// ThreeWebGL.js r38 - http://github.com/mrdoob/three.js var THREE=THREE||{};THREE.Color=function(b){this.setHex(b)}; THREE.Color.prototype={autoUpdate:!0,copy:function(b){this.r=b.r;this.g=b.g;this.b=b.b;this.hex=b.hex;this.__styleString=b.__styleString},setRGB:function(b,d,e){this.r=b;this.g=d;this.b=e;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHSV:function(b,d,e){var h,g,m,j,p,q;if(e==0)h=g=m=0;else{j=Math.floor(b*6);p=b*6-j;b=e*(1-d);q=e*(1-d*p);d=e*(1-d*(1-p));switch(j){case 1:h=q;g=e;m=b;break;case 2:h=b;g=e;m=d;break;case 3:h=b;g=q;m=e;break;case 4:h=d;g=b;m=e;break;case 5:h=e;g=b; m=q;break;case 6:case 0:h=e;g=d;m=b}}this.r=h;this.g=g;this.b=m;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHex:function(b){this.hex=~~b&16777215;if(this.autoUpdate){this.updateRGB();this.updateStyleString()}},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},updateStyleString:function(){this.__styleString="rgb("+~~(this.r*255)+","+~~(this.g* 255)+","+~~(this.b*255)+")"},clone:function(){return new THREE.Color(this.hex)}};THREE.Vector2=function(b,d){this.set(b||0,d||0)}; THREE.Vector2.prototype={set:function(b,d){this.x=b;this.y=d;return this},copy:function(b){this.set(b.x,b.y);return this},addSelf:function(b){this.set(this.x+b.x,this.y+b.y);return this},add:function(b,d){this.set(b.x+d.x,b.y+d.y);return this},subSelf:function(b){this.set(this.x-b.x,this.y-b.y);return this},sub:function(b,d){this.set(b.x-d.x,b.y-d.y);return this},multiplyScalar:function(b){this.set(this.x*b,this.y*b);return this},negate:function(){this.set(-this.x,-this.y);return this},unit:function(){this.multiplyScalar(1/ this.length());return this},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(b,d,e){this.set(b||0,d||0,e||0)}; THREE.Vector3.prototype={set:function(b,d,e){this.x=b;this.y=d;this.z=e;return this},copy:function(b){this.set(b.x,b.y,b.z);return this},add:function(b,d){this.set(b.x+d.x,b.y+d.y,b.z+d.z);return this},addSelf:function(b){this.set(this.x+b.x,this.y+b.y,this.z+b.z);return this},addScalar:function(b){this.set(this.x+b,this.y+b,this.z+b);return this},sub:function(b,d){this.set(b.x-d.x,b.y-d.y,b.z-d.z);return this},subSelf:function(b){this.set(this.x-b.x,this.y-b.y,this.z-b.z);return this},cross:function(b, d){this.set(b.y*d.z-b.z*d.y,b.z*d.x-b.x*d.z,b.x*d.y-b.y*d.x);return this},crossSelf:function(b){var d=this.x,e=this.y,h=this.z;this.set(e*b.z-h*b.y,h*b.x-d*b.z,d*b.y-e*b.x);return this},multiply:function(b,d){this.set(b.x*d.x,b.y*d.y,b.z*d.z);return this},multiplySelf:function(b){this.set(this.x*b.x,this.y*b.y,this.z*b.z);return this},multiplyScalar:function(b){this.set(this.x*b,this.y*b,this.z*b);return this},divideSelf:function(b){this.set(this.x/b.x,this.y/b.y,this.z/b.z);return this},divideScalar:function(b){this.set(this.x/ b,this.y/b,this.z/b);return this},negate:function(){this.set(-this.x,-this.y,-this.z);return this},dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){var d=this.x-b.x,e=this.y-b.y;b=this.z-b.z;return d*d+e*e+b*b},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},lengthManhattan:function(){return this.x+this.y+this.z},normalize:function(){var b= this.length();b>0?this.multiplyScalar(1/b):this.set(0,0,0);return this},setPositionFromMatrix:function(b){this.x=b.n14;this.y=b.n24;this.z=b.n34},setRotationFromMatrix:function(b){this.y=Math.asin(b.n13);var d=Math.cos(this.y);if(Math.abs(d)>1.0E-5){this.x=Math.atan2(-b.n23/d,b.n33/d);this.z=Math.atan2(-b.n13/d,b.n11/d)}else{this.x=0;this.z=Math.atan2(b.n21,b.n22)}},setLength:function(b){return this.normalize().multiplyScalar(b)},isZero:function(){return Math.abs(this.x)<1.0E-4&&Math.abs(this.y)< 1.0E-4&&Math.abs(this.z)<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(b,d,e,h){this.set(b||0,d||0,e||0,h||1)}; THREE.Vector4.prototype={set:function(b,d,e,h){this.x=b;this.y=d;this.z=e;this.w=h;return this},copy:function(b){this.set(b.x,b.y,b.z,b.w||1);return this},add:function(b,d){this.set(b.x+d.x,b.y+d.y,b.z+d.z,b.w+d.w);return this},addSelf:function(b){this.set(this.x+b.x,this.y+b.y,this.z+b.z,this.w+b.w);return this},sub:function(b,d){this.set(b.x-d.x,b.y-d.y,b.z-d.z,b.w-d.w);return this},subSelf:function(b){this.set(this.x-b.x,this.y-b.y,this.z-b.z,this.w-b.w);return this},multiplyScalar:function(b){this.set(this.x* b,this.y*b,this.z*b,this.w*b);return this},divideScalar:function(b){this.set(this.x/b,this.y/b,this.z/b,this.w/b);return this},lerpSelf:function(b,d){this.set(this.x+(b.x-this.x)*d,this.y+(b.y-this.y)*d,this.z+(b.z-this.z)*d,this.w+(b.w-this.w)*d)},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Ray=function(b,d){this.origin=b||new THREE.Vector3;this.direction=d||new THREE.Vector3}; THREE.Ray.prototype={intersectScene:function(b){var d,e,h=b.objects,g=[];b=0;for(d=h.length;b0&&V>0&&Z+V< 1}var e,h,g,m,j,p,q,v,E,G,I,H=b.geometry,L=H.vertices,M=[];e=0;for(h=H.faces.length;e0:E<0)){v=v.dot((new THREE.Vector3).sub(m, G))/E;G=G.addSelf(I.multiplyScalar(v));if(g instanceof THREE.Face3){if(d(G,m,j,p)){g={distance:this.origin.distanceTo(G),point:G,face:g,object:b};M.push(g)}}else if(g instanceof THREE.Face4&&(d(G,m,j,q)||d(G,j,p,q))){g={distance:this.origin.distanceTo(G),point:G,face:g,object:b};M.push(g)}}}return M}}; THREE.Rectangle=function(){function b(){m=h-d;j=g-e}var d,e,h,g,m,j,p=!0;this.getX=function(){return d};this.getY=function(){return e};this.getWidth=function(){return m};this.getHeight=function(){return j};this.getLeft=function(){return d};this.getTop=function(){return e};this.getRight=function(){return h};this.getBottom=function(){return g};this.set=function(q,v,E,G){p=!1;d=q;e=v;h=E;g=G;b()};this.addPoint=function(q,v){if(p){p=!1;d=q;e=v;h=q;g=v}else{d=dq?h:q;g=g>v?g:v}b()}; this.add3Points=function(q,v,E,G,I,H){if(p){p=!1;d=qE?q>I?q:I:E>I?E:I;g=v>G?v>H?v:H:G>H?G:H}else{d=qE?q>I?q>h?q:h:I>h?I:h:E>I?E>h?E:h:I>h?I:h;g=v>G?v>H?v>g?v:g:H>g?H:g:G>H?G>g?G:g:H>g?H:g}b()};this.addRectangle=function(q){if(p){p=!1;d=q.getLeft();e=q.getTop();h=q.getRight();g=q.getBottom()}else{d=dq.getRight()? h:q.getRight();g=g>q.getBottom()?g:q.getBottom()}b()};this.inflate=function(q){d-=q;e-=q;h+=q;g+=q;b()};this.minSelf=function(q){d=d>q.getLeft()?d:q.getLeft();e=e>q.getTop()?e:q.getTop();h=h=0&&Math.min(g,q.getBottom())-Math.max(e,q.getTop())>=0};this.empty=function(){p=!0;g=h=e=d=0;b()};this.isEmpty=function(){return p}}; THREE.Matrix3=function(){this.m=[]};THREE.Matrix3.prototype={transpose:function(){var b,d=this.m;b=d[1];d[1]=d[3];d[3]=b;b=d[2];d[2]=d[6];d[6]=b;b=d[5];d[5]=d[7];d[7]=b;return this},transposeIntoArray:function(b){var d=this.m;b[0]=d[0];b[1]=d[3];b[2]=d[6];b[3]=d[1];b[4]=d[4];b[5]=d[7];b[6]=d[2];b[7]=d[5];b[8]=d[8];return this}}; THREE.Matrix4=function(b,d,e,h,g,m,j,p,q,v,E,G,I,H,L,M){this.set(b||1,d||0,e||0,h||0,g||0,m||1,j||0,p||0,q||0,v||0,E||1,G||0,I||0,H||0,L||0,M||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; THREE.Matrix4.prototype={set:function(b,d,e,h,g,m,j,p,q,v,E,G,I,H,L,M){this.n11=b;this.n12=d;this.n13=e;this.n14=h;this.n21=g;this.n22=m;this.n23=j;this.n24=p;this.n31=q;this.n32=v;this.n33=E;this.n34=G;this.n41=I;this.n42=H;this.n43=L;this.n44=M;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(b){this.set(b.n11,b.n12,b.n13,b.n14,b.n21,b.n22,b.n23,b.n24,b.n31,b.n32,b.n33,b.n34,b.n41,b.n42,b.n43,b.n44);return this},lookAt:function(b,d,e){var h=THREE.Matrix4.__v1, g=THREE.Matrix4.__v2,m=THREE.Matrix4.__v3;m.sub(b,d).normalize();if(m.length()===0)m.z=1;h.cross(e,m).normalize();if(h.length()===0){m.x+=1.0E-4;h.cross(e,m).normalize()}g.cross(m,h).normalize();this.n11=h.x;this.n12=g.x;this.n13=m.x;this.n21=h.y;this.n22=g.y;this.n23=m.y;this.n31=h.z;this.n32=g.z;this.n33=m.z;return this},multiplyVector3:function(b){var d=b.x,e=b.y,h=b.z,g=1/(this.n41*d+this.n42*e+this.n43*h+this.n44);b.x=(this.n11*d+this.n12*e+this.n13*h+this.n14)*g;b.y=(this.n21*d+this.n22*e+this.n23* h+this.n24)*g;b.z=(this.n31*d+this.n32*e+this.n33*h+this.n34)*g;return b},multiplyVector4:function(b){var d=b.x,e=b.y,h=b.z,g=b.w;b.x=this.n11*d+this.n12*e+this.n13*h+this.n14*g;b.y=this.n21*d+this.n22*e+this.n23*h+this.n24*g;b.z=this.n31*d+this.n32*e+this.n33*h+this.n34*g;b.w=this.n41*d+this.n42*e+this.n43*h+this.n44*g;return b},rotateAxis:function(b){var d=b.x,e=b.y,h=b.z;b.x=d*this.n11+e*this.n12+h*this.n13;b.y=d*this.n21+e*this.n22+h*this.n23;b.z=d*this.n31+e*this.n32+h*this.n33;b.normalize(); return b},crossVector:function(b){var d=new THREE.Vector4;d.x=this.n11*b.x+this.n12*b.y+this.n13*b.z+this.n14*b.w;d.y=this.n21*b.x+this.n22*b.y+this.n23*b.z+this.n24*b.w;d.z=this.n31*b.x+this.n32*b.y+this.n33*b.z+this.n34*b.w;d.w=b.w?this.n41*b.x+this.n42*b.y+this.n43*b.z+this.n44*b.w:1;return d},multiply:function(b,d){var e=b.n11,h=b.n12,g=b.n13,m=b.n14,j=b.n21,p=b.n22,q=b.n23,v=b.n24,E=b.n31,G=b.n32,I=b.n33,H=b.n34,L=b.n41,M=b.n42,V=b.n43,P=b.n44,sa=d.n11,da=d.n12,oa=d.n13,Z=d.n14,K=d.n21,Ia=d.n22, ca=d.n23,Ea=d.n24,fa=d.n31,c=d.n32,R=d.n33,pa=d.n34;this.n11=e*sa+h*K+g*fa;this.n12=e*da+h*Ia+g*c;this.n13=e*oa+h*ca+g*R;this.n14=e*Z+h*Ea+g*pa+m;this.n21=j*sa+p*K+q*fa;this.n22=j*da+p*Ia+q*c;this.n23=j*oa+p*ca+q*R;this.n24=j*Z+p*Ea+q*pa+v;this.n31=E*sa+G*K+I*fa;this.n32=E*da+G*Ia+I*c;this.n33=E*oa+G*ca+I*R;this.n34=E*Z+G*Ea+I*pa+H;this.n41=L*sa+M*K+V*fa;this.n42=L*da+M*Ia+V*c;this.n43=L*oa+M*ca+V*R;this.n44=L*Z+M*Ea+V*pa+P;return this},multiplyToArray:function(b,d,e){this.multiply(b,d);e[0]=this.n11; e[1]=this.n21;e[2]=this.n31;e[3]=this.n41;e[4]=this.n12;e[5]=this.n22;e[6]=this.n32;e[7]=this.n42;e[8]=this.n13;e[9]=this.n23;e[10]=this.n33;e[11]=this.n43;e[12]=this.n14;e[13]=this.n24;e[14]=this.n34;e[15]=this.n44;return this},multiplySelf:function(b){this.multiply(this,b);return this},multiplyScalar:function(b){this.n11*=b;this.n12*=b;this.n13*=b;this.n14*=b;this.n21*=b;this.n22*=b;this.n23*=b;this.n24*=b;this.n31*=b;this.n32*=b;this.n33*=b;this.n34*=b;this.n41*=b;this.n42*=b;this.n43*=b;this.n44*= b;return this},determinant:function(){var b=this.n11,d=this.n12,e=this.n13,h=this.n14,g=this.n21,m=this.n22,j=this.n23,p=this.n24,q=this.n31,v=this.n32,E=this.n33,G=this.n34,I=this.n41,H=this.n42,L=this.n43,M=this.n44;return h*j*v*I-e*p*v*I-h*m*E*I+d*p*E*I+e*m*G*I-d*j*G*I-h*j*q*H+e*p*q*H+h*g*E*H-b*p*E*H-e*g*G*H+b*j*G*H+h*m*q*L-d*p*q*L-h*g*v*L+b*p*v*L+d*g*G*L-b*m*G*L-e*m*q*M+d*j*q*M+e*g*v*M-b*j*v*M-d*g*E*M+b*m*E*M},transpose:function(){var b;b=this.n21;this.n21=this.n12;this.n12=b;b=this.n31;this.n31= this.n13;this.n13=b;b=this.n32;this.n32=this.n23;this.n23=b;b=this.n41;this.n41=this.n14;this.n14=b;b=this.n42;this.n42=this.n24;this.n24=b;b=this.n43;this.n43=this.n34;this.n43=b;return this},clone:function(){var b=new THREE.Matrix4;b.n11=this.n11;b.n12=this.n12;b.n13=this.n13;b.n14=this.n14;b.n21=this.n21;b.n22=this.n22;b.n23=this.n23;b.n24=this.n24;b.n31=this.n31;b.n32=this.n32;b.n33=this.n33;b.n34=this.n34;b.n41=this.n41;b.n42=this.n42;b.n43=this.n43;b.n44=this.n44;return b},flatten:function(){this.flat[0]= this.n11;this.flat[1]=this.n21;this.flat[2]=this.n31;this.flat[3]=this.n41;this.flat[4]=this.n12;this.flat[5]=this.n22;this.flat[6]=this.n32;this.flat[7]=this.n42;this.flat[8]=this.n13;this.flat[9]=this.n23;this.flat[10]=this.n33;this.flat[11]=this.n43;this.flat[12]=this.n14;this.flat[13]=this.n24;this.flat[14]=this.n34;this.flat[15]=this.n44;return this.flat},flattenToArray:function(b){b[0]=this.n11;b[1]=this.n21;b[2]=this.n31;b[3]=this.n41;b[4]=this.n12;b[5]=this.n22;b[6]=this.n32;b[7]=this.n42; b[8]=this.n13;b[9]=this.n23;b[10]=this.n33;b[11]=this.n43;b[12]=this.n14;b[13]=this.n24;b[14]=this.n34;b[15]=this.n44;return b},flattenToArrayOffset:function(b,d){b[d]=this.n11;b[d+1]=this.n21;b[d+2]=this.n31;b[d+3]=this.n41;b[d+4]=this.n12;b[d+5]=this.n22;b[d+6]=this.n32;b[d+7]=this.n42;b[d+8]=this.n13;b[d+9]=this.n23;b[d+10]=this.n33;b[d+11]=this.n43;b[d+12]=this.n14;b[d+13]=this.n24;b[d+14]=this.n34;b[d+15]=this.n44;return b},setTranslation:function(b,d,e){this.set(1,0,0,b,0,1,0,d,0,0,1,e,0,0, 0,1);return this},setScale:function(b,d,e){this.set(b,0,0,0,0,d,0,0,0,0,e,0,0,0,0,1);return this},setRotationX:function(b){var d=Math.cos(b);b=Math.sin(b);this.set(1,0,0,0,0,d,-b,0,0,b,d,0,0,0,0,1);return this},setRotationY:function(b){var d=Math.cos(b);b=Math.sin(b);this.set(d,0,b,0,0,1,0,0,-b,0,d,0,0,0,0,1);return this},setRotationZ:function(b){var d=Math.cos(b);b=Math.sin(b);this.set(d,-b,0,0,b,d,0,0,0,0,1,0,0,0,0,1);return this},setRotationAxis:function(b,d){var e=Math.cos(d),h=Math.sin(d),g= 1-e,m=b.x,j=b.y,p=b.z,q=g*m,v=g*j;this.set(q*m+e,q*j-h*p,q*p+h*j,0,q*j+h*p,v*j+e,v*p-h*m,0,q*p-h*j,v*p+h*m,g*p*p+e,0,0,0,0,1);return this},setPosition:function(b){this.n14=b.x;this.n24=b.y;this.n34=b.z;return this},setRotationFromEuler:function(b){var d=b.x,e=b.y,h=b.z;b=Math.cos(d);d=Math.sin(d);var g=Math.cos(e);e=Math.sin(e);var m=Math.cos(h);h=Math.sin(h);var j=b*e,p=d*e;this.n11=g*m;this.n12=-g*h;this.n13=e;this.n21=p*m+b*h;this.n22=-p*h+b*m;this.n23=-d*g;this.n31=-j*m+d*h;this.n32=j*h+d*m;this.n33= b*g;return this},setRotationFromQuaternion:function(b){var d=b.x,e=b.y,h=b.z,g=b.w,m=d+d,j=e+e,p=h+h;b=d*m;var q=d*j;d*=p;var v=e*j;e*=p;h*=p;m*=g;j*=g;g*=p;this.n11=1-(v+h);this.n12=q-g;this.n13=d+j;this.n21=q+g;this.n22=1-(b+h);this.n23=e-m;this.n31=d-j;this.n32=e+m;this.n33=1-(b+v);return this},scale:function(b){var d=b.x,e=b.y;b=b.z;this.n11*=d;this.n12*=e;this.n13*=b;this.n21*=d;this.n22*=e;this.n23*=b;this.n31*=d;this.n32*=e;this.n33*=b;this.n41*=d;this.n42*=e;this.n43*=b;return this},extractPosition:function(b){this.n14= b.n14;this.n24=b.n24;this.n34=b.n34},extractRotation:function(b,d){var e=1/d.x,h=1/d.y,g=1/d.z;this.n11=b.n11*e;this.n21=b.n21*e;this.n31=b.n31*e;this.n12=b.n12*h;this.n22=b.n22*h;this.n32=b.n32*h;this.n13=b.n13*g;this.n23=b.n23*g;this.n33=b.n33*g}}; THREE.Matrix4.makeInvert=function(b,d){var e=b.n11,h=b.n12,g=b.n13,m=b.n14,j=b.n21,p=b.n22,q=b.n23,v=b.n24,E=b.n31,G=b.n32,I=b.n33,H=b.n34,L=b.n41,M=b.n42,V=b.n43,P=b.n44;d===undefined&&(d=new THREE.Matrix4);d.n11=q*H*M-v*I*M+v*G*V-p*H*V-q*G*P+p*I*P;d.n12=m*I*M-g*H*M-m*G*V+h*H*V+g*G*P-h*I*P;d.n13=g*v*M-m*q*M+m*p*V-h*v*V-g*p*P+h*q*P;d.n14=m*q*G-g*v*G-m*p*I+h*v*I+g*p*H-h*q*H;d.n21=v*I*L-q*H*L-v*E*V+j*H*V+q*E*P-j*I*P;d.n22=g*H*L-m*I*L+m*E*V-e*H*V-g*E*P+e*I*P;d.n23=m*q*L-g*v*L-m*j*V+e*v*V+g*j*P-e*q*P; d.n24=g*v*E-m*q*E+m*j*I-e*v*I-g*j*H+e*q*H;d.n31=p*H*L-v*G*L+v*E*M-j*H*M-p*E*P+j*G*P;d.n32=m*G*L-h*H*L-m*E*M+e*H*M+h*E*P-e*G*P;d.n33=g*v*L-m*p*L+m*j*M-e*v*M-h*j*P+e*p*P;d.n34=m*p*E-h*v*E-m*j*G+e*v*G+h*j*H-e*p*H;d.n41=q*G*L-p*I*L-q*E*M+j*I*M+p*E*V-j*G*V;d.n42=h*I*L-g*G*L+g*E*M-e*I*M-h*E*V+e*G*V;d.n43=g*p*L-h*q*L-g*j*M+e*q*M+h*j*V-e*p*V;d.n44=h*q*E-g*p*E+g*j*G-e*q*G-h*j*I+e*p*I;d.multiplyScalar(1/b.determinant());return d}; THREE.Matrix4.makeInvert3x3=function(b){var d=b.m33,e=d.m,h=b.n33*b.n22-b.n32*b.n23,g=-b.n33*b.n21+b.n31*b.n23,m=b.n32*b.n21-b.n31*b.n22,j=-b.n33*b.n12+b.n32*b.n13,p=b.n33*b.n11-b.n31*b.n13,q=-b.n32*b.n11+b.n31*b.n12,v=b.n23*b.n12-b.n22*b.n13,E=-b.n23*b.n11+b.n21*b.n13,G=b.n22*b.n11-b.n21*b.n12;b=b.n11*h+b.n21*j+b.n31*v;if(b==0)throw"matrix not invertible";b=1/b;e[0]=b*h;e[1]=b*g;e[2]=b*m;e[3]=b*j;e[4]=b*p;e[5]=b*q;e[6]=b*v;e[7]=b*E;e[8]=b*G;return d}; THREE.Matrix4.makeFrustum=function(b,d,e,h,g,m){var j;j=new THREE.Matrix4;j.n11=2*g/(d-b);j.n12=0;j.n13=(d+b)/(d-b);j.n14=0;j.n21=0;j.n22=2*g/(h-e);j.n23=(h+e)/(h-e);j.n24=0;j.n31=0;j.n32=0;j.n33=-(m+g)/(m-g);j.n34=-2*m*g/(m-g);j.n41=0;j.n42=0;j.n43=-1;j.n44=0;return j};THREE.Matrix4.makePerspective=function(b,d,e,h){var g;b=e*Math.tan(b*Math.PI/360);g=-b;return THREE.Matrix4.makeFrustum(g*d,b*d,g,b,e,h)}; THREE.Matrix4.makeOrtho=function(b,d,e,h,g,m){var j,p,q,v;j=new THREE.Matrix4;p=d-b;q=e-h;v=m-g;j.n11=2/p;j.n12=0;j.n13=0;j.n14=-((d+b)/p);j.n21=0;j.n22=2/q;j.n23=0;j.n24=-((e+h)/q);j.n31=0;j.n32=0;j.n33=-2/v;j.n34=-((m+g)/v);j.n41=0;j.n42=0;j.n43=0;j.n44=1;return j};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3; THREE.Object3D=function(){this.parent=undefined;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.scale=new THREE.Vector3(1,1,1);this.rotationAutoUpdate=!0;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixAutoUpdate=!0;this.matrixWorldNeedsUpdate=!0;this.quaternion=new THREE.Quaternion;this.useQuaternion=!1;this.boundRadius=0;this.boundRadiusScale=1;this.visible= !0;this._vector=new THREE.Vector3}; THREE.Object3D.prototype={translate:function(b,d){this.matrix.rotateAxis(d);this.position.addSelf(d.multiplyScalar(b))},translateX:function(b){this.translate(b,this._vector.set(1,0,0))},translateY:function(b){this.translate(b,this._vector.set(0,1,0))},translateZ:function(b){this.translate(b,this._vector.set(0,0,1))},lookAt:function(b){this.matrix.lookAt(this.position,b,this.up);this.rotationAutoUpdate&&this.rotation.setRotationFromMatrix(this.matrix)},addChild:function(b){if(this.children.indexOf(b)===-1){b.parent!== undefined&&b.parent.removeChild(b);b.parent=this;this.children.push(b);for(var d=this;d instanceof THREE.Scene===!1&&d!==undefined;)d=d.parent;d!==undefined&&d.addChildRecurse(b)}},removeChild:function(b){var d=this.children.indexOf(b);if(d!==-1){b.parent=undefined;this.children.splice(d,1)}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrix.setRotationFromQuaternion(this.quaternion):this.matrix.setRotationFromEuler(this.rotation);if(this.scale.x!==1||this.scale.y!== 1||this.scale.z!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}this.matrixWorldNeedsUpdate=!0},update:function(b,d,e){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||d){b?this.matrixWorld.multiply(b,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixRotationWorld.extractRotation(this.matrixWorld,this.scale);this.matrixWorldNeedsUpdate=!1;d=!0}b=0;for(var h=this.children.length;b=1){e.w=b.w;e.x=b.x;e.y=b.y;e.z=b.z;return e}var m=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.0010){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);return e}g=Math.sin((1-h)*m)/j;h=Math.sin(h*m)/j;e.w=b.w*g+d.w*h;e.x=b.x*g+d.x*h;e.y=b.y*g+d.y*h;e.z=b.z*g+d.z*h;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,d,e,h,g,m){this.a=b;this.b=d;this.c=e;this.normal=h instanceof THREE.Vector3?h:new THREE.Vector3;this.vertexNormals=h instanceof Array?h:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=m instanceof Array?m:[m];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,d,e,h,g,m,j){this.a=b;this.b=d;this.c=e;this.d=h;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=m instanceof THREE.Color?m:new THREE.Color;this.vertexColors=m instanceof Array?m:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3};THREE.UV=function(b,d){this.set(b||0,d||0)}; 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}; THREE.Geometry.prototype={computeCentroids:function(){var b,d,e;b=0;for(d=this.faces.length;b0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y],z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var d=1,e=this.vertices.length;dthis.boundingBox.x[1])this.boundingBox.x[1]=b.position.x; if(b.position.ythis.boundingBox.y[1])this.boundingBox.y[1]=b.position.y;if(b.position.zthis.boundingBox.z[1])this.boundingBox.z[1]=b.position.z}}},computeBoundingSphere:function(){for(var b=this.boundingSphere===null?0:this.boundingSphere.radius,d=0,e=this.vertices.length;d1){console.log("THREE.Animation.update: Warning! Scale out of bounds:"+h+" on bone "+H);h=h<0?0:1}if(e==="pos"){e=b.position;if(this.interpolationType===THREE.AnimationHandler.LINEAR){e.x=g[0]+(m[0]-g[0])*h;e.y=g[1]+(m[1]-g[1])*h;e.z=g[2]+(m[2]-g[2])*h}else if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){this.points[0]= this.getPrevKeyWith("pos",H,j.index-1).pos;this.points[1]=g;this.points[2]=m;this.points[3]=this.getNextKeyWith("pos",H,p.index+1).pos;h=h*0.33+0.33;g=this.interpolateCatmullRom(this.points,h);e.x=g[0];e.y=g[1];e.z=g[2];if(this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){h=this.interpolateCatmullRom(this.points,h*1.01);this.target.set(h[0],h[1],h[2]);this.target.subSelf(e);this.target.y=0;this.target.normalize();h=Math.atan2(this.target.x,this.target.z);b.rotation.set(0,h,0)}}}else if(e=== "rot")THREE.Quaternion.slerp(g,m,b.quaternion,h);else if(e==="scl"){e=b.scale;e.x=g[0]+(m[0]-g[0])*h;e.y=g[1]+(m[1]-g[1])*h;e.z=g[2]+(m[2]-g[2])*h}}}}if(this.JITCompile&&E[0][v]===undefined){this.hierarchy[0].update(undefined,!0);for(H=0;Hb.length-2?m:m+1;e[3]=m>b.length-3?m:m+2;m=b[e[0]];p=b[e[1]];q=b[e[2]];v=b[e[3]];e=g*g;j=g*e;h[0]=this.interpolate(m[0],p[0],q[0],v[0],g,e,j);h[1]=this.interpolate(m[1],p[1],q[1],v[1],g,e,j);h[2]=this.interpolate(m[2],p[2],q[2],v[2],g,e,j);return h}; THREE.Animation.prototype.interpolate=function(b,d,e,h,g,m,j){b=(e-b)*0.5;h=(h-d)*0.5;return(2*(d-e)+b+h)*j+(-3*(d-e)-2*b-h)*m+b*g+d};THREE.Animation.prototype.getNextKeyWith=function(b,d,e){var h=this.data.hierarchy[d].keys;if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)e=e0?e:0:e>=0?e:e+h.length;e>=0;e--)if(h[e][b]!==undefined)return h[e];return this.data.hierarchy[d].keys[h.length-1]}; THREE.Camera=function(b,d,e,h,g){THREE.Object3D.call(this);this.fov=b||50;this.aspect=d||1;this.near=e||0.1;this.far=h||2E3;this.target=g||new THREE.Object3D;this.useTarget=!0;this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=null;this.updateProjectionMatrix()};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera;THREE.Camera.prototype.supr=THREE.Object3D.prototype; THREE.Camera.prototype.translate=function(b,d){this.matrix.rotateAxis(d);this.position.addSelf(d.multiplyScalar(b));this.target.position.addSelf(d.multiplyScalar(b))};THREE.Camera.prototype.updateProjectionMatrix=function(){this.projectionMatrix=THREE.Matrix4.makePerspective(this.fov,this.aspect,this.near,this.far)};THREE.Camera.prototype.updateMatrix=function(){this.update(undefined,!0)}; THREE.Camera.prototype.update=function(b,d,e){if(this.useTarget){this.matrix.lookAt(this.position,this.target.position,this.up);this.matrix.setPosition(this.position);b?this.matrixWorld.multiply(b,this.matrix):this.matrixWorld.copy(this.matrix);THREE.Matrix4.makeInvert(this.matrixWorld,this.matrixWorldInverse);d=!0}else{this.matrixAutoUpdate&&(d|=this.updateMatrix());if(d||this.matrixWorldNeedsUpdate){b?this.matrixWorld.multiply(b,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixWorldNeedsUpdate= !1;d=!0;THREE.Matrix4.makeInvert(this.matrixWorld,this.matrixWorldInverse)}}for(b=0;b1){b=e.matrixWorldInverse;b=-(b.n31*this.position.x+b.n32*this.position.y+b.n33*this.position.z+b.n34);this.LODs[0].object3D.visible=!0;for(var h=1;h=this.LODs[h].visibleAtDistance){this.LODs[h-1].object3D.visible= !1;this.LODs[h].object3D.visible=!0}else break;for(;h=0&&ta>=0&&aa>=0&&ma>=0)return!0;else if(Fa<0&&ta<0||aa<0&&ma<0)return!1;else{if(Fa<0)pa=Math.max(pa,Fa/(Fa-ta));else ta<0&&(ra=Math.min(ra,Fa/(Fa-ta)));if(aa<0)pa=Math.max(pa,aa/(aa-ma));else ma<0&&(ra=Math.min(ra,aa/(aa-ma)));if(raFa&&j.positionScreen.z0&&Z.z<1){Pa=da[sa]=da[sa]||new THREE.RenderableParticle;sa++;P=Pa;P.x=Z.x/Z.w;P.y=Z.y/Z.w;P.z=Z.z;P.rotation=$.rotation.z;P.scale.x=$.scale.x*Math.abs(P.x-(Z.x+R.projectionMatrix.n11)/(Z.w+R.projectionMatrix.n14));P.scale.y=$.scale.y*Math.abs(P.y-(Z.y+R.projectionMatrix.n22)/(Z.w+R.projectionMatrix.n24));P.materials=$.materials;ra.push(P)}}}}pa&&ra.sort(d);return ra}}; THREE.SoundRenderer=function(){this.volume=1;this.domElement=document.createElement("div");this.domElement.id="THREESound";this.cameraPosition=new THREE.Vector3;this.soundPosition=new THREE.Vector3;this.render=function(b,d,e){e&&b.update(undefined,!1,d);e=b.sounds;var h,g=e.length;for(h=0;h 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef PHONG\nvPointLight[ i ] = vec4( lVector, lDistance );\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight * pointDistance;\npointSpecular += mSpecular * pointSpecularWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", 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", 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", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif"}; THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},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",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},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)}}}; THREE.ShaderLib={lensFlareVertexTexture:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nuniform int renderType;\nuniform\tsampler2D\tocclusionMap;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvarying\tfloat\tvVisibility;\nvoid main(void)\n{\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\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nuniform int renderType;\nvarying\tvec2\t\tvUV;\nvarying\tfloat\t\tvVisibility;\nvoid main( void )\n{\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}"}, lensFlare:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nuniform int renderType;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvoid main(void)\n{\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\tsampler2D\tmap;\nuniform\tsampler2D\tocclusionMap;\nuniform\tfloat\t\topacity;\nuniform int renderType;\nvarying\tvec2\t\tvUV;\nvoid main( void )\n{\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}"}, sprite:{vertexShader:"uniform\tint\t\tuseScreenCoordinates;\nuniform int affectedByDistance;\nuniform\tvec3\tscreenPosition;\nuniform \tmat4 \tmodelViewMatrix;\nuniform \tmat4 \tprojectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform\tvec2 uvScale;\nattribute \tvec2 \tposition;\nattribute vec2\tuv;\nvarying\tvec2\tvUV;\nvoid main(void)\n{\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}", fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nvarying\tvec2\t\tvUV;\nvoid main( void )\n{\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}"},shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main(void)\n{\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main( void )\n{\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"}, 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, 1, 1, 1 );\n}"}, 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}}, 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, 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, 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:Uniforms.merge([THREE.UniformsLib.common,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,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,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:Uniforms.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}}]),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,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,"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,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;",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")}}; THREE.WebGLRenderer=function(b){function d(f,s,n){var k,o,w,x=f.vertices,u=x.length,A=f.colors,t=A.length,y=f.__vertexArray,z=f.__colorArray,D=f.__sortArray,B=f.__dirtyVertices,N=f.__dirtyColors;if(n.sortParticles){Pa.multiplySelf(n.matrixWorld);for(k=0;kt){y=z;t=A[y]}c.bindBuffer(c.ARRAY_BUFFER,o.__webglMorphTargetsBuffers[y]);c.vertexAttribPointer(s["morphTarget"+n],3,c.FLOAT,!1,0,0);w.__webglMorphTargetInfluences[n]=t;u[y]=1;t=-1;n++}}c.uniform1fv(k.program.uniforms.morphTargetInfluences,w.__webglMorphTargetInfluences)}else{c.bindBuffer(c.ARRAY_BUFFER,o.__webglVertexBuffer);c.vertexAttribPointer(f.position,3,c.FLOAT,!1,0,0)}if(o.__webglCustomAttributes)for(x in o.__webglCustomAttributes)if(f[x]>=0){s=o.__webglCustomAttributes[x];c.bindBuffer(c.ARRAY_BUFFER, s.buffer);c.vertexAttribPointer(f[x],s.size,c.FLOAT,!1,0,0)}if(f.color>=0){c.bindBuffer(c.ARRAY_BUFFER,o.__webglColorBuffer);c.vertexAttribPointer(f.color,3,c.FLOAT,!1,0,0)}if(f.normal>=0){c.bindBuffer(c.ARRAY_BUFFER,o.__webglNormalBuffer);c.vertexAttribPointer(f.normal,3,c.FLOAT,!1,0,0)}if(f.tangent>=0){c.bindBuffer(c.ARRAY_BUFFER,o.__webglTangentBuffer);c.vertexAttribPointer(f.tangent,4,c.FLOAT,!1,0,0)}if(f.uv>=0)if(o.__webglUVBuffer){c.bindBuffer(c.ARRAY_BUFFER,o.__webglUVBuffer);c.vertexAttribPointer(f.uv, 2,c.FLOAT,!1,0,0);c.enableVertexAttribArray(f.uv)}else c.disableVertexAttribArray(f.uv);if(f.uv2>=0)if(o.__webglUV2Buffer){c.bindBuffer(c.ARRAY_BUFFER,o.__webglUV2Buffer);c.vertexAttribPointer(f.uv2,2,c.FLOAT,!1,0,0);c.enableVertexAttribArray(f.uv2)}else c.disableVertexAttribArray(f.uv2);if(k.skinning&&f.skinVertexA>=0&&f.skinVertexB>=0&&f.skinIndex>=0&&f.skinWeight>=0){c.bindBuffer(c.ARRAY_BUFFER,o.__webglSkinVertexABuffer);c.vertexAttribPointer(f.skinVertexA,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER, o.__webglSkinVertexBBuffer);c.vertexAttribPointer(f.skinVertexB,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,o.__webglSkinIndicesBuffer);c.vertexAttribPointer(f.skinIndex,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,o.__webglSkinWeightsBuffer);c.vertexAttribPointer(f.skinWeight,4,c.FLOAT,!1,0,0)}if(w instanceof THREE.Mesh)if(k.wireframe){c.lineWidth(k.wireframeLinewidth);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,o.__webglLineBuffer);c.drawElements(c.LINES,o.__webglLineCount,c.UNSIGNED_SHORT,0)}else{c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, o.__webglFaceBuffer);c.drawElements(c.TRIANGLES,o.__webglFaceCount,c.UNSIGNED_SHORT,0)}else if(w instanceof THREE.Line){w=w.type==THREE.LineStrip?c.LINE_STRIP:c.LINES;c.lineWidth(k.linewidth);c.drawArrays(w,0,o.__webglLineCount)}else if(w instanceof THREE.ParticleSystem)c.drawArrays(c.POINTS,0,o.__webglParticleCount);else w instanceof THREE.Ribbon&&c.drawArrays(c.TRIANGLE_STRIP,0,o.__webglVertexCount)}}function g(f,s,n){if(!f.__webglVertexBuffer)f.__webglVertexBuffer=c.createBuffer();if(!f.__webglNormalBuffer)f.__webglNormalBuffer= c.createBuffer();if(f.hasPos){c.bindBuffer(c.ARRAY_BUFFER,f.__webglVertexBuffer);c.bufferData(c.ARRAY_BUFFER,f.positionArray,c.DYNAMIC_DRAW);c.enableVertexAttribArray(s.attributes.position);c.vertexAttribPointer(s.attributes.position,3,c.FLOAT,!1,0,0)}if(f.hasNormal){c.bindBuffer(c.ARRAY_BUFFER,f.__webglNormalBuffer);if(n==THREE.FlatShading){var k,o,w,x,u,A,t,y,z,D,B=f.count*3;for(D=0;D0&&W[0]0&&W[1]0.0010&&u.scale>0.0010){N[0]=u.x;N[1]=u.y;N[2]=u.z;D=u.size*u.scale/ za;B[0]=D*t;B[1]=D;c.uniform3fv(O.screenPosition,N);c.uniform2fv(O.scale,B);c.uniform1f(O.rotation,u.rotation);c.uniform1f(O.opacity,u.opacity);oa(u.blending);K(u.texture,1);c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}}}}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST);c.depthMask(ta)}function V(f,s){f._modelViewMatrix.multiplyToArray(s.matrixWorldInverse,f.matrixWorld,f._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(f._modelViewMatrix).transposeIntoArray(f._normalMatrixArray)}function P(f){var s, n,k,o,w;if(f instanceof THREE.Mesh){n=f.geometry;for(s in n.geometryGroups){k=n.geometryGroups[s];w=!1;for(o in k.__webglCustomAttributes)if(k.__webglCustomAttributes[o].needsUpdate){w=!0;break}if(n.__dirtyVertices||n.__dirtyMorphTargets||n.__dirtyElements||n.__dirtyUvs||n.__dirtyNormals||n.__dirtyColors||n.__dirtyTangents||w){w=c.DYNAMIC_DRAW;var x=void 0,u=void 0,A=void 0,t=void 0;A=void 0;var y=void 0,z=void 0,D=void 0,B=void 0,N=void 0,W=void 0,O=void 0,X=void 0,Ga=void 0,S=void 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Ha=f.geometry,lb=Ha.__dirtyVertices,mb=Ha.__dirtyElements,hb=Ha.__dirtyUvs,nb=Ha.__dirtyNormals,ob=Ha.__dirtyTangents,pb=Ha.__dirtyColors,qb=Ha.__dirtyMorphTargets,db=Ha.vertices,ub=k.faces,zb=Ha.faces,vb=Ha.faceVertexUvs[0],wb=Ha.faceVertexUvs[1], eb=Ha.skinVerticesA,fb=Ha.skinVerticesB,gb=Ha.skinIndices,Xa=Ha.skinWeights,ab=Ha.edgeFaces,Ta=Ha.morphTargets;if(Ra)for(Wa in Ra){Ra[Wa].offset=0;Ra[Wa].offsetSrc=0}x=0;for(u=ub.length;x0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglColorBuffer);c.bufferData(c.ARRAY_BUFFER,Da,w)}if(nb){c.bindBuffer(c.ARRAY_BUFFER,k.__webglNormalBuffer);c.bufferData(c.ARRAY_BUFFER,Qa,w)}if(ob&&Ha.hasTangents){c.bindBuffer(c.ARRAY_BUFFER,k.__webglTangentBuffer);c.bufferData(c.ARRAY_BUFFER,ha,w)}if(hb&&bb>0){c.bindBuffer(c.ARRAY_BUFFER, k.__webglUVBuffer);c.bufferData(c.ARRAY_BUFFER,ib,w)}if(hb&&cb>0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglUV2Buffer);c.bufferData(c.ARRAY_BUFFER,jb,w)}if(mb){c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,k.__webglFaceBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,Na,w);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,k.__webglLineBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,Oa,w)}if(C>0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinVertexABuffer);c.bufferData(c.ARRAY_BUFFER,ia,w);c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinVertexBBuffer); c.bufferData(c.ARRAY_BUFFER,ja,w);c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinIndicesBuffer);c.bufferData(c.ARRAY_BUFFER,ka,w);c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinWeightsBuffer);c.bufferData(c.ARRAY_BUFFER,la,w)}}}n.__dirtyVertices=!1;n.__dirtyMorphTargets=!1;n.__dirtyElements=!1;n.__dirtyUvs=!1;n.__dirtyNormals=!1;n.__dirtyTangents=!1;n.__dirtyColors=!1}else if(f instanceof THREE.Ribbon){n=f.geometry;if(n.__dirtyVertices||n.__dirtyColors){f=n;s=c.DYNAMIC_DRAW;W=f.vertices;k=f.colors;O=W.length; w=k.length;X=f.__vertexArray;x=f.__colorArray;Ga=f.__dirtyColors;if(f.__dirtyVertices){for(u=0;u65535){y[A].counter+=1;t=y[A].hash+"_"+y[A].counter;f.geometryGroups[t]==undefined&&(f.geometryGroups[t]={faces:[],materials:u,vertices:0,numMorphTargets:z})}f.geometryGroups[t].faces.push(o);f.geometryGroups[t].vertices+=x}}function da(f,s,n){f.push({buffer:s,object:n, opaque:{list:[],count:0},transparent:{list:[],count:0}})}function oa(f){if(f!=ga){switch(f){case THREE.AdditiveBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.SRC_ALPHA,c.ONE);break;case THREE.SubtractiveBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ZERO,c.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ZERO,c.SRC_COLOR);break;default:c.blendEquationSeparate(c.FUNC_ADD,c.FUNC_ADD);c.blendFuncSeparate(c.SRC_ALPHA,c.ONE_MINUS_SRC_ALPHA,c.ONE, c.ONE_MINUS_SRC_ALPHA)}ga=f}}function Z(f,s,n){if((n.width&n.width-1)==0&&(n.height&n.height-1)==0){c.texParameteri(f,c.TEXTURE_WRAP_S,fa(s.wrapS));c.texParameteri(f,c.TEXTURE_WRAP_T,fa(s.wrapT));c.texParameteri(f,c.TEXTURE_MAG_FILTER,fa(s.magFilter));c.texParameteri(f,c.TEXTURE_MIN_FILTER,fa(s.minFilter));c.generateMipmap(f)}else{c.texParameteri(f,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(f,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(f,c.TEXTURE_MAG_FILTER,Ea(s.magFilter));c.texParameteri(f, c.TEXTURE_MIN_FILTER,Ea(s.minFilter))}}function K(f,s){if(f.needsUpdate){if(f.__webglInit){c.bindTexture(c.TEXTURE_2D,f.__webglTexture);c.texSubImage2D(c.TEXTURE_2D,0,0,0,c.RGBA,c.UNSIGNED_BYTE,f.image)}else{f.__webglTexture=c.createTexture();c.bindTexture(c.TEXTURE_2D,f.__webglTexture);c.texImage2D(c.TEXTURE_2D,0,c.RGBA,c.RGBA,c.UNSIGNED_BYTE,f.image);f.__webglInit=!0}Z(c.TEXTURE_2D,f,f.image);c.bindTexture(c.TEXTURE_2D,null);f.needsUpdate=!1}c.activeTexture(c.TEXTURE0+s);c.bindTexture(c.TEXTURE_2D, f.__webglTexture)}function Ia(f){if(f&&!f.__webglFramebuffer){if(f.depthBuffer===undefined)f.depthBuffer=!0;if(f.stencilBuffer===undefined)f.stencilBuffer=!0;f.__webglFramebuffer=c.createFramebuffer();f.__webglRenderbuffer=c.createRenderbuffer();f.__webglTexture=c.createTexture();c.bindTexture(c.TEXTURE_2D,f.__webglTexture);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,fa(f.wrapS));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,fa(f.wrapT));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,fa(f.magFilter)); c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,fa(f.minFilter));c.texImage2D(c.TEXTURE_2D,0,fa(f.format),f.width,f.height,0,fa(f.format),fa(f.type),null);c.bindRenderbuffer(c.RENDERBUFFER,f.__webglRenderbuffer);c.bindFramebuffer(c.FRAMEBUFFER,f.__webglFramebuffer);c.framebufferTexture2D(c.FRAMEBUFFER,c.COLOR_ATTACHMENT0,c.TEXTURE_2D,f.__webglTexture,0);if(f.depthBuffer&&!f.stencilBuffer){c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_COMPONENT16,f.width,f.height);c.framebufferRenderbuffer(c.FRAMEBUFFER, c.DEPTH_ATTACHMENT,c.RENDERBUFFER,f.__webglRenderbuffer)}else if(f.depthBuffer&&f.stencilBuffer){c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_STENCIL,f.width,f.height);c.framebufferRenderbuffer(c.FRAMEBUFFER,c.DEPTH_STENCIL_ATTACHMENT,c.RENDERBUFFER,f.__webglRenderbuffer)}else c.renderbufferStorage(c.RENDERBUFFER,c.RGBA4,f.width,f.height);c.bindTexture(c.TEXTURE_2D,null);c.bindRenderbuffer(c.RENDERBUFFER,null);c.bindFramebuffer(c.FRAMEBUFFER,null)}var s,n;if(f){s=f.__webglFramebuffer;n=f.width;f= f.height}else{s=null;n=ya;f=za}if(s!=Fa){c.bindFramebuffer(c.FRAMEBUFFER,s);c.viewport(wa,qa,n,f);Fa=s}}function ca(f,s){var n;if(f=="fragment")n=c.createShader(c.FRAGMENT_SHADER);else f=="vertex"&&(n=c.createShader(c.VERTEX_SHADER));c.shaderSource(n,s);c.compileShader(n);if(!c.getShaderParameter(n,c.COMPILE_STATUS)){console.error(c.getShaderInfoLog(n));console.error(s);return null}return n}function Ea(f){switch(f){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return c.NEAREST; default:return c.LINEAR}}function fa(f){switch(f){case THREE.RepeatWrapping:return c.REPEAT;case THREE.ClampToEdgeWrapping:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return c.MIRRORED_REPEAT;case THREE.NearestFilter:return c.NEAREST;case THREE.NearestMipMapNearestFilter:return c.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return c.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return c.LINEAR;case THREE.LinearMipMapNearestFilter:return c.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return c.LINEAR_MIPMAP_LINEAR; case THREE.ByteType:return c.BYTE;case THREE.UnsignedByteType:return c.UNSIGNED_BYTE;case THREE.ShortType:return c.SHORT;case THREE.UnsignedShortType:return c.UNSIGNED_SHORT;case THREE.IntType:return c.INT;case THREE.UnsignedShortType:return c.UNSIGNED_INT;case THREE.FloatType:return c.FLOAT;case THREE.AlphaFormat:return c.ALPHA;case THREE.RGBFormat:return c.RGB;case THREE.RGBAFormat:return c.RGBA;case THREE.LuminanceFormat:return c.LUMINANCE;case THREE.LuminanceAlphaFormat:return c.LUMINANCE_ALPHA}return 0} var c,R=document.createElement("canvas"),pa=[],ra=null,Fa=null,ta=!0,aa=this,ma=null,na=null,ga=null,Y=null,wa=0,qa=0,ya=0,za=0,$=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Pa=new THREE.Matrix4,Ua=new Float32Array(16),Ya=new Float32Array(16),Va=new THREE.Vector4,Sa={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},Za=!0,$a=!0,xb=new THREE.Color(0),yb=0;if(b){if(b.stencil!= undefined)Za=b.stencil;if(b.antialias!==undefined)$a=b.antialias;b.clearColor!==undefined&&xb.setHex(b.clearColor);if(b.clearAlpha!==undefined)yb=b.clearAlpha}this.maxMorphTargets=8;this.domElement=R;this.autoClear=!0;this.sortObjects=!0;(function(f,s,n,k){try{if(!(c=R.getContext("experimental-webgl",{antialias:f,stencil:k})))throw"Error creating WebGL context.";}catch(o){console.error(o)}console.log(navigator.userAgent+" | "+c.getParameter(c.VERSION)+" | "+c.getParameter(c.VENDOR)+" | "+c.getParameter(c.RENDERER)+ " | "+c.getParameter(c.SHADING_LANGUAGE_VERSION));c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST);c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendEquation(c.FUNC_ADD);c.blendFunc(c.SRC_ALPHA,c.ONE_MINUS_SRC_ALPHA);c.clearColor(s.r,s.g,s.b,n)})($a,xb,yb,Za);this.context=c;if(Za){var U={};U.vertices=new Float32Array(12);U.faces=new Uint16Array(6);U.darkness=0.5;U.vertices[0]=-20;U.vertices[1]=-20;U.vertices[2]=-1;U.vertices[3]= 20;U.vertices[4]=-20;U.vertices[5]=-1;U.vertices[6]=20;U.vertices[7]=20;U.vertices[8]=-1;U.vertices[9]=-20;U.vertices[10]=20;U.vertices[11]=-1;U.faces[0]=0;U.faces[1]=1;U.faces[2]=2;U.faces[3]=0;U.faces[4]=2;U.faces[5]=3;U.vertexBuffer=c.createBuffer();U.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,U.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,U.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,U.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,U.faces,c.STATIC_DRAW);U.program= c.createProgram();c.attachShader(U.program,ca("fragment",THREE.ShaderLib.shadowPost.fragmentShader));c.attachShader(U.program,ca("vertex",THREE.ShaderLib.shadowPost.vertexShader));c.linkProgram(U.program);U.vertexLocation=c.getAttribLocation(U.program,"position");U.projectionLocation=c.getUniformLocation(U.program,"projectionMatrix");U.darknessLocation=c.getUniformLocation(U.program,"darkness")}var J={};J.vertices=new Float32Array(16);J.faces=new Uint16Array(6);b=0;J.vertices[b++]=-1;J.vertices[b++]= -1;J.vertices[b++]=0;J.vertices[b++]=0;J.vertices[b++]=1;J.vertices[b++]=-1;J.vertices[b++]=1;J.vertices[b++]=0;J.vertices[b++]=1;J.vertices[b++]=1;J.vertices[b++]=1;J.vertices[b++]=1;J.vertices[b++]=-1;J.vertices[b++]=1;J.vertices[b++]=0;J.vertices[b++]=1;b=0;J.faces[b++]=0;J.faces[b++]=1;J.faces[b++]=2;J.faces[b++]=0;J.faces[b++]=2;J.faces[b++]=3;J.vertexBuffer=c.createBuffer();J.elementBuffer=c.createBuffer();J.tempTexture=c.createTexture();J.occlusionTexture=c.createTexture();c.bindBuffer(c.ARRAY_BUFFER, J.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,J.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,J.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,J.faces,c.STATIC_DRAW);c.bindTexture(c.TEXTURE_2D,J.tempTexture);c.texImage2D(c.TEXTURE_2D,0,c.RGB,16,16,0,c.RGB,c.UNSIGNED_BYTE,null);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER,c.NEAREST);c.bindTexture(c.TEXTURE_2D,J.occlusionTexture);c.texImage2D(c.TEXTURE_2D,0,c.RGBA,16,16,0,c.RGBA,c.UNSIGNED_BYTE,null);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,c.NEAREST);if(c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){J.hasVertexTexture=!1;J.program=c.createProgram(); c.attachShader(J.program,ca("fragment",THREE.ShaderLib.lensFlare.fragmentShader));c.attachShader(J.program,ca("vertex",THREE.ShaderLib.lensFlare.vertexShader))}else{J.hasVertexTexture=!0;J.program=c.createProgram();c.attachShader(J.program,ca("fragment",THREE.ShaderLib.lensFlareVertexTexture.fragmentShader));c.attachShader(J.program,ca("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader))}c.linkProgram(J.program);J.attributes={};J.uniforms={};J.attributes.vertex=c.getAttribLocation(J.program, "position");J.attributes.uv=c.getAttribLocation(J.program,"UV");J.uniforms.renderType=c.getUniformLocation(J.program,"renderType");J.uniforms.map=c.getUniformLocation(J.program,"map");J.uniforms.occlusionMap=c.getUniformLocation(J.program,"occlusionMap");J.uniforms.opacity=c.getUniformLocation(J.program,"opacity");J.uniforms.scale=c.getUniformLocation(J.program,"scale");J.uniforms.rotation=c.getUniformLocation(J.program,"rotation");J.uniforms.screenPosition=c.getUniformLocation(J.program,"screenPosition"); var sb=!1;_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;b=0;_sprite.faces[b++]= 0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=c.createBuffer();_sprite.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,_sprite.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,_sprite.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,_sprite.faces,c.STATIC_DRAW);_sprite.program=c.createProgram();c.attachShader(_sprite.program,ca("fragment",THREE.ShaderLib.sprite.fragmentShader)); c.attachShader(_sprite.program,ca("vertex",THREE.ShaderLib.sprite.vertexShader));c.linkProgram(_sprite.program);_sprite.attributes={};_sprite.uniforms={};_sprite.attributes.position=c.getAttribLocation(_sprite.program,"position");_sprite.attributes.uv=c.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset=c.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=c.getUniformLocation(_sprite.program,"uvScale");_sprite.uniforms.rotation=c.getUniformLocation(_sprite.program, "rotation");_sprite.uniforms.scale=c.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=c.getUniformLocation(_sprite.program,"alignment");_sprite.uniforms.map=c.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=c.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates=c.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=c.getUniformLocation(_sprite.program,"affectedByDistance");_sprite.uniforms.screenPosition= c.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=c.getUniformLocation(_sprite.program,"modelViewMatrix");_sprite.uniforms.projectionMatrix=c.getUniformLocation(_sprite.program,"projectionMatrix");var rb=!1;this.setSize=function(f,s){R.width=f;R.height=s;this.setViewport(0,0,R.width,R.height)};this.setViewport=function(f,s,n,k){wa=f;qa=s;ya=n;za=k;c.viewport(wa,qa,ya,za)};this.setScissor=function(f,s,n,k){c.scissor(f,s,n,k)};this.enableScissorTest=function(f){f? c.enable(c.SCISSOR_TEST):c.disable(c.SCISSOR_TEST)};this.enableDepthBufferWrite=function(f){ta=f;c.depthMask(f)};this.setClearColorHex=function(f,s){var n=new THREE.Color(f);c.clearColor(n.r,n.g,n.b,s)};this.setClearColor=function(f,s){c.clearColor(f.r,f.g,f.b,s)};this.clear=function(){c.clear(c.COLOR_BUFFER_BIT|c.DEPTH_BUFFER_BIT|c.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(f){U.darkness=f};this.initMaterial=function(f,s,n,k){var o,w,x;if(f instanceof THREE.MeshDepthMaterial)x="depth"; else if(f instanceof THREE.ShadowVolumeDynamicMaterial)x="shadowVolumeDynamic";else if(f instanceof THREE.MeshNormalMaterial)x="normal";else if(f instanceof THREE.MeshBasicMaterial)x="basic";else if(f instanceof THREE.MeshLambertMaterial)x="lambert";else if(f instanceof THREE.MeshPhongMaterial)x="phong";else if(f instanceof THREE.LineBasicMaterial)x="basic";else f instanceof THREE.ParticleBasicMaterial&&(x="particle_basic");if(x){var u=THREE.ShaderLib[x];f.uniforms=Uniforms.clone(u.uniforms);f.vertexShader= u.vertexShader;f.fragmentShader=u.fragmentShader}var A,t,y;A=y=u=0;for(t=s.length;A0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+n.maxDirLights,"#define MAX_POINT_LIGHTS "+n.maxPointLights,"#define MAX_BONES "+n.maxBones,n.map?"#define USE_MAP":"", n.envMap?"#define USE_ENVMAP":"",n.lightMap?"#define USE_LIGHTMAP":"",n.vertexColors?"#define USE_COLOR":"",n.skinning?"#define USE_SKINNING":"",n.morphTargets?"#define USE_MORPHTARGETS":"",n.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n"); c.attachShader(D,ca("fragment",prefix_fragment+A));c.attachShader(D,ca("vertex",prefix_vertex+t));c.linkProgram(D);c.getProgramParameter(D,c.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+c.getProgramParameter(D,c.VALIDATE_STATUS)+", gl error ["+c.getError()+"]");D.uniforms={};D.attributes={};var B;A=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(B in u)A.push(B); B=A;u=0;for(A=B.length;u=0&&c.enableVertexAttribArray(z.color);z.normal>= 0&&c.enableVertexAttribArray(z.normal);z.tangent>=0&&c.enableVertexAttribArray(z.tangent);if(f.skinning&&z.skinVertexA>=0&&z.skinVertexB>=0&&z.skinIndex>=0&&z.skinWeight>=0){c.enableVertexAttribArray(z.skinVertexA);c.enableVertexAttribArray(z.skinVertexB);c.enableVertexAttribArray(z.skinIndex);c.enableVertexAttribArray(z.skinWeight)}for(o in f.attributes)z[o]>=0&&c.enableVertexAttribArray(z[o]);if(f.morphTargets){f.numSupportedMorphTargets=0;if(z.morphTarget0>=0){c.enableVertexAttribArray(z.morphTarget0); f.numSupportedMorphTargets++}if(z.morphTarget1>=0){c.enableVertexAttribArray(z.morphTarget1);f.numSupportedMorphTargets++}if(z.morphTarget2>=0){c.enableVertexAttribArray(z.morphTarget2);f.numSupportedMorphTargets++}if(z.morphTarget3>=0){c.enableVertexAttribArray(z.morphTarget3);f.numSupportedMorphTargets++}if(z.morphTarget4>=0){c.enableVertexAttribArray(z.morphTarget4);f.numSupportedMorphTargets++}if(z.morphTarget5>=0){c.enableVertexAttribArray(z.morphTarget5);f.numSupportedMorphTargets++}if(z.morphTarget6>= 0){c.enableVertexAttribArray(z.morphTarget6);f.numSupportedMorphTargets++}if(z.morphTarget7>=0){c.enableVertexAttribArray(z.morphTarget7);f.numSupportedMorphTargets++}k.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);f=0;for(o=this.maxMorphTargets;f0||D.faceVertexUvs.length>0)x.__uvArray=new Float32Array(A*2);if(D.faceUvs.length>1||D.faceVertexUvs.length>1)x.__uv2Array=new Float32Array(A*2)}if(u.geometry.skinWeights.length&&u.geometry.skinIndices.length){x.__skinVertexAArray=new Float32Array(A*4);x.__skinVertexBArray=new Float32Array(A* 4);x.__skinIndexArray=new Float32Array(A*4);x.__skinWeightArray=new Float32Array(A*4)}x.__faceArray=new Uint16Array(N*3+(u.geometry.edgeFaces?u.geometry.edgeFaces.length*6:0));x.__lineArray=new Uint16Array(W*2);if(x.numMorphTargets){x.__morphTargetsArrays=[];D=0;for(B=x.numMorphTargets;D=0;o--){k=n.__webglObjects[o].object;if(s==k){n.__webglObjects.splice(o,1);break}}f.__objectsRemoved.splice(0,1)}s=0;for(n=f.__webglObjects.length;s0}}; THREE.WebGLRenderTarget=function(b,d,e){this.width=b;this.height=d;e=e||{};this.wrapS=e.wrapS!==undefined?e.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=e.wrapT!==undefined?e.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=e.magFilter!==undefined?e.magFilter:THREE.LinearFilter;this.minFilter=e.minFilter!==undefined?e.minFilter:THREE.LinearMipMapLinearFilter;this.format=e.format!==undefined?e.format:THREE.RGBAFormat;this.type=e.type!==undefined?e.type:THREE.UnsignedByteType;this.depthBuffer=e.depthBuffer!== undefined?e.depthBuffer:!0;this.stencilBuffer=e.stencilBuffer!==undefined?e.stencilBuffer:!0};