchy : function ( root, callback ) {
-
-		var n, i, l = root.children.length;
-
-		for ( i = 0; i < l; i ++ ) {
-
-			n = root.children[ i ];
-
-			callback( n );
-
-			THREE.SceneUtils.traverseHierarchy( n, callback );
-
-		}
-
-	},
-
-	createMultiMaterialObject : function ( geometry, materials ) {
-
-		var i, il = materials.length,
-			group = new THREE.Object3D();
-
-		for ( i = 0; i < il; i ++ ) {
-
-			var object = new THREE.Mesh( geometry, materials[ i ] );
-			group.add( object );
-
-		}
-
-		return group;
-
-	},
-
-	cloneObject: function ( source ) {
-
-		var object;
-
-		// subclass specific properties
-		// (must process in order from more specific subclasses to more abstract classes)
-
-		if ( source instanceof THREE.MorphAnimMesh ) {
-
-			object = new THREE.MorphAnimMesh( source.geometry, source.material );
-
-			object.duration = source.duration;
-			object.mirroredLoop = source.mirroredLoop;
-			object.time = source.time;
-
-			object.lastKeyframe = source.lastKeyframe;
-			object.currentKeyframe = source.currentKeyframe;
-
-			object.direction = source.direction;
-			object.directionBackwards = source.directionBackwards;
-
-		} else if ( source instanceof THREE.SkinnedMesh ) {
-
-			object = new THREE.SkinnedMesh( source.geometry, source.material );
-
-		} else if ( source instanceof THREE.Mesh ) {
-
-			object = new THREE.Mesh( source.geometry, source.material );
-
-		} else if ( source instanceof THREE.Line ) {
-
-			object = new THREE.Line( source.geometry, source.material, source.type );
-
-		} else if ( source instanceof THREE.Ribbon ) {
-
-			object = new THREE.Ribbon( source.geometry, source.material );
-
-		} else if ( source instanceof THREE.ParticleSystem ) {
-
-			object = new THREE.ParticleSystem( source.geometry, source.material );
-			object.sortParticles = source.sortParticles;
-
-		} else if ( source instanceof THREE.Particle ) {
-
-			object = new THREE.Particle( source.material );
-
-		} else if ( source instanceof THREE.Sprite ) {
-
-			object = new THREE.Sprite( {} );
-
-			object.color.copy( source.color );
-			object.map = source.map;
-			object.blending = source.blending;
-
-			object.useScreenCoordinates = source.useScreenCoordinates;
-			object.mergeWith3D = source.mergeWith3D;
-			object.affectedByDistance = source.affectedByDistance;
-			object.scaleByViewport = source.scaleByViewport;
-			object.alignment = source.alignment;
-
-			object.rotation3d.copy( source.rotation3d );
-			object.rotation = source.rotation;
-			object.opacity = source.opacity;
-
-			object.uvOffset.copy( source.uvOffset );
-			object.uvScale.copy( source.uvScale);
-
-		} else if ( source instanceof THREE.LOD ) {
-
-			object = new THREE.LOD();
-
-		/*
-		} else if ( source instanceof THREE.MarchingCubes ) {
-
-			object = new THREE.MarchingCubes( source.resolution, source.material );
-			object.field.set( source.field );
-			object.isolation = source.isolation;
-		*/
-
-		} else if ( source instanceof THREE.Object3D ) {
-
-			object = new THREE.Object3D();
-
-		}
-
-		// base class properties
-
-		object.name = source.name;
-
-		object.parent = source.parent;
-
-		object.up.copy( source.up );
-
-		object.position.copy( source.position );
-
-		// because of Sprite madness
-
-		if ( object.rotation instanceof THREE.Vector3 )
-			object.rotation.copy( source.rotation );
-
-		object.eulerOrder = source.eulerOrder;
-
-		object.scale.copy( source.scale );
-
-		object.dynamic = source.dynamic;
-
-		object.renderDepth = source.renderDepth;
-
-		object.rotationAutoUpdate = source.rotationAutoUpdate;
-
-		object.matrix.copy( source.matrix );
-		object.matrixWorld.copy( source.matrixWorld );
-		object.matrixRotationWorld.copy( source.matrixRotationWorld );
-
-		object.matrixAutoUpdate = source.matrixAutoUpdate;
-		object.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
-
-		object.quaternion.copy( source.quaternion );
-		object.useQuaternion = source.useQuaternion;
-
-		object.boundRadius = source.boundRadius;
-		object.boundRadiusScale = source.boundRadiusScale;
-
-		object.visible = source.visible;
-
-		object.castShadow = source.castShadow;
-		object.receiveShadow = source.receiveShadow;
-
-		object.frustumCulled = source.frustumCulled;
-
-		// children
-
-		for ( var i = 0; i < source.children.length; i ++ ) {
-
-			var child = THREE.SceneUtils.cloneObject( source.children[ i ] );
-			object.children[ i ] = child;
-
-			child.parent = object;
-
-		}
-
-		// LODs need to be patched separately to use cloned children
-
-		if ( source instanceof THREE.LOD ) {
-
-			for ( var i = 0; i < source.LODs.length; i ++ ) {
-
-				var lod = source.LODs[ i ];
-				object.LODs[ i ] = { visibleAtDistance: lod.visibleAtDistance, object3D: object.children[ i ] };
-
-			}
-
-		}
-
-		return object;
-
-	},
-
-	detach : function ( child, parent, scene ) {
-
-		child.applyMatrix( parent.matrixWorld );
-		parent.remove( child );
-		scene.add( child );
-
-	},
-
-	attach: function ( child, scene, parent ) {
-
-		var matrixWorldInverse = new THREE.Matrix4();
-		matrixWorldInverse.getInverse( parent.matrixWorld );
-		child.applyMatrix( matrixWorldInverse );
-
-		scene.remove( child );
-		parent.add( child );
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- *
- * ShaderUtils currently contains:
- *
- *	fresnel
- *	normal
- * 	cube
- *
- */
-
-if ( THREE.WebGLRenderer ) {
-
-THREE.ShaderUtils = {
-
-	lib: {
-
-		/* -------------------------------------------------------------------------
-		//	Fresnel shader
-		//	- based on Nvidia Cg tutorial
-		 ------------------------------------------------------------------------- */
-
-		'fresnel': {
-
-			uniforms: {
-
-				"mRefractionRatio": { type: "f", value: 1.02 },
-				"mFresnelBias": { type: "f", value: 0.1 },
-				"mFresnelPower": { type: "f", value: 2.0 },
-				"mFresnelScale": { type: "f", value: 1.0 },
-				"tCube": { type: "t", value: null }
-
-			},
-
-			fragmentShader: [
-
-				"uniform samplerCube tCube;",
-
-				"varying vec3 vReflect;",
-				"varying vec3 vRefract[3];",
-				"varying float vReflectionFactor;",
-
-				"void main() {",
-
-					"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-					"vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
-
-					"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
-					"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
-					"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
-					"refractedColor.a = 1.0;",
-
-					"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
-
-				"}"
-
-			].join("\n"),
-
-			vertexShader: [
-
-				"uniform float mRefractionRatio;",
-				"uniform float mFresnelBias;",
-				"uniform float mFresnelScale;",
-				"uniform float mFresnelPower;",
-
-				"varying vec3 vReflect;",
-				"varying vec3 vRefract[3];",
-				"varying float vReflectionFactor;",
-
-				"void main() {",
-
-					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
-
-					"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
-
-					"vec3 I = mPosition.xyz - cameraPosition;",
-
-					"vReflect = reflect( I, nWorld );",
-					"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
-					"vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
-					"vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
-					"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",
-
-					"gl_Position = projectionMatrix * mvPosition;",
-
-				"}"
-
-			].join("\n")
-
-		},
-
-		/* -------------------------------------------------------------------------
-		//	Normal map shader
-		//		- Blinn-Phong
-		//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
-		//		- point and directional lights (use with "lights: true" material option)
-		 ------------------------------------------------------------------------- */
-
-		'normal' : {
-
-			uniforms: THREE.UniformsUtils.merge( [
-
-				THREE.UniformsLib[ "fog" ],
-				THREE.UniformsLib[ "lights" ],
-				THREE.UniformsLib[ "shadowmap" ],
-
-				{
-
-				"enableAO"		  : { type: "i", value: 0 },
-				"enableDiffuse"	  : { type: "i", value: 0 },
-				"enableSpecular"  : { type: "i", value: 0 },
-				"enableReflection": { type: "i", value: 0 },
-				"enableDisplacement": { type: "i", value: 0 },
-
-				"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
-				"tDiffuse"	   : { type: "t", value: null },
-				"tCube"		   : { type: "t", value: null },
-				"tNormal"	   : { type: "t", value: null },
-				"tSpecular"	   : { type: "t", value: null },
-				"tAO"		   : { type: "t", value: null },
-
-				"uNormalScale": { type: "f", value: 1.0 },
-
-				"uDisplacementBias": { type: "f", value: 0.0 },
-				"uDisplacementScale": { type: "f", value: 1.0 },
-
-				"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-				"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
-				"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-				"uShininess": { type: "f", value: 30 },
-				"uOpacity": { type: "f", value: 1 },
-
-				"useRefract": { type: "i", value: 0 },
-				"uRefractionRatio": { type: "f", value: 0.98 },
-				"uReflectivity": { type: "f", value: 0.5 },
-
-				"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
-				"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-
-				}
-
-			] ),
-
-			fragmentShader: [
-
-				"uniform vec3 uAmbientColor;",
-				"uniform vec3 uDiffuseColor;",
-				"uniform vec3 uSpecularColor;",
-				"uniform float uShininess;",
-				"uniform float uOpacity;",
-
-				"uniform bool enableDiffuse;",
-				"uniform bool enableSpecular;",
-				"uniform bool enableAO;",
-				"uniform bool enableReflection;",
-
-				"uniform sampler2D tDiffuse;",
-				"uniform sampler2D tNormal;",
-				"uniform sampler2D tSpecular;",
-				"uniform sampler2D tAO;",
-
-				"uniform samplerCube tCube;",
-
-				"uniform float uNormalScale;",
-
-				"uniform bool useRefract;",
-				"uniform float uRefractionRatio;",
-				"uniform float uReflectivity;",
-
-				"varying vec3 vTangent;",
-				"varying vec3 vBinormal;",
-				"varying vec3 vNormal;",
-				"varying vec2 vUv;",
-
-				"uniform vec3 ambientLightColor;",
-
-				"#if MAX_DIR_LIGHTS > 0",
-
-					"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-					"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_HEMI_LIGHTS > 0",
-
-					"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-					"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-					"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_POINT_LIGHTS > 0",
-
-					"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-					"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-					"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_SPOT_LIGHTS > 0",
-
-					"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-					"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-					"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-				"#endif",
-
-				"#ifdef WRAP_AROUND",
-
-					"uniform vec3 wrapRGB;",
-
-				"#endif",
-
-				"varying vec3 vWorldPosition;",
-
-				THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-				THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-				"void main() {",
-
-					"vec3 vViewPosition = cameraPosition - vWorldPosition;",
-
-					"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
-
-					"vec3 specularTex = vec3( 1.0 );",
-
-					"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
-					"normalTex.xy *= uNormalScale;",
-					"normalTex = normalize( normalTex );",
-
-					"if( enableDiffuse ) {",
-
-						"#ifdef GAMMA_INPUT",
-
-							"vec4 texelColor = texture2D( tDiffuse, vUv );",
-							"texelColor.xyz *= texelColor.xyz;",
-
-							"gl_FragColor = gl_FragColor * texelColor;",
-
-						"#else",
-
-							"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
-
-						"#endif",
-
-					"}",
-
-					"if( enableAO ) {",
-
-						"#ifdef GAMMA_INPUT",
-
-							"vec4 aoColor = texture2D( tAO, vUv );",
-							"aoColor.xyz *= aoColor.xyz;",
-
-							"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
-
-						"#else",
-
-							"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
-
-						"#endif",
-
-					"}",
-
-					"if( enableSpecular )",
-						"specularTex = texture2D( tSpecular, vUv ).xyz;",
-
-					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
-					"vec3 finalNormal = tsb * normalTex;",
-
-					"vec3 normal = normalize( finalNormal );",
-					"vec3 viewPosition = normalize( vViewPosition );",
-
-					// point lights
-
-					"#if MAX_POINT_LIGHTS > 0",
-
-						"vec3 pointDiffuse = vec3( 0.0 );",
-						"vec3 pointSpecular = vec3( 0.0 );",
-
-						"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-							"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
-
-							"float pointDistance = 1.0;",
-							"if ( pointLightDistance[ i ] > 0.0 )",
-								"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-							"pointVector = normalize( pointVector );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
-								"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
-
-								"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-							"#else",
-
-								"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
-							"#endif",
-
-							"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
-
-							// specular
-
-							"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
-							"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-							"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
-								"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
-
-							"#else",
-
-								"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// spot lights
-
-					"#if MAX_SPOT_LIGHTS > 0",
-
-						"vec3 spotDiffuse = vec3( 0.0 );",
-						"vec3 spotSpecular = vec3( 0.0 );",
-
-						"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-							"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
-
-							"float spotDistance = 1.0;",
-							"if ( spotLightDistance[ i ] > 0.0 )",
-								"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-							"spotVector = normalize( spotVector );",
-
-							"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-							"if ( spotEffect > spotLightAngle[ i ] ) {",
-
-								"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
-
-								// diffuse
-
-								"#ifdef WRAP_AROUND",
-
-									"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
-									"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
-
-									"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-								"#else",
-
-									"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
-
-								"#endif",
-
-								"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
-
-								// specular
-
-								"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
-								"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-								"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
-
-								"#ifdef PHYSICALLY_BASED_SHADING",
-
-									// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-									"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-									"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
-									"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
-
-								"#else",
-
-									"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
-
-								"#endif",
-
-							"}",
-
-						"}",
-
-					"#endif",
-
-					// directional lights
-
-					"#if MAX_DIR_LIGHTS > 0",
-
-						"vec3 dirDiffuse = vec3( 0.0 );",
-						"vec3 dirSpecular = vec3( 0.0 );",
-
-						"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
-							"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-							"vec3 dirVector = normalize( lDirection.xyz );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
-								"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
-
-								"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
-
-							"#else",
-
-								"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-							"#endif",
-
-							"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
-
-							// specular
-
-							"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-							"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-							"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
-								"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-							"#else",
-
-								"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// hemisphere lights
-
-					"#if MAX_HEMI_LIGHTS > 0",
-
-						"vec3 hemiDiffuse  = vec3( 0.0 );",
-						"vec3 hemiSpecular = vec3( 0.0 );" ,
-
-						"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );",
-							"vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );",
-
-							// diffuse
-
-							"float dotProduct = dot( normal, lVector );",
-							"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-							"hemiDiffuse += uDiffuseColor * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-							// specular (sky light)
-
-							"float hemiSpecularWeight = 0.0;",
-
-							"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-							"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-							"hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
-
-							// specular (ground light)
-
-							"vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );",
-
-							"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-							"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-							"hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
-								"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
-								"hemiSpecular += ( schlickSky + schlickGround ) * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight * specularNormalization;",
-
-							"#else",
-
-								"hemiSpecular += uSpecularColor * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// all lights contribution summation
-
-					"vec3 totalDiffuse = vec3( 0.0 );",
-					"vec3 totalSpecular = vec3( 0.0 );",
-
-					"#if MAX_DIR_LIGHTS > 0",
-
-						"totalDiffuse += dirDiffuse;",
-						"totalSpecular += dirSpecular;",
-
-					"#endif",
-
-					"#if MAX_HEMI_LIGHTS > 0",
-
-						"totalDiffuse += hemiDiffuse;",
-						"totalSpecular += hemiSpecular;",
-
-					"#endif",
-
-					"#if MAX_POINT_LIGHTS > 0",
-
-						"totalDiffuse += pointDiffuse;",
-						"totalSpecular += pointSpecular;",
-
-					"#endif",
-
-					"#if MAX_SPOT_LIGHTS > 0",
-
-						"totalDiffuse += spotDiffuse;",
-						"totalSpecular += spotSpecular;",
-
-					"#endif",
-
-					"#ifdef METAL",
-
-						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
-
-					"#else",
-
-						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
-
-					"#endif",
-
-					"if ( enableReflection ) {",
-
-						"vec3 vReflect;",
-						"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
-						"if ( useRefract ) {",
-
-							"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
-
-						"} else {",
-
-							"vReflect = reflect( cameraToVertex, normal );",
-
-						"}",
-
-						"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-
-						"#ifdef GAMMA_INPUT",
-
-							"cubeColor.xyz *= cubeColor.xyz;",
-
-						"#endif",
-
-						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
-
-					"}",
-
-					THREE.ShaderChunk[ "shadowmap_fragment" ],
-					THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-					THREE.ShaderChunk[ "fog_fragment" ],
-
-				"}"
-
-			].join("\n"),
-
-			vertexShader: [
-
-				"attribute vec4 tangent;",
-
-				"uniform vec2 uOffset;",
-				"uniform vec2 uRepeat;",
-
-				"uniform bool enableDisplacement;",
-
-				"#ifdef VERTEX_TEXTURES",
-
-					"uniform sampler2D tDisplacement;",
-					"uniform float uDisplacementScale;",
-					"uniform float uDisplacementBias;",
-
-				"#endif",
-
-				"varying vec3 vTangent;",
-				"varying vec3 vBinormal;",
-				"varying vec3 vNormal;",
-				"varying vec2 vUv;",
-
-				"varying vec3 vWorldPosition;",
-
-				THREE.ShaderChunk[ "skinning_pars_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-				"void main() {",
-
-					THREE.ShaderChunk[ "skinbase_vertex" ],
-					THREE.ShaderChunk[ "skinnormal_vertex" ],
-
-					// normal, tangent and binormal vectors
-
-					"#ifdef USE_SKINNING",
-
-						"vNormal = normalMatrix * skinnedNormal.xyz;",
-
-						"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
-						"vTangent = normalMatrix * skinnedTangent.xyz;",
-
-					"#else",
-
-						"vNormal = normalMatrix * normal;",
-						"vTangent = normalMatrix * tangent.xyz;",
-
-					"#endif",
-
-					"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
-
-					"vUv = uv * uRepeat + uOffset;",
-
-					// displacement mapping
-
-					"vec3 displacedPosition;",
-
-					"#ifdef VERTEX_TEXTURES",
-
-						"if ( enableDisplacement ) {",
-
-							"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
-							"float df = uDisplacementScale * dv.x + uDisplacementBias;",
-							"displacedPosition = position + normalize( normal ) * df;",
-
-						"} else {",
-
-							"#ifdef USE_SKINNING",
-
-								"vec4 skinVertex = vec4( position, 1.0 );",
-
-								"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-								"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-								"displacedPosition  = skinned.xyz;",
-
-							"#else",
-
-								"displacedPosition = position;",
-
-							"#endif",
-
-						"}",
-
-					"#else",
-
-						"#ifdef USE_SKINNING",
-
-							"vec4 skinVertex = vec4( position, 1.0 );",
-
-							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-							"displacedPosition  = skinned.xyz;",
-
-						"#else",
-
-							"displacedPosition = position;",
-
-						"#endif",
-
-					"#endif",
-
-					//
-
-					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-					"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
-
-					"gl_Position = projectionMatrix * mvPosition;",
-
-					//
-
-					"vWorldPosition = mPosition.xyz;",
-
-					// shadows
-
-					"#ifdef USE_SHADOWMAP",
-
-						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-							"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
-
-						"}",
-
-					"#endif",
-
-				"}"
-
-			].join("\n")
-
-		},
-
-		/* -------------------------------------------------------------------------
-		//	Cube map shader
-		 ------------------------------------------------------------------------- */
-
-		'cube': {
-
-			uniforms: { "tCube": { type: "t", value: null },
-						"tFlip": { type: "f", value: -1 } },
-
-			vertexShader: [
-
-				"varying vec3 vViewPosition;",
-
-				"void main() {",
-
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
-					"vViewPosition = cameraPosition - mPosition.xyz;",
-
-					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
-				"}"
-
-			].join("\n"),
-
-			fragmentShader: [
-
-				"uniform samplerCube tCube;",
-				"uniform float tFlip;",
-
-				"varying vec3 vViewPosition;",
-
-				"void main() {",
-
-					"vec3 wPos = cameraPosition - vViewPosition;",
-					"gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );",
-
-				"}"
-
-			].join("\n")
-
-		}
-
-	}
-
-};
-
-};
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For Text operations in three.js (See TextGeometry)
- *
- * It uses techniques used in:
- *
- * 	typeface.js and canvastext
- * 		For converting fonts and rendering with javascript
- *		http://typeface.neocracy.org
- *
- *	Triangulation ported from AS3
- *		Simple Polygon Triangulation
- *		http://actionsnippet.com/?p=1462
- *
- * 	A Method to triangulate shapes with holes
- *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
- *
- */
-
-THREE.FontUtils = {
-
-	faces : {},
-
-	// Just for now. face[weight][style]
-
-	face : "helvetiker",
-	weight: "normal",
-	style : "normal",
-	size : 150,
-	divisions : 10,
-
-	getFace : function() {
-
-		return this.faces[ this.face ][ this.weight ][ this.style ];
-
-	},
-
-	loadFace : function( data ) {
-
-		var family = data.familyName.toLowerCase();
-
-		var ThreeFont = this;
-
-		ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
-
-		ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
-		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
-		var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
-		return data;
-
-	},
-
-	drawText : function( text ) {
-
-		var characterPts = [], allPts = [];
-
-		// RenderText
-
-		var i, p,
-			face = this.getFace(),
-			scale = this.size / face.resolution,
-			offset = 0,
-			chars = String( text ).split( '' ),
-			length = chars.length;
-
-		var fontPaths = [];
-
-		for ( i = 0; i < length; i ++ ) {
-
-			var path = new THREE.Path();
-
-			var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
-			offset += ret.offset;
-
-			fontPaths.push( ret.path );
-
-		}
-
-		// get the width
-
-		var width = offset / 2;
-		//
-		// for ( p = 0; p < allPts.length; p++ ) {
-		//
-		// 	allPts[ p ].x -= width;
-		//
-		// }
-
-		//var extract = this.extractPoints( allPts, characterPts );
-		//extract.contour = allPts;
-
-		//extract.paths = fontPaths;
-		//extract.offset = width;
-
-		return { paths : fontPaths, offset : width };
-
-	},
-
-
-
-
-	extractGlyphPoints : function( c, face, scale, offset, path ) {
-
-		var pts = [];
-
-		var i, i2, divisions,
-			outline, action, length,
-			scaleX, scaleY,
-			x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
-			laste,
-			glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
-
-		if ( !glyph ) return;
-
-		if ( glyph.o ) {
-
-			outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
-			length = outline.length;
-
-			scaleX = scale;
-			scaleY = scale;
-
-			for ( i = 0; i < length; ) {
-
-				action = outline[ i ++ ];
-
-				//console.log( action );
-
-				switch( action ) {
-
-				case 'm':
-
-					// Move To
-
-					x = outline[ i++ ] * scaleX + offset;
-					y = outline[ i++ ] * scaleY;
-
-					path.moveTo( x, y );
-					break;
-
-				case 'l':
-
-					// Line To
-
-					x = outline[ i++ ] * scaleX + offset;
-					y = outline[ i++ ] * scaleY;
-					path.lineTo(x,y);
-					break;
-
-				case 'q':
-
-					// QuadraticCurveTo
-
-					cpx  = outline[ i++ ] * scaleX + offset;
-					cpy  = outline[ i++ ] * scaleY;
-					cpx1 = outline[ i++ ] * scaleX + offset;
-					cpy1 = outline[ i++ ] * scaleY;
-
-					path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
-
-					laste = pts[ pts.length - 1 ];
-
-					if ( laste ) {
-
-						cpx0 = laste.x;
-						cpy0 = laste.y;
-
-						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
-
-							var t = i2 / divisions;
-							var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
-							var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
-					  }
-
-				  }
-
-				  break;
-
-				case 'b':
-
-					// Cubic Bezier Curve
-
-					cpx  = outline[ i++ ] *  scaleX + offset;
-					cpy  = outline[ i++ ] *  scaleY;
-					cpx1 = outline[ i++ ] *  scaleX + offset;
-					cpy1 = outline[ i++ ] * -scaleY;
-					cpx2 = outline[ i++ ] *  scaleX + offset;
-					cpy2 = outline[ i++ ] * -scaleY;
-
-					path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
-
-					laste = pts[ pts.length - 1 ];
-
-					if ( laste ) {
-
-						cpx0 = laste.x;
-						cpy0 = laste.y;
-
-						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
-
-							var t = i2 / divisions;
-							var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
-							var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
-						}
-
-					}
-
-					break;
-
-				}
-
-			}
-		}
-
-
-
-		return { offset: glyph.ha*scale, path:path};
-	}
-
-};
-
-
-THREE.FontUtils.generateShapes = function( text, parameters ) {
-
-	// Parameters 
-
-	parameters = parameters || {};
-
-	var size = parameters.size !== undefined ? parameters.size : 100;
-	var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
-
-	var font = parameters.font !== undefined ? parameters.font : "helvetiker";
-	var weight = parameters.weight !== undefined ? parameters.weight : "normal";
-	var style = parameters.style !== undefined ? parameters.style : "normal";
-
-	THREE.FontUtils.size = size;
-	THREE.FontUtils.divisions = curveSegments;
-
-	THREE.FontUtils.face = font;
-	THREE.FontUtils.weight = weight;
-	THREE.FontUtils.style = style;
-
-	// Get a Font data json object
-
-	var data = THREE.FontUtils.drawText( text );
-
-	var paths = data.paths;
-	var shapes = [];
-
-	for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
-
-		Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
-
-	}
-
-	return shapes;
-
-};
-
-
-/**
- * This code is a quick port of code written in C++ which was submitted to
- * flipcode.com by John W. Ratcliff  // July 22, 2000
- * See original code and more information here:
- * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- *
- * ported to actionscript by Zevan Rosser
- * www.actionsnippet.com
- *
- * ported to javascript by Joshua Koo
- * http://www.lab4games.net/zz85/blog
- *
- */
-
-
-( function( namespace ) {
-
-	var EPSILON = 0.0000000001;
-
-	// takes in an contour array and returns
-
-	var process = function( contour, indices ) {
-
-		var n = contour.length;
-
-		if ( n < 3 ) return null;
-
-		var result = [],
-			verts = [],
-			vertIndices = [];
-
-		/* we want a counter-clockwise polygon in verts */
-
-		var u, v, w;
-
-		if ( area( contour ) > 0.0 ) {
-
-			for ( v = 0; v < n; v++ ) verts[ v ] = v;
-
-		} else {
-
-			for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
-
-		}
-
-		var nv = n;
-
-		/*  remove nv - 2 vertices, creating 1 triangle every time */
-
-		var count = 2 * nv;   /* error detection */
-
-		for( v = nv - 1; nv > 2; ) {
-
-			/* if we loop, it is probably a non-simple polygon */
-
-			if ( ( count-- ) <= 0 ) {
-
-				//** Triangulate: ERROR - probable bad polygon!
-
-				//throw ( "Warning, unable to triangulate polygon!" );
-				//return null;
-				// Sometimes warning is fine, especially polygons are triangulated in reverse.
-				console.log( "Warning, unable to triangulate polygon!" );
-
-				if ( indices ) return vertIndices;
-				return result;
-
-			}
-
-			/* three consecutive vertices in current polygon, <u,v,w> */
-
-			u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
-			v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
-			w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
-
-			if ( snip( contour, u, v, w, nv, verts ) ) {
-
-				var a, b, c, s, t;
-
-				/* true names of the vertices */
-
-				a = verts[ u ];
-				b = verts[ v ];
-				c = verts[ w ];
-
-				/* output Triangle */
-
-				/*
-				result.push( contour[ a ] );
-				result.push( contour[ b ] );
-				result.push( contour[ c ] );
-				*/
-				result.push( [ contour[ a ],
-					contour[ b ],
-					contour[ c ] ] );
-
-
-				vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
-
-				/* remove v from the remaining polygon */
-
-				for( s = v, t = v + 1; t < nv; s++, t++ ) {
-
-					verts[ s ] = verts[ t ];
-
-				}
-
-				nv--;
-
-				/* reset error detection counter */
-
-				count = 2 * nv;
-
-			}
-
-		}
-
-		if ( indices ) return vertIndices;
-		return result;
-
-	};
-
-	// calculate area of the contour polygon
-
-	var area = function ( contour ) {
-
-		var n = contour.length;
-		var a = 0.0;
-
-		for( var p = n - 1, q = 0; q < n; p = q++ ) {
-
-			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
-
-		}
-
-		return a * 0.5;
-
-	};
-
-	// see if p is inside triangle abc
-
-	var insideTriangle = function( ax, ay,
-								   bx, by,
-								   cx, cy,
-								   px, py ) {
-
-		  var aX, aY, bX, bY;
-		  var cX, cY, apx, apy;
-		  var bpx, bpy, cpx, cpy;
-		  var cCROSSap, bCROSScp, aCROSSbp;
-
-		  aX = cx - bx;  aY = cy - by;
-		  bX = ax - cx;  bY = ay - cy;
-		  cX = bx - ax;  cY = by - ay;
-		  apx= px  -ax;  apy= py - ay;
-		  bpx= px - bx;  bpy= py - by;
-		  cpx= px - cx;  cpy= py - cy;
-
-		  aCROSSbp = aX*bpy - aY*bpx;
-		  cCROSSap = cX*apy - cY*apx;
-		  bCROSScp = bX*cpy - bY*cpx;
-
-		  return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) );
-
-	};
-
-
-	var snip = function ( contour, u, v, w, n, verts ) {
-
-		var p;
-		var ax, ay, bx, by;
-		var cx, cy, px, py;
-
-		ax = contour[ verts[ u ] ].x;
-		ay = contour[ verts[ u ] ].y;
-
-		bx = contour[ verts[ v ] ].x;
-		by = contour[ verts[ v ] ].y;
-
-		cx = contour[ verts[ w ] ].x;
-		cy = contour[ verts[ w ] ].y;
-
-		if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
-
-			for ( p = 0; p < n; p++ ) {
-
-				if( (p == u) || (p == v) || (p == w) ) continue;
-
-				px = contour[ verts[ p ] ].x
-				py = contour[ verts[ p ] ].y
-
-				if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false;
-
-		  }
-
-		  return true;
-
-	};
-
-
-	namespace.Triangulate = process;
-	namespace.Triangulate.area = area;
-
-	return namespace;
-
-})(THREE.FontUtils);
-
-// To use the typeface.js face files, hook up the API
-self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- * 
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTagentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This file contains following classes:
- *
- * -- 2d classes --
- * THREE.Curve
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.SplineCurve3
- * THREE.ClosedSplineCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath
- *
- **/
-
-/**************************************************************
- *	Abstract Curve base class
- **************************************************************/
-
-THREE.Curve = function () {
-
-};
-
-// Virtual base class method to overwrite and implement in subclasses
-//	- t [0 .. 1]
-
-THREE.Curve.prototype.getPoint = function ( t ) {
-
-	console.log( "Warning, getPoint() not implemented!" );
-	return null;
-
-};
-
-// Get point at relative position in curve according to arc length
-// - u [0 .. 1]
-
-THREE.Curve.prototype.getPointAt = function ( u ) {
-
-	var t = this.getUtoTmapping( u );
-	return this.getPoint( t );
-
-};
-
-// Get sequence of points using getPoint( t )
-
-THREE.Curve.prototype.getPoints = function ( divisions ) {
-
-	if ( !divisions ) divisions = 5;
-
-	var d, pts = [];
-
-	for ( d = 0; d <= divisions; d ++ ) {
-
-		pts.push( this.getPoint( d / divisions ) );
-
-	}
-
-	return pts;
-
-};
-
-// Get sequence of points using getPointAt( u )
-
-THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
-
-	if ( !divisions ) divisions = 5;
-
-	var d, pts = [];
-
-	for ( d = 0; d <= divisions; d ++ ) {
-
-		pts.push( this.getPointAt( d / divisions ) );
-
-	}
-
-	return pts;
-
-};
-
-// Get total curve arc length
-
-THREE.Curve.prototype.getLength = function () {
-
-	var lengths = this.getLengths();
-	return lengths[ lengths.length - 1 ];
-
-};
-
-// Get list of cumulative segment lengths
-
-THREE.Curve.prototype.getLengths = function ( divisions ) {
-
-	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
-
-	if ( this.cacheArcLengths 
-		&& ( this.cacheArcLengths.length == divisions + 1 ) 
-		&& !this.needsUpdate) {
-
-		//console.log( "cached", this.cacheArcLengths );
-		return this.cacheArcLengths;
-
-	}
-
-	this.needsUpdate = false;
-
-	var cache = [];
-	var current, last = this.getPoint( 0 );
-	var p, sum = 0;
-
-	cache.push( 0 );
-
-	for ( p = 1; p <= divisions; p ++ ) {
-
-		current = this.getPoint ( p / divisions );
-		sum += current.distanceTo( last );
-		cache.push( sum );
-		last = current;
-
-	}
-
-	this.cacheArcLengths = cache;
-
-	return cache; // { sums: cache, sum:sum }; Sum is in the last element.
-
-};
-
-
-THREE.Curve.prototype.updateArcLengths = function() {
-	this.needsUpdate = true;
-	this.getLengths();
-};
-
-// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
-
-THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
-
-	var arcLengths = this.getLengths();
-
-	var i = 0, il = arcLengths.length;
-
-	var targetArcLength; // The targeted u distance value to get
-
-	if ( distance ) {
-
-		targetArcLength = distance;
-
-	} else {
-
-		targetArcLength = u * arcLengths[ il - 1 ];
-
-	}
-
-	//var time = Date.now();
-
-	// binary search for the index with largest value smaller than target u distance
-
-	var low = 0, high = il - 1, comparison;
-
-	while ( low <= high ) {
-
-		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
-
-		comparison = arcLengths[ i ] - targetArcLength;
-
-		if ( comparison < 0 ) {
-
-			low = i + 1;
-			continue;
-
-		} else if ( comparison > 0 ) {
-
-			high = i - 1;
-			continue;
-
-		} else {
-
-			high = i;
-			break;
-
-			// DONE
-
-		}
-
-	}
-
-	i = high;
-
-	//console.log('b' , i, low, high, Date.now()- time);
-
-	if ( arcLengths[ i ] == targetArcLength ) {
-
-		var t = i / ( il - 1 );
-		return t;
-
-	}
-
-	// we could get finer grain at lengths, or use simple interpolatation between two points
-
-	var lengthBefore = arcLengths[ i ];
-    var lengthAfter = arcLengths[ i + 1 ];
-
-    var segmentLength = lengthAfter - lengthBefore;
-
-    // determine where we are between the 'before' and 'after' points
-
-    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
-
-    // add that fractional amount to t
-
-    var t = ( i + segmentFraction ) / ( il -1 );
-
-	return t;
-
-};
-
-
-// In 2D space, there are actually 2 normal vectors,
-// and in 3D space, infinte
-// TODO this should be depreciated.
-THREE.Curve.prototype.getNormalVector = function( t ) {
-
-	var vec = this.getTangent( t );
-
-	return new THREE.Vector2( -vec.y , vec.x );
-
-};
-
-// Returns a unit vector tangent at t
-// In case any sub curve does not implement its tangent / normal finding,
-// we get 2 points with a small delta and find a gradient of the 2 points
-// which seems to make a reasonable approximation
-
-THREE.Curve.prototype.getTangent = function( t ) {
-
-	var delta = 0.0001;
-	var t1 = t - delta;
-	var t2 = t + delta;
-
-	// Capping in case of danger
-
-	if ( t1 < 0 ) t1 = 0;
-	if ( t2 > 1 ) t2 = 1;
-
-	var pt1 = this.getPoint( t1 );
-	var pt2 = this.getPoint( t2 );
-	
-	var vec = pt2.clone().subSelf(pt1);
-	return vec.normalize();
-
-};
-
-
-THREE.Curve.prototype.getTangentAt = function ( u ) {
-
-	var t = this.getUtoTmapping( u );
-	return this.getTangent( t );
-
-};
-
-/**************************************************************
- *	Line
- **************************************************************/
-
-THREE.LineCurve = function ( v1, v2 ) {
-
-	this.v1 = v1;
-	this.v2 = v2;
-
-};
-
-THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.LineCurve.prototype.getPoint = function ( t ) {
-
-	var point = this.v2.clone().subSelf(this.v1);
-	point.multiplyScalar( t ).addSelf( this.v1 );
-
-	return point;
-
-};
-
-// Line curve is linear, so we can overwrite default getPointAt
-
-THREE.LineCurve.prototype.getPointAt = function ( u ) {
-
-	return this.getPoint( u );
-
-};
-
-THREE.LineCurve.prototype.getTangent = function( t ) {
-
-	var tangent = this.v2.clone().subSelf(this.v1);
-
-	return tangent.normalize();
-
-};
-
-/**************************************************************
- *	Quadratic Bezier curve
- **************************************************************/
-
-
-THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
-
-	this.v0 = v0;
-	this.v1 = v1;
-	this.v2 = v2;
-
-};
-
-THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-
-
-THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
-	ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-
-	return new THREE.Vector2( tx, ty );
-
-};
-
-
-THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
-	ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
-
-	// returns unit vector
-
-	var tangent = new THREE.Vector2( tx, ty );
-	tangent.normalize();
-
-	return tangent;
-
-};
-
-
-/**************************************************************
- *	Cubic Bezier curve
- **************************************************************/
-
-THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
-
-	this.v0 = v0;
-	this.v1 = v1;
-	this.v2 = v2;
-	this.v3 = v3;
-
-};
-
-THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-	ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-
-	return new THREE.Vector2( tx, ty );
-
-};
-
-THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-	ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-
-	var tangent = new THREE.Vector2( tx, ty );
-	tangent.normalize();
-
-	return tangent;
-
-};
-
-
-/**************************************************************
- *	Spline curve
- **************************************************************/
-
-THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
-
-	this.points = (points == undefined) ? [] : points;
-
-};
-
-THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.SplineCurve.prototype.getPoint = function ( t ) {
-
-	var v = new THREE.Vector2();
-	var c = [];
-	var points = this.points, point, intPoint, weight;
-	point = ( points.length - 1 ) * t;
-
-	intPoint = Math.floor( point );
-	weight = point - intPoint;
-
-	c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-	c[ 1 ] = intPoint;
-	c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
-	c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;
-
-	v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
-	v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
-
-	return v;
-
-};
-
-/**************************************************************
- *	Ellipse curve
- **************************************************************/
-
-THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
-							aStartAngle, aEndAngle,
-							aClockwise ) {
-
-	this.aX = aX;
-	this.aY = aY;
-
-	this.xRadius = xRadius;
-	this.yRadius = yRadius;
-
-	this.aStartAngle = aStartAngle;
-	this.aEndAngle = aEndAngle;
-
-	this.aClockwise = aClockwise;
-
-};
-
-THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.EllipseCurve.prototype.getPoint = function ( t ) {
-
-	var deltaAngle = this.aEndAngle - this.aStartAngle;
-
-	if ( !this.aClockwise ) {
-
-		t = 1 - t;
-
-	}
-
-	var angle = this.aStartAngle + t * deltaAngle;
-
-	var tx = this.aX + this.xRadius * Math.cos( angle );
-	var ty = this.aY + this.yRadius * Math.sin( angle );
-
-	return new THREE.Vector2( tx, ty );
-
-};
-
-/**************************************************************
- *	Arc curve
- **************************************************************/
-
-THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
-
-	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
-};
-
-THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
-
-
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Curve.Utils = {
-
-	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
-
-		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
-
-	},
-
-	// Puay Bing, thanks for helping with this derivative!
-
-	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
-
-		return -3 * p0 * (1 - t) * (1 - t)  +
-			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
-			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
-			3 * t * t * p3;
-	},
-
-
-	tangentSpline: function ( t, p0, p1, p2, p3 ) {
-
-		// To check if my formulas are correct
-
-		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
-		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
-		var h01 = -6 * t * t + 6 * t; 	// − 2t3 + 3t2
-		var h11 = 3 * t * t - 2 * t;	// t3 − t2
-
-		return h00 + h10 + h01 + h11;
-
-	},
-
-	// Catmull-Rom
-
-	interpolate: function( p0, p1, p2, p3, t ) {
-
-		var v0 = ( p2 - p0 ) * 0.5;
-		var v1 = ( p3 - p1 ) * 0.5;
-		var t2 = t * t;
-		var t3 = t * t2;
-		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-	}
-
-};
-
-
-// TODO: Transformation for Curves?
-
-/**************************************************************
- *	3D Curves
- **************************************************************/
-
-// A Factory method for creating new curve subclasses
-
-THREE.Curve.create = function ( constructor, getPointFunc ) {
-
-	constructor.prototype = Object.create( THREE.Curve.prototype );
-	constructor.prototype.getPoint = getPointFunc;
-
-	return constructor;
-
-};
-
-
-/**************************************************************
- *	Line3D
- **************************************************************/
-
-THREE.LineCurve3 = THREE.Curve.create(
-
-	function ( v1, v2 ) {
-
-		this.v1 = v1;
-		this.v2 = v2;
-
-	},
-
-	function ( t ) {
-
-		var r = new THREE.Vector3();
-
-
-		r.sub( this.v2, this.v1 ); // diff
-		r.multiplyScalar( t );
-		r.addSelf( this.v1 );
-
-		return r;
-
-	}
-
-);
-
-
-/**************************************************************
- *	Quadratic Bezier 3D curve
- **************************************************************/
-
-THREE.QuadraticBezierCurve3 = THREE.Curve.create(
-
-	function ( v0, v1, v2 ) {
-
-		this.v0 = v0;
-		this.v1 = v1;
-		this.v2 = v2;
-
-	},
-
-	function ( t ) {
-
-		var tx, ty, tz;
-
-		tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
-		ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-		tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-);
-
-
-
-/**************************************************************
- *	Cubic Bezier 3D curve
- **************************************************************/
-
-THREE.CubicBezierCurve3 = THREE.Curve.create(
-
-	function ( v0, v1, v2, v3 ) {
-
-		this.v0 = v0;
-		this.v1 = v1;
-		this.v2 = v2;
-		this.v3 = v3;
-
-	},
-
-	function ( t ) {
-
-		var tx, ty, tz;
-
-		tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-		ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-		tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-);
-
-
-
-/**************************************************************
- *	Spline 3D curve
- **************************************************************/
-
-
-THREE.SplineCurve3 = THREE.Curve.create(
-
-	function ( points /* array of Vector3 */) {
-
-		this.points = (points == undefined) ? [] : points;
-
-	},
-
-	function ( t ) {
-
-		var v = new THREE.Vector3();
-		var c = [];
-		var points = this.points, point, intPoint, weight;
-		point = ( points.length - 1 ) * t;
-
-		intPoint = Math.floor( point );
-		weight = point - intPoint;
-
-		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-		c[ 1 ] = intPoint;
-		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
-		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
-
-		var pt0 = points[ c[0] ],
-			pt1 = points[ c[1] ],
-			pt2 = points[ c[2] ],
-			pt3 = points[ c[3] ];
-
-		v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
-		v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
-		v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
-
-		return v;
-
-	}
-
-);
-
-
-// THREE.SplineCurve3.prototype.getTangent = function(t) {
-// 		var v = new THREE.Vector3();
-// 		var c = [];
-// 		var points = this.points, point, intPoint, weight;
-// 		point = ( points.length - 1 ) * t;
-
-// 		intPoint = Math.floor( point );
-// 		weight = point - intPoint;
-
-// 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-// 		c[ 1 ] = intPoint;
-// 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
-// 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
-
-// 		var pt0 = points[ c[0] ],
-// 			pt1 = points[ c[1] ],
-// 			pt2 = points[ c[2] ],
-// 			pt3 = points[ c[3] ];
-
-// 	// t = weight;
-// 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
-// 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
-// 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
-
-// 	return v;
-		
-// }
-
-/**************************************************************
- *	Closed Spline 3D curve
- **************************************************************/
-
-
-THREE.ClosedSplineCurve3 = THREE.Curve.create(
-
-	function ( points /* array of Vector3 */) {
-
-		this.points = (points == undefined) ? [] : points;
-
-	},
-
-    function ( t ) {
-
-        var v = new THREE.Vector3();
-        var c = [];
-        var points = this.points, point, intPoint, weight;
-        point = ( points.length - 0 ) * t;
-            // This needs to be from 0-length +1
-
-        intPoint = Math.floor( point );
-        weight = point - intPoint;
-            
-        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
-        c[ 0 ] = ( intPoint - 1 ) % points.length;
-        c[ 1 ] = ( intPoint ) % points.length;
-        c[ 2 ] = ( intPoint + 1 ) % points.length;
-        c[ 3 ] = ( intPoint + 2 ) % points.length;
-
-        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
-        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
-        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
-        
-        return v;
-
-    }
-
-);
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
-
-/**************************************************************
- *	Curved Path - a curve path is simply a array of connected
- *  curves, but retains the api of a curve
- **************************************************************/
-
-THREE.CurvePath = function () {
-
-	this.curves = [];
-	this.bends = [];
-	
-	this.autoClose = false; // Automatically closes the path
-};
-
-THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.CurvePath.prototype.add = function ( curve ) {
-
-	this.curves.push( curve );
-
-};
-
-THREE.CurvePath.prototype.checkConnection = function() {
-	// TODO
-	// If the ending of curve is not connected to the starting
-	// or the next curve, then, this is not a real path
-};
-
-THREE.CurvePath.prototype.closePath = function() {
-	// TODO Test
-	// and verify for vector3 (needs to implement equals)
-	// Add a line curve if start and end of lines are not connected
-	var startPoint = this.curves[0].getPoint(0);
-	var endPoint = this.curves[this.curves.length-1].getPoint(1);
-	
-	if (!startPoint.equals(endPoint)) {
-		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
-	}
-	
-};
-
-// To get accurate point with reference to
-// entire path distance at time t,
-// following has to be done:
-
-// 1. Length of each sub path have to be known
-// 2. Locate and identify type of curve
-// 3. Get t for the curve
-// 4. Return curve.getPointAt(t')
-
-THREE.CurvePath.prototype.getPoint = function( t ) {
-
-	var d = t * this.getLength();
-	var curveLengths = this.getCurveLengths();
-	var i = 0, diff, curve;
-
-	// To think about boundaries points.
-
-	while ( i < curveLengths.length ) {
-
-		if ( curveLengths[ i ] >= d ) {
-
-			diff = curveLengths[ i ] - d;
-			curve = this.curves[ i ];
-
-			var u = 1 - diff / curve.getLength();
-
-			return curve.getPointAt( u );
-
-			break;
-		}
-
-		i ++;
-
-	}
-
-	return null;
-
-	// loop where sum != 0, sum > d , sum+1 <d
-
-};
-
-/*
-THREE.CurvePath.prototype.getTangent = function( t ) {
-};*/
-
-
-// We cannot use the default THREE.Curve getPoint() with getLength() because in
-// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
-// getPoint() depends on getLength
-
-THREE.CurvePath.prototype.getLength = function() {
-
-	var lens = this.getCurveLengths();
-	return lens[ lens.length - 1 ];
-
-};
-
-// Compute lengths and cache them
-// We cannot overwrite getLengths() because UtoT mapping uses it.
-
-THREE.CurvePath.prototype.getCurveLengths = function() {
-
-	// We use cache values if curves and cache array are same length
-
-	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
-
-		return this.cacheLengths;
-
-	};
-
-	// Get length of subsurve
-	// Push sums into cached array
-
-	var lengths = [], sums = 0;
-	var i, il = this.curves.length;
-
-	for ( i = 0; i < il; i ++ ) {
-
-		sums += this.curves[ i ].getLength();
-		lengths.push( sums );
-
-	}
-
-	this.cacheLengths = lengths;
-
-	return lengths;
-
-};
-
-
-
-// Returns min and max coordinates, as well as centroid
-
-THREE.CurvePath.prototype.getBoundingBox = function () {
-
-	var points = this.getPoints();
-
-	var maxX, maxY, maxZ;
-	var minX, minY, minZ;
-
-	maxX = maxY = Number.NEGATIVE_INFINITY;
-	minX = minY = Number.POSITIVE_INFINITY;
-
-	var p, i, il, sum;
-
-	var v3 = points[0] instanceof THREE.Vector3;
-
-	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
-
-	for ( i = 0, il = points.length; i < il; i ++ ) {
-
-		p = points[ i ];
-
-		if ( p.x > maxX ) maxX = p.x;
-		else if ( p.x < minX ) minX = p.x;
-
-		if ( p.y > maxY ) maxY = p.y;
-		else if ( p.y < minY ) minY = p.y;
-
-		if (v3) {
-
-			if ( p.z > maxZ ) maxZ = p.z;
-			else if ( p.z < minZ ) minZ = p.z;
-
-		}
-
-		sum.addSelf( p );
-
-	}
-
-	var ret = {
-
-		minX: minX,
-		minY: minY,
-		maxX: maxX,
-		maxY: maxY,
-		centroid: sum.divideScalar( il )
-	
-	};
-
-	if (v3) {
-
-		ret.maxZ = maxZ;
-		ret.minZ = minZ;
-	
-	}
-
-	return ret;
-
-};
-
-/**************************************************************
- *	Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or ParticleSystem objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
-
-	var pts = this.getPoints( divisions, true );
-	return this.createGeometry( pts );
-
-};
-
-// Generate geometry from equidistance sampling along the path
-
-THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
-
-	var pts = this.getSpacedPoints( divisions, true );
-	return this.createGeometry( pts );
-
-};
-
-THREE.CurvePath.prototype.createGeometry = function( points ) {
-
-	var geometry = new THREE.Geometry();
-
-	for ( var i = 0; i < points.length; i ++ ) {
-
-		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
-
-	}
-
-	return geometry;
-
-};
-
-
-/**************************************************************
- *	Bend / Wrap Helper Methods
- **************************************************************/
-
-// Wrap path / Bend modifiers?
-
-THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
-
-	this.bends.push( bendpath );
-
-};
-
-THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
-
-	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
-	var i, il;
-
-	if ( !bends ) {
-
-		bends = this.bends;
-
-	}
-
-	for ( i = 0, il = bends.length; i < il; i ++ ) {
-
-		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
-	}
-
-	return oldPts;
-
-};
-
-THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
-
-	var oldPts = this.getSpacedPoints( segments );
-
-	var i, il;
-
-	if ( !bends ) {
-
-		bends = this.bends;
-
-	}
-
-	for ( i = 0, il = bends.length; i < il; i ++ ) {
-
-		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
-	}
-
-	return oldPts;
-
-};
-
-// This returns getPoints() bend/wrapped around the contour of a path.
-// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
-
-THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
-
-	var bounds = this.getBoundingBox();
-
-	var i, il, p, oldX, oldY, xNorm;
-
-	for ( i = 0, il = oldPts.length; i < il; i ++ ) {
-
-		p = oldPts[ i ];
-
-		oldX = p.x;
-		oldY = p.y;
-
-		xNorm = oldX / bounds.maxX;
-
-		// If using actual distance, for length > path, requires line extrusions
-		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
-
-		xNorm = path.getUtoTmapping( xNorm, oldX );
-
-		// check for out of bounds?
-
-		var pathPt = path.getPoint( xNorm );
-		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
-
-		p.x = pathPt.x + normal.x;
-		p.y = pathPt.y + normal.y;
-
-	}
-
-	return oldPts;
-
-};
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Gyroscope = function () {
-
-	THREE.Object3D.call( this );
-
-};
-
-THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
-
-	this.matrixAutoUpdate && this.updateMatrix();
-
-	// update matrixWorld
-
-	if ( this.matrixWorldNeedsUpdate || force ) {
-
-		if ( this.parent ) {
-
-			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
-			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
-			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
-
-			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
-
-
-		} else {
-
-			this.matrixWorld.copy( this.matrix );
-
-		}
-
-
-		this.matrixWorldNeedsUpdate = false;
-
-		force = true;
-
-	}
-
-	// update children
-
-	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-		this.children[ i ].updateMatrixWorld( force );
-
-	}
-
-};
-
-THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
-THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
-THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
-THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
-THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
-THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
-
-THREE.Path = function ( points ) {
-
-	THREE.CurvePath.call(this);
-
-	this.actions = [];
-
-	if ( points ) {
-
-		this.fromPoints( points );
-
-	}
-
-};
-
-THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
-
-THREE.PathActions = {
-
-	MOVE_TO: 'moveTo',
-	LINE_TO: 'lineTo',
-	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
-	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
-	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
-	ARC: 'arc',								// Circle
-	ELLIPSE: 'ellipse'
-};
-
-// TODO Clean up PATH API
-
-// Create path using straight lines to connect all points
-// - vectors: array of Vector2
-
-THREE.Path.prototype.fromPoints = function ( vectors ) {
-
-	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
-
-	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
-
-		this.lineTo( vectors[ v ].x, vectors[ v ].y );
-
-	};
-
-};
-
-// startPath() endPath()?
-
-THREE.Path.prototype.moveTo = function ( x, y ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.lineTo = function ( x, y ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
-												new THREE.Vector2( aCPx, aCPy ),
-												new THREE.Vector2( aX, aY ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
-                                               aCP2x, aCP2y,
-                                               aX, aY ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
-											new THREE.Vector2( aCP1x, aCP1y ),
-											new THREE.Vector2( aCP2x, aCP2y ),
-											new THREE.Vector2( aX, aY ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-//---
-	var npts = [ new THREE.Vector2( x0, y0 ) ];
-	Array.prototype.push.apply( npts, pts );
-
-	var curve = new THREE.SplineCurve( npts );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
-
-};
-
-// FUTURE: Change the API or follow canvas API?
-
-THREE.Path.prototype.arc = function ( aX, aY, aRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var lastargs = this.actions[ this.actions.length - 1].args;
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	this.absarc(aX + x0, aY + y0, aRadius,
-		aStartAngle, aEndAngle, aClockwise );
-	
- };
-
- THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
- };
- 
-THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var lastargs = this.actions[ this.actions.length - 1].args;
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
-		aStartAngle, aEndAngle, aClockwise );
-
- };
- 
-
-THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
-									aStartAngle, aEndAngle, aClockwise );
-	this.curves.push( curve );
-
-	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
-	args.push(lastPoint.x);
-	args.push(lastPoint.y);
-
-	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
-
- };
-
-THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
-
-	if ( ! divisions ) divisions = 40;
-
-	var points = [];
-
-	for ( var i = 0; i < divisions; i ++ ) {
-
-		points.push( this.getPoint( i / divisions ) );
-
-		//if( !this.getPoint( i / divisions ) ) throw "DIE";
-
-	}
-
-	// if ( closedPath ) {
-	//
-	// 	points.push( points[ 0 ] );
-	//
-	// }
-
-	return points;
-
-};
-
-/* Return an array of vectors based on contour of the path */
-
-THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
-
-	if (this.useSpacedPoints) {
-		console.log('tata');
-		return this.getSpacedPoints( divisions, closedPath );
-	}
-
-	divisions = divisions || 12;
-
-	var points = [];
-
-	var i, il, item, action, args;
-	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
-		laste, j,
-		t, tx, ty;
-
-	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
-
-		item = this.actions[ i ];
-
-		action = item.action;
-		args = item.args;
-
-		switch( action ) {
-
-		case THREE.PathActions.MOVE_TO:
-
-			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
-			break;
-
-		case THREE.PathActions.LINE_TO:
-
-			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
-			break;
-
-		case THREE.PathActions.QUADRATIC_CURVE_TO:
-
-			cpx  = args[ 2 ];
-			cpy  = args[ 3 ];
-
-			cpx1 = args[ 0 ];
-			cpy1 = args[ 1 ];
-
-			if ( points.length > 0 ) {
-
-				laste = points[ points.length - 1 ];
-
-				cpx0 = laste.x;
-				cpy0 = laste.y;
-
-			} else {
-
-				laste = this.actions[ i - 1 ].args;
-
-				cpx0 = laste[ laste.length - 2 ];
-				cpy0 = laste[ laste.length - 1 ];
-
-			}
-
-			for ( j = 1; j <= divisions; j ++ ) {
-
-				t = j / divisions;
-
-				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
-				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-		  	}
-
-			break;
-
-		case THREE.PathActions.BEZIER_CURVE_TO:
-
-			cpx  = args[ 4 ];
-			cpy  = args[ 5 ];
-
-			cpx1 = args[ 0 ];
-			cpy1 = args[ 1 ];
-
-			cpx2 = args[ 2 ];
-			cpy2 = args[ 3 ];
-
-			if ( points.length > 0 ) {
-
-				laste = points[ points.length - 1 ];
-
-				cpx0 = laste.x;
-				cpy0 = laste.y;
-
-			} else {
-
-				laste = this.actions[ i - 1 ].args;
-
-				cpx0 = laste[ laste.length - 2 ];
-				cpy0 = laste[ laste.length - 1 ];
-
-			}
-
-
-			for ( j = 1; j <= divisions; j ++ ) {
-
-				t = j / divisions;
-
-				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
-				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			break;
-
-		case THREE.PathActions.CSPLINE_THRU:
-
-			laste = this.actions[ i - 1 ].args;
-
-			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
-			var spts = [ last ];
-
-			var n = divisions * args[ 0 ].length;
-
-			spts = spts.concat( args[ 0 ] );
-
-			var spline = new THREE.SplineCurve( spts );
-
-			for ( j = 1; j <= n; j ++ ) {
-
-				points.push( spline.getPointAt( j / n ) ) ;
-
-			}
-
-			break;
-
-		case THREE.PathActions.ARC:
-
-			var aX = args[ 0 ], aY = args[ 1 ],
-				aRadius = args[ 2 ],
-				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
-				aClockwise = !!args[ 5 ];
-
-			var deltaAngle = aEndAngle - aStartAngle;
-			var angle;
-			var tdivisions = divisions * 2;
-
-			for ( j = 1; j <= tdivisions; j ++ ) {
-
-				t = j / tdivisions;
-
-				if ( ! aClockwise ) {
-
-					t = 1 - t;
-
-				}
-
-				angle = aStartAngle + t * deltaAngle;
-
-				tx = aX + aRadius * Math.cos( angle );
-				ty = aY + aRadius * Math.sin( angle );
-
-				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			//console.log(points);
-
-		  break;
-		  
-		case THREE.PathActions.ELLIPSE:
-
-			var aX = args[ 0 ], aY = args[ 1 ],
-				xRadius = args[ 2 ],
-				yRadius = args[ 3 ],
-				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
-				aClockwise = !!args[ 6 ];
-
-
-			var deltaAngle = aEndAngle - aStartAngle;
-			var angle;
-			var tdivisions = divisions * 2;
-
-			for ( j = 1; j <= tdivisions; j ++ ) {
-
-				t = j / tdivisions;
-
-				if ( ! aClockwise ) {
-
-					t = 1 - t;
-
-				}
-
-				angle = aStartAngle + t * deltaAngle;
-
-				tx = aX + xRadius * Math.cos( angle );
-				ty = aY + yRadius * Math.sin( angle );
-
-				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			//console.log(points);
-
-		  break;
-
-		} // end switch
-
-	}
-
-
-
-	// Normalize to remove the closing point by default.
-	var lastPoint = points[ points.length - 1];
-	var EPSILON = 0.0000000001;
-	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
-             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
-		points.splice( points.length - 1, 1);
-	if ( closedPath ) {
-
-		points.push( points[ 0 ] );
-
-	}
-
-	return points;
-
-};
-
-// Breaks path into shapes
-
-THREE.Path.prototype.toShapes = function() {
-
-	var i, il, item, action, args;
-
-	var subPaths = [], lastPath = new THREE.Path();
-
-	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
-
-		item = this.actions[ i ];
-
-		args = item.args;
-		action = item.action;
-
-		if ( action == THREE.PathActions.MOVE_TO ) {
-
-			if ( lastPath.actions.length != 0 ) {
-
-				subPaths.push( lastPath );
-				lastPath = new THREE.Path();
-
-			}
-
-		}
-
-		lastPath[ action ].apply( lastPath, args );
-
-	}
-
-	if ( lastPath.actions.length != 0 ) {
-
-		subPaths.push( lastPath );
-
-	}
-
-	// console.log(subPaths);
-
-	if ( subPaths.length == 0 ) return [];
-
-	var tmpPath, tmpShape, shapes = [];
-
-	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
-	// console.log("Holes first", holesFirst);
-
-	if ( subPaths.length == 1) {
-		tmpPath = subPaths[0];
-		tmpShape = new THREE.Shape();
-		tmpShape.actions = tmpPath.actions;
-		tmpShape.curves = tmpPath.curves;
-		shapes.push( tmpShape );
-		return shapes;
-	};
-
-	if ( holesFirst ) {
-
-		tmpShape = new THREE.Shape();
-
-		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
-			tmpPath = subPaths[ i ];
-
-			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
-
-				tmpShape.actions = tmpPath.actions;
-				tmpShape.curves = tmpPath.curves;
-
-				shapes.push( tmpShape );
-				tmpShape = new THREE.Shape();
-
-				//console.log('cw', i);
-
-			} else {
-
-				tmpShape.holes.push( tmpPath );
-
-				//console.log('ccw', i);
-
-			}
-
-		}
-
-	} else {
-
-		// Shapes first
-
-		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
-			tmpPath = subPaths[ i ];
-
-			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
-
-
-				if ( tmpShape ) shapes.push( tmpShape );
-
-				tmpShape = new THREE.Shape();
-				tmpShape.actions = tmpPath.actions;
-				tmpShape.curves = tmpPath.curves;
-
-			} else {
-
-				tmpShape.holes.push( tmpPath );
-
-			}
-
-		}
-
-		shapes.push( tmpShape );
-
-	}
-
-	//console.log("shape", shapes);
-
-	return shapes;
-
-};
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
-
-// STEP 1 Create a path.
-// STEP 2 Turn path into shape.
-// STEP 3 ExtrudeGeometry takes in Shape/Shapes
-// STEP 3a - Extract points from each shape, turn to vertices
-// STEP 3b - Triangulate each shape, add faces.
-
-THREE.Shape = function ( ) {
-
-	THREE.Path.apply( this, arguments );
-	this.holes = [];
-
-};
-
-THREE.Shape.prototype = Object.create( THREE.Path.prototype );
-
-// Convenience method to return ExtrudeGeometry
-
-THREE.Shape.prototype.extrude = function ( options ) {
-
-	var extruded = new THREE.ExtrudeGeometry( this, options );
-	return extruded;
-
-};
-
-// Get points of holes
-
-THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
-
-	var i, il = this.holes.length, holesPts = [];
-
-	for ( i = 0; i < il; i ++ ) {
-
-		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
-
-	}
-
-	return holesPts;
-
-};
-
-// Get points of holes (spaced by regular distance)
-
-THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
-
-	var i, il = this.holes.length, holesPts = [];
-
-	for ( i = 0; i < il; i ++ ) {
-
-		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
-
-	}
-
-	return holesPts;
-
-};
-
-
-// Get points of shape and holes (keypoints based on segments parameter)
-
-THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
-
-	return {
-
-		shape: this.getTransformedPoints( divisions ),
-		holes: this.getPointsHoles( divisions )
-
-	};
-
-};
-
-THREE.Shape.prototype.extractPoints = function ( divisions ) {
-
-	if (this.useSpacedPoints) {
-		return this.extractAllSpacedPoints(divisions);
-	}
-
-	return this.extractAllPoints(divisions);
-
-};
-
-//
-// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
-//
-// 	return {
-//
-// 		shape: this.transform( bend, divisions ),
-// 		holes: this.getPointsHoles( divisions, bend )
-//
-// 	};
-//
-// };
-
-// Get points of shape and holes (spaced by regular distance)
-
-THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
-
-	return {
-
-		shape: this.getTransformedSpacedPoints( divisions ),
-		holes: this.getSpacedPointsHoles( divisions )
-
-	};
-
-};
-
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Shape.Utils = {
-
-	/*
-		contour - array of vector2 for contour
-		holes   - array of array of vector2
-	*/
-
-	removeHoles: function ( contour, holes ) {
-
-		var shape = contour.concat(); // work on this shape
-		var allpoints = shape.concat();
-
-		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */
-
-
-		var prevShapeVert, nextShapeVert,
-			prevHoleVert, nextHoleVert,
-			holeIndex, shapeIndex,
-			shapeId, shapeGroup,
-			h, h2,
-			hole, shortest, d,
-			p, pts1, pts2,
-			tmpShape1, tmpShape2,
-			tmpHole1, tmpHole2,
-			verts = [];
-
-		for ( h = 0; h < holes.length; h ++ ) {
-
-			hole = holes[ h ];
-
-			/*
-			shapeholes[ h ].concat(); // preserves original
-			holes.push( hole );
-			*/
-
-			Array.prototype.push.apply( allpoints, hole );
-
-			shortest = Number.POSITIVE_INFINITY;
-
-
-			// Find the shortest pair of pts between shape and hole
-
-			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
-			// Using distanceToSquared() intead of distanceTo() should speed a little
-			// since running square roots operations are reduced.
-
-			for ( h2 = 0; h2 < hole.length; h2 ++ ) {
-
-				pts1 = hole[ h2 ];
-				var dist = [];
-
-				for ( p = 0; p < shape.length; p++ ) {
-
-					pts2 = shape[ p ];
-					d = pts1.distanceToSquared( pts2 );
-					dist.push( d );
-
-					if ( d < shortest ) {
-
-						shortest = d;
-						holeIndex = h2;
-						shapeIndex = p;
-
-					}
-
-				}
-
-			}
-
-			//console.log("shortest", shortest, dist);
-
-			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-
-			var areaapts = [
-
-				hole[ holeIndex ],
-				shape[ shapeIndex ],
-				shape[ prevShapeVert ]
-
-			];
-
-			var areaa = THREE.FontUtils.Triangulate.area( areaapts );
-
-			var areabpts = [
-
-				hole[ holeIndex ],
-				hole[ prevHoleVert ],
-				shape[ shapeIndex ]
-
-			];
-
-			var areab = THREE.FontUtils.Triangulate.area( areabpts );
-
-			var shapeOffset = 1;
-			var holeOffset = -1;
-
-			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
-			shapeIndex += shapeOffset;
-			holeIndex += holeOffset;
-
-			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
-			shapeIndex %= shape.length;
-
-			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
-			holeIndex %= hole.length;
-
-			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-
-			areaapts = [
-
-				hole[ holeIndex ],
-				shape[ shapeIndex ],
-				shape[ prevShapeVert ]
-
-			];
-
-			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
-
-			areabpts = [
-
-				hole[ holeIndex ],
-				hole[ prevHoleVert ],
-				shape[ shapeIndex ]
-
-			];
-
-			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
-			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));
-
-			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
-
-				// In case areas are not correct.
-				//console.log("USE THIS");
-
-				shapeIndex = oldShapeIndex;
-				holeIndex = oldHoleIndex ;
-
-				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
-				shapeIndex %= shape.length;
-
-				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
-				holeIndex %= hole.length;
-
-				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-
-			} else {
-
-				//console.log("USE THAT ")
-
-			}
-
-			tmpShape1 = shape.slice( 0, shapeIndex );
-			tmpShape2 = shape.slice( shapeIndex );
-			tmpHole1 = hole.slice( holeIndex );
-			tmpHole2 = hole.slice( 0, holeIndex );
-
-			// Should check orders here again?
-
-			var trianglea = [
-
-				hole[ holeIndex ],
-				shape[ shapeIndex ],
-				shape[ prevShapeVert ]
-
-			];
-
-			var triangleb = [
-
-				hole[ holeIndex ] ,
-				hole[ prevHoleVert ],
-				shape[ shapeIndex ]
-
-			];
-
-			verts.push( trianglea );
-			verts.push( triangleb );
-
-			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
-		}
-
-		return {
-
-			shape:shape, 		/* shape with no holes */
-			isolatedPts: verts, /* isolated faces */
-			allpoints: allpoints
-
-		}
-
-
-	},
-
-	triangulateShape: function ( contour, holes ) {
-
-		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
-
-		var shape = shapeWithoutHoles.shape,
-			allpoints = shapeWithoutHoles.allpoints,
-			isolatedPts = shapeWithoutHoles.isolatedPts;
-
-		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
-
-		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
-
-		//console.log( "triangles",triangles, triangles.length );
-		//console.log( "allpoints",allpoints, allpoints.length );
-
-		var i, il, f, face,
-			key, index,
-			allPointsMap = {},
-			isolatedPointsMap = {};
-
-		// prepare all points map
-
-		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
-
-			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
-
-			if ( allPointsMap[ key ] !== undefined ) {
-
-				console.log( "Duplicate point", key );
-
-			}
-
-			allPointsMap[ key ] = i;
-
-		}
-
-		// check all face vertices against all points map
-
-		for ( i = 0, il = triangles.length; i < il; i ++ ) {
-
-			face = triangles[ i ];
-
-			for ( f = 0; f < 3; f ++ ) {
-
-				key = face[ f ].x + ":" + face[ f ].y;
-
-				index = allPointsMap[ key ];
-
-				if ( index !== undefined ) {
-
-					face[ f ] = index;
-
-				}
-
-			}
-
-		}
-
-		// check isolated points vertices against all points map
-
-		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
-
-			face = isolatedPts[ i ];
-
-			for ( f = 0; f < 3; f ++ ) {
-
-				key = face[ f ].x + ":" + face[ f ].y;
-
-				index = allPointsMap[ key ];
-
-				if ( index !== undefined ) {
-
-					face[ f ] = index;
-
-				}
-
-			}
-
-		}
-
-		return triangles.concat( isolatedPts );
-
-	}, // end triangulate shapes
-
-	/*
-	triangulate2 : function( pts, holes ) {
-
-		// For use with Poly2Tri.js
-
-		var allpts = pts.concat();
-		var shape = [];
-		for (var p in pts) {
-			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
-		}
-
-		var swctx = new js.poly2tri.SweepContext(shape);
-
-		for (var h in holes) {
-			var aHole = holes[h];
-			var newHole = []
-			for (i in aHole) {
-				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
-				allpts.push(aHole[i]);
-			}
-			swctx.AddHole(newHole);
-		}
-
-		var find;
-		var findIndexForPt = function (pt) {
-			find = new THREE.Vector2(pt.x, pt.y);
-			var p;
-			for (p=0, pl = allpts.length; p<pl; p++) {
-				if (allpts[p].equals(find)) return p;
-			}
-			return -1;
-		};
-
-		// triangulate
-		js.poly2tri.sweep.Triangulate(swctx);
-
-		var triangles =  swctx.GetTriangles();
-		var tr ;
-		var facesPts = [];
-		for (var t in triangles) {
-			tr =  triangles[t];
-			facesPts.push([
-				findIndexForPt(tr.GetPoint(0)),
-				findIndexForPt(tr.GetPoint(1)),
-				findIndexForPt(tr.GetPoint(2))
-					]);
-		}
-
-
-	//	console.log(facesPts);
-	//	console.log("triangles", triangles.length, triangles);
-
-		// Returns array of faces with 3 element each
-	return facesPts;
-	},
-*/
-
-	isClockWise: function ( pts ) {
-
-		return THREE.FontUtils.Triangulate.area( pts ) < 0;
-
-	},
-
-	// Bezier Curves formulas obtained from
-	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
-
-	// Quad Bezier Functions
-
-	b2p0: function ( t, p ) {
-
-		var k = 1 - t;
-		return k * k * p;
-
-	},
-
-	b2p1: function ( t, p ) {
-
-		return 2 * ( 1 - t ) * t * p;
-
-	},
-
-	b2p2: function ( t, p ) {
-
-		return t * t * p;
-
-	},
-
-	b2: function ( t, p0, p1, p2 ) {
-
-		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
-
-	},
-
-	// Cubic Bezier Functions
-
-	b3p0: function ( t, p ) {
-
-		var k = 1 - t;
-		return k * k * k * p;
-
-	},
-
-	b3p1: function ( t, p ) {
-
-		var k = 1 - t;
-		return 3 * k * k * t * p;
-
-	},
-
-	b3p2: function ( t, p ) {
-
-		var k = 1 - t;
-		return 3 * k * t * t * p;
-
-	},
-
-	b3p3: function ( t, p ) {
-
-		return t * t * t * p;
-
-	},
-
-	b3: function ( t, p0, p1, p2, p3 ) {
-
-		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
-
-	}
-
-};
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.AnimationHandler = (function() {
-
-	var playing = [];
-	var library = {};
-	var that    = {};
-
-
-	//--- update ---
-
-	that.update = function( deltaTimeMS ) {
-
-		for( var i = 0; i < playing.length; i ++ )
-			playing[ i ].update( deltaTimeMS );
-
-	};
-
-
-	//--- add ---
-
-	that.addToUpdate = function( animation ) {
-
-		if ( playing.indexOf( animation ) === -1 )
-			playing.push( animation );
-
-	};
-
-
-	//--- remove ---
-
-	that.removeFromUpdate = function( animation ) {
-
-		var index = playing.indexOf( animation );
-
-		if( index !== -1 )
-			playing.splice( index, 1 );
-
-	};
-
-
-	//--- add ---
-
-	that.add = function( data ) {
-
-		if ( library[ data.name ] !== undefined )
-			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
-
-		library[ data.name ] = data;
-		initData( data );
-
-	};
-
-
-	//--- get ---
-
-	that.get = function( name ) {
-
-		if ( typeof name === "string" ) {
-
-			if ( library[ name ] ) {
-
-				return library[ name ];
-
-			} else {
-
-				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
-				return null;
-
-			}
-
-		} else {
-
-			// todo: add simple tween library
-
-		}
-
-	};
-
-	//--- parse ---
-
-	that.parse = function( root ) {
-
-		// setup hierarchy
-
-		var hierarchy = [];
-
-		if ( root instanceof THREE.SkinnedMesh ) {
-
-			for( var b = 0; b < root.bones.length; b++ ) {
-
-				hierarchy.push( root.bones[ b ] );
-
-			}
-
-		} else {
-
-			parseRecurseHierarchy( root, hierarchy );
-
-		}
-
-		return hierarchy;
-
-	};
-
-	var parseRecurseHierarchy = function( root, hierarchy ) {
-
-		hierarchy.push( root );
-
-		for( var c = 0; c < root.children.length; c++ )
-			parseRecurseHierarchy( root.children[ c ], hierarchy );
-
-	}
-
-
-	//--- init data ---
-
-	var initData = function( data ) {
-
-		if( data.initialized === true )
-			return;
-
-
-		// loop through all keys
-
-		for( var h = 0; h < data.hierarchy.length; h ++ ) {
-
-			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				// remove minus times
-
-				if( data.hierarchy[ h ].keys[ k ].time < 0 )
-					data.hierarchy[ h ].keys[ k ].time = 0;
-
-
-				// create quaternions
-
-				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
-				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
-
-					var quat = data.hierarchy[ h ].keys[ k ].rot;
-					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
-
-				}
-
-			}
-
-
-			// prepare morph target keys
-
-			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
-
-				// get all used
-
-				var usedMorphTargets = {};
-
-				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
-						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
-						usedMorphTargets[ morphTargetName ] = -1;
-
-					}
-
-				}
-
-				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
-
-
-				// set all used on all frames
-
-				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-					var influences = {};
-
-					for ( var morphTargetName in usedMorphTargets ) {
-
-						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
-							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
-
-								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
-								break;
-
-							}
-
-						}
-
-						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
-
-							influences[ morphTargetName ] = 0;
-
-						}
-
-					}
-
-					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
-
-				}
-
-			}
-
-
-			// remove all keys that are on the same time
-
-			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
-
-					data.hierarchy[ h ].keys.splice( k, 1 );
-					k --;
-
-				}
-
-			}
-
-
-			// set index
-
-			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				data.hierarchy[ h ].keys[ k ].index = k;
-
-			}
-
-		}
-
-
-		// JIT
-
-		var lengthInFrames = parseInt( data.length * data.fps, 10 );
-
-		data.JIT = {};
-		data.JIT.hierarchy = [];
-
-		for( var h = 0; h < data.hierarchy.length; h ++ )
-			data.JIT.hierarchy.push( new Array( lengthInFrames ) );
-
-
-		// done
-
-		data.initialized = true;
-
-	};
-
-
-	// interpolation types
-
-	that.LINEAR = 0;
-	that.CATMULLROM = 1;
-	that.CATMULLROM_FORWARD = 2;
-
-	return that;
-
-}());
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Animation = function ( root, name, interpolationType ) {
-
-	this.root = root;
-	this.data = THREE.AnimationHandler.get( name );
-	this.hierarchy = THREE.AnimationHandler.parse( root );
-
-	this.currentTime = 0;
-	this.timeScale = 1;
-
-	this.isPlaying = false;
-	this.isPaused = true;
-	this.loop = true;
-
-	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
-
-	this.points = [];
-	this.target = new THREE.Vector3();
-
-};
-
-THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
-
-	if ( this.isPlaying === false ) {
-
-		this.isPlaying = true;
-		this.loop = loop !== undefined ? loop : true;
-		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
-
-		// reset key cache
-
-		var h, hl = this.hierarchy.length,
-			object;
-
-		for ( h = 0; h < hl; h ++ ) {
-
-			object = this.hierarchy[ h ];
-
-			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-				object.useQuaternion = true;
-
-			}
-
-			object.matrixAutoUpdate = true;
-
-			if ( object.animationCache === undefined ) {
-
-				object.animationCache = {};
-				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
-				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
-				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
-
-			}
-
-			var prevKey = object.animationCache.prevKey;
-			var nextKey = object.animationCache.nextKey;
-
-			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
-			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
-			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
-
-			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
-			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
-			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
-
-		}
-
-		this.update( 0 );
-
-	}
-
-	this.isPaused = false;
-
-	THREE.AnimationHandler.addToUpdate( this );
-
-};
-
-
-THREE.Animation.prototype.pause = function() {
-
-	if ( this.isPaused === true ) {
-
-		THREE.AnimationHandler.addToUpdate( this );
-
-	} else {
-
-		THREE.AnimationHandler.removeFromUpdate( this );
-
-	}
-
-	this.isPaused = !this.isPaused;
-
-};
-
-
-THREE.Animation.prototype.stop = function() {
-
-	this.isPlaying = false;
-	this.isPaused  = false;
-	THREE.AnimationHandler.removeFromUpdate( this );
-
-};
-
-
-THREE.Animation.prototype.update = function ( deltaTimeMS ) {
-
-	// early out
-
-	if ( this.isPlaying === false ) return;
-
-
-	// vars
-
-	var types = [ "pos", "rot", "scl" ];
-	var type;
-	var scale;
-	var vector;
-	var prevXYZ, nextXYZ;
-	var prevKey, nextKey;
-	var object;
-	var animationCache;
-	var frame;
-	var JIThierarchy = this.data.JIT.hierarchy;
-	var currentTime, unloopedCurrentTime;
-	var currentPoint, forwardPoint, angle;
-
-
-	this.currentTime += deltaTimeMS * this.timeScale;
-
-	unloopedCurrentTime = this.currentTime;
-	currentTime = this.currentTime = this.currentTime % this.data.length;
-	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
-
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-		object = this.hierarchy[ h ];
-		animationCache = object.animationCache;
-
-		// loop through pos/rot/scl
-
-		for ( var t = 0; t < 3; t ++ ) {
-
-			// get keys
-
-			type    = types[ t ];
-			prevKey = animationCache.prevKey[ type ];
-			nextKey = animationCache.nextKey[ type ];
-
-			// switch keys?
-
-			if ( nextKey.time <= unloopedCurrentTime ) {
-
-				// did we loop?
-
-				if ( currentTime < unloopedCurrentTime ) {
-
-					if ( this.loop ) {
-
-						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
-						nextKey = this.getNextKeyWith( type, h, 1 );
-
-						while( nextKey.time < currentTime ) {
-
-							prevKey = nextKey;
-							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
-						}
-
-					} else {
-
-						this.stop();
-						return;
-
-					}
-
-				} else {
-
-					do {
-
-						prevKey = nextKey;
-						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
-					} while( nextKey.time < currentTime )
-
-				}
-
-				animationCache.prevKey[ type ] = prevKey;
-				animationCache.nextKey[ type ] = nextKey;
-
-			}
-
-
-			object.matrixAutoUpdate = true;
-			object.matrixWorldNeedsUpdate = true;
-
-			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
-			prevXYZ = prevKey[ type ];
-			nextXYZ = nextKey[ type ];
-
-
-			// check scale error
-
-			if ( scale < 0 || scale > 1 ) {
-
-				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
-				scale = scale < 0 ? 0 : 1;
-
-			}
-
-			// interpolate
-
-			if ( type === "pos" ) {
-
-				vector = object.position;
-
-				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
-
-					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
-					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
-					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
-				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
-					this.points[ 1 ] = prevXYZ;
-					this.points[ 2 ] = nextXYZ;
-					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
-
-					scale = scale * 0.33 + 0.33;
-
-					currentPoint = this.interpolateCatmullRom( this.points, scale );
-
-					vector.x = currentPoint[ 0 ];
-					vector.y = currentPoint[ 1 ];
-					vector.z = currentPoint[ 2 ];
-
-					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
-
-						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
-						this.target.subSelf( vector );
-						this.target.y = 0;
-						this.target.normalize();
-
-						angle = Math.atan2( this.target.x, this.target.z );
-						object.rotation.set( 0, angle, 0 );
-
-					}
-
-				}
-
-			} else if ( type === "rot" ) {
-
-				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
-
-			} else if ( type === "scl" ) {
-
-				vector = object.scale;
-
-				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
-				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
-				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
-			}
-
-		}
-
-	}
-
-};
-
-// Catmull-Rom spline
-
-THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
-
-	var c = [], v3 = [],
-	point, intPoint, weight, w2, w3,
-	pa, pb, pc, pd;
-
-	point = ( points.length - 1 ) * scale;
-	intPoint = Math.floor( point );
-	weight = point - intPoint;
-
-	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
-	c[ 1 ] = intPoint;
-	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
-	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
-
-	pa = points[ c[ 0 ] ];
-	pb = points[ c[ 1 ] ];
-	pc = points[ c[ 2 ] ];
-	pd = points[ c[ 3 ] ];
-
-	w2 = weight * weight;
-	w3 = weight * w2;
-
-	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
-	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
-	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
-
-	return v3;
-
-};
-
-THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
-
-	var v0 = ( p2 - p0 ) * 0.5,
-		v1 = ( p3 - p1 ) * 0.5;
-
-	return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-};
-
-
-
-// Get next key with
-
-THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-
-	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-		key = key < keys.length - 1 ? key : keys.length - 1;
-
-	} else {
-
-		key = key % keys.length;
-
-	}
-
-	for ( ; key < keys.length; key++ ) {
-
-		if ( keys[ key ][ type ] !== undefined ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return this.data.hierarchy[ h ].keys[ 0 ];
-
-};
-
-// Get previous key with
-
-THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-
-	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-		key = key > 0 ? key : 0;
-
-	} else {
-
-		key = key >= 0 ? key : key + keys.length;
-
-	}
-
-
-	for ( ; key >= 0; key -- ) {
-
-		if ( keys[ key ][ type ] !== undefined ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author khang duong
- * @author erik kitson
- */
-
-THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
-
-	this.root = root;
-	this.data = THREE.AnimationHandler.get( data );
-	this.hierarchy = THREE.AnimationHandler.parse( root );
-	this.currentTime = 0;
-	this.timeScale = 0.001;
-	this.isPlaying = false;
-	this.isPaused = true;
-	this.loop = true;
-	this.JITCompile = JITCompile !== undefined ? JITCompile : true;
-
-	// initialize to first keyframes
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
-
-		var keys = this.data.hierarchy[h].keys,
-			sids = this.data.hierarchy[h].sids,
-			obj = this.hierarchy[h];
-
-		if ( keys.length && sids ) {
-
-			for ( var s = 0; s < sids.length; s++ ) {
-
-				var sid = sids[ s ],
-					next = this.getNextKeyWith( sid, h, 0 );
-
-				if ( next ) {
-
-					next.apply( sid );
-
-				}
-
-			}
-
-			obj.matrixAutoUpdate = false;
-			this.data.hierarchy[h].node.updateMatrix();
-			obj.matrixWorldNeedsUpdate = true;
-
-		}
-
-	}
-
-};
-
-// Play
-
-THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
-
-	if( !this.isPlaying ) {
-
-		this.isPlaying = true;
-		this.loop = loop !== undefined ? loop : true;
-		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
-		this.startTimeMs = startTimeMS;
-		this.startTime = 10000000;
-		this.endTime = -this.startTime;
-
-
-		// reset key cache
-
-		var h, hl = this.hierarchy.length,
-			object,
-			node;
-
-		for ( h = 0; h < hl; h++ ) {
-
-			object = this.hierarchy[ h ];
-			node = this.data.hierarchy[ h ];
-			object.useQuaternion = true;
-
-			if ( node.animationCache === undefined ) {
-
-				node.animationCache = {};
-				node.animationCache.prevKey = null;
-				node.animationCache.nextKey = null;
-				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
-
-			}
-
-			var keys = this.data.hierarchy[h].keys;
-
-			if (keys.length) {
-
-				node.animationCache.prevKey = keys[ 0 ];
-				node.animationCache.nextKey = keys[ 1 ];
-
-				this.startTime = Math.min( keys[0].time, this.startTime );
-				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
-
-			}
-
-		}
-
-		this.update( 0 );
-
-	}
-
-	this.isPaused = false;
-
-	THREE.AnimationHandler.addToUpdate( this );
-
-};
-
-
-
-// Pause
-
-THREE.KeyFrameAnimation.prototype.pause = function() {
-
-	if( this.isPaused ) {
-
-		THREE.AnimationHandler.addToUpdate( this );
-
-	} else {
-
-		THREE.AnimationHandler.removeFromUpdate( this );
-
-	}
-
-	this.isPaused = !this.isPaused;
-
-};
-
-
-// Stop
-
-THREE.KeyFrameAnimation.prototype.stop = function() {
-
-	this.isPlaying = false;
-	this.isPaused  = false;
-	THREE.AnimationHandler.removeFromUpdate( this );
-
-
-	// reset JIT matrix and remove cache
-
-	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
-        
-        var obj = this.hierarchy[ h ];
-		var node = this.data.hierarchy[ h ];
-
-		if ( node.animationCache !== undefined ) {
-
-			var original = node.animationCache.originalMatrix;
-
-			if( obj instanceof THREE.Bone ) {
-
-				original.copy( obj.skinMatrix );
-				obj.skinMatrix = original;
-
-			} else {
-
-				original.copy( obj.matrix );
-				obj.matrix = original;
-
-			}
-
-			delete node.animationCache;
-
-		}
-
-	}
-
-};
-
-
-// Update
-
-THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
-
-	// early out
-
-	if( !this.isPlaying ) return;
-
-
-	// vars
-
-	var prevKey, nextKey;
-	var object;
-	var node;
-	var frame;
-	var JIThierarchy = this.data.JIT.hierarchy;
-	var currentTime, unloopedCurrentTime;
-	var looped;
-
-
-	// update
-
-	this.currentTime += deltaTimeMS * this.timeScale;
-
-	unloopedCurrentTime = this.currentTime;
-	currentTime         = this.currentTime = this.currentTime % this.data.length;
-
-	// if looped around, the current time should be based on the startTime
-	if ( currentTime < this.startTimeMs ) {
-
-		currentTime = this.currentTime = this.startTimeMs + currentTime;
-
-	}
-
-	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
-	looped 				= currentTime < unloopedCurrentTime;
-
-	if ( looped && !this.loop ) {
-
-		// Set the animation to the last keyframes and stop
-		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
-
-			var keys = this.data.hierarchy[h].keys,
-				sids = this.data.hierarchy[h].sids,
-				end = keys.length-1,
-				obj = this.hierarchy[h];
-
-			if ( keys.length ) {
-
-				for ( var s = 0; s < sids.length; s++ ) {
-
-					var sid = sids[ s ],
-						prev = this.getPrevKeyWith( sid, h, end );
-
-					if ( prev ) {
-						prev.apply( sid );
-
-					}
-
-				}
-
-				this.data.hierarchy[h].node.updateMatrix();
-				obj.matrixWorldNeedsUpdate = true;
-
-			}
-
-		}
-
-		this.stop();
-		return;
-
-	}
-
-	// check pre-infinity
-	if ( currentTime < this.startTime ) {
-
-		return;
-
-	}
-
-	// update
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
-
-		object = this.hierarchy[ h ];
-		node = this.data.hierarchy[ h ];
-
-		var keys = node.keys,
-			animationCache = node.animationCache;
-
-		// use JIT?
-
-		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
-
-			if( object instanceof THREE.Bone ) {
-
-				object.skinMatrix = JIThierarchy[ h ][ frame ];
-				object.matrixWorldNeedsUpdate = false;
-
-			} else {
-
-				object.matrix = JIThierarchy[ h ][ frame ];
-				object.matrixWorldNeedsUpdate = true;
-
-			}
-
-		// use interpolation
-
-		} else if ( keys.length ) {
-
-			// make sure so original matrix and not JIT matrix is set
-
-			if ( this.JITCompile && animationCache ) {
-
-				if( object instanceof THREE.Bone ) {
-
-					object.skinMatrix = animationCache.originalMatrix;
-
-				} else {
-
-					object.matrix = animationCache.originalMatrix;
-
-				}
-
-			}
-
-			prevKey = animationCache.prevKey;
-			nextKey = animationCache.nextKey;
-
-			if ( prevKey && nextKey ) {
-
-				// switch keys?
-
-				if ( nextKey.time <= unloopedCurrentTime ) {
-
-					// did we loop?
-
-					if ( looped && this.loop ) {
-
-						prevKey = keys[ 0 ];
-						nextKey = keys[ 1 ];
-
-						while ( nextKey.time < currentTime ) {
-
-							prevKey = nextKey;
-							nextKey = keys[ prevKey.index + 1 ];
-
-						}
-
-					} else if ( !looped ) {
-
-						var lastIndex = keys.length - 1;
-
-						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
-
-							prevKey = nextKey;
-							nextKey = keys[ prevKey.index + 1 ];
-
-						}
-
-					}
-
-					animationCache.prevKey = prevKey;
-					animationCache.nextKey = nextKey;
-
-				}
-                if(nextKey.time >= currentTime)
-                    prevKey.interpolate( nextKey, currentTime );
-                else
-                    prevKey.interpolate( nextKey, nextKey.time);
-
-			}
-
-			this.data.hierarchy[h].node.updateMatrix();
-			object.matrixWorldNeedsUpdate = true;
-
-		}
-
-	}
-
-	// update JIT?
-
-	if ( this.JITCompile ) {
-
-		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
-
-			this.hierarchy[ 0 ].updateMatrixWorld( true );
-
-			for ( var h = 0; h < this.hierarchy.length; h++ ) {
-
-				if( this.hierarchy[ h ] instanceof THREE.Bone ) {
-
-					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
-
-				} else {
-
-					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
-
-				}
-
-			}
-
-		}
-
-	}
-
-};
-
-// Get next key with
-
-THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-	key = key % keys.length;
-
-	for ( ; key < keys.length; key++ ) {
-
-		if ( keys[ key ].hasTarget( sid ) ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return keys[ 0 ];
-
-};
-
-// Get previous key with
-
-THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-	key = key >= 0 ? key : key + keys.length;
-
-	for ( ; key >= 0; key-- ) {
-
-		if ( keys[ key ].hasTarget( sid ) ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return keys[ keys.length - 1 ];
-
-};
-/**
- * Camera for rendering cube maps
- *	- renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CubeCamera = function ( near, far, cubeResolution ) {
-
-	THREE.Object3D.call( this );
-
-	var fov = 90, aspect = 1;
-
-	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraPX.up.set( 0, -1, 0 );
-	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
-	this.add( cameraPX );
-
-	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraNX.up.set( 0, -1, 0 );
-	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
-	this.add( cameraNX );
-
-	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraPY.up.set( 0, 0, 1 );
-	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
-	this.add( cameraPY );
-
-	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraNY.up.set( 0, 0, -1 );
-	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
-	this.add( cameraNY );
-
-	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraPZ.up.set( 0, -1, 0 );
-	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
-	this.add( cameraPZ );
-
-	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraNZ.up.set( 0, -1, 0 );
-	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
-	this.add( cameraNZ );
-
-	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
-
-	this.updateCubeMap = function ( renderer, scene ) {
-
-		var renderTarget = this.renderTarget;
-		var generateMipmaps = renderTarget.generateMipmaps;
-
-		renderTarget.generateMipmaps = false;
-
-		renderTarget.activeCubeFace = 0;
-		renderer.render( scene, cameraPX, renderTarget );
-
-		renderTarget.activeCubeFace = 1;
-		renderer.render( scene, cameraNX, renderTarget );
-
-		renderTarget.activeCubeFace = 2;
-		renderer.render( scene, cameraPY, renderTarget );
-
-		renderTarget.activeCubeFace = 3;
-		renderer.render( scene, cameraNY, renderTarget );
-
-		renderTarget.activeCubeFace = 4;
-		renderer.render( scene, cameraPZ, renderTarget );
-
-		renderTarget.generateMipmaps = generateMipmaps;
-
-		renderTarget.activeCubeFace = 5;
-		renderer.render( scene, cameraNZ, renderTarget );
-
-	};
-
-};
-
-THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
-/*
- *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- *
- *	A general perpose camera, for setting FOV, Lens Focal Length,
- *		and switching between perspective and orthographic views easily.
- *		Use this only if you do not wish to manage
- *		both a Orthographic and Perspective Camera
- *
- */
-
-
-THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
-
-	THREE.Camera.call( this );
-
-	this.fov = fov;
-
-	this.left = -width / 2;
-	this.right = width / 2
-	this.top = height / 2;
-	this.bottom = -height / 2;
-
-	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
-
-	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
-	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
-
-	this.zoom = 1;
-
-	this.toPerspective();
-
-	var aspect = width/height;
-
-};
-
-THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
-
-THREE.CombinedCamera.prototype.toPerspective = function () {
-
-	// Switches to the Perspective Camera
-
-	this.near = this.cameraP.near;
-	this.far = this.cameraP.far;
-
-	this.cameraP.fov =  this.fov / this.zoom ;
-
-	this.cameraP.updateProjectionMatrix();
-
-	this.projectionMatrix = this.cameraP.projectionMatrix;
-
-	this.inPerspectiveMode = true;
-	this.inOrthographicMode = false;
-
-};
-
-THREE.CombinedCamera.prototype.toOrthographic = function () {
-
-	// Switches to the Orthographic camera estimating viewport from Perspective
-
-	var fov = this.fov;
-	var aspect = this.cameraP.aspect;
-	var near = this.cameraP.near;
-	var far = this.cameraP.far;
-
-	// The size that we set is the mid plane of the viewing frustum
-
-	var hyperfocus = ( near + far ) / 2;
-
-	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
-	var planeHeight = 2 * halfHeight;
-	var planeWidth = planeHeight * aspect;
-	var halfWidth = planeWidth / 2;
-
-	halfHeight /= this.zoom;
-	halfWidth /= this.zoom;
-
-	this.cameraO.left = -halfWidth;
-	this.cameraO.right = halfWidth;
-	this.cameraO.top = halfHeight;
-	this.cameraO.bottom = -halfHeight;
-
-	// this.cameraO.left = -farHalfWidth;
-	// this.cameraO.right = farHalfWidth;
-	// this.cameraO.top = farHalfHeight;
-	// this.cameraO.bottom = -farHalfHeight;
-
-	// this.cameraO.left = this.left / this.zoom;
-	// this.cameraO.right = this.right / this.zoom;
-	// this.cameraO.top = this.top / this.zoom;
-	// this.cameraO.bottom = this.bottom / this.zoom;
-
-	this.cameraO.updateProjectionMatrix();
-
-	this.near = this.cameraO.near;
-	this.far = this.cameraO.far;
-	this.projectionMatrix = this.cameraO.projectionMatrix;
-
-	this.inPerspectiveMode = false;
-	this.inOrthographicMode = true;
-
-};
-
-
-THREE.CombinedCamera.prototype.setSize = function( width, height ) {
-
-	this.cameraP.aspect = width / height;
-	this.left = -width / 2;
-	this.right = width / 2
-	this.top = height / 2;
-	this.bottom = -height / 2;
-
-};
-
-
-THREE.CombinedCamera.prototype.setFov = function( fov ) {
-
-	this.fov = fov;
-
-	if ( this.inPerspectiveMode ) {
-
-		this.toPerspective();
-
-	} else {
-
-		this.toOrthographic();
-
-	}
-
-};
-
-// For mantaining similar API with PerspectiveCamera
-
-THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
-
-	if ( this.inPerspectiveMode ) {
-
-		this.toPerspective();
-
-	} else {
-
-		this.toPerspective();
-		this.toOrthographic();
-
-	}
-
-};
-
-/*
-* Uses Focal Length (in mm) to estimate and set FOV
-* 35mm (fullframe) camera is used if frame size is not specified;
-* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
-*/
-THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
-
-	if ( frameHeight === undefined ) frameHeight = 24;
-
-	var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
-
-	this.setFov( fov );
-
-	return fov;
-};
-
-
-THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
-
-	this.zoom = zoom;
-
-	if ( this.inPerspectiveMode ) {
-
-		this.toPerspective();
-
-	} else {
-
-		this.toOrthographic();
-
-	}
-
-};
-
-THREE.CombinedCamera.prototype.toFrontView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = 0;
-	this.rotation.z = 0;
-
-	// should we be modifing the matrix instead?
-
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toBackView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = Math.PI;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toLeftView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = - Math.PI / 2;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toRightView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = Math.PI / 2;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toTopView = function() {
-
-	this.rotation.x = - Math.PI / 2;
-	this.rotation.y = 0;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toBottomView = function() {
-
-	this.rotation.x = Math.PI / 2;
-	this.rotation.y = 0;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author paulirish / http://paulirish.com/
- */
-
-THREE.FirstPersonControls = function ( object, domElement ) {
-
-	this.object = object;
-	this.target = new THREE.Vector3( 0, 0, 0 );
-
-	this.domElement = ( domElement !== undefined ) ? domElement : document;
-
-	this.movementSpeed = 1.0;
-	this.lookSpeed = 0.005;
-
-	this.lookVertical = true;
-	this.autoForward = false;
-	// this.invertVertical = false;
-
-	this.activeLook = true;
-
-	this.heightSpeed = false;
-	this.heightCoef = 1.0;
-	this.heightMin = 0.0;
-	this.heightMax = 1.0;
-
-	this.constrainVertical = false;
-	this.verticalMin = 0;
-	this.verticalMax = Math.PI;
-
-	this.autoSpeedFactor = 0.0;
-
-	this.mouseX = 0;
-	this.mouseY = 0;
-
-	this.lat = 0;
-	this.lon = 0;
-	this.phi = 0;
-	this.theta = 0;
-
-	this.moveForward = false;
-	this.moveBackward = false;
-	this.moveLeft = false;
-	this.moveRight = false;
-	this.freeze = false;
-
-	this.mouseDragOn = false;
-
-	this.viewHalfX = 0;
-	this.viewHalfY = 0;
-
-	if ( this.domElement !== document ) {
-
-		this.domElement.setAttribute( 'tabindex', -1 );
-
-	}
-
-	//
-
-	this.handleResize = function () {
-
-		if ( this.domElement === document ) {
-
-			this.viewHalfX = window.innerWidth / 2;
-			this.viewHalfY = window.innerHeight / 2;
-
-		} else {
-
-			this.viewHalfX = this.domElement.offsetWidth / 2;
-			this.viewHalfY = this.domElement.offsetHeight / 2;
-
-		}
-
-	};
-
-	this.onMouseDown = function ( event ) {
-
-		if ( this.domElement !== document ) {
-
-			this.domElement.focus();
-
-		}
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		if ( this.activeLook ) {
-
-			switch ( event.button ) {
-
-				case 0: this.moveForward = true; break;
-				case 2: this.moveBackward = true; break;
-
-			}
-
-		}
-
-		this.mouseDragOn = true;
-
-	};
-
-	this.onMouseUp = function ( event ) {
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		if ( this.activeLook ) {
-
-			switch ( event.button ) {
-
-				case 0: this.moveForward = false; break;
-				case 2: this.moveBackward = false; break;
-
-			}
-
-		}
-
-		this.mouseDragOn = false;
-
-	};
-
-	this.onMouseMove = function ( event ) {
-
-		if ( this.domElement === document ) {
-
-			this.mouseX = event.pageX - this.viewHalfX;
-			this.mouseY = event.pageY - this.viewHalfY;
-
-		} else {
-
-			this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX;
-			this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY;
-
-		}
-
-	};
-
-	this.onKeyDown = function ( event ) {
-
-		//event.preventDefault();
-
-		switch ( event.keyCode ) {
-
-			case 38: /*up*/
-			case 87: /*W*/ this.moveForward = true; break;
-
-			case 37: /*left*/
-			case 65: /*A*/ this.moveLeft = true; break;
-
-			case 40: /*down*/
-			case 83: /*S*/ this.moveBackward = true; break;
-
-			case 39: /*right*/
-			case 68: /*D*/ this.moveRight = true; break;
-
-			case 82: /*R*/ this.moveUp = true; break;
-			case 70: /*F*/ this.moveDown = true; break;
-
-			case 81: /*Q*/ this.freeze = !this.freeze; break;
-
-		}
-
-	};
-
-	this.onKeyUp = function ( event ) {
-
-		switch( event.keyCode ) {
-
-			case 38: /*up*/
-			case 87: /*W*/ this.moveForward = false; break;
-
-			case 37: /*left*/
-			case 65: /*A*/ this.moveLeft = false; break;
-
-			case 40: /*down*/
-			case 83: /*S*/ this.moveBackward = false; break;
-
-			case 39: /*right*/
-			case 68: /*D*/ this.moveRight = false; break;
-
-			case 82: /*R*/ this.moveUp = false; break;
-			case 70: /*F*/ this.moveDown = false; break;
-
-		}
-
-	};
-
-	this.update = function( delta ) {
-		var actualMoveSpeed = 0;
-
-		if ( this.freeze ) {
-
-			return;
-
-		} else {
-
-			if ( this.heightSpeed ) {
-
-				var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax );
-				var heightDelta = y - this.heightMin;
-
-				this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef );
-
-			} else {
-
-				this.autoSpeedFactor = 0.0;
-
-			}
-
-			actualMoveSpeed = delta * this.movementSpeed;
-
-			if ( this.moveForward || ( this.autoForward && !this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) );
-			if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed );
-
-			if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed );
-			if ( this.moveRight ) this.object.translateX( actualMoveSpeed );
-
-			if ( this.moveUp ) this.object.translateY( actualMoveSpeed );
-			if ( this.moveDown ) this.object.translateY( - actualMoveSpeed );
-
-			var actualLookSpeed = delta * this.lookSpeed;
-
-			if ( !this.activeLook ) {
-
-				actualLookSpeed = 0;
-
-			}
-
-			this.lon += this.mouseX * actualLookSpeed;
-			if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed; // * this.invertVertical?-1:1;
-
-			this.lat = Math.max( - 85, Math.min( 85, this.lat ) );
-			this.phi = ( 90 - this.lat ) * Math.PI / 180;
-			this.theta = this.lon * Math.PI / 180;
-
-			var targetPosition = this.target,
-				position = this.object.position;
-
-			targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta );
-			targetPosition.y = position.y + 100 * Math.cos( this.phi );
-			targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta );
-
-		}
-
-		var verticalLookRatio = 1;
-
-		if ( this.constrainVertical ) {
-
-			verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin );
-
-		}
-
-		this.lon += this.mouseX * actualLookSpeed;
-		if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio;
-
-		this.lat = Math.max( - 85, Math.min( 85, this.lat ) );
-		this.phi = ( 90 - this.lat ) * Math.PI / 180;
-
-		this.theta = this.lon * Math.PI / 180;
-
-		if ( this.constrainVertical ) {
-
-			this.phi = THREE.Math.mapLinear( this.phi, 0, Math.PI, this.verticalMin, this.verticalMax );
-
-		}
-
-		var targetPosition = this.target,
-			position = this.object.position;
-
-		targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta );
-		targetPosition.y = position.y + 100 * Math.cos( this.phi );
-		targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta );
-
-		this.object.lookAt( targetPosition );
-
-	};
-
-
-	this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
-
-	this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false );
-	this.domElement.addEventListener( 'mousedown', bind( this, this.onMouseDown ), false );
-	this.domElement.addEventListener( 'mouseup', bind( this, this.onMouseUp ), false );
-	this.domElement.addEventListener( 'keydown', bind( this, this.onKeyDown ), false );
-	this.domElement.addEventListener( 'keyup', bind( this, this.onKeyUp ), false );
-
-	function bind( scope, fn ) {
-
-		return function () {
-
-			fn.apply( scope, arguments );
-
-		};
-
-	};
-
-	this.handleResize();
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.PathControls = function ( object, domElement ) {
-
-	this.object = object;
-	this.domElement = ( domElement !== undefined ) ? domElement : document;
-
-	this.id = "PathControls" + THREE.PathControlsIdCounter ++;
-
-	// API
-
-	this.duration = 10 * 1000; // milliseconds
-	this.waypoints = [];
-
-	this.useConstantSpeed = true;
-	this.resamplingCoef = 50;
-
-	this.debugPath = new THREE.Object3D();
-	this.debugDummy = new THREE.Object3D();
-
-	this.animationParent = new THREE.Object3D();
-
-	this.lookSpeed = 0.005;
-	this.lookVertical = true;
-	this.lookHorizontal = true;
-	this.verticalAngleMap   = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] };
-	this.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] };
-
-	// internals
-
-	this.target = new THREE.Object3D();
-
-	this.mouseX = 0;
-	this.mouseY = 0;
-
-	this.lat = 0;
-	this.lon = 0;
-
-	this.phi = 0;
-	this.theta = 0;
-
-	var PI2 = Math.PI * 2,
-		PI180 = Math.PI / 180;
-
-	this.viewHalfX = 0;
-	this.viewHalfY = 0;
-
-	if ( this.domElement !== document ) {
-
-		this.domElement.setAttribute( 'tabindex', -1 );
-
-	}
-
-	// methods
-
-	this.handleResize = function () {
-
-		if ( this.domElement === document ) {
-
-			this.viewHalfX = window.innerWidth / 2;
-			this.viewHalfY = window.innerHeight / 2;
-
-		} else {
-
-			this.viewHalfX = this.domElement.offsetWidth / 2;
-			this.viewHalfY = this.domElement.offsetHeight / 2;
-
-		}
-
-	};
-
-	this.update = function ( delta ) {
-
-		var srcRange, dstRange;
-
-		if( this.lookHorizontal ) this.lon += this.mouseX * this.lookSpeed * delta;
-		if( this.lookVertical )   this.lat -= this.mouseY * this.lookSpeed * delta;
-
-		this.lon = Math.max( 0, Math.min( 360, this.lon ) );
-		this.lat = Math.max( - 85, Math.min( 85, this.lat ) );
-
-		this.phi = ( 90 - this.lat ) * PI180;
-		this.theta = this.lon * PI180;
-
-		this.phi = normalize_angle_rad( this.phi );
-
-		// constrain vertical look angle
-
-		srcRange = this.verticalAngleMap.srcRange;
-		dstRange = this.verticalAngleMap.dstRange;
-
-		var tmpPhi = THREE.Math.mapLinear( this.phi, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] );
-		var tmpPhiFullRange = dstRange[ 1 ] - dstRange[ 0 ];
-		var tmpPhiNormalized = ( tmpPhi - dstRange[ 0 ] ) / tmpPhiFullRange;
-
-		this.phi = QuadraticEaseInOut( tmpPhiNormalized ) * tmpPhiFullRange + dstRange[ 0 ];
-
-		// constrain horizontal look angle
-
-		srcRange = this.horizontalAngleMap.srcRange;
-		dstRange = this.horizontalAngleMap.dstRange;
-
-		var tmpTheta = THREE.Math.mapLinear( this.theta, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] );
-		var tmpThetaFullRange = dstRange[ 1 ] - dstRange[ 0 ];
-		var tmpThetaNormalized = ( tmpTheta - dstRange[ 0 ] ) / tmpThetaFullRange;
-
-		this.theta = QuadraticEaseInOut( tmpThetaNormalized ) * tmpThetaFullRange + dstRange[ 0 ];
-
-		var targetPosition = this.target.position,
-			position = this.object.position;
-
-		targetPosition.x = 100 * Math.sin( this.phi ) * Math.cos( this.theta );
-		targetPosition.y = 100 * Math.cos( this.phi );
-		targetPosition.z = 100 * Math.sin( this.phi ) * Math.sin( this.theta );
-
-		this.object.lookAt( this.target.position );
-
-	};
-
-	this.onMouseMove = function ( event ) {
-
-		if ( this.domElement === document ) {
-
-			this.mouseX = event.pageX - this.viewHalfX;
-			this.mouseY = event.pageY - this.viewHalfY;
-
-		} else {
-
-			this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX;
-			this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY;
-
-		}
-
-	};
-
-	// utils
-
-	function normalize_angle_rad( a ) {
-
-		var b = a % PI2;
-		return b >= 0 ? b : b + PI2;
-
-	};
-
-	function distance( a, b ) {
-
-		var dx = a[ 0 ] - b[ 0 ],
-			dy = a[ 1 ] - b[ 1 ],
-			dz = a[ 2 ] - b[ 2 ];
-
-		return Math.sqrt( dx * dx + dy * dy + dz * dz );
-
-	};
-
-	function QuadraticEaseInOut ( k ) {
-
-		if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
-		return - 0.5 * ( --k * ( k - 2 ) - 1 );
-
-	};
-
-	function bind( scope, fn ) {
-
-		return function () {
-
-			fn.apply( scope, arguments );
-
-		};
-
-	};
-
-	function initAnimationPath( parent, spline, name, duration ) {
-
-		var animationData = {
-
-		   name: name,
-		   fps: 0.6,
-		   length: duration,
-
-		   hierarchy: []
-
-		};
-
-		var i,
-			parentAnimation, childAnimation,
-			path = spline.getControlPointsArray(),
-			sl = spline.getLength(),
-			pl = path.length,
-			t = 0,
-			first = 0,
-			last  = pl - 1;
-
-		parentAnimation = { parent: -1, keys: [] };
-		parentAnimation.keys[ first ] = { time: 0,        pos: path[ first ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] };
-		parentAnimation.keys[ last  ] = { time: duration, pos: path[ last ],  rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] };
-
-		for ( i = 1; i < pl - 1; i++ ) {
-
-			// real distance (approximation via linear segments)
-
-			t = duration * sl.chunks[ i ] / sl.total;
-
-			// equal distance
-
-			//t = duration * ( i / pl );
-
-			// linear distance
-
-			//t += duration * distance( path[ i ], path[ i - 1 ] ) / sl.total;
-
-			parentAnimation.keys[ i ] = { time: t, pos: path[ i ] };
-
-		}
-
-		animationData.hierarchy[ 0 ] = parentAnimation;
-
-		THREE.AnimationHandler.add( animationData );
-
-		return new THREE.Animation( parent, name, THREE.AnimationHandler.CATMULLROM_FORWARD, false );
-
-	};
-
-
-	function createSplineGeometry( spline, n_sub ) {
-
-		var i, index, position,
-			geometry = new THREE.Geometry();
-
-		for ( i = 0; i < spline.points.length * n_sub; i ++ ) {
-
-			index = i / ( spline.points.length * n_sub );
-			position = spline.getPoint( index );
-
-			geometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z );
-
-		}
-
-		return geometry;
-
-	};
-
-	function createPath( parent, spline ) {
-
-		var lineGeo = createSplineGeometry( spline, 10 ),
-			particleGeo = createSplineGeometry( spline, 10 ),
-			lineMat = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 3 } ),
-			lineObj = new THREE.Line( lineGeo, lineMat ),
-			particleObj = new THREE.ParticleSystem( particleGeo, new THREE.ParticleBasicMaterial( { color: 0xffaa00, size: 3 } ) );
-
-		lineObj.scale.set( 1, 1, 1 );
-		parent.add( lineObj );
-
-		particleObj.scale.set( 1, 1, 1 );
-		parent.add( particleObj );
-
-		var waypoint,
-			geo = new THREE.SphereGeometry( 1, 16, 8 ),
-			mat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-
-		for ( var i = 0; i < spline.points.length; i ++ ) {
-
-			waypoint = new THREE.Mesh( geo, mat );
-			waypoint.position.copy( spline.points[ i ] );
-			parent.add( waypoint );
-
-		}
-
-	};
-
-	this.init = function ( ) {
-
-		// constructor
-
-		this.spline = new THREE.Spline();
-		this.spline.initFromArray( this.waypoints );
-
-		if ( this.useConstantSpeed ) {
-
-			this.spline.reparametrizeByArcLength( this.resamplingCoef );
-
-		}
-
-		if ( this.createDebugDummy ) {
-
-			var dummyParentMaterial = new THREE.MeshLambertMaterial( { color: 0x0077ff } ),
-			dummyChildMaterial  = new THREE.MeshLambertMaterial( { color: 0x00ff00 } ),
-			dummyParentGeo = new THREE.CubeGeometry( 10, 10, 20 ),
-			dummyChildGeo  = new THREE.CubeGeometry( 2, 2, 10 );
-
-			this.animationParent = new THREE.Mesh( dummyParentGeo, dummyParentMaterial );
-
-			var dummyChild = new THREE.Mesh( dummyChildGeo, dummyChildMaterial );
-			dummyChild.position.set( 0, 10, 0 );
-
-			this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration );
-
-			this.animationParent.add( this.object );
-			this.animationParent.add( this.target );
-			this.animationParent.add( dummyChild );
-
-		} else {
-
-			this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration );
-			this.animationParent.add( this.target );
-			this.animationParent.add( this.object );
-
-		}
-
-		if ( this.createDebugPath ) {
-
-			createPath( this.debugPath, this.spline );
-
-		}
-
-		this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false );
-
-	};
-
-	this.handleResize();
-
-};
-
-THREE.PathControlsIdCounter = 0;
-/**
- * @author James Baicoianu / http://www.baicoianu.com/
- */
-
-THREE.FlyControls = function ( object, domElement ) {
-
-	this.object = object;
-
-	this.domElement = ( domElement !== undefined ) ? domElement : document;
-	if ( domElement ) this.domElement.setAttribute( 'tabindex', -1 );
-
-	// API
-
-	this.movementSpeed = 1.0;
-	this.rollSpeed = 0.005;
-
-	this.dragToLook = false;
-	this.autoForward = false;
-
-	// disable default target object behavior
-
-	this.object.useQuaternion = true;
-
-	// internals
-
-	this.tmpQuaternion = new THREE.Quaternion();
-
-	this.mouseStatus = 0;
-
-	this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 };
-	this.moveVector = new THREE.Vector3( 0, 0, 0 );
-	this.rotationVector = new THREE.Vector3( 0, 0, 0 );
-
-	this.handleEvent = function ( event ) {
-
-		if ( typeof this[ event.type ] == 'function' ) {
-
-			this[ event.type ]( event );
-
-		}
-
-	};
-
-	this.keydown = function( event ) {
-
-		if ( event.altKey ) {
-
-			return;
-
-		}
-
-		//event.preventDefault();
-
-		switch ( event.keyCode ) {
-
-			case 16: /* shift */ this.movementSpeedMultiplier = .1; break;
-
-			case 87: /*W*/ this.moveState.forward = 1; break;
-			case 83: /*S*/ this.moveState.back = 1; break;
-
-			case 65: /*A*/ this.moveState.left = 1; break;
-			case 68: /*D*/ this.moveState.right = 1; break;
-
-			case 82: /*R*/ this.moveState.up = 1; break;
-			case 70: /*F*/ this.moveState.down = 1; break;
-
-			case 38: /*up*/ this.moveState.pitchUp = 1; break;
-			case 40: /*down*/ this.moveState.pitchDown = 1; break;
-
-			case 37: /*left*/ this.moveState.yawLeft = 1; break;
-			case 39: /*right*/ this.moveState.yawRight = 1; break;
-
-			case 81: /*Q*/ this.moveState.rollLeft = 1; break;
-			case 69: /*E*/ this.moveState.rollRight = 1; break;
-
-		}
-
-		this.updateMovementVector();
-		this.updateRotationVector();
-
-	};
-
-	this.keyup = function( event ) {
-
-		switch( event.keyCode ) {
-
-			case 16: /* shift */ this.movementSpeedMultiplier = 1; break;
-
-			case 87: /*W*/ this.moveState.forward = 0; break;
-			case 83: /*S*/ this.moveState.back = 0; break;
-
-			case 65: /*A*/ this.moveState.left = 0; break;
-			case 68: /*D*/ this.moveState.right = 0; break;
-
-			case 82: /*R*/ this.moveState.up = 0; break;
-			case 70: /*F*/ this.moveState.down = 0; break;
-
-			case 38: /*up*/ this.moveState.pitchUp = 0; break;
-			case 40: /*down*/ this.moveState.pitchDown = 0; break;
-
-			case 37: /*left*/ this.moveState.yawLeft = 0; break;
-			case 39: /*right*/ this.moveState.yawRight = 0; break;
-
-			case 81: /*Q*/ this.moveState.rollLeft = 0; break;
-			case 69: /*E*/ this.moveState.rollRight = 0; break;
-
-		}
-
-		this.updateMovementVector();
-		this.updateRotationVector();
-
-	};
-
-	this.mousedown = function( event ) {
-
-		if ( this.domElement !== document ) {
-
-			this.domElement.focus();
-
-		}
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		if ( this.dragToLook ) {
-
-			this.mouseStatus ++;
-
-		} else {
-
-			switch ( event.button ) {
-
-				case 0: this.object.moveForward = true; break;
-				case 2: this.object.moveBackward = true; break;
-
-			}
-
-		}
-
-	};
-
-	this.mousemove = function( event ) {
-
-		if ( !this.dragToLook || this.mouseStatus > 0 ) {
-
-			var container = this.getContainerDimensions();
-			var halfWidth  = container.size[ 0 ] / 2;
-			var halfHeight = container.size[ 1 ] / 2;
-
-			this.moveState.yawLeft   = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth  ) / halfWidth;
-			this.moveState.pitchDown =   ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight;
-
-			this.updateRotationVector();
-
-		}
-
-	};
-
-	this.mouseup = function( event ) {
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		if ( this.dragToLook ) {
-
-			this.mouseStatus --;
-
-			this.moveState.yawLeft = this.moveState.pitchDown = 0;
-
-		} else {
-
-			switch ( event.button ) {
-
-				case 0: this.moveForward = false; break;
-				case 2: this.moveBackward = false; break;
-
-			}
-
-		}
-
-		this.updateRotationVector();
-
-	};
-
-	this.update = function( delta ) {
-
-		var moveMult = delta * this.movementSpeed;
-		var rotMult = delta * this.rollSpeed;
-
-		this.object.translateX( this.moveVector.x * moveMult );
-		this.object.translateY( this.moveVector.y * moveMult );
-		this.object.translateZ( this.moveVector.z * moveMult );
-
-		this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1 ).normalize();
-		this.object.quaternion.multiplySelf( this.tmpQuaternion );
-
-		this.object.matrix.setPosition( this.object.position );
-		this.object.matrix.setRotationFromQuaternion( this.object.quaternion );
-		this.object.matrixWorldNeedsUpdate = true;
-
-
-	};
-
-	this.updateMovementVector = function() {
-
-		var forward = ( this.moveState.forward || ( this.autoForward && !this.moveState.back ) ) ? 1 : 0;
-
-		this.moveVector.x = ( -this.moveState.left    + this.moveState.right );
-		this.moveVector.y = ( -this.moveState.down    + this.moveState.up );
-		this.moveVector.z = ( -forward + this.moveState.back );
-
-		//console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] );
-
-	};
-
-	this.updateRotationVector = function() {
-
-		this.rotationVector.x = ( -this.moveState.pitchDown + this.moveState.pitchUp );
-		this.rotationVector.y = ( -this.moveState.yawRight  + this.moveState.yawLeft );
-		this.rotationVector.z = ( -this.moveState.rollRight + this.moveState.rollLeft );
-
-		//console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] );
-
-	};
-
-	this.getContainerDimensions = function() {
-
-		if ( this.domElement != document ) {
-
-			return {
-				size	: [ this.domElement.offsetWidth, this.domElement.offsetHeight ],
-				offset	: [ this.domElement.offsetLeft,  this.domElement.offsetTop ]
-			};
-
-		} else {
-
-			return {
-				size	: [ window.innerWidth, window.innerHeight ],
-				offset	: [ 0, 0 ]
-			};
-
-		}
-
-	};
-
-	function bind( scope, fn ) {
-
-		return function () {
-
-			fn.apply( scope, arguments );
-
-		};
-
-	};
-
-	this.domElement.addEventListener( 'mousemove', bind( this, this.mousemove ), false );
-	this.domElement.addEventListener( 'mousedown', bind( this, this.mousedown ), false );
-	this.domElement.addEventListener( 'mouseup',   bind( this, this.mouseup ), false );
-
-	this.domElement.addEventListener( 'keydown', bind( this, this.keydown ), false );
-	this.domElement.addEventListener( 'keyup',   bind( this, this.keyup ), false );
-
-	this.updateMovementVector();
-	this.updateRotationVector();
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.RollControls = function ( object, domElement ) {
-
-	this.object = object;
-	this.domElement = ( domElement !== undefined ) ? domElement : document;
-
-	// API
-
-	this.mouseLook = true;
-	this.autoForward = false;
-
-	this.lookSpeed = 1;
-	this.movementSpeed = 1;
-	this.rollSpeed = 1;
-
-	this.constrainVertical = [ -0.9, 0.9 ];
-
-	// disable default target object behavior
-
-	this.object.matrixAutoUpdate = false;
-
-	// internals
-
-	this.forward = new THREE.Vector3( 0, 0, 1 );
-	this.roll = 0;
-
-	var xTemp = new THREE.Vector3();
-	var yTemp = new THREE.Vector3();
-	var zTemp = new THREE.Vector3();
-	var rollMatrix = new THREE.Matrix4();
-
-	var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0;
-
-	var mouseX = 0, mouseY = 0;
-
-	var windowHalfX = 0;
-	var windowHalfY = 0;
-
-	//
-
-	this.handleResize = function () {
-
-		windowHalfX = window.innerWidth / 2;
-		windowHalfY = window.innerHeight / 2;
-
-	};
-
-	// custom update
-
-	this.update = function ( delta ) {
-
-		if ( this.mouseLook ) {
-
-			var actualLookSpeed = delta * this.lookSpeed;
-
-			this.rotateHorizontally( actualLookSpeed * mouseX );
-			this.rotateVertically( actualLookSpeed * mouseY );
-
-		}
-
-		var actualSpeed = delta * this.movementSpeed;
-		var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed;
-
-		this.object.translateZ( -actualSpeed * forwardOrAuto );
-		this.object.translateX( actualSpeed * sideSpeed );
-		this.object.translateY( actualSpeed * upSpeed );
-
-		if( doRoll ) {
-
-			this.roll += this.rollSpeed * delta * rollDirection;
-
-		}
-
-		// cap forward up / down
-
-		if( this.forward.y > this.constrainVertical[ 1 ] ) {
-
-			this.forward.y = this.constrainVertical[ 1 ];
-			this.forward.normalize();
-
-		} else if( this.forward.y < this.constrainVertical[ 0 ] ) {
-
-			this.forward.y = this.constrainVertical[ 0 ];
-			this.forward.normalize();
-
-		}
-
-
-		// construct unrolled camera matrix
-
-		zTemp.copy( this.forward );
-		yTemp.set( 0, 1, 0 );
-
-		xTemp.cross( yTemp, zTemp ).normalize();
-		yTemp.cross( zTemp, xTemp ).normalize();
-
-		this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x;
-		this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y;
-		this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z;
-
-		// calculate roll matrix
-
-		rollMatrix.identity();
-		rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll );
-		rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] =  Math.cos( this.roll );
-
-		// multiply camera with roll
-
-		this.object.matrix.multiplySelf( rollMatrix );
-		this.object.matrixWorldNeedsUpdate = true;
-
-		// set position
-
-		this.object.matrix.elements[12] = this.object.position.x;
-		this.object.matrix.elements[13] = this.object.position.y;
-		this.object.matrix.elements[14] = this.object.position.z;
-
-
-	};
-
-	this.translateX = function ( distance ) {
-
-		this.object.position.x += this.object.matrix.elements[0] * distance;
-		this.object.position.y += this.object.matrix.elements[1] * distance;
-		this.object.position.z += this.object.matrix.elements[2] * distance;
-
-	};
-
-	this.translateY = function ( distance ) {
-
-		this.object.position.x += this.object.matrix.elements[4] * distance;
-		this.object.position.y += this.object.matrix.elements[5] * distance;
-		this.object.position.z += this.object.matrix.elements[6] * distance;
-
-	};
-
-	this.translateZ = function ( distance ) {
-
-		this.object.position.x -= this.object.matrix.elements[8] * distance;
-		this.object.position.y -= this.object.matrix.elements[9] * distance;
-		this.object.position.z -= this.object.matrix.elements[10] * distance;
-
-	};
-
-
-	this.rotateHorizontally = function ( amount ) {
-
-		// please note that the amount is NOT degrees, but a scale value
-
-		xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] );
-		xTemp.multiplyScalar( amount );
-
-		this.forward.subSelf( xTemp );
-		this.forward.normalize();
-
-	};
-
-	this.rotateVertically = function ( amount ) {
-
-		// please note that the amount is NOT degrees, but a scale value
-
-		yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] );
-		yTemp.multiplyScalar( amount );
-
-		this.forward.addSelf( yTemp );
-		this.forward.normalize();
-
-	};
-
-	function onKeyDown( event ) {
-
-		//event.preventDefault();
-
-		switch ( event.keyCode ) {
-
-			case 38: /*up*/
-			case 87: /*W*/ forwardSpeed = 1; break;
-
-			case 37: /*left*/
-			case 65: /*A*/ sideSpeed = -1; break;
-
-			case 40: /*down*/
-			case 83: /*S*/ forwardSpeed = -1; break;
-
-			case 39: /*right*/
-			case 68: /*D*/ sideSpeed = 1; break;
-
-			case 81: /*Q*/ doRoll = true; rollDirection = 1; break;
-			case 69: /*E*/ doRoll = true; rollDirection = -1; break;
-
-			case 82: /*R*/ upSpeed = 1; break;
-			case 70: /*F*/ upSpeed = -1; break;
-
-		}
-
-	};
-
-	function onKeyUp( event ) {
-
-		switch( event.keyCode ) {
-
-			case 38: /*up*/
-			case 87: /*W*/ forwardSpeed = 0; break;
-
-			case 37: /*left*/
-			case 65: /*A*/ sideSpeed = 0; break;
-
-			case 40: /*down*/
-			case 83: /*S*/ forwardSpeed = 0; break;
-
-			case 39: /*right*/
-			case 68: /*D*/ sideSpeed = 0; break;
-
-			case 81: /*Q*/ doRoll = false; break;
-			case 69: /*E*/ doRoll = false; break;
-
-			case 82: /*R*/ upSpeed = 0; break;
-			case 70: /*F*/ upSpeed = 0; break;
-
-		}
-
-	};
-
-	function onMouseMove( event ) {
-
-		mouseX = ( event.clientX - windowHalfX ) / window.innerWidth;
-		mouseY = ( event.clientY - windowHalfY ) / window.innerHeight;
-
-	};
-
-	function onMouseDown ( event ) {
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		switch ( event.button ) {
-
-			case 0: forwardSpeed = 1; break;
-			case 2: forwardSpeed = -1; break;
-
-		}
-
-	};
-
-	function onMouseUp ( event ) {
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		switch ( event.button ) {
-
-			case 0: forwardSpeed = 0; break;
-			case 2: forwardSpeed = 0; break;
-
-		}
-
-	};
-
-	this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
-
-	this.domElement.addEventListener( 'mousemove', onMouseMove, false );
-	this.domElement.addEventListener( 'mousedown', onMouseDown, false );
-	this.domElement.addEventListener( 'mouseup', onMouseUp, false );
-	this.domElement.addEventListener( 'keydown', onKeyDown, false );
-	this.domElement.addEventListener( 'keyup', onKeyUp, false );
-
-	this.handleResize();
-
-};
-/**
- * @author Eberhard Graether / http://egraether.com/
- */
-
-THREE.TrackballControls = function ( object, domElement ) {
-
-	THREE.EventTarget.call( this );
-
-	var _this = this,
-	STATE = { NONE : -1, ROTATE : 0, ZOOM : 1, PAN : 2 };
-
-	this.object = object;
-	this.domElement = ( domElement !== undefined ) ? domElement : document;
-
-	// API
-
-	this.enabled = true;
-
-	this.screen = { width: 0, height: 0, offsetLeft: 0, offsetTop: 0 };
-	this.radius = ( this.screen.width + this.screen.height ) / 4;
-
-	this.rotateSpeed = 1.0;
-	this.zoomSpeed = 1.2;
-	this.panSpeed = 0.3;
-
-	this.noRotate = false;
-	this.noZoom = false;
-	this.noPan = false;
-
-	this.staticMoving = false;
-	this.dynamicDampingFactor = 0.2;
-
-	this.minDistance = 0;
-	this.maxDistance = Infinity;
-
-	this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ];
-
-	// internals
-
-	this.target = new THREE.Vector3();
-
-	var lastPosition = new THREE.Vector3();
-
-	var _keyPressed = false,
-	_state = STATE.NONE,
-
-	_eye = new THREE.Vector3(),
-
-	_rotateStart = new THREE.Vector3(),
-	_rotateEnd = new THREE.Vector3(),
-
-	_zoomStart = new THREE.Vector2(),
-	_zoomEnd = new THREE.Vector2(),
-
-	_panStart = new THREE.Vector2(),
-	_panEnd = new THREE.Vector2();
-
-	// events
-
-	var changeEvent = { type: 'change' };
-
-
-	// methods
-
-	this.handleResize = function () {
-
-		this.screen.width = window.innerWidth;
-		this.screen.height = window.innerHeight;
-
-		this.screen.offsetLeft = 0;
-		this.screen.offsetTop = 0;
-
-		this.radius = ( this.screen.width + this.screen.height ) / 4;
-	};
-
-	this.handleEvent = function ( event ) {
-
-		if ( typeof this[ event.type ] == 'function' ) {
-
-			this[ event.type ]( event );
-
-		}
-
-	};
-
-	this.getMouseOnScreen = function ( clientX, clientY ) {
-
-		return new THREE.Vector2(
-			( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5,
-			( clientY - _this.screen.offsetTop ) / _this.radius * 0.5
-		);
-
-	};
-
-	this.getMouseProjectionOnBall = function ( clientX, clientY ) {
-
-		var mouseOnBall = new THREE.Vector3(
-			( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius,
-			( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius,
-			0.0
-		);
-
-		var length = mouseOnBall.length();
-
-		if ( length > 1.0 ) {
-
-			mouseOnBall.normalize();
-
-		} else {
-
-			mouseOnBall.z = Math.sqrt( 1.0 - length * length );
-
-		}
-
-		_eye.copy( _this.object.position ).subSelf( _this.target );
-
-		var projection = _this.object.up.clone().setLength( mouseOnBall.y );
-		projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) );
-		projection.addSelf( _eye.setLength( mouseOnBall.z ) );
-
-		return projection;
-
-	};
-
-	this.rotateCamera = function () {
-
-		var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() );
-
-		if ( angle ) {
-
-			var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(),
-				quaternion = new THREE.Quaternion();
-
-			angle *= _this.rotateSpeed;
-
-			quaternion.setFromAxisAngle( axis, -angle );
-
-			quaternion.multiplyVector3( _eye );
-			quaternion.multiplyVector3( _this.object.up );
-
-			quaternion.multiplyVector3( _rotateEnd );
-
-			if ( _this.staticMoving ) {
-
-				_rotateStart = _rotateEnd;
-
-			} else {
-
-				quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) );
-				quaternion.multiplyVector3( _rotateStart );
-
-			}
-
-		}
-
-	};
-
-	this.zoomCamera = function () {
-
-		var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed;
-
-		if ( factor !== 1.0 && factor > 0.0 ) {
-
-			_eye.multiplyScalar( factor );
-
-			if ( _this.staticMoving ) {
-
-				_zoomStart = _zoomEnd;
-
-			} else {
-
-				_zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor;
-
-			}
-
-		}
-
-	};
-
-	this.panCamera = function () {
-
-		var mouseChange = _panEnd.clone().subSelf( _panStart );
-
-		if ( mouseChange.lengthSq() ) {
-
-			mouseChange.multiplyScalar( _eye.length() * _this.panSpeed );
-
-			var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x );
-			pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) );
-
-			_this.object.position.addSelf( pan );
-			_this.target.addSelf( pan );
-
-			if ( _this.staticMoving ) {
-
-				_panStart = _panEnd;
-
-			} else {
-
-				_panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) );
-
-			}
-
-		}
-
-	};
-
-	this.checkDistances = function () {
-
-		if ( !_this.noZoom || !_this.noPan ) {
-
-			if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) {
-
-				_this.object.position.setLength( _this.maxDistance );
-
-			}
-
-			if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) {
-
-				_this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) );
-
-			}
-
-		}
-
-	};
-
-	this.update = function () {
-
-		_eye.copy( _this.object.position ).subSelf( _this.target );
-
-		if ( !_this.noRotate ) {
-
-			_this.rotateCamera();
-
-		}
-
-		if ( !_this.noZoom ) {
-
-			_this.zoomCamera();
-
-		}
-
-		if ( !_this.noPan ) {
-
-			_this.panCamera();
-
-		}
-
-		_this.object.position.add( _this.target, _eye );
-
-		_this.checkDistances();
-
-		_this.object.lookAt( _this.target );
-
-		if ( lastPosition.distanceToSquared( _this.object.position ) > 0 ) {
-
-			_this.dispatchEvent( changeEvent );
-
-			lastPosition.copy( _this.object.position );
-
-		}
-
-	};
-
-	// listeners
-
-	function keydown( event ) {
-
-		if ( ! _this.enabled ) return;
-
-		//event.preventDefault();
-
-		if ( _state !== STATE.NONE ) {
-
-			return;
-
-		} else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) {
-
-			_state = STATE.ROTATE;
-
-		} else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) {
-
-			_state = STATE.ZOOM;
-
-		} else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) {
-
-			_state = STATE.PAN;
-
-		}
-
-		if ( _state !== STATE.NONE ) {
-
-			_keyPressed = true;
-
-		}
-
-	}
-
-	function keyup( event ) {
-
-		if ( ! _this.enabled ) return;
-
-		if ( _state !== STATE.NONE ) {
-
-			_state = STATE.NONE;
-
-		}
-
-	}
-
-	function mousedown( event ) {
-
-		if ( ! _this.enabled ) return;
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		if ( _state === STATE.NONE ) {
-
-			_state = event.button;
-
-			if ( _state === STATE.ROTATE && !_this.noRotate ) {
-
-				_rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY );
-
-			} else if ( _state === STATE.ZOOM && !_this.noZoom ) {
-
-				_zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY );
-
-			} else if ( !this.noPan ) {
-
-				_panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY );
-
-			}
-
-		}
-
-	}
-
-	function mousemove( event ) {
-
-		if ( ! _this.enabled ) return;
-
-		if ( _keyPressed ) {
-
-			_rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY );
-			_zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY );
-			_panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY );
-
-			_keyPressed = false;
-
-		}
-
-		if ( _state === STATE.NONE ) {
-
-			return;
-
-		} else if ( _state === STATE.ROTATE && !_this.noRotate ) {
-
-			_rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY );
-
-		} else if ( _state === STATE.ZOOM && !_this.noZoom ) {
-
-			_zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY );
-
-		} else if ( _state === STATE.PAN && !_this.noPan ) {
-
-			_panEnd = _this.getMouseOnScreen( event.clientX, event.clientY );
-
-		}
-
-	}
-
-	function mouseup( event ) {
-
-		if ( ! _this.enabled ) return;
-
-		event.preventDefault();
-		event.stopPropagation();
-
-		_state = STATE.NONE;
-
-	}
-
-	this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
-
-	this.domElement.addEventListener( 'mousemove', mousemove, false );
-	this.domElement.addEventListener( 'mousedown', mousedown, false );
-	this.domElement.addEventListener( 'mouseup', mouseup, false );
-
-	// this.domElement.addEventListener( 'DOMMouseScroll', mousewheel, false );
-	// this.domElement.addEventListener( 'mousewheel', mousewheel, false );
-
-	window.addEventListener( 'keydown', keydown, false );
-	window.addEventListener( 'keyup', keyup, false );
-
-	this.handleResize();
-
-};
-/**
- * @author qiao / https://github.com/qiao
- * @author mrdoob / http://mrdoob.com
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrbitControls = function ( object, domElement ) {
-
-	THREE.EventTarget.call( this );
-
-	this.object = object;
-	this.domElement = ( domElement !== undefined ) ? domElement : document;
-
-	// API
-
-	this.center = new THREE.Vector3();
-
-	this.userZoom = true;
-	this.userZoomSpeed = 1.0;
-
-	this.userRotate = true;
-	this.userRotateSpeed = 1.0;
-
-	this.autoRotate = false;
-	this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
-
-	// internals
-
-	var scope = this;
-
-	var EPS = 0.000001;
-	var PIXELS_PER_ROUND = 1800;
-
-	var rotateStart = new THREE.Vector2();
-	var rotateEnd = new THREE.Vector2();
-	var rotateDelta = new THREE.Vector2();
-
-	var zoomStart = new THREE.Vector2();
-	var zoomEnd = new THREE.Vector2();
-	var zoomDelta = new THREE.Vector2();
-
-	var phiDelta = 0;
-	var thetaDelta = 0;
-	var scale = 1;
-
-	var lastPosition = new THREE.Vector3();
-
-	var STATE = { NONE : -1, ROTATE : 0, ZOOM : 1 };
-	var state = STATE.NONE;
-
-	// events
-
-	var changeEvent = { type: 'change' };
-
-
-	this.rotateLeft = function ( angle ) {
-
-		if ( angle === undefined ) {
-
-			angle = getAutoRotationAngle();
-
-		}
-
-		thetaDelta -= angle;
-
-	};
-
-	this.rotateRight = function ( angle ) {
-
-		if ( angle === undefined ) {
-
-			angle = getAutoRotationAngle();
-
-		}
-
-		thetaDelta += angle;
-
-	};
-
-	this.rotateUp = function ( angle ) {
-
-		if ( angle === undefined ) {
-
-			angle = getAutoRotationAngle();
-
-		}
-
-		phiDelta -= angle;
-
-	};
-
-	this.rotateDown = function ( angle ) {
-
-		if ( angle === undefined ) {
-
-			angle = getAutoRotationAngle();
-
-		}
-
-		phiDelta += angle;
-
-	};
-
-	this.zoomIn = function ( zoomScale ) {
-
-		if ( zoomScale === undefined ) {
-
-			zoomScale = getZoomScale();
-
-		}
-
-		scale /= zoomScale;
-
-	};
-
-	this.zoomOut = function ( zoomScale ) {
-
-		if ( zoomScale === undefined ) {
-
-			zoomScale = getZoomScale();
-
-		}
-
-		scale *= zoomScale;
-
-	};
-
-	this.update = function () {
-
-		var position = this.object.position;
-		var offset = position.clone().subSelf( this.center )
-
-		// angle from z-axis around y-axis
-
-		var theta = Math.atan2( offset.x, offset.z );
-
-		// angle from y-axis
-
-		var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
-
-		if ( this.autoRotate ) {
-
-			this.rotateLeft( getAutoRotationAngle() );
-
-		}
-
-		theta += thetaDelta;
-		phi += phiDelta;
-
-		// restrict phi to be betwee EPS and PI-EPS
-
-		phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
-
-		var radius = offset.length();
-		offset.x = radius * Math.sin( phi ) * Math.sin( theta );
-		offset.y = radius * Math.cos( phi );
-		offset.z = radius * Math.sin( phi ) * Math.cos( theta );
-		offset.multiplyScalar( scale );
-
-		position.copy( this.center ).addSelf( offset );
-
-		this.object.lookAt( this.center );
-
-		thetaDelta = 0;
-		phiDelta = 0;
-		scale = 1;
-
-		if ( lastPosition.distanceTo( this.object.position ) > 0 ) {
-
-			this.dispatchEvent( changeEvent );
-
-			lastPosition.copy( this.object.position );
-
-		}
-
-	};
-
-
-	function getAutoRotationAngle() {
-
-		return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
-
-	}
-
-	function getZoomScale() {
-
-		return Math.pow( 0.95, scope.userZoomSpeed );
-
-	}
-
-	function onMouseDown( event ) {
-
-		if ( !scope.userRotate ) return;
-
-		event.preventDefault();
-
-		if ( event.button === 0 || event.button === 2 ) {
-
-			state = STATE.ROTATE;
-
-			rotateStart.set( event.clientX, event.clientY );
-
-		} else if ( event.button === 1 ) {
-
-			state = STATE.ZOOM;
-
-			zoomStart.set( event.clientX, event.clientY );
-
-		}
-
-		document.addEventListener( 'mousemove', onMouseMove, false );
-		document.addEventListener( 'mouseup', onMouseUp, false );
-
-	}
-
-	function onMouseMove( event ) {
-
-		event.preventDefault();
-
-		if ( state === STATE.ROTATE ) {
-
-			rotateEnd.set( event.clientX, event.clientY );
-			rotateDelta.sub( rotateEnd, rotateStart );
-
-			scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed );
-			scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed );
-
-			rotateStart.copy( rotateEnd );
-
-		} else if ( state === STATE.ZOOM ) {
-
-			zoomEnd.set( event.clientX, event.clientY );
-			zoomDelta.sub( zoomEnd, zoomStart );
-
-			if ( zoomDelta.y > 0 ) {
-
-				scope.zoomIn();
-
-			} else {
-
-				scope.zoomOut();
-
-			}
-
-			zoomStart.copy( zoomEnd );
-
-		}
-
-	}
-
-	function onMouseUp( event ) {
-
-		if ( ! scope.userRotate ) return;
-
-		document.removeEventListener( 'mousemove', onMouseMove, false );
-		document.removeEventListener( 'mouseup', onMouseUp, false );
-
-		state = STATE.NONE;
-
-	}
-
-	function onMouseWheel( event ) {
-
-		if ( ! scope.userZoom ) return;
-
-		if ( event.wheelDelta > 0 ) {
-
-			scope.zoomOut();
-
-		} else {
-
-			scope.zoomIn();
-
-		}
-
-	}
-
-	this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
-	this.domElement.addEventListener( 'mousedown', onMouseDown, false );
-	this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
-
-};
-/**
- * @author hughes
- */
-
-THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
-    THREE.Geometry.call( this );
-
-    radius = radius || 50;
-
-    thetaStart = thetaStart !== undefined ? thetaStart : 0;
-    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-    segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
-    var i, uvs = [],
-    center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 );
-
-    this.vertices.push(center);
-    uvs.push( centerUV );
-
-    for ( i = 0; i <= segments; i ++ ) {
-
-        var vertex = new THREE.Vector3();
-
-        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
-        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
-
-        this.vertices.push( vertex );
-        uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
-
-    }
-
-    var n = new THREE.Vector3( 0, 0, -1 );
-
-    for ( i = 1; i <= segments; i ++ ) {
-
-        var v1 = i;
-        var v2 = i + 1 ;
-        var v3 = 0;
-
-        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
-        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
-
-    }
-
-    this.computeCentroids();
-    this.computeFaceNormals();
-
-    this.boundingSphere = { radius: radius };
-
-};
-
-THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
-
-THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) {
-
-	THREE.Geometry.call( this );
-
-	var scope = this,
-	width_half = width / 2,
-	height_half = height / 2,
-	depth_half = depth / 2;
-
-	var mpx, mpy, mpz, mnx, mny, mnz;
-
-	if ( materials !== undefined ) {
-
-		if ( materials instanceof Array ) {
-
-			this.materials = materials;
-
-		} else {
-
-			this.materials = [];
-
-			for ( var i = 0; i < 6; i ++ ) {
-
-				this.materials.push( materials );
-
-			}
-
-		}
-
-		mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5;
-
-	} else {
-
-		this.materials = [];
-
-	}
-
-	this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true };
-
-	if ( sides != undefined ) {
-
-		for ( var s in sides ) {
-
-			if ( this.sides[ s ] !== undefined ) {
-
-				this.sides[ s ] = sides[ s ];
-
-			}
-
-		}
-
-	}
-
-	this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px
-	this.sides.nx && buildPlane( 'z', 'y',   1, - 1, depth, height, - width_half, mnx ); // nx
-	this.sides.py && buildPlane( 'x', 'z',   1,   1, width, depth, height_half, mpy ); // py
-	this.sides.ny && buildPlane( 'x', 'z',   1, - 1, width, depth, - height_half, mny ); // ny
-	this.sides.pz && buildPlane( 'x', 'y',   1, - 1, width, height, depth_half, mpz ); // pz
-	this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz
-
-	function buildPlane( u, v, udir, vdir, width, height, depth, material ) {
-
-		var w, ix, iy,
-		gridX = segmentsWidth || 1,
-		gridY = segmentsHeight || 1,
-		width_half = width / 2,
-		height_half = height / 2,
-		offset = scope.vertices.length;
-
-		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
-
-			w = 'z';
-
-		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
-
-			w = 'y';
-			gridY = segmentsDepth || 1;
-
-		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
-
-			w = 'x';
-			gridX = segmentsDepth || 1;
-
-		}
-
-		var gridX1 = gridX + 1,
-		gridY1 = gridY + 1,
-		segment_width = width / gridX,
-		segment_height = height / gridY,
-		normal = new THREE.Vector3();
-
-		normal[ w ] = depth > 0 ? 1 : - 1;
-
-		for ( iy = 0; iy < gridY1; iy ++ ) {
-
-			for ( ix = 0; ix < gridX1; ix ++ ) {
-
-				var vector = new THREE.Vector3();
-				vector[ u ] = ( ix * segment_width - width_half ) * udir;
-				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
-				vector[ w ] = depth;
-
-				scope.vertices.push( vector );
-
-			}
-
-		}
-
-		for ( iy = 0; iy < gridY; iy++ ) {
-
-			for ( ix = 0; ix < gridX; ix++ ) {
-
-				var a = ix + gridX1 * iy;
-				var b = ix + gridX1 * ( iy + 1 );
-				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
-				var d = ( ix + 1 ) + gridX1 * iy;
-
-				var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
-				face.normal.copy( normal );
-				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
-				face.materialIndex = material;
-
-				scope.faces.push( face );
-				scope.faceVertexUvs[ 0 ].push( [
-							new THREE.UV( ix / gridX, 1 - iy / gridY ),
-							new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ),
-							new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
-							new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY )
-						] );
-
-			}
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.mergeVertices();
-
-};
-
-THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded ) {
-
-	THREE.Geometry.call( this );
-
-	radiusTop = radiusTop !== undefined ? radiusTop : 20;
-	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
-	height = height !== undefined ? height : 100;
-
-	var heightHalf = height / 2;
-	var segmentsX = segmentsRadius || 8;
-	var segmentsY = segmentsHeight || 1;
-
-	var x, y, vertices = [], uvs = [];
-
-	for ( y = 0; y <= segmentsY; y ++ ) {
-
-		var verticesRow = [];
-		var uvsRow = [];
-
-		var v = y / segmentsY;
-		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
-
-		for ( x = 0; x <= segmentsX; x ++ ) {
-
-			var u = x / segmentsX;
-
-			var vertex = new THREE.Vector3();
-			vertex.x = radius * Math.sin( u * Math.PI * 2 );
-			vertex.y = - v * height + heightHalf;
-			vertex.z = radius * Math.cos( u * Math.PI * 2 );
-
-			this.vertices.push( vertex );
-
-			verticesRow.push( this.vertices.length - 1 );
-			uvsRow.push( new THREE.UV( u, 1 - v ) );
-
-		}
-
-		vertices.push( verticesRow );
-		uvs.push( uvsRow );
-
-	}
-
-	var tanTheta = ( radiusBottom - radiusTop ) / height;
-	var na, nb;
-
-	for ( x = 0; x < segmentsX; x ++ ) {
-
-		if ( radiusTop !== 0 ) {
-
-			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
-			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
-
-		} else {
-
-			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
-			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
-
-		}
-
-		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
-		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
-
-		for ( y = 0; y < segmentsY; y ++ ) {
-
-			var v1 = vertices[ y ][ x ];
-			var v2 = vertices[ y + 1 ][ x ];
-			var v3 = vertices[ y + 1 ][ x + 1 ];
-			var v4 = vertices[ y ][ x + 1 ];
-
-			var n1 = na.clone();
-			var n2 = na.clone();
-			var n3 = nb.clone();
-			var n4 = nb.clone();
-
-			var uv1 = uvs[ y ][ x ].clone();
-			var uv2 = uvs[ y + 1 ][ x ].clone();
-			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
-			var uv4 = uvs[ y ][ x + 1 ].clone();
-
-			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
-
-		}
-
-	}
-
-	// top cap
-
-	if ( !openEnded && radiusTop > 0 ) {
-
-		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
-
-		for ( x = 0; x < segmentsX; x ++ ) {
-
-			var v1 = vertices[ 0 ][ x ];
-			var v2 = vertices[ 0 ][ x + 1 ];
-			var v3 = this.vertices.length - 1;
-
-			var n1 = new THREE.Vector3( 0, 1, 0 );
-			var n2 = new THREE.Vector3( 0, 1, 0 );
-			var n3 = new THREE.Vector3( 0, 1, 0 );
-
-			var uv1 = uvs[ 0 ][ x ].clone();
-			var uv2 = uvs[ 0 ][ x + 1 ].clone();
-			var uv3 = new THREE.UV( uv2.u, 0 );
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-		}
-
-	}
-
-	// bottom cap
-
-	if ( !openEnded && radiusBottom > 0 ) {
-
-		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
-
-		for ( x = 0; x < segmentsX; x ++ ) {
-
-			var v1 = vertices[ y ][ x + 1 ];
-			var v2 = vertices[ y ][ x ];
-			var v3 = this.vertices.length - 1;
-
-			var n1 = new THREE.Vector3( 0, - 1, 0 );
-			var n2 = new THREE.Vector3( 0, - 1, 0 );
-			var n3 = new THREE.Vector3( 0, - 1, 0 );
-
-			var uv1 = uvs[ y ][ x + 1 ].clone();
-			var uv2 = uvs[ y ][ x ].clone();
-			var uv3 = new THREE.UV( uv2.u, 1 );
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-}
-
-THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- *  size: <float>, // size of the text
- *  height: <float>, // thickness to extrude text
- *  curveSegments: <int>, // number of points on the curves
- *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
- *  amount: <int>, // Amount
- *
- *  bevelEnabled: <bool>, // turn on bevel
- *  bevelThickness: <float>, // how deep into text bevel goes
- *  bevelSize: <float>, // how far from text outline is bevel
- *  bevelSegments: <int>, // number of bevel layers
- *
- *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
- *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
- *
- *  material: <int> // material index for front and back faces
- *  extrudeMaterial: <int> // material index for extrusion and beveled faces
- *  uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ExtrudeGeometry = function ( shapes, options ) {
-
-	if ( typeof( shapes ) === "undefined" ) {
-		shapes = [];
-		return;
-	}
-
-	THREE.Geometry.call( this );
-
-	shapes = shapes instanceof Array ? shapes : [ shapes ];
-
-	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
-
-	this.addShapeList( shapes, options );
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-	// can't really use automatic vertex normals
-	// as then front and back sides get smoothed too
-	// should do separate smoothing just for sides
-
-	//this.computeVertexNormals();
-
-	//console.log( "took", ( Date.now() - startTime ) );
-
-};
-
-THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
-	var sl = shapes.length;
-
-	for ( var s = 0; s < sl; s ++ ) {
-		var shape = shapes[ s ];
-		this.addShape( shape, options );
-	}
-};
-
-THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
-
-	var amount = options.amount !== undefined ? options.amount : 100;
-
-	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
-	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
-	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
-
-	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
-
-	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
-	var steps = options.steps !== undefined ? options.steps : 1;
-
-	var extrudePath = options.extrudePath;
-	var extrudePts, extrudeByPath = false;
-
-	var material = options.material;
-	var extrudeMaterial = options.extrudeMaterial;
-
-	// Use default WorldUVGenerator if no UV generators are specified.
-	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
-
-	var shapebb = this.shapebb;
-	//shapebb = shape.getBoundingBox();
-
-
-
-	var splineTube, binormal, normal, position2;
-	if ( extrudePath ) {
-
-		extrudePts = extrudePath.getSpacedPoints( steps );
-
-		extrudeByPath = true;
-		bevelEnabled = false; // bevels not supported for path extrusion
-
-		// SETUP TNB variables
-
-		// Reuse TNB from TubeGeomtry for now.
-		// TODO1 - have a .isClosed in spline?
-
-		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
-
-		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
-
-		binormal = new THREE.Vector3();
-		normal = new THREE.Vector3();
-		position2 = new THREE.Vector3();
-
-	}
-
-	// Safeguards if bevels are not enabled
-
-	if ( ! bevelEnabled ) {
-
-		bevelSegments = 0;
-		bevelThickness = 0;
-		bevelSize = 0;
-
-	}
-
-	// Variables initalization
-
-	var ahole, h, hl; // looping of holes
-	var scope = this;
-	var bevelPoints = [];
-
-	var shapesOffset = this.vertices.length;
-
-	var shapePoints = shape.extractPoints();
-
-	var vertices = shapePoints.shape;
-	var holes = shapePoints.holes;
-
-	var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
-
-	if ( reverse ) {
-
-		vertices = vertices.reverse();
-
-		// Maybe we should also check if holes are in the opposite direction, just to be safe ...
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-
-			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
-
-				holes[ h ] = ahole.reverse();
-
-			}
-
-		}
-
-		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
-
-	}
-
-
-	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
-
-	/* Vertices */
-
-	var contour = vertices; // vertices has all points but contour has only points of circumference
-
-	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
-
-		ahole = holes[ h ];
-
-		vertices = vertices.concat( ahole );
-
-	}
-
-
-	function scalePt2 ( pt, vec, size ) {
-
-		if ( !vec ) console.log( "die" );
-
-		return vec.clone().multiplyScalar( size ).addSelf( pt );
-
-	}
-
-	var b, bs, t, z,
-		vert, vlen = vertices.length,
-		face, flen = faces.length,
-		cont, clen = contour.length;
-
-
-	// Find directions for point movement
-
-	var RAD_TO_DEGREES = 180 / Math.PI;
-
-
-	function getBevelVec( pt_i, pt_j, pt_k ) {
-
-		// Algorithm 2
-
-		return getBevelVec2( pt_i, pt_j, pt_k );
-
-	}
-
-	function getBevelVec1( pt_i, pt_j, pt_k ) {
-
-		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
-		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
-
-		if ( anglea > angleb ) {
-
-			angleb += Math.PI * 2;
-
-		}
-
-		var anglec = ( anglea + angleb ) / 2;
-
-
-		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
-
-		var x = - Math.cos( anglec );
-		var y = - Math.sin( anglec );
-
-		var vec = new THREE.Vector2( x, y ); //.normalize();
-
-		return vec;
-
-	}
-
-	function getBevelVec2( pt_i, pt_j, pt_k ) {
-
-		var a = THREE.ExtrudeGeometry.__v1,
-			b = THREE.ExtrudeGeometry.__v2,
-			v_hat = THREE.ExtrudeGeometry.__v3,
-			w_hat = THREE.ExtrudeGeometry.__v4,
-			p = THREE.ExtrudeGeometry.__v5,
-			q = THREE.ExtrudeGeometry.__v6,
-			v, w,
-			v_dot_w_hat, q_sub_p_dot_w_hat,
-			s, intersection;
-
-		// good reading for line-line intersection
-		// http://sputsoft.com/blog/2010/03/line-line-intersection.html
-
-		// define a as vector j->i
-		// define b as vectot k->i
-
-		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
-		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
-
-		// get unit vectors
-
-		v = a.normalize();
-		w = b.normalize();
-
-		// normals from pt i
-
-		v_hat.set( -v.y, v.x );
-		w_hat.set( w.y, -w.x );
-
-		// pts from i
-
-		p.copy( pt_i ).addSelf( v_hat );
-		q.copy( pt_i ).addSelf( w_hat );
-
-		if ( p.equals( q ) ) {
-
-			//console.log("Warning: lines are straight");
-			return w_hat.clone();
-
-		}
-
-		// Points from j, k. helps prevents points cross overover most of the time
-
-		p.copy( pt_j ).addSelf( v_hat );
-		q.copy( pt_k ).addSelf( w_hat );
-
-		v_dot_w_hat = v.dot( w_hat );
-		q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat );
-
-		// We should not reach these conditions
-
-		if ( v_dot_w_hat === 0 ) {
-
-			console.log( "Either infinite or no solutions!" );
-
-			if ( q_sub_p_dot_w_hat === 0 ) {
-
-				console.log( "Its finite solutions." );
-
-			} else {
-
-				console.log( "Too bad, no solutions." );
-
-			}
-
-		}
-
-		s = q_sub_p_dot_w_hat / v_dot_w_hat;
-
-		if ( s < 0 ) {
-
-			// in case of emergecy, revert to algorithm 1.
-
-			return getBevelVec1( pt_i, pt_j, pt_k );
-
-		}
-
-		intersection = v.multiplyScalar( s ).addSelf( p );
-
-		return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
-
-	}
-
-	var contourMovements = [];
-
-	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
-		if ( j === il ) j = 0;
-		if ( k === il ) k = 0;
-
-		//  (j)---(i)---(k)
-		// console.log('i,j,k', i, j , k)
-
-		var pt_i = contour[ i ];
-		var pt_j = contour[ j ];
-		var pt_k = contour[ k ];
-
-		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
-
-	}
-
-	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
-
-	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-		ahole = holes[ h ];
-
-		oneHoleMovements = [];
-
-		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
-			if ( j === il ) j = 0;
-			if ( k === il ) k = 0;
-
-			//  (j)---(i)---(k)
-			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
-
-		}
-
-		holesMovements.push( oneHoleMovements );
-		verticesMovements = verticesMovements.concat( oneHoleMovements );
-
-	}
-
-
-	// Loop bevelSegments, 1 for the front, 1 for the back
-
-	for ( b = 0; b < bevelSegments; b ++ ) {
-	//for ( b = bevelSegments; b > 0; b -- ) {
-
-		t = b / bevelSegments;
-		z = bevelThickness * ( 1 - t );
-
-		//z = bevelThickness * t;
-		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
-		//bs = bevelSize * t ; // linear
-
-		// contract shape
-
-		for ( i = 0, il = contour.length; i < il; i ++ ) {
-
-			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
-			v( vert.x, vert.y,  - z );
-
-		}
-
-		// expand holes
-
-		for ( h = 0, hl = holes.length; h < hl; h++ ) {
-
-			ahole = holes[ h ];
-			oneHoleMovements = holesMovements[ h ];
-
-			for ( i = 0, il = ahole.length; i < il; i++ ) {
-
-				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
-
-				v( vert.x, vert.y,  -z );
-
-			}
-
-		}
-
-	}
-
-	bs = bevelSize;
-
-	// Back facing vertices
-
-	for ( i = 0; i < vlen; i ++ ) {
-
-		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
-		if ( !extrudeByPath ) {
-
-			v( vert.x, vert.y, 0 );
-
-		} else {
-
-			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
-
-			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
-			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
-
-			position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal);
-
-			v( position2.x, position2.y, position2.z );
-
-		}
-
-	}
-
-	// Add stepped vertices...
-	// Including front facing vertices
-
-	var s;
-
-	for ( s = 1; s <= steps; s ++ ) {
-
-		for ( i = 0; i < vlen; i ++ ) {
-
-			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
-			if ( !extrudeByPath ) {
-
-				v( vert.x, vert.y, amount / steps * s );
-
-			} else {
-
-				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
-
-				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
-				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
-
-				position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal );
-
-				v( position2.x, position2.y, position2.z );
-
-			}
-
-		}
-
-	}
-
-
-	// Add bevel segments planes
-
-	//for ( b = 1; b <= bevelSegments; b ++ ) {
-	for ( b = bevelSegments - 1; b >= 0; b -- ) {
-
-		t = b / bevelSegments;
-		z = bevelThickness * ( 1 - t );
-		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
-		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
-
-		// contract shape
-
-		for ( i = 0, il = contour.length; i < il; i ++ ) {
-
-			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-			v( vert.x, vert.y,  amount + z );
-
-		}
-
-		// expand holes
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-			oneHoleMovements = holesMovements[ h ];
-
-			for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
-				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
-				if ( !extrudeByPath ) {
-
-					v( vert.x, vert.y,  amount + z );
-
-				} else {
-
-					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
-
-				}
-
-			}
-
-		}
-
-	}
-
-	/* Faces */
-
-	// Top and bottom faces
-
-	buildLidFaces();
-
-	// Sides faces
-
-	buildSideFaces();
-
-
-	/////  Internal functions
-
-	function buildLidFaces() {
-
-		if ( bevelEnabled ) {
-
-			var layer = 0 ; // steps + 1
-			var offset = vlen * layer;
-
-			// Bottom faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
-
-			}
-
-			layer = steps + bevelSegments * 2;
-			offset = vlen * layer;
-
-			// Top faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
-
-			}
-
-		} else {
-
-			// Bottom faces
-
-			for ( i = 0; i < flen; i++ ) {
-
-				face = faces[ i ];
-				f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
-
-			}
-
-			// Top faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
-
-			}
-		}
-
-	}
-
-	// Create faces for the z-sides of the shape
-
-	function buildSideFaces() {
-
-		var layeroffset = 0;
-		sidewalls( contour, layeroffset );
-		layeroffset += contour.length;
-
-		for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-			sidewalls( ahole, layeroffset );
-
-			//, true
-			layeroffset += ahole.length;
-
-		}
-
-	}
-
-	function sidewalls( contour, layeroffset ) {
-
-		var j, k;
-		i = contour.length;
-
-		while ( --i >= 0 ) {
-
-			j = i;
-			k = i - 1;
-			if ( k < 0 ) k = contour.length - 1;
-
-			//console.log('b', i,j, i-1, k,vertices.length);
-
-			var s = 0, sl = steps  + bevelSegments * 2;
-
-			for ( s = 0; s < sl; s ++ ) {
-
-				var slen1 = vlen * s;
-				var slen2 = vlen * ( s + 1 );
-
-				var a = layeroffset + j + slen1,
-					b = layeroffset + k + slen1,
-					c = layeroffset + k + slen2,
-					d = layeroffset + j + slen2;
-
-				f4( a, b, c, d, contour, s, sl, j, k );
-
-			}
-		}
-
-	}
-
-
-	function v( x, y, z ) {
-
-		scope.vertices.push( new THREE.Vector3( x, y, z ) );
-
-	}
-
-	function f3( a, b, c, isBottom ) {
-
-		a += shapesOffset;
-		b += shapesOffset;
-		c += shapesOffset;
-
-		// normal, color, material
-		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
-
-		var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
-
- 		scope.faceVertexUvs[ 0 ].push( uvs );
-
-	}
-
-	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
-
-		a += shapesOffset;
-		b += shapesOffset;
-		c += shapesOffset;
-		d += shapesOffset;
-
- 		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
-
- 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
- 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
- 		scope.faceVertexUvs[ 0 ].push( uvs );
-
-	}
-
-};
-
-THREE.ExtrudeGeometry.WorldUVGenerator = {
-
-	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
-		var ax = geometry.vertices[ indexA ].x,
-			ay = geometry.vertices[ indexA ].y,
-
-			bx = geometry.vertices[ indexB ].x,
-			by = geometry.vertices[ indexB ].y,
-
-			cx = geometry.vertices[ indexC ].x,
-			cy = geometry.vertices[ indexC ].y;
-
-		return [
-			new THREE.UV( ax, ay ),
-			new THREE.UV( bx, by ),
-			new THREE.UV( cx, cy )
-		];
-
-	},
-
-	generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
-
-		return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
-
-	},
-
-	generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
-	                              indexA, indexB, indexC, indexD, stepIndex, stepsLength,
-	                              contourIndex1, contourIndex2 ) {
-
-		var ax = geometry.vertices[ indexA ].x,
-			ay = geometry.vertices[ indexA ].y,
-			az = geometry.vertices[ indexA ].z,
-
-			bx = geometry.vertices[ indexB ].x,
-			by = geometry.vertices[ indexB ].y,
-			bz = geometry.vertices[ indexB ].z,
-
-			cx = geometry.vertices[ indexC ].x,
-			cy = geometry.vertices[ indexC ].y,
-			cz = geometry.vertices[ indexC ].z,
-
-			dx = geometry.vertices[ indexD ].x,
-			dy = geometry.vertices[ indexD ].y,
-			dz = geometry.vertices[ indexD ].z;
-
-		if ( Math.abs( ay - by ) < 0.01 ) {
-			return [
-				new THREE.UV( ax, 1 - az ),
-				new THREE.UV( bx, 1 - bz ),
-				new THREE.UV( cx, 1 - cz ),
-				new THREE.UV( dx, 1 - dz )
-			];
-		} else {
-			return [
-				new THREE.UV( ay, 1 - az ),
-				new THREE.UV( by, 1 - bz ),
-				new THREE.UV( cy, 1 - cz ),
-				new THREE.UV( dy, 1 - dz )
-			];
-		}
-	}
-};
-
-THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
-/**
- * @author astrodud / http://astrodud.isgreat.org/
- * @author zz85 / https://github.com/zz85
- */
-
-THREE.LatheGeometry = function ( points, steps, angle ) {
-
-	THREE.Geometry.call( this );
-
-	var _steps = steps || 12;
-	var _angle = angle || 2 * Math.PI;
-
-	var _newV = [];
-	var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
-
-	for ( var j = 0; j < points.length; j ++ ) {
-
-		_newV[ j ] = points[ j ].clone();
-		this.vertices.push( _newV[ j ] );
-
-	}
-
-	var i, il = _steps + 1;
-
-	for ( i = 0; i < il; i ++ ) {
-
-		for ( var j = 0; j < _newV.length; j ++ ) {
-
-			_newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() );
-			this.vertices.push( _newV[ j ] );
-
-		}
-
-	}
-
-	for ( i = 0; i < _steps; i ++ ) {
-
-		for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
-
-			var a = i * kl + k;
-			var b = ( ( i + 1 ) % il ) * kl + k;
-			var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
-			var d = i * kl + ( k + 1 ) % kl;
-
-			this.faces.push( new THREE.Face4( a, b, c, d ) );
-
-			this.faceVertexUvs[ 0 ].push( [
-
-				new THREE.UV( 1 - i / _steps, k / kl ),
-				new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ),
-				new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
-				new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl )
-				
-			] );
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
-
-THREE.PlaneGeometry = function ( width, height, segmentsWidth, segmentsheight ) {
-
-	THREE.Geometry.call( this );
-
-	var ix, iz,
-	width_half = width / 2,
-	height_half = height / 2,
-	gridX = segmentsWidth || 1,
-	gridZ = segmentsheight || 1,
-	gridX1 = gridX + 1,
-	gridZ1 = gridZ + 1,
-	segment_width = width / gridX,
-	segment_height = height / gridZ,
-	normal = new THREE.Vector3( 0, 0, 1 );
-
-	for ( iz = 0; iz < gridZ1; iz ++ ) {
-
-		for ( ix = 0; ix < gridX1; ix ++ ) {
-
-			var x = ix * segment_width - width_half;
-			var y = iz * segment_height - height_half;
-
-			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
-
-		}
-
-	}
-
-	for ( iz = 0; iz < gridZ; iz ++ ) {
-
-		for ( ix = 0; ix < gridX; ix ++ ) {
-
-			var a = ix + gridX1 * iz;
-			var b = ix + gridX1 * ( iz + 1 );
-			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
-			var d = ( ix + 1 ) + gridX1 * iz;
-
-			var face = new THREE.Face4( a, b, c, d );
-			face.normal.copy( normal );
-			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
-
-			this.faces.push( face );
-			this.faceVertexUvs[ 0 ].push( [
-				new THREE.UV( ix / gridX, 1 - iz / gridZ ),
-				new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
-				new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
-				new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ )
-			] );
-
-		}
-
-	}
-
-	this.computeCentroids();
-
-};
-
-THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.SphereGeometry = function ( radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength ) {
-
-	THREE.Geometry.call( this );
-
-	radius = radius || 50;
-
-	phiStart = phiStart !== undefined ? phiStart : 0;
-	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
-
-	thetaStart = thetaStart !== undefined ? thetaStart : 0;
-	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
-
-	var segmentsX = Math.max( 3, Math.floor( segmentsWidth ) || 8 );
-	var segmentsY = Math.max( 2, Math.floor( segmentsHeight ) || 6 );
-
-	var x, y, vertices = [], uvs = [];
-
-	for ( y = 0; y <= segmentsY; y ++ ) {
-
-		var verticesRow = [];
-		var uvsRow = [];
-
-		for ( x = 0; x <= segmentsX; x ++ ) {
-
-			var u = x / segmentsX;
-			var v = y / segmentsY;
-
-			var vertex = new THREE.Vector3();
-			vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-			vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
-			vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-
-			this.vertices.push( vertex );
-
-			verticesRow.push( this.vertices.length - 1 );
-			uvsRow.push( new THREE.UV( u, 1 - v ) );
-
-		}
-
-		vertices.push( verticesRow );
-		uvs.push( uvsRow );
-
-	}
-
-	for ( y = 0; y < segmentsY; y ++ ) {
-
-		for ( x = 0; x < segmentsX; x ++ ) {
-
-			var v1 = vertices[ y ][ x + 1 ];
-			var v2 = vertices[ y ][ x ];
-			var v3 = vertices[ y + 1 ][ x ];
-			var v4 = vertices[ y + 1 ][ x + 1 ];
-
-			var n1 = this.vertices[ v1 ].clone().normalize();
-			var n2 = this.vertices[ v2 ].clone().normalize();
-			var n3 = this.vertices[ v3 ].clone().normalize();
-			var n4 = this.vertices[ v4 ].clone().normalize();
-
-			var uv1 = uvs[ y ][ x + 1 ].clone();
-			var uv2 = uvs[ y ][ x ].clone();
-			var uv3 = uvs[ y + 1 ][ x ].clone();
-			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
-
-			if ( Math.abs( this.vertices[ v1 ].y ) == radius ) {
-
-				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
-
-			} else if ( Math.abs( this.vertices[ v3 ].y ) ==  radius ) {
-
-				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-			} else {
-
-				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
-
-			}
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-	this.boundingSphere = { radius: radius };
-
-};
-
-THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For creating 3D text geometry in three.js
- *
- * Text = 3D Text
- *
- * parameters = {
- *  size: 			<float>, 	// size of the text
- *  height: 		<float>, 	// thickness to extrude text
- *  curveSegments: 	<int>,		// number of points on the curves
- *
- *  font: 			<string>,		// font name
- *  weight: 		<string>,		// font weight (normal, bold)
- *  style: 			<string>,		// font style  (normal, italics)
- *
- *  bevelEnabled:	<bool>,			// turn on bevel
- *  bevelThickness: <float>, 		// how deep into text bevel goes
- *  bevelSize:		<float>, 		// how far from text outline is bevel
- *  }
- *
- */
-
-/*	Usage Examples
-
-	// TextGeometry wrapper
-
-	var text3d = new TextGeometry( text, options );
-
-	// Complete manner
-
-	var textShapes = THREE.FontUtils.generateShapes( text, options );
-	var text3d = new ExtrudeGeometry( textShapes, options );
-
-*/
-
-
-THREE.TextGeometry = function ( text, parameters ) {
-
-	var textShapes = THREE.FontUtils.generateShapes( text, parameters );
-
-	// translate parameters to ExtrudeGeometry API
-
-	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
-
-	// defaults
-
-	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
-	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
-	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
-
-	THREE.ExtrudeGeometry.call( this, textShapes, parameters );
-
-};
-
-THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
-/**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
-
-THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) {
-
-	THREE.Geometry.call( this );
-
-	var scope = this;
-
-	this.radius = radius || 100;
-	this.tube = tube || 40;
-	this.segmentsR = segmentsR || 8;
-	this.segmentsT = segmentsT || 6;
-	this.arc = arc || Math.PI * 2;
-
-	var center = new THREE.Vector3(), uvs = [], normals = [];
-
-	for ( var j = 0; j <= this.segmentsR; j ++ ) {
-
-		for ( var i = 0; i <= this.segmentsT; i ++ ) {
-
-			var u = i / this.segmentsT * this.arc;
-			var v = j / this.segmentsR * Math.PI * 2;
-
-			center.x = this.radius * Math.cos( u );
-			center.y = this.radius * Math.sin( u );
-
-			var vertex = new THREE.Vector3();
-			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
-			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
-			vertex.z = this.tube * Math.sin( v );
-
-			this.vertices.push( vertex );
-
-			uvs.push( new THREE.UV( i / this.segmentsT, j / this.segmentsR ) );
-			normals.push( vertex.clone().subSelf( center ).normalize() );
-
-		}
-	}
-
-
-	for ( var j = 1; j <= this.segmentsR; j ++ ) {
-
-		for ( var i = 1; i <= this.segmentsT; i ++ ) {
-
-			var a = ( this.segmentsT + 1 ) * j + i - 1;
-			var b = ( this.segmentsT + 1 ) * ( j - 1 ) + i - 1;
-			var c = ( this.segmentsT + 1 ) * ( j - 1 ) + i;
-			var d = ( this.segmentsT + 1 ) * j + i;
-
-			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
-			face.normal.addSelf( normals[ a ] );
-			face.normal.addSelf( normals[ b ] );
-			face.normal.addSelf( normals[ c ] );
-			face.normal.addSelf( normals[ d ] );
-			face.normal.normalize();
-
-			this.faces.push( face );
-
-			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
-		}
-
-	}
-
-	this.computeCentroids();
-
-};
-
-THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author oosmoxiecode
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- */
-
-THREE.TorusKnotGeometry = function ( radius, tube, segmentsR, segmentsT, p, q, heightScale ) {
-
-	THREE.Geometry.call( this );
-
-	var scope = this;
-
-	this.radius = radius || 200;
-	this.tube = tube || 40;
-	this.segmentsR = segmentsR || 64;
-	this.segmentsT = segmentsT || 8;
-	this.p = p || 2;
-	this.q = q || 3;
-	this.heightScale = heightScale || 1;
-	this.grid = new Array(this.segmentsR);
-
-	var tang = new THREE.Vector3();
-	var n = new THREE.Vector3();
-	var bitan = new THREE.Vector3();
-
-	for ( var i = 0; i < this.segmentsR; ++ i ) {
-
-		this.grid[ i ] = new Array( this.segmentsT );
-
-		for ( var j = 0; j < this.segmentsT; ++ j ) {
-
-			var u = i / this.segmentsR * 2 * this.p * Math.PI;
-			var v = j / this.segmentsT * 2 * Math.PI;
-			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
-			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
-			var cx, cy;
-
-			tang.sub( p2, p1 );
-			n.add( p2, p1 );
-
-			bitan.cross( tang, n );
-			n.cross( bitan, tang );
-			bitan.normalize();
-			n.normalize();
-
-			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
-			cy = this.tube * Math.sin( v );
-
-			p1.x += cx * n.x + cy * bitan.x;
-			p1.y += cx * n.y + cy * bitan.y;
-			p1.z += cx * n.z + cy * bitan.z;
-
-			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
-
-		}
-
-	}
-
-	for ( var i = 0; i < this.segmentsR; ++ i ) {
-
-		for ( var j = 0; j < this.segmentsT; ++ j ) {
-
-			var ip = ( i + 1 ) % this.segmentsR;
-			var jp = ( j + 1 ) % this.segmentsT;
-
-			var a = this.grid[ i ][ j ];
-			var b = this.grid[ ip ][ j ];
-			var c = this.grid[ ip ][ jp ];
-			var d = this.grid[ i ][ jp ];
-
-			var uva = new THREE.UV( i / this.segmentsR, j / this.segmentsT );
-			var uvb = new THREE.UV( ( i + 1 ) / this.segmentsR, j / this.segmentsT );
-			var uvc = new THREE.UV( ( i + 1 ) / this.segmentsR, ( j + 1 ) / this.segmentsT );
-			var uvd = new THREE.UV( i / this.segmentsR, ( j + 1 ) / this.segmentsT );
-
-			this.faces.push( new THREE.Face4( a, b, c, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
-
-		}
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-	function vert( x, y, z ) {
-
-		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
-	}
-
-	function getPos( u, v, in_q, in_p, radius, heightScale ) {
-
-		var cu = Math.cos( u );
-		var cv = Math.cos( v );
-		var su = Math.sin( u );
-		var quOverP = in_q / in_p * u;
-		var cs = Math.cos( quOverP );
-
-		var tx = radius * ( 2 + cs ) * 0.5 * cu;
-		var ty = radius * ( 2 + cs ) * su * 0.5;
-		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-};
-
-THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
-
-THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, debug ) {
-
-	THREE.Geometry.call( this );
-
-	this.path = path;
-	this.segments = segments || 64;
-	this.radius = radius || 1;
-	this.segmentsRadius = segmentsRadius || 8;
-	this.closed = closed || false;
-	if ( debug ) this.debug = new THREE.Object3D();
-
-	this.grid = [];
-
-	var scope = this,
-
-		tangent,
-		normal,
-		binormal,
-
-		numpoints = this.segments + 1,
-		
-		x, y, z,
-		tx, ty, tz,
-		u, v,
-
-		cx, cy,
-		pos, pos2 = new THREE.Vector3(),
-		i, j,
-		ip, jp,
-		a, b, c, d,
-		uva, uvb, uvc, uvd;
-
-	var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed),
-		tangents = frames.tangents,
-		normals = frames.normals,
-		binormals = frames.binormals;
-
-	// proxy internals
-	this.tangents = tangents;
-	this.normals = normals;
-	this.binormals = binormals;
-
-	
-	function vert( x, y, z ) {
-
-		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
-	}
-
-
-
-
-	// consruct the grid
-
-	for ( i = 0; i < numpoints; i++ ) {
-
-		this.grid[ i ] = [];
-
-		u = i / ( numpoints - 1 );
-
-		pos = path.getPointAt( u );
-
-		tangent = tangents[ i ];
-		normal = normals[ i ];
-		binormal = binormals[ i ];
-
-		if ( this.debug ) {
-
-			this.debug.add(new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff));	
-			this.debug.add(new THREE.ArrowHelper(normal, pos, radius, 0xff0000));
-			this.debug.add(new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00));
-
-		}
-
-		for ( j = 0; j < this.segmentsRadius; j++ ) {
-
-			v = j / this.segmentsRadius * 2 * Math.PI;
-
-			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
-			cy = this.radius * Math.sin( v );
-
-            pos2.copy( pos );
-            pos2.x += cx * normal.x + cy * binormal.x;
-            pos2.y += cx * normal.y + cy * binormal.y;
-            pos2.z += cx * normal.z + cy * binormal.z;
-
-            this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
-
-		}
-	}
-
-
-	// construct the mesh
-
-	for ( i = 0; i < this.segments; i++ ) {
-
-		for ( j = 0; j < this.segmentsRadius; j++ ) {
-
-			ip = ( closed ) ? (i + 1) % this.segments : i + 1;
-			jp = (j + 1) % this.segmentsRadius;
-
-			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
-			b = this.grid[ ip ][ j ];
-			c = this.grid[ ip ][ jp ];
-			d = this.grid[ i ][ jp ];
-
-			uva = new THREE.UV( i / this.segments, j / this.segmentsRadius );
-			uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.segmentsRadius );
-			uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.segmentsRadius );
-			uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.segmentsRadius );
-
-			this.faces.push( new THREE.Face4( a, b, c, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
-
-		}
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-
-// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
-THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
-
-	var 
-		tangent = new THREE.Vector3(),
-		normal = new THREE.Vector3(),
-		binormal = new THREE.Vector3(),
-
-		tangents = [],
-		normals = [],
-		binormals = [],
-
-		vec = new THREE.Vector3(),
-		mat = new THREE.Matrix4(),
-
-		numpoints = segments + 1,
-		theta,
-		epsilon = 0.0001,
-		smallest,
-
-		tx, ty, tz,
-		i, u, v;
-
-
-	// expose internals
-	this.tangents = tangents;
-	this.normals = normals;
-	this.binormals = binormals;
-
-	// compute the tangent vectors for each segment on the path
-
-	for ( i = 0; i < numpoints; i++ ) {
-
-		u = i / ( numpoints - 1 );
-
-		tangents[ i ] = path.getTangentAt( u );
-		tangents[ i ].normalize();
-
-	}
-
-	initialNormal3();
-
-	function initialNormal1(lastBinormal) {
-		// fixed start binormal. Has dangers of 0 vectors
-		normals[ 0 ] = new THREE.Vector3();
-		binormals[ 0 ] = new THREE.Vector3();
-		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
-		normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize();
-		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
-	}
-
-	function initialNormal2() {
-
-		// This uses the Frenet-Serret formula for deriving binormal
-		var t2 = path.getTangentAt( epsilon );
-
-		normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize();
-		binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] );
-
-		normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
-		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
-
-	}
-
-	function initialNormal3() {
-		// select an initial normal vector perpenicular to the first tangent vector,
-		// and in the direction of the smallest tangent xyz component
-
-		normals[ 0 ] = new THREE.Vector3();
-		binormals[ 0 ] = new THREE.Vector3();
-		smallest = Number.MAX_VALUE;
-		tx = Math.abs( tangents[ 0 ].x );
-		ty = Math.abs( tangents[ 0 ].y );
-		tz = Math.abs( tangents[ 0 ].z );
-
-		if ( tx <= smallest ) {
-			smallest = tx;
-			normal.set( 1, 0, 0 );
-		}
-
-		if ( ty <= smallest ) {
-			smallest = ty;
-			normal.set( 0, 1, 0 );
-		}
-
-		if ( tz <= smallest ) {
-			normal.set( 0, 0, 1 );
-		}
-
-		vec.cross( tangents[ 0 ], normal ).normalize();
-
-		normals[ 0 ].cross( tangents[ 0 ], vec );
-		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] );
-	}
-
-
-	// compute the slowly-varying normal and binormal vectors for each segment on the path
-
-	for ( i = 1; i < numpoints; i++ ) {
-
-		normals[ i ] = normals[ i-1 ].clone();
-
-		binormals[ i ] = binormals[ i-1 ].clone();
-
-		vec.cross( tangents[ i-1 ], tangents[ i ] );
-
-		if ( vec.length() > epsilon ) {
-
-			vec.normalize();
-
-			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
-
-			mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
-
-		}
-
-		binormals[ i ].cross( tangents[ i ], normals[ i ] );
-
-	}
-
-
-	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
-
-	if ( closed ) {
-
-		theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
-		theta /= ( numpoints - 1 );
-
-		if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
-
-			theta = -theta;
-
-		}
-
-		for ( i = 1; i < numpoints; i++ ) {
-
-			// twist a little...
-			mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
-			binormals[ i ].cross( tangents[ i ], normals[ i ] );
-
-		}
-
-	}
-};
-/**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
-
-	THREE.Geometry.call( this );
-
-	radius = radius || 1;
-	detail = detail || 0;
-
-	var that = this;
-
-	for ( var i = 0, l = vertices.length; i < l; i ++ ) {
-
-		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
-
-	}
-
-	var midpoints = [], p = this.vertices;
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
-
-	}
-
-	this.mergeVertices();
-
-	// Apply radius
-
-	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
-		this.vertices[ i ].multiplyScalar( radius );
-
-	}
-
-
-	// Project vector onto sphere's surface
-
-	function prepare( vector ) {
-
-		var vertex = vector.normalize().clone();
-		vertex.index = that.vertices.push( vertex ) - 1;
-
-		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
-
-		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
-		var v = inclination( vector ) / Math.PI + 0.5;
-		vertex.uv = new THREE.UV( u, 1 - v );
-
-		return vertex;
-
-	}
-
-
-	// Approximate a curved face with recursively sub-divided triangles.
-
-	function make( v1, v2, v3, detail ) {
-
-		if ( detail < 1 ) {
-
-			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
-			face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 );
-			face.normal = face.centroid.clone().normalize();
-			that.faces.push( face );
-
-			var azi = azimuth( face.centroid );
-			that.faceVertexUvs[ 0 ].push( [
-				correctUV( v1.uv, v1, azi ),
-				correctUV( v2.uv, v2, azi ),
-				correctUV( v3.uv, v3, azi )
-			] );
-
-		} else {
-
-			detail -= 1;
-
-			// split triangle into 4 smaller triangles
-
-			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
-			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
-			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
-			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
-
-		}
-
-	}
-
-	function midpoint( v1, v2 ) {
-
-		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
-		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
-
-		var mid = midpoints[ v1.index ][ v2.index ];
-
-		if ( mid === undefined ) {
-
-			// generate mean point and project to surface with prepare()
-
-			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
-				new THREE.Vector3().add( v1, v2 ).divideScalar( 2 )
-			);
-		}
-
-		return mid;
-
-	}
-
-
-	// Angle around the Y axis, counter-clockwise when looking from above.
-
-	function azimuth( vector ) {
-
-		return Math.atan2( vector.z, -vector.x );
-
-	}
-
-
-	// Angle above the XZ plane.
-
-	function inclination( vector ) {
-
-		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
-
-	}
-
-
-	// Texture fixing helper. Spheres have some odd behaviours.
-
-	function correctUV( uv, vector, azimuth ) {
-
-		if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v );
-		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v );
-		return uv;
-
-	}
-
-	this.computeCentroids();
-
-	this.boundingSphere = { radius: radius };
-
-};
-
-THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.IcosahedronGeometry = function ( radius, detail ) {
-
-	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
-
-	var vertices = [
-		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
-		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
-		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
-	];
-
-	var faces = [
-		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
-		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
-		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
-		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
-
-};
-
-THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.OctahedronGeometry = function ( radius, detail ) {
-
-	var vertices = [
-		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
-	];
-
-	var faces = [
-		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
-};
-
-THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.TetrahedronGeometry = function ( radius, detail ) {
-
-	var vertices = [
-		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
-	];
-
-	var faces = [
-		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
-
-};
-
-THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author zz85 / https://github.com/zz85
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- *
- * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
- *
- */
-
-THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
-
-	THREE.Geometry.call( this );
-
-	var verts = this.vertices;
-	var faces = this.faces;
-	var uvs = this.faceVertexUvs[ 0 ];
-
-	useTris = (useTris === undefined) ? false : useTris;
-
-	var i, il, j, p;
-	var u, v;
-
-	var stackCount = stacks + 1;
-	var sliceCount = slices + 1;
-
-	for ( i = 0; i <= stacks; i ++ ) {
-
-		v = i / stacks;
-
-		for ( j = 0; j <= slices; j ++ ) {
-
-			u = j / slices;
-
-			p = func( u, v );
-			verts.push( p );
-
-		}
-	}
-
-	var a, b, c, d;
-	var uva, uvb, uvc, uvd;
-
-	for ( i = 0; i < stacks; i ++ ) {
-
-		for ( j = 0; j < slices; j ++ ) {
-
-			a = i * sliceCount + j;
-			b = i * sliceCount + j + 1;
-			c = (i + 1) * sliceCount + j;
-			d = (i + 1) * sliceCount + j + 1;
-
-			uva = new THREE.UV( j / slices, i / stacks );
-			uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks );
-			uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks );
-			uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks );
-
-			if ( useTris ) {
-
-				faces.push( new THREE.Face3( a, b, c ) );
-				faces.push( new THREE.Face3( b, d, c ) );
-
-				uvs.push( [ uva, uvb, uvc ] );
-				uvs.push( [ uvb, uvd, uvc ] );
-
-			} else {
-
-				faces.push( new THREE.Face4( a, b, d, c ) );
-				uvs.push( [ uva, uvb, uvd, uvc ] );
-
-			}
-
-		}
-
-	}
-
-	// console.log(this);
-
-	// magic bullet
-	// var diff = this.mergeVertices();
-	// console.log('removed ', diff, ' vertices by merging');
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author qiao / https://github.com/qiao
- * @fileoverview This is a convex hull generator using the incremental method. 
- * The complexity is O(n^2) where n is the number of vertices.
- * O(nlogn) algorithms do exist, but they are much more complicated.
- *
- * Benchmark: 
- *
- *  Platform: CPU: P7350 @2.00GHz Engine: V8
- *		
- *  Num Vertices	Time(ms)
- *		
- *     10           1
- *     20           3
- *     30           19
- *     40           48
- *     50           107
- */
-
-THREE.ConvexGeometry = function( vertices ) {
-
-	THREE.Geometry.call( this );
-
-	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 
-
-	for ( var i = 3; i < vertices.length; i++ ) {
-
-		addPoint( i );
-
-	}
-
-
-	function addPoint( vertexId ) {
-
-		var vertex = vertices[ vertexId ].clone();
-
-		var mag = vertex.length();
-		vertex.x += mag * randomOffset();
-		vertex.y += mag * randomOffset();
-		vertex.z += mag * randomOffset();
-
-		var hole = [];
-
-		for ( var f = 0; f < faces.length; ) {
-
-			var face = faces[ f ];
-			
-			// for each face, if the vertex can see it,
-			// then we try to add the face's edges into the hole.
-			if ( visible( face, vertex ) ) {
-
-				for ( var e = 0; e < 3; e++ ) {
-					
-					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
-					var boundary = true;
-
-					// remove duplicated edges.
-					for ( var h = 0; h < hole.length; h++ ) {
-					
-						if ( equalEdge( hole[ h ], edge ) ) {
-						
-							hole[ h ] = hole[ hole.length - 1 ];
-							hole.pop();
-							boundary = false;
-							break;
-
-						}
-
-					}
-
-					if ( boundary ) {
-
-						hole.push( edge );
-
-					}
-
-				}
-
-				// remove faces[ f ]
-				faces[ f ] = faces[ faces.length - 1 ];
-				faces.pop();
-			
-			} else { // not visible
-			
-				f++;
-
-			}
-		}
-
-		// construct the new faces formed by the edges of the hole and the vertex
-		for ( var h = 0; h < hole.length; h++ ) {
-
-			faces.push( [ 
-				hole[ h ][ 0 ],
-				hole[ h ][ 1 ],
-				vertexId
-			] );
-
-		}
-	}
-
-	/**
-	 * Whether the face is visible from the vertex
-	 */
-	function visible( face, vertex ) {
-
-		var va = vertices[ face[ 0 ] ];
-		var vb = vertices[ face[ 1 ] ];
-		var vc = vertices[ face[ 2 ] ];
-
-		var n = normal( va, vb, vc );
-
-		// distance from face to origin
-		var dist = n.dot( va );
-
-		return n.dot( vertex ) >= dist; 
-
-	}
-
-	/**
-	 * Face normal
-	 */
-	function normal( va, vb, vc ) {
-	
-		var cb = new THREE.Vector3();
-		var ab = new THREE.Vector3();
-
-		cb.sub( vc, vb );
-		ab.sub( va, vb );
-		cb.crossSelf( ab );
-
-		if ( !cb.isZero() ) {
-			
-			cb.normalize(); 
-
-		}
-
-		return cb;
-
-	}
-
-	/**
-	 * Detect whether two edges are equal.
-	 * Note that when constructing the convex hull, two same edges can only
-	 * be of the negative direction.
-	 */
-	function equalEdge( ea, eb ) {
-	
-		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 
-
-	}
-
-	/**
-	 * Create a random offset between -1e-6 and 1e-6.
-	 */
-	function randomOffset() {
-
-		return ( Math.random() - 0.5 ) * 2 * 1e-6;
-
-	}
-
-
-	/**
-	 * XXX: Not sure if this is the correct approach. Need someone to review.
-	 */
-	function vertexUv( vertex ) {
-
-		var mag = vertex.length();
-		return new THREE.UV( vertex.x / mag, vertex.y / mag );
-
-	}
-
-	// Push vertices into `this.vertices`, skipping those inside the hull
-	var id = 0;
-	var newId = new Array( vertices.length ); // map from old vertex id to new id
-
-	for ( var i = 0; i < faces.length; i++ ) {
-
-		 var face = faces[ i ];
-		
-		 for ( var j = 0; j < 3; j++ ) {
-		 
-				if ( newId[ face[ j ] ] === undefined ) {
-				
-						newId[ face[ j ] ] = id++;
-						this.vertices.push( vertices[ face[ j ] ] );
-				
-				}
-
-				face[ j ] = newId[ face[ j ] ];
-
-		 } 
-		
-	}
-
-	// Convert faces into instances of THREE.Face3
-	for ( var i = 0; i < faces.length; i++ ) {
-
-		this.faces.push( new THREE.Face3( 
-				faces[ i ][ 0 ],
-				faces[ i ][ 1 ],
-				faces[ i ][ 2 ]
-		) );
-
-	}
-
-	// Compute UVs
-	for ( var i = 0; i < this.faces.length; i++ ) {
-		
-		var face = this.faces[ i ];
-
-		this.faceVertexUvs[ 0 ].push( [
-			vertexUv( this.vertices[ face.a ] ),
-			vertexUv( this.vertices[ face.b ] ),
-			vertexUv( this.vertices[ face.c ])
-		] );
-
-	}
-	
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AxisHelper = function () {
-
-	THREE.Object3D.call( this );
-
-	var lineGeometry = new THREE.Geometry();
-	lineGeometry.vertices.push( new THREE.Vector3() );
-	lineGeometry.vertices.push( new THREE.Vector3( 0, 100, 0 ) );
-
-	var coneGeometry = new THREE.CylinderGeometry( 0, 5, 25, 5, 1 );
-
-	var line, cone;
-
-	// x
-
-	line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0xff0000 } ) );
-	line.rotation.z = - Math.PI / 2;
-	this.add( line );
-
-	cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0xff0000 } ) );
-	cone.position.x = 100;
-	cone.rotation.z = - Math.PI / 2;
-	this.add( cone );
-
-	// y
-
-	line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x00ff00 } ) );
-	this.add( line );
-
-	cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x00ff00 } ) );
-	cone.position.y = 100;
-	this.add( cone );
-
-	// z
-
-	line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x0000ff } ) );
-	line.rotation.x = Math.PI / 2;
-	this.add( line );
-
-	cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x0000ff } ) );
-	cone.position.z = 100;
-	cone.rotation.x = Math.PI / 2;
-	this.add( cone );
-
-};
-
-THREE.AxisHelper.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- *  dir - Vector3
- *  origin - Vector3
- *  length - Number
- *  hex - color in hex value
- */
-
-THREE.ArrowHelper = function ( dir, origin, length, hex ) {
-
-	THREE.Object3D.call( this );
-
-	if ( hex === undefined ) hex = 0xffff00;
-	if ( length === undefined ) length = 20;
-
-	var lineGeometry = new THREE.Geometry();
-	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
-	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
-
-	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
-	this.add( this.line );
-
-	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
-
-	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
-	this.cone.position.set( 0, 1, 0 );
-	this.add( this.cone );
-
-	if ( origin instanceof THREE.Vector3 ) this.position = origin;
-
-	this.setDirection( dir );
-	this.setLength( length );
-
-};
-
-THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
-
-	var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir );
-
-	var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );
-
-	this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
-
-	this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
-};
-
-THREE.ArrowHelper.prototype.setLength = function ( length ) {
-
-	this.scale.set( length, length, length );
-
-};
-
-THREE.ArrowHelper.prototype.setColor = function ( hex ) {
-
-	this.line.material.color.setHex( hex );
-	this.cone.material.color.setHex( hex );
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows frustum, line of sight and up of the camera
- *	- suitable for fast updates
- * 	- based on frustum visualization in lightgl.js shadowmap example
- *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
-
-THREE.CameraHelper = function ( camera ) {
-
-	THREE.Line.call( this );
-
-	var scope = this;
-
-	this.geometry = new THREE.Geometry();
-	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
-	this.type = THREE.LinePieces;
-
-	this.matrixWorld = camera.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	this.pointMap = {};
-
-	// colors
-
-	var hexFrustum = 0xffaa00;
-	var hexCone = 0xff0000;
-	var hexUp = 0x00aaff;
-	var hexTarget = 0xffffff;
-	var hexCross = 0x333333;
-
-	// near
-
-	addLine( "n1", "n2", hexFrustum );
-	addLine( "n2", "n4", hexFrustum );
-	addLine( "n4", "n3", hexFrustum );
-	addLine( "n3", "n1", hexFrustum );
-
-	// far
-
-	addLine( "f1", "f2", hexFrustum );
-	addLine( "f2", "f4", hexFrustum );
-	addLine( "f4", "f3", hexFrustum );
-	addLine( "f3", "f1", hexFrustum );
-
-	// sides
-
-	addLine( "n1", "f1", hexFrustum );
-	addLine( "n2", "f2", hexFrustum );
-	addLine( "n3", "f3", hexFrustum );
-	addLine( "n4", "f4", hexFrustum );
-
-	// cone
-
-	addLine( "p", "n1", hexCone );
-	addLine( "p", "n2", hexCone );
-	addLine( "p", "n3", hexCone );
-	addLine( "p", "n4", hexCone );
-
-	// up
-
-	addLine( "u1", "u2", hexUp );
-	addLine( "u2", "u3", hexUp );
-	addLine( "u3", "u1", hexUp );
-
-	// target
-
-	addLine( "c", "t", hexTarget );
-	addLine( "p", "c", hexCross );
-
-	// cross
-
-	addLine( "cn1", "cn2", hexCross );
-	addLine( "cn3", "cn4", hexCross );
-
-	addLine( "cf1", "cf2", hexCross );
-	addLine( "cf3", "cf4", hexCross );
-
-	this.camera = camera;
-
-	function addLine( a, b, hex ) {
-
-		addPoint( a, hex );
-		addPoint( b, hex );
-
-	}
-
-	function addPoint( id, hex ) {
-
-		scope.geometry.vertices.push( new THREE.Vector3() );
-		scope.geometry.colors.push( new THREE.Color( hex ) );
-
-		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
-
-		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
-
-	}
-
-	this.update( camera );
-
-};
-
-THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.CameraHelper.prototype.update = function () {
-
-	var scope = this;
-
-	var w = 1, h = 1;
-
-	// we need just camera projection matrix
-	// world matrix must be identity
-
-	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
-
-	// center / target
-
-	setPoint( "c", 0, 0, -1 );
-	setPoint( "t", 0, 0,  1 );
-
-	// near
-
-	setPoint( "n1", -w, -h, -1 );
-	setPoint( "n2",  w, -h, -1 );
-	setPoint( "n3", -w,  h, -1 );
-	setPoint( "n4",  w,  h, -1 );
-
-	// far
-
-	setPoint( "f1", -w, -h, 1 );
-	setPoint( "f2",  w, -h, 1 );
-	setPoint( "f3", -w,  h, 1 );
-	setPoint( "f4",  w,  h, 1 );
-
-	// up
-
-	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
-	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
-	setPoint( "u3",        0, h * 2,   -1 );
-
-	// cross
-
-	setPoint( "cf1", -w,  0, 1 );
-	setPoint( "cf2",  w,  0, 1 );
-	setPoint( "cf3",  0, -h, 1 );
-	setPoint( "cf4",  0,  h, 1 );
-
-	setPoint( "cn1", -w,  0, -1 );
-	setPoint( "cn2",  w,  0, -1 );
-	setPoint( "cn3",  0, -h, -1 );
-	setPoint( "cn4",  0,  h, -1 );
-
-	function setPoint( point, x, y, z ) {
-
-		THREE.CameraHelper.__v.set( x, y, z );
-		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
-
-		var points = scope.pointMap[ point ];
-
-		if ( points !== undefined ) {
-
-			for ( var i = 0, il = points.length; i < il; i ++ ) {
-
-				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
-
-			}
-
-		}
-
-	}
-
-	this.geometry.verticesNeedUpdate = true;
-
-};
-
-THREE.CameraHelper.__projector = new THREE.Projector();
-THREE.CameraHelper.__v = new THREE.Vector3();
-THREE.CameraHelper.__c = new THREE.Camera();
-
-/*
- *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
- * 
- *	Subdivision Geometry Modifier 
- *		using Catmull-Clark Subdivision Surfaces
- *		for creating smooth geometry meshes
- *
- *	Note: a modifier modifies vertices and faces of geometry,
- *		so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
- * 
- *	Readings: 
- *		http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
- *		http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
- *		http://xrt.wikidot.com/blog:31
- *		"Subdivision Surfaces in Character Animation"
- *
- *	Supports:
- *		Closed and Open geometries.
- *
- *	TODO: 
- *		crease vertex and "semi-sharp" features
- *		selective subdivision
- */
-
-THREE.SubdivisionModifier = function( subdivisions ) {
-	
-	this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
-	
-	// Settings
-	this.useOldVertexColors = false;
-	this.supportUVs = true;
-	this.debug = false;
-	
-};
-
-// Applies the "modify" pattern
-THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
-	
-	var repeats = this.subdivisions;
-	
-	while ( repeats-- > 0 ) {
-		this.smooth( geometry );
-	}
-	
-};
-
-// Performs an iteration of Catmull-Clark Subdivision
-THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
-	
-	//debug( 'running smooth' );
-	
-	// New set of vertices, faces and uvs
-	var newVertices = [], newFaces = [], newUVs = [];
-	
-	function v( x, y, z ) {
-		newVertices.push( new THREE.Vector3( x, y, z ) );
-	}
-	
-	var scope = this;
-
-	function debug() {
-		if (scope.debug) console.log.apply(console, arguments);
-	}
-
-	function warn() {
-		if (console)
-		console.log.apply(console, arguments);
-	}
-
-	function f4( a, b, c, d, oldFace, orders, facei ) {
-		
-		// TODO move vertex selection over here!
-		
-		var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
-		
-		if (scope.useOldVertexColors) {
-			
-			newFace.vertexColors = []; 
-			
-			var color, tmpColor, order;
-			for (var i=0;i<4;i++) {
-				order = orders[i];
-				
-				color = new THREE.Color(),
-				color.setRGB(0,0,0);
-				
-				for (var j=0, jl=0; j<order.length;j++) {
-					tmpColor = oldFace.vertexColors[order[j]-1];
-					color.r += tmpColor.r;
-					color.g += tmpColor.g;
-					color.b += tmpColor.b;
-				}
-				
-				color.r /= order.length;
-				color.g /= order.length;
-				color.b /= order.length;
-				
-				newFace.vertexColors[i] = color;
-				
-			}
-			
-		}
-		
-		newFaces.push( newFace );
-
-		if (scope.supportUVs) {
-
-			var aUv = [
-				getUV(a, ''),
-				getUV(b, facei),
-				getUV(c, facei),
-				getUV(d, facei)
-			];
-			
-			if (!aUv[0]) debug('a :( ', a+':'+facei);
-			else if (!aUv[1]) debug('b :( ', b+':'+facei);
-			else if (!aUv[2]) debug('c :( ', c+':'+facei);
-			else if (!aUv[3]) debug('d :( ', d+':'+facei);
-			else 
-				newUVs.push( aUv );
-
-		}
-	}
-	
-	function edge_hash( a, b ) {
-
-		return Math.min( a, b ) + "_" + Math.max( a, b );
-
-	}
-	
-	function computeEdgeFaces( geometry ) {
-
-		var i, il, v1, v2, j, k,
-			face, faceIndices, faceIndex,
-			edge,
-			hash,
-			edgeFaceMap = {};
-
-		function mapEdgeHash( hash, i ) {
-			
-			if ( edgeFaceMap[ hash ] === undefined ) {
-
-				edgeFaceMap[ hash ] = [];
-				
-			}
-			
-			edgeFaceMap[ hash ].push( i );
-		}
-
-
-		// construct vertex -> face map
-
-		for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				hash = edge_hash( face.a, face.b );
-				mapEdgeHash( hash, i );
-
-				hash = edge_hash( face.b, face.c );
-				mapEdgeHash( hash, i );
-
-				hash = edge_hash( face.c, face.a );
-				mapEdgeHash( hash, i );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				hash = edge_hash( face.a, face.b );
-				mapEdgeHash( hash, i );
-
-				hash = edge_hash( face.b, face.c );
-				mapEdgeHash( hash, i );
-
-				hash = edge_hash( face.c, face.d );
-				mapEdgeHash( hash, i );
-				
-				hash = edge_hash( face.d, face.a );
-				mapEdgeHash( hash, i );
-
-			}
-
-		}
-
-		// extract faces
-		
-		// var edges = [];
-		// 
-		// var numOfEdges = 0;
-		// for (i in edgeFaceMap) {
-		// 	numOfEdges++;
-		// 	
-		// 	edge = edgeFaceMap[i];
-		// 	edges.push(edge);
-		// 	
-		// }
-		
-		//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
-
-		return edgeFaceMap;
-
-	}
-	
-	var originalPoints = oldGeometry.vertices;
-	var originalFaces = oldGeometry.faces;
-	
-	var newPoints = originalPoints.concat(); // Vertices
-		
-	var facePoints = [], edgePoints = {};
-	
-	var sharpEdges = {}, sharpVertices = [], sharpFaces = [];
-	
-	var uvForVertices = {}; // Stored in {vertex}:{old face} format
-
-	var originalVerticesLength = originalPoints.length;
-
-	function getUV(vertexNo, oldFaceNo) {
-		var j,jl;
-
-		var key = vertexNo+':'+oldFaceNo;
-		var theUV = uvForVertices[key];
-
-		if (!theUV) {
-			if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
-				debug('face pt');
-			} else {
-				debug('edge pt');
-			}
-
-			warn('warning, UV not found for', key);
-
-			return null;
-		}
-
-		return theUV;
- 
-		// Original faces -> Vertex Nos. 
-		// new Facepoint -> Vertex Nos.
-		// edge Points
-
-	}
-
-	function addUV(vertexNo, oldFaceNo, value) {
-
-		var key = vertexNo+':'+oldFaceNo;
-		if (!(key in uvForVertices)) {
-			uvForVertices[key] = value;
-		} else {
-			warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
-		}
-	}
-	
-	// Step 1
-	//	For each face, add a face point
-	//	Set each face point to be the centroid of all original points for the respective face.
-	// debug(oldGeometry);
-	var i, il, j, jl, face;
-	
-	// For Uvs
-	var uvs = oldGeometry.faceVertexUvs[0];
-	var abcd = 'abcd', vertice;
-
-	debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
-	if (scope.supportUVs)
-	for (i=0, il = uvs.length; i<il; i++ ) {
-		for (j=0,jl=uvs[i].length;j<jl;j++) {
-			vertice = originalFaces[i][abcd.charAt(j)];
-			
-			addUV(vertice, i, uvs[i][j]);
-			
-		}
-	}
-
-	if (uvs.length == 0) scope.supportUVs = false;
-
-	// Additional UVs check, if we index original 
-	var uvCount = 0;
-	for (var u in uvForVertices) {
-		uvCount++;
-	}
-	if (!uvCount) {
-		scope.supportUVs = false;
-		debug('no uvs');
-	}
-
-	debug('-- Original Faces + Vertices UVs completed', uvForVertices, 'vs', uvs.length);
-			
-	var avgUv ;
-	for (i=0, il = originalFaces.length; i<il ;i++) {
-		face = originalFaces[ i ];
-		facePoints.push( face.centroid );
-		newPoints.push( face.centroid );
-		
-		
-		if (!scope.supportUVs) continue;
-		
-		// Prepare subdivided uv
-		
-		avgUv = new THREE.UV();
-		
-		if ( face instanceof THREE.Face3 ) {
-			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
-			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
-			avgUv.u /= 3;
-			avgUv.v /= 3;
-			
-		} else if ( face instanceof THREE.Face4 ) {
-			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
-			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
-			avgUv.u /= 4;
-			avgUv.v /= 4;
-		}
-
-		addUV(originalVerticesLength + i, '', avgUv);
-
-	}
-
-	debug('-- added UVs for new Faces', uvForVertices);
-
-	// Step 2
-	//	For each edge, add an edge point.
-	//	Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
-	
-	var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index
-	var edge, faceIndexA, faceIndexB, avg;
-	
-	// debug('edgeFaceMap', edgeFaceMap);
-
-	var edgeCount = 0;
-
-	var edgeVertex, edgeVertexA, edgeVertexB;
-	
-	////
-	
-	var vertexEdgeMap = {}; // Gives edges connecting from each vertex
-	var vertexFaceMap = {}; // Gives faces connecting from each vertex
-	
-	function addVertexEdgeMap(vertex, edge) {
-		if (vertexEdgeMap[vertex]===undefined) {
-			vertexEdgeMap[vertex] = [];
-		}
-		
-		vertexEdgeMap[vertex].push(edge);
-	}
-	
-	function addVertexFaceMap(vertex, face, edge) {
-		if (vertexFaceMap[vertex]===undefined) {
-			vertexFaceMap[vertex] = {};
-		}
-		
-		vertexFaceMap[vertex][face] = edge;
-		// vertexFaceMap[vertex][face] = null;
-	}
-	
-	// Prepares vertexEdgeMap and vertexFaceMap
-	for (i in edgeFaceMap) { // This is for every edge
-		edge = edgeFaceMap[i];
-		
-		edgeVertex = i.split('_');
-		edgeVertexA = edgeVertex[0];
-		edgeVertexB = edgeVertex[1];
-		
-		// Maps an edgeVertex to connecting edges
-		addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
-		addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
-		
-		
-		for (j=0,jl=edge.length;j<jl;j++) {
-			face = edge[j];
-			
-			addVertexFaceMap(edgeVertexA, face, i);
-			addVertexFaceMap(edgeVertexB, face, i);
-		}
-		
-		if (edge.length < 2) {
-			// edge is "sharp";
-			sharpEdges[i] = true;
-			sharpVertices[edgeVertexA] = true;
-			sharpVertices[edgeVertexB] = true;
-			
-		}
-		
-	}
-	
-	debug('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
-	
-	
-	for (i in edgeFaceMap) {
-		edge = edgeFaceMap[i];
-		
-		faceIndexA = edge[0]; // face index a
-		faceIndexB = edge[1]; // face index b
-		
-		edgeVertex = i.split('_');
-		edgeVertexA = edgeVertex[0];
-		edgeVertexB = edgeVertex[1];
-		
-		
-		avg = new THREE.Vector3();
-		
-		//debug(i, faceIndexB,facePoints[faceIndexB]);
-		
-		if (sharpEdges[i]) {
-			//debug('warning, ', i, 'edge has only 1 connecting face', edge);
-			
-			// For a sharp edge, average the edge end points.
-			avg.addSelf(originalPoints[edgeVertexA]);
-			avg.addSelf(originalPoints[edgeVertexB]);
-			
-			avg.multiplyScalar(0.5);
-			
-			sharpVertices[newPoints.length] = true;
-			
-		} else {
-		
-			avg.addSelf(facePoints[faceIndexA]);
-			avg.addSelf(facePoints[faceIndexB]);
-		
-			avg.addSelf(originalPoints[edgeVertexA]);
-			avg.addSelf(originalPoints[edgeVertexB]);
-		
-			avg.multiplyScalar(0.25);
-		
-		}
-		
-		edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
-		
-		newPoints.push( avg );
-	
-		edgeCount ++;
-		
-		if (!scope.supportUVs) {
-			continue;
-		}
-
-		// debug('faceIndexAB', faceIndexA, faceIndexB, sharpEdges[i]);
-
-		// Prepare subdivided uv
-		
-		avgUv = new THREE.UV();
-		
-		avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
-		avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
-		avgUv.u /= 2;
-		avgUv.v /= 2;
-
-		addUV(edgePoints[i], faceIndexA, avgUv);
-
-		if (!sharpEdges[i]) {
-		avgUv = new THREE.UV();
-		
-		avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
-		avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
-		avgUv.u /= 2;
-		avgUv.v /= 2;
-		
-		addUV(edgePoints[i], faceIndexB, avgUv);
-		}
-		
-	}
-
-	debug('-- Step 2 done');
-
-	// Step 3
-	//	For each face point, add an edge for every edge of the face, 
-	//	connecting the face point to each edge point for the face.
-	
-	
-	var facePt, currentVerticeIndex;
-	
-	var hashAB, hashBC, hashCD, hashDA, hashCA;
-	
-	var abc123 = ['123', '12', '2', '23'];
-	var bca123 = ['123', '23', '3', '31'];
-	var cab123 = ['123', '31', '1', '12'];
-	var abc1234 = ['1234', '12', '2', '23'];
-	var bcd1234 = ['1234', '23', '3', '34'];
-	var cda1234 = ['1234', '34', '4', '41'];
-	var dab1234 = ['1234', '41', '1', '12'];
-	
-	
-	for (i=0, il = facePoints.length; i<il ;i++) { // for every face
-		facePt = facePoints[i];
-		face = originalFaces[i];
-		currentVerticeIndex = originalVerticesLength+ i;
-		
-		if ( face instanceof THREE.Face3 ) {
-			
-			// create 3 face4s
-			
-			hashAB = edge_hash( face.a, face.b );
-			hashBC = edge_hash( face.b, face.c );
-			hashCA = edge_hash( face.c, face.a );
-			
-			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
-			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
-			f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
-			
-		} else if ( face instanceof THREE.Face4 ) {
-			// create 4 face4s
-			
-			hashAB = edge_hash( face.a, face.b );
-			hashBC = edge_hash( face.b, face.c );
-			hashCD = edge_hash( face.c, face.d );
-			hashDA = edge_hash( face.d, face.a );
-			
-			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
-			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
-			f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
-			f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
-
-				
-		} else {
-			debug('face should be a face!', face);
-		}
-	}
-	
-	newVertices = newPoints;
-	
-	// debug('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
-	// debug('new points', newPoints.length, 'faces', newFaces.length );
-	
-	// Step 4
-	
-	//	For each original point P, 
-	//		take the average F of all n face points for faces touching P, 
-	//		and take the average R of all n edge midpoints for edges touching P, 
-	//		where each edge midpoint is the average of its two endpoint vertices. 
-	//	Move each original point to the point
-
-	
-	var F = new THREE.Vector3();
-	var R = new THREE.Vector3();
-
-	var n;
-	for (i=0, il = originalPoints.length; i<il; i++) {
-		// (F + 2R + (n-3)P) / n
-		
-		if (vertexEdgeMap[i]===undefined) continue;
-		
-		F.set(0,0,0);
-		R.set(0,0,0);
-		var newPos =  new THREE.Vector3(0,0,0);
-		
-		var f =0;
-		for (j in vertexFaceMap[i]) {
-			F.addSelf(facePoints[j]);
-			f++;
-		}
-		
-		var sharpEdgeCount = 0;
-		
-		n = vertexEdgeMap[i].length;
-		
-		for (j=0;j<n;j++) {
-			if (
-				sharpEdges[
-					edge_hash(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
-				]) {
-					sharpEdgeCount++;
-				}
-		}
-		
-		if ( sharpEdgeCount==2 ) {
-			continue;
-			// Do not move vertex if there's 2 connecting sharp edges.
-		}
-
-		/*
-		if (sharpEdgeCount>2) {
-			// TODO
-		}
-		*/
-		
-		F.divideScalar(f);
-		
-		
-		
-		for (j=0; j<n;j++) {
-			edge = vertexEdgeMap[i][j];
-			var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
-			R.addSelf(midPt);
-			// R.addSelf(originalPoints[edge[0]]);
-			// R.addSelf(originalPoints[edge[1]]);
-		}
-		
-		R.divideScalar(n);
-		
-		newPos.addSelf(originalPoints[i]);
-		newPos.multiplyScalar(n - 3);
-		
-		newPos.addSelf(F);
-		newPos.addSelf(R.multiplyScalar(2));
-		newPos.divideScalar(n);
-		
-		newVertices[i] = newPos;
-		
-		
-	}
-	
-	var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
-	
-	newGeometry.vertices = newVertices;
-	newGeometry.faces = newFaces;
-	newGeometry.faceVertexUvs[ 0 ] = newUVs;
-	
-	delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
-	
-	newGeometry.computeCentroids();
-	newGeometry.computeFaceNormals();
-	newGeometry.computeVertexNormals();
-	
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ImmediateRenderObject = function ( ) {
-
-	THREE.Object3D.call( this );
-
-	this.render = function ( renderCallback ) { };
-
-};
-
-THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlare = function ( texture, size, distance, blending, color ) {
-
-	THREE.Object3D.call( this );
-
-	this.lensFlares = [];
-
-	this.positionScreen = new THREE.Vector3();
-	this.customUpdateCallback = undefined;
-
-	if( texture !== undefined ) {
-
-		this.add( texture, size, distance, blending, color );
-
-	}
-
-};
-
-THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
-
-
-/*
- * Add: adds another flare
- */
-
-THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
-
-	if( size === undefined ) size = -1;
-	if( distance === undefined ) distance = 0;
-	if( opacity === undefined ) opacity = 1;
-	if( color === undefined ) color = new THREE.Color( 0xffffff );
-	if( blending === undefined ) blending = THREE.NormalBlending;
-
-	distance = Math.min( distance, Math.max( 0, distance ) );
-
-	this.lensFlares.push( { texture: texture, 			// THREE.Texture
-		                    size: size, 				// size in pixels (-1 = use texture.width)
-		                    distance: distance, 		// distance (0-1) from light source (0=at light source)
-		                    x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
-		                    scale: 1, 					// scale
-		                    rotation: 1, 				// rotation
-		                    opacity: opacity,			// opacity
-							color: color,				// color
-		                    blending: blending } );		// blending
-
-};
-
-
-/*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
-
-THREE.LensFlare.prototype.updateLensFlares = function () {
-
-	var f, fl = this.lensFlares.length;
-	var flare;
-	var vecX = -this.positionScreen.x * 2;
-	var vecY = -this.positionScreen.y * 2;
-
-	for( f = 0; f < fl; f ++ ) {
-
-		flare = this.lensFlares[ f ];
-
-		flare.x = this.positionScreen.x + vecX * flare.distance;
-		flare.y = this.positionScreen.y + vecY * flare.distance;
-
-		flare.wantedRotation = flare.x * Math.PI * 0.25;
-		flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
-
-	}
-
-};
-
-
-
-
-
-
-
-
-
-
-
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphBlendMesh = function( geometry, material ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	this.animationsMap = {};
-	this.animationsList = [];
-
-	// prepare default animation
-	// (all frames played together in 1 second)
-
-	var numFrames = this.geometry.morphTargets.length;
-
-	var name = "__default";
-
-	var startFrame = 0;
-	var endFrame = numFrames - 1;
-
-	var fps = numFrames / 1;
-
-	this.createAnimation( name, startFrame, endFrame, fps );
-	this.setAnimationWeight( name, 1 );
-
-};
-
-THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
-
-	var animation = {
-
-		startFrame: start,
-		endFrame: end,
-
-		length: end - start + 1,
-
-		fps: fps,
-		duration: ( end - start ) / fps,
-
-		lastFrame: 0,
-		currentFrame: 0,
-
-		active: false,
-
-		time: 0,
-		direction: 1,
-		weight: 1,
-
-		directionBackwards: false,
-		mirroredLoop: false
-
-	};
-
-	this.animationsMap[ name ] = animation;
-	this.animationsList.push( animation );
-
-};
-
-THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
-
-	var pattern = /([a-z]+)(\d+)/;
-
-	var firstAnimation, frameRanges = {};
-
-	var geometry = this.geometry;
-
-	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
-		var morph = geometry.morphTargets[ i ];
-		var chunks = morph.name.match( pattern );
-
-		if ( chunks && chunks.length > 1 ) {
-
-			var name = chunks[ 1 ];
-			var num = chunks[ 2 ];
-
-			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
-
-			var range = frameRanges[ name ];
-
-			if ( i < range.start ) range.start = i;
-			if ( i > range.end ) range.end = i;
-
-			if ( ! firstAnimation ) firstAnimation = name;
-
-		}
-
-	}
-
-	for ( var name in frameRanges ) {
-
-		var range = frameRanges[ name ];
-		this.createAnimation( name, range.start, range.end, fps );
-
-	}
-
-	this.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.direction = 1;
-		animation.directionBackwards = false;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.direction = -1;
-		animation.directionBackwards = true;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.fps = fps;
-		animation.duration = ( animation.end - animation.start ) / animation.fps;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.duration = duration;
-		animation.fps = ( animation.end - animation.start ) / animation.duration;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.weight = weight;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.time = time;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
-
-	var time = 0;
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		time = animation.time;
-
-	}
-
-	return time;
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
-
-	var duration = -1;
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		duration = animation.duration;
-
-	}
-
-	return duration;
-
-};
-
-THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.time = 0;
-		animation.active = true;
-
-	} else {
-
-		console.warn( "animation[" + name + "] undefined" );
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.active = false;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.update = function ( delta ) {
-
-	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
-
-		var animation = this.animationsList[ i ];
-
-		if ( ! animation.active ) continue;
-
-		var frameTime = animation.duration / animation.length;
-
-		animation.time += animation.direction * delta;
-
-		if ( animation.mirroredLoop ) {
-
-			if ( animation.time > animation.duration || animation.time < 0 ) {
-
-				animation.direction *= -1;
-
-				if ( animation.time > animation.duration ) {
-
-					animation.time = animation.duration;
-					animation.directionBackwards = true;
-
-				}
-
-				if ( animation.time < 0 ) {
-
-					animation.time = 0;
-					animation.directionBackwards = false;
-
-				}
-
-			}
-
-		} else {
-
-			animation.time = animation.time % animation.duration;
-
-			if ( animation.time < 0 ) animation.time += animation.duration;
-
-		}
-
-		var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
-		var weight = animation.weight;
-
-		if ( keyframe !== animation.currentFrame ) {
-
-			this.morphTargetInfluences[ animation.lastFrame ] = 0;
-			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
-
-			this.morphTargetInfluences[ keyframe ] = 0;
-
-			animation.lastFrame = animation.currentFrame;
-			animation.currentFrame = keyframe;
-
-		}
-
-		var mix = ( animation.time % frameTime ) / frameTime;
-
-		if ( animation.directionBackwards ) mix = 1 - mix;
-
-		this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
-		this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
-
-	}
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlarePlugin = function ( ) {
-
-	var _gl, _renderer, _lensFlare = {};
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		_lensFlare.vertices = new Float32Array( 8 + 8 );
-		_lensFlare.faces = new Uint16Array( 6 );
-
-		var i = 0;
-		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
-		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
-
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
-
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
-
-		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
-		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;
-
-		i = 0;
-		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
-		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
-
-		// buffers
-
-		_lensFlare.vertexBuffer     = _gl.createBuffer();
-		_lensFlare.elementBuffer    = _gl.createBuffer();
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
-		_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
-		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
-
-		// textures
-
-		_lensFlare.tempTexture      = _gl.createTexture();
-		_lensFlare.occlusionTexture = _gl.createTexture();
-
-		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
-		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
-
-		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
-		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
-
-		if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
-
-			_lensFlare.hasVertexTexture = false;
-			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );
-
-		} else {
-
-			_lensFlare.hasVertexTexture = true;
-			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );
-
-		}
-
-		_lensFlare.attributes = {};
-		_lensFlare.uniforms = {};
-
-		_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
-		_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );
-
-		_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
-		_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
-		_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
-		_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
-		_lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
-		_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
-		_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
-		_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
-
-		_lensFlare.attributesEnabled = false;
-
-	};
-
-
-	/*
-	 * Render lens flares
-	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
-	 *         reads these back and calculates occlusion.
-	 *         Then _lensFlare.update_lensFlares() is called to re-position and
-	 *         update transparency of flares. Then they are rendered.
-	 *
-	 */
-
-	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
-		var flares = scene.__webglFlares,
-			nFlares = flares.length;
-
-		if ( ! nFlares ) return;
-
-		var tempPosition = new THREE.Vector3();
-
-		var invAspect = viewportHeight / viewportWidth,
-			halfViewportWidth = viewportWidth * 0.5,
-			halfViewportHeight = viewportHeight * 0.5;
-
-		var size = 16 / viewportHeight,
-			scale = new THREE.Vector2( size * invAspect, size );
-
-		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
-			screenPositionPixels = new THREE.Vector2( 1, 1 );
-
-		var uniforms = _lensFlare.uniforms,
-			attributes = _lensFlare.attributes;
-
-		// set _lensFlare program and reset blending
-
-		_gl.useProgram( _lensFlare.program );
-
-		if ( ! _lensFlare.attributesEnabled ) {
-
-			_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
-			_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
-
-			_lensFlare.attributesEnabled = true;
-
-		}
-
-		// loop through all lens flares to update their occlusion and positions
-		// setup gl and common used attribs/unforms
-
-		_gl.uniform1i( uniforms.occlusionMap, 0 );
-		_gl.uniform1i( uniforms.map, 1 );
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
-		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
-		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
-
-		_gl.disable( _gl.CULL_FACE );
-		_gl.depthMask( false );
-
-		var i, j, jl, flare, sprite;
-
-		for ( i = 0; i < nFlares; i ++ ) {
-
-			size = 16 / viewportHeight;
-			scale.set( size * invAspect, size );
-
-			// calc object screen position
-
-			flare = flares[ i ];
-
-			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
-
-			camera.matrixWorldInverse.multiplyVector3( tempPosition );
-			camera.projectionMatrix.multiplyVector3( tempPosition );
-
-			// setup arrays for gl programs
-
-			screenPosition.copy( tempPosition )
-
-			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
-			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
-
-			// screen cull
-
-			if ( _lensFlare.hasVertexTexture || (
-				screenPositionPixels.x > 0 &&
-				screenPositionPixels.x < viewportWidth &&
-				screenPositionPixels.y > 0 &&
-				screenPositionPixels.y < viewportHeight ) ) {
-
-				// save current RGB to temp texture
-
-				_gl.activeTexture( _gl.TEXTURE1 );
-				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
-				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
-				// render pink quad
-
-				_gl.uniform1i( uniforms.renderType, 0 );
-				_gl.uniform2f( uniforms.scale, scale.x, scale.y );
-				_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
-
-				_gl.disable( _gl.BLEND );
-				_gl.enable( _gl.DEPTH_TEST );
-
-				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-
-				// copy result to occlusionMap
-
-				_gl.activeTexture( _gl.TEXTURE0 );
-				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
-				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
-				// restore graphics
-
-				_gl.uniform1i( uniforms.renderType, 1 );
-				_gl.disable( _gl.DEPTH_TEST );
-
-				_gl.activeTexture( _gl.TEXTURE1 );
-				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
-				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-
-				// update object positions
-
-				flare.positionScreen.copy( screenPosition )
-
-				if ( flare.customUpdateCallback ) {
-
-					flare.customUpdateCallback( flare );
-
-				} else {
-
-					flare.updateLensFlares();
-
-				}
-
-				// render flares
-
-				_gl.uniform1i( uniforms.renderType, 2 );
-				_gl.enable( _gl.BLEND );
-
-				for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
-
-					sprite = flare.lensFlares[ j ];
-
-					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
-
-						screenPosition.x = sprite.x;
-						screenPosition.y = sprite.y;
-						screenPosition.z = sprite.z;
-
-						size = sprite.size * sprite.scale / viewportHeight;
-
-						scale.x = size * invAspect;
-						scale.y = size;
-
-						_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
-						_gl.uniform2f( uniforms.scale, scale.x, scale.y );
-						_gl.uniform1f( uniforms.rotation, sprite.rotation );
-
-						_gl.uniform1f( uniforms.opacity, sprite.opacity );
-						_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
-
-						_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
-						_renderer.setTexture( sprite.texture, 1 );
-
-						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		// restore gl
-
-		_gl.enable( _gl.CULL_FACE );
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthMask( true );
-
-	};
-
-	function createProgram ( shader ) {
-
-		var program = _gl.createProgram();
-
-		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
-		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
-
-		_gl.shaderSource( fragmentShader, shader.fragmentShader );
-		_gl.shaderSource( vertexShader, shader.vertexShader );
-
-		_gl.compileShader( fragmentShader );
-		_gl.compileShader( vertexShader );
-
-		_gl.attachShader( program, fragmentShader );
-		_gl.attachShader( program, vertexShader );
-
-		_gl.linkProgram( program );
-
-		return program;
-
-	};
-
-};/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ShadowMapPlugin = function ( ) {
-
-	var _gl,
-	_renderer,
-	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
-	_frustum = new THREE.Frustum(),
-	_projScreenMatrix = new THREE.Matrix4(),
-
-	_min = new THREE.Vector3(),
-	_max = new THREE.Vector3();
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
-		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
-		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
-		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
-		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
-		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
-
-		_depthMaterial._shadowPass = true;
-		_depthMaterialMorph._shadowPass = true;
-		_depthMaterialSkin._shadowPass = true;
-		_depthMaterialMorphSkin._shadowPass = true;
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
-
-		this.update( scene, camera );
-
-	};
-
-	this.update = function ( scene, camera ) {
-
-		var i, il, j, jl, n,
-
-		shadowMap, shadowMatrix, shadowCamera,
-		program, buffer, material,
-		webglObject, object, light,
-		renderList,
-
-		lights = [],
-		k = 0,
-
-		fog = null;
-
-		// set GL state for depth map
-
-		_gl.clearColor( 1, 1, 1, 1 );
-		_gl.disable( _gl.BLEND );
-
-		_gl.enable( _gl.CULL_FACE );
-		_gl.frontFace( _gl.CCW );
-
-		if ( _renderer.shadowMapCullFrontFaces ) {
-
-			_gl.cullFace( _gl.FRONT );
-
-		} else {
-
-			_gl.cullFace( _gl.BACK );
-
-		}
-
-		_renderer.setDepthTest( true );
-
-		// preprocess lights
-		// 	- skip lights that are not casting shadows
-		//	- create virtual lights for cascaded shadow maps
-
-		for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
-
-			light = scene.__lights[ i ];
-
-			if ( ! light.castShadow ) continue;
-
-			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
-
-				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
-
-					var virtualLight;
-
-					if ( ! light.shadowCascadeArray[ n ] ) {
-
-						virtualLight = createVirtualLight( light, n );
-						virtualLight.originalCamera = camera;
-
-						var gyro = new THREE.Gyroscope();
-						gyro.position = light.shadowCascadeOffset;
-
-						gyro.add( virtualLight );
-						gyro.add( virtualLight.target );
-
-						camera.add( gyro );
-
-						light.shadowCascadeArray[ n ] = virtualLight;
-
-						console.log( "Created virtualLight", virtualLight );
-
-					} else {
-
-						virtualLight = light.shadowCascadeArray[ n ];
-
-					}
-
-					updateVirtualLight( light, n );
-
-					lights[ k ] = virtualLight;
-					k ++;
-
-				}
-
-			} else {
-
-				lights[ k ] = light;
-				k ++;
-
-			}
-
-		}
-
-		// render depth map
-
-		for ( i = 0, il = lights.length; i < il; i ++ ) {
-
-			light = lights[ i ];
-
-			if ( ! light.shadowMap ) {
-
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
-
-				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
-				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
-
-				light.shadowMatrix = new THREE.Matrix4();
-
-			}
-
-			if ( ! light.shadowCamera ) {
-
-				if ( light instanceof THREE.SpotLight ) {
-
-					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
-
-				} else if ( light instanceof THREE.DirectionalLight ) {
-
-					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
-
-				} else {
-
-					console.error( "Unsupported light type for shadow" );
-					continue;
-
-				}
-
-				scene.add( light.shadowCamera );
-
-				if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
-
-			}
-
-			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
-
-				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
-				light.shadowCamera.add( light.cameraHelper );
-
-			}
-
-			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
-
-				updateShadowCamera( camera, light );
-
-			}
-
-			shadowMap = light.shadowMap;
-			shadowMatrix = light.shadowMatrix;
-			shadowCamera = light.shadowCamera;
-
-			shadowCamera.position.copy( light.matrixWorld.getPosition() );
-			shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
-			shadowCamera.updateMatrixWorld();
-
-			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
-
-			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
-			if ( light.shadowCameraVisible ) light.cameraHelper.update();
-
-			// compute shadow matrix
-
-			shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
-							  0.0, 0.5, 0.0, 0.5,
-							  0.0, 0.0, 0.5, 0.5,
-							  0.0, 0.0, 0.0, 1.0 );
-
-			shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
-			shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
-
-			// update camera matrices and frustum
-
-			if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
-			if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
-
-			shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
-			shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
-
-			_projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
-			_frustum.setFromMatrix( _projScreenMatrix );
-
-			// render shadow map
-
-			_renderer.setRenderTarget( shadowMap );
-			_renderer.clear();
-
-			// set object matrices & frustum culling
-
-			renderList = scene.__webglObjects;
-
-			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-				webglObject = renderList[ j ];
-				object = webglObject.object;
-
-				webglObject.render = false;
-
-				if ( object.visible && object.castShadow ) {
-
-					if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
-
-						object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
-						webglObject.render = true;
-
-					}
-
-				}
-
-			}
-
-			// render regular objects
-
-			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-				webglObject = renderList[ j ];
-
-				if ( webglObject.render ) {
-
-					object = webglObject.object;
-					buffer = webglObject.buffer;
-
-					// culling is overriden globally for all objects
-					// while rendering depth map
-
-					if ( object.customDepthMaterial ) {
-
-						material = object.customDepthMaterial;
-
-					} else if ( object instanceof THREE.SkinnedMesh ) {
-
-						material = object.geometry.morphTargets.length ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
-					} else if ( object.geometry.morphTargets.length ) {
-
-						material = _depthMaterialMorph;
-
-					} else {
-
-						material = _depthMaterial;
-
-					}
-
-					if ( buffer instanceof THREE.BufferGeometry ) {
-
-						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
-
-					} else {
-
-						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
-
-					}
-
-				}
-
-			}
-
-			// set matrices and render immediate objects
-
-			renderList = scene.__webglObjectsImmediate;
-
-			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-				webglObject = renderList[ j ];
-				object = webglObject.object;
-
-				if ( object.visible && object.castShadow ) {
-
-					object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
-					_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
-
-				}
-
-			}
-
-		}
-
-		// restore GL state
-
-		var clearColor = _renderer.getClearColor(),
-		clearAlpha = _renderer.getClearAlpha();
-
-		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
-		_gl.enable( _gl.BLEND );
-
-		if ( _renderer.shadowMapCullFrontFaces ) {
-
-			_gl.cullFace( _gl.BACK );
-
-		}
-
-	};
-
-	function createVirtualLight( light, cascade ) {
-
-		var virtualLight = new THREE.DirectionalLight();
-
-		virtualLight.isVirtual = true;
-
-		virtualLight.onlyShadow = true;
-		virtualLight.castShadow = true;
-
-		virtualLight.shadowCameraNear = light.shadowCameraNear;
-		virtualLight.shadowCameraFar = light.shadowCameraFar;
-
-		virtualLight.shadowCameraLeft = light.shadowCameraLeft;
-		virtualLight.shadowCameraRight = light.shadowCameraRight;
-		virtualLight.shadowCameraBottom = light.shadowCameraBottom;
-		virtualLight.shadowCameraTop = light.shadowCameraTop;
-
-		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
-
-		virtualLight.shadowDarkness = light.shadowDarkness;
-
-		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
-		virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
-		virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
-
-		virtualLight.pointsWorld = [];
-		virtualLight.pointsFrustum = [];
-
-		var pointsWorld = virtualLight.pointsWorld,
-			pointsFrustum = virtualLight.pointsFrustum;
-
-		for ( var i = 0; i < 8; i ++ ) {
-
-			pointsWorld[ i ] = new THREE.Vector3();
-			pointsFrustum[ i ] = new THREE.Vector3();
-
-		}
-
-		var nearZ = light.shadowCascadeNearZ[ cascade ];
-		var farZ = light.shadowCascadeFarZ[ cascade ];
-
-		pointsFrustum[ 0 ].set( -1, -1, nearZ );
-		pointsFrustum[ 1 ].set(  1, -1, nearZ );
-		pointsFrustum[ 2 ].set( -1,  1, nearZ );
-		pointsFrustum[ 3 ].set(  1,  1, nearZ );
-
-		pointsFrustum[ 4 ].set( -1, -1, farZ );
-		pointsFrustum[ 5 ].set(  1, -1, farZ );
-		pointsFrustum[ 6 ].set( -1,  1, farZ );
-		pointsFrustum[ 7 ].set(  1,  1, farZ );
-
-		return virtualLight;
-
-	}
-
-	// Synchronize virtual light with the original light
-
-	function updateVirtualLight( light, cascade ) {
-
-		var virtualLight = light.shadowCascadeArray[ cascade ];
-
-		virtualLight.position.copy( light.position );
-		virtualLight.target.position.copy( light.target.position );
-		virtualLight.lookAt( virtualLight.target );
-
-		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
-		virtualLight.shadowDarkness = light.shadowDarkness;
-
-		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
-
-		var nearZ = light.shadowCascadeNearZ[ cascade ];
-		var farZ = light.shadowCascadeFarZ[ cascade ];
-
-		var pointsFrustum = virtualLight.pointsFrustum;
-
-		pointsFrustum[ 0 ].z = nearZ;
-		pointsFrustum[ 1 ].z = nearZ;
-		pointsFrustum[ 2 ].z = nearZ;
-		pointsFrustum[ 3 ].z = nearZ;
-
-		pointsFrustum[ 4 ].z = farZ;
-		pointsFrustum[ 5 ].z = farZ;
-		pointsFrustum[ 6 ].z = farZ;
-		pointsFrustum[ 7 ].z = farZ;
-
-	}
-
-	// Fit shadow camera's ortho frustum to camera frustum
-
-	function updateShadowCamera( camera, light ) {
-
-		var shadowCamera = light.shadowCamera,
-			pointsFrustum = light.pointsFrustum,
-			pointsWorld = light.pointsWorld;
-
-		_min.set( Infinity, Infinity, Infinity );
-		_max.set( -Infinity, -Infinity, -Infinity );
-
-		for ( var i = 0; i < 8; i ++ ) {
-
-			var p = pointsWorld[ i ];
-
-			p.copy( pointsFrustum[ i ] );
-			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
-
-			shadowCamera.matrixWorldInverse.multiplyVector3( p );
-
-			if ( p.x < _min.x ) _min.x = p.x;
-			if ( p.x > _max.x ) _max.x = p.x;
-
-			if ( p.y < _min.y ) _min.y = p.y;
-			if ( p.y > _max.y ) _max.y = p.y;
-
-			if ( p.z < _min.z ) _min.z = p.z;
-			if ( p.z > _max.z ) _max.z = p.z;
-
-		}
-
-		shadowCamera.left = _min.x;
-		shadowCamera.right = _max.x;
-		shadowCamera.top = _max.y;
-		shadowCamera.bottom = _min.y;
-
-		// can't really fit near/far
-		//shadowCamera.near = _min.z;
-		//shadowCamera.far = _max.z;
-
-		shadowCamera.updateProjectionMatrix();
-
-	}
-
-};
-
-THREE.ShadowMapPlugin.__projector = new THREE.Projector();
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpritePlugin = function ( ) {
-
-	var _gl, _renderer, _sprite = {};
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		_sprite.vertices = new Float32Array( 8 + 8 );
-		_sprite.faces    = new Uint16Array( 6 );
-
-		var i = 0;
-
-		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
-		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0
-
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1
-
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2
-
-		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
-		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3
-
-		i = 0;
-
-		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
-		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
-
-		_sprite.vertexBuffer  = _gl.createBuffer();
-		_sprite.elementBuffer = _gl.createBuffer();
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
-		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
-		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
-
-		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );
-
-		_sprite.attributes = {};
-		_sprite.uniforms = {};
-
-		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
-		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
-
-		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
-		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
-
-		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
-		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
-		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
-
-		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
-		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
-		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
-
-		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
-		_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
-		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
-		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
-		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
-
-		_sprite.attributesEnabled = false;
-
-	};
-
-	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
-		var sprites = scene.__webglSprites,
-			nSprites = sprites.length;
-
-		if ( ! nSprites ) return;
-
-		var attributes = _sprite.attributes,
-			uniforms = _sprite.uniforms;
-
-		var invAspect = viewportHeight / viewportWidth;
-
-		var halfViewportWidth = viewportWidth * 0.5,
-			halfViewportHeight = viewportHeight * 0.5;
-
-		var mergeWith3D = true;
-
-		// setup gl
-
-		_gl.useProgram( _sprite.program );
-
-		if ( ! _sprite.attributesEnabled ) {
-
-			_gl.enableVertexAttribArray( attributes.position );
-			_gl.enableVertexAttribArray( attributes.uv );
-
-			_sprite.attributesEnabled = true;
-
-		}
-
-		_gl.disable( _gl.CULL_FACE );
-		_gl.enable( _gl.BLEND );
-		_gl.depthMask( true );
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
-		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
-		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
-
-		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray );
-
-		_gl.activeTexture( _gl.TEXTURE0 );
-		_gl.uniform1i( uniforms.map, 0 );
-
-		// update positions and sort
-
-		var i, sprite, screenPosition, size, scale = [];
-
-		for( i = 0; i < nSprites; i ++ ) {
-
-			sprite = sprites[ i ];
-
-			if ( ! sprite.visible || sprite.opacity === 0 ) continue;
-
-			if( ! sprite.useScreenCoordinates ) {
-
-				sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld );
-				sprite.z = - sprite._modelViewMatrix.elements[14];
-
-			} else {
-
-				sprite.z = - sprite.position.z;
-
-			}
-
-		}
-
-		sprites.sort( painterSort );
-
-		// render all sprites
-
-		for( i = 0; i < nSprites; i ++ ) {
-
-			sprite = sprites[ i ];
-
-			if ( ! sprite.visible || sprite.opacity === 0 ) continue;
-
-			if ( sprite.map && sprite.map.image && sprite.map.image.width ) {
-
-				if ( sprite.useScreenCoordinates ) {
-
-					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
-					_gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth  ) / halfViewportWidth,
-															( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
-															  Math.max( 0, Math.min( 1, sprite.position.z ) ) );
-
-				} else {
-
-					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
-					_gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
-					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
-
-				}
-
-				size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 );
-
-				scale[ 0 ] = size * invAspect * sprite.scale.x;
-				scale[ 1 ] = size * sprite.scale.y;
-
-				_gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y );
-				_gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y );
-				_gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y );
-
-				_gl.uniform1f( uniforms.opacity, sprite.opacity );
-				_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
-
-				_gl.uniform1f( uniforms.rotation, sprite.rotation );
-				_gl.uniform2fv( uniforms.scale, scale );
-
-				if ( sprite.mergeWith3D && !mergeWith3D ) {
-
-					_gl.enable( _gl.DEPTH_TEST );
-					mergeWith3D = true;
-
-				} else if ( ! sprite.mergeWith3D && mergeWith3D ) {
-
-					_gl.disable( _gl.DEPTH_TEST );
-					mergeWith3D = false;
-
-				}
-
-				_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
-				_renderer.setTexture( sprite.map, 0 );
-
-				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-			}
-
-		}
-
-		// restore gl
-
-		_gl.enable( _gl.CULL_FACE );
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthMask( true );
-
-	};
-
-	function createProgram ( shader ) {
-
-		var program = _gl.createProgram();
-
-		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
-		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
-
-		_gl.shaderSource( fragmentShader, shader.fragmentShader );
-		_gl.shaderSource( vertexShader, shader.vertexShader );
-
-		_gl.compileShader( fragmentShader );
-		_gl.compileShader( vertexShader );
-
-		_gl.attachShader( program, fragmentShader );
-		_gl.attachShader( program, vertexShader );
-
-		_gl.linkProgram( program );
-
-		return program;
-
-	};
-
-	function painterSort ( a, b ) {
-
-		return b.z - a.z;
-
-	};
-
-};/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DepthPassPlugin = function ( ) {
-
-	this.enabled = false;
-	this.renderTarget = null;
-
-	var _gl,
-	_renderer,
-	_depthMaterial, _depthMaterialMorph,
-
-	_frustum = new THREE.Frustum(),
-	_projScreenMatrix = new THREE.Matrix4();
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
-		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
-		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
-		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
-
-		_depthMaterial._shadowPass = true;
-		_depthMaterialMorph._shadowPass = true;
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( ! this.enabled ) return;
-
-		this.update( scene, camera );
-
-	};
-
-	this.update = function ( scene, camera ) {
-
-		var i, il, j, jl, n,
-
-		program, buffer, material,
-		webglObject, object, light,
-		renderList,
-
-		fog = null;
-
-		// set GL state for depth map
-
-		_gl.clearColor( 1, 1, 1, 1 );
-		_gl.disable( _gl.BLEND );
-
-		_renderer.setDepthTest( true );
-
-		// update scene
-
-		if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
-
-		// update camera matrices and frustum
-
-		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
-		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
-		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
-
-		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-		_frustum.setFromMatrix( _projScreenMatrix );
-
-		// render depth map
-
-		_renderer.setRenderTarget( this.renderTarget );
-		_renderer.clear();
-
-		// set object matrices & frustum culling
-
-		renderList = scene.__webglObjects;
-
-		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-			webglObject = renderList[ j ];
-			object = webglObject.object;
-
-			webglObject.render = false;
-
-			if ( object.visible ) {
-
-				if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
-
-					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
-					object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
-
-					webglObject.render = true;
-
-				}
-
-			}
-
-		}
-
-		// render regular objects
-
-		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-			webglObject = renderList[ j ];
-
-			if ( webglObject.render ) {
-
-				object = webglObject.object;
-				buffer = webglObject.buffer;
-
-				if ( object.material ) _renderer.setMaterialFaces( object.material );
-
-				if ( object.customDepthMaterial ) {
-
-					material = object.customDepthMaterial;
-
-				} else if ( object.geometry.morphTargets.length ) {
-
-					material = _depthMaterialMorph;
-
-				} else {
-
-					material = _depthMaterial;
-
-				}
-
-				if ( buffer instanceof THREE.BufferGeometry ) {
-
-					_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
-
-				} else {
-
-					_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
-
-				}
-
-			}
-
-		}
-
-		// set matrices and render immediate objects
-
-		renderList = scene.__webglObjectsImmediate;
-
-		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-			webglObject = renderList[ j ];
-			object = webglObject.object;
-
-			if ( object.visible && object.castShadow ) {
-
-				/*
-				if ( object.matrixAutoUpdate ) {
-
-					object.matrixWorld.flattenToArray( object._modelMatrixArray );
-
-				}
-				*/
-
-				object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
-
-				_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
-
-			}
-
-		}
-
-		// restore GL state
-
-		var clearColor = _renderer.getClearColor(),
-		clearAlpha = _renderer.getClearAlpha();
-
-		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
-		_gl.enable( _gl.BLEND );
-
-	};
-
-};
-
-/**
- * @author mikael emtinger / http://gomo.se/
- *
- */
-
-THREE.ShaderFlares = {
-
-	'lensFlareVertexTexture': {
-
-		vertexShader: [
-
-			"uniform vec3 screenPosition;",
-			"uniform vec2 scale;",
-			"uniform float rotation;",
-			"uniform int renderType;",
-
-			"uniform sampler2D occlusionMap;",
-
-			"attribute vec2 position;",
-			"attribute vec2 uv;",
-
-			"varying vec2 vUV;",
-			"varying float vVisibility;",
-
-			"void main() {",
-
-				"vUV = uv;",
-
-				"vec2 pos = position;",
-
-				"if( renderType == 2 ) {",
-
-					"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
-
-					"vVisibility = (       visibility.r / 9.0 ) *",
-								  "( 1.0 - visibility.g / 9.0 ) *",
-								  "(       visibility.b / 9.0 ) *",
-								  "( 1.0 - visibility.a / 9.0 );",
-
-					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
-					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
-				"}",
-
-				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
-			"}"
-
-		].join( "\n" ),
-
-		fragmentShader: [
-
-			"precision mediump float;",
-
-			"uniform sampler2D map;",
-			"uniform float opacity;",
-			"uniform int renderType;",
-			"uniform vec3 color;",
-
-			"varying vec2 vUV;",
-			"varying float vVisibility;",
-
-			"void main() {",
-
-				// pink square
-
-				"if( renderType == 0 ) {",
-
-					"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
-
-				// restore
-
-				"} else if( renderType == 1 ) {",
-
-					"gl_FragColor = texture2D( map, vUV );",
-
-				// flare
-
-				"} else {",
-
-					"vec4 texture = texture2D( map, vUV );",
-					"texture.a *= opacity * vVisibility;",
-					"gl_FragColor = texture;",
-					"gl_FragColor.rgb *= color;",
-
-				"}",
-
-			"}"
-		].join( "\n" )
-
-	},
-
-
-	'lensFlare': {
-
-		vertexShader: [
-
-			"uniform vec3 screenPosition;",
-			"uniform vec2 scale;",
-			"uniform float rotation;",
-			"uniform int renderType;",
-
-			"attribute vec2 position;",
-			"attribute vec2 uv;",
-
-			"varying vec2 vUV;",
-
-			"void main() {",
-
-				"vUV = uv;",
-
-				"vec2 pos = position;",
-
-				"if( renderType == 2 ) {",
-
-					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
-					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
-				"}",
-
-				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
-			"}"
-
-		].join( "\n" ),
-
-		fragmentShader: [
-
-			"precision mediump float;",
-
-			"uniform sampler2D map;",
-			"uniform sampler2D occlusionMap;",
-			"uniform float opacity;",
-			"uniform int renderType;",
-			"uniform vec3 color;",
-
-			"varying vec2 vUV;",
-
-			"void main() {",
-
-				// pink square
-
-				"if( renderType == 0 ) {",
-
-					"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
-
-				// restore
-
-				"} else if( renderType == 1 ) {",
-
-					"gl_FragColor = texture2D( map, vUV );",
-
-				// flare
-
-				"} else {",
-
-					"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
-									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
-									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
-									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
-
-					"visibility = ( 1.0 - visibility / 4.0 );",
-
-					"vec4 texture = texture2D( map, vUV );",
-					"texture.a *= opacity * visibility;",
-					"gl_FragColor = texture;",
-					"gl_FragColor.rgb *= color;",
-
-				"}",
-
-			"}"
-
-		].join( "\n" )
-
-	}
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- *
- */
-
-THREE.ShaderSprite = {
-
-	'sprite': {
-
-		vertexShader: [
-
-			"uniform int useScreenCoordinates;",
-			"uniform int affectedByDistance;",
-			"uniform vec3 screenPosition;",
-			"uniform mat4 modelViewMatrix;",
-			"uniform mat4 projectionMatrix;",
-			"uniform float rotation;",
-			"uniform vec2 scale;",
-			"uniform vec2 alignment;",
-			"uniform vec2 uvOffset;",
-			"uniform vec2 uvScale;",
-
-			"attribute vec2 position;",
-			"attribute vec2 uv;",
-
-			"varying vec2 vUV;",
-
-			"void main() {",
-
-				"vUV = uvOffset + uv * uvScale;",
-
-				"vec2 alignedPosition = position + alignment;",
-
-				"vec2 rotatedPosition;",
-				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
-				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
-
-				"vec4 finalPosition;",
-
-				"if( useScreenCoordinates != 0 ) {",
-
-					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
-
-				"} else {",
-
-					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
-					"finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
-
-				"}",
-
-				"gl_Position = finalPosition;",
-
-			"}"
-
-		].join( "\n" ),
-
-		fragmentShader: [
-
-			"precision mediump float;",
-
-			"uniform vec3 color;",
-			"uniform sampler2D map;",
-			"uniform float opacity;",
-
-			"varying vec2 vUV;",
-
-			"void main() {",
-
-				"vec4 texture = texture2D( map, vUV );",
-				"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
-
-			"}"
-
-		].join( "\n" )
-
-	}
-
-};

+ 0 - 1
utils/build.bat

@@ -1,2 +1 @@
-python build.py --include common --include extras --output ../build/three.js
 python build.py --include common --include extras --minify --output ../build/three.min.js

+ 0 - 1
utils/build.sh

@@ -1,4 +1,3 @@
 #!/bin/sh
 
-python build.py --include common --include extras --output ../build/three.js
 python build.py --include common --include extras --minify --output ../build/three.min.js

+ 0 - 1
utils/build_all.bat

@@ -1,4 +1,3 @@
-python build.py --include common --include extras --output ../build/three.js
 python build.py --include common --include extras --minify --output ../build/three.min.js
 python build.py --include canvas --minify --output ../build/three-canvas.min.js
 python build.py --include webgl --minify --output ../build/three-webgl.min.js

+ 0 - 1
utils/build_all.sh

@@ -1,6 +1,5 @@
 #!/bin/sh
 
-python build.py --include common --include extras --output ../build/three.js
 python build.py --include common --include extras --minify --output ../build/three.min.js
 python build.py --include canvas --minify --output ../build/three-canvas.min.js
 python build.py --include webgl --minify --output ../build/three-webgl.min.js

+ 1 - 0
utils/build_debug.bat

@@ -0,0 +1 @@
+python build.py --include common --include extras --output ../build/three.min.js

+ 3 - 0
utils/build_debug.sh

@@ -0,0 +1,3 @@
+#!/bin/sh
+
+python build.py --include common --include extras --output ../build/three.min.js