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@@ -36,7 +36,7 @@ d);c.update(d,f)};this.renderInstances=function(d,h,l,m){if(0!==m){if(e){d=a;var
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g=h);c=!0===c.logarithmicDepthBuffer;h=a.getParameter(34930);var l=a.getParameter(35660),m=a.getParameter(3379),r=a.getParameter(34076),q=a.getParameter(34921),k=a.getParameter(36347),p=a.getParameter(36348),t=a.getParameter(36349),v=0<l,y=f||!!b.get("OES_texture_float"),n=v&&y,x=f?a.getParameter(36183):0;return{isWebGL2:f,getMaxAnisotropy:function(){if(void 0!==e)return e;var c=b.get("EXT_texture_filter_anisotropic");return e=null!==c?a.getParameter(c.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0},getMaxPrecision:d,
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precision:g,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:l,maxTextureSize:m,maxCubemapSize:r,maxAttributes:q,maxVertexUniforms:k,maxVaryings:p,maxFragmentUniforms:t,vertexTextures:v,floatFragmentTextures:y,floatVertexTextures:n,maxSamples:x}}function aj(){function a(){m.value!==d&&(m.value=d,m.needsUpdate=0<e);c.numPlanes=e;c.numIntersection=0}function b(a,b,d,e){var f=null!==a?a.length:0,g=null;if(0!==f){g=m.value;if(!0!==e||null===g){e=d+4*f;b=b.matrixWorldInverse;l.getNormalMatrix(b);
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if(null===g||g.length<e)g=new Float32Array(e);for(e=0;e!==f;++e,d+=4)h.copy(a[e]).applyMatrix4(b,l),h.normal.toArray(g,d),g[d+3]=h.constant}m.value=g;m.needsUpdate=!0}c.numPlanes=f;return g}var c=this,d=null,e=0,f=!1,g=!1,h=new Oa,l=new Z,m={value:null,needsUpdate:!1};this.uniform=m;this.numIntersection=this.numPlanes=0;this.init=function(a,c,g){var h=0!==a.length||c||0!==e||f;f=c;d=b(a,g,0);e=a.length;return h};this.beginShadows=function(){g=!0;b(null)};this.endShadows=function(){g=!1;a()};this.setState=
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-function(c,h,l,k,t,v){if(!f||null===c||0===c.length||g&&!l)g?b(null):a();else{l=g?0:e;var r=4*l,q=t.clippingState||null;m.value=q;q=b(c,k,r,v);for(c=0;c!==r;++c)q[c]=d[c];t.clippingState=q;this.numIntersection=h?this.numPlanes:0;this.numPlanes+=l}}}function bj(a){var b={};return{get:function(c){if(void 0!==b[c])return b[c];switch(c){case "WEBGL_depth_texture":var d=a.getExtension("WEBGL_depth_texture")||a.getExtension("MOZ_WEBGL_depth_texture")||a.getExtension("WEBKIT_WEBGL_depth_texture");break;
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+function(c,h,l,p,k,v){if(!f||null===c||0===c.length||g&&!l)g?b(null):a();else{l=g?0:e;var r=4*l,q=k.clippingState||null;m.value=q;q=b(c,p,r,v);for(c=0;c!==r;++c)q[c]=d[c];k.clippingState=q;this.numIntersection=h?this.numPlanes:0;this.numPlanes+=l}}}function bj(a){var b={};return{get:function(c){if(void 0!==b[c])return b[c];switch(c){case "WEBGL_depth_texture":var d=a.getExtension("WEBGL_depth_texture")||a.getExtension("MOZ_WEBGL_depth_texture")||a.getExtension("WEBKIT_WEBGL_depth_texture");break;
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case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");
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break;default:d=a.getExtension(c)}null===d&&console.warn("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}}}function cj(a,b,c){function d(a){var e=a.target;a=f.get(e);null!==a.index&&b.remove(a.index);for(var h in a.attributes)b.remove(a.attributes[h]);e.removeEventListener("dispose",d);f.delete(e);if(h=g.get(a))b.remove(h),g.delete(a);c.memory.geometries--}function e(a){var c=[],d=a.index,e=a.attributes.position;if(null!==d){var f=d.array;d=d.version;e=0;for(var h=f.length;e<
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h;e+=3){var k=f[e+0],t=f[e+1],v=f[e+2];c.push(k,t,t,v,v,k)}}else for(f=e.array,d=e.version,e=0,h=f.length/3-1;e<h;e+=3)k=e+0,t=e+1,v=e+2,c.push(k,t,t,v,v,k);c=new (65535<jh(c)?Tb:Sb)(c,1);c.version=d;b.update(c,34963);(f=g.get(a))&&b.remove(f);g.set(a,c)}var f=new WeakMap,g=new WeakMap;return{get:function(a,b){var e=f.get(b);if(e)return e;b.addEventListener("dispose",d);b.isBufferGeometry?e=b:b.isGeometry&&(void 0===b._bufferGeometry&&(b._bufferGeometry=(new E).setFromObject(a)),e=b._bufferGeometry);
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@@ -65,48 +65,49 @@ b.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,b.numPointLightShadows
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"ENVMAP_TYPE_CUBE";break;case 306:case 307:b="ENVMAP_TYPE_CUBE_UV";break;case 303:case 304:b="ENVMAP_TYPE_EQUIREC";break;case 305:b="ENVMAP_TYPE_SPHERE"}return b}function Vj(a){var b="ENVMAP_MODE_REFLECTION";if(a.envMap)switch(a.envMapMode){case 302:case 304:b="ENVMAP_MODE_REFRACTION"}return b}function Wj(a){var b="ENVMAP_BLENDING_MULTIPLY";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 Xj(a,
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b,c,d,e,f){var g=a.getContext(),h=d.defines,l=e.vertexShader,m=e.fragmentShader,r=Tj(f),q=Uj(f),k=Vj(f),p=Wj(f),t=0<a.gammaFactor?a.gammaFactor:1,v=f.isWebGL2?"":Rj(d.extensions,f,b),n=Sj(h),w=g.createProgram(),x=f.numMultiviewViews;d.isRawShaderMaterial?(h=[n].filter(Hd).join("\n"),0<h.length&&(h+="\n"),b=[v,n].filter(Hd).join("\n"),0<b.length&&(b+="\n")):(h=[Eh(f),"#define SHADER_NAME "+e.name,n,f.instancing?"#define USE_INSTANCING":"",f.supportsVertexTextures?"#define VERTEX_TEXTURES":"","#define GAMMA_FACTOR "+
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t,"#define MAX_BONES "+f.maxBones,f.useFog&&f.fog?"#define USE_FOG":"",f.useFog&&f.fogExp2?"#define FOG_EXP2":"",f.map?"#define USE_MAP":"",f.envMap?"#define USE_ENVMAP":"",f.envMap?"#define "+k:"",f.lightMap?"#define USE_LIGHTMAP":"",f.aoMap?"#define USE_AOMAP":"",f.emissiveMap?"#define USE_EMISSIVEMAP":"",f.bumpMap?"#define USE_BUMPMAP":"",f.normalMap?"#define USE_NORMALMAP":"",f.normalMap&&f.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",f.normalMap&&f.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":
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-"",f.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",f.displacementMap&&f.supportsVertexTextures?"#define USE_DISPLACEMENTMAP":"",f.specularMap?"#define USE_SPECULARMAP":"",f.roughnessMap?"#define USE_ROUGHNESSMAP":"",f.metalnessMap?"#define USE_METALNESSMAP":"",f.alphaMap?"#define USE_ALPHAMAP":"",f.vertexTangents?"#define USE_TANGENT":"",f.vertexColors?"#define USE_COLOR":"",f.vertexUvs?"#define USE_UV":"",f.flatShading?"#define FLAT_SHADED":"",f.skinning?"#define USE_SKINNING":"",f.useVertexTexture?
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-"#define BONE_TEXTURE":"",f.morphTargets?"#define USE_MORPHTARGETS":"",f.morphNormals&&!1===f.flatShading?"#define USE_MORPHNORMALS":"",f.doubleSided?"#define DOUBLE_SIDED":"",f.flipSided?"#define FLIP_SIDED":"",f.shadowMapEnabled?"#define USE_SHADOWMAP":"",f.shadowMapEnabled?"#define "+r:"",f.sizeAttenuation?"#define USE_SIZEATTENUATION":"",f.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",f.logarithmicDepthBuffer&&(f.isWebGL2||b.get("EXT_frag_depth"))?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;",
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-"uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;","#ifdef USE_INSTANCING"," attribute mat4 instanceMatrix;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_TANGENT","\tattribute vec4 tangent;","#endif","#ifdef USE_COLOR","\tattribute vec3 color;","#endif","#ifdef USE_MORPHTARGETS","\tattribute vec3 morphTarget0;","\tattribute vec3 morphTarget1;","\tattribute vec3 morphTarget2;",
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-"\tattribute vec3 morphTarget3;","\t#ifdef USE_MORPHNORMALS","\t\tattribute vec3 morphNormal0;","\t\tattribute vec3 morphNormal1;","\t\tattribute vec3 morphNormal2;","\t\tattribute vec3 morphNormal3;","\t#else","\t\tattribute vec3 morphTarget4;","\t\tattribute vec3 morphTarget5;","\t\tattribute vec3 morphTarget6;","\t\tattribute vec3 morphTarget7;","\t#endif","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;","#endif","\n"].filter(Hd).join("\n"),b=[v,Eh(f),
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-"#define SHADER_NAME "+e.name,n,f.alphaTest?"#define ALPHATEST "+f.alphaTest+(f.alphaTest%1?"":".0"):"","#define GAMMA_FACTOR "+t,f.useFog&&f.fog?"#define USE_FOG":"",f.useFog&&f.fogExp2?"#define FOG_EXP2":"",f.map?"#define USE_MAP":"",f.matcap?"#define USE_MATCAP":"",f.envMap?"#define USE_ENVMAP":"",f.envMap?"#define "+q:"",f.envMap?"#define "+k:"",f.envMap?"#define "+p:"",f.lightMap?"#define USE_LIGHTMAP":"",f.aoMap?"#define USE_AOMAP":"",f.emissiveMap?"#define USE_EMISSIVEMAP":"",f.bumpMap?"#define USE_BUMPMAP":
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-"",f.normalMap?"#define USE_NORMALMAP":"",f.normalMap&&f.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",f.normalMap&&f.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",f.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",f.specularMap?"#define USE_SPECULARMAP":"",f.roughnessMap?"#define USE_ROUGHNESSMAP":"",f.metalnessMap?"#define USE_METALNESSMAP":"",f.alphaMap?"#define USE_ALPHAMAP":"",f.sheen?"#define USE_SHEEN":"",f.vertexTangents?"#define USE_TANGENT":"",f.vertexColors?
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-"#define USE_COLOR":"",f.vertexUvs?"#define USE_UV":"",f.gradientMap?"#define USE_GRADIENTMAP":"",f.flatShading?"#define FLAT_SHADED":"",f.doubleSided?"#define DOUBLE_SIDED":"",f.flipSided?"#define FLIP_SIDED":"",f.shadowMapEnabled?"#define USE_SHADOWMAP":"",f.shadowMapEnabled?"#define "+r:"",f.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",f.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":"",f.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",f.logarithmicDepthBuffer&&(f.isWebGL2||
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-b.get("EXT_frag_depth"))?"#define USE_LOGDEPTHBUF_EXT":"",(d.extensions&&d.extensions.shaderTextureLOD||f.envMap)&&(f.isWebGL2||b.get("EXT_shader_texture_lod"))?"#define TEXTURE_LOD_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;",0!==f.toneMapping?"#define TONE_MAPPING":"",0!==f.toneMapping?S.tonemapping_pars_fragment:"",0!==f.toneMapping?Qj("toneMapping",f.toneMapping):"",f.dithering?"#define DITHERING":"",f.outputEncoding||f.mapEncoding||f.matcapEncoding||f.envMapEncoding||f.emissiveMapEncoding?
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-S.encodings_pars_fragment:"",f.mapEncoding?Ge("mapTexelToLinear",f.mapEncoding):"",f.matcapEncoding?Ge("matcapTexelToLinear",f.matcapEncoding):"",f.envMapEncoding?Ge("envMapTexelToLinear",f.envMapEncoding):"",f.emissiveMapEncoding?Ge("emissiveMapTexelToLinear",f.emissiveMapEncoding):"",f.outputEncoding?Pj("linearToOutputTexel",f.outputEncoding):"",f.depthPacking?"#define DEPTH_PACKING "+d.depthPacking:"","\n"].filter(Hd).join("\n"));l=l.replace(dg,cg);l=Bh(l,f);l=Ch(l,f);m=m.replace(dg,cg);m=Bh(m,
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-f);m=Ch(m,f);l=l.replace(Fh,Dh);m=m.replace(Fh,Dh);f.isWebGL2&&!d.isRawShaderMaterial&&(r=!1,q=/^\s*#version\s+300\s+es\s*\n/,d.isShaderMaterial&&null!==l.match(q)&&null!==m.match(q)&&(r=!0,l=l.replace(q,""),m=m.replace(q,"")),h="#version 300 es\n\n#define attribute in\n#define varying out\n#define texture2D texture\n"+h,b=["#version 300 es\n\n#define varying in",r?"":"out highp vec4 pc_fragColor;",r?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth\n#define texture2D texture\n#define textureCube texture\n#define texture2DProj textureProj\n#define texture2DLodEXT textureLod\n#define texture2DProjLodEXT textureProjLod\n#define textureCubeLodEXT textureLod\n#define texture2DGradEXT textureGrad\n#define texture2DProjGradEXT textureProjGrad\n#define textureCubeGradEXT textureGrad"].join("\n")+
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-"\n"+b,0<x&&(h=h.replace("#version 300 es\n",["#version 300 es\n\n#extension GL_OVR_multiview2 : require","layout(num_views = "+x+") in;","#define VIEW_ID gl_ViewID_OVR"].join("\n")),h=h.replace("uniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;",["uniform mat4 modelViewMatrices["+x+"];","uniform mat4 projectionMatrices["+x+"];","uniform mat4 viewMatrices["+x+"];","uniform mat3 normalMatrices["+x+"];","#define modelViewMatrix modelViewMatrices[VIEW_ID]\n#define projectionMatrix projectionMatrices[VIEW_ID]\n#define viewMatrix viewMatrices[VIEW_ID]\n#define normalMatrix normalMatrices[VIEW_ID]"].join("\n")),
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+"",f.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",f.displacementMap&&f.supportsVertexTextures?"#define USE_DISPLACEMENTMAP":"",f.specularMap?"#define USE_SPECULARMAP":"",f.roughnessMap?"#define USE_ROUGHNESSMAP":"",f.metalnessMap?"#define USE_METALNESSMAP":"",f.alphaMap?"#define USE_ALPHAMAP":"",f.vertexTangents?"#define USE_TANGENT":"",f.vertexColors?"#define USE_COLOR":"",f.vertexUvs?"#define USE_UV":"",f.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",f.flatShading?"#define FLAT_SHADED":
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+"",f.skinning?"#define USE_SKINNING":"",f.useVertexTexture?"#define BONE_TEXTURE":"",f.morphTargets?"#define USE_MORPHTARGETS":"",f.morphNormals&&!1===f.flatShading?"#define USE_MORPHNORMALS":"",f.doubleSided?"#define DOUBLE_SIDED":"",f.flipSided?"#define FLIP_SIDED":"",f.shadowMapEnabled?"#define USE_SHADOWMAP":"",f.shadowMapEnabled?"#define "+r:"",f.sizeAttenuation?"#define USE_SIZEATTENUATION":"",f.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",f.logarithmicDepthBuffer&&(f.isWebGL2||b.get("EXT_frag_depth"))?
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+"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;","#ifdef USE_INSTANCING"," attribute mat4 instanceMatrix;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_TANGENT","\tattribute vec4 tangent;","#endif","#ifdef USE_COLOR","\tattribute vec3 color;","#endif","#ifdef USE_MORPHTARGETS","\tattribute vec3 morphTarget0;",
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+"\tattribute vec3 morphTarget1;","\tattribute vec3 morphTarget2;","\tattribute vec3 morphTarget3;","\t#ifdef USE_MORPHNORMALS","\t\tattribute vec3 morphNormal0;","\t\tattribute vec3 morphNormal1;","\t\tattribute vec3 morphNormal2;","\t\tattribute vec3 morphNormal3;","\t#else","\t\tattribute vec3 morphTarget4;","\t\tattribute vec3 morphTarget5;","\t\tattribute vec3 morphTarget6;","\t\tattribute vec3 morphTarget7;","\t#endif","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;",
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+"#endif","\n"].filter(Hd).join("\n"),b=[v,Eh(f),"#define SHADER_NAME "+e.name,n,f.alphaTest?"#define ALPHATEST "+f.alphaTest+(f.alphaTest%1?"":".0"):"","#define GAMMA_FACTOR "+t,f.useFog&&f.fog?"#define USE_FOG":"",f.useFog&&f.fogExp2?"#define FOG_EXP2":"",f.map?"#define USE_MAP":"",f.matcap?"#define USE_MATCAP":"",f.envMap?"#define USE_ENVMAP":"",f.envMap?"#define "+q:"",f.envMap?"#define "+k:"",f.envMap?"#define "+p:"",f.lightMap?"#define USE_LIGHTMAP":"",f.aoMap?"#define USE_AOMAP":"",f.emissiveMap?
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+"#define USE_EMISSIVEMAP":"",f.bumpMap?"#define USE_BUMPMAP":"",f.normalMap?"#define USE_NORMALMAP":"",f.normalMap&&f.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",f.normalMap&&f.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",f.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",f.specularMap?"#define USE_SPECULARMAP":"",f.roughnessMap?"#define USE_ROUGHNESSMAP":"",f.metalnessMap?"#define USE_METALNESSMAP":"",f.alphaMap?"#define USE_ALPHAMAP":"",f.sheen?"#define USE_SHEEN":
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+"",f.vertexTangents?"#define USE_TANGENT":"",f.vertexColors?"#define USE_COLOR":"",f.vertexUvs?"#define USE_UV":"",f.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",f.gradientMap?"#define USE_GRADIENTMAP":"",f.flatShading?"#define FLAT_SHADED":"",f.doubleSided?"#define DOUBLE_SIDED":"",f.flipSided?"#define FLIP_SIDED":"",f.shadowMapEnabled?"#define USE_SHADOWMAP":"",f.shadowMapEnabled?"#define "+r:"",f.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",f.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":
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+"",f.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",f.logarithmicDepthBuffer&&(f.isWebGL2||b.get("EXT_frag_depth"))?"#define USE_LOGDEPTHBUF_EXT":"",(d.extensions&&d.extensions.shaderTextureLOD||f.envMap)&&(f.isWebGL2||b.get("EXT_shader_texture_lod"))?"#define TEXTURE_LOD_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;",0!==f.toneMapping?"#define TONE_MAPPING":"",0!==f.toneMapping?S.tonemapping_pars_fragment:"",0!==f.toneMapping?Qj("toneMapping",f.toneMapping):"",f.dithering?
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+"#define DITHERING":"",f.outputEncoding||f.mapEncoding||f.matcapEncoding||f.envMapEncoding||f.emissiveMapEncoding?S.encodings_pars_fragment:"",f.mapEncoding?Ge("mapTexelToLinear",f.mapEncoding):"",f.matcapEncoding?Ge("matcapTexelToLinear",f.matcapEncoding):"",f.envMapEncoding?Ge("envMapTexelToLinear",f.envMapEncoding):"",f.emissiveMapEncoding?Ge("emissiveMapTexelToLinear",f.emissiveMapEncoding):"",f.outputEncoding?Pj("linearToOutputTexel",f.outputEncoding):"",f.depthPacking?"#define DEPTH_PACKING "+
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+d.depthPacking:"","\n"].filter(Hd).join("\n"));l=l.replace(dg,cg);l=Bh(l,f);l=Ch(l,f);m=m.replace(dg,cg);m=Bh(m,f);m=Ch(m,f);l=l.replace(Fh,Dh);m=m.replace(Fh,Dh);f.isWebGL2&&!d.isRawShaderMaterial&&(r=!1,q=/^\s*#version\s+300\s+es\s*\n/,d.isShaderMaterial&&null!==l.match(q)&&null!==m.match(q)&&(r=!0,l=l.replace(q,""),m=m.replace(q,"")),h="#version 300 es\n\n#define attribute in\n#define varying out\n#define texture2D texture\n"+h,b=["#version 300 es\n\n#define varying in",r?"":"out highp vec4 pc_fragColor;",
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+r?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth\n#define texture2D texture\n#define textureCube texture\n#define texture2DProj textureProj\n#define texture2DLodEXT textureLod\n#define texture2DProjLodEXT textureProjLod\n#define textureCubeLodEXT textureLod\n#define texture2DGradEXT textureGrad\n#define texture2DProjGradEXT textureProjGrad\n#define textureCubeGradEXT textureGrad"].join("\n")+"\n"+b,0<x&&(h=h.replace("#version 300 es\n",["#version 300 es\n\n#extension GL_OVR_multiview2 : require",
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+"layout(num_views = "+x+") in;","#define VIEW_ID gl_ViewID_OVR"].join("\n")),h=h.replace("uniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;",["uniform mat4 modelViewMatrices["+x+"];","uniform mat4 projectionMatrices["+x+"];","uniform mat4 viewMatrices["+x+"];","uniform mat3 normalMatrices["+x+"];","#define modelViewMatrix modelViewMatrices[VIEW_ID]\n#define projectionMatrix projectionMatrices[VIEW_ID]\n#define viewMatrix viewMatrices[VIEW_ID]\n#define normalMatrix normalMatrices[VIEW_ID]"].join("\n")),
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b=b.replace("#version 300 es\n","#version 300 es\n\n#extension GL_OVR_multiview2 : require\n#define VIEW_ID gl_ViewID_OVR"),b=b.replace("uniform mat4 viewMatrix;",["uniform mat4 viewMatrices["+x+"];","#define viewMatrix viewMatrices[VIEW_ID]"].join("\n"))));m=b+m;l=yh(g,35633,h+l);m=yh(g,35632,m);g.attachShader(w,l);g.attachShader(w,m);void 0!==d.index0AttributeName?g.bindAttribLocation(w,0,d.index0AttributeName):!0===f.morphTargets&&g.bindAttribLocation(w,0,"position");g.linkProgram(w);if(a.debug.checkShaderErrors){a=
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g.getProgramInfoLog(w).trim();f=g.getShaderInfoLog(l).trim();r=g.getShaderInfoLog(m).trim();k=q=!0;if(!1===g.getProgramParameter(w,35714))q=!1,p=Ah(g,l,"vertex"),t=Ah(g,m,"fragment"),console.error("THREE.WebGLProgram: shader error: ",g.getError(),"35715",g.getProgramParameter(w,35715),"gl.getProgramInfoLog",a,p,t);else if(""!==a)console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",a);else if(""===f||""===r)k=!1;k&&(this.diagnostics={runnable:q,material:d,programLog:a,vertexShader:{log:f,prefix:h},
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fragmentShader:{log:r,prefix:b}})}g.deleteShader(l);g.deleteShader(m);var F;this.getUniforms=function(){void 0===F&&(F=new Cb(g,w));return F};var H;this.getAttributes=function(){if(void 0===H){for(var a={},b=g.getProgramParameter(w,35721),c=0;c<b;c++){var d=g.getActiveAttrib(w,c).name;a[d]=g.getAttribLocation(w,d)}H=a}return H};this.destroy=function(){g.deleteProgram(w);this.program=void 0};this.name=e.name;this.id=Yj++;this.cacheKey=c;this.usedTimes=1;this.program=w;this.vertexShader=l;this.fragmentShader=
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m;this.numMultiviewViews=x;return this}function Zj(a,b,c){function d(a,b){if(a)a.isTexture?c=a.encoding:a.isWebGLRenderTarget&&(console.warn("THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead."),c=a.texture.encoding);else var c=3E3;3E3===c&&b&&(c=3007);return c}var e=[],f=c.isWebGL2,g=c.logarithmicDepthBuffer,h=c.floatVertexTextures,l=c.precision,m=c.maxVertexUniforms,r=c.vertexTextures,q={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",
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-MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"phong",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"},k="precision isWebGL2 supportsVertexTextures outputEncoding instancing numMultiviewViews map mapEncoding matcap matcapEncoding envMap envMapMode envMapEncoding envMapCubeUV lightMap aoMap emissiveMap emissiveMapEncoding bumpMap normalMap objectSpaceNormalMap tangentSpaceNormalMap clearcoatNormalMap displacementMap specularMap roughnessMap metalnessMap gradientMap alphaMap combine vertexColors vertexTangents vertexUvs fog useFog fogExp2 flatShading sizeAttenuation logarithmicDepthBuffer skinning maxBones useVertexTexture morphTargets morphNormals maxMorphTargets maxMorphNormals premultipliedAlpha numDirLights numPointLights numSpotLights numHemiLights numRectAreaLights numDirLightShadows numPointLightShadows numSpotLightShadows shadowMapEnabled shadowMapType toneMapping physicallyCorrectLights alphaTest doubleSided flipSided numClippingPlanes numClipIntersection depthPacking dithering sheen".split(" ");
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+MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"phong",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"},k="precision isWebGL2 supportsVertexTextures outputEncoding instancing numMultiviewViews map mapEncoding matcap matcapEncoding envMap envMapMode envMapEncoding envMapCubeUV lightMap aoMap emissiveMap emissiveMapEncoding bumpMap normalMap objectSpaceNormalMap tangentSpaceNormalMap clearcoatNormalMap displacementMap specularMap roughnessMap metalnessMap gradientMap alphaMap combine vertexColors vertexTangents vertexUvs uvsVertexOnly fog useFog fogExp2 flatShading sizeAttenuation logarithmicDepthBuffer skinning maxBones useVertexTexture morphTargets morphNormals maxMorphTargets maxMorphNormals premultipliedAlpha numDirLights numPointLights numSpotLights numHemiLights numRectAreaLights numDirLightShadows numPointLightShadows numSpotLightShadows shadowMapEnabled shadowMapType toneMapping physicallyCorrectLights alphaTest doubleSided flipSided numClippingPlanes numClipIntersection depthPacking dithering sheen".split(" ");
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this.getParameters=function(b,e,k,u,n,x,F){var t=q[b.type];if(F.isSkinnedMesh){var p=F.skeleton.bones;if(h)p=1024;else{var v=Math.min(Math.floor((m-20)/4),p.length);v<p.length?(console.warn("THREE.WebGLRenderer: Skeleton has "+p.length+" bones. This GPU supports "+v+"."),p=0):p=v}}else p=0;null!==b.precision&&(l=c.getMaxPrecision(b.precision),l!==b.precision&&console.warn("THREE.WebGLProgram.getParameters:",b.precision,"not supported, using",l,"instead."));v=a.getRenderTarget();return{isWebGL2:f,
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shaderID:t,precision:l,instancing:!0===F.isInstancedMesh,supportsVertexTextures:r,numMultiviewViews:v&&v.isWebGLMultiviewRenderTarget?v.numViews:0,outputEncoding:d(v?v.texture:null,a.gammaOutput),map:!!b.map,mapEncoding:d(b.map,a.gammaInput),matcap:!!b.matcap,matcapEncoding:d(b.matcap,a.gammaInput),envMap:!!b.envMap,envMapMode:b.envMap&&b.envMap.mapping,envMapEncoding:d(b.envMap,a.gammaInput),envMapCubeUV:!!b.envMap&&(306===b.envMap.mapping||307===b.envMap.mapping),lightMap:!!b.lightMap,aoMap:!!b.aoMap,
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emissiveMap:!!b.emissiveMap,emissiveMapEncoding:d(b.emissiveMap,a.gammaInput),bumpMap:!!b.bumpMap,normalMap:!!b.normalMap,objectSpaceNormalMap:1===b.normalMapType,tangentSpaceNormalMap:0===b.normalMapType,clearcoatNormalMap:!!b.clearcoatNormalMap,displacementMap:!!b.displacementMap,roughnessMap:!!b.roughnessMap,metalnessMap:!!b.metalnessMap,specularMap:!!b.specularMap,alphaMap:!!b.alphaMap,gradientMap:!!b.gradientMap,sheen:!!b.sheen,combine:b.combine,vertexTangents:b.normalMap&&b.vertexTangents,vertexColors:b.vertexColors,
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-vertexUvs:!!b.map||!!b.bumpMap||!!b.normalMap||!!b.specularMap||!!b.alphaMap||!!b.emissiveMap||!!b.roughnessMap||!!b.metalnessMap||!!b.clearcoatNormalMap||!!b.displacementMap,fog:!!u,useFog:b.fog,fogExp2:u&&u.isFogExp2,flatShading:b.flatShading,sizeAttenuation:b.sizeAttenuation,logarithmicDepthBuffer:g,skinning:b.skinning&&0<p,maxBones:p,useVertexTexture:h,morphTargets:b.morphTargets,morphNormals:b.morphNormals,maxMorphTargets:a.maxMorphTargets,maxMorphNormals:a.maxMorphNormals,numDirLights:e.directional.length,
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-numPointLights:e.point.length,numSpotLights:e.spot.length,numRectAreaLights:e.rectArea.length,numHemiLights:e.hemi.length,numDirLightShadows:e.directionalShadowMap.length,numPointLightShadows:e.pointShadowMap.length,numSpotLightShadows:e.spotShadowMap.length,numClippingPlanes:n,numClipIntersection:x,dithering:b.dithering,shadowMapEnabled:a.shadowMap.enabled&&0<k.length,shadowMapType:a.shadowMap.type,toneMapping:b.toneMapped?a.toneMapping:0,physicallyCorrectLights:a.physicallyCorrectLights,premultipliedAlpha:b.premultipliedAlpha,
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|
-alphaTest:b.alphaTest,doubleSided:2===b.side,flipSided:1===b.side,depthPacking:void 0!==b.depthPacking?b.depthPacking:!1}};this.getProgramCacheKey=function(b,c){var d=[];c.shaderID?d.push(c.shaderID):(d.push(b.fragmentShader),d.push(b.vertexShader));if(void 0!==b.defines)for(var e in b.defines)d.push(e),d.push(b.defines[e]);for(e=0;e<k.length;e++)d.push(c[k[e]]);d.push(b.onBeforeCompile.toString());d.push(a.gammaOutput);d.push(a.gammaFactor);return d.join()};this.acquireProgram=function(c,d,f,g){for(var h,
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-l=0,m=e.length;l<m;l++){var r=e[l];if(r.cacheKey===g){h=r;++h.usedTimes;break}}void 0===h&&(h=new Xj(a,b,g,c,d,f),e.push(h));return h};this.releaseProgram=function(a){if(0===--a.usedTimes){var b=e.indexOf(a);e[b]=e[e.length-1];e.pop();a.destroy()}};this.programs=e}function ak(){var a=new WeakMap;return{get:function(b){var c=a.get(b);void 0===c&&(c={},a.set(b,c));return c},remove:function(b){a.delete(b)},update:function(b,c,d){a.get(b)[c]=d},dispose:function(){a=new WeakMap}}}function bk(a,b){return a.groupOrder!==
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-b.groupOrder?a.groupOrder-b.groupOrder:a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.program!==b.program?a.program.id-b.program.id:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function ck(a,b){return a.groupOrder!==b.groupOrder?a.groupOrder-b.groupOrder:a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function Gh(){function a(a,d,e,m,r,q){var g=b[c];void 0===g?(g={id:a.id,object:a,geometry:d,material:e,program:e.program||
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-f,groupOrder:m,renderOrder:a.renderOrder,z:r,group:q},b[c]=g):(g.id=a.id,g.object=a,g.geometry=d,g.material=e,g.program=e.program||f,g.groupOrder=m,g.renderOrder=a.renderOrder,g.z=r,g.group=q);c++;return g}var b=[],c=0,d=[],e=[],f={id:-1};return{opaque:d,transparent:e,init:function(){c=0;d.length=0;e.length=0},push:function(b,c,f,m,r,q){b=a(b,c,f,m,r,q);(!0===f.transparent?e:d).push(b)},unshift:function(b,c,f,m,r,q){b=a(b,c,f,m,r,q);(!0===f.transparent?e:d).unshift(b)},sort:function(){1<d.length&&
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-d.sort(bk);1<e.length&&e.sort(ck)}}}function dk(){function a(c){c=c.target;c.removeEventListener("dispose",a);b.delete(c)}var b=new WeakMap;return{get:function(c,d){var e=b.get(c);if(void 0===e){var f=new Gh;b.set(c,new WeakMap);b.get(c).set(d,f);c.addEventListener("dispose",a)}else f=e.get(d),void 0===f&&(f=new Gh,e.set(d,f));return f},dispose:function(){b=new WeakMap}}}function ek(){var a={};return{get:function(b){if(void 0!==a[b.id])return a[b.id];switch(b.type){case "DirectionalLight":var c={direction:new n,
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|
-color:new J,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new B};break;case "SpotLight":c={position:new n,direction:new n,color:new J,distance:0,coneCos:0,penumbraCos:0,decay:0,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new B};break;case "PointLight":c={position:new n,color:new J,distance:0,decay:0,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new B,shadowCameraNear:1,shadowCameraFar:1E3};break;case "HemisphereLight":c={direction:new n,skyColor:new J,groundColor:new J};break;
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|
-case "RectAreaLight":c={color:new J,position:new n,halfWidth:new n,halfHeight:new n}}return a[b.id]=c}}}function fk(a,b){return(b.castShadow?1:0)-(a.castShadow?1:0)}function gk(){for(var a=new ek,b={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],
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|
-point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},c=0;9>c;c++)b.probe.push(new n);var d=new n,e=new Q,f=new Q;return{setup:function(c,h,l){for(var g=0,r=0,q=0,k=0;9>k;k++)b.probe[k].set(0,0,0);var p=h=0,t=0,v=0,n=0,w=0,x=0,F=0;l=l.matrixWorldInverse;c.sort(fk);k=0;for(var H=c.length;k<H;k++){var z=c[k],Ca=z.color,ia=z.intensity,B=z.distance,ma=z.shadow&&z.shadow.map?z.shadow.map.texture:null;if(z.isAmbientLight)g+=Ca.r*ia,r+=Ca.g*
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|
-ia,q+=Ca.b*ia;else if(z.isLightProbe)for(ma=0;9>ma;ma++)b.probe[ma].addScaledVector(z.sh.coefficients[ma],ia);else if(z.isDirectionalLight){var I=a.get(z);I.color.copy(z.color).multiplyScalar(z.intensity);I.direction.setFromMatrixPosition(z.matrixWorld);d.setFromMatrixPosition(z.target.matrixWorld);I.direction.sub(d);I.direction.transformDirection(l);if(I.shadow=z.castShadow)ia=z.shadow,I.shadowBias=ia.bias,I.shadowRadius=ia.radius,I.shadowMapSize=ia.mapSize,b.directionalShadowMap[h]=ma,b.directionalShadowMatrix[h]=
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|
-z.shadow.matrix,w++;b.directional[h]=I;h++}else if(z.isSpotLight){I=a.get(z);I.position.setFromMatrixPosition(z.matrixWorld);I.position.applyMatrix4(l);I.color.copy(Ca).multiplyScalar(ia);I.distance=B;I.direction.setFromMatrixPosition(z.matrixWorld);d.setFromMatrixPosition(z.target.matrixWorld);I.direction.sub(d);I.direction.transformDirection(l);I.coneCos=Math.cos(z.angle);I.penumbraCos=Math.cos(z.angle*(1-z.penumbra));I.decay=z.decay;if(I.shadow=z.castShadow)ia=z.shadow,I.shadowBias=ia.bias,I.shadowRadius=
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|
-ia.radius,I.shadowMapSize=ia.mapSize,b.spotShadowMap[t]=ma,b.spotShadowMatrix[t]=z.shadow.matrix,F++;b.spot[t]=I;t++}else if(z.isRectAreaLight)I=a.get(z),I.color.copy(Ca).multiplyScalar(ia),I.position.setFromMatrixPosition(z.matrixWorld),I.position.applyMatrix4(l),f.identity(),e.copy(z.matrixWorld),e.premultiply(l),f.extractRotation(e),I.halfWidth.set(.5*z.width,0,0),I.halfHeight.set(0,.5*z.height,0),I.halfWidth.applyMatrix4(f),I.halfHeight.applyMatrix4(f),b.rectArea[v]=I,v++;else if(z.isPointLight){I=
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|
|
-a.get(z);I.position.setFromMatrixPosition(z.matrixWorld);I.position.applyMatrix4(l);I.color.copy(z.color).multiplyScalar(z.intensity);I.distance=z.distance;I.decay=z.decay;if(I.shadow=z.castShadow)ia=z.shadow,I.shadowBias=ia.bias,I.shadowRadius=ia.radius,I.shadowMapSize=ia.mapSize,I.shadowCameraNear=ia.camera.near,I.shadowCameraFar=ia.camera.far,b.pointShadowMap[p]=ma,b.pointShadowMatrix[p]=z.shadow.matrix,x++;b.point[p]=I;p++}else z.isHemisphereLight&&(I=a.get(z),I.direction.setFromMatrixPosition(z.matrixWorld),
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|
|
-I.direction.transformDirection(l),I.direction.normalize(),I.skyColor.copy(z.color).multiplyScalar(ia),I.groundColor.copy(z.groundColor).multiplyScalar(ia),b.hemi[n]=I,n++)}b.ambient[0]=g;b.ambient[1]=r;b.ambient[2]=q;c=b.hash;if(c.directionalLength!==h||c.pointLength!==p||c.spotLength!==t||c.rectAreaLength!==v||c.hemiLength!==n||c.numDirectionalShadows!==w||c.numPointShadows!==x||c.numSpotShadows!==F)b.directional.length=h,b.spot.length=t,b.rectArea.length=v,b.point.length=p,b.hemi.length=n,b.directionalShadowMap.length=
|
|
|
-w,b.pointShadowMap.length=x,b.spotShadowMap.length=F,b.directionalShadowMatrix.length=w,b.pointShadowMatrix.length=x,b.spotShadowMatrix.length=F,c.directionalLength=h,c.pointLength=p,c.spotLength=t,c.rectAreaLength=v,c.hemiLength=n,c.numDirectionalShadows=w,c.numPointShadows=x,c.numSpotShadows=F,b.version=hk++},state:b}}function Hh(){var a=new gk,b=[],c=[];return{init:function(){b.length=0;c.length=0},state:{lightsArray:b,shadowsArray:c,lights:a},setupLights:function(d){a.setup(b,c,d)},pushLight:function(a){b.push(a)},
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|
|
-pushShadow:function(a){c.push(a)}}}function ik(){function a(c){c=c.target;c.removeEventListener("dispose",a);b.delete(c)}var b=new WeakMap;return{get:function(c,d){if(!1===b.has(c)){var e=new Hh;b.set(c,new WeakMap);b.get(c).set(d,e);c.addEventListener("dispose",a)}else!1===b.get(c).has(d)?(e=new Hh,b.get(c).set(d,e)):e=b.get(c).get(d);return e},dispose:function(){b=new WeakMap}}}function Db(a){O.call(this);this.type="MeshDepthMaterial";this.depthPacking=3200;this.morphTargets=this.skinning=!1;this.displacementMap=
|
|
|
-this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=!1;this.wireframeLinewidth=1;this.fog=!1;this.setValues(a)}function Eb(a){O.call(this);this.type="MeshDistanceMaterial";this.referencePosition=new n;this.nearDistance=1;this.farDistance=1E3;this.morphTargets=this.skinning=!1;this.displacementMap=this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.fog=!1;this.setValues(a)}function Ih(a,b,c){function d(a,b,c){c=a<<0|b<<1|c<<2;var d=
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|
|
-q[c];void 0===d&&(d=new Db({depthPacking:3201,morphTargets:a,skinning:b}),q[c]=d);return d}function e(a,b,c){c=a<<0|b<<1|c<<2;var d=k[c];void 0===d&&(d=new Eb({morphTargets:a,skinning:b}),k[c]=d);return d}function f(b,c,f,g,h,l){var m=b.geometry,r=d,q=b.customDepthMaterial;!0===f.isPointLight&&(r=e,q=b.customDistanceMaterial);void 0===q?(q=!1,!0===c.morphTargets&&(!0===m.isBufferGeometry?q=m.morphAttributes&&m.morphAttributes.position&&0<m.morphAttributes.position.length:!0===m.isGeometry&&(q=m.morphTargets&&
|
|
|
-0<m.morphTargets.length)),m=!1,!0===b.isSkinnedMesh&&(!0===c.skinning?m=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",b)),b=r(q,m,!0===b.isInstancedMesh)):b=q;a.localClippingEnabled&&!0===c.clipShadows&&0!==c.clippingPlanes.length&&(q=b.uuid,r=c.uuid,m=p[q],void 0===m&&(m={},p[q]=m),q=m[r],void 0===q&&(q=b.clone(),m[r]=q),b=q);b.visible=c.visible;b.wireframe=c.wireframe;b.side=3===l?null!==c.shadowSide?c.shadowSide:c.side:null!==c.shadowSide?c.shadowSide:
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|
|
-t[c.side];b.clipShadows=c.clipShadows;b.clippingPlanes=c.clippingPlanes;b.clipIntersection=c.clipIntersection;b.wireframeLinewidth=c.wireframeLinewidth;b.linewidth=c.linewidth;!0===f.isPointLight&&!0===b.isMeshDistanceMaterial&&(b.referencePosition.setFromMatrixPosition(f.matrixWorld),b.nearDistance=g,b.farDistance=h);return b}function g(c,d,e,l,m){if(!1!==c.visible){if(c.layers.test(d.layers)&&(c.isMesh||c.isLine||c.isPoints)&&(c.castShadow||c.receiveShadow&&3===m)&&(!c.frustumCulled||h.intersectsObject(c))){c.modelViewMatrix.multiplyMatrices(e.matrixWorldInverse,
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|
|
-c.matrixWorld);var r=b.update(c),q=c.material;if(Array.isArray(q))for(var k=r.groups,u=0,t=k.length;u<t;u++){var p=k[u],v=q[p.materialIndex];v&&v.visible&&(v=f(c,v,l,e.near,e.far,m),a.renderBufferDirect(e,null,r,v,c,p))}else q.visible&&(v=f(c,q,l,e.near,e.far,m),a.renderBufferDirect(e,null,r,v,c,null))}c=c.children;r=0;for(q=c.length;r<q;r++)g(c[r],d,e,l,m)}}var h=new Ed,l=new B,m=new B,r=new da,q=[],k=[],p={},t={0:1,1:0,2:2},v=new va({defines:{SAMPLE_RATE:.25,HALF_SAMPLE_RATE:.125},uniforms:{shadow_pass:{value:null},
|
|
|
-resolution:{value:new B},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}"}),
|
|
|
+vertexUvs:!!b.map||!!b.bumpMap||!!b.normalMap||!!b.specularMap||!!b.alphaMap||!!b.emissiveMap||!!b.roughnessMap||!!b.metalnessMap||!!b.clearcoatNormalMap||!!b.displacementMap,uvsVertexOnly:!(b.map||b.bumpMap||b.normalMap||b.specularMap||b.alphaMap||b.emissiveMap||b.roughnessMap||b.metalnessMap||b.clearcoatNormalMap)&&!!b.displacementMap,fog:!!u,useFog:b.fog,fogExp2:u&&u.isFogExp2,flatShading:b.flatShading,sizeAttenuation:b.sizeAttenuation,logarithmicDepthBuffer:g,skinning:b.skinning&&0<p,maxBones:p,
|
|
|
+useVertexTexture:h,morphTargets:b.morphTargets,morphNormals:b.morphNormals,maxMorphTargets:a.maxMorphTargets,maxMorphNormals:a.maxMorphNormals,numDirLights:e.directional.length,numPointLights:e.point.length,numSpotLights:e.spot.length,numRectAreaLights:e.rectArea.length,numHemiLights:e.hemi.length,numDirLightShadows:e.directionalShadowMap.length,numPointLightShadows:e.pointShadowMap.length,numSpotLightShadows:e.spotShadowMap.length,numClippingPlanes:n,numClipIntersection:x,dithering:b.dithering,shadowMapEnabled:a.shadowMap.enabled&&
|
|
|
+0<k.length,shadowMapType:a.shadowMap.type,toneMapping:b.toneMapped?a.toneMapping:0,physicallyCorrectLights:a.physicallyCorrectLights,premultipliedAlpha:b.premultipliedAlpha,alphaTest:b.alphaTest,doubleSided:2===b.side,flipSided:1===b.side,depthPacking:void 0!==b.depthPacking?b.depthPacking:!1}};this.getProgramCacheKey=function(b,c){var d=[];c.shaderID?d.push(c.shaderID):(d.push(b.fragmentShader),d.push(b.vertexShader));if(void 0!==b.defines)for(var e in b.defines)d.push(e),d.push(b.defines[e]);for(e=
|
|
|
+0;e<k.length;e++)d.push(c[k[e]]);d.push(b.onBeforeCompile.toString());d.push(a.gammaOutput);d.push(a.gammaFactor);return d.join()};this.acquireProgram=function(c,d,f,g){for(var h,l=0,m=e.length;l<m;l++){var r=e[l];if(r.cacheKey===g){h=r;++h.usedTimes;break}}void 0===h&&(h=new Xj(a,b,g,c,d,f),e.push(h));return h};this.releaseProgram=function(a){if(0===--a.usedTimes){var b=e.indexOf(a);e[b]=e[e.length-1];e.pop();a.destroy()}};this.programs=e}function ak(){var a=new WeakMap;return{get:function(b){var c=
|
|
|
+a.get(b);void 0===c&&(c={},a.set(b,c));return c},remove:function(b){a.delete(b)},update:function(b,c,d){a.get(b)[c]=d},dispose:function(){a=new WeakMap}}}function bk(a,b){return a.groupOrder!==b.groupOrder?a.groupOrder-b.groupOrder:a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.program!==b.program?a.program.id-b.program.id:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function ck(a,b){return a.groupOrder!==b.groupOrder?a.groupOrder-b.groupOrder:
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+a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function Gh(){function a(a,d,e,m,r,q){var g=b[c];void 0===g?(g={id:a.id,object:a,geometry:d,material:e,program:e.program||f,groupOrder:m,renderOrder:a.renderOrder,z:r,group:q},b[c]=g):(g.id=a.id,g.object=a,g.geometry=d,g.material=e,g.program=e.program||f,g.groupOrder=m,g.renderOrder=a.renderOrder,g.z=r,g.group=q);c++;return g}var b=[],c=0,d=[],e=[],f={id:-1};return{opaque:d,transparent:e,init:function(){c=0;d.length=
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+0;e.length=0},push:function(b,c,f,m,r,q){b=a(b,c,f,m,r,q);(!0===f.transparent?e:d).push(b)},unshift:function(b,c,f,m,r,q){b=a(b,c,f,m,r,q);(!0===f.transparent?e:d).unshift(b)},sort:function(){1<d.length&&d.sort(bk);1<e.length&&e.sort(ck)}}}function dk(){function a(c){c=c.target;c.removeEventListener("dispose",a);b.delete(c)}var b=new WeakMap;return{get:function(c,d){var e=b.get(c);if(void 0===e){var f=new Gh;b.set(c,new WeakMap);b.get(c).set(d,f);c.addEventListener("dispose",a)}else f=e.get(d),void 0===
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+f&&(f=new Gh,e.set(d,f));return f},dispose:function(){b=new WeakMap}}}function ek(){var a={};return{get:function(b){if(void 0!==a[b.id])return a[b.id];switch(b.type){case "DirectionalLight":var c={direction:new n,color:new J,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new B};break;case "SpotLight":c={position:new n,direction:new n,color:new J,distance:0,coneCos:0,penumbraCos:0,decay:0,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new B};break;case "PointLight":c={position:new n,color:new J,
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+distance:0,decay:0,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new B,shadowCameraNear:1,shadowCameraFar:1E3};break;case "HemisphereLight":c={direction:new n,skyColor:new J,groundColor:new J};break;case "RectAreaLight":c={color:new J,position:new n,halfWidth:new n,halfHeight:new n}}return a[b.id]=c}}}function fk(a,b){return(b.castShadow?1:0)-(a.castShadow?1:0)}function gk(){for(var a=new ek,b={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,
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+numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},c=0;9>c;c++)b.probe.push(new n);var d=new n,e=new Q,f=new Q;return{setup:function(c,h,l){for(var g=0,r=0,q=0,k=0;9>k;k++)b.probe[k].set(0,0,0);var p=h=0,t=0,v=0,n=0,w=0,x=
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+0,F=0;l=l.matrixWorldInverse;c.sort(fk);k=0;for(var H=c.length;k<H;k++){var z=c[k],Ca=z.color,ia=z.intensity,B=z.distance,ma=z.shadow&&z.shadow.map?z.shadow.map.texture:null;if(z.isAmbientLight)g+=Ca.r*ia,r+=Ca.g*ia,q+=Ca.b*ia;else if(z.isLightProbe)for(ma=0;9>ma;ma++)b.probe[ma].addScaledVector(z.sh.coefficients[ma],ia);else if(z.isDirectionalLight){var I=a.get(z);I.color.copy(z.color).multiplyScalar(z.intensity);I.direction.setFromMatrixPosition(z.matrixWorld);d.setFromMatrixPosition(z.target.matrixWorld);
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+I.direction.sub(d);I.direction.transformDirection(l);if(I.shadow=z.castShadow)ia=z.shadow,I.shadowBias=ia.bias,I.shadowRadius=ia.radius,I.shadowMapSize=ia.mapSize,b.directionalShadowMap[h]=ma,b.directionalShadowMatrix[h]=z.shadow.matrix,w++;b.directional[h]=I;h++}else if(z.isSpotLight){I=a.get(z);I.position.setFromMatrixPosition(z.matrixWorld);I.position.applyMatrix4(l);I.color.copy(Ca).multiplyScalar(ia);I.distance=B;I.direction.setFromMatrixPosition(z.matrixWorld);d.setFromMatrixPosition(z.target.matrixWorld);
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+I.direction.sub(d);I.direction.transformDirection(l);I.coneCos=Math.cos(z.angle);I.penumbraCos=Math.cos(z.angle*(1-z.penumbra));I.decay=z.decay;if(I.shadow=z.castShadow)ia=z.shadow,I.shadowBias=ia.bias,I.shadowRadius=ia.radius,I.shadowMapSize=ia.mapSize,b.spotShadowMap[t]=ma,b.spotShadowMatrix[t]=z.shadow.matrix,F++;b.spot[t]=I;t++}else if(z.isRectAreaLight)I=a.get(z),I.color.copy(Ca).multiplyScalar(ia),I.position.setFromMatrixPosition(z.matrixWorld),I.position.applyMatrix4(l),f.identity(),e.copy(z.matrixWorld),
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+e.premultiply(l),f.extractRotation(e),I.halfWidth.set(.5*z.width,0,0),I.halfHeight.set(0,.5*z.height,0),I.halfWidth.applyMatrix4(f),I.halfHeight.applyMatrix4(f),b.rectArea[v]=I,v++;else if(z.isPointLight){I=a.get(z);I.position.setFromMatrixPosition(z.matrixWorld);I.position.applyMatrix4(l);I.color.copy(z.color).multiplyScalar(z.intensity);I.distance=z.distance;I.decay=z.decay;if(I.shadow=z.castShadow)ia=z.shadow,I.shadowBias=ia.bias,I.shadowRadius=ia.radius,I.shadowMapSize=ia.mapSize,I.shadowCameraNear=
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+ia.camera.near,I.shadowCameraFar=ia.camera.far,b.pointShadowMap[p]=ma,b.pointShadowMatrix[p]=z.shadow.matrix,x++;b.point[p]=I;p++}else z.isHemisphereLight&&(I=a.get(z),I.direction.setFromMatrixPosition(z.matrixWorld),I.direction.transformDirection(l),I.direction.normalize(),I.skyColor.copy(z.color).multiplyScalar(ia),I.groundColor.copy(z.groundColor).multiplyScalar(ia),b.hemi[n]=I,n++)}b.ambient[0]=g;b.ambient[1]=r;b.ambient[2]=q;c=b.hash;if(c.directionalLength!==h||c.pointLength!==p||c.spotLength!==
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+t||c.rectAreaLength!==v||c.hemiLength!==n||c.numDirectionalShadows!==w||c.numPointShadows!==x||c.numSpotShadows!==F)b.directional.length=h,b.spot.length=t,b.rectArea.length=v,b.point.length=p,b.hemi.length=n,b.directionalShadowMap.length=w,b.pointShadowMap.length=x,b.spotShadowMap.length=F,b.directionalShadowMatrix.length=w,b.pointShadowMatrix.length=x,b.spotShadowMatrix.length=F,c.directionalLength=h,c.pointLength=p,c.spotLength=t,c.rectAreaLength=v,c.hemiLength=n,c.numDirectionalShadows=w,c.numPointShadows=
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+x,c.numSpotShadows=F,b.version=hk++},state:b}}function Hh(){var a=new gk,b=[],c=[];return{init:function(){b.length=0;c.length=0},state:{lightsArray:b,shadowsArray:c,lights:a},setupLights:function(d){a.setup(b,c,d)},pushLight:function(a){b.push(a)},pushShadow:function(a){c.push(a)}}}function ik(){function a(c){c=c.target;c.removeEventListener("dispose",a);b.delete(c)}var b=new WeakMap;return{get:function(c,d){if(!1===b.has(c)){var e=new Hh;b.set(c,new WeakMap);b.get(c).set(d,e);c.addEventListener("dispose",
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+a)}else!1===b.get(c).has(d)?(e=new Hh,b.get(c).set(d,e)):e=b.get(c).get(d);return e},dispose:function(){b=new WeakMap}}}function Db(a){O.call(this);this.type="MeshDepthMaterial";this.depthPacking=3200;this.morphTargets=this.skinning=!1;this.displacementMap=this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=!1;this.wireframeLinewidth=1;this.fog=!1;this.setValues(a)}function Eb(a){O.call(this);this.type="MeshDistanceMaterial";this.referencePosition=new n;this.nearDistance=
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+1;this.farDistance=1E3;this.morphTargets=this.skinning=!1;this.displacementMap=this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.fog=!1;this.setValues(a)}function Ih(a,b,c){function d(a,b,c){c=a<<0|b<<1|c<<2;var d=q[c];void 0===d&&(d=new Db({depthPacking:3201,morphTargets:a,skinning:b}),q[c]=d);return d}function e(a,b,c){c=a<<0|b<<1|c<<2;var d=k[c];void 0===d&&(d=new Eb({morphTargets:a,skinning:b}),k[c]=d);return d}function f(b,c,f,g,h,l){var m=b.geometry,r=d,q=b.customDepthMaterial;
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+!0===f.isPointLight&&(r=e,q=b.customDistanceMaterial);void 0===q?(q=!1,!0===c.morphTargets&&(!0===m.isBufferGeometry?q=m.morphAttributes&&m.morphAttributes.position&&0<m.morphAttributes.position.length:!0===m.isGeometry&&(q=m.morphTargets&&0<m.morphTargets.length)),m=!1,!0===b.isSkinnedMesh&&(!0===c.skinning?m=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",b)),b=r(q,m,!0===b.isInstancedMesh)):b=q;a.localClippingEnabled&&!0===c.clipShadows&&0!==c.clippingPlanes.length&&
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+(q=b.uuid,r=c.uuid,m=p[q],void 0===m&&(m={},p[q]=m),q=m[r],void 0===q&&(q=b.clone(),m[r]=q),b=q);b.visible=c.visible;b.wireframe=c.wireframe;b.side=3===l?null!==c.shadowSide?c.shadowSide:c.side:null!==c.shadowSide?c.shadowSide:t[c.side];b.clipShadows=c.clipShadows;b.clippingPlanes=c.clippingPlanes;b.clipIntersection=c.clipIntersection;b.wireframeLinewidth=c.wireframeLinewidth;b.linewidth=c.linewidth;!0===f.isPointLight&&!0===b.isMeshDistanceMaterial&&(b.referencePosition.setFromMatrixPosition(f.matrixWorld),
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+b.nearDistance=g,b.farDistance=h);return b}function g(c,d,e,l,m){if(!1!==c.visible){if(c.layers.test(d.layers)&&(c.isMesh||c.isLine||c.isPoints)&&(c.castShadow||c.receiveShadow&&3===m)&&(!c.frustumCulled||h.intersectsObject(c))){c.modelViewMatrix.multiplyMatrices(e.matrixWorldInverse,c.matrixWorld);var r=b.update(c),q=c.material;if(Array.isArray(q))for(var k=r.groups,u=0,t=k.length;u<t;u++){var p=k[u],v=q[p.materialIndex];v&&v.visible&&(v=f(c,v,l,e.near,e.far,m),a.renderBufferDirect(e,null,r,v,c,
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+p))}else q.visible&&(v=f(c,q,l,e.near,e.far,m),a.renderBufferDirect(e,null,r,v,c,null))}c=c.children;r=0;for(q=c.length;r<q;r++)g(c[r],d,e,l,m)}}var h=new Ed,l=new B,m=new B,r=new da,q=[],k=[],p={},t={0:1,1:0,2:2},v=new va({defines:{SAMPLE_RATE:.25,HALF_SAMPLE_RATE:.125},uniforms:{shadow_pass:{value:null},resolution:{value:new B},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}"}),
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n=v.clone();n.defines.HORIZONAL_PASS=1;var w=new E;w.setAttribute("position",new N(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));var x=new ea(w,v),F=this;this.enabled=!1;this.autoUpdate=!0;this.needsUpdate=!1;this.type=1;this.render=function(d,e,f){if(!1!==F.enabled&&(!1!==F.autoUpdate||!1!==F.needsUpdate)&&0!==d.length){var q=a.getRenderTarget(),k=a.getActiveCubeFace(),u=a.getActiveMipmapLevel(),t=a.state;t.setBlending(0);t.buffers.color.setClear(1,1,1,1);t.buffers.depth.setTest(!0);t.setScissorTest(!1);
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for(var p=0,y=d.length;p<y;p++){var w=d[p],z=w.shadow;if(void 0===z)console.warn("THREE.WebGLShadowMap:",w,"has no shadow.");else{l.copy(z.mapSize);var H=z.getFrameExtents();l.multiply(H);m.copy(z.mapSize);if(l.x>c||l.y>c)console.warn("THREE.WebGLShadowMap:",w,"has shadow exceeding max texture size, reducing"),l.x>c&&(m.x=Math.floor(c/H.x),l.x=m.x*H.x,z.mapSize.x=m.x),l.y>c&&(m.y=Math.floor(c/H.y),l.y=m.y*H.y,z.mapSize.y=m.y);null!==z.map||z.isPointLightShadow||3!==this.type||(H={minFilter:1006,magFilter:1006,
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format:1023},z.map=new la(l.x,l.y,H),z.map.texture.name=w.name+".shadowMap",z.mapPass=new la(l.x,l.y,H),z.camera.updateProjectionMatrix());null===z.map&&(H={minFilter:1003,magFilter:1003,format:1023},z.map=new la(l.x,l.y,H),z.map.texture.name=w.name+".shadowMap",z.camera.updateProjectionMatrix());a.setRenderTarget(z.map);a.clear();H=z.getViewportCount();for(var Ca=0;Ca<H;Ca++){var B=z.getViewport(Ca);r.set(m.x*B.x,m.y*B.y,m.x*B.z,m.y*B.w);t.viewport(r);z.updateMatrices(w,Ca);h=z.getFrustum();g(e,
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@@ -625,8 +626,8 @@ shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifd
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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",
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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",
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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;\nuniform float toneMappingWhitePoint;\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}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\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 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}",
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-uv_pars_fragment:"#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\tvarying vec2 vUv;\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#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif",
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-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}",
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+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#endif",
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+uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\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}",
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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:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}",
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cube_vert:"varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}",
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depth_vert:"#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}",
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