// three.js - http://github.com/mrdoob/three.js 'use strict';var THREE=THREE||{REVISION:"54dev"};self.console=self.console||{info:function(){},log:function(){},debug:function(){},warn:function(){},error:function(){}};self.Int32Array=self.Int32Array||Array;self.Float32Array=self.Float32Array||Array;String.prototype.startsWith=String.prototype.startsWith||function(a){return this.slice(0,a.length)===a};String.prototype.endsWith=String.prototype.endsWith||function(a){var a=String(a),b=this.lastIndexOf(a);return(-1>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getStyle:function(){return"rgb("+(255*this.r|0)+","+(255*this.g|0)+","+(255*this.b|0)+")"},setStyle:function(a){if(/^rgb\((\d+),(\d+),(\d+)\)$/i.test(a))return a=/^rgb\((\d+),(\d+),(\d+)\)$/i.exec(a), this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec(a),this.r=Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a= /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},getHSV:function(a){var b=this.r,c=this.g,d=this.b,e=Math.max(Math.max(b,c),d),f=Math.min(Math.min(b,c),d);if(f===e)f=b=0;else{var g=e-f,f=g/e,b=(b===e?(c-d)/g:c===e?2+(d-b)/g:4+(b-c)/g)/6;0>b&&(b+=1);1a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},maxSelf:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);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+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x=== this.x&&a.y===this.y},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+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;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-=a.x;this.y-=a.y;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*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},divideSelf:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){a?(this.x/=a,this.y/=a,this.z/=a): this.z=this.y=this.x=0;return this},minSelf:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},maxSelf:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);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+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;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},angleTo:function(a){return Math.acos(this.dot(a)/this.length()/a.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y,a=this.z-a.z;return b*b+c*c+a*a},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13]; this.z=a.elements[14];return this},setEulerFromRotationMatrix:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],i=d[5],j=d[9],m=d[2],p=d[6],d=d[10];void 0===b||"XYZ"===b?(this.y=Math.asin(c(g)),0.99999>Math.abs(g)?(this.x=Math.atan2(-j,d),this.z=Math.atan2(-f,e)):(this.x=Math.atan2(p,i),this.z=0)):"YXZ"===b?(this.x=Math.asin(-c(j)),0.99999>Math.abs(j)?(this.y=Math.atan2(g,d),this.z=Math.atan2(h,i)):(this.y=Math.atan2(-m,e),this.z=0)):"ZXY"=== b?(this.x=Math.asin(c(p)),0.99999>Math.abs(p)?(this.y=Math.atan2(-m,d),this.z=Math.atan2(-f,i)):(this.y=0,this.z=Math.atan2(h,e))):"ZYX"===b?(this.y=Math.asin(-c(m)),0.99999>Math.abs(m)?(this.x=Math.atan2(p,d),this.z=Math.atan2(h,e)):(this.x=0,this.z=Math.atan2(-f,i))):"YZX"===b?(this.z=Math.asin(c(h)),0.99999>Math.abs(h)?(this.x=Math.atan2(-j,i),this.y=Math.atan2(-m,e)):(this.x=0,this.y=Math.atan2(g,d))):"XZY"===b&&(this.z=Math.asin(-c(f)),0.99999>Math.abs(f)?(this.x=Math.atan2(p,i),this.y=Math.atan2(g, e)):(this.x=Math.atan2(-j,d),this.y=0));return this},setEulerFromQuaternion:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.x*a.x,e=a.y*a.y,f=a.z*a.z,g=a.w*a.w;void 0===b||"XYZ"===b?(this.x=Math.atan2(2*(a.x*a.w-a.y*a.z),g-d-e+f),this.y=Math.asin(c(2*(a.x*a.z+a.y*a.w))),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g+d-e-f)):"YXZ"===b?(this.x=Math.asin(c(2*(a.x*a.w-a.y*a.z))),this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g-d-e+f),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g-d+e-f)):"ZXY"===b?(this.x= Math.asin(c(2*(a.x*a.w+a.y*a.z))),this.y=Math.atan2(2*(a.y*a.w-a.z*a.x),g-d-e+f),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g-d+e-f)):"ZYX"===b?(this.x=Math.atan2(2*(a.x*a.w+a.z*a.y),g-d-e+f),this.y=Math.asin(c(2*(a.y*a.w-a.x*a.z))),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g+d-e-f)):"YZX"===b?(this.x=Math.atan2(2*(a.x*a.w-a.z*a.y),g-d+e-f),this.y=Math.atan2(2*(a.y*a.w-a.x*a.z),g+d-e-f),this.z=Math.asin(c(2*(a.x*a.y+a.z*a.w)))):"XZY"===b&&(this.x=Math.atan2(2*(a.x*a.w+a.y*a.z),g-d+e-f),this.y=Math.atan2(2* (a.x*a.z+a.y*a.w),g+d-e-f),this.z=Math.asin(c(2*(a.z*a.w-a.x*a.y))));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;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},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=void 0!==d?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},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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+=a.x;this.y+=a.y;this.z+=a.z;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-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},divideScalar:function(a){a?(this.x/=a,this.y/=a,this.z/=a,this.w/=a):(this.z=this.y=this.x=0,this.w=1);return this},minSelf:function(a){this.x> a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},maxSelf:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);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())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)* b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d,a=a.elements,e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],i=a[9];c=a[2];b=a[6];var j=a[10];if(0.01>Math.abs(d- g)&&0.01>Math.abs(f-c)&&0.01>Math.abs(i-b)){if(0.1>Math.abs(d+g)&&0.1>Math.abs(f+c)&&0.1>Math.abs(i+b)&&0.1>Math.abs(e+h+j-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;j=(j+1)/2;d=(d+g)/4;f=(f+c)/4;i=(i+b)/4;e>h&&e>j?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>j?0.01>h?(b=0.707106781,c=0,d=0.707106781):(c=Math.sqrt(h),b=d/c,d=i/c):0.01>j?(c=b=0.707106781,d=0):(d=Math.sqrt(j),b=f/d,c=i/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-i)*(b-i)+(f-c)*(f-c)+(g-d)*(g-d)); 0.001>Math.abs(a)&&(a=1);this.x=(b-i)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+j-1)/2);return this}};THREE.Box2=function(a,b){void 0===a&&void 0===b?(this.min=new THREE.Vector2,this.max=new THREE.Vector2,this.makeEmpty()):(this.min=a.clone(),this.max=void 0===b?(new THREE.Vector2).copy(this.min):b.clone())}; THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0this.max.x&&(this.max.x=b.x),b.ythis.max.y&&(this.max.y=b.y)}else this.makeEmpty();return this},setFromCenterAndSize:function(a,b){var c=THREE.Box2.__v1.copy(b).multiplyScalar(0.5);this.min.copy(a).subSelf(c); this.max.copy(a).addSelf(c);return this},copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this},empty:function(){return this.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a){return(new THREE.Vector2).copy(a).clampSelf(this.min,this.max)},distanceToPoint:function(a){return THREE.Box2.__v1.copy(a).clampSelf(this.min,this.max).subSelf(a).length()},intersect:function(a){this.min.maxSelf(a.min);this.max.minSelf(a.max);return this},union:function(a){this.min.minSelf(a.min);this.max.maxSelf(a.max);return this}, translate:function(a){this.min.addSelf(a);this.max.addSelf(a);return this},scale:function(a){a=this.size().multiplyScalar(0.5*(a-1));this.expandByVector(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box2.__v1=new THREE.Vector2;THREE.Box3=function(a,b){void 0===a&&void 0===b?(this.min=new THREE.Vector3,this.max=new THREE.Vector3,this.makeEmpty()):(this.min=a.clone(),this.max=void 0===b?(new THREE.Vector3).copy(this.min):b.clone())}; THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0this.max.x&&(this.max.x=b.x),b.ythis.max.y&&(this.max.y=b.y),b.zthis.max.z&&(this.max.z=b.z)}else this.makeEmpty();return this},setFromCenterAndSize:function(a,b){var c=THREE.Box3.__v1.copy(b).multiplyScalar(0.5); this.min.copy(a).subSelf(c);this.max.copy(a).addSelf(c);return this},copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=this.min.z=Infinity;this.max.x=this.max.y=this.max.z=-Infinity;return this},empty:function(){return this.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a){return(new THREE.Vector3).copy(a).clampSelf(this.min,this.max)},distanceToPoint:function(a){return THREE.Box3.__v1.copy(a).clampSelf(this.min, this.max).subSelf(a).length()},intersect:function(a){this.min.maxSelf(a.min);this.max.minSelf(a.max);return this},union:function(a){this.min.minSelf(a.min);this.max.maxSelf(a.max);return this},translate:function(a){this.min.addSelf(a);this.max.addSelf(a);return this},scale:function(a){a=this.size().multiplyScalar(0.5*(a-1));this.expandByVector(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}}; THREE.Box3.__v1=new THREE.Vector3;THREE.Matrix3=function(){this.elements=new Float32Array(9)}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z;a.x=b[0]*c+b[3]*d+b[6]*e;a.y=b[1]*c+b[4]*d+b[7]*e;a.z=b[2]*c+b[5]*d+b[8]*e;return a},multiplyVector3Array:function(a){for(var b=THREE.Matrix3.__v1,c=0,d=a.length;ca;a++)b[a].normalize()}; THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.getPosition(),a=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),e=c=0;6>e;e++)if(c=b[e].distanceToPoint(d),c<=a)return!1;return!0};THREE.Frustum.__v1=new THREE.Vector3;THREE.Plane=function(a,b){void 0===a&&void 0===b?(this.normal=new THREE.Vector3,this.constant=0):(this.normal=a.clone(),this.constant=b||0)}; THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(a);return this},setFromCoplanarPoints:function(a,b,c){b=THREE.Plane.__v1.sub(b,a).cross(THREE.Plane.__v2.sub(c,a));this.setFromNormalAndCoplanarPoint(b,a);return this},copy:function(a){this.normal.copy(a.normal);this.constant= a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a){return this.orthoPoint(a).subSelf(a).negate()},orthoPoint:function(a){a=this.distanceToPoint(a);return(new THREE.Vector3).copy(this.normal).multiplyScalar(a)},intersectsLine:function(a,b){var c=this.distanceToPoint(a), d=this.distanceToPoint(b);return 0>c&&0d&&0f?d:f,e=e> g?e:g);a()};this.add3Points=function(f,g,m,p,n,r){!0===h?(h=!1,b=fm?f>n?f:n:m>n?m:n,e=g>p?g>r?g:r:p>r?p:r):(b=fm?f>n?f>d?f:d:n>d?n:d:m>n?m>d?m:d:n>d?n:d,e=g>p?g>r?g>e?g:e:r>e?r:e:p>r?p>e?p:e:r>e?r:e);a()};this.addRectangle=function(f){!0===h?(h=!1,b=f.getLeft(),c=f.getTop(),d=f.getRight(),e=f.getBottom()):(b=bf.getRight()?d:f.getRight(),e=e>f.getBottom()?e:f.getBottom());a()};this.inflate=function(f){b-=f;c-=f;d+=f;e+=f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=da.getRight()||ea.getBottom()?!1:!0};this.empty=function(){h=!0;e=d=c=b=0;a()};this.isEmpty=function(){return h}};THREE.Sphere=function(a,b){this.center=void 0===a?new THREE.Vector3:a.clone();this.radius=void 0===b?0:b}; THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromCenterAndPoints:function(a,b){for(var c=0,d=0,e=b.length;d=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)- this.radius},clampPoint:function(a){var b=this.center.distanceToSquared(a),a=(new THREE.Vector3).copy(a);b>this.radius*this.radius&&(a.subSelf(this.center).normalize(),a.multiplyScalar(this.radius).addSelf(this.center));return a},bounds:function(){var a=new THREE.Box3(this.center,this.center);a.expandByScalar(this.radius);return a},translate:function(){this.center.addSelf(this.offset);return this},scale:function(a){this.radius*=a;return this},equals:function(a){return a.center.equals(this.center)&& a.radius===this.radius},clone:function(){return(new THREE.Sphere3).copy(this)}};THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return aa?-1:0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this.w=(i-g)/c,this.x=0.25*c,this.y=(a+e)/c,this.z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this.w=(d-h)/c,this.x=(a+e)/c,this.y=0.25*c,this.z=(g+i)/c):(c=2*Math.sqrt(1+b-c-f),this.w=(e-a)/c,this.x=(d+h)/c,this.y=(g+i)/c,this.z=0.25*c);return this},inverse:function(){this.conjugate().normalize(); return this},conjugate:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);0===a?(this.z=this.y=this.x=0,this.w=1):(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiply:function(a,b){var c=a.x,d=a.y,e=a.z,f=a.w,g=b.x,h=b.y,i=b.z,j=b.w;this.x=c*j+d*i-e*h+f*g;this.y=-c*i+d*j+e*g+f*h;this.z=c*h- d*g+e*j+f*i;this.w=-c*g-d*h-e*i+f*j;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y=c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,h=this.z,i=this.w,j=i*c+g*e-h*d,m=i*d+h*c-f*e,p=i*e+f*d-g*c,c=-f*c-g*d-h*e;b.x=j*i+c*-f+m*-h-p*-g;b.y=m*i+c*-g+p*-f-j*-h;b.z=p*i+c*-h+j*-g-m*-f;return b},slerpSelf:function(a,b){var c= this.x,d=this.y,e=this.z,f=this.w,g=f*a.w+c*a.x+d*a.y+e*a.z;0>g?(this.w=-a.w,this.x=-a.x,this.y=-a.y,this.z=-a.z,g=-g):this.copy(a);if(1<=g)return this.w=f,this.x=c,this.y=d,this.z=e,this;var h=Math.acos(g),i=Math.sqrt(1-g*g);if(0.001>Math.abs(i))return this.w=0.5*(f+this.w),this.x=0.5*(c+this.x),this.y=0.5*(d+this.y),this.z=0.5*(e+this.z),this;g=Math.sin((1-b)*h)/i;h=Math.sin(b*h)/i;this.w=f*g+this.w*h;this.x=c*g+this.x*h;this.y=d*g+this.y*h;this.z=e*g+this.z*h;return this},clone:function(){return new THREE.Quaternion(this.x, this.y,this.z,this.w)}};THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;0>e?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(1<=Math.abs(e))return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var b=Math.acos(e),f=Math.sqrt(1-e*e);if(0.001>Math.abs(f))return c.w=0.5*(a.w+c.w),c.x=0.5*(a.x+c.x),c.y=0.5*(a.y+c.y),c.z=0.5*(a.z+c.z),c;e=Math.sin((1-d)*b)/f;d=Math.sin(d*b)/f;c.w=a.w*e+c.w*d;c.x=a.x*e+c.x*d;c.y=a.y*e+c.y*d;c.z=a.z*e+c.z*d;return c};THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,i,j,m,p,n;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: f+2;j=this.points[c[0]];m=this.points[c[1]];p=this.points[c[2]];n=this.points[c[3]];h=g*g;i=g*h;d.x=b(j.x,m.x,p.x,n.x,g,h,i);d.y=b(j.y,m.y,p.y,n.y,g,h,i);d.z=b(j.z,m.z,p.z,n.z,g,h,i);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;ae+a},p=function(g,h,i){if(g instanceof a.Particle){h=h.ray.distanceToPoint(g.matrixWorld.getPosition());if(h>g.scale.x)return i;i.push({distance:h,point:g.position,face:null,object:g})}else if(g instanceof a.Mesh){b.set(g.matrixWorld.getPosition(),g.geometry.boundingSphere.radius*g.matrixWorld.getMaxScaleOnAxis());if(!h.ray.isIntersectionSphere(b))return i;var j=g.geometry,n=j.vertices,p=g.material instanceof a.MeshFaceMaterial,y=!0===p?g.material.materials:null,q=g.material.side,G,A,z, v=h.precision;g.matrixRotationWorld.extractRotation(g.matrixWorld);f.getInverse(g.matrixWorld);c.copy(h.ray).transformSelf(f);for(var I=0,D=j.faces.length;IM)){q=q.side;if(q!==a.DoubleSide&&(G=c.direction.dot(d.normal),!(q===a.FrontSide?0>G:0h.far)){e=c.at(M,e);if(F instanceof a.Face3){if(q= n[F.a],G=n[F.b],A=n[F.c],!m(e,q,G,A))continue}else if(F instanceof a.Face4){if(q=n[F.a],G=n[F.b],A=n[F.c],z=n[F.d],!m(e,q,G,z)&&!m(e,G,A,z))continue}else throw Error("face type not supported");i.push({distance:M,point:h.ray.at(M),face:F,faceIndex:I,object:g})}}}}}},n=function(a,b,c){for(var a=a.getDescendants(),d=0,e=a.length;de&&0>f||0>g&&0>h)return!1;0>e?c=Math.max(c,e/(e-f)):0>f&&(d=Math.min(d,e/(e-f)));0>g?c=Math.max(c,g/(g-h)):0>h&&(d=Math.min(d,g/(g-h)));if(d< c)return!1;a.lerpSelf(b,c);b.lerpSelf(a,1-d);return!0}var e,f,g=[],h=0,i,j,m=[],p=0,n,r,s=[],l=0,t,u=[],E=0,y,q,G=[],A=0,z,v,I=[],D=0,F={objects:[],sprites:[],lights:[],elements:[]},M=new THREE.Vector3,B=new THREE.Vector4,J=new THREE.Matrix4,C=new THREE.Matrix4,L=new THREE.Matrix3,K=new THREE.Frustum,U=new THREE.Vector4,O=new THREE.Vector4;this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);J.multiply(b.projectionMatrix,b.matrixWorldInverse);J.multiplyVector3(a);return a}; this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);J.multiply(b.matrixWorld,b.projectionMatrixInverse);J.multiplyVector3(a);return a};this.pickingRay=function(a,b){var c;a.z=-1;c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.subSelf(a).normalize();return new THREE.Raycaster(a,c)};this.projectScene=function(g,h,p,na){var la=h.near,Ma=h.far,Q=!1,R,ba,da,P,ja,Y,ga,Ca,Va,ta,Da,ea,Ha,gb,vb;v=q=t=r=0;F.elements.length=0;g.updateMatrixWorld(); void 0===h.parent&&h.updateMatrixWorld();h.matrixWorldInverse.getInverse(h.matrixWorld);J.multiply(h.projectionMatrix,h.matrixWorldInverse);K.setFromMatrix(J);f=0;F.objects.length=0;F.sprites.length=0;F.lights.length=0;var qb=function(b){for(var c=0,d=b.children.length;cla&&i.positionScreen.z(ga.positionScreen.x-P.positionScreen.x)*(ja.positionScreen.y-P.positionScreen.y)-(ga.positionScreen.y-P.positionScreen.y)*(ja.positionScreen.x-P.positionScreen.x),Y===THREE.DoubleSide||Q===(Y===THREE.FrontSide))r=== l?(ea=new THREE.RenderableFace3,s.push(ea),l++,r++,n=ea):n=s[r++],n.v1.copy(P),n.v2.copy(ja),n.v3.copy(ga);else continue;else continue;else if(ba instanceof THREE.Face4)if(P=m[ba.a],ja=m[ba.b],ga=m[ba.c],ea=m[ba.d],!0===P.visible&&!0===ja.visible&&!0===ga.visible&&!0===ea.visible)if(Q=0>(ea.positionScreen.x-P.positionScreen.x)*(ja.positionScreen.y-P.positionScreen.y)-(ea.positionScreen.y-P.positionScreen.y)*(ja.positionScreen.x-P.positionScreen.x)||0>(ja.positionScreen.x-ga.positionScreen.x)*(ea.positionScreen.y- ga.positionScreen.y)-(ja.positionScreen.y-ga.positionScreen.y)*(ea.positionScreen.x-ga.positionScreen.x),Y===THREE.DoubleSide||Q===(Y===THREE.FrontSide)){if(t===E){var ub=new THREE.RenderableFace4;u.push(ub);E++;t++;n=ub}else n=u[t++];n.v1.copy(P);n.v2.copy(ja);n.v3.copy(ga);n.v4.copy(ea)}else continue;else continue;n.normalWorld.copy(ba.normal);!1===Q&&(Y===THREE.BackSide||Y===THREE.DoubleSide)&&n.normalWorld.negate();L.multiplyVector3(n.normalWorld).normalize();n.centroidWorld.copy(ba.centroid); Va.multiplyVector3(n.centroidWorld);n.centroidScreen.copy(n.centroidWorld);J.multiplyVector3(n.centroidScreen);ga=ba.vertexNormals;P=0;for(ja=ga.length;PB.z&&(v===D?(la=new THREE.RenderableParticle,I.push(la),D++,v++,z=la):z=I[v++],z.object=Ca,z.x=B.x/B.w,z.y=B.y/B.w,z.z=B.z,z.rotation=Ca.rotation.z,z.scale.x=Ca.scale.x*Math.abs(z.x-(B.x+h.projectionMatrix.elements[0])/(B.w+h.projectionMatrix.elements[12])), z.scale.y=Ca.scale.y*Math.abs(z.y-(B.y+h.projectionMatrix.elements[5])/(B.w+h.projectionMatrix.elements[13])),z.material=Ca.material,F.elements.push(z)));!0===na&&F.elements.sort(c);return F}};THREE.Face3=function(a,b,c,d,e,f){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=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;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;be?-1:1,f.vertexTangents[d]=new THREE.Vector4(B.x,B.y,B.z,e)}this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cb.max.x&&(b.max.x=c),db.max.y&&(b.max.y=d),eb.max.z&&(b.max.z=e)}if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){null===this.boundingSphere&&(this.boundingSphere= new THREE.Sphere);var a=this.attributes.position.array;if(a){for(var b,c=0,d,e,f=0,g=a.length;fc&&(c=b);this.boundingSphere.radius=Math.sqrt(c)}},computeVertexNormals:function(){if(this.attributes.position){var a,b,c,d;a=this.attributes.position.array.length;if(void 0===this.attributes.normal)this.attributes.normal={itemSize:3,array:new Float32Array(a),numItems:a};else{a=0;for(b=this.attributes.normal.array.length;ala?-1:1;h[4*a]=U.x;h[4*a+1]=U.y;h[4*a+2]=U.z;h[4*a+3]=N}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0=== this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var b=this.attributes.index.array,c=this.attributes.position.array,d=this.attributes.normal.array,e=this.attributes.uv.array,f=c.length/3;if(void 0===this.attributes.tangent){var g=4*f;this.attributes.tangent={itemSize:4,array:new Float32Array(g),numItems:g}}for(var h=this.attributes.tangent.array,i=[],j=[],g=0;ga.length?".":a.join("/"))+"/"},initMaterials:function(a,b){for(var c=[],d=0;da.opacity)i.transparent=a.transparent;void 0!==a.depthTest&&(i.depthTest=a.depthTest);void 0!==a.depthWrite&&(i.depthWrite=a.depthWrite);void 0!==a.visible&&(i.visible=a.visible);void 0!==a.flipSided&&(i.side=THREE.BackSide); void 0!==a.doubleSided&&(i.side=THREE.DoubleSide);void 0!==a.wireframe&&(i.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"===a.vertexColors?i.vertexColors=THREE.FaceColors:a.vertexColors&&(i.vertexColors=THREE.VertexColors));a.colorDiffuse?i.color=f(a.colorDiffuse):a.DbgColor&&(i.color=a.DbgColor);a.colorSpecular&&(i.specular=f(a.colorSpecular));a.colorAmbient&&(i.ambient=f(a.colorAmbient));a.transparency&&(i.opacity=a.transparency);a.specularCoef&&(i.shininess=a.specularCoef);a.mapDiffuse&& b&&e(i,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&e(i,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&e(i,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&e(i,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&e(i,"specularMap",a.mapSpecular,a.mapSpecularRepeat, a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(i.bumpScale=a.mapBumpScale);a.mapNormal?(h=THREE.ShaderUtils.lib.normal,j=THREE.UniformsUtils.clone(h.uniforms),j.tNormal.value=i.normalMap,a.mapNormalFactor&&j.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),i.map&&(j.tDiffuse.value=i.map,j.enableDiffuse.value=!0),i.specularMap&&(j.tSpecular.value=i.specularMap,j.enableSpecular.value=!0),i.lightMap&&(j.tAO.value=i.lightMap,j.enableAO.value=!0),j.uDiffuseColor.value.setHex(i.color), j.uSpecularColor.value.setHex(i.specular),j.uAmbientColor.value.setHex(i.ambient),j.uShininess.value=i.shininess,void 0!==i.opacity&&(j.uOpacity.value=i.opacity),h=new THREE.ShaderMaterial({fragmentShader:h.fragmentShader,vertexShader:h.vertexShader,uniforms:j,lights:!0,fog:!0}),i.transparent&&(h.transparent=!0)):h=new THREE[h](i);void 0!==a.DbgName&&(h.name=a.DbgName);return h}};THREE.BinaryLoader=function(a){THREE.Loader.call(this,a)};THREE.BinaryLoader.prototype=Object.create(THREE.Loader.prototype);THREE.BinaryLoader.prototype.load=function(a,b,c,d){var c=c&&"string"===typeof c?c:this.extractUrlBase(a),d=d&&"string"===typeof d?d:this.extractUrlBase(a),e=this.showProgress?THREE.Loader.prototype.updateProgress:null;this.onLoadStart();this.loadAjaxJSON(this,a,b,c,d,e)}; THREE.BinaryLoader.prototype.loadAjaxJSON=function(a,b,c,d,e,f){var g=new XMLHttpRequest;g.onreadystatechange=function(){if(4==g.readyState)if(200==g.status||0==g.status){var h=JSON.parse(g.responseText);a.loadAjaxBuffers(h,c,e,d,f)}else console.error("THREE.BinaryLoader: Couldn't load ["+b+"] ["+g.status+"]")};g.open("GET",b,!0);g.send(null)}; THREE.BinaryLoader.prototype.loadAjaxBuffers=function(a,b,c,d,e){var f=new XMLHttpRequest,g=c+"/"+a.buffers,h=0;f.onreadystatechange=function(){if(4==f.readyState)if(200==f.status||0==f.status){var c=f.response;void 0===c&&(c=(new Uint8Array(f.responseBody)).buffer);THREE.BinaryLoader.prototype.createBinModel(c,b,d,a.materials)}else console.error("THREE.BinaryLoader: Couldn't load ["+g+"] ["+f.status+"]");else 3==f.readyState?e&&(0==h&&(h=f.getResponseHeader("Content-Length")),e({total:h,loaded:f.responseText.length})): 2==f.readyState&&(h=f.getResponseHeader("Content-Length"))};f.open("GET",g,!0);f.responseType="arraybuffer";f.send(null)}; THREE.BinaryLoader.prototype.createBinModel=function(a,b,c,d){var e=function(){var b,c,d,e,j,m,p,n,r,s,l,t,u,E,y,q;function G(a){return a%4?4-a%4:0}function A(a,b){return(new Uint8Array(a,b,1))[0]}function z(a,b){return(new Uint32Array(a,b,1))[0]}function v(b,c){var d,e,f,g,h,i,j,m=new Uint32Array(a,c,3*b);for(d=0;du;u++)s+=String.fromCharCode(E[O+u]);b=A(q,O+12);A(q,O+13);A(q,O+14);A(q,O+15);c=A(q,O+16);d=A(q,O+17);e=A(q,O+18);j=A(q,O+19);m=z(q,O+20);p=z(q,O+20+4);n=z(q,O+20+8);r=z(q,O+20+12);s=z(q,O+20+16);l=z(q,O+20+20);t=z(q,O+20+24);u=z(q,O+20+28);E=z(q,O+20+32);y=z(q,O+20+36);q=z(q,O+20+40); C+=b;O=3*c+j;$=4*c+j;U=r*O;b=s*(O+3*d);c=l*(O+3*e);j=t*(O+3*d+3*e);O=u*$;d=E*($+4*d);e=y*($+4*e);$=C;var C=new Float32Array(a,C,3*m),wa,N,na,la;for(wa=0;waC.parameters.opacity&&(C.parameters.transparent=!0);C.parameters.normalMap?(F=THREE.ShaderUtils.lib.normal,B=THREE.UniformsUtils.clone(F.uniforms),t= C.parameters.color,J=C.parameters.specular,l=C.parameters.ambient,M=C.parameters.shininess,B.tNormal.value=v.textures[C.parameters.normalMap],C.parameters.normalScale&&B.uNormalScale.value.set(C.parameters.normalScale[0],C.parameters.normalScale[1]),C.parameters.map&&(B.tDiffuse.value=C.parameters.map,B.enableDiffuse.value=!0),C.parameters.envMap&&(B.tCube.value=C.parameters.envMap,B.enableReflection.value=!0,B.uReflectivity.value=C.parameters.reflectivity),C.parameters.lightMap&&(B.tAO.value=C.parameters.lightMap, B.enableAO.value=!0),C.parameters.specularMap&&(B.tSpecular.value=v.textures[C.parameters.specularMap],B.enableSpecular.value=!0),C.parameters.displacementMap&&(B.tDisplacement.value=v.textures[C.parameters.displacementMap],B.enableDisplacement.value=!0,B.uDisplacementBias.value=C.parameters.displacementBias,B.uDisplacementScale.value=C.parameters.displacementScale),B.uDiffuseColor.value.setHex(t),B.uSpecularColor.value.setHex(J),B.uAmbientColor.value.setHex(l),B.uShininess.value=M,C.parameters.opacity&& (B.uOpacity.value=C.parameters.opacity),r=new THREE.ShaderMaterial({fragmentShader:F.fragmentShader,vertexShader:F.vertexShader,uniforms:B,lights:!0,fog:!0})):r=new THREE[C.type](C.parameters);v.materials[L]=r}for(L in D.materials)if(C=D.materials[L],C.parameters.materials){K=[];for(t=0;th.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=1E3*((c.end-c.start)/b),this.time=0):console.warn("animation["+a+"] undefined")}; THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& (this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b};THREE.Ribbon.prototype=Object.create(THREE.Object3D.prototype);THREE.Ribbon.prototype.clone=function(a){void 0===a&&(a=new THREE.Ribbon(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);for(var b=Math.abs(b),c=0;c=this.LODs[b].visibleAtDistance)this.LODs[b-1].object3D.visible=!1,this.LODs[b].object3D.visible=!0;else break;for(;bu&&l.clearRect(Math.floor(Sa.getX()),Math.floor(Sa.getY()),Math.floor(Sa.getWidth()), Math.floor(Sa.getHeight())),0=k||(k*=f.intensity,c.r+=g.r*k, c.g+=g.g*k,c.b+=g.b*k)}else f instanceof THREE.PointLight&&(h=f.matrixWorld.getPosition(),k=b.dot(Ea.sub(h,a).normalize()),0>=k||(k*=0==f.distance?1:1-Math.min(a.distanceTo(h)/f.distance,1),0!=k&&(k*=f.intensity,c.r+=g.r*k,c.g+=g.g*k,c.b+=g.b*k)))}}function n(a,d,e,g,h,i,j,l){f.info.render.vertices+=3;f.info.render.faces++;b(l.opacity);c(l.blending);C=a.positionScreen.x;L=a.positionScreen.y;K=d.positionScreen.x;U=d.positionScreen.y;O=e.positionScreen.x;$=e.positionScreen.y;p(C,L,K,U,O,$);(l instanceof THREE.MeshLambertMaterial||l instanceof THREE.MeshPhongMaterial)&&null===l.map&&null===l.map?(Y.copy(l.color),ga.copy(l.emissive),l.vertexColors===THREE.FaceColors&&(Y.r*=j.color.r,Y.g*=j.color.g,Y.b*=j.color.b),!0===xb?!1===l.wireframe&&l.shading==THREE.SmoothShading&&3==j.vertexNormalsLength?(ba.r=da.r=P.r=Na.r,ba.g=da.g=P.g=Na.g,ba.b=da.b=P.b=Na.b,k(j.v1.positionWorld,j.vertexNormalsWorld[0],ba),k(j.v2.positionWorld,j.vertexNormalsWorld[1],da),k(j.v3.positionWorld,j.vertexNormalsWorld[2],P),ba.r= ba.r*Y.r+ga.r,ba.g=ba.g*Y.g+ga.g,ba.b=ba.b*Y.b+ga.b,da.r=da.r*Y.r+ga.r,da.g=da.g*Y.g+ga.g,da.b=da.b*Y.b+ga.b,P.r=P.r*Y.r+ga.r,P.g=P.g*Y.g+ga.g,P.b=P.b*Y.b+ga.b,ja.r=0.5*(da.r+P.r),ja.g=0.5*(da.g+P.g),ja.b=0.5*(da.b+P.b),ea=G(ba,da,P,ja),E(C,L,K,U,O,$,0,0,1,0,0,1,ea)):(R.r=Na.r,R.g=Na.g,R.b=Na.b,k(j.centroidWorld,j.normalWorld,R),R.r=R.r*Y.r+ga.r,R.g=R.g*Y.g+ga.g,R.b=R.b*Y.b+ga.b,!0===l.wireframe?t(R,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):u(R)):!0===l.wireframe?t(l.color,l.wireframeLinewidth, l.wireframeLinecap,l.wireframeLinejoin):u(l.color)):l instanceof THREE.MeshBasicMaterial||l instanceof THREE.MeshLambertMaterial||l instanceof THREE.MeshPhongMaterial?null!==l.map?l.map.mapping instanceof THREE.UVMapping&&(Ha=j.uvs[0],y(C,L,K,U,O,$,Ha[g].x,Ha[g].y,Ha[h].x,Ha[h].y,Ha[i].x,Ha[i].y,l.map)):null!==l.envMap?l.envMap.mapping instanceof THREE.SphericalReflectionMapping&&(a=m.matrixWorldInverse,Ea.copy(j.vertexNormalsWorld[g]),gb=0.5*(Ea.x*a.elements[0]+Ea.y*a.elements[4]+Ea.z*a.elements[8])+ 0.5,vb=0.5*(Ea.x*a.elements[1]+Ea.y*a.elements[5]+Ea.z*a.elements[9])+0.5,Ea.copy(j.vertexNormalsWorld[h]),qb=0.5*(Ea.x*a.elements[0]+Ea.y*a.elements[4]+Ea.z*a.elements[8])+0.5,ub=0.5*(Ea.x*a.elements[1]+Ea.y*a.elements[5]+Ea.z*a.elements[9])+0.5,Ea.copy(j.vertexNormalsWorld[i]),Kb=0.5*(Ea.x*a.elements[0]+Ea.y*a.elements[4]+Ea.z*a.elements[8])+0.5,Lb=0.5*(Ea.x*a.elements[1]+Ea.y*a.elements[5]+Ea.z*a.elements[9])+0.5,y(C,L,K,U,O,$,gb,vb,qb,ub,Kb,Lb,l.envMap)):(R.copy(l.color),l.vertexColors===THREE.FaceColors&& (R.r*=j.color.r,R.g*=j.color.g,R.b*=j.color.b),!0===l.wireframe?t(R,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):u(R)):l instanceof THREE.MeshDepthMaterial?(ta=m.near,Da=m.far,ba.r=ba.g=ba.b=1-jb(a.positionScreen.z,ta,Da),da.r=da.g=da.b=1-jb(d.positionScreen.z,ta,Da),P.r=P.g=P.b=1-jb(e.positionScreen.z,ta,Da),ja.r=0.5*(da.r+P.r),ja.g=0.5*(da.g+P.g),ja.b=0.5*(da.b+P.b),ea=G(ba,da,P,ja),E(C,L,K,U,O,$,0,0,1,0,0,1,ea)):l instanceof THREE.MeshNormalMaterial&&(R.r=zc(j.normalWorld.x),R.g= zc(j.normalWorld.y),R.b=zc(j.normalWorld.z),!0===l.wireframe?t(R,l.wireframeLinewidth,l.wireframeLinecap,l.wireframeLinejoin):u(R))}function p(a,b,c,d,e,f){l.beginPath();l.moveTo(a,b);l.lineTo(c,d);l.lineTo(e,f);l.closePath()}function q(a,b,c,d,e,f,g,h){l.beginPath();l.moveTo(a,b);l.lineTo(c,d);l.lineTo(e,f);l.lineTo(g,h);l.closePath()}function t(a,b,c,e){A!==b&&(A=l.lineWidth=b);z!==c&&(z=l.lineCap=c);v!==e&&(v=l.lineJoin=e);d(a.getStyle());l.stroke();ma.inflate(2*b)}function u(a){e(a.getStyle()); l.fill()}function y(a,b,c,d,f,g,h,k,i,j,m,jb,n){if(!(n instanceof THREE.DataTexture||void 0===n.image||0==n.image.width)){if(!0===n.needsUpdate){var p=n.wrapS==THREE.RepeatWrapping,lb=n.wrapT==THREE.RepeatWrapping;Ca[n.id]=l.createPattern(n.image,!0===p&&!0===lb?"repeat":!0===p&&!1===lb?"repeat-x":!1===p&&!0===lb?"repeat-y":"no-repeat");n.needsUpdate=!1}void 0===Ca[n.id]?e("rgba(0,0,0,1)"):e(Ca[n.id]);var p=n.offset.x/n.repeat.x,lb=n.offset.y/n.repeat.y,r=n.image.width*n.repeat.x,s=n.image.height* n.repeat.y,h=(h+p)*r,k=(1-k+lb)*s,c=c-a,d=d-b,f=f-a,g=g-b,i=(i+p)*r-h,j=(1-j+lb)*s-k,m=(m+p)*r-h,jb=(1-jb+lb)*s-k,p=i*jb-m*j;0===p?(void 0===Va[n.id]&&(b=document.createElement("canvas"),b.width=n.image.width,b.height=n.image.height,b=b.getContext("2d"),b.drawImage(n.image,0,0),Va[n.id]=b.getImageData(0,0,n.image.width,n.image.height).data),b=Va[n.id],h=4*(Math.floor(h)+Math.floor(k)*n.image.width),R.setRGB(b[h]/255,b[h+1]/255,b[h+2]/255),u(R)):(p=1/p,n=(jb*c-j*f)*p,j=(jb*d-j*g)*p,c=(i*f-m*c)*p,d= (i*g-m*d)*p,a=a-n*h-c*k,h=b-j*h-d*k,l.save(),l.transform(n,j,c,d,a,h),l.fill(),l.restore())}}function E(a,b,c,d,e,f,g,h,k,i,j,m,jb){var n,p;n=jb.width-1;p=jb.height-1;g*=n;h*=p;c-=a;d-=b;e-=a;f-=b;k=k*n-g;i=i*p-h;j=j*n-g;m=m*p-h;p=1/(k*m-j*i);n=(m*c-i*e)*p;i=(m*d-i*f)*p;c=(k*e-j*c)*p;d=(k*f-j*d)*p;a=a-n*g-c*h;b=b-i*g-d*h;l.save();l.transform(n,i,c,d,a,b);l.clip();l.drawImage(jb,0,0);l.restore()}function G(a,b,c,d){ib[0]=255*a.r|0;ib[1]=255*a.g|0;ib[2]=255*a.b|0;ib[4]=255*b.r|0;ib[5]=255*b.g|0;ib[6]= 255*b.b|0;ib[8]=255*c.r|0;ib[9]=255*c.g|0;ib[10]=255*c.b|0;ib[12]=255*d.r|0;ib[13]=255*d.g|0;ib[14]=255*d.b|0;eb.putImageData(mc,0,0);Ra.drawImage(ab,0,0);return Eb}function jb(a,b,c){a=(a-b)/(c-b);return a*a*(3-2*a)}function zc(a){a=0.5*(a+1);return 0>a?0:1>1,md=oa.height>>1,yb=db.scale.x*r,zb=db.scale.y*s,Gb=yb*Ac,Hb=zb*md,ma.set(pa.x-Gb,pa.y-Hb,pa.x+Gb,pa.y+Hb),!1!==tb.intersects(ma)&&(l.save(),l.translate(pa.x,pa.y),l.rotate(-db.rotation),l.scale(yb,-zb),l.translate(-Ac,-md),l.drawImage(oa,0,0),l.restore())):aa instanceof THREE.ParticleCanvasMaterial&&(Gb=db.scale.x*r,Hb=db.scale.y*s,ma.set(pa.x- Gb,pa.y-Hb,pa.x+Gb,pa.y+Hb),!1!==tb.intersects(ma)&&(d(aa.color.getStyle()),e(aa.color.getStyle()),l.save(),l.translate(pa.x,pa.y),l.rotate(-db.rotation),l.scale(Gb,Hb),aa.program(l),l.restore()))}else oa instanceof THREE.RenderableLine?(I=oa.v1,D=oa.v2,I.positionScreen.x*=r,I.positionScreen.y*=s,D.positionScreen.x*=r,D.positionScreen.y*=s,ma.addPoint(I.positionScreen.x,I.positionScreen.y),ma.addPoint(D.positionScreen.x,D.positionScreen.y),!0===tb.intersects(ma)&&(pa=I,db=D,b(aa.opacity),c(aa.blending), l.beginPath(),l.moveTo(pa.positionScreen.x,pa.positionScreen.y),l.lineTo(db.positionScreen.x,db.positionScreen.y),aa instanceof THREE.LineBasicMaterial&&(pa=aa.linewidth,A!==pa&&(A=l.lineWidth=pa),pa=aa.linecap,z!==pa&&(z=l.lineCap=pa),pa=aa.linejoin,v!==pa&&(v=l.lineJoin=pa),d(aa.color.getStyle()),l.stroke(),ma.inflate(2*aa.linewidth)))):oa instanceof THREE.RenderableFace3?(I=oa.v1,D=oa.v2,F=oa.v3,I.positionScreen.x*=r,I.positionScreen.y*=s,D.positionScreen.x*=r,D.positionScreen.y*=s,F.positionScreen.x*= r,F.positionScreen.y*=s,!0===aa.overdraw&&(lb(I.positionScreen,D.positionScreen),lb(D.positionScreen,F.positionScreen),lb(F.positionScreen,I.positionScreen)),ma.add3Points(I.positionScreen.x,I.positionScreen.y,D.positionScreen.x,D.positionScreen.y,F.positionScreen.x,F.positionScreen.y),!0===tb.intersects(ma)&&n(I,D,F,0,1,2,oa,aa,a)):oa instanceof THREE.RenderableFace4&&(I=oa.v1,D=oa.v2,F=oa.v3,M=oa.v4,I.positionScreen.x*=r,I.positionScreen.y*=s,D.positionScreen.x*=r,D.positionScreen.y*=s,F.positionScreen.x*= r,F.positionScreen.y*=s,M.positionScreen.x*=r,M.positionScreen.y*=s,B.positionScreen.copy(D.positionScreen),J.positionScreen.copy(M.positionScreen),!0===aa.overdraw&&(lb(I.positionScreen,D.positionScreen),lb(D.positionScreen,M.positionScreen),lb(M.positionScreen,I.positionScreen),lb(F.positionScreen,B.positionScreen),lb(F.positionScreen,J.positionScreen)),ma.addPoint(I.positionScreen.x,I.positionScreen.y),ma.addPoint(D.positionScreen.x,D.positionScreen.y),ma.addPoint(F.positionScreen.x,F.positionScreen.y), ma.addPoint(M.positionScreen.x,M.positionScreen.y),!0===tb.intersects(ma)&&(pa=I,db=D,Gb=F,Hb=M,yb=B,zb=J,Ac=a,f.info.render.vertices+=4,f.info.render.faces++,b(aa.opacity),c(aa.blending),void 0!==aa.map&&null!==aa.map||void 0!==aa.envMap&&null!==aa.envMap?(n(pa,db,Hb,0,1,3,oa,aa,Ac),n(yb,Gb,zb,1,2,3,oa,aa,Ac)):(C=pa.positionScreen.x,L=pa.positionScreen.y,K=db.positionScreen.x,U=db.positionScreen.y,O=Gb.positionScreen.x,$=Gb.positionScreen.y,wa=Hb.positionScreen.x,N=Hb.positionScreen.y,na=yb.positionScreen.x, la=yb.positionScreen.y,Ma=zb.positionScreen.x,Q=zb.positionScreen.y,aa instanceof THREE.MeshLambertMaterial||aa instanceof THREE.MeshPhongMaterial?(Y.copy(aa.color),ga.copy(aa.emissive),aa.vertexColors===THREE.FaceColors&&(Y.r*=oa.color.r,Y.g*=oa.color.g,Y.b*=oa.color.b),!0===xb?!1===aa.wireframe&&aa.shading==THREE.SmoothShading&&4==oa.vertexNormalsLength?(ba.r=da.r=P.r=ja.r=Na.r,ba.g=da.g=P.g=ja.g=Na.g,ba.b=da.b=P.b=ja.b=Na.b,k(oa.v1.positionWorld,oa.vertexNormalsWorld[0],ba),k(oa.v2.positionWorld, oa.vertexNormalsWorld[1],da),k(oa.v4.positionWorld,oa.vertexNormalsWorld[3],P),k(oa.v3.positionWorld,oa.vertexNormalsWorld[2],ja),ba.r=ba.r*Y.r+ga.r,ba.g=ba.g*Y.g+ga.g,ba.b=ba.b*Y.b+ga.b,da.r=da.r*Y.r+ga.r,da.g=da.g*Y.g+ga.g,da.b=da.b*Y.b+ga.b,P.r=P.r*Y.r+ga.r,P.g=P.g*Y.g+ga.g,P.b=P.b*Y.b+ga.b,ja.r=ja.r*Y.r+ga.r,ja.g=ja.g*Y.g+ga.g,ja.b=ja.b*Y.b+ga.b,ea=G(ba,da,P,ja),p(C,L,K,U,wa,N),E(C,L,K,U,wa,N,0,0,1,0,0,1,ea),p(na,la,O,$,Ma,Q),E(na,la,O,$,Ma,Q,1,0,1,1,0,1,ea)):(R.r=Na.r,R.g=Na.g,R.b=Na.b,k(oa.centroidWorld, oa.normalWorld,R),R.r=R.r*Y.r+ga.r,R.g=R.g*Y.g+ga.g,R.b=R.b*Y.b+ga.b,q(C,L,K,U,O,$,wa,N),!0===aa.wireframe?t(R,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(R)):(R.r=Y.r+ga.r,R.g=Y.g+ga.g,R.b=Y.b+ga.b,q(C,L,K,U,O,$,wa,N),!0===aa.wireframe?t(R,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(R))):aa instanceof THREE.MeshBasicMaterial?(R.copy(aa.color),aa.vertexColors===THREE.FaceColors&&(R.r*=oa.color.r,R.g*=oa.color.g,R.b*=oa.color.b),q(C,L,K,U,O,$,wa,N),!0=== aa.wireframe?t(R,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(R)):aa instanceof THREE.MeshNormalMaterial?(R.r=zc(oa.normalWorld.x),R.g=zc(oa.normalWorld.y),R.b=zc(oa.normalWorld.z),q(C,L,K,U,O,$,wa,N),!0===aa.wireframe?t(R,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(R)):aa instanceof THREE.MeshDepthMaterial&&(ta=m.near,Da=m.far,ba.r=ba.g=ba.b=1-jb(pa.positionScreen.z,ta,Da),da.r=da.g=da.b=1-jb(db.positionScreen.z,ta,Da),P.r=P.g=P.b=1-jb(Hb.positionScreen.z, ta,Da),ja.r=ja.g=ja.b=1-jb(Gb.positionScreen.z,ta,Da),ea=G(ba,da,P,ja),p(C,L,K,U,wa,N),E(C,L,K,U,wa,N,0,0,1,0,0,1,ea),p(na,la,O,$,Ma,Q),E(na,la,O,$,Ma,Q,1,0,1,1,0,1,ea)))));Sa.addRectangle(ma)}l.setTransform(1,0,0,1,0,0)}}};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\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform float flipEnvMap;\nuniform int combine;\n#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\nuniform bool useRefract;\nuniform float refractionRatio;\n#else\nvarying vec3 vReflect;\n#endif\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\nvec3 reflectVec;\n#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nreflectVec = refract( cameraToVertex, normal, refractionRatio );\n} else { \nreflectVec = reflect( cameraToVertex, normal );\n}\n#else\nreflectVec = vReflect;\n#endif\n#ifdef DOUBLE_SIDED\nfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\nvec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n#else\nvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n#endif\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\nif ( combine == 1 ) {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n} else if ( combine == 2 ) {\ngl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n} else {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n}\n#endif", envmap_pars_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n#ifdef USE_SKINNING\nvec4 worldPosition = modelMatrix * skinned;\n#endif\n#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\nvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n#endif\n#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n#endif\n#endif", envmap_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\nvec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\nworldNormal = normalize( worldNormal );\nvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, worldNormal );\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, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n#endif",map_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\nuniform sampler2D map;\n#endif", map_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\nvec4 texelColor = texture2D( map, vUv );\n#ifdef GAMMA_INPUT\ntexelColor.xyz *= texelColor.xyz;\n#endif\ngl_FragColor = gl_FragColor * texelColor;\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",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\nuniform sampler2D bumpMap;\nuniform float bumpScale;\nvec2 dHdxy_fwd() {\nvec2 dSTdx = dFdx( vUv );\nvec2 dSTdy = dFdy( vUv );\nfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\nfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\nfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\nreturn vec2( dBx, dBy );\n}\nvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\nvec3 vSigmaX = dFdx( surf_pos );\nvec3 vSigmaY = dFdy( surf_pos );\nvec3 vN = surf_norm;\nvec3 R1 = cross( vSigmaY, vN );\nvec3 R2 = cross( vN, vSigmaX );\nfloat fDet = dot( vSigmaX, R1 );\nvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\nreturn normalize( abs( fDet ) * surf_norm - vGrad );\n}\n#endif", normalmap_pars_fragment:"#ifdef USE_NORMALMAP\nuniform sampler2D normalMap;\nuniform vec2 normalScale;\nvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\nvec3 q0 = dFdx( eye_pos.xyz );\nvec3 q1 = dFdy( eye_pos.xyz );\nvec2 st0 = dFdx( vUv.st );\nvec2 st1 = dFdy( vUv.st );\nvec3 S = normalize( q0 * st1.t - q1 * st0.t );\nvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\nvec3 N = normalize( surf_norm );\nvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\nmapN.xy = normalScale * mapN.xy;\nmat3 tsn = mat3( S, T, N );\nreturn normalize( tsn * mapN );\n}\n#endif", specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\nuniform sampler2D specularMap;\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\nvec4 texelSpecular = texture2D( specularMap, vUv );\nspecularStrength = texelSpecular.r;\n#else\nspecularStrength = 1.0;\n#endif",lights_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\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_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_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 spotLightAngleCos[ 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;\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\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\n#if MAX_HEMI_LIGHTS > 0\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\nvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n#ifdef DOUBLE_SIDED\nvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n#endif\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 || defined( USE_BUMPMAP )\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 || defined( USE_BUMPMAP )\nvWorldPosition = worldPosition.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_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_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 spotLightAngleCos[ 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\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\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#ifdef USE_NORMALMAP\nnormal = perturbNormal2Arb( -viewPosition, normal );\n#elif defined( USE_BUMPMAP )\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\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 = specularStrength * 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 > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\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 = specularStrength * 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 = specularStrength * 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\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += diffuse * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\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_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\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\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, N_BONE_PIXEL_X );\nfloat y = floor( j / N_BONE_PIXEL_X );\nconst float dx = 1.0 / N_BONE_PIXEL_X;\nconst float dy = 1.0 / N_BONE_PIXEL_Y;\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif", skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n#ifdef USE_MORPHTARGETS\nvec4 skinVertex = vec4( morphed, 1.0 );\n#else\nvec4 skinVertex = vec4( position, 1.0 );\n#endif\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\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;\n#endif", default_vertex:"vec4 mvPosition;\n#ifdef USE_SKINNING\nmvPosition = modelViewMatrix * skinned;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( position, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;",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;\n#endif", skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneMatX;\nskinMatrix \t+= skinWeight.y * boneMatY;\n#ifdef USE_MORPHNORMALS\nvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n#else\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n#endif\n#endif",defaultnormal_vertex:"vec3 objectNormal;\n#ifdef USE_SKINNING\nobjectNormal = skinnedNormal.xyz;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\nobjectNormal = morphedNormal;\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\nobjectNormal = normal;\n#endif\n#ifdef FLIP_SIDED\nobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;", 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#if defined( SHADOWMAP_TYPE_PCF )\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#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\nfloat shadow = 0.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.0 * xPixelOffset;\nfloat dy0 = -1.0 * yPixelOffset;\nfloat dx1 = 1.0 * xPixelOffset;\nfloat dy1 = 1.0 * yPixelOffset;\nmat3 shadowKernel;\nmat3 depthKernel;\ndepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;\nelse shadowKernel[0][0] = 0.0;\ndepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;\nelse shadowKernel[0][1] = 0.0;\ndepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;\nelse shadowKernel[0][2] = 0.0;\ndepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;\nelse shadowKernel[1][0] = 0.0;\ndepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;\nelse shadowKernel[1][1] = 0.0;\ndepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;\nelse shadowKernel[1][2] = 0.0;\ndepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;\nelse shadowKernel[2][0] = 0.0;\ndepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;\nelse shadowKernel[2][1] = 0.0;\ndepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;\nelse shadowKernel[2][2] = 0.0;\nvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\nshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\nshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\nvec4 shadowValues;\nshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\nshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\nshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\nshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\nshadow = dot( shadowValues, vec4( 1.0 ) );\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 ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\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,e={};for(b=0;b dashSize ) {\ndiscard;\n}\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex, THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}};THREE.WebGLRenderer=function(a){function b(a){if(a.__webglCustomAttributesList)for(var b in a.__webglCustomAttributesList)k.deleteBuffer(a.__webglCustomAttributesList[b].buffer)}function c(a,b){var c=a.vertices.length,d=b.material;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var e in d.attributes){var f=d.attributes[e];if(!f.__webglInitialized||f.createUniqueBuffers){f.__webglInitialized=!0;var g=1;"v2"===f.type?g=2:"v3"===f.type?g=3:"v4"===f.type? g=4:"c"===f.type&&(g=3);f.size=g;f.array=new Float32Array(c*g);f.buffer=k.createBuffer();f.buffer.belongsToAttribute=e;f.needsUpdate=!0}a.__webglCustomAttributesList.push(f)}}}function d(a,b){var c=b.geometry,d=a.faces3,h=a.faces4,i=3*d.length+4*h.length,j=1*d.length+2*h.length,h=3*d.length+4*h.length,d=e(b,a),m=g(d),n=f(d),l=d.vertexColors?d.vertexColors:!1;a.__vertexArray=new Float32Array(3*i);n&&(a.__normalArray=new Float32Array(3*i));c.hasTangents&&(a.__tangentArray=new Float32Array(4*i));l&& (a.__colorArray=new Float32Array(3*i));if(m){if(0m;m++)Q.autoScaleCubemaps&& !f?(n=j,l=m,q=c.image[m],u=kd,q.width<=u&&q.height<=u||(y=Math.max(q.width,q.height),t=Math.floor(q.width*u/y),u=Math.floor(q.height*u/y),y=document.createElement("canvas"),y.width=t,y.height=u,y.getContext("2d").drawImage(q,0,0,q.width,q.height,0,0,t,u),q=y),n[l]=q):j[m]=c.image[m];m=j[0];n=0===(m.width&m.width-1)&&0===(m.height&m.height-1);l=L(c.format);q=L(c.type);B(k.TEXTURE_CUBE_MAP,c,n);for(m=0;6>m;m++)if(f){u=j[m].mipmaps;y=0;for(z=u.length;y=Gc&&console.warn("Trying to use "+a+" texture units while this GPU supports only "+Gc);Va+=1;return a}function z(a,b){a._modelViewMatrix.multiply(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getInverse(a._modelViewMatrix); a._normalMatrix.transpose()}function v(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function I(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function D(a,b,c){Kb!==a&&(a?k.enable(k.POLYGON_OFFSET_FILL):k.disable(k.POLYGON_OFFSET_FILL),Kb=a);if(a&&(Lb!==b||tb!==c))k.polygonOffset(b,c),Lb=b,tb=c}function F(a){for(var a=a.split("\n"),b=0,c=a.length;bb;b++)k.deleteFramebuffer(a.__webglFramebuffer[b]),k.deleteRenderbuffer(a.__webglRenderbuffer[b]);else k.deleteFramebuffer(a.__webglFramebuffer),k.deleteRenderbuffer(a.__webglRenderbuffer)};this.deallocateMaterial=function(a){var b=a.program;if(b){a.program=void 0;var c,d,e=!1,a=0;for(c=R.length;ad.numSupportedMorphTargets?(h.sort(n),h.length=d.numSupportedMorphTargets):h.length>d.numSupportedMorphNormals?h.sort(n):0===h.length&&h.push([0,0]);for(i=0;ixa;xa++)oc=hb[xa],Bb[bb]=oc.x,Bb[bb+1]=oc.y,Bb[bb+2]=oc.z,bb+=3;else for(xa= 0;3>xa;xa++)Bb[bb]=eb.x,Bb[bb+1]=eb.y,Bb[bb+2]=eb.z,bb+=3;H=0;for(Z=va.length;Hxa;xa++)oc=hb[xa],Bb[bb]=oc.x,Bb[bb+1]=oc.y,Bb[bb+2]=oc.z,bb+=3;else for(xa=0;4>xa;xa++)Bb[bb]=eb.x,Bb[bb+1]=eb.y,Bb[bb+2]=eb.z,bb+=3;k.bindBuffer(k.ARRAY_BUFFER,sa.__webglNormalBuffer);k.bufferData(k.ARRAY_BUFFER,Bb,Ha)}if(Gc&&qd&&ub){H=0;for(Z=ua.length;Hxa;xa++)Bc=rb[xa],Jc[ic]=Bc.x,Jc[ic+ 1]=Bc.y,ic+=2;H=0;for(Z=va.length;Hxa;xa++)Bc=rb[xa],Jc[ic]=Bc.x,Jc[ic+1]=Bc.y,ic+=2;0xa;xa++)Cc=wb[xa],Kc[jc]=Cc.x,Kc[jc+1]=Cc.y,jc+=2;H=0;for(Z=va.length;Hxa;xa++)Cc=wb[xa],Kc[jc]=Cc.x,Kc[jc+1]=Cc.y,jc+=2;0f;f++){a.__webglFramebuffer[f]=k.createFramebuffer();a.__webglRenderbuffer[f]=k.createRenderbuffer();k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=k.TEXTURE_CUBE_MAP_POSITIVE_X+f;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer[f]);k.framebufferTexture2D(k.FRAMEBUFFER, k.COLOR_ATTACHMENT0,h,g.__webglTexture,0);J(a.__webglRenderbuffer[f],a)}c&&k.generateMipmap(k.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=k.createFramebuffer(),a.__webglRenderbuffer=k.createRenderbuffer(),k.bindTexture(k.TEXTURE_2D,a.__webglTexture),B(k.TEXTURE_2D,a,c),k.texImage2D(k.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=k.TEXTURE_2D,k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer),k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,d,a.__webglTexture,0),J(a.__webglRenderbuffer, a),c&&k.generateMipmap(k.TEXTURE_2D);b?k.bindTexture(k.TEXTURE_CUBE_MAP,null):k.bindTexture(k.TEXTURE_2D,null);k.bindRenderbuffer(k.RENDERBUFFER,null);k.bindFramebuffer(k.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=Na,a=kb,d=ma,e=xb);b!==P&&(k.bindFramebuffer(k.FRAMEBUFFER,b),k.viewport(d,e,c,a),P=b);hb=c;Ea=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=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0}; 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.anisotropy=this.anisotropy;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;a.generateMipmaps=this.generateMipmaps;return a};THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0};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.vertexNormalsLength=0;this.material=this.color=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.vertexNormalsLength=0;this.material=this.color=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=this.object=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.ColorUtils={adjustHSV:function(a,b,c,d){var e=THREE.ColorUtils.__hsv;a.getHSV(e);e.h=THREE.Math.clamp(e.h+b,0,1);e.s=THREE.Math.clamp(e.s+c,0,1);e.v=THREE.Math.clamp(e.v+d,0,1);a.setHSV(e.h,e.s,e.v)}};THREE.ColorUtils.__hsv={h:0,s:0,v:0};THREE.GeometryUtils={merge:function(a,b){var c,d,e=a.vertices.length,f=b instanceof THREE.Mesh?b.geometry:b,g=a.vertices,h=f.vertices,i=a.faces,j=f.faces,m=a.faceVertexUvs[0],f=f.faceVertexUvs[0];b instanceof THREE.Mesh&&(b.matrixAutoUpdate&&b.updateMatrix(),c=b.matrix,d=new THREE.Matrix4,d.extractRotation(c,b.scale));for(var p=0,n=h.length;pa?b(c,e-1):j[e]b||s>b||n>b){i=a.vertices.length;y=e.clone();q=e.clone();r>=s&&r>=n?(j=j.clone(),j.lerpSelf(m,0.5),y.a=f,y.b=i,y.c=h,q.a=i,q.b=g,q.c=h,3===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),y.vertexNormals[1].copy(f),q.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),y.vertexColors[1].copy(f),q.vertexColors[0].copy(f)),e=0):s>=r&&s>=n?(j= m.clone(),j.lerpSelf(p,0.5),y.a=f,y.b=g,y.c=i,q.a=i,q.b=h,q.c=f,3===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(),f.lerpSelf(e.vertexNormals[2],0.5),y.vertexNormals[2].copy(f),q.vertexNormals[0].copy(f),q.vertexNormals[1].copy(e.vertexNormals[2]),q.vertexNormals[2].copy(e.vertexNormals[0])),3===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),y.vertexColors[2].copy(f),q.vertexColors[0].copy(f),q.vertexColors[1].copy(e.vertexColors[2]),q.vertexColors[2].copy(e.vertexColors[0])), e=1):(j=j.clone(),j.lerpSelf(p,0.5),y.a=f,y.b=g,y.c=i,q.a=i,q.b=g,q.c=h,3===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[2],0.5),y.vertexNormals[2].copy(f),q.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[2],0.5),y.vertexColors[2].copy(f),q.vertexColors[0].copy(f)),e=2);G.push(y,q);a.vertices.push(j);f=0;for(g=a.faceVertexUvs.length;fb||s>b||l>b||t>b){u=a.vertices.length;E=a.vertices.length+1;y=e.clone();q=e.clone();r>=s&&r>=l&&r>=t||l>=s&&l>=r&&l>=t?(r=j.clone(),r.lerpSelf(m,0.5),m=p.clone(),m.lerpSelf(n,0.5),y.a=f,y.b=u,y.c=E,y.d=i,q.a=u,q.b=g,q.c=h,q.d=E,4===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),g=e.vertexNormals[2].clone(),g.lerpSelf(e.vertexNormals[3],0.5),y.vertexNormals[1].copy(f), y.vertexNormals[2].copy(g),q.vertexNormals[0].copy(f),q.vertexNormals[3].copy(g)),4===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),g=e.vertexColors[2].clone(),g.lerpSelf(e.vertexColors[3],0.5),y.vertexColors[1].copy(f),y.vertexColors[2].copy(g),q.vertexColors[0].copy(f),q.vertexColors[3].copy(g)),e=0):(r=m.clone(),r.lerpSelf(p,0.5),m=n.clone(),m.lerpSelf(j,0.5),y.a=f,y.b=g,y.c=u,y.d=E,q.a=E,q.b=u,q.c=h,q.d=i,4===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(), f.lerpSelf(e.vertexNormals[2],0.5),g=e.vertexNormals[3].clone(),g.lerpSelf(e.vertexNormals[0],0.5),y.vertexNormals[2].copy(f),y.vertexNormals[3].copy(g),q.vertexNormals[0].copy(g),q.vertexNormals[1].copy(f)),4===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),g=e.vertexColors[3].clone(),g.lerpSelf(e.vertexColors[0],0.5),y.vertexColors[2].copy(f),y.vertexColors[3].copy(g),q.vertexColors[0].copy(g),q.vertexColors[1].copy(f)),e=1);G.push(y,q);a.vertices.push(r,m); f=0;for(g=a.faceVertexUvs.length;f>8&255,i>>16&255,i>>24&255)),d}d.mipmapCount=1;h[2]&131072&&!1!==b&&(d.mipmapCount=Math.max(1,h[7]));d.isCubemap=h[28]&512?!0:!1;d.width=h[4];d.height=h[3];for(var h=h[1]+4,f=d.width,g=d.height,i=d.isCubemap? 6:1,j=0;jp-1?0:p-1,r=p+1>e-1?e-1:p+1,s=0>m-1?0:m-1,l=m+1>d-1?d-1:m+1,t=[],u=[0,0,h[4*(p*d+m)]/255*b];t.push([-1,0,h[4*(p*d+s)]/255*b]);t.push([-1,-1,h[4*(n*d+s)]/255*b]);t.push([0,-1,h[4*(n*d+m)]/255*b]);t.push([1,-1,h[4*(n*d+l)]/255*b]);t.push([1,0,h[4*(p*d+l)]/255*b]);t.push([1,1,h[4*(r*d+l)]/255*b]);t.push([0,1,h[4*(r*d+m)]/255*b]);t.push([-1,1,h[4*(r*d+s)]/255*b]);n=[];s=t.length;for(r=0;r 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_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 spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\n#ifdef FLIP_SIDED\nfinalNormal = -finalNormal;\n#endif\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\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 ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\nfloat pointDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\npointVector = normalize( pointVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\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 ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\nfloat spotDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\nspotVector = normalize( spotVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n#endif\nspotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * 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 );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += uDiffuseColor * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\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_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\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 * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;\n#endif\nif ( enableReflection ) {\nvec3 vReflect;\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, normal, uRefractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, normal );\n}\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"#ifdef USE_SKINNING\nvNormal = normalize( normalMatrix * skinnedNormal.xyz );\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\nvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n#else\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\n#endif\nvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\nvUv = uv * uRepeat + uOffset;\nvec3 displacedPosition;\n#ifdef VERTEX_TEXTURES\nif ( enableDisplacement ) {\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\ndisplacedPosition = position + normalize( normal ) * df;\n} else {\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n}\n#else\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n#endif\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\nvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\nvWorldPosition = worldPosition.xyz;\nvViewPosition = -mvPosition.xyz;\n#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif\n}"].join("\n")}, cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vWorldPosition;\nvoid main() {\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\nvWorldPosition = worldPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\nvoid main() {\ngl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n}"}}};THREE.FontUtils={faces:{},face:"helvetiker",weight:"normal",style:"normal",size:150,divisions:10,getFace:function(){return this.faces[this.face][this.weight][this.style]},loadFace:function(a){var b=a.familyName.toLowerCase();this.faces[b]=this.faces[b]||{};this.faces[b][a.cssFontWeight]=this.faces[b][a.cssFontWeight]||{};this.faces[b][a.cssFontWeight][a.cssFontStyle]=a;return this.faces[b][a.cssFontWeight][a.cssFontStyle]=a},drawText:function(a){for(var b=this.getFace(),c=this.size/b.resolution,d= 0,e=String(a).split(""),f=e.length,g=[],a=0;ae)return null;var f=[],g=[],h=[],i,j,m;if(0=p--){console.log("Warning, unable to triangulate polygon!");break}i=j;e<=i&&(i=0);j=i+1;e<=j&&(j=0);m=j+1;e<=m&&(m=0);var n;a:{var r=n=void 0,s=void 0,l=void 0,t=void 0,u=void 0,E=void 0,y=void 0,q= void 0,r=a[g[i]].x,s=a[g[i]].y,l=a[g[j]].x,t=a[g[j]].y,u=a[g[m]].x,E=a[g[m]].y;if(1E-10>(l-r)*(E-s)-(t-s)*(u-r))n=!1;else{var G=void 0,A=void 0,z=void 0,v=void 0,I=void 0,D=void 0,F=void 0,M=void 0,B=void 0,J=void 0,B=M=F=q=y=void 0,G=u-l,A=E-t,z=r-u,v=s-E,I=l-r,D=t-s;for(n=0;ni)g=d+1;else if(0b&&(b=0);1d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b}; THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)}; THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=0.5*(c-a),d=0.5*(d-b),f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}}; THREE.Curve.create=function(a,b){a.prototype=Object.create(THREE.Curve.prototype);a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.sub(this.v2,this.v1);b.multiplyScalar(a);b.addSelf(this.v1);return b}); THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a-=e;c[0]=0==e?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b}); THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e-=a;a+=0=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; THREE.Path.prototype.toShapes=function(){var a,b,c,d,e=[],f=new THREE.Path;a=0;for(b=this.actions.length;a h&&(h+=c.length);h%=c.length;0>g&&(g+=j.length);g%=j.length;e=0<=h-1?h-1:c.length-1;f=0<=g-1?g-1:j.length-1;l=[j[g],c[h],c[e]];l=THREE.FontUtils.Triangulate.area(l);t=[j[g],j[f],c[h]];t=THREE.FontUtils.Triangulate.area(t);p+n>l+t&&(h=r,g=m,0>h&&(h+=c.length),h%=c.length,0>g&&(g+=j.length),g%=j.length,e=0<=h-1?h-1:c.length-1,f=0<=g-1?g-1:j.length-1);p=c.slice(0,h);n=c.slice(h);r=j.slice(g);m=j.slice(0,g);f=[j[g],j[f],c[h]];s.push([j[g],c[h],c[e]]);s.push(f);c=p.concat(r).concat(m).concat(n)}return{shape:c, isolatedPts:s,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,!1),f,g,h,i,j={};f=0;for(g=d.length;fd;d++)i=h[d].x+":"+h[d].y,i=j[i],void 0!==i&&(h[d]=i)}f=0;for(g=e.length;fd;d++)i=h[d].x+":"+h[d].y,i=j[i],void 0!==i&&(h[d]=i)}return c.concat(e)}, isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a,b)+this.b3p1(a,c)+this.b3p2(a,d)+ this.b3p3(a,e)}};THREE.AnimationHandler=function(){var a=[],b={},c={update:function(b){for(var c=0;ca.hierarchy[c].keys[d].time&& (a.hierarchy[c].keys[d].time=0),void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var h=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=new THREE.Quaternion(h[0],h[1],h[2],h[3])}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){h={};for(d=0;dr;r++){c=b[r];g=i.prevKey[c];h=i.nextKey[c];if(h.time<=m){if(jd||1d?0:1;if("pos"===c)if(c=a.position,this.interpolationType===THREE.AnimationHandler.LINEAR)c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+ (f[2]-e[2])*d;else{if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)this.points[0]=this.getPrevKeyWith("pos",p,g.index-1).pos,this.points[1]=e,this.points[2]=f,this.points[3]=this.getNextKeyWith("pos",p,h.index+1).pos,d=0.33*d+0.33,e=this.interpolateCatmullRom(this.points,d),c.x=e[0],c.y=e[1],c.z=e[2],this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD&&(d=this.interpolateCatmullRom(this.points,1.01*d), this.target.set(d[0],d[1],d[2]),this.target.subSelf(c),this.target.y=0,this.target.normalize(),d=Math.atan2(this.target.x,this.target.z),a.rotation.set(0,d,0))}else"rot"===c?THREE.Quaternion.slerp(e,f,a.quaternion,d):"scl"===c&&(c=a.scale,c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+(f[2]-e[2])*d)}}}}; THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],e,f,g,h,i,j;e=(a.length-1)*b;f=Math.floor(e);e-=f;c[0]=0===f?f:f-1;c[1]=f;c[2]=f>a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];h=a[c[1]];i=a[c[2]];j=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],h[0],i[0],j[0],e,c,g);d[1]=this.interpolate(f[1],h[1],i[1],j[1],e,c,g);d[2]=this.interpolate(f[2],h[2],i[2],j[2],e,c,g);return d}; THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=!0}}if(this.JITCompile&&void 0===f[0][e]){this.hierarchy[0].updateMatrixWorld(!0);for(a=0;ag?(b=Math.atan2(b.y-a.y,b.x-a.x),a=Math.atan2(c.y-a.y,c.x-a.x),b>a&&(a+=2*Math.PI),c=(b+a)/2,a=-Math.cos(c),c=-Math.sin(c),new THREE.Vector2(a,c)):d.multiplyScalar(g).addSelf(h).subSelf(a).clone()}function e(c,d){var e,f;for(N=c.length;0<=--N;){e=N;f=N-1;0>f&&(f=c.length-1); for(var g=0,h=r+2*m,g=0;gMath.abs(c-i)?[new THREE.Vector2(b,1-e),new THREE.Vector2(d,1-f),new THREE.Vector2(j,1-g),new THREE.Vector2(p,1-a)]:[new THREE.Vector2(c,1-e),new THREE.Vector2(i,1-f),new THREE.Vector2(m,1-g),new THREE.Vector2(n,1-a)]}};THREE.ExtrudeGeometry.__v1=new THREE.Vector2;THREE.ExtrudeGeometry.__v2=new THREE.Vector2;THREE.ExtrudeGeometry.__v3=new THREE.Vector2;THREE.ExtrudeGeometry.__v4=new THREE.Vector2; THREE.ExtrudeGeometry.__v5=new THREE.Vector2;THREE.ExtrudeGeometry.__v6=new THREE.Vector2;THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);!1===a instanceof Array&&(a=[a]);this.shapebb=a[a.length-1].getBoundingBox();this.addShapeList(a,b);this.computeCentroids();this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cd?(d=new THREE.Face3(a.index,b.index,c.index,[a.clone(),b.clone(),c.clone()]),d.centroid.addSelf(a).addSelf(b).addSelf(c).divideScalar(3),d.normal=d.centroid.clone().normalize(),i.faces.push(d),d=Math.atan2(d.centroid.z,-d.centroid.x), i.faceVertexUvs[0].push([h(a.uv,a,d),h(b.uv,b,d),h(c.uv,c,d)])):(d-=1,f(a,g(a,b),g(a,c),d),f(g(a,b),b,g(b,c),d),f(g(a,c),g(b,c),c,d),f(g(a,b),g(b,c),g(a,c),d))}function g(a,b){p[a.index]||(p[a.index]=[]);p[b.index]||(p[b.index]=[]);var c=p[a.index][b.index];void 0===c&&(p[a.index][b.index]=p[b.index][a.index]=c=e((new THREE.Vector3).add(a,b).divideScalar(2)));return c}function h(a,b,c){0>c&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+0.5,a.y));return a} THREE.Geometry.call(this);for(var c=c||1,d=d||0,i=this,j=0,m=a.length;j= m){for(j=0;3>j;j++){m=[i[j],i[(j+1)%3]];p=!0;for(n=0;nh;h++)void 0===f[g[h]]&&(f[g[h]]=e++,this.vertices.push(a[g[h]])),g[h]=f[g[h]]}for(d=0;ds;s++){r=h[s];p=new THREE.Color;p.setRGB(0,0,0);for(var t=0;t=l&&aD.length&&(E[q]=!0)}for(q in n)D=n[q],v=D[0],M=D[1],B=q.split("_"),J=B[0],B=B[1],z=new THREE.Vector3,b(0h.end&&(h.end=f);c||(c=i)}}for(i in d)h=d[i],this.createAnimation(i,h.start,h.end,a);this.firstAnimation=c}; THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}};THREE.LensFlarePlugin=function(){function a(a){var c=b.createProgram(),d=b.createShader(b.FRAGMENT_SHADER),e=b.createShader(b.VERTEX_SHADER);b.shaderSource(d,a.fragmentShader);b.shaderSource(e,a.vertexShader);b.compileShader(d);b.compileShader(e);b.attachShader(c,d);b.attachShader(c,e);b.linkProgram(c);return c}var b,c,d,e,f,g,h,i,j,m,p,n;this.init=function(r){b=r.context;c=r;d=new Float32Array(16);e=new Uint16Array(6);r=0;d[r++]=-1;d[r++]=-1;d[r++]=0;d[r++]=0;d[r++]=1;d[r++]=-1;d[r++]=1;d[r++]=0; d[r++]=1;d[r++]=1;d[r++]=1;d[r++]=1;d[r++]=-1;d[r++]=1;d[r++]=0;d[r++]=1;r=0;e[r++]=0;e[r++]=1;e[r++]=2;e[r++]=0;e[r++]=2;e[r++]=3;f=b.createBuffer();g=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,f);b.bufferData(b.ARRAY_BUFFER,d,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.bufferData(b.ELEMENT_ARRAY_BUFFER,e,b.STATIC_DRAW);h=b.createTexture();i=b.createTexture();b.bindTexture(b.TEXTURE_2D,h);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,i);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST); b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);0>=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(j=!1,m=a(THREE.ShaderFlares.lensFlare)):(j=!0,m=a(THREE.ShaderFlares.lensFlareVertexTexture));p={};n={};p.vertex=b.getAttribLocation(m,"position");p.uv=b.getAttribLocation(m,"uv");n.renderType=b.getUniformLocation(m,"renderType");n.map=b.getUniformLocation(m,"map");n.occlusionMap=b.getUniformLocation(m,"occlusionMap");n.opacity=b.getUniformLocation(m,"opacity");n.color=b.getUniformLocation(m, "color");n.scale=b.getUniformLocation(m,"scale");n.rotation=b.getUniformLocation(m,"rotation");n.screenPosition=b.getUniformLocation(m,"screenPosition")};this.render=function(a,d,e,t){var a=a.__webglFlares,u=a.length;if(u){var E=new THREE.Vector3,y=t/e,q=0.5*e,G=0.5*t,A=16/t,z=new THREE.Vector2(A*y,A),v=new THREE.Vector3(1,1,0),I=new THREE.Vector2(1,1),D=n,A=p;b.useProgram(m);b.enableVertexAttribArray(p.vertex);b.enableVertexAttribArray(p.uv);b.uniform1i(D.occlusionMap,0);b.uniform1i(D.map,1);b.bindBuffer(b.ARRAY_BUFFER, f);b.vertexAttribPointer(A.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(A.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.disable(b.CULL_FACE);b.depthMask(!1);var F,M,B,J,C;for(F=0;Fz;z++)y[z]=new THREE.Vector3,u[z]=new THREE.Vector3;y=q.shadowCascadeNearZ[E];q=q.shadowCascadeFarZ[E];u[0].set(-1,-1,y);u[1].set(1,-1,y);u[2].set(-1, 1,y);u[3].set(1,1,y);u[4].set(-1,-1,q);u[5].set(1,-1,q);u[6].set(-1,1,q);u[7].set(1,1,q);A.originalCamera=p;u=new THREE.Gyroscope;u.position=s.shadowCascadeOffset;u.add(A);u.add(A.target);p.add(u);s.shadowCascadeArray[t]=A;console.log("Created virtualLight",A)}E=s;y=t;q=E.shadowCascadeArray[y];q.position.copy(E.position);q.target.position.copy(E.target.position);q.lookAt(q.target);q.shadowCameraVisible=E.shadowCameraVisible;q.shadowDarkness=E.shadowDarkness;q.shadowBias=E.shadowCascadeBias[y];u=E.shadowCascadeNearZ[y]; E=E.shadowCascadeFarZ[y];q=q.pointsFrustum;q[0].z=u;q[1].z=u;q[2].z=u;q[3].z=u;q[4].z=E;q[5].z=E;q[6].z=E;q[7].z=E;G[l]=A;l++}else G[l]=s,l++;n=0;for(r=G.length;nE;E++)y=q[E],y.copy(u[E]),THREE.ShadowMapPlugin.__projector.unprojectVector(y,t),l.matrixWorldInverse.multiplyVector3(y),y.xj.x&&(j.x=y.x),y.yj.y&&(j.y=y.y),y.z j.z&&(j.z=y.z);l.left=i.x;l.right=j.x;l.top=j.y;l.bottom=i.y;l.updateProjectionMatrix()}l=s.shadowMap;u=s.shadowMatrix;t=s.shadowCamera;t.position.copy(s.matrixWorld.getPosition());t.lookAt(s.target.matrixWorld.getPosition());t.updateMatrixWorld();t.matrixWorldInverse.getInverse(t.matrixWorld);s.cameraHelper&&(s.cameraHelper.visible=s.shadowCameraVisible);s.shadowCameraVisible&&s.cameraHelper.update();u.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);u.multiplySelf(t.projectionMatrix);u.multiplySelf(t.matrixWorldInverse); h.multiply(t.projectionMatrix,t.matrixWorldInverse);g.setFromMatrix(h);b.setRenderTarget(l);b.clear();q=m.__webglObjects;s=0;for(l=q.length;s 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"}};