|
@@ -69,8 +69,8 @@ Eh,e[a])}function ek(a){switch(a){case 5126:return Rj;case 35664:return Wj;case
|
|
|
function Fh(a,b,c){this.id=a;this.addr=c;this.cache=[];this.size=b.size;this.setValue=ek(b.type)}function Gh(a){this.id=a;this.seq=[];this.map={}}function Db(a,b){this.seq=[];this.map={};for(var c=a.getProgramParameter(b,35718),d=0;d<c;++d){var e=a.getActiveUniform(b,d),f=a.getUniformLocation(b,e.name),g=this,h=e.name,l=h.length;for(gg.lastIndex=0;;){var m=gg.exec(h),q=gg.lastIndex,p=m[1],k=m[3];"]"===m[2]&&(p|=0);if(void 0===k||"["===k&&q+2===l){h=g;e=void 0===k?new fk(p,e,f):new Fh(p,e,f);h.seq.push(e);
|
|
|
h.map[e.id]=e;break}else k=g.map[p],void 0===k&&(k=new Gh(p),p=g,g=k,p.seq.push(g),p.map[g.id]=g),g=k}}}function Hh(a,b,c){b=a.createShader(b);a.shaderSource(b,c);a.compileShader(b);return b}function Ih(a){switch(a){case 3E3:return["Linear","( value )"];case 3001:return["sRGB","( value )"];case 3002:return["RGBE","( value )"];case 3004:return["RGBM","( value, 7.0 )"];case 3005:return["RGBM","( value, 16.0 )"];case 3006:return["RGBD","( value, 256.0 )"];case 3007:return["Gamma","( value, float( GAMMA_FACTOR ) )"];
|
|
|
case 3003:return["LogLuv","( value )"];default:return console.warn("THREE.WebGLProgram: Unsupported encoding:",a),["Linear","( value )"]}}function Jh(a,b,c){var d=a.getShaderParameter(b,35713),e=a.getShaderInfoLog(b).trim();if(d&&""===e)return"";a=a.getShaderSource(b).split("\n");for(b=0;b<a.length;b++)a[b]=b+1+": "+a[b];a=a.join("\n");return"THREE.WebGLShader: gl.getShaderInfoLog() "+c+"\n"+e+a}function Hd(a,b){b=Ih(b);return"vec4 "+a+"( vec4 value ) { return "+b[0]+"ToLinear"+b[1]+"; }"}function gk(a,
|
|
|
-b){b=Ih(b);return"vec4 "+a+"( vec4 value ) { return LinearTo"+b[0]+b[1]+"; }"}function hk(a,b){switch(b){case 1:b="Linear";break;case 2:b="Reinhard";break;case 3:b="OptimizedCineon";break;case 4:b="ACESFilmic";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",b),b="Linear"}return"vec3 "+a+"( vec3 color ) { return "+b+"ToneMapping( color ); }"}function ik(a){var b=[],c;for(c in a){var d=a[c];!1!==d&&b.push("#define "+c+" "+d)}return b.join("\n")}function Id(a){return""!==a}
|
|
|
-function Kh(a,b){return a.replace(/NUM_DIR_LIGHTS/g,b.numDirLights).replace(/NUM_SPOT_LIGHTS/g,b.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g,b.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,b.numPointLights).replace(/NUM_HEMI_LIGHTS/g,b.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,b.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g,b.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,b.numPointLightShadows)}function Lh(a,b){return a.replace(/NUM_CLIPPING_PLANES/g,b.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,
|
|
|
+b){b=Ih(b);return"vec4 "+a+"( vec4 value ) { return LinearTo"+b[0]+b[1]+"; }"}function hk(a,b){switch(b){case 1:b="Linear";break;case 2:b="Reinhard";break;case 3:b="OptimizedCineon";break;case 4:b="ACESFilmic";break;case 5:b="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",b),b="Linear"}return"vec3 "+a+"( vec3 color ) { return "+b+"ToneMapping( color ); }"}function ik(a){var b=[],c;for(c in a){var d=a[c];!1!==d&&b.push("#define "+c+" "+d)}return b.join("\n")}function Id(a){return""!==
|
|
|
+a}function Kh(a,b){return a.replace(/NUM_DIR_LIGHTS/g,b.numDirLights).replace(/NUM_SPOT_LIGHTS/g,b.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g,b.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,b.numPointLights).replace(/NUM_HEMI_LIGHTS/g,b.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,b.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g,b.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,b.numPointLightShadows)}function Lh(a,b){return a.replace(/NUM_CLIPPING_PLANES/g,b.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,
|
|
|
b.numClippingPlanes-b.numClipIntersection)}function hg(a,b){a=L[b];if(void 0===a)throw Error("Can not resolve #include <"+b+">");return a.replace(ig,hg)}function Mh(a,b,c,d){console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.");return jg(a,b,c,d)}function jg(a,b,c,d){a="";for(b=parseInt(b);b<parseInt(c);b++)a+=d.replace(/\[ i \]/g,"[ "+b+" ]").replace(/UNROLLED_LOOP_INDEX/g,b);return a}function Nh(a){var b="precision "+
|
|
|
a.precision+" float;\nprecision "+a.precision+" int;";"highp"===a.precision?b+="\n#define HIGH_PRECISION":"mediump"===a.precision?b+="\n#define MEDIUM_PRECISION":"lowp"===a.precision&&(b+="\n#define LOW_PRECISION");return b}function jk(a){var b="SHADOWMAP_TYPE_BASIC";1===a.shadowMapType?b="SHADOWMAP_TYPE_PCF":2===a.shadowMapType?b="SHADOWMAP_TYPE_PCF_SOFT":3===a.shadowMapType&&(b="SHADOWMAP_TYPE_VSM");return b}function kk(a){var b="ENVMAP_TYPE_CUBE";if(a.envMap)switch(a.envMapMode){case 301:case 302:b=
|
|
|
"ENVMAP_TYPE_CUBE";break;case 306:case 307:b="ENVMAP_TYPE_CUBE_UV";break;case 303:case 304:b="ENVMAP_TYPE_EQUIREC"}return b}function lk(a){var b="ENVMAP_MODE_REFLECTION";if(a.envMap)switch(a.envMapMode){case 302:case 304:b="ENVMAP_MODE_REFRACTION"}return b}function mk(a){var b="ENVMAP_BLENDING_NONE";if(a.envMap)switch(a.combine){case 0:b="ENVMAP_BLENDING_MULTIPLY";break;case 1:b="ENVMAP_BLENDING_MIX";break;case 2:b="ENVMAP_BLENDING_ADD"}return b}function nk(a,b,c,d){var e=a.getContext(),f=c.defines,
|
|
@@ -645,7 +645,7 @@ shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_S
|
|
|
shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",
|
|
|
skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",
|
|
|
skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",
|
|
|
-specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure / 0.6;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}",
|
|
|
+specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",
|
|
|
uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",
|
|
|
uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}",
|
|
|
background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}",
|
|
@@ -1036,8 +1036,8 @@ var e=new df;e.setCrossOrigin(this.crossOrigin);a=e.load(a,c,void 0,d);b&&(a.map
|
|
|
k.ACESFilmicToneMapping=4;k.AddEquation=100;k.AddOperation=2;k.AdditiveAnimationBlendMode=2501;k.AdditiveBlending=2;k.AlphaFormat=1021;k.AlwaysDepth=1;k.AlwaysStencilFunc=519;k.AmbientLight=mf;k.AmbientLightProbe=Dg;k.AnimationClip=Qa;k.AnimationLoader=ug;k.AnimationMixer=Kg;k.AnimationObjectGroup=ji;k.AnimationUtils=X;k.ArcCurve=dd;k.ArrayCamera=Le;k.ArrowHelper=ub;k.Audio=fd;k.AudioAnalyser=Ig;k.AudioContext=Gg;k.AudioListener=Fg;k.AudioLoader=tf;k.AxesHelper=re;k.AxisHelper=function(a){console.warn("THREE.AxisHelper has been renamed to THREE.AxesHelper.");
|
|
|
return new re(a)};k.BackSide=1;k.BasicDepthPacking=3200;k.BasicShadowMap=0;k.BinaryTextureLoader=function(a){console.warn("THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.");return new cf(a)};k.Bone=ng;k.BooleanKeyframeTrack=Ze;k.BoundingBoxHelper=function(a,b){console.warn("THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.");return new tb(a,b)};k.Box2=Og;k.Box3=Ta;k.Box3Helper=pe;k.BoxBufferGeometry=Gd;k.BoxGeometry=ih;k.BoxHelper=tb;k.BufferAttribute=
|
|
|
G;k.BufferGeometry=H;k.BufferGeometryLoader=rf;k.ByteType=1010;k.Cache=tc;k.Camera=db;k.CameraHelper=oe;k.CanvasRenderer=function(){console.error("THREE.CanvasRenderer has been removed")};k.CanvasTexture=Od;k.CatmullRomCurve3=va;k.CineonToneMapping=3;k.CircleBufferGeometry=$c;k.CircleGeometry=he;k.ClampToEdgeWrapping=1001;k.Clock=Eg;k.ClosedSplineCurve3=si;k.Color=E;k.ColorKeyframeTrack=$e;k.CompressedTexture=Nc;k.CompressedTextureLoader=vg;k.ConeBufferGeometry=ge;k.ConeGeometry=fe;k.CubeCamera=Ec;
|
|
|
-k.CubeGeometry=ih;k.CubeReflectionMapping=301;k.CubeRefractionMapping=302;k.CubeTexture=ob;k.CubeTextureLoader=df;k.CubeUVReflectionMapping=306;k.CubeUVRefractionMapping=307;k.CubicBezierCurve=Wa;k.CubicBezierCurve3=hb;k.CubicInterpolant=Xe;k.CullFaceBack=1;k.CullFaceFront=2;k.CullFaceFrontBack=3;k.CullFaceNone=0;k.Curve=J;k.CurvePath=sb;k.CustomBlending=5;k.CylinderBufferGeometry=qb;k.CylinderGeometry=hc;k.Cylindrical=ni;k.DataTexture=Yb;k.DataTexture2DArray=Gc;k.DataTexture3D=Hc;k.DataTextureLoader=
|
|
|
-cf;k.DecrementStencilOp=7683;k.DecrementWrapStencilOp=34056;k.DefaultLoadingManager=fi;k.DepthFormat=1026;k.DepthStencilFormat=1027;k.DepthTexture=Pd;k.DirectionalLight=lf;k.DirectionalLightHelper=jd;k.DirectionalLightShadow=kf;k.DiscreteInterpolant=Ye;k.DodecahedronBufferGeometry=Sc;k.DodecahedronGeometry=Vd;k.DoubleSide=2;k.DstAlphaFactor=206;k.DstColorFactor=208;k.DynamicBufferAttribute=function(a,b){console.warn("THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.");
|
|
|
+k.CubeGeometry=ih;k.CubeReflectionMapping=301;k.CubeRefractionMapping=302;k.CubeTexture=ob;k.CubeTextureLoader=df;k.CubeUVReflectionMapping=306;k.CubeUVRefractionMapping=307;k.CubicBezierCurve=Wa;k.CubicBezierCurve3=hb;k.CubicInterpolant=Xe;k.CullFaceBack=1;k.CullFaceFront=2;k.CullFaceFrontBack=3;k.CullFaceNone=0;k.Curve=J;k.CurvePath=sb;k.CustomBlending=5;k.CustomToneMapping=5;k.CylinderBufferGeometry=qb;k.CylinderGeometry=hc;k.Cylindrical=ni;k.DataTexture=Yb;k.DataTexture2DArray=Gc;k.DataTexture3D=
|
|
|
+Hc;k.DataTextureLoader=cf;k.DecrementStencilOp=7683;k.DecrementWrapStencilOp=34056;k.DefaultLoadingManager=fi;k.DepthFormat=1026;k.DepthStencilFormat=1027;k.DepthTexture=Pd;k.DirectionalLight=lf;k.DirectionalLightHelper=jd;k.DirectionalLightShadow=kf;k.DiscreteInterpolant=Ye;k.DodecahedronBufferGeometry=Sc;k.DodecahedronGeometry=Vd;k.DoubleSide=2;k.DstAlphaFactor=206;k.DstColorFactor=208;k.DynamicBufferAttribute=function(a,b){console.warn("THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.");
|
|
|
return(new G(a,b)).setUsage(35048)};k.DynamicCopyUsage=35050;k.DynamicDrawUsage=35048;k.DynamicReadUsage=35049;k.EdgesGeometry=Zc;k.EdgesHelper=function(a,b){console.warn("THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.");return new ea(new Zc(a.geometry),new ja({color:void 0!==b?b:16777215}))};k.EllipseCurve=La;k.EqualDepth=4;k.EqualStencilFunc=514;k.EquirectangularReflectionMapping=303;k.EquirectangularRefractionMapping=304;k.Euler=Sb;k.EventDispatcher=qa;k.ExtrudeBufferGeometry=
|
|
|
fb;k.ExtrudeGeometry=dc;k.Face3=zc;k.Face4=function(a,b,c,d,e,f,g){console.warn("THREE.Face4 has been removed. A THREE.Face3 will be created instead.");return new zc(a,b,c,e,f,g)};k.FaceColors=1;k.FileLoader=Ra;k.FlatShading=1;k.Float32Attribute=function(a,b){console.warn("THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.");return new C(a,b)};k.Float32BufferAttribute=C;k.Float64Attribute=function(a,b){console.warn("THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.");
|
|
|
return new Dd(a,b)};k.Float64BufferAttribute=Dd;k.FloatType=1015;k.Fog=Oe;k.FogExp2=Ne;k.Font=Ag;k.FontLoader=Bg;k.FrontFaceDirectionCCW=1;k.FrontFaceDirectionCW=0;k.FrontSide=0;k.Frustum=Fc;k.GammaEncoding=3007;k.Geometry=I;k.GeometryUtils={merge:function(a,b,c){console.warn("THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.");if(b.isMesh){b.matrixAutoUpdate&&b.updateMatrix();var d=b.matrix;b=b.geometry}a.merge(b,d,c)},
|