// ThreeWebGL.js - http://github.com/mrdoob/three.js 'use strict';var THREE=THREE||{REVISION:"49dev"};self.Int32Array||(self.Int32Array=Array,self.Float32Array=Array); (function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;return this},getHex:function(){return Math.floor(this.r*255)<<16^Math.floor(this.g*255)<<8^Math.floor(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}}; THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;return this},divideScalar:function(a){if(a){this.x= this.x/a;this.y=this.y/a}else this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.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(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)}, lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;return this},addScalar:function(a){this.x=this.x+a;this.y=this.y+ a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y= this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.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 Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())}, setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this, a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,f=b?b.z:1,g=a.elements[0]/c,i=a.elements[4]/d,c=a.elements[1]/c,d=a.elements[5]/d,h=a.elements[9]/f,m=a.elements[10]/f;this.y=Math.asin(a.elements[8]/f);f=Math.cos(this.y);if(Math.abs(f)>1.0E-5){this.x=Math.atan2(-h/f,m/f);this.z=Math.atan2(-i/f,g/f)}else{this.x=0;this.z=Math.atan2(c,d)}return this},getScaleFromMatrix:function(a){var b= this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},subSelf:function(a){this.x= this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]}; THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes,d=a.elements,a=d[0];b=d[1];var f=d[2],g=d[3],i=d[4],h=d[5],m=d[6],l=d[7],j=d[8],t=d[9],k=d[10],r=d[11],n=d[12],o=d[13],q=d[14],d=d[15];c[0].set(g-a,l-i,r-j,d-n);c[1].set(g+a,l+i,r+j,d+n);c[2].set(g+b,l+h,r+t,d+o);c[3].set(g-b,l-h,r-t,d-o);c[4].set(g-f,l-m,r-k,d-q);c[5].set(g+f,l+m,r+k,d+q);for(a=0;a<6;a++){b=c[a];b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}}; THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.elements,c=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),f=0;f<6;f++){a=b[f].x*d[12]+b[f].y*d[13]+b[f].z*d[14]+b[f].w;if(a<=c)return false}return true};THREE.Frustum.__v1=new THREE.Vector3; THREE.Ray=function(a,b){function c(a,b,c){n.sub(c,a);u=n.dot(b);w=o.add(a,q.copy(b).multiplyScalar(u));return P=c.distanceTo(w)}function d(a,b,c,d){n.sub(d,b);o.sub(c,b);q.sub(a,b);A=n.dot(n);x=n.dot(o);G=n.dot(q);H=o.dot(o);J=o.dot(q);S=1/(A*H-x*x);K=(H*G-x*J)*S;Q=(A*J-x*G)*S;return K>=0&&Q>=0&&K+Q<1}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;var f=1.0E-4;this.setPrecision=function(a){f=a};var g=new THREE.Vector3,i=new THREE.Vector3,h=new THREE.Vector3,m=new THREE.Vector3, l=new THREE.Vector3,j=new THREE.Vector3,t=new THREE.Vector3,k=new THREE.Vector3,r=new THREE.Vector3;this.intersectObject=function(a){var b,n=[];if(a instanceof THREE.Particle){var q=c(this.origin,this.direction,a.matrixWorld.getPosition());if(q>a.scale.x)return[];b={distance:q,point:a.position,face:null,object:a};n.push(b)}else if(a instanceof THREE.Mesh){var q=c(this.origin,this.direction,a.matrixWorld.getPosition()),o=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(), a.matrixWorld.getColumnZ().length());if(q>a.geometry.boundingSphere.radius*Math.max(o.x,Math.max(o.y,o.z)))return n;var u,e,x=a.geometry,w=x.vertices,A;a.matrixRotationWorld.extractRotation(a.matrixWorld);q=0;for(o=x.faces.length;q0:u<0))){r.add(l,j.multiplyScalar(e));if(b instanceof THREE.Face3){g=A.multiplyVector3(g.copy(w[b.a]));i=A.multiplyVector3(i.copy(w[b.b]));h=A.multiplyVector3(h.copy(w[b.c]));if(d(r,g,i,h)){b={distance:l.distanceTo(r),point:r.clone(),face:b,object:a};n.push(b)}}else if(b instanceof THREE.Face4){g=A.multiplyVector3(g.copy(w[b.a]));i=A.multiplyVector3(i.copy(w[b.b]));h=A.multiplyVector3(h.copy(w[b.c]));m=A.multiplyVector3(m.copy(w[b.d]));if(d(r,g,i,m)||d(r,i,h,m)){b={distance:l.distanceTo(r),point:r.clone(), face:b,object:a};n.push(b)}}}}}}return n};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;cg?d:g;f=f>i? f:i}a()};this.add3Points=function(g,i,j,t,k,r){if(h){h=false;b=gj?g>k?g:k:j>k?j:k;f=i>t?i>r?i:r:t>r?t:r}else{b=gj?g>k?g>d?g:d:k>d?k:d:j>k?j>d?j:d:k>d?k:d;f=i>t?i>r?i>f?i:f:r>f?r:f:t>r?t>f?t:f:r>f?r:f}a()};this.addRectangle=function(g){if(h){h=false;b=g.getLeft();c=g.getTop();d=g.getRight();f=g.getBottom()}else{b=bg.getRight()?d:g.getRight();f=f>g.getBottom()?f:g.getBottom()}a()};this.inflate=function(g){b=b-g;c=c-g;d=d+g;f=f+g;a()};this.minSelf=function(g){b=b>g.getLeft()?b:g.getLeft();c=c>g.getTop()?c:g.getTop();d=da.getRight()||fa.getBottom()?false:true};this.empty=function(){h=true;f=d=c=b=0;a()};this.isEmpty=function(){return h}}; THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],f=-b[10]*b[4]+b[6]*b[8],g=b[10]*b[0]-b[2]*b[8],i=-b[6]*b[0]+b[2]*b[4],h=b[9]*b[4]-b[5]*b[8],m=-b[9]*b[0]+b[1]*b[8],l=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*f+b[2]*h;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,j=this.elements;j[0]=b*a;j[1]=b*c;j[2]=b*d;j[3]=b*f;j[4]=b*g;j[5]=b*i;j[6]=b*h;j[7]=b*m;j[8]=b*l;return this}, transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,f,g,i,h,m,l,j,t,k,r,n,o){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,f||0,g!==void 0?g:1,i||0,h||0,m||0,l||0,j!==void 0?j:1,t||0,k||0,r||0,n||0,o!==void 0?o:1)}; THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,f,g,i,h,m,l,j,t,k,r,n,o){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=f;q[5]=g;q[9]=i;q[13]=h;q[2]=m;q[6]=l;q[10]=j;q[14]=t;q[3]=k;q[7]=r;q[11]=n;q[15]=o;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements, f=THREE.Matrix4.__v1,g=THREE.Matrix4.__v2,i=THREE.Matrix4.__v3;i.sub(a,b).normalize();if(i.length()===0)i.z=1;f.cross(c,i).normalize();if(f.length()===0){i.x=i.x+1.0E-4;f.cross(c,i).normalize()}g.cross(i,f);d[0]=f.x;d[4]=g.x;d[8]=i.x;d[1]=f.y;d[5]=g.y;d[9]=i.y;d[2]=f.z;d[6]=g.z;d[10]=i.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,f=this.elements,g=c[0],i=c[4],h=c[8],m=c[12],l=c[1],j=c[5],t=c[9],k=c[13],r=c[2],n=c[6],o=c[10],q=c[14],u=c[3],w=c[7],P=c[11],c=c[15],A=d[0],x=d[4], G=d[8],H=d[12],J=d[1],S=d[5],K=d[9],Q=d[13],V=d[2],za=d[6],U=d[10],R=d[14],I=d[3],B=d[7],e=d[11],d=d[15];f[0]=g*A+i*J+h*V+m*I;f[4]=g*x+i*S+h*za+m*B;f[8]=g*G+i*K+h*U+m*e;f[12]=g*H+i*Q+h*R+m*d;f[1]=l*A+j*J+t*V+k*I;f[5]=l*x+j*S+t*za+k*B;f[9]=l*G+j*K+t*U+k*e;f[13]=l*H+j*Q+t*R+k*d;f[2]=r*A+n*J+o*V+q*I;f[6]=r*x+n*S+o*za+q*B;f[10]=r*G+n*K+o*U+q*e;f[14]=r*H+n*Q+o*R+q*d;f[3]=u*A+w*J+P*V+c*I;f[7]=u*x+w*S+P*za+c*B;f[11]=u*G+w*K+P*U+c*e;f[15]=u*H+w*Q+P*R+c*d;return this},multiplySelf:function(a){return this.multiply(this, a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]= b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,f=a.z,g=1/(b[3]*c+b[7]*d+b[11]*f+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*f+b[12])*g;a.y=(b[1]*c+b[5]*d+b[9]*f+b[13])*g;a.z=(b[2]*c+b[6]*d+b[10]*f+b[14])*g;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,f=a.z,g=a.w;a.x=b[0]*c+b[4]*d+b[8]*f+b[12]*g;a.y=b[1]*c+b[5]*d+b[9]*f+b[13]*g;a.z=b[2]*c+b[6]*d+b[10]*f+b[14]*g;a.w=b[3]*c+b[7]*d+b[11]*f+b[15]*g;return a},rotateAxis:function(a){var b=this.elements,c=a.x, d=a.y,f=a.z;a.x=c*b[0]+d*b[4]+f*b[8];a.y=c*b[1]+d*b[5]+f*b[9];a.z=c*b[2]+d*b[6]+f*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],f=a[12],g=a[1],i=a[5],h=a[9],m=a[13],l=a[2],j=a[6],t=a[10],k=a[14],r=a[3],n=a[7], o=a[11],a=a[15];return f*h*j*r-d*m*j*r-f*i*t*r+c*m*t*r+d*i*k*r-c*h*k*r-f*h*l*n+d*m*l*n+f*g*t*n-b*m*t*n-d*g*k*n+b*h*k*n+f*i*l*o-c*m*l*o-f*g*j*o+b*m*j*o+c*g*k*o-b*i*k*o-d*i*l*a+c*h*l*a+d*g*j*a-b*h*j*a-c*g*t*a+b*i*t*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2]; a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13], a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],f=c[4],g=c[8],i=c[12],h=c[1],m=c[5],l=c[9],j=c[13],t=c[2],k=c[6],r=c[10],n= c[14],o=c[3],q=c[7],u=c[11],c=c[15];b[0]=l*n*q-j*r*q+j*k*u-m*n*u-l*k*c+m*r*c;b[4]=i*r*q-g*n*q-i*k*u+f*n*u+g*k*c-f*r*c;b[8]=g*j*q-i*l*q+i*m*u-f*j*u-g*m*c+f*l*c;b[12]=i*l*k-g*j*k-i*m*r+f*j*r+g*m*n-f*l*n;b[1]=j*r*o-l*n*o-j*t*u+h*n*u+l*t*c-h*r*c;b[5]=g*n*o-i*r*o+i*t*u-d*n*u-g*t*c+d*r*c;b[9]=i*l*o-g*j*o-i*h*u+d*j*u+g*h*c-d*l*c;b[13]=g*j*t-i*l*t+i*h*r-d*j*r-g*h*n+d*l*n;b[2]=m*n*o-j*k*o+j*t*q-h*n*q-m*t*c+h*k*c;b[6]=i*k*o-f*n*o-i*t*q+d*n*q+f*t*c-d*k*c;b[10]=f*j*o-i*m*o+i*h*q-d*j*q-f*h*c+d*m*c;b[14]=i*m*t- f*j*t-i*h*k+d*j*k+f*h*n-d*m*n;b[3]=l*k*o-m*r*o-l*t*q+h*r*q+m*t*u-h*k*u;b[7]=f*r*o-g*k*o+g*t*q-d*r*q-f*t*u+d*k*u;b[11]=g*m*o-f*l*o-g*h*q+d*l*q+f*h*u-d*m*u;b[15]=f*l*t-g*m*t+g*h*k-d*l*k-f*h*r+d*m*r;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,f=a.y,g=a.z,i=Math.cos(d),d=Math.sin(d),h=Math.cos(f),f=Math.sin(f),m=Math.cos(g),g=Math.sin(g);switch(b){case "YXZ":var l=h*m,j=h*g,t=f*m,k=f*g;c[0]=l+k*d;c[4]=t*d-j;c[8]=i*f;c[1]=i*g;c[5]=i* m;c[9]=-d;c[2]=j*d-t;c[6]=k+l*d;c[10]=i*h;break;case "ZXY":l=h*m;j=h*g;t=f*m;k=f*g;c[0]=l-k*d;c[4]=-i*g;c[8]=t+j*d;c[1]=j+t*d;c[5]=i*m;c[9]=k-l*d;c[2]=-i*f;c[6]=d;c[10]=i*h;break;case "ZYX":l=i*m;j=i*g;t=d*m;k=d*g;c[0]=h*m;c[4]=t*f-j;c[8]=l*f+k;c[1]=h*g;c[5]=k*f+l;c[9]=j*f-t;c[2]=-f;c[6]=d*h;c[10]=i*h;break;case "YZX":l=i*h;j=i*f;t=d*h;k=d*f;c[0]=h*m;c[4]=k-l*g;c[8]=t*g+j;c[1]=g;c[5]=i*m;c[9]=-d*m;c[2]=-f*m;c[6]=j*g+t;c[10]=l-k*g;break;case "XZY":l=i*h;j=i*f;t=d*h;k=d*f;c[0]=h*m;c[4]=-g;c[8]=f*m; c[1]=l*g+k;c[5]=i*m;c[9]=j*g-t;c[2]=t*g-j;c[6]=d*m;c[10]=k*g+l;break;default:l=i*m;j=i*g;t=d*m;k=d*g;c[0]=h*m;c[4]=-h*g;c[8]=f;c[1]=j+t*f;c[5]=l-k*f;c[9]=-d*h;c[2]=k-l*f;c[6]=t+j*f;c[10]=i*h}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,f=a.z,g=a.w,i=c+c,h=d+d,m=f+f,a=c*i,l=c*h,c=c*m,j=d*h,d=d*m,f=f*m,i=g*i,h=g*h,g=g*m;b[0]=1-(j+f);b[4]=l-g;b[8]=c+h;b[1]=l+g;b[5]=1-(a+f);b[9]=d-i;b[2]=c-h;b[6]=d+i;b[10]=1-(a+j);return this},compose:function(a,b,c){var d=this.elements, f=THREE.Matrix4.__m1,g=THREE.Matrix4.__m2;f.identity();f.setRotationFromQuaternion(b);g.makeScale(c.x,c.y,c.z);this.multiply(f,g);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,f=THREE.Matrix4.__v1,g=THREE.Matrix4.__v2,i=THREE.Matrix4.__v3;f.set(d[0],d[1],d[2]);g.set(d[4],d[5],d[6]);i.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3; c.x=f.length();c.y=g.length();c.z=i.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements; b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),f=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*f;b[5]=a[5]*f;b[6]=a[6]*f;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]* d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],f=b[6],g=b[7],i=b[8],h=b[9],m=b[10],l=b[11],j=Math.cos(a),a=Math.sin(a);b[4]=j*c+a*i;b[5]=j*d+a*h;b[6]=j*f+a*m;b[7]=j*g+a*l;b[8]=j*i-a*c;b[9]=j*h-a*d;b[10]=j*m-a*f;b[11]=j*l-a*g;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],f=b[2],g=b[3],i=b[8],h=b[9],m=b[10],l=b[11],j=Math.cos(a),a=Math.sin(a);b[0]=j*c-a*i;b[1]=j*d-a*h;b[2]=j*f-a*m;b[3]=j*g-a*l;b[8]=j*i+a*c;b[9]= j*h+a*d;b[10]=j*m+a*f;b[11]=j*l+a*g;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],f=b[2],g=b[3],i=b[4],h=b[5],m=b[6],l=b[7],j=Math.cos(a),a=Math.sin(a);b[0]=j*c+a*i;b[1]=j*d+a*h;b[2]=j*f+a*m;b[3]=j*g+a*l;b[4]=j*i-a*c;b[5]=j*h-a*d;b[6]=j*m-a*f;b[7]=j*l-a*g;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x, f=a.y,g=a.z,i=Math.sqrt(d*d+f*f+g*g),d=d/i,f=f/i,g=g/i,i=d*d,h=f*f,m=g*g,l=Math.cos(b),j=Math.sin(b),t=1-l,k=d*f*t,r=d*g*t,t=f*g*t,d=d*j,n=f*j,j=g*j,g=i+(1-i)*l,i=k+j,f=r-n,k=k-j,h=h+(1-h)*l,j=t+d,r=r+n,t=t-d,m=m+(1-m)*l,l=c[0],d=c[1],n=c[2],o=c[3],q=c[4],u=c[5],w=c[6],P=c[7],A=c[8],x=c[9],G=c[10],H=c[11];c[0]=g*l+i*q+f*A;c[1]=g*d+i*u+f*x;c[2]=g*n+i*w+f*G;c[3]=g*o+i*P+f*H;c[4]=k*l+h*q+j*A;c[5]=k*d+h*u+j*x;c[6]=k*n+h*w+j*G;c[7]=k*o+h*P+j*H;c[8]=r*l+t*q+m*A;c[9]=r*d+t*u+m*x;c[10]=r*n+t*w+m*G;c[11]= r*o+t*P+m*H;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this}, makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),f=1-c,g=a.x,i=a.y,h=a.z,m=f*g,l=f*i;this.set(m*g+c,m*i-d*h,m*h+d*i,0,m*i+d*h,l*i+c,l*h-d*g,0,m*h- d*i,l*h+d*g,f*h*h+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,f,g){var i=this.elements;i[0]=2*f/(b-a);i[4]=0;i[8]=(b+a)/(b-a);i[12]=0;i[1]=0;i[5]=2*f/(d-c);i[9]=(d+c)/(d-c);i[13]=0;i[2]=0;i[6]=0;i[10]=-(g+f)/(g-f);i[14]=-2*g*f/(g-f);i[3]=0;i[7]=0;i[11]=-1;i[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),f=-a;return this.makeFrustum(f*b,a*b,f,a,c,d)},makeOrthographic:function(a, b,c,d,f,g){var i=this.elements,h=b-a,m=c-d,l=g-f;i[0]=2/h;i[4]=0;i[8]=0;i[12]=-((b+a)/h);i[1]=0;i[5]=2/m;i[9]=0;i[13]=-((c+d)/m);i[2]=0;i[6]=0;i[10]=-2/l;i[14]=-((g+f)/l);i[3]=0;i[7]=0;i[11]=0;i[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4; THREE.Matrix4.__m2=new THREE.Matrix4; THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";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=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate= true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3}; THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a, this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b= this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,f;c=0;for(d=this.children.length;c=0&&e>=0&&g>=0&&i>=0)return true;if(f<0&&e<0||g<0&&i<0)return false;f<0?c=Math.max(c,f/(f-e)):e<0&&(d=Math.min(d,f/(f-e)));g<0?c=Math.max(c,g/(g-i)):i<0&&(d=Math.min(d,g/(g-i)));if(di&&h.positionScreen.z0)){ja=l[m-2];Q.copy(L.positionScreen);V.copy(ja.positionScreen);if(d(Q,V)){Q.multiplyScalar(1/Q.w);V.multiplyScalar(1/V.w);Oa=u[q]=u[q]|| new THREE.RenderableLine;q++;o=Oa;o.v1.positionScreen.copy(Q);o.v2.positionScreen.copy(V);o.z=Math.max(Q.z,V.z);o.material=W.material;x.elements.push(o)}}}}}a=0;for(G=x.sprites.length;a0&&H.z<1){i=A[P]=A[P]||new THREE.RenderableParticle;P++;w=i;w.x=H.x/H.w;w.y=H.y/H.w;w.z=H.z;w.rotation=W.rotation.z;w.scale.x=W.scale.x*Math.abs(w.x- (H.x+f.projectionMatrix.elements[0])/(H.w+f.projectionMatrix.elements[12]));w.scale.y=W.scale.y*Math.abs(w.y-(H.y+f.projectionMatrix.elements[5])/(H.w+f.projectionMatrix.elements[13]));w.material=W.material;x.elements.push(w)}}}g&&x.elements.sort(c);return x}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,f=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-f),f=Math.sin(-f),g=Math.cos(c),c=Math.sin(c),i=a*b,h=d*f;this.w=i*g-h*c;this.x=i*c+h*g;this.y=d*b*g+a*f*c;this.z=a*f*g-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c); this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x): Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a= Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,f=this.w,g=a.x,i=a.y,h=a.z,a=a.w;this.x=b*a+f*g+c*h-d*i;this.y= c*a+f*i+d*g-b*h;this.z=d*a+f*h+b*i-c*g;this.w=f*a-b*g-c*i-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,f=a.z,g=this.x,i=this.y,h=this.z,m=this.w,l=m*c+i*f-h*d,j=m*d+h*c-g*f,t=m*f+g*d-i*c,c=-g*c-i*d-h*f;b.x=l*m+c*-g+j*-h-t*-i;b.y=j*m+c*-i+t*-g-l*-h;b.z=t*m+c*-h+l*-i-j*-g;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(f<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;f=-f}else c.copy(b);if(Math.abs(f)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(f),f=Math.sqrt(1-f*f);if(Math.abs(f)<0.0010){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")}; THREE.Face3=function(a,b,c,d,f,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3}; THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,f=this.vertices.length;dc.x)c.x= a.x;if(a.yc.y)c.y=a.y;if(a.zc.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;cb&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,f=Math.pow(10,4),g,i;g=0;for(i=this.vertices.length;gthis.points.length-2?this.points.length-1:g+1;c[3]=g>this.points.length-3?this.points.length-1: g+2;l=this.points[c[0]];j=this.points[c[1]];t=this.points[c[2]];k=this.points[c[3]];h=i*i;m=i*h;d.x=b(l.x,j.x,t.x,k.x,i,h,m);d.y=b(l.y,j.y,t.y,k.y,i,h,m);d.z=b(l.z,j.z,t.z,k.z,i,h,m);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a1){a.matrixWorldInverse.getInverse(a.matrixWorld);a=a.matrixWorldInverse;a=-(a.elements[2]*this.matrixWorld.elements[12]+a.elements[6]*this.matrixWorld.elements[13]+a.elements[10]*this.matrixWorld.elements[14]+a.elements[14]);this.LODs[0].object3D.visible=true;for(var b=1;b=this.LODs[b].visibleAtDistance){this.LODs[b-1].object3D.visible=false;this.LODs[b].object3D.visible=true}else break;for(;b 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#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\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 dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nlVector = normalize( lVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif", lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvarying vec3 vWorldPosition;\n#endif",lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\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 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvWorldPosition = mPosition.xyz;\n#endif", lights_phong_pars_fragment:"uniform 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 ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", 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\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\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 * modelViewMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\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",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\nvec3 transformedNormal = normalMatrix * morphedNormal;\n#else\nvec3 transformedNormal = normalMatrix * normal;\n#endif", shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\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_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * 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 ++ ) {\n#ifdef USE_MORPHTARGETS\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );\n#else\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n#endif\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif", linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; THREE.UniformsUtils={merge:function(a){var b,c,d,f={};for(b=0;b=0)return a.geometry.materials[b.materialIndex]}function d(a){return a instanceof THREE.MeshBasicMaterial&&!a.envMap||a instanceof THREE.MeshDepthMaterial?false:a&&a.shading!==void 0&&a.shading===THREE.SmoothShading?THREE.SmoothShading:THREE.FlatShading}function f(a){return a.map||a.lightMap||a instanceof THREE.ShaderMaterial?true:false}function g(a,b,c){var d,f,g,i,h=a.vertices;i=h.length; var j=a.colors,k=j.length,l=a.__vertexArray,t=a.__colorArray,m=a.__sortArray,n=a.__dirtyVertices,q=a.__dirtyColors,o=a.__webglCustomAttributesList;if(c.sortParticles){Ob.copy(mb);Ob.multiplySelf(c.matrixWorld);for(d=0;d=0;c--)a[c].object===b&&a.splice(c,1)}function n(a, b){for(var c=a.length-1;c>=0;c--)a[c]===b&&a.splice(c,1)}function o(a,b,c,d,f){if(!d.program||d.needsUpdate){B.initMaterial(d,b,c,f);d.needsUpdate=false}if(d.morphTargets&&!f.__webglMorphTargetInfluences){f.__webglMorphTargetInfluences=new Float32Array(B.maxMorphTargets);for(var g=0,i=B.maxMorphTargets;g0};this.setSize=function(a,b){H.width=a;H.height=b;this.setViewport(0,0,H.width,H.height)};this.setViewport=function(a,b,c,d){$b=a;Hb=b;Pb=c;ac=d;e.viewport($b,Hb,Pb,ac)};this.setScissor=function(a,b,c,d){e.scissor(a,b,c,d)};this.enableScissorTest=function(a){a?e.enable(e.SCISSOR_TEST):e.disable(e.SCISSOR_TEST)};this.setClearColorHex=function(a,b){U.setHex(a);R=b;e.clearColor(U.r,U.g,U.b,R)};this.setClearColor=function(a,b){U.copy(a);R=b;e.clearColor(U.r, U.g,U.b,R)};this.getClearColor=function(){return U};this.getClearAlpha=function(){return R};this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|e.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|e.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|e.STENCIL_BUFFER_BIT;e.clear(d)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.addPostPlugin=function(a){a.init(this);this.renderPluginsPost.push(a)};this.addPrePlugin=function(a){a.init(this);this.renderPluginsPre.push(a)};this.deallocateObject= function(a){if(a.__webglInit){a.__webglInit=false;delete a._modelViewMatrix;delete a._normalMatrix;delete a._normalMatrixArray;delete a._modelViewMatrixArray;delete a._objectMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b];e.deleteBuffer(c.__webglVertexBuffer);e.deleteBuffer(c.__webglNormalBuffer);e.deleteBuffer(c.__webglTangentBuffer);e.deleteBuffer(c.__webglColorBuffer);e.deleteBuffer(c.__webglUVBuffer);e.deleteBuffer(c.__webglUV2Buffer); e.deleteBuffer(c.__webglSkinVertexABuffer);e.deleteBuffer(c.__webglSkinVertexBBuffer);e.deleteBuffer(c.__webglSkinIndicesBuffer);e.deleteBuffer(c.__webglSkinWeightsBuffer);e.deleteBuffer(c.__webglFaceBuffer);e.deleteBuffer(c.__webglLineBuffer);var d=void 0,f=void 0;if(c.numMorphTargets){d=0;for(f=c.numMorphTargets;d=0&&f.vertexNormalBuffer){e.bindBuffer(e.ARRAY_BUFFER, f.vertexNormalBuffer);e.vertexAttribPointer(a.normal,f.vertexNormalBuffer.itemSize,e.FLOAT,false,0,g[d].index*12)}if(a.uv>=0&&f.vertexUvBuffer)if(f.vertexUvBuffer){e.bindBuffer(e.ARRAY_BUFFER,f.vertexUvBuffer);e.vertexAttribPointer(a.uv,f.vertexUvBuffer.itemSize,e.FLOAT,false,0,g[d].index*8);e.enableVertexAttribArray(a.uv)}else e.disableVertexAttribArray(a.uv);if(a.color>=0&&f.vertexColorBuffer){e.bindBuffer(e.ARRAY_BUFFER,f.vertexColorBuffer);e.vertexAttribPointer(a.color,f.vertexColorBuffer.itemSize, e.FLOAT,false,0,g[d].index*16)}e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,f.vertexIndexBuffer)}e.drawElements(e.TRIANGLES,g[d].count,e.UNSIGNED_SHORT,g[d].start*2);B.info.render.calls++;B.info.render.vertices=B.info.render.vertices+g[d].count;B.info.render.faces=B.info.render.faces+g[d].count/3}}}};this.renderBuffer=function(a,b,c,d,f,g){if(d.opacity!==0){var h,i,c=o(a,b,c,d,g),b=c.attributes,a=false,c=f.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==L){L=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){e.bindBuffer(e.ARRAY_BUFFER, f.__webglVertexBuffer);e.vertexAttribPointer(b.position,3,e.FLOAT,false,0,0)}}else if(g.morphTargetBase){c=d.program.attributes;if(g.morphTargetBase!==-1){e.bindBuffer(e.ARRAY_BUFFER,f.__webglMorphTargetsBuffers[g.morphTargetBase]);e.vertexAttribPointer(c.position,3,e.FLOAT,false,0,0)}else if(c.position>=0){e.bindBuffer(e.ARRAY_BUFFER,f.__webglVertexBuffer);e.vertexAttribPointer(c.position,3,e.FLOAT,false,0,0)}if(g.morphTargetForcedOrder.length){h=0;var j=g.morphTargetForcedOrder;for(i=g.morphTargetInfluences;h< d.numSupportedMorphTargets&&hk){m=l;k=i[m]}e.bindBuffer(e.ARRAY_BUFFER,f.__webglMorphTargetsBuffers[m]);e.vertexAttribPointer(c["morphTarget"+h],3,e.FLOAT,false,0,0);if(d.morphNormals){e.bindBuffer(e.ARRAY_BUFFER,f.__webglMorphNormalsBuffers[m]);e.vertexAttribPointer(c["morphNormal"+h],3,e.FLOAT,false,0,0)}g.__webglMorphTargetInfluences[h]=k;j[m]=1;k=-1;h++}}d.program.uniforms.morphTargetInfluences!==null&&e.uniform1fv(d.program.uniforms.morphTargetInfluences,g.__webglMorphTargetInfluences)}if(a){if(f.__webglCustomAttributesList){h= 0;for(i=f.__webglCustomAttributesList.length;h=0){e.bindBuffer(e.ARRAY_BUFFER,c.buffer);e.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,e.FLOAT,false,0,0)}}}if(b.color>=0){e.bindBuffer(e.ARRAY_BUFFER,f.__webglColorBuffer);e.vertexAttribPointer(b.color,3,e.FLOAT,false,0,0)}if(b.normal>=0){e.bindBuffer(e.ARRAY_BUFFER,f.__webglNormalBuffer);e.vertexAttribPointer(b.normal,3,e.FLOAT,false,0,0)}if(b.tangent>=0){e.bindBuffer(e.ARRAY_BUFFER, f.__webglTangentBuffer);e.vertexAttribPointer(b.tangent,4,e.FLOAT,false,0,0)}if(b.uv>=0)if(f.__webglUVBuffer){e.bindBuffer(e.ARRAY_BUFFER,f.__webglUVBuffer);e.vertexAttribPointer(b.uv,2,e.FLOAT,false,0,0);e.enableVertexAttribArray(b.uv)}else e.disableVertexAttribArray(b.uv);if(b.uv2>=0)if(f.__webglUV2Buffer){e.bindBuffer(e.ARRAY_BUFFER,f.__webglUV2Buffer);e.vertexAttribPointer(b.uv2,2,e.FLOAT,false,0,0);e.enableVertexAttribArray(b.uv2)}else e.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>= 0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){e.bindBuffer(e.ARRAY_BUFFER,f.__webglSkinVertexABuffer);e.vertexAttribPointer(b.skinVertexA,4,e.FLOAT,false,0,0);e.bindBuffer(e.ARRAY_BUFFER,f.__webglSkinVertexBBuffer);e.vertexAttribPointer(b.skinVertexB,4,e.FLOAT,false,0,0);e.bindBuffer(e.ARRAY_BUFFER,f.__webglSkinIndicesBuffer);e.vertexAttribPointer(b.skinIndex,4,e.FLOAT,false,0,0);e.bindBuffer(e.ARRAY_BUFFER,f.__webglSkinWeightsBuffer);e.vertexAttribPointer(b.skinWeight,4,e.FLOAT,false,0,0)}}if(g instanceof THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==tb){e.lineWidth(d);tb=d}a&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,f.__webglLineBuffer);e.drawElements(e.LINES,f.__webglLineCount,e.UNSIGNED_SHORT,0)}else{a&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,f.__webglFaceBuffer);e.drawElements(e.TRIANGLES,f.__webglFaceCount,e.UNSIGNED_SHORT,0)}B.info.render.calls++;B.info.render.vertices=B.info.render.vertices+f.__webglFaceCount;B.info.render.faces=B.info.render.faces+f.__webglFaceCount/3}else if(g instanceof THREE.Line){g=g.type===THREE.LineStrip?e.LINE_STRIP:e.LINES;d=d.linewidth;if(d!==tb){e.lineWidth(d);tb=d}e.drawArrays(g,0,f.__webglLineCount);B.info.render.calls++}else if(g instanceof THREE.ParticleSystem){e.drawArrays(e.POINTS,0,f.__webglParticleCount);B.info.render.calls++;B.info.render.points=B.info.render.points+f.__webglParticleCount}else if(g instanceof THREE.Ribbon){e.drawArrays(e.TRIANGLE_STRIP,0,f.__webglVertexCount);B.info.render.calls++}}};this.render=function(a,b,c,d){var f,g,j,k,n=a.__lights, t=a.fog;$=-1;if(b.parent===void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(b)}this.autoUpdateScene&&a.updateMatrixWorld();if(!b._viewMatrixArray)b._viewMatrixArray=new Float32Array(16);if(!b._projectionMatrixArray)b._projectionMatrixArray=new Float32Array(16);b.matrixWorldInverse.getInverse(b.matrixWorld);b.matrixWorldInverse.flattenToArray(b._viewMatrixArray);b.projectionMatrix.flattenToArray(b._projectionMatrixArray);mb.multiply(b.projectionMatrix,b.matrixWorldInverse); Ib.setFromMatrix(mb);this.autoUpdateObjects&&this.initWebGLObjects(a);h(this.renderPluginsPre,a,b);B.info.render.calls=0;B.info.render.vertices=0;B.info.render.faces=0;B.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);k=a.__webglObjects;d=0;for(f=k.length;d=0){w=o.geometry.materials[w];if(w.transparent){r.transparent=w;r.opaque=null}else{r.opaque=w;r.transparent=null}}}else if(w)if(w.transparent){r.transparent=w;r.opaque=null}else{r.opaque=w;r.transparent=null}g.render=true;if(this.sortObjects)if(j.renderDepth)g.z=j.renderDepth;else{nb.copy(j.matrixWorld.getPosition());mb.multiplyVector3(nb);g.z=nb.z}}}this.sortObjects&&k.sort(i); k=a.__webglObjectsImmediate;d=0;for(f=k.length;d65535){L[G].counter=L[G].counter+1;J=L[G].hash+"_"+L[G].counter;q.geometryGroups[J]===void 0&&(q.geometryGroups[J]={faces3:[],faces4:[],materialIndex:A,vertices:0,numMorphTargets:P, numMorphNormals:Q})}x instanceof THREE.Face3?q.geometryGroups[J].faces3.push(w):q.geometryGroups[J].faces4.push(w);q.geometryGroups[J].vertices=q.geometryGroups[J].vertices+H}q.geometryGroupsList=[];var S=void 0;for(S in q.geometryGroups){q.geometryGroups[S].id=ta++;q.geometryGroupsList.push(q.geometryGroups[S])}}for(m in l.geometryGroups){o=l.geometryGroups[m];if(!o.__webglVertexBuffer){var K=o;K.__webglVertexBuffer=e.createBuffer();K.__webglNormalBuffer=e.createBuffer();K.__webglTangentBuffer=e.createBuffer(); K.__webglColorBuffer=e.createBuffer();K.__webglUVBuffer=e.createBuffer();K.__webglUV2Buffer=e.createBuffer();K.__webglSkinVertexABuffer=e.createBuffer();K.__webglSkinVertexBBuffer=e.createBuffer();K.__webglSkinIndicesBuffer=e.createBuffer();K.__webglSkinWeightsBuffer=e.createBuffer();K.__webglFaceBuffer=e.createBuffer();K.__webglLineBuffer=e.createBuffer();var R=void 0,U=void 0;if(K.numMorphTargets){K.__webglMorphTargetsBuffers=[];R=0;for(U=K.numMorphTargets;R 0||V.faceVertexUvs.length>0)I.__uvArray=new Float32Array($*2);if(V.faceUvs.length>1||V.faceVertexUvs.length>1)I.__uv2Array=new Float32Array($*2)}if(W.geometry.skinWeights.length&&W.geometry.skinIndices.length){I.__skinVertexAArray=new Float32Array($*4);I.__skinVertexBArray=new Float32Array($*4);I.__skinIndexArray=new Float32Array($*4);I.__skinWeightArray=new Float32Array($*4)}I.__faceArray=new Uint16Array(xa*3);I.__lineArray=new Uint16Array(za*2);var Ca=void 0,Fa=void 0;if(I.numMorphTargets){I.__morphTargetsArrays= [];Ca=0;for(Fa=I.numMorphTargets;Ca0){e.bindBuffer(e.ARRAY_BUFFER,N.__webglSkinVertexABuffer);e.bufferData(e.ARRAY_BUFFER, ea,Ia);e.bindBuffer(e.ARRAY_BUFFER,N.__webglSkinVertexBBuffer);e.bufferData(e.ARRAY_BUFFER,fa,Ia);e.bindBuffer(e.ARRAY_BUFFER,N.__webglSkinIndicesBuffer);e.bufferData(e.ARRAY_BUFFER,ga,Ia);e.bindBuffer(e.ARRAY_BUFFER,N.__webglSkinWeightsBuffer);e.bufferData(e.ARRAY_BUFFER,ha,Ia)}}if(cd&&Lc){v=0;for(C=Y.length;v0){e.bindBuffer(e.ARRAY_BUFFER,N.__webglColorBuffer);e.bufferData(e.ARRAY_BUFFER, wa,Ia)}}if(bd&&Ea.hasTangents){v=0;for(C=Y.length;v0){e.bindBuffer(e.ARRAY_BUFFER,N.__webglUVBuffer);e.bufferData(e.ARRAY_BUFFER,jc,Ia)}}if(Uc&&Qc&&Zb){v=0;for(C=Y.length;v0){e.bindBuffer(e.ARRAY_BUFFER,N.__webglUV2Buffer);e.bufferData(e.ARRAY_BUFFER,kc,Ia)}}if(Ic){v= 0;for(C=Y.length;v0?"#define VERTEX_TEXTURES":"",B.gammaInput?"#define GAMMA_INPUT":"",B.gammaOutput?"#define GAMMA_OUTPUT":"",B.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights, "#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled? "#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\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;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n"); k=["precision "+J+" float;","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_SHADOWS "+c.maxShadows,c.alphaTest?"#define ALPHATEST "+c.alphaTest:"",B.gammaInput?"#define GAMMA_INPUT":"",B.gammaOutput?"#define GAMMA_OUTPUT":"",B.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP": "",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"); e.attachShader(q,w("fragment",k+n));e.attachShader(q,w("vertex",d+j));e.linkProgram(q);e.getProgramParameter(q,e.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+e.getProgramParameter(q,e.VALIDATE_STATUS)+", gl error ["+e.getError()+"]");q.uniforms={};q.attributes={};var u,d=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","boneGlobalMatrices","morphTargetInfluences"];for(u in i)d.push(u);u=d;d=0;for(i=u.length;d=0&&e.enableVertexAttribArray(o.position); o.color>=0&&e.enableVertexAttribArray(o.color);o.normal>=0&&e.enableVertexAttribArray(o.normal);o.tangent>=0&&e.enableVertexAttribArray(o.tangent);if(a.skinning&&o.skinVertexA>=0&&o.skinVertexB>=0&&o.skinIndex>=0&&o.skinWeight>=0){e.enableVertexAttribArray(o.skinVertexA);e.enableVertexAttribArray(o.skinVertexB);e.enableVertexAttribArray(o.skinIndex);e.enableVertexAttribArray(o.skinWeight)}if(a.attributes)for(g in a.attributes)o[g]!==void 0&&o[g]>=0&&e.enableVertexAttribArray(o[g]);if(a.morphTargets){a.numSupportedMorphTargets= 0;q="morphTarget";for(g=0;g=0){e.enableVertexAttribArray(o[u]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals=0;q="morphNormal";for(g=0;g=0){e.enableVertexAttribArray(o[u]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(f in a.uniforms)a.uniformsList.push([a.uniforms[f],f])};this.setFaceCulling=function(a,b){if(a){!b||b==="ccw"?e.frontFace(e.CCW):e.frontFace(e.CW);a==="back"?e.cullFace(e.BACK): a==="front"?e.cullFace(e.FRONT):e.cullFace(e.FRONT_AND_BACK);e.enable(e.CULL_FACE)}else e.disable(e.CULL_FACE)};this.setObjectFaces=function(a){if(xa!==a.doubleSided){a.doubleSided?e.disable(e.CULL_FACE):e.enable(e.CULL_FACE);xa=a.doubleSided}if(W!==a.flipSided){a.flipSided?e.frontFace(e.CW):e.frontFace(e.CCW);W=a.flipSided}};this.setDepthTest=function(a){if(Pa!==a){a?e.enable(e.DEPTH_TEST):e.disable(e.DEPTH_TEST);Pa=a}};this.setDepthWrite=function(a){if(Fa!==a){e.depthMask(a);Fa=a}};this.setBlending= function(a,b,c,d){if(a!==Ba){switch(a){case THREE.NoBlending:e.disable(e.BLEND);break;case THREE.AdditiveBlending:e.enable(e.BLEND);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.SRC_ALPHA,e.ONE);break;case THREE.SubtractiveBlending:e.enable(e.BLEND);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.ZERO,e.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:e.enable(e.BLEND);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.ZERO,e.SRC_COLOR);break;case THREE.CustomBlending:e.enable(e.BLEND);break;default:e.enable(e.BLEND); e.blendEquationSeparate(e.FUNC_ADD,e.FUNC_ADD);e.blendFuncSeparate(e.SRC_ALPHA,e.ONE_MINUS_SRC_ALPHA,e.ONE,e.ONE_MINUS_SRC_ALPHA)}Ba=a}if(a===THREE.CustomBlending){if(b!==Ca){e.blendEquation(G(b));Ca=b}if(c!==Oa||d!==Ua){e.blendFunc(G(c),G(d));Oa=c;Ua=d}}else Ua=Oa=Ca=null};this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=e.createTexture();B.info.memory.textures++}e.activeTexture(e.TEXTURE0+b);e.bindTexture(e.TEXTURE_2D,a.__webglTexture);e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL, a.premultiplyAlpha);var c=a.image,d=(c.width&c.width-1)===0&&(c.height&c.height-1)===0,f=G(a.format),g=G(a.type);P(e.TEXTURE_2D,a,d);a instanceof THREE.DataTexture?e.texImage2D(e.TEXTURE_2D,0,f,c.width,c.height,0,f,g,c.data):e.texImage2D(e.TEXTURE_2D,0,f,f,g,a.image);a.generateMipmaps&&d&&e.generateMipmap(e.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{e.activeTexture(e.TEXTURE0+b);e.bindTexture(e.TEXTURE_2D,a.__webglTexture)}};this.setRenderTarget=function(a){var b=a instanceof THREE.WebGLRenderTargetCube;if(a&&!a.__webglFramebuffer){if(a.depthBuffer===void 0)a.depthBuffer=true;if(a.stencilBuffer===void 0)a.stencilBuffer=true;a.__webglTexture=e.createTexture();var c=(a.width&a.width-1)===0&&(a.height&a.height-1)===0,d=G(a.format),f=G(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];e.bindTexture(e.TEXTURE_CUBE_MAP,a.__webglTexture);P(e.TEXTURE_CUBE_MAP,a,c);for(var g=0;g<6;g++){a.__webglFramebuffer[g]=e.createFramebuffer();a.__webglRenderbuffer[g]=e.createRenderbuffer(); e.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+g,0,d,a.width,a.height,0,d,f,null);var h=a,i=e.TEXTURE_CUBE_MAP_POSITIVE_X+g;e.bindFramebuffer(e.FRAMEBUFFER,a.__webglFramebuffer[g]);e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,i,h.__webglTexture,0);A(a.__webglRenderbuffer[g],a)}c&&e.generateMipmap(e.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=e.createFramebuffer();a.__webglRenderbuffer=e.createRenderbuffer();e.bindTexture(e.TEXTURE_2D,a.__webglTexture);P(e.TEXTURE_2D,a,c);e.texImage2D(e.TEXTURE_2D, 0,d,a.width,a.height,0,d,f,null);d=e.TEXTURE_2D;e.bindFramebuffer(e.FRAMEBUFFER,a.__webglFramebuffer);e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,d,a.__webglTexture,0);A(a.__webglRenderbuffer,a);c&&e.generateMipmap(e.TEXTURE_2D)}b?e.bindTexture(e.TEXTURE_CUBE_MAP,null):e.bindTexture(e.TEXTURE_2D,null);e.bindRenderbuffer(e.RENDERBUFFER,null);e.bindFramebuffer(e.FRAMEBUFFER,null)}if(a){b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer;c=a.width;a=a.height;f=d=0}else{b=null; c=Pb;a=ac;d=$b;f=Hb}if(b!==la){e.bindFramebuffer(e.FRAMEBUFFER,b);e.viewport(d,f,c,a);la=b}pc=c;qc=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=c.wrapS!==void 0?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=c.wrapT!==void 0?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=c.magFilter!==void 0?c.magFilter:THREE.LinearFilter;this.minFilter=c.minFilter!==void 0?c.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=c.format!==void 0?c.format:THREE.RGBAFormat;this.type=c.type!==void 0?c.type: THREE.UnsignedByteType;this.depthBuffer=c.depthBuffer!==void 0?c.depthBuffer:true;this.stencilBuffer=c.stencilBuffer!==void 0?c.stencilBuffer:true;this.generateMipmaps=true}; THREE.WebGLRenderTarget.prototype.clone=function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;return a};THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0}; THREE.WebGLRenderTargetCube.prototype=new THREE.WebGLRenderTarget;THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=true};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null}; THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null}; THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null}; THREE.BufferGeometry=function(){this.id=THREE.GeometryCount++;this.vertexColorArray=this.vertexUvArray=this.vertexNormalArray=this.vertexPositionArray=this.vertexIndexArray=this.vertexColorBuffer=this.vertexUvBuffer=this.vertexNormalBuffer=this.vertexPositionBuffer=this.vertexIndexBuffer=null;this.dynamic=false;this.boundingSphere=this.boundingBox=null;this.morphTargets=[]};THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,computeBoundingBox:function(){},computeBoundingSphere:function(){}}; THREE.Gyroscope=function(){THREE.Object3D.call(this)};THREE.Gyroscope.prototype=new THREE.Object3D;THREE.Gyroscope.prototype.constructor=THREE.Gyroscope; THREE.Gyroscope.prototype.updateMatrixWorld=function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a){if(this.parent){this.matrixWorld.multiply(this.parent.matrixWorld,this.matrix);this.matrixWorld.decompose(this.translationWorld,this.rotationWorld,this.scaleWorld);this.matrix.decompose(this.translationObject,this.rotationObject,this.scaleObject);this.matrixWorld.compose(this.translationWorld,this.rotationObject,this.scaleWorld)}else this.matrixWorld.copy(this.matrix); this.matrixWorldNeedsUpdate=false;a=true}for(var b=0,c=this.children.length;b0&&K.x0&& K.y0.0010&&I.scale>0.0010){S.x=I.x;S.y=I.y;S.z=I.z;H=I.size*I.scale/u;J.x=H*A;J.y=H;b.uniform3f(Q.screenPosition,S.x,S.y,S.z);b.uniform2f(Q.scale,J.x,J.y);b.uniform1f(Q.rotation,I.rotation);b.uniform1f(Q.opacity, I.opacity);b.uniform3f(Q.color,I.color.r,I.color.g,I.color.b);c.setBlending(I.blending,I.blendEquation,I.blendSrc,I.blendDst);c.setTexture(I.texture,1);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}}; THREE.ShadowMapPlugin=function(){var a,b,c,d,f=new THREE.Frustum,g=new THREE.Matrix4,i=new THREE.Vector3,h=new THREE.Vector3;this.init=function(f){a=f.context;b=f;var f=THREE.ShaderLib.depthRGBA,g=THREE.UniformsUtils.clone(f.uniforms);c=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:g});d=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:g,morphTargets:true});c._shadowPass=true;d._shadowPass=true};this.render= function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(m,l){var j,t,k,r,n,o,q,u,w,P=[];r=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);b.shadowMapCullFrontFaces&&a.cullFace(a.FRONT);b.setDepthTest(true);j=0;for(t=m.__lights.length;jh.x)h.x=u.x;if(u.yh.y)h.y=u.y;if(u.zh.z)h.z=u.z}r.left=i.x;r.right=h.x;r.top=h.y;r.bottom=i.y;r.updateProjectionMatrix()}r=k.shadowMap;o=k.shadowMatrix;n=k.shadowCamera;n.position.copy(k.matrixWorld.getPosition());n.lookAt(k.target.matrixWorld.getPosition());n.updateMatrixWorld();n.matrixWorldInverse.getInverse(n.matrixWorld);if(k.cameraHelper)k.cameraHelper.lines.visible=k.shadowCameraVisible; k.shadowCameraVisible&&k.cameraHelper.update();o.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);o.multiplySelf(n.projectionMatrix);o.multiplySelf(n.matrixWorldInverse);if(!n._viewMatrixArray)n._viewMatrixArray=new Float32Array(16);if(!n._projectionMatrixArray)n._projectionMatrixArray=new Float32Array(16);n.matrixWorldInverse.flattenToArray(n._viewMatrixArray);n.projectionMatrix.flattenToArray(n._projectionMatrixArray);g.multiply(n.projectionMatrix,n.matrixWorldInverse);f.setFromMatrix(g);b.setRenderTarget(r); b.clear();w=m.__webglObjects;k=0;for(r=w.length;k