// ThreeWebGL.js r42 - http://github.com/mrdoob/three.js var THREE=THREE||{};if(!window.Int32Array)window.Int32Array=Array,window.Float32Array=Array;THREE.Color=function(b){this.setHex(b)}; THREE.Color.prototype={constructor:THREE.Color,copy:function(b){this.r=b.r;this.g=b.g;this.b=b.b;this.hex=b.hex},setHex:function(b){this.hex=~~b&16777215;this.updateRGB()},setRGB:function(b,d,e){this.r=b;this.g=d;this.b=e;this.updateHex()},setHSV:function(b,d,e){var f,g,i,h,j,k;if(e==0)f=g=i=0;else switch(h=Math.floor(b*6),j=b*6-h,b=e*(1-d),k=e*(1-d*j),d=e*(1-d*(1-j)),h){case 1:f=k;g=e;i=b;break;case 2:f=b;g=e;i=d;break;case 3:f=b;g=k;i=e;break;case 4:f=d;g=b;i=e;break;case 5:f=e;g=b;i=k;break;case 6:case 0:f= e,g=d,i=b}this.setRGB(f,g,i)},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},clone:function(){return new THREE.Color(this.hex)}};THREE.Vector2=function(b,d){this.set(b||0,d||0)}; THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(b,d){this.x=b;this.y=d;return this},copy:function(b){this.x=b.x;this.y=b.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(b,d){this.x=b.x+d.x;this.y=b.y+d.y;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;return this},sub:function(b,d){this.x=b.x-d.x;this.y=b.y-d.y;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;return this}, divideScalar:function(b){b?(this.x/=b,this.y/=b):this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(b){return this.x*b.x+this.y*b.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){var d=this.x-b.x,b=this.y-b.y;return d*d+b*b},setLength:function(b){return this.normalize().multiplyScalar(b)}, unit:function(){return this.normalize()},equals:function(b){return b.x==this.x&&b.y==this.y}};THREE.Vector3=function(b,d,e){this.set(b||0,d||0,e||0)}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(b,d,e){this.x=b;this.y=d;this.z=e;return this},copy:function(b){this.x=b.x;this.y=b.y;this.z=b.z;return this},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)},add:function(b,d){this.x=b.x+d.x;this.y=b.y+d.y;this.z=b.z+d.z;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;this.z+=b.z;return this},addScalar:function(b){this.x+=b;this.y+=b;this.z+=b;return this},sub:function(b,d){this.x=b.x-d.x;this.y=b.y-d.y;this.z= b.z-d.z;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;this.z-=b.z;return this},multiply:function(b,d){this.x=b.x*d.x;this.y=b.y*d.y;this.z=b.z*d.z;return this},multiplySelf:function(b){this.x*=b.x;this.y*=b.y;this.z*=b.z;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;this.z*=b;return this},divideSelf:function(b){return this.divide(this,b)},divideScalar:function(b){b?(this.x/=b,this.y/=b,this.z/=b):this.set(0,0,0);return this},negate:function(){return this.multiplyScalar(-1)}, dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return this.x+this.y+this.z},normalize:function(){return this.divideScalar(this.length())},setLength:function(b){return this.normalize().multiplyScalar(b)},cross:function(b,d){this.x=b.y*d.z-b.z*d.y;this.y=b.z*d.x-b.x*d.z;this.z=b.x*d.y-b.y*d.x;return this},crossSelf:function(b){return this.set(this.y* b.z-this.z*b.y,this.z*b.x-this.x*b.z,this.x*b.y-this.y*b.x)},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){return(new THREE.Vector3).sub(this,b).lengthSq()},setPositionFromMatrix:function(b){this.x=b.n14;this.y=b.n24;this.z=b.n34},setRotationFromMatrix:function(b){var d=Math.cos(this.y);this.y=Math.asin(b.n13);Math.abs(d)>1.0E-5?(this.x=Math.atan2(-b.n23/d,b.n33/d),this.z=Math.atan2(-b.n12/d,b.n11/d)):(this.x=0,this.z=Math.atan2(b.n21,b.n22))},isZero:function(){return this.lengthSq()< 1.0E-4}};THREE.Vector4=function(b,d,e,f){this.set(b||0,d||0,e||0,f||1)}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(b,d,e,f){this.x=b;this.y=d;this.z=e;this.w=f;return this},copy:function(b){return this.set(b.x,b.y,b.z,b.w||1)},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},add:function(b,d){this.x=b.x+d.x;this.y=b.y+d.y;this.z=b.z+d.z;this.w=b.w+d.w;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;this.z+=b.z;this.w+=b.w;return this},sub:function(b,d){this.x=b.x-d.x;this.y=b.y-d.y;this.z=b.z-d.z;this.w=b.w-d.w;return this}, subSelf:function(b){this.x-=b.x;this.y-=b.y;this.z-=b.z;this.w-=b.w;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;this.z*=b;this.w*=b;return this},divideScalar:function(b){b?(this.x/=b,this.y/=b,this.z/=b,this.w/=b):this.set(0,0,0,1);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z+this.w*b.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())}, setLength:function(b){return this.normalize().multiplyScalar(b)},lerpSelf:function(b,d){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;return this}};THREE.Ray=function(b,d){this.origin=b||new THREE.Vector3;this.direction=d||new THREE.Vector3}; THREE.Ray.prototype={constructor:THREE.Ray,intersectScene:function(b){return this.intersectObjects(b.objects)},intersectObjects:function(b){var d,e,f=[];d=0;for(e=b.length;d0&&b>0&&h+b<1}if(b instanceof THREE.Particle){var f=d(this.origin,this.direction,b);if(!f||f>b.scale.x)return[];return[{distance:f,point:b.position,face:null,object:b}]}else if(b instanceof THREE.Mesh){f=d(this.origin,this.direction,b);if(!f||f>b.geometry.boundingSphere.radius*Math.max(b.scale.x,Math.max(b.scale.y,b.scale.z)))return[];var g,i,h,j, k,n,r,o,s,p,D=b.geometry,F=D.vertices,G=[],f=0;for(g=D.faces.length;f0:o<0))if(r=r.dot((new THREE.Vector3).sub(h, s))/o,s=s.addSelf(p.multiplyScalar(r)),i instanceof THREE.Face3)e(s,h,j,k)&&(i={distance:this.origin.distanceTo(s),point:s,face:i,object:b},G.push(i));else if(i instanceof THREE.Face4&&(e(s,h,j,n)||e(s,j,k,n)))i={distance:this.origin.distanceTo(s),point:s,face:i,object:b},G.push(i);return G}else return[]}}; THREE.Rectangle=function(){function b(){i=f-d;h=g-e}var d,e,f,g,i,h,j=!0;this.getX=function(){return d};this.getY=function(){return e};this.getWidth=function(){return i};this.getHeight=function(){return h};this.getLeft=function(){return d};this.getTop=function(){return e};this.getRight=function(){return f};this.getBottom=function(){return g};this.set=function(h,i,r,o){j=!1;d=h;e=i;f=r;g=o;b()};this.addPoint=function(h,i){j?(j=!1,d=h,e=i,f=h,g=i):(d=dh?f:h,g=g>i?g:i);b()};this.add3Points= function(h,i,r,o,s,p){j?(j=!1,d=hr?h>s?h:s:r>s?r:s,g=i>o?i>p?i:p:o>p?o:p):(d=hr?h>s?h>f?h:f:s>f?s:f:r>s?r>f?r:f:s>f?s:f,g=i>o?i>p?i>g?i:g:p>g?p:g:o>p?o>g?o:g:p>g?p:g);b()};this.addRectangle=function(h){j?(j=!1,d=h.getLeft(),e=h.getTop(),f=h.getRight(),g=h.getBottom()):(d=dh.getRight()?f:h.getRight(),g=g> h.getBottom()?g:h.getBottom());b()};this.inflate=function(h){d-=h;e-=h;f+=h;g+=h;b()};this.minSelf=function(h){d=d>h.getLeft()?d:h.getLeft();e=e>h.getTop()?e:h.getTop();f=f=0&&Math.min(g,b.getBottom())-Math.max(e,b.getTop())>=0};this.empty=function(){j=!0;g=f=e=d=0;b()};this.isEmpty=function(){return j}};THREE.Matrix3=function(){this.m=[]}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,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,f,g,i,h,j,k,n,r,o,s,p,D,F){this.set(b||1,d||0,e||0,f||0,g||0,i||1,h||0,j||0,k||0,n||0,r||1,o||0,s||0,p||0,D||0,F||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(b,d,e,f,g,i,h,j,k,n,r,o,s,p,D,F){this.n11=b;this.n12=d;this.n13=e;this.n14=f;this.n21=g;this.n22=i;this.n23=h;this.n24=j;this.n31=k;this.n32=n;this.n33=r;this.n34=o;this.n41=s;this.n42=p;this.n43=D;this.n44=F;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 f=THREE.Matrix4.__v1,g=THREE.Matrix4.__v2,i=THREE.Matrix4.__v3;i.sub(b,d).normalize();if(i.length()===0)i.z=1;f.cross(e,i).normalize();f.length()===0&&(i.x+=1.0E-4,f.cross(e,i).normalize());g.cross(i,f).normalize();this.n11=f.x;this.n12=g.x;this.n13=i.x;this.n21=f.y;this.n22=g.y;this.n23=i.y;this.n31=f.z;this.n32=g.z;this.n33=i.z;return this},multiplyVector3:function(b){var d=b.x,e=b.y,f=b.z,g=1/(this.n41*d+this.n42*e+this.n43*f+this.n44);b.x=(this.n11*d+this.n12*e+this.n13*f+this.n14)*g; b.y=(this.n21*d+this.n22*e+this.n23*f+this.n24)*g;b.z=(this.n31*d+this.n32*e+this.n33*f+this.n34)*g;return b},multiplyVector4:function(b){var d=b.x,e=b.y,f=b.z,g=b.w;b.x=this.n11*d+this.n12*e+this.n13*f+this.n14*g;b.y=this.n21*d+this.n22*e+this.n23*f+this.n24*g;b.z=this.n31*d+this.n32*e+this.n33*f+this.n34*g;b.w=this.n41*d+this.n42*e+this.n43*f+this.n44*g;return b},rotateAxis:function(b){var d=b.x,e=b.y,f=b.z;b.x=d*this.n11+e*this.n12+f*this.n13;b.y=d*this.n21+e*this.n22+f*this.n23;b.z=d*this.n31+ e*this.n32+f*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,f=b.n12,g=b.n13,i=b.n14,h=b.n21,j=b.n22,k=b.n23,n=b.n24,r=b.n31,o=b.n32,s=b.n33,p=b.n34,D=b.n41,F=b.n42,G=b.n43,B=b.n44,U=d.n11,ta=d.n12, fa=d.n13,H=d.n14,u=d.n21,P=d.n22,I=d.n23,M=d.n24,Q=d.n31,ra=d.n32,ka=d.n33,aa=d.n34,va=d.n41,N=d.n42,J=d.n43,c=d.n44;this.n11=e*U+f*u+g*Q+i*va;this.n12=e*ta+f*P+g*ra+i*N;this.n13=e*fa+f*I+g*ka+i*J;this.n14=e*H+f*M+g*aa+i*c;this.n21=h*U+j*u+k*Q+n*va;this.n22=h*ta+j*P+k*ra+n*N;this.n23=h*fa+j*I+k*ka+n*J;this.n24=h*H+j*M+k*aa+n*c;this.n31=r*U+o*u+s*Q+p*va;this.n32=r*ta+o*P+s*ra+p*N;this.n33=r*fa+o*I+s*ka+p*J;this.n34=r*H+o*M+s*aa+p*c;this.n41=D*U+F*u+G*Q+B*va;this.n42=D*ta+F*P+G*ra+B*N;this.n43=D*fa+ F*I+G*ka+B*J;this.n44=D*H+F*M+G*aa+B*c;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,f=this.n14,g=this.n21,i=this.n22,h=this.n23,j=this.n24,k=this.n31,n=this.n32,r=this.n33,o=this.n34,s=this.n41,p=this.n42,D=this.n43,F=this.n44;return f*h*n*s-e*j*n*s-f*i*r*s+d*j*r*s+e*i*o*s-d*h*o*s-f*h*k*p+e*j*k*p+f*g*r*p-b*j*r*p-e*g*o*p+b*h*o*p+f*i*k*D-d*j*k*D-f*g*n*D+b*j*n*D+d*g*o*D-b*i*o*D-e*i*k*F+d*h* k*F+e*g*n*F-b*h*n*F-d*g*r*F+b*i*r*F},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),f=Math.sin(d),g=1-e,i=b.x,h=b.y,j=b.z,k=g*i,n=g*h;this.set(k*i+e,k*h-f*j,k*j+f*h,0,k*h+f*j,n*h+e,n*j-f*i,0,k*j-f*h,n*j+f*i,g*j*j+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},getPosition:function(){if(!this.position)this.position=new THREE.Vector3;this.position.set(this.n14,this.n24,this.n34);return this.position},getColumnX:function(){if(!this.columnX)this.columnX= new THREE.Vector3;this.columnX.set(this.n11,this.n21,this.n31);return this.columnX},getColumnY:function(){if(!this.columnY)this.columnY=new THREE.Vector3;this.columnY.set(this.n12,this.n22,this.n32);return this.columnY},getColumnZ:function(){if(!this.columnZ)this.columnZ=new THREE.Vector3;this.columnZ.set(this.n13,this.n23,this.n33);return this.columnZ},setRotationFromEuler:function(b,d){var e=b.x,f=b.y,g=b.z,i=Math.cos(e),e=Math.sin(e),h=Math.cos(f),f=Math.sin(f),j=Math.cos(g),g=Math.sin(g);switch(d){case "YXZ":var k= h*j,n=h*g,r=f*j,o=f*g;this.n11=k+o*e;this.n12=r*e-n;this.n13=i*f;this.n21=i*g;this.n22=i*j;this.n23=-e;this.n31=n*e-r;this.n32=o+k*e;this.n33=i*h;break;case "ZXY":k=h*j;n=h*g;r=f*j;o=f*g;this.n11=k-o*e;this.n12=-i*g;this.n13=r+n*e;this.n21=n+r*e;this.n22=i*j;this.n23=o-k*e;this.n31=-i*f;this.n32=e;this.n33=i*h;break;case "ZYX":k=i*j;n=i*g;r=e*j;o=e*g;this.n11=h*j;this.n12=r*f-n;this.n13=k*f+o;this.n21=h*g;this.n22=o*f+k;this.n23=n*f-r;this.n31=-f;this.n32=e*h;this.n33=i*h;break;case "YZX":k=i*h;n= i*f;r=e*h;o=e*f;this.n11=h*j;this.n12=o-k*g;this.n13=r*g+n;this.n21=g;this.n22=i*j;this.n23=-e*j;this.n31=-f*j;this.n32=n*g+r;this.n33=k-o*g;break;case "XZY":k=i*h;n=i*f;r=e*h;o=e*f;this.n11=h*j;this.n12=-g;this.n13=f*j;this.n21=k*g+o;this.n22=i*j;this.n23=n*g-r;this.n31=r*g-n;this.n32=e*j;this.n33=o*g+k;break;default:k=i*j,n=i*g,r=e*j,o=e*g,this.n11=h*j,this.n12=-h*g,this.n13=f,this.n21=n+r*f,this.n22=k-o*f,this.n23=-e*h,this.n31=o-k*f,this.n32=r+n*f,this.n33=i*h}return this},setRotationFromQuaternion:function(b){var d= b.x,e=b.y,f=b.z,g=b.w,i=d+d,h=e+e,j=f+f,b=d*i,k=d*h;d*=j;var n=e*h;e*=j;f*=j;i*=g;h*=g;g*=j;this.n11=1-(n+f);this.n12=k-g;this.n13=d+h;this.n21=k+g;this.n22=1-(b+f);this.n23=e-i;this.n31=d-h;this.n32=e+i;this.n33=1-(b+n);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,f=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*f;this.n22=b.n22*f;this.n32=b.n32*f;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,f=b.n12,g=b.n13,i=b.n14,h=b.n21,j=b.n22,k=b.n23,n=b.n24,r=b.n31,o=b.n32,s=b.n33,p=b.n34,D=b.n41,F=b.n42,G=b.n43,B=b.n44;d===void 0&&(d=new THREE.Matrix4);d.n11=k*p*F-n*s*F+n*o*G-j*p*G-k*o*B+j*s*B;d.n12=i*s*F-g*p*F-i*o*G+f*p*G+g*o*B-f*s*B;d.n13=g*n*F-i*k*F+i*j*G-f*n*G-g*j*B+f*k*B;d.n14=i*k*o-g*n*o-i*j*s+f*n*s+g*j*p-f*k*p;d.n21=n*s*D-k*p*D-n*r*G+h*p*G+k*r*B-h*s*B;d.n22=g*p*D-i*s*D+i*r*G-e*p*G-g*r*B+e*s*B;d.n23=i*k*D-g*n*D-i*h*G+e*n*G+g*h*B-e*k*B;d.n24= g*n*r-i*k*r+i*h*s-e*n*s-g*h*p+e*k*p;d.n31=j*p*D-n*o*D+n*r*F-h*p*F-j*r*B+h*o*B;d.n32=i*o*D-f*p*D-i*r*F+e*p*F+f*r*B-e*o*B;d.n33=g*n*D-i*j*D+i*h*F-e*n*F-f*h*B+e*j*B;d.n34=i*j*r-f*n*r-i*h*o+e*n*o+f*h*p-e*j*p;d.n41=k*o*D-j*s*D-k*r*F+h*s*F+j*r*G-h*o*G;d.n42=f*s*D-g*o*D+g*r*F-e*s*F-f*r*G+e*o*G;d.n43=g*j*D-f*k*D-g*h*F+e*k*F+f*h*G-e*j*G;d.n44=f*k*r-g*j*r+g*h*o-e*k*o-f*h*s+e*j*s;d.multiplyScalar(1/b.determinant());return d}; THREE.Matrix4.makeInvert3x3=function(b){var d=b.m33,e=d.m,f=b.n33*b.n22-b.n32*b.n23,g=-b.n33*b.n21+b.n31*b.n23,i=b.n32*b.n21-b.n31*b.n22,h=-b.n33*b.n12+b.n32*b.n13,j=b.n33*b.n11-b.n31*b.n13,k=-b.n32*b.n11+b.n31*b.n12,n=b.n23*b.n12-b.n22*b.n13,r=-b.n23*b.n11+b.n21*b.n13,o=b.n22*b.n11-b.n21*b.n12,b=b.n11*f+b.n21*h+b.n31*n;b==0&&console.error("THREE.Matrix4.makeInvert3x3: Matrix not invertible.");b=1/b;e[0]=b*f;e[1]=b*g;e[2]=b*i;e[3]=b*h;e[4]=b*j;e[5]=b*k;e[6]=b*n;e[7]=b*r;e[8]=b*o;return d}; THREE.Matrix4.makeFrustum=function(b,d,e,f,g,i){var h;h=new THREE.Matrix4;h.n11=2*g/(d-b);h.n12=0;h.n13=(d+b)/(d-b);h.n14=0;h.n21=0;h.n22=2*g/(f-e);h.n23=(f+e)/(f-e);h.n24=0;h.n31=0;h.n32=0;h.n33=-(i+g)/(i-g);h.n34=-2*i*g/(i-g);h.n41=0;h.n42=0;h.n43=-1;h.n44=0;return h};THREE.Matrix4.makePerspective=function(b,d,e,f){var g,b=e*Math.tan(b*Math.PI/360);g=-b;return THREE.Matrix4.makeFrustum(g*d,b*d,g,b,e,f)}; THREE.Matrix4.makeOrtho=function(b,d,e,f,g,i){var h,j,k,n;h=new THREE.Matrix4;j=d-b;k=e-f;n=i-g;h.n11=2/j;h.n12=0;h.n13=0;h.n14=-((d+b)/j);h.n21=0;h.n22=2/k;h.n23=0;h.n24=-((e+f)/k);h.n31=0;h.n32=0;h.n33=-2/n;h.n34=-((i+g)/n);h.n41=0;h.n42=0;h.n43=0;h.n44=1;return h};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3; THREE.Object3D=function(){this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=this.dynamic=!1;this.renderDepth=null;this.rotationAutoUpdate=!0;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=!0;this.quaternion=new THREE.Quaternion; this.useQuaternion=!1;this.boundRadius=0;this.boundRadiusScale=1;this.visible=!0;this.receiveShadow=this.castShadow=!1;this._vector=new THREE.Vector3;this.name=""}; THREE.Object3D.prototype={constructor:THREE.Object3D,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(b,this.position,this.up);this.rotationAutoUpdate&&this.rotation.setRotationFromMatrix(this.matrix)},addChild:function(b){if(this.children.indexOf(b)=== -1){b.parent!==void 0&&b.parent.removeChild(b);b.parent=this;this.children.push(b);for(var d=this;d.parent!==void 0;)d=d.parent;d!==void 0&&d instanceof THREE.Scene&&d.addChildRecurse(b)}},removeChild:function(b){var d=this.children.indexOf(b);if(d!==-1)b.parent=void 0,this.children.splice(d,1)},getChildByName:function(b,d){var e,f,g;e=0;for(f=this.children.length;e=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}; 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}; 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)}; THREE.UV.prototype={constructor:THREE.UV,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={constructor:THREE.Geometry,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=0,d=0,e=this.vertices.length;dthis.points.length-2?i:i+1;e[3]=i>this.points.length-3?i:i+2;n=this.points[e[0]];r=this.points[e[1]]; o=this.points[e[2]];s=this.points[e[3]];j=h*h;k=h*j;f.x=d(n.x,r.x,o.x,s.x,h,j,k);f.y=d(n.y,r.y,o.y,s.y,h,j,k);f.z=d(n.z,r.z,o.z,s.z,h,j,k);return f};this.getControlPointsArray=function(){var b,d,e=this.points.length,f=[];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 f=1;f=this.LODs[f].visibleAtDistance)this.LODs[f-1].object3D.visible=!1, this.LODs[f].object3D.visible=!0;else break;for(;fo&&(e=r,r=o,o=e):rp&&(e=s,s=p,p=e):s=0&&h>=0&&c>=0&&i>=0?!0:g<0&&h<0||c<0&&i<0?!1:(g<0?e=Math.max(e,g/(g-h)):h<0&&(f=Math.min(f,g/(g-h))),c<0?e=Math.max(e,c/(c-i)):i<0&&(f=Math.min(f,c/(c-i))),fN&&h.positionScreen.z0&&H.z<1))ua=ta[U]=ta[U]||new THREE.RenderableParticle,U++,B=ua,B.x=H.x/H.w,B.y=H.y/H.w,B.z=H.z,B.rotation=S.rotation.z,B.scale.x=S.scale.x*Math.abs(B.x- (H.x+g.projectionMatrix.n11)/(H.w+g.projectionMatrix.n14)),B.scale.y=S.scale.y*Math.abs(B.y-(H.y+g.projectionMatrix.n22)/(H.w+g.projectionMatrix.n24)),B.materials=S.materials,fa.push(B);i&&fa.sort(d);return fa}}; THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform int combine;\n#endif", envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif", map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif",map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif", lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 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( vec3( 0.0 ), 1.0 );\nvec4 pointSpecular = vec4( vec3( 0.0 ), 1.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\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( vec3( 0.0 ), 1.0 );\nvec4 dirSpecular = vec4( vec3( 0.0 ), 1.0 );\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 + viewPosition );\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",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif", shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_SOFT\nconst float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;\nconst float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;\n#endif\nvec4 shadowColor = vec4( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nif ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nfor ( float y = -1.25; y <= 1.25; y += 1.25 )\nfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\nvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < ( shadowCoord.z + shadowBias ) )\nshadow += 1.0;\n}\nshadow /= 9.0;\nshadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < ( shadowCoord.z + shadowBias ) )\nshadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );\n#endif\n}\n}\ngl_FragColor = gl_FragColor * shadowColor;\n#endif", shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif"}; THREE.UniformsUtils={merge:function(b){var d,e,f,g={};for(d=0;d=0)c.bindBuffer(c.ARRAY_BUFFER,h.__webglVertexBuffer),c.vertexAttribPointer(b.position,3,c.FLOAT,!1,0,0);else if(i.morphTargetBase){d=g.program.attributes;i.morphTargetBase!==-1?(c.bindBuffer(c.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[i.morphTargetBase]),c.vertexAttribPointer(d.position,3,c.FLOAT,!1,0,0)):d.position>=0&&(c.bindBuffer(c.ARRAY_BUFFER,h.__webglVertexBuffer),c.vertexAttribPointer(d.position,3,c.FLOAT,!1,0,0));if(i.morphTargetForcedOrder.length)for(var f= 0,k=i.morphTargetForcedOrder,n=i.morphTargetInfluences;fC&&(q=r,C=n[q]);c.bindBuffer(c.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[q]); c.vertexAttribPointer(d["morphTarget"+f],3,c.FLOAT,!1,0,0);i.__webglMorphTargetInfluences[f]=C;k[q]=1;C=-1;f++}}g.program.uniforms.morphTargetInfluences!==null&&c.uniform1fv(g.program.uniforms.morphTargetInfluences,i.__webglMorphTargetInfluences)}if(h.__webglCustomAttributes)for(j in h.__webglCustomAttributes)b[j]>=0&&(d=h.__webglCustomAttributes[j],c.bindBuffer(c.ARRAY_BUFFER,d.buffer),c.vertexAttribPointer(b[j],d.size,c.FLOAT,!1,0,0));b.color>=0&&(c.bindBuffer(c.ARRAY_BUFFER,h.__webglColorBuffer), c.vertexAttribPointer(b.color,3,c.FLOAT,!1,0,0));b.normal>=0&&(c.bindBuffer(c.ARRAY_BUFFER,h.__webglNormalBuffer),c.vertexAttribPointer(b.normal,3,c.FLOAT,!1,0,0));b.tangent>=0&&(c.bindBuffer(c.ARRAY_BUFFER,h.__webglTangentBuffer),c.vertexAttribPointer(b.tangent,4,c.FLOAT,!1,0,0));b.uv>=0&&(h.__webglUVBuffer?(c.bindBuffer(c.ARRAY_BUFFER,h.__webglUVBuffer),c.vertexAttribPointer(b.uv,2,c.FLOAT,!1,0,0),c.enableVertexAttribArray(b.uv)):c.disableVertexAttribArray(b.uv));b.uv2>=0&&(h.__webglUV2Buffer?(c.bindBuffer(c.ARRAY_BUFFER, h.__webglUV2Buffer),c.vertexAttribPointer(b.uv2,2,c.FLOAT,!1,0,0),c.enableVertexAttribArray(b.uv2)):c.disableVertexAttribArray(b.uv2));g.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0&&(c.bindBuffer(c.ARRAY_BUFFER,h.__webglSkinVertexABuffer),c.vertexAttribPointer(b.skinVertexA,4,c.FLOAT,!1,0,0),c.bindBuffer(c.ARRAY_BUFFER,h.__webglSkinVertexBBuffer),c.vertexAttribPointer(b.skinVertexB,4,c.FLOAT,!1,0,0),c.bindBuffer(c.ARRAY_BUFFER,h.__webglSkinIndicesBuffer),c.vertexAttribPointer(b.skinIndex, 4,c.FLOAT,!1,0,0),c.bindBuffer(c.ARRAY_BUFFER,h.__webglSkinWeightsBuffer),c.vertexAttribPointer(b.skinWeight,4,c.FLOAT,!1,0,0));i instanceof THREE.Mesh?(g.wireframe?(c.lineWidth(g.wireframeLinewidth),c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,h.__webglLineBuffer),c.drawElements(c.LINES,h.__webglLineCount,c.UNSIGNED_SHORT,0)):(c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,h.__webglFaceBuffer),c.drawElements(c.TRIANGLES,h.__webglFaceCount,c.UNSIGNED_SHORT,0)),J.data.vertices+=h.__webglFaceCount,J.data.faces+=h.__webglFaceCount/ 3,J.data.drawCalls++):i instanceof THREE.Line?(i=i.type==THREE.LineStrip?c.LINE_STRIP:c.LINES,c.lineWidth(g.linewidth),c.drawArrays(i,0,h.__webglLineCount),J.data.drawCalls++):i instanceof THREE.ParticleSystem?(c.drawArrays(c.POINTS,0,h.__webglParticleCount),J.data.drawCalls++):i instanceof THREE.Ribbon&&(c.drawArrays(c.TRIANGLE_STRIP,0,h.__webglVertexCount),J.data.drawCalls++)}}function g(b,d,e){if(!b.__webglVertexBuffer)b.__webglVertexBuffer=c.createBuffer();if(!b.__webglNormalBuffer)b.__webglNormalBuffer= c.createBuffer();b.hasPos&&(c.bindBuffer(c.ARRAY_BUFFER,b.__webglVertexBuffer),c.bufferData(c.ARRAY_BUFFER,b.positionArray,c.DYNAMIC_DRAW),c.enableVertexAttribArray(d.attributes.position),c.vertexAttribPointer(d.attributes.position,3,c.FLOAT,!1,0,0));if(b.hasNormal){c.bindBuffer(c.ARRAY_BUFFER,b.__webglNormalBuffer);if(e==THREE.FlatShading){var f,h,g,i,j,k,n,q,r,E,o=b.count*3;for(E=0;E0&&u[0]0&&u[1]0.0010&&j.scale>0.0010)s[0]=j.x,s[1]=j.y,s[2]=j.z,o=j.size*j.scale/qa,p[0]=o*n,p[1]=o,c.uniform3fv(w.screenPosition,s),c.uniform2fv(w.scale,p),c.uniform1f(w.rotation,j.rotation),c.uniform1f(w.opacity,j.opacity),M(j.blending),ra(j.texture,1),c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST);c.depthMask(K)}function U(b,c,d){b._modelViewMatrix.multiplyToArray(c.matrixWorldInverse, b.matrixWorld,b._modelViewMatrixArray);d&&THREE.Matrix4.makeInvert3x3(b._modelViewMatrix).transposeIntoArray(b._normalMatrixArray)}function ta(b){var c,d,e,f;f=b.__materials;b=0;for(d=f.length;b0&&(c.bindBuffer(c.ARRAY_BUFFER,g.__webglColorBuffer),c.bufferData(c.ARRAY_BUFFER,ja,j));pa&&(c.bindBuffer(c.ARRAY_BUFFER,g.__webglNormalBuffer),c.bufferData(c.ARRAY_BUFFER,Q,j));qa&&oa.hasTangents&&(c.bindBuffer(c.ARRAY_BUFFER,g.__webglTangentBuffer),c.bufferData(c.ARRAY_BUFFER,W, j));ha&&R>0&&(c.bindBuffer(c.ARRAY_BUFFER,g.__webglUVBuffer),c.bufferData(c.ARRAY_BUFFER,aa,j));ha&&S>0&&(c.bindBuffer(c.ARRAY_BUFFER,g.__webglUV2Buffer),c.bufferData(c.ARRAY_BUFFER,ca,j));na&&(c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,g.__webglFaceBuffer),c.bufferData(c.ELEMENT_ARRAY_BUFFER,P,j),c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,g.__webglLineBuffer),c.bufferData(c.ELEMENT_ARRAY_BUFFER,T,j));z>0&&(c.bindBuffer(c.ARRAY_BUFFER,g.__webglSkinVertexABuffer),c.bufferData(c.ARRAY_BUFFER,X,j),c.bindBuffer(c.ARRAY_BUFFER, g.__webglSkinVertexBBuffer),c.bufferData(c.ARRAY_BUFFER,Y,j),c.bindBuffer(c.ARRAY_BUFFER,g.__webglSkinIndicesBuffer),c.bufferData(c.ARRAY_BUFFER,Z,j),c.bindBuffer(c.ARRAY_BUFFER,g.__webglSkinWeightsBuffer),c.bufferData(c.ARRAY_BUFFER,$,j));i.dynamic||(delete g.__inittedArrays,delete g.__colorArray,delete g.__normalArray,delete g.__tangentArray,delete g.__uvArray,delete g.__uv2Array,delete g.__faceArray,delete g.__vertexArray,delete g.__lineArray,delete g.__skinVertexAArray,delete g.__skinVertexBArray, delete g.__skinIndexArray,delete g.__skinWeightArray)}}f.__dirtyVertices=!1;f.__dirtyMorphTargets=!1;f.__dirtyElements=!1;f.__dirtyUvs=!1;f.__dirtyNormals=!1;f.__dirtyTangents=!1;f.__dirtyColors=!1;fa(h)}else if(b instanceof THREE.Ribbon){f=b.geometry;if(f.__dirtyVertices||f.__dirtyColors){b=f;e=c.DYNAMIC_DRAW;w=b.vertices;g=b.colors;y=w.length;i=g.length;B=b.__vertexArray;j=b.__colorArray;D=b.__dirtyColors;if(b.__dirtyVertices){for(k=0;k=0;d--)b[d].object==c&&b.splice(d,1)}function P(b){function c(b){var f=[];d=0;for(e=b.length;d65535&&(q[j].counter+=1,k=q[j].hash+"_"+q[j].counter,b.geometryGroups[k]==void 0&&(b.geometryGroups[k]={faces:[],materials:i,vertices:0,numMorphTargets:n})),b.geometryGroups[k].faces.push(f),b.geometryGroups[k].vertices+=h}function I(b,c,d){b.push({buffer:c,object:d,opaque:{list:[],count:0},transparent:{list:[],count:0}})}function M(b){if(b!=da){switch(b){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)}da=b}}function Q(b,d,e){(e.width&e.width-1)==0&&(e.height&e.height-1)==0?(c.texParameteri(b,c.TEXTURE_WRAP_S,N(d.wrapS)),c.texParameteri(b, c.TEXTURE_WRAP_T,N(d.wrapT)),c.texParameteri(b,c.TEXTURE_MAG_FILTER,N(d.magFilter)),c.texParameteri(b,c.TEXTURE_MIN_FILTER,N(d.minFilter)),c.generateMipmap(b)):(c.texParameteri(b,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE),c.texParameteri(b,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE),c.texParameteri(b,c.TEXTURE_MAG_FILTER,va(d.magFilter)),c.texParameteri(b,c.TEXTURE_MIN_FILTER,va(d.minFilter)))}function ra(b,d){if(b.needsUpdate){if(!b.__webglInit)b.__webglTexture=c.createTexture(),b.__webglInit=!0;c.bindTexture(c.TEXTURE_2D, b.__webglTexture);b.image.data?c.texImage2D(c.TEXTURE_2D,0,N(b.format),b.image.width,b.image.height,0,N(b.format),c.UNSIGNED_BYTE,b.image.data):c.texImage2D(c.TEXTURE_2D,0,c.RGBA,c.RGBA,c.UNSIGNED_BYTE,b.image);Q(c.TEXTURE_2D,b,b.image);c.bindTexture(c.TEXTURE_2D,null);b.needsUpdate=!1}c.activeTexture(c.TEXTURE0+d);c.bindTexture(c.TEXTURE_2D,b.__webglTexture)}function ka(b){if(b&&!b.__webglFramebuffer){if(b.depthBuffer===void 0)b.depthBuffer=!0;if(b.stencilBuffer===void 0)b.stencilBuffer=!0;b.__webglFramebuffer= c.createFramebuffer();b.__webglRenderbuffer=c.createRenderbuffer();b.__webglTexture=c.createTexture();c.bindTexture(c.TEXTURE_2D,b.__webglTexture);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,N(b.wrapS));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,N(b.wrapT));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,N(b.magFilter));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,N(b.minFilter));c.texImage2D(c.TEXTURE_2D,0,N(b.format),b.width,b.height,0,N(b.format),N(b.type),null);c.bindRenderbuffer(c.RENDERBUFFER, b.__webglRenderbuffer);c.bindFramebuffer(c.FRAMEBUFFER,b.__webglFramebuffer);c.framebufferTexture2D(c.FRAMEBUFFER,c.COLOR_ATTACHMENT0,c.TEXTURE_2D,b.__webglTexture,0);b.depthBuffer&&!b.stencilBuffer?(c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_COMPONENT16,b.width,b.height),c.framebufferRenderbuffer(c.FRAMEBUFFER,c.DEPTH_ATTACHMENT,c.RENDERBUFFER,b.__webglRenderbuffer)):b.depthBuffer&&b.stencilBuffer?(c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_STENCIL,b.width,b.height),c.framebufferRenderbuffer(c.FRAMEBUFFER, c.DEPTH_STENCIL_ATTACHMENT,c.RENDERBUFFER,b.__webglRenderbuffer)):c.renderbufferStorage(c.RENDERBUFFER,c.RGBA4,b.width,b.height);c.bindTexture(c.TEXTURE_2D,null);c.bindRenderbuffer(c.RENDERBUFFER,null);c.bindFramebuffer(c.FRAMEBUFFER,null)}var d,e;b?(d=b.__webglFramebuffer,e=b.width,b=b.height):(d=null,e=la,b=qa);d!=pa&&(c.bindFramebuffer(c.FRAMEBUFFER,d),c.viewport(Ia,Ja,e,b),pa=d)}function aa(b,d){var e;b=="fragment"?e=c.createShader(c.FRAGMENT_SHADER):b=="vertex"&&(e=c.createShader(c.VERTEX_SHADER)); c.shaderSource(e,d);c.compileShader(e);if(!c.getShaderParameter(e,c.COMPILE_STATUS))return console.error(c.getShaderInfoLog(e)),console.error(d),null;return e}function va(b){switch(b){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return c.NEAREST;default:return c.LINEAR}}function N(b){switch(b){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 J=this,c,ha=[],R=null,pa=null,K=!0,ca=null,O=null,da=null,T=null,S=null,ua=null,Ha=null,Ia=0,Ja=0,la=0,qa=0,ma=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4, new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],wa=new THREE.Matrix4,La=new Float32Array(16),Ma=new Float32Array(16),Ka=new THREE.Vector4,Sa={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},b=b||{},xa=b.canvas!==void 0?b.canvas:document.createElement("canvas"),Qa=b.stencil!==void 0?b.stencil:!0,x=b.antialias!==void 0?b.antialias:!1,sa=b.clearColor!==void 0?new THREE.Color(b.clearColor):new THREE.Color(0),Na=b.clearAlpha!== void 0?b.clearAlpha:0;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=xa;this.sortObjects=this.autoClear=!0;this.shadowMapBias=0.0039;this.shadowMapDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth=512;this.shadowCameraNear=1;this.shadowCameraFar=5E3;this.shadowCameraFov=50;this.shadowMap=[];this.shadowMapEnabled=!1;this.shadowMapSoft=!0;var na,Oa=[],b=THREE.ShaderLib.depthRGBA,Wa=THREE.UniformsUtils.clone(b.uniforms),Pa=new THREE.MeshShaderMaterial({fragmentShader:b.fragmentShader, vertexShader:b.vertexShader,uniforms:Wa}),Ta=new THREE.MeshShaderMaterial({fragmentShader:b.fragmentShader,vertexShader:b.vertexShader,uniforms:Wa,morphTargets:!0});Pa._shadowPass=!0;Ta._shadowPass=!0;try{if(!(c=xa.getContext("experimental-webgl",{antialias:x,stencil:Qa})))throw"Error creating WebGL context.";console.log(navigator.userAgent+" | "+c.getParameter(c.VERSION)+" | "+c.getParameter(c.VENDOR)+" | "+c.getParameter(c.RENDERER)+" | "+c.getParameter(c.SHADING_LANGUAGE_VERSION))}catch(Ya){console.error(Ya)}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(sa.r,sa.g,sa.b,Na);this.context=c;var Xa=c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0;if(Qa){var v={};v.vertices=new Float32Array(12);v.faces=new Uint16Array(6);v.darkness=0.5;v.vertices[0]=-20;v.vertices[1]=-20;v.vertices[2]=-1;v.vertices[3]=20;v.vertices[4]=-20; v.vertices[5]=-1;v.vertices[6]=20;v.vertices[7]=20;v.vertices[8]=-1;v.vertices[9]=-20;v.vertices[10]=20;v.vertices[11]=-1;v.faces[0]=0;v.faces[1]=1;v.faces[2]=2;v.faces[3]=0;v.faces[4]=2;v.faces[5]=3;v.vertexBuffer=c.createBuffer();v.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,v.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,v.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,v.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,v.faces,c.STATIC_DRAW);v.program=c.createProgram(); c.attachShader(v.program,aa("fragment",THREE.ShaderLib.shadowPost.fragmentShader));c.attachShader(v.program,aa("vertex",THREE.ShaderLib.shadowPost.vertexShader));c.linkProgram(v.program);v.vertexLocation=c.getAttribLocation(v.program,"position");v.projectionLocation=c.getUniformLocation(v.program,"projectionMatrix");v.darknessLocation=c.getUniformLocation(v.program,"darkness")}var y={};y.vertices=new Float32Array(16);y.faces=new Uint16Array(6);x=0;y.vertices[x++]=-1;y.vertices[x++]=-1;y.vertices[x++]= 0;y.vertices[x++]=0;y.vertices[x++]=1;y.vertices[x++]=-1;y.vertices[x++]=1;y.vertices[x++]=0;y.vertices[x++]=1;y.vertices[x++]=1;y.vertices[x++]=1;y.vertices[x++]=1;y.vertices[x++]=-1;y.vertices[x++]=1;y.vertices[x++]=0;y.vertices[x++]=1;x=0;y.faces[x++]=0;y.faces[x++]=1;y.faces[x++]=2;y.faces[x++]=0;y.faces[x++]=2;y.faces[x++]=3;y.vertexBuffer=c.createBuffer();y.elementBuffer=c.createBuffer();y.tempTexture=c.createTexture();y.occlusionTexture=c.createTexture();c.bindBuffer(c.ARRAY_BUFFER,y.vertexBuffer); c.bufferData(c.ARRAY_BUFFER,y.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,y.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,y.faces,c.STATIC_DRAW);c.bindTexture(c.TEXTURE_2D,y.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,y.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);c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0?(y.hasVertexTexture=!1,y.program=c.createProgram(),c.attachShader(y.program, aa("fragment",THREE.ShaderLib.lensFlare.fragmentShader)),c.attachShader(y.program,aa("vertex",THREE.ShaderLib.lensFlare.vertexShader))):(y.hasVertexTexture=!0,y.program=c.createProgram(),c.attachShader(y.program,aa("fragment",THREE.ShaderLib.lensFlareVertexTexture.fragmentShader)),c.attachShader(y.program,aa("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader)));c.linkProgram(y.program);y.attributes={};y.uniforms={};y.attributes.vertex=c.getAttribLocation(y.program,"position");y.attributes.uv= c.getAttribLocation(y.program,"UV");y.uniforms.renderType=c.getUniformLocation(y.program,"renderType");y.uniforms.map=c.getUniformLocation(y.program,"map");y.uniforms.occlusionMap=c.getUniformLocation(y.program,"occlusionMap");y.uniforms.opacity=c.getUniformLocation(y.program,"opacity");y.uniforms.scale=c.getUniformLocation(y.program,"scale");y.uniforms.rotation=c.getUniformLocation(y.program,"rotation");y.uniforms.screenPosition=c.getUniformLocation(y.program,"screenPosition");var Va=!1,w={};w.vertices= new Float32Array(16);w.faces=new Uint16Array(6);x=0;w.vertices[x++]=-1;w.vertices[x++]=-1;w.vertices[x++]=0;w.vertices[x++]=1;w.vertices[x++]=1;w.vertices[x++]=-1;w.vertices[x++]=1;w.vertices[x++]=1;w.vertices[x++]=1;w.vertices[x++]=1;w.vertices[x++]=1;w.vertices[x++]=0;w.vertices[x++]=-1;w.vertices[x++]=1;w.vertices[x++]=0;x=w.vertices[x++]=0;w.faces[x++]=0;w.faces[x++]=1;w.faces[x++]=2;w.faces[x++]=0;w.faces[x++]=2;w.faces[x++]=3;w.vertexBuffer=c.createBuffer();w.elementBuffer=c.createBuffer(); c.bindBuffer(c.ARRAY_BUFFER,w.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,w.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,w.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,w.faces,c.STATIC_DRAW);w.program=c.createProgram();c.attachShader(w.program,aa("fragment",THREE.ShaderLib.sprite.fragmentShader));c.attachShader(w.program,aa("vertex",THREE.ShaderLib.sprite.vertexShader));c.linkProgram(w.program);w.attributes={};w.uniforms={};w.attributes.position=c.getAttribLocation(w.program,"position"); w.attributes.uv=c.getAttribLocation(w.program,"uv");w.uniforms.uvOffset=c.getUniformLocation(w.program,"uvOffset");w.uniforms.uvScale=c.getUniformLocation(w.program,"uvScale");w.uniforms.rotation=c.getUniformLocation(w.program,"rotation");w.uniforms.scale=c.getUniformLocation(w.program,"scale");w.uniforms.alignment=c.getUniformLocation(w.program,"alignment");w.uniforms.map=c.getUniformLocation(w.program,"map");w.uniforms.opacity=c.getUniformLocation(w.program,"opacity");w.uniforms.useScreenCoordinates= c.getUniformLocation(w.program,"useScreenCoordinates");w.uniforms.affectedByDistance=c.getUniformLocation(w.program,"affectedByDistance");w.uniforms.screenPosition=c.getUniformLocation(w.program,"screenPosition");w.uniforms.modelViewMatrix=c.getUniformLocation(w.program,"modelViewMatrix");w.uniforms.projectionMatrix=c.getUniformLocation(w.program,"projectionMatrix");var Ua=!1;this.setSize=function(b,c){xa.width=b;xa.height=c;this.setViewport(0,0,xa.width,xa.height)};this.setViewport=function(b,d, e,f){Ia=b;Ja=d;la=e;qa=f;c.viewport(Ia,Ja,la,qa)};this.setScissor=function(b,d,e,f){c.scissor(b,d,e,f)};this.enableScissorTest=function(b){b?c.enable(c.SCISSOR_TEST):c.disable(c.SCISSOR_TEST)};this.enableDepthBufferWrite=function(b){K=b;c.depthMask(b)};this.setClearColorHex=function(b,d){sa.setHex(b);Na=d;c.clearColor(sa.r,sa.g,sa.b,Na)};this.setClearColor=function(b,d){sa.copy(b);Na=d;c.clearColor(sa.r,sa.g,sa.b,Na)};this.clear=function(){c.clear(c.COLOR_BUFFER_BIT|c.DEPTH_BUFFER_BIT|c.STENCIL_BUFFER_BIT)}; this.setStencilShadowDarkness=function(b){v.darkness=b};this.getContext=function(){return c};this.initMaterial=function(b,d,e,f){var g,h,i;b instanceof THREE.MeshDepthMaterial?i="depth":b instanceof THREE.ShadowVolumeDynamicMaterial?i="shadowVolumeDynamic":b instanceof THREE.MeshNormalMaterial?i="normal":b instanceof THREE.MeshBasicMaterial?i="basic":b instanceof THREE.MeshLambertMaterial?i="lambert":b instanceof THREE.MeshPhongMaterial?i="phong":b instanceof THREE.LineBasicMaterial?i="basic":b instanceof THREE.ParticleBasicMaterial&&(i="particle_basic");if(i){var j=THREE.ShaderLib[i];b.uniforms=THREE.UniformsUtils.clone(j.uniforms);b.vertexShader=j.vertexShader;b.fragmentShader=j.fragmentShader}var k,n,q;k=q=j=0;for(n=d.length;k=0&&c.enableVertexAttribArray(o.position);o.color>=0&&c.enableVertexAttribArray(o.color);o.normal>=0&&c.enableVertexAttribArray(o.normal);o.tangent>=0&&c.enableVertexAttribArray(o.tangent);b.skinning&&o.skinVertexA>=0&&o.skinVertexB>=0&&o.skinIndex>=0&&o.skinWeight>=0&&(c.enableVertexAttribArray(o.skinVertexA),c.enableVertexAttribArray(o.skinVertexB),c.enableVertexAttribArray(o.skinIndex), c.enableVertexAttribArray(o.skinWeight));if(b.attributes)for(g in b.attributes)o[g]!==void 0&&o[g]>=0&&c.enableVertexAttribArray(o[g]);if(b.morphTargets)for(g=b.numSupportedMorphTargets=0;g=0&&(c.enableVertexAttribArray(o[s]),b.numSupportedMorphTargets++)};this.render=function(b,d,r,u){var w,x,y,v,H,C,q,I,E=b.lights,K=b.fog;this.shadowMapEnabled&&D(b,d);J.data.vertices=0;J.data.faces=0;J.data.drawCalls=0;d.matrixAutoUpdate&&d.update(void 0,!0);b.update(void 0, !1,d);d.matrixWorldInverse.flattenToArray(Ma);d.projectionMatrix.flattenToArray(La);wa.multiply(d.projectionMatrix,d.matrixWorldInverse);k(wa);this.initWebGLObjects(b);ka(r);(this.autoClear||u)&&this.clear();H=b.__webglObjects.length;for(u=0;u0||r.faceVertexUvs.length>0)i.__uvArray=new Float32Array(k*2);if(r.faceUvs.length>1||r.faceVertexUvs.length>1)i.__uv2Array=new Float32Array(k* 2)}if(j.geometry.skinWeights.length&&j.geometry.skinIndices.length)i.__skinVertexAArray=new Float32Array(k*4),i.__skinVertexBArray=new Float32Array(k*4),i.__skinIndexArray=new Float32Array(k*4),i.__skinWeightArray=new Float32Array(k*4);i.__faceArray=new Uint16Array(s*3+(j.geometry.edgeFaces?j.geometry.edgeFaces.length*6:0));i.__lineArray=new Uint16Array(w*2);if(i.numMorphTargets){i.__morphTargetsArrays=[];r=0;for(p=i.numMorphTargets;r=0;g--)d[g]==e&&d.splice(g,1)}else e instanceof THREE.LensFlare?u(d.__webglLensFlares,e):e instanceof THREE.MarchingCubes&&u(d.__webglObjectsImmediate,e);b.__objectsRemoved.splice(0,1)}d=0;for(e=b.__webglObjects.length;d