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@@ -53,7 +53,7 @@ THREE.Quaternion.prototype={set:function(b,d,e,f){this.x=b;this.y=d;this.z=e;thi
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f;this.z=b.z*f;this.w=Math.cos(e);return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);b==0?this.w=this.z=this.y=this.x=0:(b=1/b,this.x*=b,this.y*=b,this.z*=b,this.w*=b);return this},
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multiplySelf:function(b){var d=this.x,e=this.y,f=this.z,g=this.w,i=b.x,h=b.y,j=b.z,b=b.w;this.x=d*b+g*i+e*j-f*h;this.y=e*b+g*h+f*i-d*j;this.z=f*b+g*j+d*h-e*i;this.w=g*b-d*i-e*h-f*j;return this},multiply:function(b,d){this.x=b.x*d.w+b.y*d.z-b.z*d.y+b.w*d.x;this.y=-b.x*d.z+b.y*d.w+b.z*d.x+b.w*d.y;this.z=b.x*d.y-b.y*d.x+b.z*d.w+b.w*d.z;this.w=-b.x*d.x-b.y*d.y-b.z*d.z+b.w*d.w;return this},multiplyVector3:function(b,d){d||(d=b);var e=b.x,f=b.y,g=b.z,i=this.x,h=this.y,j=this.z,k=this.w,o=k*e+h*g-j*f,q=
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k*f+j*e-i*g,n=k*g+i*f-h*e,e=-i*e-h*f-j*g;d.x=o*k+e*-i+q*-j-n*-h;d.y=q*k+e*-h+n*-i-o*-j;d.z=n*k+e*-j+o*-h-q*-i;return d}};
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-THREE.Quaternion.slerp=function(b,d,e,f){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var i=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.001)return e.w=0.5*(b.w+d.w),e.x=0.5*(b.x+d.x),e.y=0.5*(b.y+d.y),e.z=0.5*(b.z+d.z),e;g=Math.sin((1-f)*i)/h;f=Math.sin(f*i)/h;e.w=b.w*g+d.w*f;e.x=b.x*g+d.x*f;e.y=b.y*g+d.y*f;e.z=b.z*g+d.z*f;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3};
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+THREE.Quaternion.slerp=function(b,d,e,f){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var i=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.0010)return e.w=0.5*(b.w+d.w),e.x=0.5*(b.x+d.x),e.y=0.5*(b.y+d.y),e.z=0.5*(b.z+d.z),e;g=Math.sin((1-f)*i)/h;f=Math.sin(f*i)/h;e.w=b.w*g+d.w*f;e.x=b.x*g+d.x*f;e.y=b.y*g+d.y*f;e.z=b.z*g+d.z*f;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3};
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THREE.Face3=function(b,d,e,f,g,i){this.a=b;this.b=d;this.c=e;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=i instanceof Array?i:[i];this.centroid=new THREE.Vector3};
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THREE.Face4=function(b,d,e,f,g,i,h){this.a=b;this.b=d;this.c=e;this.d=f;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=i instanceof THREE.Color?i:new THREE.Color;this.vertexColors=i instanceof Array?i:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3};THREE.UV=function(b,d){this.set(b||0,d||0)};
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THREE.UV.prototype={set:function(b,d){this.u=b;this.v=d;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1};
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@@ -157,26 +157,26 @@ lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirec
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color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif",
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morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif",
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default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif"};THREE.UniformsUtils={merge:function(b){var d,e,f,g={};for(d=0;d<b.length;d++)for(e in f=this.clone(b[d]),f)g[e]=f[e];return g},clone:function(b){var d,e,f,g={};for(d in b)for(e in g[d]={},b[d])f=b[d][e],g[d][e]=f instanceof THREE.Color||f instanceof THREE.Vector3||f instanceof THREE.Texture?f.clone():f;return g}};
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-THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)},lightMap:{type:"t",value:2,texture:null},envMap:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",
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-value:new THREE.Color(16777215)},morphTargetInfluences:{type:"f",value:0}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightDistance:{type:"fv1",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},
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-map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}};
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+THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)},lightMap:{type:"t",value:2,texture:null},envMap:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},morphTargetInfluences:{type:"f",value:0}},fog:{fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",
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+value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightDistance:{type:"fv1",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",
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+value:1},map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}};
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THREE.ShaderLib={lensFlareVertexTexture:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\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 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 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}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform float opacity;\nuniform int renderType;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * vVisibility;\ngl_FragColor = color;\n}\n}"},
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lensFlare:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nattribute vec2 position;\nattribute vec2 UV;\nvarying vec2 vUV;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\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}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform int renderType;\nvarying vec2 vUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * visibility;\ngl_FragColor = color;\n}\n}"},
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sprite:{vertexShader:"uniform int useScreenCoordinates;\nuniform int affectedByDistance;\nuniform vec3 screenPosition;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}",
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fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform float opacity;\nvarying vec2 vUV;\nvoid main() {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}"},shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main() {\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main() {\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"},
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shadowVolumeDynamic:{uniforms:{directionalLightDirection:{type:"fv",value:[]}},vertexShader:"uniform \tvec3 \tdirectionalLightDirection;\nvoid main() {\nvec4 pos = objectMatrix * vec4( position, 1.0 );\nvec3 norm = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 extruded = vec4( directionalLightDirection * 5000.0 * step( 0.0, dot( directionalLightDirection, norm ) ), 0.0 );\ngl_Position = projectionMatrix * viewMatrix * ( pos + extruded );\n}",fragmentShader:"void main() {\ngl_FragColor = vec4( 1.0 );\n}"},
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depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f",value:1}},
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-fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,
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-THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:[THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,
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-THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),
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-fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,
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-THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,
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-THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),
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-fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.lights_fragment,THREE.ShaderChunk.map_fragment,
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-THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,
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-"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,
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-THREE.ShaderChunk.default_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",
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-THREE.ShaderChunk.color_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n")}};
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+fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",
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+THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:[THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,
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+THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,
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+THREE.UniformsLib.fog,THREE.UniformsLib.lights]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,
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+THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,
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+THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},
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+shininess:{type:"f",value:30}}]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.lights_fragment,
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+THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,
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+THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_vertex,
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+THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,
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+"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n")}};
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THREE.WebGLRenderer=function(b){function d(b,d,e){var f,g,h,i=b.vertices,j=i.length,k=b.colors,o=k.length,p=b.__vertexArray,O=b.__colorArray,q=b.__sortArray,n=b.__dirtyVertices,t=b.__dirtyColors;if(e.sortParticles){ia.multiplySelf(e.matrixWorld);for(f=0;f<j;f++)g=i[f].position,Da.copy(g),ia.multiplyVector3(Da),q[f]=[Da.z,f];q.sort(function(b,c){return c[0]-b[0]});for(f=0;f<j;f++)g=i[q[f][1]].position,h=f*3,p[h]=g.x,p[h+1]=g.y,p[h+2]=g.z;for(f=0;f<o;f++)h=f*3,color=k[q[f][1]],O[h]=color.r,O[h+1]=color.g,
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O[h+2]=color.b}else{if(n)for(f=0;f<j;f++)g=i[f].position,h=f*3,p[h]=g.x,p[h+1]=g.y,p[h+2]=g.z;if(t)for(f=0;f<o;f++)color=k[f],h=f*3,O[h]=color.r,O[h+1]=color.g,O[h+2]=color.b}if(n||e.sortParticles)c.bindBuffer(c.ARRAY_BUFFER,b.__webglVertexBuffer),c.bufferData(c.ARRAY_BUFFER,p,d);if(t||e.sortParticles)c.bindBuffer(c.ARRAY_BUFFER,b.__webglColorBuffer),c.bufferData(c.ARRAY_BUFFER,O,d)}function e(b,d,e,f,g){f.program||L.initMaterial(f,d,e,g);var h=f.program,i=h.uniforms,j=f.uniforms;h!=la&&(c.useProgram(h),
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la=h);c.uniformMatrix4fv(i.projectionMatrix,!1,ta);if(e&&(f instanceof THREE.MeshBasicMaterial||f instanceof THREE.MeshLambertMaterial||f instanceof THREE.MeshPhongMaterial||f instanceof THREE.LineBasicMaterial||f instanceof THREE.ParticleBasicMaterial||f.fog))if(j.fogColor.value=e.color,e instanceof THREE.Fog)j.fogNear.value=e.near,j.fogFar.value=e.far;else if(e instanceof THREE.FogExp2)j.fogDensity.value=e.density;if(f instanceof THREE.MeshPhongMaterial||f instanceof THREE.MeshLambertMaterial||
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@@ -211,9 +211,9 @@ h.uvScale.y),c.uniform2f(g.uvOffset,h.uvOffset.x,h.uvOffset.y),c.uniform2f(g.ali
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k=new THREE.Vector3,o=qa/va,p=va*0.5,n=qa*0.5,q=16/qa,t=[q*o,q],u=[1,1,0],r=[1,1],z=v.uniforms;d=v.attributes;c.useProgram(v.program);la=v.program;F=-1;Ia||(c.enableVertexAttribArray(v.attributes.vertex),c.enableVertexAttribArray(v.attributes.uv),Ia=!0);c.uniform1i(z.occlusionMap,0);c.uniform1i(z.map,1);c.bindBuffer(c.ARRAY_BUFFER,v.vertexBuffer);c.vertexAttribPointer(d.vertex,2,c.FLOAT,!1,16,0);c.vertexAttribPointer(d.uv,2,c.FLOAT,!1,16,8);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,v.elementBuffer);c.disable(c.CULL_FACE);
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c.depthMask(!1);c.activeTexture(c.TEXTURE0);c.bindTexture(c.TEXTURE_2D,v.occlusionTexture);c.activeTexture(c.TEXTURE1);for(f=0;f<h;f++)if(d=b.__webglLensFlares[f].object,k.set(d.matrixWorld.n14,d.matrixWorld.n24,d.matrixWorld.n34),e.matrixWorldInverse.multiplyVector3(k),e.projectionMatrix.multiplyVector3(k),u[0]=k.x,u[1]=k.y,u[2]=k.z,r[0]=u[0]*p+p,r[1]=u[1]*n+n,v.hasVertexTexture||r[0]>0&&r[0]<va&&r[1]>0&&r[1]<qa){c.bindTexture(c.TEXTURE_2D,v.tempTexture);c.copyTexImage2D(c.TEXTURE_2D,0,c.RGB,r[0]-
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8,r[1]-8,16,16,0);c.uniform1i(z.renderType,0);c.uniform2fv(z.scale,t);c.uniform3fv(z.screenPosition,u);c.disable(c.BLEND);c.enable(c.DEPTH_TEST);c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0);c.bindTexture(c.TEXTURE_2D,v.occlusionTexture);c.copyTexImage2D(c.TEXTURE_2D,0,c.RGBA,r[0]-8,r[1]-8,16,16,0);c.uniform1i(z.renderType,1);c.disable(c.DEPTH_TEST);c.bindTexture(c.TEXTURE_2D,v.tempTexture);c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0);d.positionScreen.x=u[0];d.positionScreen.y=u[1];d.positionScreen.z=
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-u[2];d.customUpdateCallback?d.customUpdateCallback(d):d.updateLensFlares();c.uniform1i(z.renderType,2);c.enable(c.BLEND);g=0;for(i=d.lensFlares.length;g<i;g++)if(j=d.lensFlares[g],j.opacity>0.001&&j.scale>0.001)u[0]=j.x,u[1]=j.y,u[2]=j.z,q=j.size*j.scale/qa,t[0]=q*o,t[1]=q,c.uniform3fv(z.screenPosition,u),c.uniform2fv(z.scale,t),c.uniform1f(z.rotation,j.rotation),c.uniform1f(z.opacity,j.opacity),y(j.blending),P(j.texture,1),c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST);
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-c.depthMask(ma)}function C(b,c){b._modelViewMatrix.multiplyToArray(c.matrixWorldInverse,b.matrixWorld,b._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(b._modelViewMatrix).transposeIntoArray(b._normalMatrixArray)}function N(b){var e,f,h,g;if(b instanceof THREE.Mesh){f=b.geometry;for(e in f.geometryGroups){h=f.geometryGroups[e];a:{for(var i=g=void 0,j=void 0,k=void 0,o=void 0,o=h.__materials,i=0,j=o.length;i<j;i++)if(k=o[i],k.attributes)for(g in k.attributes)if(k.attributes[g].needsUpdate){g=!0;
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-break a}g=!1}if(f.__dirtyVertices||f.__dirtyMorphTargets||f.__dirtyElements||f.__dirtyUvs||f.__dirtyNormals||f.__dirtyColors||f.__dirtyTangents||g)if(g=h,i=b,j=c.DYNAMIC_DRAW,g.__inittedArrays){var n=o=k=void 0,p=void 0,q=n=void 0,t=void 0,u=void 0,r=void 0,y=void 0,v=void 0,z=void 0,C=void 0,D=void 0,x=void 0,J=void 0,I=void 0,E=void 0,s=p=r=p=u=t=void 0,A=void 0,m=A=s=t=void 0,F=void 0,H=m=A=s=n=n=q=r=p=m=A=s=F=m=A=s=F=m=A=s=void 0,B=0,G=0,P=0,T=0,L=0,K=0,U=0,M=0,ca=0,w=0,da=0,A=s=0,fa=g.__vertexArray,
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+u[2];d.customUpdateCallback?d.customUpdateCallback(d):d.updateLensFlares();c.uniform1i(z.renderType,2);c.enable(c.BLEND);g=0;for(i=d.lensFlares.length;g<i;g++)if(j=d.lensFlares[g],j.opacity>0.0010&&j.scale>0.0010)u[0]=j.x,u[1]=j.y,u[2]=j.z,q=j.size*j.scale/qa,t[0]=q*o,t[1]=q,c.uniform3fv(z.screenPosition,u),c.uniform2fv(z.scale,t),c.uniform1f(z.rotation,j.rotation),c.uniform1f(z.opacity,j.opacity),y(j.blending),P(j.texture,1),c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}c.enable(c.CULL_FACE);
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+c.enable(c.DEPTH_TEST);c.depthMask(ma)}function C(b,c){b._modelViewMatrix.multiplyToArray(c.matrixWorldInverse,b.matrixWorld,b._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(b._modelViewMatrix).transposeIntoArray(b._normalMatrixArray)}function N(b){var e,f,h,g;if(b instanceof THREE.Mesh){f=b.geometry;for(e in f.geometryGroups){h=f.geometryGroups[e];a:{for(var i=g=void 0,j=void 0,k=void 0,o=void 0,o=h.__materials,i=0,j=o.length;i<j;i++)if(k=o[i],k.attributes)for(g in k.attributes)if(k.attributes[g].needsUpdate){g=
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+!0;break a}g=!1}if(f.__dirtyVertices||f.__dirtyMorphTargets||f.__dirtyElements||f.__dirtyUvs||f.__dirtyNormals||f.__dirtyColors||f.__dirtyTangents||g)if(g=h,i=b,j=c.DYNAMIC_DRAW,g.__inittedArrays){var n=o=k=void 0,p=void 0,q=n=void 0,t=void 0,u=void 0,r=void 0,y=void 0,v=void 0,z=void 0,C=void 0,D=void 0,x=void 0,J=void 0,I=void 0,E=void 0,s=p=r=p=u=t=void 0,A=void 0,m=A=s=t=void 0,F=void 0,H=m=A=s=n=n=q=r=p=m=A=s=F=m=A=s=F=m=A=s=void 0,B=0,G=0,P=0,T=0,L=0,K=0,U=0,M=0,ca=0,w=0,da=0,A=s=0,fa=g.__vertexArray,
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$=g.__uvArray,aa=g.__uv2Array,Q=g.__normalArray,V=g.__tangentArray,ga=g.__colorArray,W=g.__skinVertexAArray,X=g.__skinVertexBArray,Y=g.__skinIndexArray,Z=g.__skinWeightArray,ea=g.__morphTargetsArrays,S=g.__webglCustomAttributes,m=void 0,N=g.__faceArray,R=g.__lineArray,la=g.__needsSmoothNormals,v=g.__vertexColorType,y=g.__uvType,z=g.__normalType,ja=i.geometry,ma=ja.__dirtyVertices,na=ja.__dirtyElements,ha=ja.__dirtyUvs,pa=ja.__dirtyNormals,qa=ja.__dirtyTangents,ra=ja.__dirtyColors,sa=ja.__dirtyMorphTargets,
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ia=ja.vertices,ua=g.faces,xa=ja.faces,va=ja.faceVertexUvs[0],ya=ja.faceVertexUvs[1],oa=ja.skinVerticesA,ta=ja.skinVerticesB,wa=ja.skinIndices,Ba=ja.skinWeights,Ca=i instanceof THREE.ShadowVolume?ja.edgeFaces:void 0,Aa=ja.morphTargets;if(S)for(H in S)S[H].offset=0,S[H].offsetSrc=0;k=0;for(o=ua.length;k<o;k++)if(n=ua[k],p=xa[n],va&&(C=va[n]),ya&&(D=ya[n]),n=p.vertexNormals,q=p.normal,t=p.vertexColors,u=p.color,r=p.vertexTangents,p instanceof THREE.Face3){if(ma)x=ia[p.a].position,J=ia[p.b].position,
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I=ia[p.c].position,fa[G]=x.x,fa[G+1]=x.y,fa[G+2]=x.z,fa[G+3]=J.x,fa[G+4]=J.y,fa[G+5]=J.z,fa[G+6]=I.x,fa[G+7]=I.y,fa[G+8]=I.z,G+=9;if(S)for(H in S)if(m=S[H],m.__original.needsUpdate)s=m.offset,A=m.offsetSrc,m.size===1?(m.boundTo===void 0||m.boundTo==="vertices"?(m.array[s+0]=m.value[p.a],m.array[s+1]=m.value[p.b],m.array[s+2]=m.value[p.c]):m.boundTo==="faces"?(m.array[s+0]=m.value[A],m.array[s+1]=m.value[A],m.array[s+2]=m.value[A],m.offsetSrc++):m.boundTo==="faceVertices"&&(m.array[s+0]=m.value[A+
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