Mr.doob преди 9 години
родител
ревизия
63f86785d3
променени са 2 файла, в които са добавени 15 реда и са изтрити 12 реда
  1. 8 5
      build/three.js
  2. 7 7
      build/three.min.js

+ 8 - 5
build/three.js

@@ -27795,7 +27795,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 		if ( isCube ) {
 
 			var textureProperties = properties.get( renderTarget.texture );
-			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
+			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
 
 		}
 
@@ -28075,8 +28075,6 @@ THREE.WebGLRenderTarget.prototype = {
 		this.depthBuffer = source.depthBuffer;
 		this.stencilBuffer = source.stencilBuffer;
 
-		this.shareDepthFrom = source.shareDepthFrom;
-
 		return this;
 
 	},
@@ -28102,6 +28100,7 @@ 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
+	this.activeMipMapLevel = 0;
 
 };
 
@@ -30028,6 +30027,9 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 	this.render = function ( scene, camera ) {
 
 		var faceCount, isPointLight;
+		var shadows = _lights.shadows;
+
+		if ( shadows.length === 0 ) return;
 
 		if ( scope.enabled === false ) return;
 		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
@@ -30043,8 +30045,6 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 
 		// render depth map
 
-		var shadows = _lights.shadows;
-
 		for ( var i = 0, il = shadows.length; i < il; i ++ ) {
 
 			var light = shadows[ i ];
@@ -31031,6 +31031,9 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
 
 		compressedTextureFormats = null;
 
+		currentTextureSlot = undefined;
+		currentBoundTextures = {};
+
 		currentBlending = null;
 
 		currentColorWrite = null;

+ 7 - 7
build/three.min.js

@@ -662,12 +662,12 @@ K.texImage2D(r.TEXTURE_2D,l,g,e.width,e.height,0,g,h,e.data);else if(0<k.length&
 U.get(a).__webglFramebuffer){var b=U.get(a),c=U.get(a.texture);a.addEventListener("dispose",g);c.__webglTexture=r.createTexture();ia.textures++;var d=a instanceof THREE.WebGLRenderTargetCube,e=THREE.Math.isPowerOfTwo(a.width)&&THREE.Math.isPowerOfTwo(a.height);if(d){b.__webglFramebuffer=[];for(var f=0;6>f;f++)b.__webglFramebuffer[f]=r.createFramebuffer()}else b.__webglFramebuffer=r.createFramebuffer();if(d){K.bindTexture(r.TEXTURE_CUBE_MAP,c.__webglTexture);x(r.TEXTURE_CUBE_MAP,a.texture,e);for(f=
 0;6>f;f++)G(b.__webglFramebuffer[f],a,r.COLOR_ATTACHMENT0,r.TEXTURE_CUBE_MAP_POSITIVE_X+f);a.texture.generateMipmaps&&e&&r.generateMipmap(r.TEXTURE_CUBE_MAP);K.bindTexture(r.TEXTURE_CUBE_MAP,null)}else K.bindTexture(r.TEXTURE_2D,c.__webglTexture),x(r.TEXTURE_2D,a.texture,e),G(b.__webglFramebuffer,a,r.COLOR_ATTACHMENT0,r.TEXTURE_2D),a.texture.generateMipmaps&&e&&r.generateMipmap(r.TEXTURE_2D),K.bindTexture(r.TEXTURE_2D,null);if(a.depthBuffer){b=U.get(a);if(a instanceof THREE.WebGLRenderTargetCube)for(b.__webglDepthbuffer=
 [],c=0;6>c;c++)r.bindFramebuffer(r.FRAMEBUFFER,b.__webglFramebuffer[c]),b.__webglDepthbuffer[c]=r.createRenderbuffer(),F(b.__webglDepthbuffer[c],a);else r.bindFramebuffer(r.FRAMEBUFFER,b.__webglFramebuffer),b.__webglDepthbuffer=r.createRenderbuffer(),F(b.__webglDepthbuffer,a);r.bindFramebuffer(r.FRAMEBUFFER,null)}}b=a instanceof THREE.WebGLRenderTargetCube;a?(c=U.get(a),c=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,qa.copy(a.scissor),Aa=a.scissorTest,ka.copy(a.viewport)):(c=null,
-qa.copy(ya).multiplyScalar(aa),Aa=Ba,ka.copy(la).multiplyScalar(aa));ua!==c&&(r.bindFramebuffer(r.FRAMEBUFFER,c),ua=c);K.scissor(qa);K.setScissorTest(Aa);K.viewport(ka);b&&(b=U.get(a.texture),r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,r.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,b.__webglTexture,0))};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===a instanceof THREE.WebGLRenderTarget)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");
+qa.copy(ya).multiplyScalar(aa),Aa=Ba,ka.copy(la).multiplyScalar(aa));ua!==c&&(r.bindFramebuffer(r.FRAMEBUFFER,c),ua=c);K.scissor(qa);K.setScissorTest(Aa);K.viewport(ka);b&&(b=U.get(a.texture),r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,r.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,b.__webglTexture,a.activeMipMapLevel))};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===a instanceof THREE.WebGLRenderTarget)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");
 else{var g=U.get(a).__webglFramebuffer;if(g){var h=!1;g!==ua&&(r.bindFramebuffer(r.FRAMEBUFFER,g),h=!0);try{var k=a.texture;k.format!==THREE.RGBAFormat&&L(k.format)!==r.getParameter(r.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):k.type===THREE.UnsignedByteType||L(k.type)===r.getParameter(r.IMPLEMENTATION_COLOR_READ_TYPE)||k.type===THREE.FloatType&&V.get("WEBGL_color_buffer_float")||k.type===
 THREE.HalfFloatType&&V.get("EXT_color_buffer_half_float")?r.checkFramebufferStatus(r.FRAMEBUFFER)===r.FRAMEBUFFER_COMPLETE?r.readPixels(b,c,d,e,L(k.format),L(k.type),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete."):console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.")}finally{h&&r.bindFramebuffer(r.FRAMEBUFFER,ua)}}}}};
 THREE.WebGLRenderTarget=function(a,b,c){this.uuid=THREE.Math.generateUUID();this.width=a;this.height=b;this.scissor=new THREE.Vector4(0,0,a,b);this.scissorTest=!1;this.viewport=new THREE.Vector4(0,0,a,b);c=c||{};void 0===c.minFilter&&(c.minFilter=THREE.LinearFilter);this.texture=new THREE.Texture(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0};
-THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.shareDepthFrom=a.shareDepthFrom;
-return this},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;
+THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}};
+THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeMipMapLevel=this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;
 THREE.WebGLBufferRenderer=function(a,b,c){var d;this.setMode=function(a){d=a};this.render=function(b,f){a.drawArrays(d,b,f);c.calls++;c.vertices+=f;d===a.TRIANGLES&&(c.faces+=f/3)};this.renderInstances=function(e){var f=b.get("ANGLE_instanced_arrays");if(null===f)console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{var g=e.attributes.position,h=0,h=g instanceof THREE.InterleavedBufferAttribute?g.data.count:
 g.count;f.drawArraysInstancedANGLE(d,0,h,e.maxInstancedCount);c.calls++;c.vertices+=h*e.maxInstancedCount;d===a.TRIANGLES&&(c.faces+=e.maxInstancedCount*h/3)}}};
 THREE.WebGLIndexedBufferRenderer=function(a,b,c){var d,e,f;this.setMode=function(a){d=a};this.setIndex=function(c){c.array instanceof Uint32Array&&b.get("OES_element_index_uint")?(e=a.UNSIGNED_INT,f=4):(e=a.UNSIGNED_SHORT,f=2)};this.render=function(b,h){a.drawElements(d,h,e,b*f);c.calls++;c.vertices+=h;d===a.TRIANGLES&&(c.faces+=h/3)};this.renderInstances=function(g,h,k){var l=b.get("ANGLE_instanced_arrays");null===l?console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays."):
@@ -717,9 +717,9 @@ THREE.WebGLShader=function(){function a(a){a=a.split("\n");for(var c=0;c<a.lengt
 THREE.WebGLShadowMap=function(a,b,c){function d(a,b,c,d){var e=a.geometry,f=null,f=q,g=a.customDepthMaterial;c&&(f=u,g=a.customDistanceMaterial);g?f=g:(a=a instanceof THREE.SkinnedMesh&&b.skinning,g=0,void 0!==e.morphTargets&&0<e.morphTargets.length&&b.morphTargets&&(g|=1),a&&(g|=2),f=f[g]);f.visible=b.visible;f.wireframe=b.wireframe;f.wireframeLinewidth=b.wireframeLinewidth;c&&void 0!==f.uniforms.lightPos&&f.uniforms.lightPos.value.copy(d);return f}function e(a,b,c){if(!1!==a.visible){a.layers.test(b.layers)&&
 (a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Points)&&a.castShadow&&(!1===a.frustumCulled||!0===h.intersectsObject(a))&&!0===a.material.visible&&(a.modelViewMatrix.multiplyMatrices(c.matrixWorldInverse,a.matrixWorld),m.push(a));a=a.children;for(var d=0,f=a.length;d<f;d++)e(a[d],b,c)}}for(var f=a.context,g=a.state,h=new THREE.Frustum,k=new THREE.Matrix4,l=new THREE.Vector2,p=new THREE.Vector3,n=new THREE.Vector3,m=[],q=Array(4),u=Array(4),v=[new THREE.Vector3(1,0,0),new THREE.Vector3(-1,
 0,0),new THREE.Vector3(0,0,1),new THREE.Vector3(0,0,-1),new THREE.Vector3(0,1,0),new THREE.Vector3(0,-1,0)],t=[new THREE.Vector3(0,1,0),new THREE.Vector3(0,1,0),new THREE.Vector3(0,1,0),new THREE.Vector3(0,1,0),new THREE.Vector3(0,0,1),new THREE.Vector3(0,0,-1)],s=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],w=THREE.ShaderLib.depthRGBA,E=THREE.UniformsUtils.clone(w.uniforms),x=THREE.ShaderLib.distanceRGBA,D=THREE.UniformsUtils.clone(x.uniforms),
-z=0;4!==z;++z){var y=0!==(z&1),B=0!==(z&2),G=new THREE.ShaderMaterial({uniforms:E,vertexShader:w.vertexShader,fragmentShader:w.fragmentShader,morphTargets:y,skinning:B});q[z]=G;y=new THREE.ShaderMaterial({defines:{USE_SHADOWMAP:""},uniforms:D,vertexShader:x.vertexShader,fragmentShader:x.fragmentShader,morphTargets:y,skinning:B});u[z]=y}var F=this;this.enabled=!1;this.autoUpdate=!0;this.needsUpdate=!1;this.type=THREE.PCFShadowMap;this.cullFace=THREE.CullFaceFront;this.render=function(q,u){var x,w;
-if(!1!==F.enabled&&(!1!==F.autoUpdate||!1!==F.needsUpdate)){g.clearColor(1,1,1,1);g.disable(f.BLEND);g.enable(f.CULL_FACE);f.frontFace(f.CCW);f.cullFace(F.cullFace===THREE.CullFaceFront?f.FRONT:f.BACK);g.setDepthTest(!0);g.setScissorTest(!1);for(var E=b.shadows,z=0,y=E.length;z<y;z++){var D=E[z],B=D.shadow,G=B.camera;l.copy(B.mapSize);if(D instanceof THREE.PointLight){x=6;w=!0;var J=l.x,C=l.y;s[0].set(2*J,C,J,C);s[1].set(0,C,J,C);s[2].set(3*J,C,J,C);s[3].set(J,C,J,C);s[4].set(3*J,0,J,C);s[5].set(J,
-0,J,C);l.x*=4;l.y*=2}else x=1,w=!1;null===B.map&&(B.map=new THREE.WebGLRenderTarget(l.x,l.y,{minFilter:THREE.NearestFilter,magFilter:THREE.NearestFilter,format:THREE.RGBAFormat}),D instanceof THREE.SpotLight&&(G.aspect=l.x/l.y),G.updateProjectionMatrix());J=B.map;B=B.matrix;n.setFromMatrixPosition(D.matrixWorld);G.position.copy(n);a.setRenderTarget(J);a.clear();for(J=0;J<x;J++){w?(p.copy(G.position),p.add(v[J]),G.up.copy(t[J]),G.lookAt(p),g.viewport(s[J])):(p.setFromMatrixPosition(D.target.matrixWorld),
+z=0;4!==z;++z){var y=0!==(z&1),B=0!==(z&2),G=new THREE.ShaderMaterial({uniforms:E,vertexShader:w.vertexShader,fragmentShader:w.fragmentShader,morphTargets:y,skinning:B});q[z]=G;y=new THREE.ShaderMaterial({defines:{USE_SHADOWMAP:""},uniforms:D,vertexShader:x.vertexShader,fragmentShader:x.fragmentShader,morphTargets:y,skinning:B});u[z]=y}var F=this;this.enabled=!1;this.autoUpdate=!0;this.needsUpdate=!1;this.type=THREE.PCFShadowMap;this.cullFace=THREE.CullFaceFront;this.render=function(q,u){var x,w,
+E=b.shadows;if(0!==E.length&&!1!==F.enabled&&(!1!==F.autoUpdate||!1!==F.needsUpdate)){g.clearColor(1,1,1,1);g.disable(f.BLEND);g.enable(f.CULL_FACE);f.frontFace(f.CCW);f.cullFace(F.cullFace===THREE.CullFaceFront?f.FRONT:f.BACK);g.setDepthTest(!0);g.setScissorTest(!1);for(var z=0,y=E.length;z<y;z++){var D=E[z],B=D.shadow,G=B.camera;l.copy(B.mapSize);if(D instanceof THREE.PointLight){x=6;w=!0;var J=l.x,C=l.y;s[0].set(2*J,C,J,C);s[1].set(0,C,J,C);s[2].set(3*J,C,J,C);s[3].set(J,C,J,C);s[4].set(3*J,0,
+J,C);s[5].set(J,0,J,C);l.x*=4;l.y*=2}else x=1,w=!1;null===B.map&&(B.map=new THREE.WebGLRenderTarget(l.x,l.y,{minFilter:THREE.NearestFilter,magFilter:THREE.NearestFilter,format:THREE.RGBAFormat}),D instanceof THREE.SpotLight&&(G.aspect=l.x/l.y),G.updateProjectionMatrix());J=B.map;B=B.matrix;n.setFromMatrixPosition(D.matrixWorld);G.position.copy(n);a.setRenderTarget(J);a.clear();for(J=0;J<x;J++){w?(p.copy(G.position),p.add(v[J]),G.up.copy(t[J]),G.lookAt(p),g.viewport(s[J])):(p.setFromMatrixPosition(D.target.matrixWorld),
 G.lookAt(p));G.updateMatrixWorld();G.matrixWorldInverse.getInverse(G.matrixWorld);B.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);B.multiply(G.projectionMatrix);B.multiply(G.matrixWorldInverse);k.multiplyMatrices(G.projectionMatrix,G.matrixWorldInverse);h.setFromMatrix(k);m.length=0;e(q,u,G);for(var C=0,Z=m.length;C<Z;C++){var S=m[C],Y=c.update(S),$=S.material;if($ instanceof THREE.MultiMaterial)for(var ja=Y.groups,$=$.materials,ea=0,X=ja.length;ea<X;ea++){var ha=ja[ea],ca=$[ha.materialIndex];!0===ca.visible&&
 (ca=d(S,ca,w,n),a.renderBufferDirect(G,null,Y,ca,S,ha))}else ca=d(S,$,w,n),a.renderBufferDirect(G,null,Y,ca,S,null)}}a.resetGLState()}x=a.getClearColor();w=a.getClearAlpha();a.setClearColor(x,w);g.enable(f.BLEND);F.cullFace===THREE.CullFaceFront&&f.cullFace(f.BACK);a.resetGLState();F.needsUpdate=!1}}};
 THREE.WebGLState=function(a,b,c){var d=this,e=new THREE.Vector4,f=new Uint8Array(16),g=new Uint8Array(16),h=new Uint8Array(16),k={},l=null,p=null,n=null,m=null,q=null,u=null,v=null,t=null,s=!1,w=null,E=null,x=null,D=null,z=null,y=null,B=null,G=null,F=null,H=null,L=null,A=null,N=null,M=null,I=null,O=a.getParameter(a.MAX_TEXTURE_IMAGE_UNITS),Q=void 0,P={},T=new THREE.Vector4,J=null,C=null,Z=new THREE.Vector4,S=new THREE.Vector4,Y=a.createTexture();a.bindTexture(a.TEXTURE_2D,Y);a.texParameteri(a.TEXTURE_2D,
@@ -732,7 +732,7 @@ v=u=q=m=n=null};this.setDepthFunc=function(b){if(w!==b){if(b)switch(b){case THRE
 w=b}};this.setDepthTest=function(b){b?this.enable(a.DEPTH_TEST):this.disable(a.DEPTH_TEST)};this.setDepthWrite=function(b){E!==b&&(a.depthMask(b),E=b)};this.setColorWrite=function(b){x!==b&&(a.colorMask(b,b,b,b),x=b)};this.setStencilFunc=function(b,c,d){if(z!==b||y!==c||B!==d)a.stencilFunc(b,c,d),z=b,y=c,B=d};this.setStencilOp=function(b,c,d){if(G!==b||F!==c||H!==d)a.stencilOp(b,c,d),G=b,F=c,H=d};this.setStencilTest=function(b){b?this.enable(a.STENCIL_TEST):this.disable(a.STENCIL_TEST)};this.setStencilWrite=
 function(b){D!==b&&(a.stencilMask(b),D=b)};this.setFlipSided=function(b){L!==b&&(b?a.frontFace(a.CW):a.frontFace(a.CCW),L=b)};this.setLineWidth=function(b){b!==A&&(a.lineWidth(b),A=b)};this.setPolygonOffset=function(b,c,d){b?this.enable(a.POLYGON_OFFSET_FILL):this.disable(a.POLYGON_OFFSET_FILL);!b||N===c&&M===d||(a.polygonOffset(c,d),N=c,M=d)};this.getScissorTest=function(){return I};this.setScissorTest=function(b){(I=b)?this.enable(a.SCISSOR_TEST):this.disable(a.SCISSOR_TEST)};this.activeTexture=
 function(b){void 0===b&&(b=a.TEXTURE0+O-1);Q!==b&&(a.activeTexture(b),Q=b)};this.bindTexture=function(b,c){void 0===Q&&d.activeTexture();var e=P[Q];void 0===e&&(e={type:void 0,texture:void 0},P[Q]=e);if(e.type!==b||e.texture!==c)a.bindTexture(b,c||Y),e.type=b,e.texture=c};this.compressedTexImage2D=function(){try{a.compressedTexImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.texImage2D=function(){try{a.texImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.clearColor=function(b,
-c,d,f){e.set(b,c,d,f);!1===T.equals(e)&&(a.clearColor(b,c,d,f),T.copy(e))};this.clearDepth=function(b){J!==b&&(a.clearDepth(b),J=b)};this.clearStencil=function(b){C!==b&&(a.clearStencil(b),C=b)};this.scissor=function(b){!1===Z.equals(b)&&(a.scissor(b.x,b.y,b.z,b.w),Z.copy(b))};this.viewport=function(b){!1===S.equals(b)&&(a.viewport(b.x,b.y,b.z,b.w),S.copy(b))};this.reset=function(){for(var b=0;b<g.length;b++)1===g[b]&&(a.disableVertexAttribArray(b),g[b]=0);k={};L=D=E=x=p=l=null}};
+c,d,f){e.set(b,c,d,f);!1===T.equals(e)&&(a.clearColor(b,c,d,f),T.copy(e))};this.clearDepth=function(b){J!==b&&(a.clearDepth(b),J=b)};this.clearStencil=function(b){C!==b&&(a.clearStencil(b),C=b)};this.scissor=function(b){!1===Z.equals(b)&&(a.scissor(b.x,b.y,b.z,b.w),Z.copy(b))};this.viewport=function(b){!1===S.equals(b)&&(a.viewport(b.x,b.y,b.z,b.w),S.copy(b))};this.reset=function(){for(var b=0;b<g.length;b++)1===g[b]&&(a.disableVertexAttribArray(b),g[b]=0);k={};l=null;Q=void 0;P={};L=D=E=x=p=null}};
 THREE.LensFlarePlugin=function(a,b){var c,d,e,f,g,h,k,l,p,n,m=a.context,q=a.state,u,v,t,s,w,E;this.render=function(x,D,z){if(0!==b.length){x=new THREE.Vector3;var y=z.w/z.z,B=.5*z.z,G=.5*z.w,F=16/z.w,H=new THREE.Vector2(F*y,F),L=new THREE.Vector3(1,1,0),A=new THREE.Vector2(1,1);if(void 0===t){var F=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),N=new Uint16Array([0,1,2,0,2,3]);u=m.createBuffer();v=m.createBuffer();m.bindBuffer(m.ARRAY_BUFFER,u);m.bufferData(m.ARRAY_BUFFER,F,m.STATIC_DRAW);
 m.bindBuffer(m.ELEMENT_ARRAY_BUFFER,v);m.bufferData(m.ELEMENT_ARRAY_BUFFER,N,m.STATIC_DRAW);w=m.createTexture();E=m.createTexture();q.bindTexture(m.TEXTURE_2D,w);m.texImage2D(m.TEXTURE_2D,0,m.RGB,16,16,0,m.RGB,m.UNSIGNED_BYTE,null);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_WRAP_S,m.CLAMP_TO_EDGE);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_WRAP_T,m.CLAMP_TO_EDGE);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_MAG_FILTER,m.NEAREST);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_MIN_FILTER,m.NEAREST);q.bindTexture(m.TEXTURE_2D,
 E);m.texImage2D(m.TEXTURE_2D,0,m.RGBA,16,16,0,m.RGBA,m.UNSIGNED_BYTE,null);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_WRAP_S,m.CLAMP_TO_EDGE);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_WRAP_T,m.CLAMP_TO_EDGE);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_MAG_FILTER,m.NEAREST);m.texParameteri(m.TEXTURE_2D,m.TEXTURE_MIN_FILTER,m.NEAREST);var F=(s=0<m.getParameter(m.MAX_VERTEX_TEXTURE_IMAGE_UNITS))?{vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif ( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility =        visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *=       visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",