From 89f42789f2e8e91b9733f1fc00ba123edb49b244 Mon Sep 17 00:00:00 2001 From: howard Date: Sun, 25 Apr 2021 23:53:11 -0700 Subject: [PATCH] 3eb050e --- 138.bundle.js | 1 - 48.bundle.js | 1 + 638.bundle.js | 1 + 763.bundle.js | 1 - app.bundle.js | 2 +- app.css | 70 ++++++++++++++++++++++++++++++++++++++++++++------ favicon.ico | Bin 24838 -> 24838 bytes icon-192.png | Bin 4965 -> 4794 bytes icon-512.png | Bin 14298 -> 13756 bytes 9 files changed, 65 insertions(+), 11 deletions(-) delete mode 100644 138.bundle.js create mode 100644 48.bundle.js create mode 100644 638.bundle.js delete mode 100644 763.bundle.js diff --git a/138.bundle.js b/138.bundle.js deleted file mode 100644 index 0665a3a..0000000 --- a/138.bundle.js +++ /dev/null @@ -1 +0,0 @@ -(self.webpackChunk=self.webpackChunk||[]).push([[138],{138:(t,e,s)=>{"use strict";s.r(e),s.d(e,{Scene:()=>rs});var 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st(t,e){const[s,i,n]=e;i.geometry.attributes.position.set(t),i.geometry.attributes.position.needsUpdate=!0,i.geometry.computeBoundingSphere(),n.geometry.attributes.position.set(t,3),n.geometry.attributes.position.needsUpdate=!0,n.geometry.computeBoundingSphere()}function it(t,e){if(!e&&1!==t.buttons)return;let s;this.canvas.addEventListener("pointermove",this.drawPreClick2),this.canvas.addEventListener("pointerdown",this.drawOnClick2,{once:!0}),s=e||(this.hovered.length&&!this.subsequent?this.hovered[this.hovered.length-1].geometry.attributes.position.array:this.getLocation(t).toArray()),"line"==this.mode?(this.toPush=function(t){const e=I();e.matrixAutoUpdate=!1,e.userData.constraints=[];const s=I();s.matrixAutoUpdate=!1,s.userData.constraints=[];const i=O();return 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e;this.canvas.removeEventListener("pointermove",this.drawPreClick2),this.updatePointsBuffer(this.updatePoint),this.updateOtherBuffers(),this.toPush.forEach((t=>{t.layers.enable(2)})),this.hovered.length&&(this.constraints.set(++this.c_id,["points_coincident",-1,[this.hovered[this.hovered.length-1].name,this.toPush[1].name,-1,-1]]),this.hovered[this.hovered.length-1].userData.constraints.push(this.c_id),this.toPush[1].userData.constraints.push(this.c_id),this.updateOtherBuffers(),e=this.hovered[this.hovered.length-1].geometry.attributes.position.array),"line"==this.mode?(this.subsequent=!0,e?(st(e,this.toPush),this.drawOnClick1(null,e)):this.drawOnClick1(t)):"arc"==this.mode&&(e&&q(e,this.toPush),function(t,e){W.set(t.geometry.attributes.position.array[0],t.geometry.attributes.position.array[1]),X.set(e.geometry.attributes.position.array[0],e.geometry.attributes.position.array[1]),J.subVectors(X,W),G.set(-J.y,J.x),H.addVectors(W,J.multiplyScalar(.5))}(this.toPush[0],this.toPush[1]),this.canvas.addEventListener("pointermove",this.drawPreClick3),this.canvas.addEventListener("pointerdown",this.drawOnClick3,{once:!0}))}function rt(t){const e=this.getLocation(t);tt=function(t,e){const[s,i,n,o]=e;return V.set(t.x-W.x,t.y-W.y),K=J.cross(V)<0?1:0,Y.set(-V.y,V.x),N.addVectors(W,V.multiplyScalar(.5)),Z=G.cross(Y),$=0===Z?.5:V.subVectors(N,H).cross(G)/Z,n.geometry.attributes.position.set(V.addVectors(N,Y.multiplyScalar($)).toArray()),n.geometry.attributes.position.needsUpdate=!0,n.geometry.computeBoundingSphere(),K?(Q=et(s.geometry.attributes.position.array,i.geometry.attributes.position.array,n.geometry.attributes.position.array),s.userData.start=!0,i.userData.start=!1):(Q=et(i.geometry.attributes.position.array,s.geometry.attributes.position.array,n.geometry.attributes.position.array),i.userData.start=!0,s.userData.start=!1),o.geometry.attributes.position.set(Q),o.geometry.attributes.position.needsUpdate=!0,o.geometry.computeBoundingSphere(),o.userData.ccw=K,K}(e,this.toPush),this.scene.render()}function at(t){if(1===t.buttons){if(this.canvas.removeEventListener("pointermove",this.drawPreClick3),!tt){let t;const 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this.awaitSelection({point:2},{point:1,line:1},{line:2});if(null==i)return;if(i.every((t=>"line"==t.userData.type)))t=new y.e((new l.u).setAttribute("position",new c.a$(Array(2*(Rt+2)*3).fill(-.001),3)),lt.clone()),dt=le(i),e=["angle",dt,[-1,-1,i[0].name,i[1].name],0],s="a";else{let n;if(t=new y.e((new l.u).setAttribute("position",new c.a$(Array(24).fill(-.001),3)),lt.clone()),i.every((t=>"point"==t.userData.type))){dt=0;for(let t=0;t<3;t++)dt+=(i[0].geometry.attributes.position.array[t]-i[1].geometry.attributes.position.array[t])**2;dt=Math.sqrt(dt),e=["pt_pt_distance",dt,[i[0].name,i[1].name,-1,-1]]}else{n="point"==i[0].userData.type?[0,1]:[1,0];const t=i[n[0]].geometry.attributes.position.array,s=i[n[1]].geometry.attributes.position.array;ft.set(s[0],s[1]),xt.set(s[3],s[4]),mt.set(t[0],t[1]),At=xt.clone().sub(ft).normalize(),jt=mt.clone().sub(ft),Pt=At.multiplyScalar(jt.dot(At)),Bt=jt.clone().sub(Pt),dt=Math.sign(Bt.y)*Math.sqrt(Bt.x**2+Bt.y**2),e=["pt_line_distance",dt,[i[n[0]].name,-1,i[n[1]].name,-1]]}s="d"}const n=new h.w((new l.u).setAttribute("position",new c.a$(3,3)),ct.clone());t.userData.ids=i.map((t=>t.name)),t.userData.type="dimension",t.userData.dimType=s,n.userData.type="dimension",n.userData.dimType=s,t.layers.enable(2),n.layers.enable(2),this.dimGroup.add(t).add(n);const o=this._onMoveDimension(n,t,!0);let r,a;n.label=document.createElement("div"),n.label.textContent=dt.toFixed(3),n.label.contentEditable=!0,this.labelContainer.append(n.label);let d=await new Promise((t=>{r=()=>{"a"==n.userData.dimType?n.userData.offset=qt[5].toArray():n.userData.offset=Dt.toArray(),t(!0)},a=e=>"Escape"==e.key&&t(!1),this.canvas.addEventListener("pointermove",o),this.canvas.addEventListener("pointerdown",r),window.addEventListener("keydown",a)}));this.canvas.removeEventListener("pointermove",o),this.canvas.removeEventListener("pointerdown",r),window.removeEventListener("keydown",a),n.geometry.computeBoundingSphere(),t.geometry.computeBoundingSphere(),d?("h"==t.userData.dimType?(e[0]="h_dist",e[1]=xt.x-ft.x):"v"==t.userData.dimType&&(e[0]="v_dist",e[1]=xt.y-ft.y),this.constraints.set(++this.c_id,e),i[0].userData.constraints.push(this.c_id),i[1].userData.constraints.push(this.c_id),this.updateOtherBuffers(),t.name=this.c_id,n.name=this.c_id,n.label.addEventListener("focus",this.updateDim(this.c_id))):(this.dimGroup.children.splice(this.dimGroup.children.length-2,2).forEach((t=>{t.geometry.dispose(),t.material.dispose()})),this.labelContainer.removeChild(this.labelContainer.lastChild),this.scene.render()),"dimension"==this.mode&&this.drawDimension()}function pt(t){return e=>{let s=e.target.textContent;document.addEventListener("keydown",(i=>{if("Enter"==i.key){i.preventDefault();const n=this.constraints.get(t);n[1]=parseFloat(e.target.textContent),s=n[1],this.constraints.set(t,n),this.updateOtherBuffers(),this.solve(),this.scene.render(),e.target.blur(),this.updateBoundingSpheres()}else"Escape"==i.key&&(e.target.textContent=s,getSelection().empty(),e.target.blur())}))}}const mt=new D.F;let yt;function bt(t,e,s){yt=e.userData.ids;let i,n,o=this.obj3d.children[this.objIdx.get(yt[0])].geometry.attributes.position.array,r=this.obj3d.children[this.objIdx.get(yt[1])].geometry.attributes.position.array;return n="a"==e.userData.dimType?ne:Ut,a=>{i=this.getLocation(a),mt.set(i.x,i.y),n(e,t,o,r,null,s),this.scene.render()}}function gt(){const t=0==this.labelContainer.childElementCount,e=this.dimGroup.children;let s,i;for(let 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ce,de;function ue(t){if(t.buttons)return;let e;z.setFromCamera(new D.F((t.clientX-this.rect.left)/this.rect.width*2-1,-(t.clientY-this.rect.top)/this.rect.height*2+1),this.camera),"sketch"!=this.obj3d.userData.type?(z.layers.set(1),e=z.intersectObjects(this.obj3d.children,!0)):(z.layers.set(2),e=z.intersectObjects([...this.dimGroup.children,...this.obj3d.children]));let s=[];const i=1e-4;if(e.length){let t=1/0;for(let n=0;n{var e;"a"==(e=this.dimGroup.children[t]).userData.dimType?e.userData.offset=qt[5].toArray():e.userData.offset=Dt.toArray(),this.onRelease()}))),de=this.dimGroup.children[t].label,de.style.zIndex=-1;break;case"point":this.canvas.addEventListener("pointermove",this.onDrag),this.canvas.addEventListener("pointerup",this.onRelease)}}else{for(let t=0;t"point"==t.userData.type)))this.constraints.set(++this.c_id,["points_coincident",-1,[e[0].name,e[1].name,-1,-1]]);else{const t="point"==e[0].userData.type?[0,1]:[1,0];this.constraints.set(++this.c_id,[void 0!==e[t[1]].userData.ccw?"pt_on_circle":"pt_on_line",-1,[e[t[0]].name,-1,e[t[1]].name,-1]])}e[1].userData.constraints.push(this.c_id),e[0].userData.constraints.push(this.c_id),this.updateOtherBuffers(),this.solve(),this.updateBoundingSpheres();for(let t=0;t{t.userData.constraints.push(this.c_id)})),this.updateOtherBuffers(),this.solve(),this.updateBoundingSpheres();for(let t=0;t{t.userData.constraints.push(this.c_id)})),this.updateOtherBuffers(),this.solve(),this.updateBoundingSpheres();for(let t=0;t{this.selected.length&&e.buttons&&(this.canvas.removeEventListener("pointermove",t),this.hasChanged=!0)};this.canvas.addEventListener("pointermove",t)}activate(){window.addEventListener("keydown",this.onKeyPress),this.canvas.addEventListener("pointerdown",this.onPick),this.canvas.addEventListener("pointermove",this.onHover),this.setDimLines(),this.obj3d.traverse((t=>t.layers.enable(2))),this.obj3d.visible=!0,this.scene.axes.matrix=this.obj3d.matrix,this.scene.axes.visible=!0,this.scene.activeSketch=this,window.sketcher=this,this.setClean()}deactivate(){window.removeEventListener("keydown",this.onKeyPress),this.canvas.removeEventListener("pointerdown",this.onPick),this.canvas.removeEventListener("pointermove",this.onHover),this.labelContainer.innerHTML="",this.obj3d.visible=!1,this.obj3d.traverse((t=>t.layers.disable(2))),this.scene.axes.visible=!1,this.scene.activeSketch=null,this.scene.newSketch&&(this.scene.newSketch=!1),this.clearSelection()}align(t,e,s){const i=L.subVectors(s,t).normalize(),n=Ee.elements;Pe.subVectors(e,t).normalize(),_e.crossVectors(Pe,i).normalize(),ke.crossVectors(_e,Pe),n[0]=Pe.x,n[4]=ke.x,n[8]=_e.x,n[1]=Pe.y,n[5]=ke.y,n[9]=_e.y,n[2]=Pe.z,n[6]=ke.z,n[10]=_e.z,this.obj3d.quaternion.setFromRotationMatrix(Ee);const o=this.obj3d.parent;Ee.extractRotation(o.matrixWorld),De.setFromRotationMatrix(Ee),this.obj3d.quaternion.premultiply(De.invert()),this.obj3d.updateMatrix(),this.obj3d.matrix.setPosition(t),this.plane.applyMatrix4(this.obj3d.matrix),this.obj3d.inverse=this.obj3d.matrix.clone().invert()}onKeyPress(t){this.command(t.key)}command(t){switch(t){case"Escape":ht.call(this),document.activeElement.blur();break;case"l":"line"==this.mode&&ht.call(this),this.mode="line",this.snap=!0,this.canvas.addEventListener("pointerdown",this.drawOnClick1,{once:!0});break;case"a":this.mode="arc",this.snap=!0,this.canvas.addEventListener("pointerdown",this.drawOnClick1,{once:!0});break;case"p":this.mode="point",this.snap=!0,this.canvas.addEventListener("pointerdown",(t=>{if("point"!==this.mode)return;const e=I();e.matrixAutoUpdate=!1,e.userData.constraints=[],e.geometry.attributes.position.set(this.getLocation(t).toArray()),e.layers.enable(2),this.obj3d.add(e),this.updatePointsBuffer(this.obj3d.children.length-1),this.scene.render()}));break;case"d":"dimension"!=this.mode&&(ht.call(this),this.mode="dimension",this.drawDimension());break;case"c":ht.call(this),ge.call(this);break;case"v":ht.call(this),fe.call(this,0);break;case"h":ht.call(this),fe.call(this,1);break;case"t":ht.call(this),ve.call(this);break;case"Delete":case"Backspace":this.deleteSelected();break;case"z":console.log("undo would be nice")}}deleteSelected(){this.selected.filter((t=>"dimension"==t.userData.type)).forEach((t=>this.constraints.has(t.name)&&this.deleteConstraints(t.name)));const t=this.selected.filter((t=>"line"==t.userData.type)).sort(((t,e)=>e.id-t.id)).map((t=>this.delete(t)));t.length&&this.updatePointsBuffer(t[t.length-1]),this.updateOtherBuffers(),this.selected=[],this.scene.render()}delete(t){if(!t)return;if("dimension"==t.userData.type)return void this.deleteConstraints(t.name);let e=this.linkedObjs.get(t.userData.l_id);if(!e)return;e=e[1];let s=this.objIdx.get(e[0])||this.updatePoint;for(let t=0;t{t.geometry&&t.geometry.dispose(),t.material&&t.material.dispose()}));let i,n=[];for(let t of e.userData.constraints.slice())i=this.constraints.get(t),"points_coincident"==i[0]&&n.push(i[2][0]==e.name?i[2][1]:i[2][0]),this.deleteConstraints(t);for(let t=0;t{t.label&&t.label.remove(),t.geometry.dispose(),t.material.dispose()}));break}}updateOtherBuffers(){let t=0;for(let[e,s]of this.constraints)this.constraintsBuf.set([this.constraintNum[s[0]],s[1],...s[2].map((t=>this.objIdx.get(t)??0)),s[3],s[4]],8*t),t++;t=0;for(let[e,s]of this.linkedObjs)this.linksBuf.set([this.linkNum[s[0]],...s[1].map((t=>this.objIdx.get(t)??-1))],5*t),t++}updatePointsBuffer(t=0){for(let e=t;e>2);const e=Module._malloc(this.constraintsBuf.length*this.constraintsBuf.BYTES_PER_ELEMENT);Module.HEAPF32.set(this.constraintsBuf,e>>2);const s=Module._malloc(this.linksBuf.length*this.linksBuf.BYTES_PER_ELEMENT);Module.HEAPF32.set(this.linksBuf,s>>2),Module._solver(this.obj3d.children.length,t,this.constraints.size,e,this.linkedObjs.size,s,this.geomStartIdx);for(let e=this.geomStartIdx,s=(t>>2)+3*this.geomStartIdx;ethis.obj3d.children[this.objIdx.get(t)]));let o;o=et(t.geometry.attributes.position.array,s.geometry.attributes.position.array,i.geometry.attributes.position.array),n.geometry.attributes.position.set(o),n.needsUpdate=!0}this.setDimLines()}}const Ee=new j.y,De=new E._,Pe=new w.P,ke=new w.P,_e=new w.P;Object.assign(je.prototype,{linkNum:{line:0,arc:1},constraintNum:{points_coincident:0,pt_pt_distance:1,pt_plane_distance:2,pt_line_distance:3,pt_face_distance:4,pt_in_plane:5,pt_on_line:6,pt_on_face:7,equal_length_lines:8,length_ratio:9,eq_len_pt_line_d:10,eq_pt_ln_distances:11,equal_angle:12,equal_line_arc_len:13,symmetric:14,symmetric_horiz:15,symmetric_vert:16,symmetric_line:17,at_midpoint:18,horizontal:19,vertical:20,diameter:21,pt_on_circle:22,same_orientation:23,angle:24,parallel:25,perpendicular:26,arc_line_tangent:27,cubic_line_tangent:28,equal_radius:29,proj_pt_distance:30,where_dragged:31,curve_curve_tangent:32,length_difference:33,h_dist:34,v_dist:35},max_pts:1e3,max_links:1e3,max_constraints:1e3});var Se=s(3608),Me=s(7060),Le=s(461);function ze(t,e){let s=t.constraints,i=t.linkedObjs,n=t.obj3d.children,o=t.objIdx,r=new Set,a=[];function l(e){if(e.userData.construction)return;r.add(e);let h,c,d,u=i.get(e.userData.l_id);if("line"==u[0]?c=u[1][2]:"arc"==u[0]&&(c=u[1][3]),h=n[o.get(c)].geometry.attributes.position.array,u[1][0]==e.name){d=1;for(let t=0;t=0;t-=3)a.push(new D.F(h[t],h[t+1]))}let p=n[o.get(u[1][d])];n[t.geomStartIdx+1],function(e){for(let i of e.userData.constraints)if("points_coincident"==s.get(i)[0])for(let r of s.get(i)[2]){if(-1==r)continue;const s=n[o.get(r)];s!=e&&(s==n[t.geomStartIdx+1]||l(s))}}(p)}l(n[t.geomStartIdx+1]);const c=new Se.b(a),d={depth:e,bevelEnabled:!1},p=new Me.O(c,d),m=new Le.x({color:C.mesh,emissive:C.emissive}),y=new u.K(p,m);y.userData.type="mesh",y.userData.featureInfo=[t.obj3d.name,e],y.layers.enable(1);const b=new h.w(y.geometry,new v.U);return b.userData.type="point",b.visible=!1,b.layers.enable(1),y.add(b),y.matrixAutoUpdate=!1,y.matrix.multiply(t.obj3d.matrix),e<0&&(Ce(y.geometry),y.userData.inverted=!0),y}function Ce(t){const e=[0,0,0];for(let s=0;snew Te.t(new w.P(...t),new w.P(0,0,0),this.length[e],13377306,this.headLength,this.headWidth)))),this}resize(t){const e=this.initialZoom/t;for(let t=0;t0&&(s.object.isPerspectiveCamera?y.multiplyScalar(t):s.object.isOrthographicCamera?(s.object.zoom/=t,s.object.updateProjectionMatrix()):console.warn("THREE.TrackballControls: Unsupported camera type")),s.staticMoving?x.copy(j):x.y+=(j.y-x.y)*this.dynamicDampingFactor)},this.panCamera=(R=new D.F,q=new w.P,H=new w.P,function(){if(R.copy(S).sub(_),R.lengthSq()){if(s.object.isOrthographicCamera){var t=(s.object.right-s.object.left)/s.object.zoom/s.domElement.clientWidth,e=(s.object.top-s.object.bottom)/s.object.zoom/s.domElement.clientWidth;R.x*=t,R.y*=e}R.multiplyScalar(1*y.length()/577*s.domElement.clientWidth),H.copy(y).cross(s.object.up).setLength(R.x),H.add(q.copy(s.object.up).setLength(R.y)),s.object.position.add(H),s.target.add(H),s.staticMoving?_.copy(S):_.add(R.subVectors(S,_).multiplyScalar(s.dynamicDampingFactor))}}),this.checkDistances=function(){s.noZoom&&s.noPan||(y.lengthSq()>s.maxDistance*s.maxDistance&&(s.object.position.addVectors(s.target,y.setLength(s.maxDistance)),x.copy(j)),y.lengthSq()l&&(s.dispatchEvent(M),c.copy(s.object.position))):s.object.isOrthographicCamera?(s.object.lookAt(s.target),(c.distanceToSquared(s.object.position)>l||d!==s.object.zoom)&&(s.dispatchEvent(M),c.copy(s.object.position),d=s.object.zoom)):console.warn("THREE.TrackballControls: Unsupported camera type")},this.reset=function(){u=i,p=i,s.target.copy(s.target0),s.object.position.copy(s.position0),s.object.up.copy(s.up0),s.object.zoom=s.zoom0,s.object.updateProjectionMatrix(),y.subVectors(s.object.position,s.target),s.object.lookAt(s.target),s.dispatchEvent(M),c.copy(s.object.position),d=s.object.zoom},this.dispose=function(){s.domElement.removeEventListener("contextmenu",tt),s.domElement.removeEventListener("pointerdown",Y),s.domElement.removeEventListener("wheel",Z),s.domElement.removeEventListener("touchstart",$),s.domElement.removeEventListener("touchend",Q),s.domElement.removeEventListener("touchmove",K),s.domElement.ownerDocument.removeEventListener("pointermove",V),s.domElement.ownerDocument.removeEventListener("pointerup",W),window.removeEventListener("keydown",X),window.removeEventListener("keyup",J)},this.domElement.addEventListener("contextmenu",tt),this.domElement.addEventListener("pointerdown",Y),this.domElement.addEventListener("wheel",Z),this.domElement.addEventListener("touchstart",$),this.domElement.addEventListener("touchend",Q),this.domElement.addEventListener("touchmove",K),this.domElement.ownerDocument.addEventListener("pointermove",V),this.domElement.ownerDocument.addEventListener("pointerup",W),window.addEventListener("keydown",X),window.addEventListener("keyup",J),this.handleResize(),this.update()};(Oe.prototype=Object.create(Ie.p.prototype)).constructor=Oe;var Fe=s(1273);class Ue{constructor(){this.polygons=[]}clone(){let t=new Ue;return t.polygons=this.polygons.map((function(t){return t.clone()})),t}toPolygons(){return this.polygons}union(t){let e=new Ve(this.clone().polygons),s=new Ve(t.clone().polygons);return e.clipTo(s),s.clipTo(e),s.invert(),s.clipTo(e),s.invert(),e.build(s.allPolygons()),Ue.fromPolygons(e.allPolygons())}subtract(t){let e=new Ve(this.clone().polygons),s=new Ve(t.clone().polygons);return e.invert(),e.clipTo(s),s.clipTo(e),s.invert(),s.clipTo(e),s.invert(),e.build(s.allPolygons()),e.invert(),Ue.fromPolygons(e.allPolygons())}intersect(t){let e=new Ve(this.clone().polygons),s=new Ve(t.clone().polygons);return e.invert(),s.clipTo(e),s.invert(),e.clipTo(s),s.clipTo(e),e.build(s.allPolygons()),e.invert(),Ue.fromPolygons(e.allPolygons())}inverse(){let t=this.clone();return t.polygons.forEach((t=>t.flip())),t}}Ue.fromPolygons=function(t){let e=new Ue;return e.polygons=t,e};class Re{constructor(t=0,e=0,s=0){this.x=t,this.y=e,this.z=s}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}clone(){return new Re(this.x,this.y,this.z)}negate(){return this.x*=-1,this.y*=-1,this.z*=-1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}times(t){return this.x*=t,this.y*=t,this.z*=t,this}dividedBy(t){return this.x/=t,this.y/=t,this.z/=t,this}lerp(t,e){return this.add(qe.copy(t).sub(this).times(e))}unit(){return this.dividedBy(this.length())}length(){return Math.sqrt(this.x**2+this.y**2+this.z**2)}normalize(){return this.unit()}cross(t){let e=this;const s=e.x,i=e.y,n=e.z,o=t.x,r=t.y,a=t.z;return this.x=i*a-n*r,this.y=n*o-s*a,this.z=s*r-i*o,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}}let qe=new Re,He=new Re;class Ne{constructor(t,e,s,i){this.pos=(new Re).copy(t),this.normal=(new Re).copy(e),this.uv=(new Re).copy(s),this.uv.z=0,i&&(this.color=(new Re).copy(i))}clone(){return new Ne(this.pos,this.normal,this.uv,this.color)}flip(){this.normal.negate()}interpolate(t,e){return new Ne(this.pos.clone().lerp(t.pos,e),this.normal.clone().lerp(t.normal,e),this.uv.clone().lerp(t.uv,e),this.color&&t.color&&this.color.clone().lerp(t.color,e))}}class Ge{constructor(t,e){this.normal=t,this.w=e}clone(){return new Ge(this.normal.clone(),this.w)}flip(){this.normal.negate(),this.w=-this.w}splitPolygon(t,e,s,i,n){let o=0,r=[];for(let e=0;eGe.EPSILON?1:0;o|=i,r.push(i)}switch(o){case 0:(this.normal.dot(t.plane.normal)>0?e:s).push(t);break;case 1:i.push(t);break;case 2:n.push(t);break;case 3:let o=[],a=[];for(let e=0;e=3&&i.push(new Ye(o,t.shared)),a.length>=3&&n.push(new Ye(a,t.shared))}}}Ge.EPSILON=1e-5,Ge.fromPoints=function(t,e,s){let i=qe.copy(e).sub(t).cross(He.copy(s).sub(t)).normalize();return new Ge(i.clone(),i.dot(t))};class Ye{constructor(t,e){this.vertices=t,this.shared=e,this.plane=Ge.fromPoints(t[0].pos,t[1].pos,t[2].pos)}clone(){return new Ye(this.vertices.map((t=>t.clone())),this.shared)}flip(){this.vertices.reverse().map((t=>t.flip())),this.plane.flip()}}class Ve{constructor(t){this.plane=null,this.front=null,this.back=null,this.polygons=[],t&&this.build(t)}clone(){let t=new Ve;return t.plane=this.plane&&this.plane.clone(),t.front=this.front&&this.front.clone(),t.back=this.back&&this.back.clone(),t.polygons=this.polygons.map((t=>t.clone())),t}invert(){for(let t=0;tnew Ye(t.vertices.map((t=>new Ne(t.pos,t.normal,t.uv))),t.shared))))},Ue.fromGeometry=function(t,e){if(!t.isBufferGeometry)return void console.error("Unsupported CSG input type:"+t.type);let s,i=[],n=t.attributes.position,o=t.attributes.normal,r=t.attributes.uv,a=t.attributes.color;if(t.index)s=t.index.array;else{s=new Array(n.array.length/n.itemSize|0);for(let t=0;t({top:0,array:new Float32Array(t),write:function(t){this.array[this.top++]=t.x,this.array[this.top++]=t.y,this.array[this.top++]=t.z}}),Ze=t=>({top:0,array:new Float32Array(t),write:function(t){this.array[this.top++]=t.x,this.array[this.top++]=t.y}});Ue.toMesh=function(t,e,s){let i,n,o=t.polygons;{let t=0;o.forEach((e=>t+=e.vertices.length-2)),i=new l.u;let e,s=Je(3*t*3),r=Je(3*t*3),a=Ze(2*t*3),h=[];if(o.forEach((i=>{let n=i.vertices,o=n.length;void 0!==i.shared&&(h[i.shared]||(h[i.shared]=[])),o&&void 0!==n[0].color&&(e||(e=Je(3*t*3)));for(let t=3;t<=o;t++)void 0!==i.shared&&h[i.shared].push(s.top/3,s.top/3+1,s.top/3+2),s.write(n[0].pos),s.write(n[t-2].pos),s.write(n[t-1].pos),r.write(n[0].normal),r.write(n[t-2].normal),r.write(n[t-1].normal),a.write(n[0].uv),a.write(n[t-2].uv),a.write(n[t-1].uv),e&&(e.write(n[0].color)||e.write(n[t-2].color)||e.write(n[t-1].color))})),i.setAttribute("position",new c.Tl(s.array,3)),i.setAttribute("normal",new c.Tl(r.array,3)),i.setAttribute("uv",new c.Tl(a.array,2)),e&&i.setAttribute("color",new c.Tl(e.array,3)),h.length){let t=[],e=0;for(let s=0;s{t.traverse((t=>t.material=t.material.clone())),s.add(t)})),this.axes=new Be(this.camera.zoom),this.axes.visible=!1,s.add(this.axes);const j=500,E=new f.c(C.lighting,.7);E.position.set(j,j,j),s.add(E);const D=new f.c(C.lighting,.7);D.position.set(-500,-500,-500),s.add(D),this.render=as.bind(this),this.addSketch=hs.bind(this),this.extrude=this.extrude.bind(this),this.onHover=ue.bind(this),this.onPick=pe.bind(this),this.clearSelection=be.bind(this),this.setHover=U.bind(this),this.awaitSelection=F.bind(this),this.obj3d.addEventListener("change",this.render),this.controls.addEventListener("change",this.render),this.controls.addEventListener("start",this.render),window.addEventListener("resize",this.render),this.hovered=[],this.selected=[],this.activeSketch=null,this.render()}resizeCanvas(t){const e=t.domElement,s=e.clientWidth,i=e.clientHeight,n=e.width!==s||e.height!==i;return n&&t.setSize(s,i,!1),n}clearScene(){const t=this.obj3d.children.splice(1);for(let e=0;e{t.geometry&&t.geometry.dispose(),t.material&&t.material.dispose()}))}newPart(){this.clearScene(),window.id=0,this.sid=1,this.mid=1}loadState(t){this.clearScene();const[e,s,i,n]=JSON.parse(t);window.id=e,this.sid=s,this.mid=i;const o=n.byId;for(let t in o)"s"==t[0]?(o[t].obj3d=loader.parse(o[t].obj3d),this.obj3d.add(o[t].obj3d),o[t]=new je(this,o[t]),o[t].obj3d.addEventListener("change",this.render)):"e"==t[0]?(o[t]=loader.parse(n.byId[t]),o[t].userData.inverted&&Ce(o[t].geometry),this.obj3d.add(o[t])):(o[t]=loader.parse(n.byId[t]),this.obj3d.add(o[t]));return n}loadSketch(t){let e=JSON.parse(t);return e.obj3d=loader.parse(e.obj3d),e=new je(this,e),e.obj3d.addEventListener("change",this.render),e}extrude(t,e){const s=ze(t,e);return s.name="e"+this.mid++,this.obj3d.add(s),s}boolOp(t,e,s){let i,n,o=$e.fromMesh(t),r=$e.fromMesh(e);switch(t.visible=!1,e.visible=!1,t.traverse((t=>t.layers.disable(1))),e.traverse((t=>t.layers.disable(1))),s){case"s":i=o.subtract(r),n="-";break;case"u":i=o.union(r),n="∪";break;case"i":i=o.intersect(r),n="∩"}let a=$e.toMesh(i,t.matrix,t.material);a.userData.type="mesh",a.userData.featureInfo=[t.name,e.name,s],a.name=`(${t.name} ${n} ${e.name})`,a.layers.enable(1);const l=new h.w(a.geometry,new v.U);return l.visible=!1,l.userData.type="point",l.layers.enable(1),a.add(l),a}refreshNode(t,{byId:e,tree:s}){let i,n=[t],o=0;for(;o"selpoint"==t.userData.type)))t=new je(this),this.obj3d.add(t.obj3d),t.align(...this.selected.map((t=>new w.P(...t.geometry.attributes.position.array).applyMatrix4(t.matrixWorld))));else{if(!this.selected.length||"plane"!=this.selected[0].userData.type)return;t=new je(this),t.obj3d.matrix=this.selected[0].matrix,t.plane.applyMatrix4(t.obj3d.matrix),t.obj3d.inverse=t.obj3d.matrix.clone().invert(),this.obj3d.add(t.obj3d)}return this.newSketch=!0,this.clearSelection(),t.obj3d.addEventListener("change",this.render),t}}}]); \ No newline at end of file diff --git a/48.bundle.js b/48.bundle.js new file mode 100644 index 0000000..027a2fa --- /dev/null +++ b/48.bundle.js @@ -0,0 +1 @@ +(self.webpackChunk=self.webpackChunk||[]).push([[48],{48:(t,e,s)=>{"use strict";s.r(e),s.d(e,{Scene:()=>Ee});var i=s(5879),n=s(1401),o=s(3131),r=s(7365),a=s(2010),h=s(2306),l=s(9046),c=s(140),d=s(4078),p=s(6454),u=s(6173),m=s(1661),y=s(5920),b=s(1516),g=s(5785),f=s(8490),v=s(6679),w=s(6881),x=s(1158),j=s(9203),E=s(7092),D=s(3489),k=s(1691),P=s(1138);const _=new g.n({linewidth:1,color:D.$_.dimension}),S=new v.U({color:D.$_.dimension,size:4});let M;async function L(){let t,e,s,i=await this.awaitSelection({point:2},{point:1,line:1},{line:2});if(null==i)return;if(i.every((t=>"line"==t.userData.type)))t=new y.e((new l.u).setAttribute("position",new c.a$(Array(2*(nt+2)*3).fill(-.001),3)),_.clone()),M=_t(i),e=["angle",M,[-1,-1,i[0].name,i[1].name],0],s="a";else{let n;if(t=new y.e((new l.u).setAttribute("position",new c.a$(Array(24).fill(-.001),3)),_.clone()),i.every((t=>"point"==t.userData.type))){M=0;for(let t=0;t<3;t++)M+=(i[0].geometry.attributes.position.array[t]-i[1].geometry.attributes.position.array[t])**2;M=Math.sqrt(M),e=["pt_pt_distance",M,[i[0].name,i[1].name,-1,-1]]}else{n="point"==i[0].userData.type?[0,1]:[1,0];const t=i[n[0]].geometry.attributes.position.array,s=i[n[1]].geometry.attributes.position.array;B.set(s[0],s[1]),G.set(s[3],s[4]),T.set(t[0],t[1]),$=G.clone().sub(B).normalize(),H=T.clone().sub(B),q=$.multiplyScalar(H.dot($)),Q=H.clone().sub(q),M=Math.sign(Q.y)*Math.sqrt(Q.x**2+Q.y**2),e=["pt_line_distance",M,[i[n[0]].name,-1,i[n[1]].name,-1]]}s="d"}const n=new h.w((new l.u).setAttribute("position",new c.a$(3,3)),S.clone());t.userData.ids=i.map((t=>t.name)),t.userData.type="dimension",t.userData.dimType=s,n.userData.type="dimension",n.userData.dimType=s,t.layers.enable(2),n.layers.enable(2),this.dimGroup.add(t).add(n);const o=this._onMoveDimension(n,t,!0);let r,a;n.label=document.createElement("div"),n.label.textContent=M.toFixed(3),n.label.contentEditable=!0,this.labelContainer.append(n.label);let d=await new Promise((t=>{r=()=>{"a"==n.userData.dimType?n.userData.offset=ot[5].toArray():n.userData.offset=N.toArray(),t(!0)},a=e=>"Escape"==e.key&&t(!1),this.canvas.addEventListener("pointermove",o),this.canvas.addEventListener("pointerdown",r),window.addEventListener("keydown",a)}));this.canvas.removeEventListener("pointermove",o),this.canvas.removeEventListener("pointerdown",r),window.removeEventListener("keydown",a),n.geometry.computeBoundingSphere(),t.geometry.computeBoundingSphere(),d?("h"==t.userData.dimType?(e[0]="h_dist",e[1]=G.x-B.x):"v"==t.userData.dimType&&(e[0]="v_dist",e[1]=G.y-B.y),this.constraints.set(++this.c_id,e),i[0].userData.constraints.push(this.c_id),i[1].userData.constraints.push(this.c_id),this.updateOtherBuffers(),t.name=this.c_id,n.name=this.c_id,n.label.addEventListener("focus",this.updateDim(this.c_id))):(this.dimGroup.children.splice(this.dimGroup.children.length-2,2).forEach((t=>{t.geometry.dispose(),t.material.dispose()})),this.labelContainer.removeChild(this.labelContainer.lastChild),this.scene.render()),"dimension"==this.scene.mode&&this.drawDimension()}function z(t){return e=>{let s=e.target.textContent;document.addEventListener("keydown",(i=>{if("Enter"==i.key){i.preventDefault();const n=this.constraints.get(t);n[1]=parseFloat(e.target.textContent),s=n[1],this.constraints.set(t,n),this.updateOtherBuffers(),this.solve(),this.scene.render(),e.target.blur(),this.updateBoundingSpheres()}else"Escape"==i.key&&(e.target.textContent=s,getSelection().empty(),e.target.blur())}))}}const T=new P.F;let A;function I(t,e,s){A=e.userData.ids;let i,n,o=this.obj3d.children[this.objIdx.get(A[0])].geometry.attributes.position.array,r=this.obj3d.children[this.objIdx.get(A[1])].geometry.attributes.position.array;return n="a"==e.userData.dimType?jt:it,a=>{i=this.getLocation(a),T.set(i.x,i.y),n(e,t,o,r,null,s),this.scene.render()}}function C(){const t=0==this.labelContainer.childElementCount,e=this.dimGroup.children;let s,i;for(let n=0;n0&&(T.y-B.y)*(T.y-G.y)<0?(t.userData.dimType="v",e.userData.dimType="v",e.label.textContent=(G.y-B.y).toFixed(3)):(T.x-B.x)*(T.x-G.x)<0&&(T.y-B.y)*(T.y-G.y)>0?(t.userData.dimType="h",e.userData.dimType="h",e.label.textContent=(G.x-B.x).toFixed(3)):(t.userData.dimType="d",e.userData.dimType="d",e.label.textContent=M.toFixed(3))),t.userData.dimType){case"v":h=[s[0]+1,s[1]];break;case"h":h=[s[0],s[1]+1];break;default:$=G.clone().sub(B).normalize(),N=T.clone().sub(G),q=$.multiplyScalar(N.dot($)),Q=N.clone().sub(q),U=B.clone().add(Q),V=U.toArray(),X=G.clone().add(Q),Z=X.toArray(),K=T.toArray(),tt=U.distanceToSquared(T),et=X.distanceToSquared(T),st=U.distanceToSquared(X),r.array.set(B.toArray(),0)}(s.length!=i.length||h)&&(h?(B.set(s[0],s[1]),O.set(...h),G.set(i[0],i[1])):s.length>i.length?(B.set(s[0],s[1]),O.set(s[3],s[4]),G.set(i[0],i[1])):(B.set(i[0],i[1]),O.set(i[3],i[4]),G.set(s[0],s[1])),J=O.clone().sub(B),F=B.clone().addScaledVector(J,.5),J.normalize(),H=G.clone().sub(F),q=J.multiplyScalar(H.dot(J)),$=H.clone().sub(q),st=$.lengthSq(),$.normalize(),R=T.clone().sub(F),W=$.clone().multiplyScalar(R.dot($)),N=T.clone().sub(G),Y=$.clone().multiplyScalar(N.dot($)),V=T.clone().sub(W).toArray(),Z=T.clone().sub(Y).toArray(),K=T.toArray(),tt=W.lengthSq(),et=Y.lengthSq(),r.array.set(F.toArray(),0)),r.array.set(V,3),r.array.set(V,6),r.array.set(Z,9),r.array.set(Z,12),r.array.set(G.toArray(),15),st>=tt&&st>=et?r.array.set(K,18):tt>et?r.array.set(Z,18):r.array.set(V,18),r.array.set(K,21),r.needsUpdate=!0,a.array.set(K),a.needsUpdate=!0}const nt=12,ot=Array(6);for(let t=0;t0?(wt=rt[0]+gt,xt=yt+vt):(wt=rt[0]+gt,xt=yt),ct=0,o.array[ct++]=ut.x+mt*Math.cos(wt),o.array[ct++]=ut.y+mt*Math.sin(wt),ct++;let a=wt+1/nt*xt;for(o.array[ct++]=ut.x+mt*Math.cos(a),o.array[ct++]=ut.y+mt*Math.sin(a),ct++,lt=2;lt<=nt;lt++)o.array[ct++]=o.array[ct-4],o.array[ct++]=o.array[ct-4],ct++,a=wt+lt/nt*xt,o.array[ct++]=ut.x+mt*Math.cos(a),o.array[ct++]=ut.y+mt*Math.sin(a),ct++;for(lt=0;lt<2;lt++)o.array[ct++]=ot[2*lt].x,o.array[ct++]=ot[2*lt].y,ct++,o.array[ct++]=ut.x+mt*Math.cos(rt[lt]+gt),o.array[ct++]=ut.y+mt*Math.sin(rt[lt]+gt),ct++;o.needsUpdate=!0,r.array.set(T.toArray()),r.needsUpdate=!0}const Et=2*Math.PI,Dt=2*-Math.PI,kt=-Math.PI;function Pt(t){return t>Math.PI?t=Dt+t:t{for(let e=0;e<2;e++){const s=t[e].geometry.attributes.position.array;ot[2*e].set(...s.slice(0,2)),ot[2*e+1].set(s[3]-s[0],s[4]-s[1])}const e=Math.atan2(ot[1].y,ot[1].x),s=Math.atan2(ot[3].y,ot[3].x);let i=Math.abs(s-e);return i>Math.PI&&(i=2*Math.PI-i),i/Math.PI*180};let St,Mt;function Lt(t){if(t.buttons)return;let e;D.KW.setFromCamera(new P.F((t.clientX-this.rect.left)/this.rect.width*2-1,-(t.clientY-this.rect.top)/this.rect.height*2+1),this.camera),"sketch"!=this.obj3d.userData.type?(D.KW.layers.set(1),e=D.KW.intersectObjects(this.obj3d.children,!0)):(D.KW.layers.set(2),e=D.KW.intersectObjects([...this.dimGroup.children,...this.obj3d.children]));let s=[];const i=1e-4;if(e.length){let t=1/0;for(let n=0;n{var e;"a"==(e=this.dimGroup.children[t]).userData.dimType?e.userData.offset=ot[5].toArray():e.userData.offset=N.toArray(),this.onRelease()}))),Mt=this.dimGroup.children[t].label,Mt.style.zIndex=-1;break;case"point":this.canvas.addEventListener("pointermove",this.onDrag),this.canvas.addEventListener("pointerup",this.onRelease)}}else{const t=e.getState().treeEntries.visible;for(let e,i=0;i"point"==t.userData.type)))this.constraints.set(++this.c_id,["points_coincident",-1,[e[0].name,e[1].name,-1,-1]]);else{const t="point"==e[0].userData.type?[0,1]:[1,0];this.constraints.set(++this.c_id,[void 0!==e[t[1]].userData.ccw?"pt_on_circle":"pt_on_line",-1,[e[t[0]].name,-1,e[t[1]].name,-1]])}e[1].userData.constraints.push(this.c_id),e[0].userData.constraints.push(this.c_id),this.updateOtherBuffers(),this.solve(),this.updateBoundingSpheres(),this.clearSelection(),this.scene.render()}var Bt=s(6791);function Ft(t,e){return e instanceof Map?{dataType:"Map",value:Array.from(e.entries())}:e}function Ot(t,e){return"object"==typeof e&&null!==e&&"Map"===e.dataType?new Map(e.value):e}class Gt{constructor(t,e){if(this.ptsBuf=new Float32Array(3*this.max_pts).fill(NaN),this.linksBuf=new Float32Array(5*this.max_links).fill(NaN),this.constraintsBuf=new Float32Array(8*this.max_constraints).fill(NaN),this.plane=new x.J(new w.P(0,0,1),0),this.labelContainer=document.getElementById("labels"),void 0===e){this.obj3d=new a.Z,this.obj3d.name="s"+t.sid++,this.obj3d.userData.type="sketch",this.obj3d.matrixAutoUpdate=!1,this.objIdx=new Map,this.linkedObjs=new Map,this.l_id=0,this.constraints=new Map,this.c_id=1,this.dimGroup=new a.Z,this.dimGroup.name="dimensions",this.obj3d.add(this.dimGroup),this.geomStartIdx=this.obj3d.children.length,this.obj3d.userData.geomStartIdx=this.geomStartIdx,this.labels=[];const e=(0,D.J1)();e.matrixAutoUpdate=!1,e.userData.constraints=[],this.obj3d.add(e),this.updatePointsBuffer()}else this.obj3d=e.obj3d,this.obj3d.inverse=e.obj3d.matrix.clone().invert(),this.objIdx=JSON.parse(e.objIdx,Ot),this.linkedObjs=JSON.parse(e.linkedObjs,Ot),this.l_id=e.l_id,this.constraints=JSON.parse(e.constraints,Ot),this.c_id=e.c_id,this.geomStartIdx=this.obj3d.userData.geomStartIdx,this.dimGroup=this.obj3d.children[this.geomStartIdx-1],this.updatePointsBuffer(),this.updateOtherBuffers(),this.plane.applyMatrix4(this.obj3d.matrix);this.scene=t,this.camera=t.camera,this.canvas=t.canvas,this.rect=t.rect,this.bindHandlers(),this.hovered=[],this.scene.mode="",this.subsequent=!1}toJSON(){return{obj3d:this.obj3d,objIdx:JSON.stringify(this.objIdx,Ft),linkedObjs:JSON.stringify(this.linkedObjs,Ft),l_id:this.l_id,constraints:JSON.stringify(this.constraints,Ft),c_id:this.c_id}}bindHandlers(){this.drawOnClick1=k.Mh.bind(this),this.drawPreClick2=k.NB.bind(this),this.drawOnClick2=k.H3.bind(this),this.drawPreClick3=k.or.bind(this),this.drawOnClick3=k.Sg.bind(this),this.drawDimension=L.bind(this),this._onMoveDimension=I.bind(this),this.setDimLines=C.bind(this),this.updateDim=z.bind(this),this.awaitSelection=D.FE.bind(this),this.onHover=Lt.bind(this),this.onPick=zt.bind(this),this.onDrag=Tt.bind(this),this.onRelease=At.bind(this),this.onKeyPress=this.onKeyPress.bind(this),this.setHover=D.GZ.bind(this),this.clearSelection=It.bind(this)}setClean(){this.hasChanged=!1,this.idOnActivate=id,this.c_idOnActivate=this.c_id;const t=e=>{this.scene.selected.length&&e.buttons&&(this.canvas.removeEventListener("pointermove",t),this.hasChanged=!0)};this.canvas.addEventListener("pointermove",t)}activate(){window.addEventListener("keydown",this.onKeyPress),this.canvas.addEventListener("pointerdown",this.onPick),this.canvas.addEventListener("pointermove",this.onHover),this.setDimLines(),this.obj3d.traverse((t=>t.layers.enable(2))),this.obj3d.visible=!0,this.scene.axes.matrix=this.obj3d.matrix,this.scene.axes.visible=!0,this.scene.activeSketch=this,window.sketcher=this,this.setClean()}deactivate(){window.removeEventListener("keydown",this.onKeyPress),this.canvas.removeEventListener("pointerdown",this.onPick),this.canvas.removeEventListener("pointermove",this.onHover),this.labelContainer.innerHTML="",this.obj3d.visible=!1,this.obj3d.traverse((t=>t.layers.disable(2))),this.scene.axes.visible=!1,this.scene.activeSketch=null,this.scene.newSketch&&(this.scene.newSketch=!1),this.clearSelection()}align(t,e,s){const i=D.fW.subVectors(s,t).normalize(),n=Ht.elements;Nt.subVectors(e,t).normalize(),Wt.crossVectors(Nt,i).normalize(),qt.crossVectors(Wt,Nt),n[0]=Nt.x,n[4]=qt.x,n[8]=Wt.x,n[1]=Nt.y,n[5]=qt.y,n[9]=Wt.y,n[2]=Nt.z,n[6]=qt.z,n[10]=Wt.z,this.obj3d.quaternion.setFromRotationMatrix(Ht);const o=this.obj3d.parent;Ht.extractRotation(o.matrixWorld),Rt.setFromRotationMatrix(Ht),this.obj3d.quaternion.premultiply(Rt.invert()),this.obj3d.updateMatrix(),this.obj3d.matrix.setPosition(t),this.plane.applyMatrix4(this.obj3d.matrix),this.obj3d.inverse=this.obj3d.matrix.clone().invert()}onKeyPress(t){if(t.isTrusted&&"Escape"==t.key)this.disableLineHover=!1,k.BT.call(this),this.scene.store.dispatch({type:"set-mode",mode:""});else{const e={l:"line",a:"arc",p:"point",d:"dimension",c:"coincident",v:"vertical",h:"horizontal",t:"tangent",Delete:"delete",Backspace:"delete"};this.command(e[t.key])}}command(t){let e;switch(this.disableLineHover=!1,k.BT.call(this),t){case"delete":this.deleteSelected();break;case"coincident":case"vertical":case"horizontal":case"tangent":window.dispatchEvent(new KeyboardEvent("keydown",{key:"Escape"}));case"line":case"arc":case"point":case"dimension":if(this.scene.mode==t)e="";else switch(e=t,t){case"line":case"arc":this.disableLineHover=!0,this.canvas.addEventListener("pointerdown",this.drawOnClick1,{once:!0});break;case"point":this.disableLineHover=!0,this.canvas.addEventListener("pointerdown",(t=>{if("point"!==this.scene.mode)return;const e=(0,D.J1)();e.matrixAutoUpdate=!1,e.userData.constraints=[],e.geometry.attributes.position.set(this.getLocation(t).toArray()),e.layers.enable(2),this.obj3d.add(e),this.updatePointsBuffer(this.obj3d.children.length-1),this.scene.render()}));break;case"dimension":this.drawDimension();break;case"coincident":case"vertical":case"horizontal":case"tangent":Ct.call(this).then((()=>this.scene.store.dispatch({type:"set-mode",mode:""})))}}void 0!==e&&this.scene.store.dispatch({type:"set-mode",mode:e})}deleteSelected(){this.scene.selected.filter((t=>"dimension"==t.userData.type)).forEach((t=>this.constraints.has(t.name)&&this.deleteConstraints(t.name)));const t=this.scene.selected.filter((t=>"line"==t.userData.type)).sort(((t,e)=>e.id-t.id)).map((t=>this.delete(t)));t.length&&this.updatePointsBuffer(t[t.length-1]),this.updateOtherBuffers(),this.scene.store.dispatch({type:"clear-selection"}),this.scene.render()}delete(t){if(!t)return;if("dimension"==t.userData.type)return void this.deleteConstraints(t.name);let e=this.linkedObjs.get(t.userData.l_id);if(!e)return;e=e[1];let s=this.objIdx.get(e[0])||this.updatePoint;for(let t=0;t{t.geometry&&t.geometry.dispose(),t.material&&t.material.dispose()}));let i,n=[];for(let t of e.userData.constraints.slice())i=this.constraints.get(t),"points_coincident"==i[0]&&n.push(i[2][0]==e.name?i[2][1]:i[2][0]),this.deleteConstraints(t);for(let t=0;t{t.label&&t.label.remove(),t.geometry.dispose(),t.material.dispose()}));break}}updateOtherBuffers(){let t=0;for(let[e,s]of this.constraints)this.constraintsBuf.set([this.constraintNum[s[0]],s[1],...s[2].map((t=>this.objIdx.get(t)??0)),s[3],s[4]],8*t),t++;t=0;for(let[e,s]of this.linkedObjs)this.linksBuf.set([this.linkNum[s[0]],...s[1].map((t=>this.objIdx.get(t)??-1))],5*t),t++}updatePointsBuffer(t=0){for(let e=t;e>2);const e=Module._malloc(this.constraintsBuf.length*this.constraintsBuf.BYTES_PER_ELEMENT);Module.HEAPF32.set(this.constraintsBuf,e>>2);const s=Module._malloc(this.linksBuf.length*this.linksBuf.BYTES_PER_ELEMENT);Module.HEAPF32.set(this.linksBuf,s>>2),Module._solver(this.obj3d.children.length,t,this.constraints.size,e,this.linkedObjs.size,s,this.geomStartIdx);for(let e=this.geomStartIdx,s=(t>>2)+3*this.geomStartIdx;ethis.obj3d.children[this.objIdx.get(t)]));let o;o=(0,Bt.JG)(t.geometry.attributes.position.array,s.geometry.attributes.position.array,i.geometry.attributes.position.array),n.geometry.attributes.position.set(o),n.needsUpdate=!0}this.setDimLines()}}const Ht=new j.y,Rt=new E._,Nt=new w.P,qt=new w.P,Wt=new w.P;Object.assign(Gt.prototype,{linkNum:{line:0,arc:1},constraintNum:{points_coincident:0,pt_pt_distance:1,pt_plane_distance:2,pt_line_distance:3,pt_face_distance:4,pt_in_plane:5,pt_on_line:6,pt_on_face:7,equal_length_lines:8,length_ratio:9,eq_len_pt_line_d:10,eq_pt_ln_distances:11,equal_angle:12,equal_line_arc_len:13,symmetric:14,symmetric_horiz:15,symmetric_vert:16,symmetric_line:17,at_midpoint:18,horizontal:19,vertical:20,diameter:21,pt_on_circle:22,same_orientation:23,angle:24,parallel:25,perpendicular:26,arc_line_tangent:27,cubic_line_tangent:28,equal_radius:29,proj_pt_distance:30,where_dragged:31,curve_curve_tangent:32,length_difference:33,h_dist:34,v_dist:35},max_pts:1e3,max_links:1e3,max_constraints:1e3});var Yt=s(3608),Ut=s(7060),Xt=s(461);function Vt(t,e){let s=t.constraints,i=t.linkedObjs,n=t.obj3d.children,o=t.objIdx,r=new Set,a=[];function l(e){if(e.userData.construction)return;r.add(e);let h,c,d,p=i.get(e.userData.l_id);if("line"==p[0]?c=p[1][2]:"arc"==p[0]&&(c=p[1][3]),h=n[o.get(c)].geometry.attributes.position.array,p[1][0]==e.name){d=1;for(let t=0;t=0;t-=3)a.push(new P.F(h[t],h[t+1]))}let u=n[o.get(p[1][d])];n[t.geomStartIdx+1],function(e){for(let i of e.userData.constraints)if("points_coincident"==s.get(i)[0])for(let r of s.get(i)[2]){if(-1==r)continue;const s=n[o.get(r)];s!=e&&(s==n[t.geomStartIdx+1]||l(s))}}(u)}l(n[t.geomStartIdx+1]);const c=new Yt.b(a),d={depth:e,bevelEnabled:!1},u=new Ut.O(c,d),m=new Xt.x({color:D.$_.mesh,emissive:D.$_.emissive}),y=new p.K(u,m);y.userData.type="mesh",y.userData.featureInfo=[t.obj3d.name,e],y.layers.enable(1);const b=new h.w(y.geometry,new v.U);return b.userData.type="point",b.visible=!1,b.layers.enable(1),y.add(b),y.matrixAutoUpdate=!1,y.matrix.multiply(t.obj3d.matrix),e<0&&(Zt(y.geometry),y.userData.inverted=!0),y}function Zt(t){const e=[0,0,0];for(let s=0;snew $t.t(new w.P(...t),new w.P(0,0,0),this.length[e],13377306,this.headLength,this.headWidth)))),this}resize(t){const e=this.initialZoom/t;for(let t=0;t0&&(s.object.isPerspectiveCamera?y.multiplyScalar(t):s.object.isOrthographicCamera?(s.object.zoom/=t,s.object.updateProjectionMatrix()):console.warn("THREE.TrackballControls: Unsupported camera type")),s.staticMoving?x.copy(j):x.y+=(j.y-x.y)*this.dynamicDampingFactor)},this.panCamera=(H=new P.F,R=new w.P,N=new w.P,function(){if(H.copy(S).sub(_),H.lengthSq()){if(s.object.isOrthographicCamera){var t=(s.object.right-s.object.left)/s.object.zoom/s.domElement.clientWidth,e=(s.object.top-s.object.bottom)/s.object.zoom/s.domElement.clientWidth;H.x*=t,H.y*=e}H.multiplyScalar(1*y.length()/577*s.domElement.clientWidth),N.copy(y).cross(s.object.up).setLength(H.x),N.add(R.copy(s.object.up).setLength(H.y)),s.object.position.add(N),s.target.add(N),s.staticMoving?_.copy(S):_.add(H.subVectors(S,_).multiplyScalar(s.dynamicDampingFactor))}}),this.checkDistances=function(){s.noZoom&&s.noPan||(y.lengthSq()>s.maxDistance*s.maxDistance&&(s.object.position.addVectors(s.target,y.setLength(s.maxDistance)),x.copy(j)),y.lengthSq()l&&(s.dispatchEvent(M),c.copy(s.object.position))):s.object.isOrthographicCamera?(s.object.lookAt(s.target),(c.distanceToSquared(s.object.position)>l||d!==s.object.zoom)&&(s.dispatchEvent(M),c.copy(s.object.position),d=s.object.zoom)):console.warn("THREE.TrackballControls: Unsupported camera type")},this.reset=function(){p=i,u=i,s.target.copy(s.target0),s.object.position.copy(s.position0),s.object.up.copy(s.up0),s.object.zoom=s.zoom0,s.object.updateProjectionMatrix(),y.subVectors(s.object.position,s.target),s.object.lookAt(s.target),s.dispatchEvent(M),c.copy(s.object.position),d=s.object.zoom},this.dispose=function(){s.domElement.removeEventListener("contextmenu",tt),s.domElement.removeEventListener("pointerdown",Y),s.domElement.removeEventListener("wheel",K),s.domElement.removeEventListener("touchstart",$),s.domElement.removeEventListener("touchend",Q),s.domElement.removeEventListener("touchmove",J),s.domElement.ownerDocument.removeEventListener("pointermove",U),s.domElement.ownerDocument.removeEventListener("pointerup",X),window.removeEventListener("keydown",V),window.removeEventListener("keyup",Z)},this.domElement.addEventListener("contextmenu",tt),this.domElement.addEventListener("pointerdown",Y),this.domElement.addEventListener("wheel",K),this.domElement.addEventListener("touchstart",$),this.domElement.addEventListener("touchend",Q),this.domElement.addEventListener("touchmove",J),this.domElement.ownerDocument.addEventListener("pointermove",U),this.domElement.ownerDocument.addEventListener("pointerup",X),window.addEventListener("keydown",V),window.addEventListener("keyup",Z),this.handleResize(),this.update()};(te.prototype=Object.create(Qt.p.prototype)).constructor=te;var ee=s(1273);class se{constructor(){this.polygons=[]}clone(){let t=new se;return t.polygons=this.polygons.map((function(t){return t.clone()})),t}toPolygons(){return this.polygons}union(t){let e=new le(this.clone().polygons),s=new le(t.clone().polygons);return e.clipTo(s),s.clipTo(e),s.invert(),s.clipTo(e),s.invert(),e.build(s.allPolygons()),se.fromPolygons(e.allPolygons())}subtract(t){let e=new le(this.clone().polygons),s=new le(t.clone().polygons);return e.invert(),e.clipTo(s),s.clipTo(e),s.invert(),s.clipTo(e),s.invert(),e.build(s.allPolygons()),e.invert(),se.fromPolygons(e.allPolygons())}intersect(t){let e=new le(this.clone().polygons),s=new le(t.clone().polygons);return e.invert(),s.clipTo(e),s.invert(),e.clipTo(s),s.clipTo(e),e.build(s.allPolygons()),e.invert(),se.fromPolygons(e.allPolygons())}inverse(){let t=this.clone();return t.polygons.forEach((t=>t.flip())),t}}se.fromPolygons=function(t){let e=new se;return e.polygons=t,e};class ie{constructor(t=0,e=0,s=0){this.x=t,this.y=e,this.z=s}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}clone(){return new ie(this.x,this.y,this.z)}negate(){return this.x*=-1,this.y*=-1,this.z*=-1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}times(t){return this.x*=t,this.y*=t,this.z*=t,this}dividedBy(t){return this.x/=t,this.y/=t,this.z/=t,this}lerp(t,e){return this.add(ne.copy(t).sub(this).times(e))}unit(){return this.dividedBy(this.length())}length(){return Math.sqrt(this.x**2+this.y**2+this.z**2)}normalize(){return this.unit()}cross(t){let e=this;const s=e.x,i=e.y,n=e.z,o=t.x,r=t.y,a=t.z;return this.x=i*a-n*r,this.y=n*o-s*a,this.z=s*r-i*o,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}}let ne=new ie,oe=new ie;class re{constructor(t,e,s,i){this.pos=(new ie).copy(t),this.normal=(new ie).copy(e),this.uv=(new ie).copy(s),this.uv.z=0,i&&(this.color=(new ie).copy(i))}clone(){return new re(this.pos,this.normal,this.uv,this.color)}flip(){this.normal.negate()}interpolate(t,e){return new re(this.pos.clone().lerp(t.pos,e),this.normal.clone().lerp(t.normal,e),this.uv.clone().lerp(t.uv,e),this.color&&t.color&&this.color.clone().lerp(t.color,e))}}class ae{constructor(t,e){this.normal=t,this.w=e}clone(){return new ae(this.normal.clone(),this.w)}flip(){this.normal.negate(),this.w=-this.w}splitPolygon(t,e,s,i,n){let o=0,r=[];for(let e=0;eae.EPSILON?1:0;o|=i,r.push(i)}switch(o){case 0:(this.normal.dot(t.plane.normal)>0?e:s).push(t);break;case 1:i.push(t);break;case 2:n.push(t);break;case 3:let o=[],a=[];for(let e=0;e=3&&i.push(new he(o,t.shared)),a.length>=3&&n.push(new he(a,t.shared))}}}ae.EPSILON=1e-5,ae.fromPoints=function(t,e,s){let i=ne.copy(e).sub(t).cross(oe.copy(s).sub(t)).normalize();return new ae(i.clone(),i.dot(t))};class he{constructor(t,e){this.vertices=t,this.shared=e,this.plane=ae.fromPoints(t[0].pos,t[1].pos,t[2].pos)}clone(){return new he(this.vertices.map((t=>t.clone())),this.shared)}flip(){this.vertices.reverse().map((t=>t.flip())),this.plane.flip()}}class le{constructor(t){this.plane=null,this.front=null,this.back=null,this.polygons=[],t&&this.build(t)}clone(){let t=new le;return t.plane=this.plane&&this.plane.clone(),t.front=this.front&&this.front.clone(),t.back=this.back&&this.back.clone(),t.polygons=this.polygons.map((t=>t.clone())),t}invert(){for(let t=0;tnew he(t.vertices.map((t=>new re(t.pos,t.normal,t.uv))),t.shared))))},se.fromGeometry=function(t,e){if(!t.isBufferGeometry)return void console.error("Unsupported CSG input type:"+t.type);let s,i=[],n=t.attributes.position,o=t.attributes.normal,r=t.attributes.uv,a=t.attributes.color;if(t.index)s=t.index.array;else{s=new Array(n.array.length/n.itemSize|0);for(let t=0;t({top:0,array:new Float32Array(t),write:function(t){this.array[this.top++]=t.x,this.array[this.top++]=t.y,this.array[this.top++]=t.z}}),ue=t=>({top:0,array:new Float32Array(t),write:function(t){this.array[this.top++]=t.x,this.array[this.top++]=t.y}});se.toMesh=function(t,e,s){let i,n,o=t.polygons;{let t=0;o.forEach((e=>t+=e.vertices.length-2)),i=new l.u;let e,s=pe(3*t*3),r=pe(3*t*3),a=ue(2*t*3),h=[];if(o.forEach((i=>{let n=i.vertices,o=n.length;void 0!==i.shared&&(h[i.shared]||(h[i.shared]=[])),o&&void 0!==n[0].color&&(e||(e=pe(3*t*3)));for(let t=3;t<=o;t++)void 0!==i.shared&&h[i.shared].push(s.top/3,s.top/3+1,s.top/3+2),s.write(n[0].pos),s.write(n[t-2].pos),s.write(n[t-1].pos),r.write(n[0].normal),r.write(n[t-2].normal),r.write(n[t-1].normal),a.write(n[0].uv),a.write(n[t-2].uv),a.write(n[t-1].uv),e&&(e.write(n[0].color)||e.write(n[t-2].color)||e.write(n[t-1].color))})),i.setAttribute("position",new c.Tl(s.array,3)),i.setAttribute("normal",new c.Tl(r.array,3)),i.setAttribute("uv",new c.Tl(a.array,2)),e&&i.setAttribute("color",new c.Tl(e.array,3)),h.length){let t=[],e=0;for(let s=0;s{t.traverse((t=>t.material=t.material.clone())),s.add(t)})),this.axes=new Jt(this.camera.zoom),this.axes.visible=!1,s.add(this.axes);const j=500,E=new f.c(D.$_.lighting,.7);E.position.set(j,j,j),s.add(E);const k=new f.c(D.$_.lighting,.7);k.position.set(-500,-500,-500),s.add(k),this.render=De.bind(this),this.addSketch=ke.bind(this),this.onHover=Lt.bind(this),this.onPick=zt.bind(this),this.clearSelection=It.bind(this),this.setHover=D.GZ.bind(this),this.awaitSelection=D.FE.bind(this),this.extrude=this.extrude.bind(this),this.obj3d.addEventListener("change",this.render),this.controls.addEventListener("change",this.render),this.controls.addEventListener("start",this.render),window.addEventListener("resize",this.render),this.hovered=[],this.activeSketch=null,this.selected=[],this.mode="",this.store.subscribe(this.reduxCallback.bind(this)),this.render()}reduxCallback(){const t=this.store.getState().ui.selectedList,e=this.store.getState().ui.mode;t!==this.selected&&(this.selected=t),e!==this.mode&&(this.mode=e)}resizeCanvas(t){const e=t.domElement,s=e.clientWidth,i=e.clientHeight,n=e.width!==s||e.height!==i;return n&&t.setSize(s,i,!1),n}clearScene(){const t=this.obj3d.children.splice(1);for(let e=0;e{t.geometry&&t.geometry.dispose(),t.material&&t.material.dispose()}))}newPart(){this.clearScene(),window.id=0,this.sid=1,this.mid=1}loadState(t){this.clearScene();const[e,s,i,n]=JSON.parse(t);window.id=e,this.sid=s,this.mid=i;const o=n.byId;for(let t in o)"s"==t[0]?(o[t].obj3d=loader.parse(o[t].obj3d),this.obj3d.add(o[t].obj3d),o[t]=new Gt(this,o[t]),o[t].obj3d.addEventListener("change",this.render)):"e"==t[0]?(o[t]=loader.parse(n.byId[t]),o[t].userData.inverted&&Zt(o[t].geometry),this.obj3d.add(o[t])):(o[t]=loader.parse(n.byId[t]),this.obj3d.add(o[t]));return n}loadSketch(t){let e=JSON.parse(t);return e.obj3d=loader.parse(e.obj3d),e=new Gt(this,e),e.obj3d.addEventListener("change",this.render),e}extrude(t,e){const s=Vt(t,e);return s.name="e"+this.mid++,this.obj3d.add(s),s}boolOp(t,e,s){let i,n,o=me.fromMesh(t),r=me.fromMesh(e);switch(t.visible=!1,e.visible=!1,t.traverse((t=>t.layers.disable(1))),e.traverse((t=>t.layers.disable(1))),s){case"s":i=o.subtract(r),n="-";break;case"u":i=o.union(r),n="∪";break;case"i":i=o.intersect(r),n="∩"}let a=me.toMesh(i,t.matrix,t.material);a.userData.type="mesh",a.userData.featureInfo=[t.name,e.name,s],a.name=`(${t.name} ${n} ${e.name})`,a.layers.enable(1);const l=new h.w(a.geometry,new v.U);return l.visible=!1,l.userData.type="point",l.layers.enable(1),a.add(l),a}refreshNode(t,{byId:e,tree:s}){let i,n=[t],o=0;for(;o"selpoint"==t.userData.type)))t=new Gt(this),this.obj3d.add(t.obj3d),t.align(...this.selected.map((t=>new w.P(...t.geometry.attributes.position.array).applyMatrix4(t.matrixWorld))));else{if(!this.selected.length||"plane"!=this.selected[0].userData.type)return;t=new Gt(this),t.obj3d.matrix=this.selected[0].matrix,t.plane.applyMatrix4(t.obj3d.matrix),t.obj3d.inverse=t.obj3d.matrix.clone().invert(),this.obj3d.add(t.obj3d)}return this.newSketch=!0,this.clearSelection(),t.obj3d.addEventListener("change",this.render),t}}}]); \ No newline at end of file diff --git a/638.bundle.js b/638.bundle.js new file mode 100644 index 0000000..990da6f --- /dev/null +++ b/638.bundle.js @@ -0,0 +1 @@ +(self.webpackChunk=self.webpackChunk||[]).push([[638],{1929:(e,t,n)=>{"use strict";n.d(t,{V:()=>o});var i=n(9203),r=n(5353),a=n(6881);function o(){r.T.call(this),this.type="Camera",this.matrixWorldInverse=new i.y,this.projectionMatrix=new i.y,this.projectionMatrixInverse=new i.y}o.prototype=Object.assign(Object.create(r.T.prototype),{constructor:o,isCamera:!0,copy:function(e,t){return r.T.prototype.copy.call(this,e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this},getWorldDirection:function(e){void 0===e&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),e=new a.P),this.updateWorldMatrix(!0,!1);const t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()},updateMatrixWorld:function(e){r.T.prototype.updateMatrixWorld.call(this,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()},updateWorldMatrix:function(e,t){r.T.prototype.updateWorldMatrix.call(this,e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()},clone:function(){return(new this.constructor).copy(this)}})},3131:(e,t,n)=>{"use strict";n.d(t,{i:()=>a});var i=n(1929),r=n(5353);class a extends i.V{constructor(e=-1,t=1,n=1,i=-1,r=.1,a=2e3){super(),this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=e,this.right=t,this.top=n,this.bottom=i,this.near=r,this.far=a,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.left=e.left,this.right=e.right,this.top=e.top,this.bottom=e.bottom,this.near=e.near,this.far=e.far,this.zoom=e.zoom,this.view=null===e.view?null:Object.assign({},e.view),this}setViewOffset(e,t,n,i,r,a){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const e=(this.right-this.left)/(2*this.zoom),t=(this.top-this.bottom)/(2*this.zoom),n=(this.right+this.left)/2,i=(this.top+this.bottom)/2;let r=n-e,a=n+e,o=i+t,s=i-t;if(null!==this.view&&this.view.enabled){const e=(this.right-this.left)/this.view.fullWidth/this.zoom,t=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=e*this.view.offsetX,a=r+e*this.view.width,o-=t*this.view.offsetY,s=o-t*this.view.height}this.projectionMatrix.makeOrthographic(r,a,o,s,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=r.T.prototype.toJSON.call(this,e);return t.object.zoom=this.zoom,t.object.left=this.left,t.object.right=this.right,t.object.top=this.top,t.object.bottom=this.bottom,t.object.near=this.near,t.object.far=this.far,null!==this.view&&(t.object.view=Object.assign({},this.view)),t}}a.prototype.isOrthographicCamera=!0},1051:(e,t,n)=>{"use strict";n.d(t,{c:()=>o});var i=n(1929),r=n(5353),a=n(2043);function 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i.F){super(),this.type="LineCurve",this.v1=e,this.v2=t}getPoint(e,t=new i.F){const n=t;return 1===e?n.copy(this.v2):(n.copy(this.v2).sub(this.v1),n.multiplyScalar(e).add(this.v1)),n}getPointAt(e,t){return this.getPoint(e,t)}getTangent(e,t){const n=t||new i.F;return n.copy(this.v2).sub(this.v1).normalize(),n}copy(e){return super.copy(e),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){const e=super.toJSON();return e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}}a.prototype.isLineCurve=!0},4098:(e,t,n)=>{"use strict";n.d(t,{Z:()=>o});var i=n(2514),r=n(3262),a=n(1138);class o extends i.H{constructor(e=new a.F,t=new a.F,n=new a.F){super(),this.type="QuadraticBezierCurve",this.v0=e,this.v1=t,this.v2=n}getPoint(e,t=new a.F){const n=t,i=this.v0,o=this.v1,s=this.v2;return n.set((0,r.rb)(e,i.x,o.x,s.x),(0,r.rb)(e,i.y,o.y,s.y)),n}copy(e){return 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l.n({color:a,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new c.K(f,new s.v({color:a,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(e),this.setLength(n,h,m)}setDirection(e){if(e.y>.99999)this.quaternion.set(0,0,0,1);else if(e.y<-.99999)this.quaternion.set(1,0,0,0);else{h.set(e.z,0,-e.x).normalize();const t=Math.acos(e.y);this.quaternion.setFromAxisAngle(h,t)}}setLength(e,t=.2*e,n=.2*t){this.line.scale.set(1,Math.max(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(n,t,n),this.cone.position.y=e,this.cone.updateMatrix()}setColor(e){this.line.material.color.set(e),this.cone.material.color.set(e)}copy(e){return super.copy(e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this}}},7185:(e,t,n)=>{"use strict";n.d(t,{_:()=>a});var i=n(5353),r=n(3662);class a extends i.T{constructor(e,t=1){super(),this.type="Light",this.color=new r.I(e),this.intensity=t}copy(e){return super.copy(e),this.color.copy(e.color),this.intensity=e.intensity,this}toJSON(e){const t=super.toJSON(e);return t.object.color=this.color.getHex(),t.object.intensity=this.intensity,void 0!==this.groundColor&&(t.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(t.object.distance=this.distance),void 0!==this.angle&&(t.object.angle=this.angle),void 0!==this.decay&&(t.object.decay=this.decay),void 0!==this.penumbra&&(t.object.penumbra=this.penumbra),void 0!==this.shadow&&(t.object.shadow=this.shadow.toJSON()),t}}a.prototype.isLight=!0},3515:(e,t,n)=>{"use strict";n.d(t,{h:()=>d});var i=n(9203),r=n(1138),a=n(6881),o=n(223),s=n(4698);const l=new i.y,c=new a.P,u=new a.P;class d{constructor(e){this.camera=e,this.bias=0,this.normalBias=0,this.radius=1,this.mapSize=new r.F(512,512),this.map=null,this.mapPass=null,this.matrix=new i.y,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new s.i,this._frameExtents=new r.F(1,1),this._viewportCount=1,this._viewports=[new o.L(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(e){const t=this.camera,n=this.matrix;c.setFromMatrixPosition(e.matrixWorld),t.position.copy(c),u.setFromMatrixPosition(e.target.matrixWorld),t.lookAt(u),t.updateMatrixWorld(),l.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse),this._frustum.setFromProjectionMatrix(l),n.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),n.multiply(t.projectionMatrix),n.multiply(t.matrixWorldInverse)}getViewport(e){return this._viewports[e]}getFrameExtents(){return this._frameExtents}copy(e){return this.camera=e.camera.clone(),this.bias=e.bias,this.radius=e.radius,this.mapSize.copy(e.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const e={};return 0!==this.bias&&(e.bias=this.bias),0!==this.normalBias&&(e.normalBias=this.normalBias),1!==this.radius&&(e.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(e.mapSize=this.mapSize.toArray()),e.camera=this.camera.toJSON(!1).object,delete e.camera.matrix,e}}},8490:(e,t,n)=>{"use strict";n.d(t,{c:()=>f});var i=n(7185),r=n(3515),a=n(1051),o=n(9203),s=n(1138),l=n(6881),c=n(223);const u=new o.y,d=new l.P,h=new l.P;class p extends r.h{constructor(){super(new a.c(90,1,.5,500)),this._frameExtents=new s.F(4,2),this._viewportCount=6,this._viewports=[new c.L(2,1,1,1),new c.L(0,1,1,1),new c.L(3,1,1,1),new c.L(1,1,1,1),new c.L(3,0,1,1),new c.L(1,0,1,1)],this._cubeDirections=[new l.P(1,0,0),new l.P(-1,0,0),new l.P(0,0,1),new l.P(0,0,-1),new l.P(0,1,0),new l.P(0,-1,0)],this._cubeUps=[new l.P(0,1,0),new l.P(0,1,0),new l.P(0,1,0),new l.P(0,1,0),new l.P(0,0,1),new l.P(0,0,-1)]}updateMatrices(e,t=0){const 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r={};n.r(r),n.d(r,{BoxBufferGeometry:()=>yt.n,BoxGeometry:()=>yt.D,CircleBufferGeometry:()=>Mt,CircleGeometry:()=>Mt,ConeBufferGeometry:()=>wt,ConeGeometry:()=>wt,CylinderBufferGeometry:()=>St.m,CylinderGeometry:()=>St.f,DodecahedronBufferGeometry:()=>Tt,DodecahedronGeometry:()=>Tt,EdgesGeometry:()=>Et.T,ExtrudeBufferGeometry:()=>Lt.$,ExtrudeGeometry:()=>Lt.O,IcosahedronBufferGeometry:()=>At,IcosahedronGeometry:()=>At,LatheBufferGeometry:()=>Pt,LatheGeometry:()=>Pt,OctahedronBufferGeometry:()=>Rt,OctahedronGeometry:()=>Rt,ParametricBufferGeometry:()=>Ct,ParametricGeometry:()=>Ct,PlaneBufferGeometry:()=>Dt.B,PlaneGeometry:()=>Dt._,PolyhedronBufferGeometry:()=>bt,PolyhedronGeometry:()=>bt,RingBufferGeometry:()=>Nt,RingGeometry:()=>Nt,ShapeBufferGeometry:()=>Ft,ShapeGeometry:()=>Ft,SphereBufferGeometry:()=>Ot,SphereGeometry:()=>Ot,TetrahedronBufferGeometry:()=>Ut,TetrahedronGeometry:()=>Ut,TextBufferGeometry:()=>Gt,TextGeometry:()=>Gt,TorusBufferGeometry:()=>Bt,TorusGeometry:()=>Bt,TorusKnotBufferGeometry:()=>Ht,TorusKnotGeometry:()=>Ht,TubeBufferGeometry:()=>zt,TubeGeometry:()=>zt,WireframeGeometry:()=>kt});var a=n(1661),o=n(140),s=n(3662),l=n(5353),c=n(2010),u=n(6454),d=n(9203);const h=new d.y,p=new d.y,f=[],m=new u.K;function g(e,t,n){u.K.call(this,e,t),this.instanceMatrix=new o.Tl(new Float32Array(16*n),16),this.instanceColor=null,this.count=n,this.frustumCulled=!1}g.prototype=Object.assign(Object.create(u.K.prototype),{constructor:g,isInstancedMesh:!0,copy:function(e){return u.K.prototype.copy.call(this,e),this.instanceMatrix.copy(e.instanceMatrix),null!==e.instanceColor&&(this.instanceColor=e.instanceColor.clone()),this.count=e.count,this},getColorAt:function(e,t){t.fromArray(this.instanceColor.array,3*e)},getMatrixAt:function(e,t){t.fromArray(this.instanceMatrix.array,16*e)},raycast:function(e,t){const n=this.matrixWorld,i=this.count;if(m.geometry=this.geometry,m.material=this.material,void 0!==m.material)for(let r=0;re.far||t.push({distance:s,point:A.clone(),uv:x.C.getUV(A,I,F,O,U,G,B,new v.F),face:null,object:this})}copy(e){return super.copy(e),void 0!==e.center&&this.center.copy(e.center),this.material=e.material,this}}function z(e,t,n,i,r,a){C.subVectors(e,n).addScalar(.5).multiply(i),void 0!==r?(D.x=a*C.x-r*C.y,D.y=r*C.x+a*C.y):D.copy(C),e.copy(t),e.x+=D.x,e.y+=D.y,e.applyMatrix4(N)}H.prototype.isSprite=!0;var k=n(2306),V=n(1301);class W extends V.x{constructor(e,t){super(e,t),this.type="LineLoop"}}W.prototype.isLineLoop=!0;var j=n(5920);const X=new _.P,Y=new _.P;class q extends l.T{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(e){super.copy(e,!1);const t=e.levels;for(let e=0,n=t.length;e0){let n,i;for(n=1,i=t.length;n0){X.setFromMatrixPosition(this.matrixWorld);const n=e.ray.origin.distanceTo(X);this.getObjectForDistance(n).raycast(e,t)}}update(e){const t=this.levels;if(t.length>1){X.setFromMatrixPosition(e.matrixWorld),Y.setFromMatrixPosition(this.matrixWorld);const n=X.distanceTo(Y)/e.zoom;let i,r;for(t[0].object.visible=!0,i=1,r=t.length;i=t[i].distance;i++)t[i-1].object.visible=!1,t[i].object.visible=!0;for(this._currentLevel=i-1;i=i)){l.push(t.times[e]);for(let n=0;na.tracks[e].times[0]&&(s=a.tracks[e].times[0]);for(let e=0;e=i.times[d]){const e=d*l+s,t=e+l-s;h=Ne.arraySlice(i.values,e,t)}else{const e=i.createInterpolant(),t=s,n=l-s;e.evaluate(o),h=Ne.arraySlice(e.resultBuffer,t,n)}if("quaternion"===r){(new De._).fromArray(h).normalize().conjugate().toArray(h)}const p=a.times.length;for(let e=0;e=r)break e;{const o=t[1];e=r)break t}a=n,n=0}}for(;n>>1;et;)--a;if(++a,0!==r||a!==i){r>=a&&(a=Math.max(a,1),r=a-1);const e=this.getValueSize();this.times=Ne.arraySlice(n,r,a),this.values=Ne.arraySlice(this.values,r*e,a*e)}return this}validate(){let e=!0;const t=this.getValueSize();t-Math.floor(t)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);const n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);let a=null;for(let t=0;t!==r;t++){const i=n[t];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,t,i),e=!1;break}if(null!==a&&a>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,t,i,a),e=!1;break}a=i}if(void 0!==i&&Ne.isTypedArray(i))for(let t=0,n=i.length;t!==n;++t){const n=i[t];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,t,n),e=!1;break}}return e}optimize(){const e=Ne.arraySlice(this.times),t=Ne.arraySlice(this.values),n=this.getValueSize(),i=this.getInterpolation()===a.pIN,r=e.length-1;let o=1;for(let a=1;a0){e[o]=e[r];for(let e=r*n,i=o*n,a=0;a!==n;++a)t[i+a]=t[e+a];++o}return o!==e.length?(this.times=Ne.arraySlice(e,0,o),this.values=Ne.arraySlice(t,0,o*n)):(this.times=e,this.values=t),this}clone(){const e=Ne.arraySlice(this.times,0),t=Ne.arraySlice(this.values,0),n=new(0,this.constructor)(this.name,e,t);return n.createInterpolant=this.createInterpolant,n}}Ge.prototype.TimeBufferType=Float32Array,Ge.prototype.ValueBufferType=Float32Array,Ge.prototype.DefaultInterpolation=a.NMF;class Be extends Ge{}Be.prototype.ValueTypeName="bool",Be.prototype.ValueBufferType=Array,Be.prototype.DefaultInterpolation=a.Syv,Be.prototype.InterpolantFactoryMethodLinear=void 0,Be.prototype.InterpolantFactoryMethodSmooth=void 0;class He extends Ge{}He.prototype.ValueTypeName="color";class ze extends Ge{}function ke(e,t,n,i){Ie.call(this,e,t,n,i)}ze.prototype.ValueTypeName="number",ke.prototype=Object.assign(Object.create(Ie.prototype),{constructor:ke,interpolate_:function(e,t,n,i){const r=this.resultBuffer,a=this.sampleValues,o=this.valueSize,s=(n-t)/(i-t);let l=e*o;for(let e=l+o;l!==e;l+=4)De._.slerpFlat(r,0,a,l-o,a,l,s);return r}});class Ve extends Ge{InterpolantFactoryMethodLinear(e){return new ke(this.times,this.values,this.getValueSize(),e)}}Ve.prototype.ValueTypeName="quaternion",Ve.prototype.DefaultInterpolation=a.NMF,Ve.prototype.InterpolantFactoryMethodSmooth=void 0;class We extends Ge{}We.prototype.ValueTypeName="string",We.prototype.ValueBufferType=Array,We.prototype.DefaultInterpolation=a.Syv,We.prototype.InterpolantFactoryMethodLinear=void 0,We.prototype.InterpolantFactoryMethodSmooth=void 0;class je extends Ge{}je.prototype.ValueTypeName="vector";class Xe{constructor(e,t=-1,n,i=a.IFH){this.name=e,this.tracks=n,this.duration=t,this.blendMode=i,this.uuid=M.M.generateUUID(),this.duration<0&&this.resetDuration()}static parse(e){const t=[],n=e.tracks,i=1/(e.fps||1);for(let e=0,r=n.length;e!==r;++e)t.push(Ye(n[e]).scale(i));const r=new this(e.name,e.duration,t,e.blendMode);return r.uuid=e.uuid,r}static toJSON(e){const t=[],n=e.tracks,i={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode};for(let e=0,i=n.length;e!==i;++e)t.push(Ge.toJSON(n[e]));return i}static CreateFromMorphTargetSequence(e,t,n,i){const r=t.length,a=[];for(let e=0;e1){const e=a[1];let t=i[e];t||(i[e]=t=[]),t.push(n)}}const a=[];for(const e in i)a.push(this.CreateFromMorphTargetSequence(e,i[e],t,n));return a}static parseAnimation(e,t){if(!e)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(e,t,n,i,r){if(0!==n.length){const a=[],o=[];Ne.flattenJSON(n,a,o,i),0!==a.length&&r.push(new e(t,a,o))}},i=[],r=e.name||"default",a=e.fps||30,o=e.blendMode;let s=e.length||-1;const l=e.hierarchy||[];for(let e=0;e0:r.vertexColors=e.vertexColors),void 0!==e.uniforms)for(const t in e.uniforms){const i=e.uniforms[t];switch(r.uniforms[t]={},i.type){case"t":r.uniforms[t].value=n(i.value);break;case"c":r.uniforms[t].value=(new s.I).setHex(i.value);break;case"v2":r.uniforms[t].value=(new v.F).fromArray(i.value);break;case"v3":r.uniforms[t].value=(new _.P).fromArray(i.value);break;case"v4":r.uniforms[t].value=(new J.L).fromArray(i.value);break;case"m3":r.uniforms[t].value=(new qe.V).fromArray(i.value);break;case"m4":r.uniforms[t].value=(new d.y).fromArray(i.value);break;default:r.uniforms[t].value=i.value}}if(void 0!==e.defines&&(r.defines=e.defines),void 0!==e.vertexShader&&(r.vertexShader=e.vertexShader),void 0!==e.fragmentShader&&(r.fragmentShader=e.fragmentShader),void 0!==e.extensions)for(const t in e.extensions)r.extensions[t]=e.extensions[t];if(void 0!==e.shading&&(r.flatShading=1===e.shading),void 0!==e.size&&(r.size=e.size),void 0!==e.sizeAttenuation&&(r.sizeAttenuation=e.sizeAttenuation),void 0!==e.map&&(r.map=n(e.map)),void 0!==e.matcap&&(r.matcap=n(e.matcap)),void 0!==e.alphaMap&&(r.alphaMap=n(e.alphaMap)),void 0!==e.bumpMap&&(r.bumpMap=n(e.bumpMap)),void 0!==e.bumpScale&&(r.bumpScale=e.bumpScale),void 0!==e.normalMap&&(r.normalMap=n(e.normalMap)),void 0!==e.normalMapType&&(r.normalMapType=e.normalMapType),void 0!==e.normalScale){let t=e.normalScale;!1===Array.isArray(t)&&(t=[t,t]),r.normalScale=(new v.F).fromArray(t)}return void 0!==e.displacementMap&&(r.displacementMap=n(e.displacementMap)),void 0!==e.displacementScale&&(r.displacementScale=e.displacementScale),void 0!==e.displacementBias&&(r.displacementBias=e.displacementBias),void 0!==e.roughnessMap&&(r.roughnessMap=n(e.roughnessMap)),void 0!==e.metalnessMap&&(r.metalnessMap=n(e.metalnessMap)),void 0!==e.emissiveMap&&(r.emissiveMap=n(e.emissiveMap)),void 0!==e.emissiveIntensity&&(r.emissiveIntensity=e.emissiveIntensity),void 0!==e.specularMap&&(r.specularMap=n(e.specularMap)),void 0!==e.envMap&&(r.envMap=n(e.envMap)),void 0!==e.envMapIntensity&&(r.envMapIntensity=e.envMapIntensity),void 0!==e.reflectivity&&(r.reflectivity=e.reflectivity),void 0!==e.refractionRatio&&(r.refractionRatio=e.refractionRatio),void 0!==e.lightMap&&(r.lightMap=n(e.lightMap)),void 0!==e.lightMapIntensity&&(r.lightMapIntensity=e.lightMapIntensity),void 0!==e.aoMap&&(r.aoMap=n(e.aoMap)),void 0!==e.aoMapIntensity&&(r.aoMapIntensity=e.aoMapIntensity),void 0!==e.gradientMap&&(r.gradientMap=n(e.gradientMap)),void 0!==e.clearcoatMap&&(r.clearcoatMap=n(e.clearcoatMap)),void 0!==e.clearcoatRoughnessMap&&(r.clearcoatRoughnessMap=n(e.clearcoatRoughnessMap)),void 0!==e.clearcoatNormalMap&&(r.clearcoatNormalMap=n(e.clearcoatNormalMap)),void 0!==e.clearcoatNormalScale&&(r.clearcoatNormalScale=(new v.F).fromArray(e.clearcoatNormalScale)),void 0!==e.transmission&&(r.transmission=e.transmission),void 0!==e.transmissionMap&&(r.transmissionMap=n(e.transmissionMap)),r}setTextures(e){return this.textures=e,this}}const ft=function(e){const t=e.lastIndexOf("/");return-1===t?"./":e.substr(0,t+1)};var mt=n(4699);function gt(){y.u.call(this),this.type="InstancedBufferGeometry",this.instanceCount=1/0}function vt(e,t,n,i){"number"==typeof n&&(i=n,n=!1,console.error("THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.")),o.Tl.call(this,e,t,n),this.meshPerAttribute=i||1}gt.prototype=Object.assign(Object.create(y.u.prototype),{constructor:gt,isInstancedBufferGeometry:!0,copy:function(e){return y.u.prototype.copy.call(this,e),this.instanceCount=e.instanceCount,this},clone:function(){return(new this.constructor).copy(this)},toJSON:function(){const e=y.u.prototype.toJSON.call(this);return e.instanceCount=this.instanceCount,e.isInstancedBufferGeometry=!0,e}}),vt.prototype=Object.assign(Object.create(o.Tl.prototype),{constructor:vt,isInstancedBufferAttribute:!0,copy:function(e){return o.Tl.prototype.copy.call(this,e),this.meshPerAttribute=e.meshPerAttribute,this},toJSON:function(){const e=o.Tl.prototype.toJSON.call(this);return e.meshPerAttribute=this.meshPerAttribute,e.isInstancedBufferAttribute=!0,e}});var _t=n(392);class xt extends Re{constructor(e){super(e)}load(e,t,n,i){const r=this,a=new Ze(r.manager);a.setPath(r.path),a.setRequestHeader(r.requestHeader),a.setWithCredentials(r.withCredentials),a.load(e,(function(n){try{t(r.parse(JSON.parse(n)))}catch(t){i?i(t):console.error(t),r.manager.itemError(e)}}),n,i)}parse(e){const t={},n={};function i(e,i){if(void 0!==t[i])return t[i];const r=e.interleavedBuffers[i],a=function(e,t){if(void 0!==n[t])return n[t];const i=e.arrayBuffers[t],r=new Uint32Array(i).buffer;return n[t]=r,r}(e,r.buffer),o=new S((0,_t.rf)(r.type,a),r.stride);return o.uuid=r.uuid,t[i]=o,o}const r=e.isInstancedBufferGeometry?new gt:new y.u,a=e.data.index;if(void 0!==a){const e=(0,_t.rf)(a.type,a.array);r.setIndex(new o.Tl(e,1))}const s=e.data.attributes;for(const t in s){const n=s[t];let a;if(n.isInterleavedBufferAttribute){a=new b(i(e.data,n.data),n.itemSize,n.offset,n.normalized)}else{const e=(0,_t.rf)(n.type,n.array);a=new(n.isInstancedBufferAttribute?vt:o.Tl)(e,n.itemSize,n.normalized)}void 0!==n.name&&(a.name=n.name),r.setAttribute(t,a)}const l=e.data.morphAttributes;if(l)for(const t in l){const n=l[t],a=[];for(let t=0,r=n.length;t.9&&o<.1&&(t<.2&&(a[e+0]+=1),n<.2&&(a[e+2]+=1),i<.2&&(a[e+4]+=1))}}()}(),this.setAttribute("position",new o.a$(r,3)),this.setAttribute("normal",new o.a$(r.slice(),3)),this.setAttribute("uv",new o.a$(a,2)),0===i?this.computeVertexNormals():this.normalizeNormals()}}class Tt extends bt{constructor(e=1,t=0){const n=(1+Math.sqrt(5))/2,i=1/n;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,t),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t}}}var Et=n(1516),Lt=n(7060);class At extends bt{constructor(e=1,t=0){const n=(1+Math.sqrt(5))/2;super([-1,n,0,1,n,0,-1,-n,0,1,-n,0,0,-1,n,0,1,n,0,-1,-n,0,1,-n,n,0,-1,n,0,1,-n,0,-1,-n,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],e,t),this.type="IcosahedronGeometry",this.parameters={radius:e,detail:t}}}class Pt extends y.u{constructor(e,t=12,n=0,i=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:e,segments:t,phiStart:n,phiLength:i},t=Math.floor(t),i=M.M.clamp(i,0,2*Math.PI);const r=[],a=[],s=[],l=1/t,c=new _.P,u=new v.F;for(let r=0;r<=t;r++){const o=n+r*l*i,d=Math.sin(o),h=Math.cos(o);for(let n=0;n<=e.length-1;n++)c.x=e[n].x*d,c.y=e[n].y,c.z=e[n].x*h,a.push(c.x,c.y,c.z),u.x=r/t,u.y=n/(e.length-1),s.push(u.x,u.y)}for(let n=0;n=0?(e(i-l,o,d),h.subVectors(u,d)):(e(i+l,o,d),h.subVectors(d,u)),o-l>=0?(e(i,o-l,d),p.subVectors(u,d)):(e(i,o+l,d),p.subVectors(d,u)),c.crossVectors(h,p).normalize(),a.push(c.x,c.y,c.z),s.push(i,o)}}for(let e=0;e0)&&p.push(t,r,s),(e!==n-1||l0){const n=new Ae(t);r=new Ce(n),r.setCrossOrigin(this.crossOrigin);for(let t=0,n=e.length;t{"use strict";n.d(t,{v:()=>o});var i=n(4164),r=n(1661),a=n(3662);class o extends i.F{constructor(e){super(),this.type="MeshBasicMaterial",this.color=new a.I(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=r.Ns1,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this}}o.prototype.isMeshBasicMaterial=!0},2114:(e,t,n)=>{"use strict";n.d(t,{l:()=>a});var i=n(4164),r=n(1661);class a extends i.F{constructor(e){super(),this.type="MeshDepthMaterial",this.depthPacking=r.z81,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(e)}copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}}a.prototype.isMeshDepthMaterial=!0},7683:(e,t,n)=>{"use strict";n.d(t,{L:()=>a});var i=n(4164),r=n(6881);class a extends i.F{constructor(e){super(),this.type="MeshDistanceMaterial",this.referencePosition=new r.P,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(e)}copy(e){return super.copy(e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}}a.prototype.isMeshDistanceMaterial=!0},461:(e,t,n)=>{"use strict";n.d(t,{x:()=>s});var i=n(1661),r=n(4164),a=n(1138),o=n(3662);class s extends r.F{constructor(e){super(),this.type="MeshPhongMaterial",this.color=new o.I(16777215),this.specular=new o.I(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new o.I(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=i.IOt,this.normalScale=new a.F(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=i.Ns1,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this.flatShading=e.flatShading,this}}s.prototype.isMeshPhongMaterial=!0},4698:(e,t,n)=>{"use strict";n.d(t,{i:()=>l});var i=n(6881),r=n(4699),a=n(1158);const o=new r.a,s=new i.P;class l{constructor(e=new a.J,t=new a.J,n=new a.J,i=new a.J,r=new a.J,o=new a.J){this.planes=[e,t,n,i,r,o]}set(e,t,n,i,r,a){const o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(n),o[3].copy(i),o[4].copy(r),o[5].copy(a),this}copy(e){const t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){const t=this.planes,n=e.elements,i=n[0],r=n[1],a=n[2],o=n[3],s=n[4],l=n[5],c=n[6],u=n[7],d=n[8],h=n[9],p=n[10],f=n[11],m=n[12],g=n[13],v=n[14],_=n[15];return t[0].setComponents(o-i,u-s,f-d,_-m).normalize(),t[1].setComponents(o+i,u+s,f+d,_+m).normalize(),t[2].setComponents(o+r,u+l,f+h,_+g).normalize(),t[3].setComponents(o-r,u-l,f-h,_-g).normalize(),t[4].setComponents(o-a,u-c,f-p,_-v).normalize(),t[5].setComponents(o+a,u+c,f+p,_+v).normalize(),this}intersectsObject(e){const t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),o.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(o)}intersectsSprite(e){return o.center.set(0,0,0),o.radius=.7071067811865476,o.applyMatrix4(e.matrixWorld),this.intersectsSphere(o)}intersectsSphere(e){const t=this.planes,n=e.center,i=-e.radius;for(let e=0;e<6;e++){if(t[e].distanceToPoint(n)0?e.max.x:e.min.x,s.y=i.normal.y>0?e.max.y:e.min.y,s.z=i.normal.z>0?e.max.z:e.min.z,i.distanceToPoint(s)<0)return!1}return!0}containsPoint(e){const t=this.planes;for(let n=0;n<6;n++)if(t[n].distanceToPoint(e)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}},1158:(e,t,n)=>{"use strict";n.d(t,{J:()=>l});var i=n(1273),r=n(6881);const a=new r.P,o=new r.P,s=new i.V;class l{constructor(e=new r.P(1,0,0),t=0){this.normal=e,this.constant=t}set(e,t){return this.normal.copy(e),this.constant=t,this}setComponents(e,t,n,i){return this.normal.set(e,t,n),this.constant=i,this}setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}setFromCoplanarPoints(e,t,n){const i=a.subVectors(n,t).cross(o.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(i,e),this}copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this}normalize(){const e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(e){return this.normal.dot(e)+this.constant}distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius}projectPoint(e,t){return void 0===t&&(console.warn("THREE.Plane: .projectPoint() target is now required"),t=new r.P),t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)}intersectLine(e,t){void 0===t&&(console.warn("THREE.Plane: .intersectLine() target is now required"),t=new r.P);const n=e.delta(a),i=this.normal.dot(n);if(0===i)return 0===this.distanceToPoint(e.start)?t.copy(e.start):void 0;const o=-(e.start.dot(this.normal)+this.constant)/i;return o<0||o>1?void 0:t.copy(n).multiplyScalar(o).add(e.start)}intersectsLine(e){const t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return void 0===e&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),e=new r.P),e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const n=t||s.getNormalMatrix(e),i=this.coplanarPoint(a).applyMatrix4(e),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return(new this.constructor).copy(this)}}l.prototype.isPlane=!0},8121:(e,t,n)=>{"use strict";n.d(t,{C:()=>m});var i=n(6881),r=n(1158);const a=new i.P,o=new i.P,s=new i.P,l=new i.P,c=new i.P,u=new i.P,d=new i.P,h=new i.P,p=new i.P,f=new i.P;class m{constructor(e=new i.P,t=new i.P,n=new i.P){this.a=e,this.b=t,this.c=n}static getNormal(e,t,n,r){void 0===r&&(console.warn("THREE.Triangle: .getNormal() target is now required"),r=new i.P),r.subVectors(n,t),a.subVectors(e,t),r.cross(a);const o=r.lengthSq();return o>0?r.multiplyScalar(1/Math.sqrt(o)):r.set(0,0,0)}static getBarycoord(e,t,n,r,l){a.subVectors(r,t),o.subVectors(n,t),s.subVectors(e,t);const c=a.dot(a),u=a.dot(o),d=a.dot(s),h=o.dot(o),p=o.dot(s),f=c*h-u*u;if(void 0===l&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),l=new i.P),0===f)return l.set(-2,-1,-1);const m=1/f,g=(h*d-u*p)*m,v=(c*p-u*d)*m;return l.set(1-g-v,v,g)}static containsPoint(e,t,n,i){return this.getBarycoord(e,t,n,i,l),l.x>=0&&l.y>=0&&l.x+l.y<=1}static getUV(e,t,n,i,r,a,o,s){return this.getBarycoord(e,t,n,i,l),s.set(0,0),s.addScaledVector(r,l.x),s.addScaledVector(a,l.y),s.addScaledVector(o,l.z),s}static isFrontFacing(e,t,n,i){return a.subVectors(n,t),o.subVectors(e,t),a.cross(o).dot(i)<0}set(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this}setFromPointsAndIndices(e,t,n,i){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[i]),this}clone(){return(new this.constructor).copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return a.subVectors(this.c,this.b),o.subVectors(this.a,this.b),.5*a.cross(o).length()}getMidpoint(e){return void 0===e&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),e=new i.P),e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return m.getNormal(this.a,this.b,this.c,e)}getPlane(e){return void 0===e&&(console.warn("THREE.Triangle: .getPlane() target is now required"),e=new r.J),e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return m.getBarycoord(e,this.a,this.b,this.c,t)}getUV(e,t,n,i,r){return m.getUV(e,this.a,this.b,this.c,t,n,i,r)}containsPoint(e){return m.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return m.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),t=new i.P);const n=this.a,r=this.b,a=this.c;let o,s;c.subVectors(r,n),u.subVectors(a,n),h.subVectors(e,n);const l=c.dot(h),m=u.dot(h);if(l<=0&&m<=0)return t.copy(n);p.subVectors(e,r);const g=c.dot(p),v=u.dot(p);if(g>=0&&v<=g)return t.copy(r);const _=l*v-g*m;if(_<=0&&l>=0&&g<=0)return o=l/(l-g),t.copy(n).addScaledVector(c,o);f.subVectors(e,a);const x=c.dot(f),y=u.dot(f);if(y>=0&&x<=y)return t.copy(a);const M=x*m-l*y;if(M<=0&&m>=0&&y<=0)return s=m/(m-y),t.copy(n).addScaledVector(u,s);const S=g*y-x*v;if(S<=0&&v-g>=0&&x-y>=0)return d.subVectors(a,r),s=(v-g)/(v-g+(x-y)),t.copy(r).addScaledVector(d,s);const w=1/(S+M+_);return o=M*w,s=_*w,t.copy(n).addScaledVector(c,o).addScaledVector(u,s)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}},2010:(e,t,n)=>{"use strict";n.d(t,{Z:()=>r});var i=n(5353);class r extends i.T{constructor(){super(),this.type="Group"}}r.prototype.isGroup=!0},5920:(e,t,n)=>{"use strict";n.d(t,{e:()=>l});var i=n(1301),r=n(6881),a=n(140);const o=new r.P,s=new r.P;function l(e,t){i.x.call(this,e,t),this.type="LineSegments"}l.prototype=Object.assign(Object.create(i.x.prototype),{constructor:l,isLineSegments:!0,computeLineDistances:function(){const e=this.geometry;if(e.isBufferGeometry)if(null===e.index){const t=e.attributes.position,n=[];for(let e=0,i=t.count;e{"use strict";n.d(t,{K:()=>R});var i=n(6881),r=n(1138),a=n(4699),o=n(7540),s=n(9203),l=n(5353),c=n(8121),u=n(1661),d=n(6173),h=n(9046);const p=new s.y,f=new o.z,m=new a.a,g=new i.P,v=new i.P,_=new i.P,x=new i.P,y=new i.P,M=new i.P,S=new i.P,w=new i.P,b=new i.P,T=new r.F,E=new r.F,L=new r.F,A=new i.P,P=new i.P;function R(e=new h.u,t=new d.v){l.T.call(this),this.type="Mesh",this.geometry=e,this.material=t,this.updateMorphTargets()}function C(e,t,n,a,o,s,l,d,h,p,f,m){g.fromBufferAttribute(o,p),v.fromBufferAttribute(o,f),_.fromBufferAttribute(o,m);const R=e.morphTargetInfluences;if(t.morphTargets&&s&&R){S.set(0,0,0),w.set(0,0,0),b.set(0,0,0);for(let e=0,t=s.length;en.far?null:{distance:c,point:P.clone(),object:e}}(e,t,n,a,g,v,_,A);if(C){d&&(T.fromBufferAttribute(d,p),E.fromBufferAttribute(d,f),L.fromBufferAttribute(d,m),C.uv=c.C.getUV(A,g,v,_,T,E,L,new r.F)),h&&(T.fromBufferAttribute(h,p),E.fromBufferAttribute(h,f),L.fromBufferAttribute(h,m),C.uv2=c.C.getUV(A,g,v,_,T,E,L,new r.F));const e={a:p,b:f,c:m,normal:new i.P,materialIndex:0};c.C.getNormal(g,v,_,e.normal),C.face=e}return C}R.prototype=Object.assign(Object.create(l.T.prototype),{constructor:R,isMesh:!0,copy:function(e){return l.T.prototype.copy.call(this,e),void 0!==e.morphTargetInfluences&&(this.morphTargetInfluences=e.morphTargetInfluences.slice()),void 0!==e.morphTargetDictionary&&(this.morphTargetDictionary=Object.assign({},e.morphTargetDictionary)),this.material=e.material,this.geometry=e.geometry,this},updateMorphTargets:function(){const e=this.geometry;if(e.isBufferGeometry){const t=e.morphAttributes,n=Object.keys(t);if(n.length>0){const e=t[n[0]];if(void 0!==e){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,n=e.length;t0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}},raycast:function(e,t){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),m.copy(n.boundingSphere),m.applyMatrix4(r),!1===e.ray.intersectsSphere(m))return;if(p.copy(r).invert(),f.copy(e.ray).applyMatrix4(p),null!==n.boundingBox&&!1===f.intersectsBox(n.boundingBox))return;let a;if(n.isBufferGeometry){const r=n.index,o=n.attributes.position,s=n.morphAttributes.position,l=n.morphTargetsRelative,c=n.attributes.uv,u=n.attributes.uv2,d=n.groups,h=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,p=d.length;n{"use strict";n.d(t,{C:()=>Ot});var i=n(1661),r=n(2043),a=n(3993),o=n(4698),s=n(9203),l=n(1138),c=n(6881),u=n(223),d=n(3662);function h(){let e=null,t=!1,n=null,i=null;function r(t,a){n(t,a),i=e.requestAnimationFrame(r)}return{start:function(){!0!==t&&null!==n&&(i=e.requestAnimationFrame(r),t=!0)},stop:function(){e.cancelAnimationFrame(i),t=!1},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function p(e,t){const n=t.isWebGL2,i=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),i.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);const n=i.get(t);n&&(e.deleteBuffer(n.buffer),i.delete(t))},update:function(t,r){if(t.isGLBufferAttribute){const e=i.get(t);return void((!e||e.version 0.0 ) {\n\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\n\t}\n\n\treturn distanceFalloff;\n\n#else\n\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n\t}\n\n\treturn 1.0;\n\n#endif\n\n}\n\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\n\treturn RECIPROCAL_PI * diffuseColor;\n\n} // validated\n\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\n\t// Original approximation by Christophe Schlick \'94\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH \'13)\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n\n} // validated\n\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\n\t// See F_Schlick\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\n\treturn Fr * fresnel + F0;\n\n}\n\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (34)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is "roughness squared" in Disney’s reparameterization\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\n\t// geometry term (normalized) = G(l)⋅G(v) / 4(n⋅l)(n⋅v)\n\t// also see #12151\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\n\treturn 1.0 / ( gl * gv );\n\n} // validated\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\n\treturn 0.5 / max( gv + gl, EPSILON );\n\n}\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is "roughness squared" in Disney’s reparameterization\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\n\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n\n}\n\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\n\tfloat alpha = pow2( roughness ); // UE4\'s roughness\n\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\n\tfloat D = D_GGX( alpha, dotNH );\n\n\treturn F * ( G * D );\n\n} // validated\n\n// Rect Area Light\n\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\n// by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt\n// code: https://github.com/selfshadow/ltc_code/\n\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\n\tfloat dotNV = saturate( dot( N, V ) );\n\n\t// texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\n\treturn uv;\n\n}\n\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\n\t// Real-Time Area Lighting: a Journey from Research to Production (p.102)\n\t// An approximation of the form factor of a horizon-clipped rectangle.\n\n\tfloat l = length( f );\n\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n\n}\n\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\n\tfloat x = dot( v1, v2 );\n\n\tfloat y = abs( x );\n\n\t// rational polynomial approximation to theta / sin( theta ) / 2PI\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\n\treturn cross( v1, v2 ) * theta_sintheta;\n\n}\n\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\n\t// bail if point is on back side of plane of light\n\t// assumes ccw winding order of light vertices\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\n\t// construct orthonormal basis around N\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system\n\n\t// compute transform\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\n\t// transform rect\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\n\t// project rect onto sphere\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\n\t// calculate vector form factor\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\n\t// adjust for horizon clipping\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\n/*\n\t// alternate method of adjusting for horizon clipping (see referece)\n\t// refactoring required\n\tfloat len = length( vectorFormFactor );\n\tfloat z = vectorFormFactor.z / len;\n\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\n\t// tabulated horizon-clipped sphere, apparently...\n\tvec2 uv = vec2( z * 0.5 + 0.5, len );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\n\tfloat scale = texture2D( ltc_2, uv ).w;\n\n\tfloat result = len * scale;\n*/\n\n\treturn vec3( result );\n\n}\n\n// End Rect Area Light\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\n\treturn specularColor * brdf.x + brdf.y;\n\n} // validated\n\n// Fdez-Agüera\'s "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"\n// Approximates multiscattering in order to preserve energy.\n// http://www.jcgt.org/published/0008/01/03/\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619; // 1/21\n\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* const in float dotNL, const in float dotNV */ ) {\n\n\t// geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)\n\treturn 0.25;\n\n}\n\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\n\t//float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\t//float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\n\treturn F * ( G * D );\n\n} // validated\n\n// source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\n\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n\n#if defined( USE_SHEEN )\n\n// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L94\nfloat D_Charlie(float roughness, float NoH) {\n\t// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\n\n// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L136\nfloat V_Neubelt(float NoV, float NoL) {\n\t// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\n\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n\n}\n\n#endif\n',bumpmap_pars_fragment:"\n#ifdef USE_BUMPMAP\n\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\n\t// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen\n\t// http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf\n\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n\tvec2 dHdxy_fwd() {\n\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n\t\treturn vec2( dBx, dBy );\n\n\t}\n\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\n\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\t\t// normalized\n\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\n\t}\n\n#endif\n",clipping_planes_fragment:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvec4 plane;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\n\t\tbool clipped = true;\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t\tif ( clipped ) discard;\n\n\t#endif\n\n#endif\n",clipping_planes_pars_fragment:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvarying vec3 vClipPosition;\n\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n\n#endif\n",clipping_planes_pars_vertex:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvarying vec3 vClipPosition;\n\n#endif\n",clipping_planes_vertex:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvClipPosition = - mvPosition.xyz;\n\n#endif\n",color_fragment:"\n#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif\n",color_pars_fragment:"\n#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n",color_pars_vertex:"\n#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\n\tvarying vec3 vColor;\n\n#endif\n",color_vertex:"\n#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\n\tvColor = vec3( 1.0 );\n\n#endif\n\n#ifdef USE_COLOR\n\n\tvColor.xyz *= color.xyz;\n\n#endif\n\n#ifdef USE_INSTANCING_COLOR\n\n\tvColor.xyz *= instanceColor.xyz;\n\n#endif\n",common:"\n#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n\n#ifndef saturate\n// may have defined saturate() already\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\n\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\n// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.\n// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\n\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\n\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\n\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n}\n\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t// dir can be either a direction vector or a normal vector\n\t// upper-left 3x3 of matrix is assumed to be orthogonal\n\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\n\treturn - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n\nmat3 transposeMat3( const in mat3 m ) {\n\n\tmat3 tmp;\n\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\n\treturn tmp;\n\n}\n\n// https://en.wikipedia.org/wiki/Relative_luminance\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\n\treturn dot( weights, color.rgb );\n\n}\n\nbool isPerspectiveMatrix( mat4 m ) {\n\n\treturn m[ 2 ][ 3 ] == - 1.0;\n\n}\n\nvec2 equirectUv( in vec3 dir ) {\n\n\t// dir is assumed to be unit length\n\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\n\treturn vec2( u, v );\n\n}\n",cube_uv_reflection_fragment:"\n#ifdef ENVMAP_TYPE_CUBE_UV\n\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\n\t// These shader functions convert between the UV coordinates of a single face of\n\t// a cubemap, the 0-5 integer index of a cube face, and the direction vector for\n\t// sampling a textureCube (not generally normalized ).\n\n\tfloat getFace( vec3 direction ) {\n\n\t\tvec3 absDirection = abs( direction );\n\n\t\tfloat face = - 1.0;\n\n\t\tif ( absDirection.x > absDirection.z ) {\n\n\t\t\tif ( absDirection.x > absDirection.y )\n\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\n\t\t\telse\n\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\n\t\t} else {\n\n\t\t\tif ( absDirection.z > absDirection.y )\n\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\n\t\t\telse\n\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\n\t\t}\n\n\t\treturn face;\n\n\t}\n\n\t// RH coordinate system; PMREM face-indexing convention\n\tvec2 getUV( vec3 direction, float face ) {\n\n\t\tvec2 uv;\n\n\t\tif ( face == 0.0 ) {\n\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x\n\n\t\t} else if ( face == 1.0 ) {\n\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y\n\n\t\t} else if ( face == 2.0 ) {\n\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z\n\n\t\t} else if ( face == 3.0 ) {\n\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x\n\n\t\t} else if ( face == 4.0 ) {\n\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y\n\n\t\t} else {\n\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z\n\n\t\t}\n\n\t\treturn 0.5 * ( uv + 1.0 );\n\n\t}\n\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\n\t\tfloat face = getFace( direction );\n\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\n\t\tfloat faceSize = exp2( mipInt );\n\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\n\t\tvec2 f = fract( uv );\n\n\t\tuv += 0.5 - f;\n\n\t\tif ( face > 2.0 ) {\n\n\t\t\tuv.y += faceSize;\n\n\t\t\tface -= 3.0;\n\n\t\t}\n\n\t\tuv.x += face * faceSize;\n\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\n\t\t}\n\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\n\t\tuv *= texelSize;\n\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tuv.x += texelSize;\n\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tuv.y += texelSize;\n\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tuv.x -= texelSize;\n\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tvec3 tm = mix( tl, tr, f.x );\n\n\t\tvec3 bm = mix( bl, br, f.x );\n\n\t\treturn mix( tm, bm, f.y );\n\n\t}\n\n\t// These defines must match with PMREMGenerator\n\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\n\tfloat roughnessToMip( float roughness ) {\n\n\t\tfloat mip = 0.0;\n\n\t\tif ( roughness >= r1 ) {\n\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\n\t\t} else if ( roughness >= r4 ) {\n\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\n\t\t} else if ( roughness >= r5 ) {\n\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\n\t\t} else if ( roughness >= r6 ) {\n\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\n\t\t} else {\n\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness ); // 1.16 = 1.79^0.25\n\t\t}\n\n\t\treturn mip;\n\n\t}\n\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\n\t\tfloat mipF = fract( mip );\n\n\t\tfloat mipInt = floor( mip );\n\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\n\t\tif ( mipF == 0.0 ) {\n\n\t\t\treturn vec4( color0, 1.0 );\n\n\t\t} else {\n\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\n\t\t}\n\n\t}\n\n#endif\n",defaultnormal_vertex:"\nvec3 transformedNormal = objectNormal;\n\n#ifdef USE_INSTANCING\n\n\t// this is in lieu of a per-instance normal-matrix\n\t// shear transforms in the instance matrix are not supported\n\n\tmat3 m = mat3( instanceMatrix );\n\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\n\ttransformedNormal = m * transformedNormal;\n\n#endif\n\ntransformedNormal = normalMatrix * transformedNormal;\n\n#ifdef FLIP_SIDED\n\n\ttransformedNormal = - transformedNormal;\n\n#endif\n\n#ifdef USE_TANGENT\n\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\n\t#ifdef FLIP_SIDED\n\n\t\ttransformedTangent = - transformedTangent;\n\n\t#endif\n\n#endif\n",displacementmap_pars_vertex:"\n#ifdef USE_DISPLACEMENTMAP\n\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n\n#endif\n",displacementmap_vertex:"\n#ifdef USE_DISPLACEMENTMAP\n\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n\n#endif\n",emissivemap_fragment:"\n#ifdef USE_EMISSIVEMAP\n\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n\n#endif\n",emissivemap_pars_fragment:"\n#ifdef USE_EMISSIVEMAP\n\n\tuniform sampler2D emissiveMap;\n\n#endif\n",encodings_fragment:"\ngl_FragColor = linearToOutputTexel( gl_FragColor );\n",encodings_pars_fragment:"\n// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\n\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\n\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\n\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\n\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\n\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\n\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\n\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n\t// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\n\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\n\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\t// NOTE: The implementation with min causes the shader to not compile on\n\t// a common Alcatel A502DL in Chrome 78/Android 8.1. Some research suggests \n\t// that the chipset is Mediatek MT6739 w/ IMG PowerVR GE8100 GPU.\n\t// D = min( floor( D ) / 255.0, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\n\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\n\n// M matrix, for encoding\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\n\n// Inverse M matrix, for decoding\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}\n",envmap_fragment:"\n#ifdef USE_ENVMAP\n\n\t#ifdef ENV_WORLDPOS\n\n\t\tvec3 cameraToFrag;\n\n\t\tif ( isOrthographic ) {\n\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\n\t\t} else {\n\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\n\t\t}\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\n\t#else\n\n\t\tvec4 envColor = vec4( 0.0 );\n\n\t#endif\n\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\n\t\tenvColor = envMapTexelToLinear( envColor );\n\n\t#endif\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n",envmap_common_pars_fragment:"\n#ifdef USE_ENVMAP\n\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif\n",envmap_pars_fragment:"\n#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\t#define ENV_WORLDPOS\n\n\t#endif\n\n\t#ifdef ENV_WORLDPOS\n\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n\n#endif\n",envmap_pars_vertex:"\n#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\n\t\t#define ENV_WORLDPOS\n\n\t#endif\n\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\n\t#endif\n\n#endif\n",envmap_physical_pars_fragment:"\n#if defined( USE_ENVMAP )\n\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\n\tvec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {\n\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\n\t\t\t// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level\n\t\t\t// of a specular cubemap, or just the default level of a specially created irradiance cubemap.\n\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\n\t\t\t#else\n\n\t\t\t\t// force the bias high to get the last LOD level as it is the most blurred.\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\n\t\t\t#endif\n\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\n\t\t#else\n\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\n\t\t#endif\n\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\n\t}\n\n\t// Trowbridge-Reitz distribution to Mip level, following the logic of http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\n\t\t// clamp to allowable LOD ranges.\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\n\t}\n\n\tvec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\n\t\t\t// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\n\t\t#endif\n\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\n\t\t\t#else\n\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\n\t\t\t#endif\n\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\n\t\t#endif\n\n\t\treturn envMapColor.rgb * envMapIntensity;\n\n\t}\n\n#endif\n",envmap_vertex:"\n#ifdef USE_ENVMAP\n\n\t#ifdef ENV_WORLDPOS\n\n\t\tvWorldPosition = worldPosition.xyz;\n\n\t#else\n\n\t\tvec3 cameraToVertex;\n\n\t\tif ( isOrthographic ) {\n\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\n\t\t} else {\n\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\t\t}\n\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#endif\n\n#endif\n",fog_vertex:"\n#ifdef USE_FOG\n\n\tfogDepth = - mvPosition.z;\n\n#endif\n",fog_pars_vertex:"\n#ifdef USE_FOG\n\n\tvarying float fogDepth;\n\n#endif\n",fog_fragment:"\n#ifdef USE_FOG\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\n\t#endif\n\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\n#endif\n",fog_pars_fragment:"\n#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\n\t#endif\n\n#endif\n",gradientmap_pars_fragment:"\n\n#ifdef USE_GRADIENTMAP\n\n\tuniform sampler2D gradientMap;\n\n#endif\n\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\n\t// dotNL will be from -1.0 to 1.0\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\n\t#ifdef USE_GRADIENTMAP\n\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\n\t#else\n\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\n\t#endif\n\n}\n",lightmap_fragment:"\n#ifdef USE_LIGHTMAP\n\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage\n\n#endif\n",lightmap_pars_fragment:"\n#ifdef USE_LIGHTMAP\n\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n\n#endif\n",lights_lambert_vertex:"\nvec3 diffuse = vec3( 1.0 );\n\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\n\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\n\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\n\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\n\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n\n#ifdef DOUBLE_SIDED\n\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n\n#endif\n\n#if NUM_POINT_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\n\t\t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if NUM_SPOT_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n/*\n#if NUM_RECT_AREA_LIGHTS > 0\n\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\t// TODO (abelnation): implement\n\n\t}\n\n#endif\n*/\n\n#if NUM_DIR_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\n\t\t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if NUM_HEMI_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\n\t\t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n",lights_pars_begin:"\nuniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\n\n// get the irradiance (radiance convolved with cosine lobe) at the point 'normal' on the unit sphere\n// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\n\t// normal is assumed to have unit length\n\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\n\t// band 0\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\n\t// band 1\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\n\t// band 2\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\n\treturn result;\n\n}\n\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\n\treturn irradiance;\n\n}\n\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\n\tvec3 irradiance = ambientLightColor;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI;\n\n\t#endif\n\n\treturn irradiance;\n\n}\n\n#if NUM_DIR_LIGHTS > 0\n\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\n\t}\n\n#endif\n\n\n#if NUM_POINT_LIGHTS > 0\n\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\n\t}\n\n#endif\n\n\n#if NUM_SPOT_LIGHTS > 0\n\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\n\t\tif ( angleCos > spotLight.coneCos ) {\n\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\n\t\t} else {\n\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\n\t\t}\n\t}\n\n#endif\n\n\n#if NUM_RECT_AREA_LIGHTS > 0\n\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\n\t// Pre-computed values of LinearTransformedCosine approximation of BRDF\n\t// BRDF approximation Texture is 64x64\n\tuniform sampler2D ltc_1; // RGBA Float\n\tuniform sampler2D ltc_2; // RGBA Float\n\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n\n#endif\n\n\n#if NUM_HEMI_LIGHTS > 0\n\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\t\tirradiance *= PI;\n\n\t\t#endif\n\n\t\treturn irradiance;\n\n\t}\n\n#endif\n",lights_toon_fragment:"\nToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\n",lights_toon_pars_fragment:"\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n\nstruct ToonMaterial {\n\n\tvec3 diffuseColor;\n\n};\n\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI; // punctual light\n\n\t#endif\n\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n\n#define Material_LightProbeLOD( material )\t(0)\n",lights_phong_fragment:"\nBlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",lights_phong_pars_fragment:"\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n\nstruct BlinnPhongMaterial {\n\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n\n};\n\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI; // punctual light\n\n\t#endif\n\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n\n}\n\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n\n#define Material_LightProbeLOD( material )\t(0)\n",lights_physical_fragment:"\nPhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\n\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\n\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.\nmaterial.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n\n#ifdef REFLECTIVITY\n\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\n#else\n\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n\n#endif\n\n#ifdef CLEARCOAT\n\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\n\t#ifdef USE_CLEARCOATMAP\n\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\n\t#endif\n\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\n\t#endif\n\n\tmaterial.clearcoat = saturate( material.clearcoat ); // Burley clearcoat model\n\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n\n#endif\n\n#ifdef USE_SHEEN\n\n\tmaterial.sheenColor = sheen;\n\n#endif\n",lights_physical_pars_fragment:"\nstruct PhysicalMaterial {\n\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n\n};\n\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\n\n// Clear coat directional hemishperical reflectance (this approximation should be improved)\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n\n}\n\n#if NUM_RECT_AREA_LIGHTS > 0\n\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction\n\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\n\t\t// LTC Fresnel Approximation by Stephen Hill\n\t\t// http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\n\t}\n\n#endif\n\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\n\tvec3 irradiance = dotNL * directLight.color;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI; // punctual light\n\n\t#endif\n\n\t#ifdef CLEARCOAT\n\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\t\tccIrradiance *= PI; // punctual light\n\n\t\t#endif\n\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\n\t#else\n\n\t\tfloat clearcoatDHR = 0.0;\n\n\t#endif\n\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\n\t#ifdef CLEARCOAT\n\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\n\t#else\n\n\t\tfloat clearcoatDHR = 0.0;\n\n\t#endif\n\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\n\t// Both indirect specular and indirect diffuse light accumulate here\n\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n\n// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n\n}\n",lights_fragment_begin:"\n/**\n * This is a template that can be used to light a material, it uses pluggable\n * RenderEquations (RE)for specific lighting scenarios.\n *\n * Instructions for use:\n * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined\n * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???\n * - Create a material parameter that is to be passed as the third parameter to your lighting functions.\n *\n * TODO:\n * - Add area light support.\n * - Add sphere light support.\n * - Add diffuse light probe (irradiance cubemap) support.\n */\n\nGeometricContext geometry;\n\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n#ifdef CLEARCOAT\n\n\tgeometry.clearcoatNormal = clearcoatNormal;\n\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_fragment_maps:"\n#if defined( RE_IndirectDiffuse )\n\n\t#ifdef USE_LIGHTMAP\n\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\t\tlightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage\n\n\t\t#endif\n\n\t\tirradiance += lightMapIrradiance;\n\n\t#endif\n\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );\n\n\t#endif\n\n#endif\n\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\n\tradiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\n\t#ifdef CLEARCOAT\n\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\n\t#endif\n\n#endif\n",lights_fragment_end:"\n#if defined( RE_IndirectDiffuse )\n\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n\n#endif\n",logdepthbuf_fragment:"\n#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\n\t// Doing a strict comparison with == 1.0 can cause noise artifacts\n\t// on some platforms. See issue #17623.\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n\n#endif\n",logdepthbuf_pars_fragment:"\n#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n\n#endif\n",logdepthbuf_pars_vertex:"\n#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\n\t#else\n\n\t\tuniform float logDepthBufFC;\n\n\t#endif\n\n#endif\n",logdepthbuf_vertex:"\n#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\n\t#else\n\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\n\t\t\tgl_Position.z *= gl_Position.w;\n\n\t\t}\n\n\t#endif\n\n#endif\n",map_fragment:"\n#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n\n#endif\n",map_pars_fragment:"\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n",map_particle_fragment:"\n#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\n#endif\n\n#ifdef USE_MAP\n\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n\n#endif\n\n#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n\n#endif\n",map_particle_pars_fragment:"\n#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\tuniform mat3 uvTransform;\n\n#endif\n\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n\n#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n",metalnessmap_fragment:"\nfloat metalnessFactor = metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n",metalnessmap_pars_fragment:"\n#ifdef USE_METALNESSMAP\n\n\tuniform sampler2D metalnessMap;\n\n#endif\n",morphnormal_vertex:"\n#ifdef USE_MORPHNORMALS\n\n\t// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:\n\t// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in normal = sum((target - base) * influence)\n\t// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\n#endif\n",morphtarget_pars_vertex:"\n#ifdef USE_MORPHTARGETS\n\n\tuniform float morphTargetBaseInfluence;\n\n\t#ifndef USE_MORPHNORMALS\n\n\t\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\t\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif\n",morphtarget_vertex:"\n#ifdef USE_MORPHTARGETS\n\n\t// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:\n\t// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in position = sum((target - base) * influence)\n\t// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n",normal_fragment_begin:"\nfloat faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n\n#ifdef FLAT_SHADED\n\n\t// Workaround for Adreno GPUs not able to do dFdx( vViewPosition )\n\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#else\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * faceDirection;\n\n\t#endif\n\n\t#ifdef USE_TANGENT\n\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\n\t\t#endif\n\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\n\t\t#endif\n\n\t#endif\n\n#endif\n\n// non perturbed normal for clearcoat among others\n\nvec3 geometryNormal = normal;\n\n",normal_fragment_maps:"\n\n#ifdef OBJECTSPACE_NORMALMAP\n\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\n\n\t#ifdef FLIP_SIDED\n\n\t\tnormal = - normal;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * faceDirection;\n\n\t#endif\n\n\tnormal = normalize( normalMatrix * normal );\n\n#elif defined( TANGENTSPACE_NORMALMAP )\n\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\n\t#ifdef USE_TANGENT\n\n\t\tnormal = normalize( vTBN * mapN );\n\n\t#else\n\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\n\t#endif\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n\n#endif\n",normalmap_pars_fragment:"\n#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n#endif\n\n#ifdef OBJECTSPACE_NORMALMAP\n\n\tuniform mat3 normalMatrix;\n\n#endif\n\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\n\t// Normal Mapping Without Precomputed Tangents\n\t// http://www.thetenthplanet.de/archives/1180\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\n\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 N = surf_norm; // normalized\n\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\n\t}\n\n#endif\n",clearcoat_normal_fragment_begin:"\n#ifdef CLEARCOAT\n\n\tvec3 clearcoatNormal = geometryNormal;\n\n#endif\n",clearcoat_normal_fragment_maps:"\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\n\t#ifdef USE_TANGENT\n\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\n\t#else\n\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\n\t#endif\n\n#endif\n",clearcoat_pars_fragment:"\n\n#ifdef USE_CLEARCOATMAP\n\n\tuniform sampler2D clearcoatMap;\n\n#endif\n\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\tuniform sampler2D clearcoatRoughnessMap;\n\n#endif\n\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n\n#endif\n",packing:"\nvec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\n\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\n\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\n\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\n\nconst float ShiftRight8 = 1. / 256.;\n\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\n\treturn r * PackUpscale;\n}\n\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\n\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\n\n// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions\n\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\n\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n",premultiplied_alpha_fragment:"\n#ifdef PREMULTIPLIED_ALPHA\n\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\n\tgl_FragColor.rgb *= gl_FragColor.a;\n\n#endif\n",project_vertex:"\nvec4 mvPosition = vec4( transformed, 1.0 );\n\n#ifdef USE_INSTANCING\n\n\tmvPosition = instanceMatrix * mvPosition;\n\n#endif\n\nmvPosition = modelViewMatrix * mvPosition;\n\ngl_Position = projectionMatrix * mvPosition;\n",dithering_fragment:"\n#ifdef DITHERING\n\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n\n#endif\n",dithering_pars_fragment:"\n#ifdef DITHERING\n\n\t// based on https://www.shadertoy.com/view/MslGR8\n\tvec3 dithering( vec3 color ) {\n\t\t//Calculate grid position\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\n\t\t//Shift the individual colors differently, thus making it even harder to see the dithering pattern\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\n\t\t//modify shift acording to grid position.\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\n\t\t//shift the color by dither_shift\n\t\treturn color + dither_shift_RGB;\n\t}\n\n#endif\n",roughnessmap_fragment:"\nfloat roughnessFactor = roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n",roughnessmap_pars_fragment:"\n#ifdef USE_ROUGHNESSMAP\n\n\tuniform sampler2D roughnessMap;\n\n#endif\n",shadowmap_pars_fragment:"\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): create uniforms for area light shadows\n\n\t#endif\n\t*/\n\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\n\t}\n\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\n\t}\n\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\n\t\tfloat occlusion = 1.0;\n\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\n\t\tfloat hard_shadow = step( compare , distribution.x ); // Hard Shadow\n\n\t\tif (hard_shadow != 1.0 ) {\n\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance ); // Chebeyshevs inequality\n\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); // 0.3 reduces light bleed\n\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\n\t\t}\n\t\treturn occlusion;\n\n\t}\n\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\n\t\tfloat shadow = 1.0;\n\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\n\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\n\t\t#else // no percentage-closer filtering:\n\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\n\t\t#endif\n\n\t\t}\n\n\t\treturn shadow;\n\n\t}\n\n\t// cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\n\t// vector suitable for 2D texture mapping. This code uses the following layout for the\n\t// 2D texture:\n\t//\n\t// xzXZ\n\t// y Y\n\t//\n\t// Y - Positive y direction\n\t// y - Negative y direction\n\t// X - Positive x direction\n\t// x - Negative x direction\n\t// Z - Positive z direction\n\t// z - Negative z direction\n\t//\n\t// Source and test bed:\n\t// https://gist.github.com/tschw/da10c43c467ce8afd0c4\n\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\n\t\t// Number of texels to avoid at the edge of each square\n\n\t\tvec3 absV = abs( v );\n\n\t\t// Intersect unit cube\n\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\n\t\t// Apply scale to avoid seams\n\n\t\t// two texels less per square (one texel will do for NEAREST)\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\n\t\t// Unwrap\n\n\t\t// space: -1 ... 1 range for each square\n\t\t//\n\t\t// #X##\t\tdim := ( 4 , 2 )\n\t\t// # #\t\tcenter := ( 1 , 1 )\n\n\t\tvec2 planar = v.xy;\n\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\n\t\tif ( absV.z >= almostOne ) {\n\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\n\t\t} else if ( absV.x >= almostOne ) {\n\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\n\t\t} else if ( absV.y >= almostOne ) {\n\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\n\t\t}\n\n\t\t// Transform to UV space\n\n\t\t// scale := 0.5 / dim\n\t\t// translate := ( center + 0.5 ) / dim\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\n\t}\n\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\n\t\t// for point lights, the uniform @vShadowCoord is re-purposed to hold\n\t\t// the vector from the light to the world-space position of the fragment.\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\n\t\t// dp = normalized distance from light to fragment position\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp?\n\t\tdp += shadowBias;\n\n\t\t// bd3D = base direction 3D\n\t\tvec3 bd3D = normalize( lightToPosition );\n\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\n\t\t#else // no percentage-closer filtering\n\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\n\t\t#endif\n\n\t}\n\n#endif\n",shadowmap_pars_vertex:"\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): uniforms for area light shadows\n\n\t#endif\n\t*/\n\n#endif\n",shadowmap_vertex:"\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\t// Offsetting the position used for querying occlusion along the world normal can be used to reduce shadow acne.\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\n\t#endif\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): update vAreaShadowCoord with area light info\n\n\t#endif\n\t*/\n\n#endif\n",shadowmask_pars_fragment:"\nfloat getShadowMask() {\n\n\tfloat shadow = 1.0;\n\n\t#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\tDirectionalLightShadow directionalLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\tSpotLightShadow spotLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\tPointLightShadow pointLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): update shadow for Area light\n\n\t#endif\n\t*/\n\n\t#endif\n\n\treturn shadow;\n\n}\n",skinbase_vertex:"\n#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif\n",skinning_pars_vertex:"\n#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n",skinning_vertex:"\n#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n\n#endif\n",skinnormal_vertex:"\n#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n\t#ifdef USE_TANGENT\n\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\n\t#endif\n\n#endif\n",specularmap_fragment:"\nfloat specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif\n",specularmap_pars_fragment:"\n#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif\n",tonemapping_fragment:"\n#if defined( TONE_MAPPING )\n\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n",tonemapping_pars_fragment:"\n#ifndef saturate\n// may have defined saturate() already\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n\nuniform float toneMappingExposure;\n\n// exposure only\nvec3 LinearToneMapping( vec3 color ) {\n\n\treturn toneMappingExposure * color;\n\n}\n\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\nvec3 ReinhardToneMapping( vec3 color ) {\n\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n\n}\n\n// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\n\t// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n\n}\n\n// source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\nvec3 RRTAndODTFit( vec3 v ) {\n\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n\n}\n\n// this implementation of ACES is modified to accommodate a brighter viewing environment.\n// the scale factor of 1/0.6 is subjective. see discussion in #19621.\n\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\n\t// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ), // transposed from source\n\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\n\t// ODT_SAT => XYZ => D60_2_D65 => sRGB\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ), // transposed from source\n\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\n\tcolor *= toneMappingExposure / 0.6;\n\n\tcolor = ACESInputMat * color;\n\n\t// Apply RRT and ODT\n\tcolor = RRTAndODTFit( color );\n\n\tcolor = ACESOutputMat * color;\n\n\t// Clamp to [0, 1]\n\treturn saturate( color );\n\n}\n\nvec3 CustomToneMapping( vec3 color ) { return color; }\n",transmissionmap_fragment:"\n#ifdef USE_TRANSMISSIONMAP\n\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n\n#endif\n",transmissionmap_pars_fragment:"\n#ifdef USE_TRANSMISSIONMAP\n\n\tuniform sampler2D transmissionMap;\n\n#endif\n",uv_pars_fragment:"\n#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\n\tvarying vec2 vUv;\n\n#endif\n",uv_pars_vertex:"\n#ifdef USE_UV\n\n\t#ifdef UVS_VERTEX_ONLY\n\n\t\tvec2 vUv;\n\n\t#else\n\n\t\tvarying vec2 vUv;\n\n\t#endif\n\n\tuniform mat3 uvTransform;\n\n#endif\n",uv_vertex:"\n#ifdef USE_UV\n\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n#endif\n",uv2_pars_fragment:"\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif\n",uv2_pars_vertex:"\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n\tuniform mat3 uv2Transform;\n\n#endif\n",uv2_vertex:"\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n\n#endif\n",worldpos_vertex:"\n#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\n\t#ifdef USE_INSTANCING\n\n\t\tworldPosition = instanceMatrix * worldPosition;\n\n\t#endif\n\n\tworldPosition = modelMatrix * worldPosition;\n\n#endif\n",background_frag:"\nuniform sampler2D t2D;\n\nvarying vec2 vUv;\n\nvoid main() {\n\n\tvec4 texColor = texture2D( t2D, vUv );\n\n\tgl_FragColor = mapTexelToLinear( texColor );\n\n\t#include \n\t#include \n\n}\n",background_vert:"\nvarying vec2 vUv;\nuniform mat3 uvTransform;\n\nvoid main() {\n\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n\n}\n",cube_frag:"\n#include \nuniform float opacity;\n\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\n\t#include \n\t#include \n\n}\n",cube_vert:"\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t#include \n\t#include \n\n\tgl_Position.z = gl_Position.w; // set z to camera.far\n\n}\n",depth_frag:"\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n",depth_vert:"\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\n// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.\n// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for\n// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include \n\n\t#include \n\n\t#ifdef USE_DISPLACEMENTMAP\n\n\t\t#include \n\t\t#include \n\t\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n",distanceRGBA_frag:"\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main () {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include \n\t#include \n\t#include \n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n",distanceRGBA_vert:"\n#define DISTANCE\n\nvarying vec3 vWorldPosition;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\t#include \n\n\t#ifdef USE_DISPLACEMENTMAP\n\n\t\t#include \n\t\t#include \n\t\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvWorldPosition = worldPosition.xyz;\n\n}\n",equirect_frag:"\nuniform sampler2D tEquirect;\n\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvec3 direction = normalize( vWorldDirection );\n\n\tvec2 sampleUV = equirectUv( direction );\n\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\n\tgl_FragColor = mapTexelToLinear( texColor );\n\n\t#include \n\t#include \n\n}\n",equirect_vert:"\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t#include \n\t#include \n\n}\n",linedashed_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\nuniform float dashSize;\nuniform float totalSize;\n\nvarying float vLineDistance;\n\n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\n\t\tdiscard;\n\n\t}\n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\n\toutgoingLight = diffuseColor.rgb; // simple shader\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",linedashed_vert:"\nuniform float scale;\nattribute float lineDistance;\n\nvarying float vLineDistance;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tvLineDistance = scale * lineDistance;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshbasic_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\n\t// accumulation (baked indirect lighting only)\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\n\t#else\n\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\n\t#endif\n\n\t// modulation\n\t#include \n\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshbasic_vert:"\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifdef USE_ENVMAP\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshlambert_frag:"\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\n\t#ifdef DOUBLE_SIDED\n\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\n\t#else\n\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\n\t#endif\n\n\t#include \n\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\n\t#else\n\n\t\treflectedLight.directDiffuse = vLightFront;\n\n\t#endif\n\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\n\t// modulation\n\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n",meshlambert_vert:"\n#define LAMBERT\n\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n",meshmatcap_frag:"\n#define MATCAP\n\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n\n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks\n\n\t#ifdef USE_MATCAP\n\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\n\t#else\n\n\t\tvec4 matcapColor = vec4( 1.0 );\n\n\t#endif\n\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshmatcap_vert:"\n#define MATCAP\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\t\tvNormal = normalize( transformedNormal );\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n}\n",meshtoon_frag:"\n#define TOON\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// modulation\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshtoon_vert:"\n#define TOON\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include \n\t#include \n\t#include \n\n}\n",meshphong_frag:"\n#define PHONG\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// modulation\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshphong_vert:"\n#define PHONG\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshphysical_frag:"\n#define STANDARD\n\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// modulation\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n\t// this is a stub for the transmission model\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshphysical_vert:"\n#define STANDARD\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n\t#ifdef USE_TANGENT\n\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\n\t#endif\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include \n\t#include \n\t#include \n\n}\n",normal_frag:"\n#define NORMAL\n\nuniform float opacity;\n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\n\tvarying vec3 vViewPosition;\n\n#endif\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\n}\n",normal_vert:"\n#define NORMAL\n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\n\tvarying vec3 vViewPosition;\n\n#endif\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n\t#ifdef USE_TANGENT\n\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\n\t#endif\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\n\tvViewPosition = - mvPosition.xyz;\n\n#endif\n\n}\n",points_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\toutgoingLight = diffuseColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",points_vert:"\nuniform float size;\nuniform float scale;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\tgl_PointSize = size;\n\n\t#ifdef USE_SIZEATTENUATION\n\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",shadow_frag:"\nuniform vec3 color;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\n\t#include \n\t#include \n\t#include \n\n}\n",shadow_vert:"\n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\n}\n",sprite_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\toutgoingLight = diffuseColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\n}\n",sprite_vert:"\nuniform float rotation;\nuniform vec2 center;\n\n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\n\t#ifndef USE_SIZEATTENUATION\n\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\n\t#endif\n\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\n\tmvPosition.xy += rotatedPosition;\n\n\tgl_Position = projectionMatrix * mvPosition;\n\n\t#include \n\t#include \n\t#include \n\n}\n"};var x=n(6682),y=n(1273);const M={common:{diffuse:{value:new d.I(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new y.V},uv2Transform:{value:new y.V},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new l.F(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new d.I(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new d.I(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y.V}},sprite:{diffuse:{value:new d.I(15658734)},opacity:{value:1},center:{value:new l.F(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y.V}}},S={basic:{uniforms:(0,x.Rh)([M.common,M.specularmap,M.envmap,M.aomap,M.lightmap,M.fog]),vertexShader:_.meshbasic_vert,fragmentShader:_.meshbasic_frag},lambert:{uniforms:(0,x.Rh)([M.common,M.specularmap,M.envmap,M.aomap,M.lightmap,M.emissivemap,M.fog,M.lights,{emissive:{value:new d.I(0)}}]),vertexShader:_.meshlambert_vert,fragmentShader:_.meshlambert_frag},phong:{uniforms:(0,x.Rh)([M.common,M.specularmap,M.envmap,M.aomap,M.lightmap,M.emissivemap,M.bumpmap,M.normalmap,M.displacementmap,M.fog,M.lights,{emissive:{value:new d.I(0)},specular:{value:new 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bt=n(2114),Tt=n(7683),Et=n(9046);function Lt(e,t,n){let r=new o.i;const a=new l.F,s=new l.F,c=new u.L,d=[],h=[],p={},f={0:i._Li,1:i.Wl3,2:i.ehD},m=new g.j({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new l.F},radius:{value:4}},vertexShader:"\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}\n",fragmentShader:"\nuniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n\n#include \n\nvoid main() {\n\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\n\t// This seems totally useless but it's a crazy work around for a Adreno compiler bug\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\n\t\t#ifdef HORIZONTAL_PASS\n\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\n\t\t#else\n\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\n\t\t#endif\n\n\t}\n\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n\n}\n"}),_=m.clone();_.defines.HORIZONTAL_PASS=1;const x=new Et.u;x.setAttribute("position",new H.Tl(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const y=new v.K(x,m),M=this;function S(n,i){const r=t.update(y);m.uniforms.shadow_pass.value=n.map.texture,m.uniforms.resolution.value=n.mapSize,m.uniforms.radius.value=n.radius,e.setRenderTarget(n.mapPass),e.clear(),e.renderBufferDirect(i,null,r,m,y,null),_.uniforms.shadow_pass.value=n.mapPass.texture,_.uniforms.resolution.value=n.mapSize,_.uniforms.radius.value=n.radius,e.setRenderTarget(n.map),e.clear(),e.renderBufferDirect(i,null,r,_,y,null)}function w(e,t,n){const r=e<<0|t<<1|n<<2;let a=d[r];return void 0===a&&(a=new bt.l({depthPacking:i.mSO,morphTargets:e,skinning:t}),d[r]=a),a}function b(e,t,n){const i=e<<0|t<<1|n<<2;let r=h[i];return void 0===r&&(r=new Tt.L({morphTargets:e,skinning:t}),h[i]=r),r}function T(t,n,r,a,o,s,l){let c=null,u=w,d=t.customDepthMaterial;if(!0===a.isPointLight&&(u=b,d=t.customDistanceMaterial),void 0===d){let e=!1;!0===r.morphTargets&&(e=n.morphAttributes&&n.morphAttributes.position&&n.morphAttributes.position.length>0);let i=!1;!0===t.isSkinnedMesh&&(!0===r.skinning?i=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",t));c=u(e,i,!0===t.isInstancedMesh)}else c=d;if(e.localClippingEnabled&&!0===r.clipShadows&&0!==r.clippingPlanes.length){const e=c.uuid,t=r.uuid;let n=p[e];void 0===n&&(n={},p[e]=n);let i=n[t];void 0===i&&(i=c.clone(),n[t]=i),c=i}return c.visible=r.visible,c.wireframe=r.wireframe,l===i.dwk?c.side=null!==r.shadowSide?r.shadowSide:r.side:c.side=null!==r.shadowSide?r.shadowSide:f[r.side],c.clipShadows=r.clipShadows,c.clippingPlanes=r.clippingPlanes,c.clipIntersection=r.clipIntersection,c.wireframeLinewidth=r.wireframeLinewidth,c.linewidth=r.linewidth,!0===a.isPointLight&&!0===c.isMeshDistanceMaterial&&(c.referencePosition.setFromMatrixPosition(a.matrixWorld),c.nearDistance=o,c.farDistance=s),c}function E(n,a,o,s,l){if(!1===n.visible)return;if(n.layers.test(a.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&l===i.dwk)&&(!n.frustumCulled||r.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(o.matrixWorldInverse,n.matrixWorld);const i=t.update(n),r=n.material;if(Array.isArray(r)){const t=i.groups;for(let a=0,c=t.length;an||a.y>n)&&(a.x>n&&(s.x=Math.floor(n/f.x),a.x=s.x*f.x,h.mapSize.x=s.x),a.y>n&&(s.y=Math.floor(n/f.y),a.y=s.y*f.y,h.mapSize.y=s.y)),null===h.map&&!h.isPointLightShadow&&this.type===i.dwk){const e={minFilter:i.wem,magFilter:i.wem,format:i.wk1};h.map=new C(a.x,a.y,e),h.map.texture.name=d.name+".shadowMap",h.mapPass=new C(a.x,a.y,e),h.camera.updateProjectionMatrix()}if(null===h.map){const e={minFilter:i.TyD,magFilter:i.TyD,format:i.wk1};h.map=new C(a.x,a.y,e),h.map.texture.name=d.name+".shadowMap",h.camera.updateProjectionMatrix()}e.setRenderTarget(h.map),e.clear();const m=h.getViewportCount();for(let e=0;e=1):-1!==A.indexOf("OpenGL ES")&&(L=parseFloat(/^OpenGL ES (\d)/.exec(A)[1]),E=L>=2);let P=null,R={};const C=new u.L,D=new u.L;function N(t,n,i){const r=new Uint8Array(4),a=e.createTexture();e.bindTexture(t,a),e.texParameteri(t,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(t,e.TEXTURE_MAG_FILTER,e.NEAREST);for(let t=0;ti||e.height>i)&&(a=i/Math.max(e.width,e.height)),a<1||!0===t){if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){const i=t?r.M.floorPowerOfTwo:Math.floor,o=i(a*e.width),s=i(a*e.height);void 0===m&&(m=v(o,s));const l=n?v(o,s):m;l.width=o,l.height=s;return l.getContext("2d").drawImage(e,0,0,o,s),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+e.width+"x"+e.height+") to ("+o+"x"+s+")."),l}return"data"in e&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+e.width+"x"+e.height+")."),e}return e}function x(e){return r.M.isPowerOfTwo(e.width)&&r.M.isPowerOfTwo(e.height)}function y(e,t){return e.generateMipmaps&&t&&e.minFilter!==i.TyD&&e.minFilter!==i.wem}function M(t,n,i,r){e.generateMipmap(t);a.get(n).__maxMipLevel=Math.log2(Math.max(i,r))}function S(n,i,r){if(!1===c)return i;if(null!==n){if(void 0!==e[n])return e[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+n+"'")}let a=i;return i===e.RED&&(r===e.FLOAT&&(a=e.R32F),r===e.HALF_FLOAT&&(a=e.R16F),r===e.UNSIGNED_BYTE&&(a=e.R8)),i===e.RGB&&(r===e.FLOAT&&(a=e.RGB32F),r===e.HALF_FLOAT&&(a=e.RGB16F),r===e.UNSIGNED_BYTE&&(a=e.RGB8)),i===e.RGBA&&(r===e.FLOAT&&(a=e.RGBA32F),r===e.HALF_FLOAT&&(a=e.RGBA16F),r===e.UNSIGNED_BYTE&&(a=e.RGBA8)),a!==e.R16F&&a!==e.R32F&&a!==e.RGBA16F&&a!==e.RGBA32F||t.get("EXT_color_buffer_float"),a}function w(t){return t===i.TyD||t===i.YLQ||t===i.aH4?e.NEAREST:e.LINEAR}function b(t){const n=t.target;n.removeEventListener("dispose",b),function(t){const n=a.get(t);if(void 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r=a.get(t);if(t.isVideoTexture&&function(e){const t=l.render.frame;f.get(e)!==t&&(f.set(e,t),e.update())}(t),t.version>0&&r.__version!==t.version){const e=t.image;if(void 0===e)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined");else{if(!1!==e.complete)return void N(r,t,i);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}n.activeTexture(e.TEXTURE0+i),n.bindTexture(e.TEXTURE_2D,r.__webglTexture)}function A(t,r){const o=a.get(t);t.version>0&&o.__version!==t.version?function(t,r,a){if(6!==r.image.length)return;D(t,r),n.activeTexture(e.TEXTURE0+a),n.bindTexture(e.TEXTURE_CUBE_MAP,t.__webglTexture),e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,r.flipY),e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.premultiplyAlpha),e.pixelStorei(e.UNPACK_ALIGNMENT,r.unpackAlignment),e.pixelStorei(e.UNPACK_COLORSPACE_CONVERSION_WEBGL,e.NONE);const 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o=e.TEXTURE_2D;r.isDataTexture2DArray&&(o=e.TEXTURE_2D_ARRAY),r.isDataTexture3D&&(o=e.TEXTURE_3D),D(t,r),n.activeTexture(e.TEXTURE0+a),n.bindTexture(o,t.__webglTexture),e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,r.flipY),e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.premultiplyAlpha),e.pixelStorei(e.UNPACK_ALIGNMENT,r.unpackAlignment),e.pixelStorei(e.UNPACK_COLORSPACE_CONVERSION_WEBGL,e.NONE);const l=function(e){return!c&&(e.wrapS!==i.uWy||e.wrapT!==i.uWy||e.minFilter!==i.TyD&&e.minFilter!==i.wem)}(r)&&!1===x(r.image),u=_(r.image,l,!1,h),d=x(u)||c,p=s.convert(r.format);let f,m=s.convert(r.type),g=S(r.internalFormat,p,m);C(o,r,d);const v=r.mipmaps;if(r.isDepthTexture)g=e.DEPTH_COMPONENT,c?g=r.type===i.VzW?e.DEPTH_COMPONENT32F:r.type===i.JQ4?e.DEPTH_COMPONENT24:r.type===i.wJv?e.DEPTH24_STENCIL8:e.DEPTH_COMPONENT16:r.type===i.VzW&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),r.format===i.qkB&&g===e.DEPTH_COMPONENT&&r.type!==i.LsT&&r.type!==i.JQ4&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),r.type=i.LsT,m=s.convert(r.type)),r.format===i.brP&&g===e.DEPTH_COMPONENT&&(g=e.DEPTH_STENCIL,r.type!==i.wJv&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),r.type=i.wJv,m=s.convert(r.type))),n.texImage2D(e.TEXTURE_2D,0,g,u.width,u.height,0,p,m,null);else if(r.isDataTexture)if(v.length>0&&d){for(let t=0,i=v.length;t0&&d){for(let t=0,i=v.length;t=u&&console.warn("THREE.WebGLTextures: Trying to use "+e+" texture units while this GPU supports only "+u),E+=1,e},this.resetTextureUnits=function(){E=0},this.setTexture2D=L,this.setTexture2DArray=function(t,i){const r=a.get(t);t.version>0&&r.__version!==t.version?N(r,t,i):(n.activeTexture(e.TEXTURE0+i),n.bindTexture(e.TEXTURE_2D_ARRAY,r.__webglTexture))},this.setTexture3D=function(t,i){const r=a.get(t);t.version>0&&r.__version!==t.version?N(r,t,i):(n.activeTexture(e.TEXTURE0+i),n.bindTexture(e.TEXTURE_3D,r.__webglTexture))},this.setTextureCube=A,this.setupRenderTarget=function(t){const r=t.texture,o=a.get(t),u=a.get(r);t.addEventListener("dispose",T),u.__webglTexture=e.createTexture(),l.memory.textures++;const d=!0===t.isWebGLCubeRenderTarget,h=!0===t.isWebGLMultisampleRenderTarget,p=r.isDataTexture3D||r.isDataTexture2DArray,f=x(t)||c;if(!c||r.format!==i.UCm||r.type!==i.VzW&&r.type!==i.cLu||(r.format=i.wk1,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),d){o.__webglFramebuffer=[];for(let t=0;t<6;t++)o.__webglFramebuffer[t]=e.createFramebuffer()}else if(o.__webglFramebuffer=e.createFramebuffer(),h)if(c){o.__webglMultisampledFramebuffer=e.createFramebuffer(),o.__webglColorRenderbuffer=e.createRenderbuffer(),e.bindRenderbuffer(e.RENDERBUFFER,o.__webglColorRenderbuffer);const n=s.convert(r.format),i=s.convert(r.type),a=S(r.internalFormat,n,i),l=U(t);e.renderbufferStorageMultisample(e.RENDERBUFFER,l,a,t.width,t.height),e.bindFramebuffer(e.FRAMEBUFFER,o.__webglMultisampledFramebuffer),e.framebufferRenderbuffer(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.RENDERBUFFER,o.__webglColorRenderbuffer),e.bindRenderbuffer(e.RENDERBUFFER,null),t.depthBuffer&&(o.__webglDepthRenderbuffer=e.createRenderbuffer(),F(o.__webglDepthRenderbuffer,t,!0)),e.bindFramebuffer(e.FRAMEBUFFER,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");if(d){n.bindTexture(e.TEXTURE_CUBE_MAP,u.__webglTexture),C(e.TEXTURE_CUBE_MAP,r,f);for(let n=0;n<6;n++)I(o.__webglFramebuffer[n],t,e.COLOR_ATTACHMENT0,e.TEXTURE_CUBE_MAP_POSITIVE_X+n);y(r,f)&&M(e.TEXTURE_CUBE_MAP,r,t.width,t.height),n.bindTexture(e.TEXTURE_CUBE_MAP,null)}else{let i=e.TEXTURE_2D;if(p)if(c){i=r.isDataTexture3D?e.TEXTURE_3D:e.TEXTURE_2D_ARRAY}else console.warn("THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.");n.bindTexture(i,u.__webglTexture),C(i,r,f),I(o.__webglFramebuffer,t,e.COLOR_ATTACHMENT0,i),y(r,f)&&M(e.TEXTURE_2D,r,t.width,t.height),n.bindTexture(e.TEXTURE_2D,null)}t.depthBuffer&&O(t)},this.updateRenderTargetMipmap=function(t){const i=t.texture;if(y(i,x(t)||c)){const r=t.isWebGLCubeRenderTarget?e.TEXTURE_CUBE_MAP:e.TEXTURE_2D,o=a.get(i).__webglTexture;n.bindTexture(r,o),M(r,i,t.width,t.height),n.bindTexture(r,null)}},this.updateMultisampleRenderTarget=function(t){if(t.isWebGLMultisampleRenderTarget)if(c){const n=a.get(t);e.bindFramebuffer(e.READ_FRAMEBUFFER,n.__webglMultisampledFramebuffer),e.bindFramebuffer(e.DRAW_FRAMEBUFFER,n.__webglFramebuffer);const i=t.width,r=t.height;let o=e.COLOR_BUFFER_BIT;t.depthBuffer&&(o|=e.DEPTH_BUFFER_BIT),t.stencilBuffer&&(o|=e.STENCIL_BUFFER_BIT),e.blitFramebuffer(0,0,i,r,0,0,i,r,o,e.NEAREST),e.bindFramebuffer(e.FRAMEBUFFER,n.__webglMultisampledFramebuffer)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.")},this.safeSetTexture2D=function(e,t){e&&e.isWebGLRenderTarget&&(!1===G&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),G=!0),e=e.texture),L(e,t)},this.safeSetTextureCube=function(e,t){e&&e.isWebGLCubeRenderTarget&&(!1===B&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. 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e.RGBA_INTEGER;if(n===i.wuA||n===i.BFQ||n===i.v3W||n===i.ILR){if(a=t.get("WEBGL_compressed_texture_s3tc"),null===a)return null;if(n===i.wuA)return a.COMPRESSED_RGB_S3TC_DXT1_EXT;if(n===i.BFQ)return a.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(n===i.v3W)return a.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(n===i.ILR)return a.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(n===i._AM||n===i.vCx||n===i.eaV||n===i.CaW){if(a=t.get("WEBGL_compressed_texture_pvrtc"),null===a)return null;if(n===i._AM)return a.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(n===i.vCx)return a.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(n===i.eaV)return a.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(n===i.CaW)return a.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(n===i.fto)return a=t.get("WEBGL_compressed_texture_etc1"),null!==a?a.COMPRESSED_RGB_ETC1_WEBGL:null;if((n===i.l0P||n===i.ekQ)&&(a=t.get("WEBGL_compressed_texture_etc"),null!==a)){if(n===i.l0P)return a.COMPRESSED_RGB8_ETC2;if(n===i.ekQ)return a.COMPRESSED_RGBA8_ETC2_EAC}return 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Ct;g.layers.enable(1),g.layers.enable(2);let v=null,_=null;function x(e){const t=d.get(e.inputSource);t&&t.dispatchEvent({type:e.type,data:e.inputSource})}function y(){d.forEach((function(e,t){e.disconnect(t)})),d.clear(),v=null,_=null,e.setFramebuffer(null),e.setRenderTarget(e.getRenderTarget()),E.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function M(e){const t=i.inputSources;for(let e=0;e0&&We(a,e,t),o.length>0&&We(o,e,t),!0===e.isScene&&e.onAfterRender(C,e,t),null!==O&&(ge.updateRenderTargetMipmap(O),ge.updateMultisampleRenderTarget(O)),pe.buffers.depth.setTest(!0),pe.buffers.depth.setMask(!0),pe.buffers.color.setMask(!0),pe.setPolygonOffset(!1),R.pop(),L=R.length>0?R[R.length-1]:null,P.pop(),S=P.length>0?P[P.length-1]:null},this.setFramebuffer=function(e){N!==e&&null===O&&De.bindFramebuffer(De.FRAMEBUFFER,e),N=e},this.getActiveCubeFace=function(){return I},this.getActiveMipmapLevel=function(){return F},this.getRenderTarget=function(){return O},this.setRenderTarget=function(e,t=0,n=0){O=e,I=t,F=n,e&&void 0===me.get(e).__webglFramebuffer&&ge.setupRenderTarget(e);let i=N,r=!1,a=!1;if(e){const n=e.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(a=!0);const o=me.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget?(i=o[t],r=!0):i=e.isWebGLMultisampleRenderTarget?me.get(e).__webglMultisampledFramebuffer:o,j.copy(e.viewport),X.copy(e.scissor),J=e.scissorTest}else j.copy(te).multiplyScalar($).floor(),X.copy(ne).multiplyScalar($).floor(),J=ie;if(U!==i&&(De.bindFramebuffer(De.FRAMEBUFFER,i),U=i),pe.viewport(j),pe.scissor(X),pe.setScissorTest(J),r){const i=me.get(e.texture);De.framebufferTexture2D(De.FRAMEBUFFER,De.COLOR_ATTACHMENT0,De.TEXTURE_CUBE_MAP_POSITIVE_X+t,i.__webglTexture,n)}else if(a){const i=me.get(e.texture),r=t||0;De.framebufferTextureLayer(De.FRAMEBUFFER,De.COLOR_ATTACHMENT0,i.__webglTexture,n||0,r)}},this.readRenderTargetPixels=function(e,t,n,r,a,o,s){if(!e||!e.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let l=me.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget&&void 0!==s&&(l=l[s]),l){let s=!1;l!==U&&(De.bindFramebuffer(De.FRAMEBUFFER,l),s=!0);try{const l=e.texture,c=l.format,u=l.type;if(c!==i.wk1&&Re.convert(c)!==De.getParameter(De.IMPLEMENTATION_COLOR_READ_FORMAT))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const d=u===i.cLu&&(de.has("EXT_color_buffer_half_float")||he.isWebGL2&&de.has("EXT_color_buffer_float"));if(!(u===i.ywz||Re.convert(u)===De.getParameter(De.IMPLEMENTATION_COLOR_READ_TYPE)||u===i.VzW&&(he.isWebGL2||de.has("OES_texture_float")||de.has("WEBGL_color_buffer_float"))||d))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");De.checkFramebufferStatus(De.FRAMEBUFFER)===De.FRAMEBUFFER_COMPLETE?t>=0&&t<=e.width-r&&n>=0&&n<=e.height-a&&De.readPixels(t,n,r,a,Re.convert(c),Re.convert(u),o):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{s&&De.bindFramebuffer(De.FRAMEBUFFER,U)}}},this.copyFramebufferToTexture=function(e,t,n=0){const i=Math.pow(2,-n),r=Math.floor(t.image.width*i),a=Math.floor(t.image.height*i),o=Re.convert(t.format);ge.setTexture2D(t,0),De.copyTexImage2D(De.TEXTURE_2D,n,o,e.x,e.y,r,a,0),pe.unbindTexture()},this.copyTextureToTexture=function(e,t,n,i=0){const r=t.image.width,a=t.image.height,o=Re.convert(n.format),s=Re.convert(n.type);ge.setTexture2D(n,0),De.pixelStorei(De.UNPACK_FLIP_Y_WEBGL,n.flipY),De.pixelStorei(De.UNPACK_PREMULTIPLY_ALPHA_WEBGL,n.premultiplyAlpha),De.pixelStorei(De.UNPACK_ALIGNMENT,n.unpackAlignment),t.isDataTexture?De.texSubImage2D(De.TEXTURE_2D,i,e.x,e.y,r,a,o,s,t.image.data):t.isCompressedTexture?De.compressedTexSubImage2D(De.TEXTURE_2D,i,e.x,e.y,t.mipmaps[0].width,t.mipmaps[0].height,o,t.mipmaps[0].data):De.texSubImage2D(De.TEXTURE_2D,i,e.x,e.y,o,s,t.image),0===i&&n.generateMipmaps&&De.generateMipmap(De.TEXTURE_2D),pe.unbindTexture()},this.copyTextureToTexture3D=function(e,t,n,i,r=0){if(C.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const{width:a,height:o,data:s}=n.image,l=Re.convert(i.format),c=Re.convert(i.type);let u;if(i.isDataTexture3D)ge.setTexture3D(i,0),u=De.TEXTURE_3D;else{if(!i.isDataTexture2DArray)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");ge.setTexture2DArray(i,0),u=De.TEXTURE_2D_ARRAY}De.pixelStorei(De.UNPACK_FLIP_Y_WEBGL,i.flipY),De.pixelStorei(De.UNPACK_PREMULTIPLY_ALPHA_WEBGL,i.premultiplyAlpha),De.pixelStorei(De.UNPACK_ALIGNMENT,i.unpackAlignment);const d=De.getParameter(De.UNPACK_ROW_LENGTH),h=De.getParameter(De.UNPACK_IMAGE_HEIGHT),p=De.getParameter(De.UNPACK_SKIP_PIXELS),f=De.getParameter(De.UNPACK_SKIP_ROWS),m=De.getParameter(De.UNPACK_SKIP_IMAGES);De.pixelStorei(De.UNPACK_ROW_LENGTH,a),De.pixelStorei(De.UNPACK_IMAGE_HEIGHT,o),De.pixelStorei(De.UNPACK_SKIP_PIXELS,e.min.x),De.pixelStorei(De.UNPACK_SKIP_ROWS,e.min.y),De.pixelStorei(De.UNPACK_SKIP_IMAGES,e.min.z),De.texSubImage3D(u,r,t.x,t.y,t.z,e.max.x-e.min.x+1,e.max.y-e.min.y+1,e.max.z-e.min.z+1,l,c,s),De.pixelStorei(De.UNPACK_ROW_LENGTH,d),De.pixelStorei(De.UNPACK_IMAGE_HEIGHT,h),De.pixelStorei(De.UNPACK_SKIP_PIXELS,p),De.pixelStorei(De.UNPACK_SKIP_ROWS,f),De.pixelStorei(De.UNPACK_SKIP_IMAGES,m),0===r&&i.generateMipmaps&&De.generateMipmap(u),pe.unbindTexture()},this.initTexture=function(e){ge.setTexture2D(e,0),pe.unbindTexture()},this.resetState=function(){pe.reset(),Ce.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}Object.assign(Nt.prototype,{constructor:Nt,getHandSpace:function(){return null===this._hand&&(this._hand=new Dt.Z,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand},getTargetRaySpace:function(){return null===this._targetRay&&(this._targetRay=new Dt.Z,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1),this._targetRay},getGripSpace:function(){return null===this._grip&&(this._grip=new Dt.Z,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1),this._grip},dispatchEvent:function(e){return null!==this._targetRay&&this._targetRay.dispatchEvent(e),null!==this._grip&&this._grip.dispatchEvent(e),null!==this._hand&&this._hand.dispatchEvent(e),this},disconnect:function(e){return this.dispatchEvent({type:"disconnected",data:e}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this},update:function(e,t,n){let i=null,r=null,a=null;const o=this._targetRay,s=this._grip,l=this._hand;if(e&&"visible-blurred"!==t.session.visibilityState)if(l&&e.hand){a=!0;for(const i of e.hand.values()){const e=t.getJointPose(i,n);if(void 0===l.joints[i.jointName]){const e=new Dt.Z;e.matrixAutoUpdate=!1,e.visible=!1,l.joints[i.jointName]=e,l.add(e)}const r=l.joints[i.jointName];null!==e&&(r.matrix.fromArray(e.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=e.radius),r.visible=null!==e}const 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0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}},8490:(t,e,n)=>{"use strict";n.d(e,{c:()=>f});var i=n(7185),r=n(3515),a=n(1051),s=n(9203),o=n(1138),l=n(6881),c=n(223);const h=new s.y,u=new l.P,d=new l.P;class p extends r.h{constructor(){super(new a.c(90,1,.5,500)),this._frameExtents=new o.F(4,2),this._viewportCount=6,this._viewports=[new c.L(2,1,1,1),new c.L(0,1,1,1),new c.L(3,1,1,1),new c.L(1,1,1,1),new c.L(3,0,1,1),new c.L(1,0,1,1)],this._cubeDirections=[new l.P(1,0,0),new l.P(-1,0,0),new l.P(0,0,1),new l.P(0,0,-1),new l.P(0,1,0),new l.P(0,-1,0)],this._cubeUps=[new l.P(0,1,0),new l.P(0,1,0),new l.P(0,1,0),new l.P(0,1,0),new l.P(0,0,1),new l.P(0,0,-1)]}updateMatrices(t,e=0){const n=this.camera,i=this.matrix;u.setFromMatrixPosition(t.matrixWorld),n.position.copy(u),d.copy(n.position),d.add(this._cubeDirections[e]),n.up.copy(this._cubeUps[e]),n.lookAt(d),n.updateMatrixWorld(),i.makeTranslation(-u.x,-u.y,-u.z),h.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse),this._frustum.setFromProjectionMatrix(h)}}p.prototype.isPointLightShadow=!0;class f extends i._{constructor(t,e,n=0,i=1){super(t,e),this.type="PointLight",this.distance=n,this.decay=i,this.shadow=new p}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}copy(t){return super.copy(t),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}f.prototype.isPointLight=!0},5879:(t,e,n)=>{"use strict";n.d(e,{G:()=>We});var i={};n.r(i),n.d(i,{LineBasicMaterial:()=>ue.n,LineDashedMaterial:()=>de,Material:()=>T.F,MeshBasicMaterial:()=>ce.v,MeshDepthMaterial:()=>oe.l,MeshDistanceMaterial:()=>le.L,MeshLambertMaterial:()=>se,MeshMatcapMaterial:()=>he,MeshNormalMaterial:()=>ae,MeshPhongMaterial:()=>ie.x,MeshPhysicalMaterial:()=>ne,MeshStandardMaterial:()=>ee,MeshToonMaterial:()=>re,PointsMaterial:()=>te.U,RawShaderMaterial:()=>Qt,ShaderMaterial:()=>$t.j,ShadowMaterial:()=>Kt,SpriteMaterial:()=>E});var r={};n.r(r),n.d(r,{BoxBufferGeometry:()=>_e.n,BoxGeometry:()=>_e.D,CircleBufferGeometry:()=>Me,CircleGeometry:()=>Me,ConeBufferGeometry:()=>we,ConeGeometry:()=>we,CylinderBufferGeometry:()=>be.m,CylinderGeometry:()=>be.f,DodecahedronBufferGeometry:()=>Te,DodecahedronGeometry:()=>Te,EdgesGeometry:()=>Ee.T,ExtrudeBufferGeometry:()=>Le.$,ExtrudeGeometry:()=>Le.O,IcosahedronBufferGeometry:()=>Ae,IcosahedronGeometry:()=>Ae,LatheBufferGeometry:()=>Pe,LatheGeometry:()=>Pe,OctahedronBufferGeometry:()=>Re,OctahedronGeometry:()=>Re,ParametricBufferGeometry:()=>Ce,ParametricGeometry:()=>Ce,PlaneBufferGeometry:()=>Ne.B,PlaneGeometry:()=>Ne._,PolyhedronBufferGeometry:()=>Se,PolyhedronGeometry:()=>Se,RingBufferGeometry:()=>De,RingGeometry:()=>De,ShapeBufferGeometry:()=>Fe,ShapeGeometry:()=>Fe,SphereBufferGeometry:()=>Oe,SphereGeometry:()=>Oe,TetrahedronBufferGeometry:()=>ze,TetrahedronGeometry:()=>ze,TextBufferGeometry:()=>Ue,TextGeometry:()=>Ue,TorusBufferGeometry:()=>Be,TorusGeometry:()=>Be,TorusKnotBufferGeometry:()=>Ge,TorusKnotGeometry:()=>Ge,TubeBufferGeometry:()=>He,TubeGeometry:()=>He,WireframeGeometry:()=>ke});var a=n(1661),s=n(140),o=n(3662),l=n(5353),c=n(2010),h=n(6454),u=n(9203);const d=new u.y,p=new u.y,f=[],m=new h.K;function g(t,e,n){h.K.call(this,t,e),this.instanceMatrix=new s.Tl(new Float32Array(16*n),16),this.instanceColor=null,this.count=n,this.frustumCulled=!1}g.prototype=Object.assign(Object.create(h.K.prototype),{constructor:g,isInstancedMesh:!0,copy:function(t){return h.K.prototype.copy.call(this,t),this.instanceMatrix.copy(t.instanceMatrix),null!==t.instanceColor&&(this.instanceColor=t.instanceColor.clone()),this.count=t.count,this},getColorAt:function(t,e){e.fromArray(this.instanceColor.array,3*t)},getMatrixAt:function(t,e){e.fromArray(this.instanceMatrix.array,16*t)},raycast:function(t,e){const n=this.matrixWorld,i=this.count;if(m.geometry=this.geometry,m.material=this.material,void 0!==m.material)for(let r=0;rt.far||e.push({distance:o,point:A.clone(),uv:x.C.getUV(A,I,F,O,z,U,B,new v.F),face:null,object:this})}copy(t){return super.copy(t),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function H(t,e,n,i,r,a){C.subVectors(t,n).addScalar(.5).multiply(i),void 0!==r?(N.x=a*C.x-r*C.y,N.y=r*C.x+a*C.y):N.copy(C),t.copy(e),t.x+=N.x,t.y+=N.y,t.applyMatrix4(D)}G.prototype.isSprite=!0;var k=n(2306),V=n(1301);class W extends V.x{constructor(t,e){super(t,e),this.type="LineLoop"}}W.prototype.isLineLoop=!0;var j=n(5920);const X=new y.P,q=new y.P;class Y extends l.T{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){X.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(X);this.getObjectForDistance(n).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){X.setFromMatrixPosition(t.matrixWorld),q.setFromMatrixPosition(this.matrixWorld);const n=X.distanceTo(q)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=e[i].distance;i++)e[i-1].object.visible=!1,e[i].object.visible=!0;for(this._currentLevel=i-1;i=i)){l.push(e.times[t]);for(let n=0;na.tracks[t].times[0]&&(o=a.tracks[t].times[0]);for(let t=0;t=i.times[u]){const t=u*l+o,e=t+l-o;d=Dt.arraySlice(i.values,t,e)}else{const t=i.createInterpolant(),e=o,n=l-o;t.evaluate(s),d=Dt.arraySlice(t.resultBuffer,e,n)}if("quaternion"===r){(new Nt._).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const s=e[1];t=r)break e}a=n,n=0}}for(;n>>1;te;)--a;if(++a,0!==r||a!==i){r>=a&&(a=Math.max(a,1),r=a-1);const t=this.getValueSize();this.times=Dt.arraySlice(n,r,a),this.values=Dt.arraySlice(this.values,r*t,a*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let a=null;for(let e=0;e!==r;e++){const i=n[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break}if(null!==a&&a>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,a),t=!1;break}a=i}if(void 0!==i&&Dt.isTypedArray(i))for(let e=0,n=i.length;e!==n;++e){const n=i[e];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,n),t=!1;break}}return t}optimize(){const t=Dt.arraySlice(this.times),e=Dt.arraySlice(this.values),n=this.getValueSize(),i=this.getInterpolation()===a.pIN,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*n,i=s*n,a=0;a!==n;++a)e[i+a]=e[t+a];++s}return s!==t.length?(this.times=Dt.arraySlice(t,0,s),this.values=Dt.arraySlice(e,0,s*n)):(this.times=t,this.values=e),this}clone(){const t=Dt.arraySlice(this.times,0),e=Dt.arraySlice(this.values,0),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}}Ut.prototype.TimeBufferType=Float32Array,Ut.prototype.ValueBufferType=Float32Array,Ut.prototype.DefaultInterpolation=a.NMF;class Bt extends Ut{}Bt.prototype.ValueTypeName="bool",Bt.prototype.ValueBufferType=Array,Bt.prototype.DefaultInterpolation=a.Syv,Bt.prototype.InterpolantFactoryMethodLinear=void 0,Bt.prototype.InterpolantFactoryMethodSmooth=void 0;class Gt extends Ut{}Gt.prototype.ValueTypeName="color";class Ht extends Ut{}function kt(t,e,n,i){It.call(this,t,e,n,i)}Ht.prototype.ValueTypeName="number",kt.prototype=Object.assign(Object.create(It.prototype),{constructor:kt,interpolate_:function(t,e,n,i){const r=this.resultBuffer,a=this.sampleValues,s=this.valueSize,o=(n-e)/(i-e);let l=t*s;for(let t=l+s;l!==t;l+=4)Nt._.slerpFlat(r,0,a,l-s,a,l,o);return r}});class Vt extends Ut{InterpolantFactoryMethodLinear(t){return new kt(this.times,this.values,this.getValueSize(),t)}}Vt.prototype.ValueTypeName="quaternion",Vt.prototype.DefaultInterpolation=a.NMF,Vt.prototype.InterpolantFactoryMethodSmooth=void 0;class Wt extends Ut{}Wt.prototype.ValueTypeName="string",Wt.prototype.ValueBufferType=Array,Wt.prototype.DefaultInterpolation=a.Syv,Wt.prototype.InterpolantFactoryMethodLinear=void 0,Wt.prototype.InterpolantFactoryMethodSmooth=void 0;class jt extends Ut{}jt.prototype.ValueTypeName="vector";class Xt{constructor(t,e=-1,n,i=a.IFH){this.name=t,this.tracks=n,this.duration=e,this.blendMode=i,this.uuid=M.M.generateUUID(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],n=t.tracks,i=1/(t.fps||1);for(let t=0,r=n.length;t!==r;++t)e.push(qt(n[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],n=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=n.length;t!==i;++t)e.push(Ut.toJSON(n[t]));return i}static CreateFromMorphTargetSequence(t,e,n,i){const r=e.length,a=[];for(let t=0;t1){const t=a[1];let e=i[t];e||(i[t]=e=[]),e.push(n)}}const a=[];for(const t in i)a.push(this.CreateFromMorphTargetSequence(t,i[t],e,n));return a}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(t,e,n,i,r){if(0!==n.length){const a=[],s=[];Dt.flattenJSON(n,a,s,i),0!==a.length&&r.push(new t(e,a,s))}},i=[],r=t.name||"default",a=t.fps||30,s=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t0:r.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const i=t.uniforms[e];switch(r.uniforms[e]={},i.type){case"t":r.uniforms[e].value=n(i.value);break;case"c":r.uniforms[e].value=(new o.I).setHex(i.value);break;case"v2":r.uniforms[e].value=(new v.F).fromArray(i.value);break;case"v3":r.uniforms[e].value=(new y.P).fromArray(i.value);break;case"v4":r.uniforms[e].value=(new Z.L).fromArray(i.value);break;case"m3":r.uniforms[e].value=(new Yt.V).fromArray(i.value);break;case"m4":r.uniforms[e].value=(new u.y).fromArray(i.value);break;default:r.uniforms[e].value=i.value}}if(void 0!==t.defines&&(r.defines=t.defines),void 0!==t.vertexShader&&(r.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(r.fragmentShader=t.fragmentShader),void 0!==t.extensions)for(const e in t.extensions)r.extensions[e]=t.extensions[e];if(void 0!==t.shading&&(r.flatShading=1===t.shading),void 0!==t.size&&(r.size=t.size),void 0!==t.sizeAttenuation&&(r.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(r.map=n(t.map)),void 0!==t.matcap&&(r.matcap=n(t.matcap)),void 0!==t.alphaMap&&(r.alphaMap=n(t.alphaMap)),void 0!==t.bumpMap&&(r.bumpMap=n(t.bumpMap)),void 0!==t.bumpScale&&(r.bumpScale=t.bumpScale),void 0!==t.normalMap&&(r.normalMap=n(t.normalMap)),void 0!==t.normalMapType&&(r.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),r.normalScale=(new v.F).fromArray(e)}return void 0!==t.displacementMap&&(r.displacementMap=n(t.displacementMap)),void 0!==t.displacementScale&&(r.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(r.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(r.roughnessMap=n(t.roughnessMap)),void 0!==t.metalnessMap&&(r.metalnessMap=n(t.metalnessMap)),void 0!==t.emissiveMap&&(r.emissiveMap=n(t.emissiveMap)),void 0!==t.emissiveIntensity&&(r.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(r.specularMap=n(t.specularMap)),void 0!==t.envMap&&(r.envMap=n(t.envMap)),void 0!==t.envMapIntensity&&(r.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(r.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(r.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(r.lightMap=n(t.lightMap)),void 0!==t.lightMapIntensity&&(r.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(r.aoMap=n(t.aoMap)),void 0!==t.aoMapIntensity&&(r.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(r.gradientMap=n(t.gradientMap)),void 0!==t.clearcoatMap&&(r.clearcoatMap=n(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(r.clearcoatRoughnessMap=n(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(r.clearcoatNormalMap=n(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(r.clearcoatNormalScale=(new v.F).fromArray(t.clearcoatNormalScale)),void 0!==t.transmission&&(r.transmission=t.transmission),void 0!==t.transmissionMap&&(r.transmissionMap=n(t.transmissionMap)),r}setTextures(t){return this.textures=t,this}}const fe=function(t){const e=t.lastIndexOf("/");return-1===e?"./":t.substr(0,e+1)};var me=n(4699);function ge(){_.u.call(this),this.type="InstancedBufferGeometry",this.instanceCount=1/0}function ve(t,e,n,i){"number"==typeof n&&(i=n,n=!1,console.error("THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.")),s.Tl.call(this,t,e,n),this.meshPerAttribute=i||1}ge.prototype=Object.assign(Object.create(_.u.prototype),{constructor:ge,isInstancedBufferGeometry:!0,copy:function(t){return _.u.prototype.copy.call(this,t),this.instanceCount=t.instanceCount,this},clone:function(){return(new this.constructor).copy(this)},toJSON:function(){const t=_.u.prototype.toJSON.call(this);return t.instanceCount=this.instanceCount,t.isInstancedBufferGeometry=!0,t}}),ve.prototype=Object.assign(Object.create(s.Tl.prototype),{constructor:ve,isInstancedBufferAttribute:!0,copy:function(t){return s.Tl.prototype.copy.call(this,t),this.meshPerAttribute=t.meshPerAttribute,this},toJSON:function(){const t=s.Tl.prototype.toJSON.call(this);return t.meshPerAttribute=this.meshPerAttribute,t.isInstancedBufferAttribute=!0,t}});var ye=n(392);class xe extends Rt{constructor(t){super(t)}load(t,e,n,i){const r=this,a=new Jt(r.manager);a.setPath(r.path),a.setRequestHeader(r.requestHeader),a.setWithCredentials(r.withCredentials),a.load(t,(function(n){try{e(r.parse(JSON.parse(n)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),n,i)}parse(t){const e={},n={};function i(t,i){if(void 0!==e[i])return e[i];const r=t.interleavedBuffers[i],a=function(t,e){if(void 0!==n[e])return n[e];const i=t.arrayBuffers[e],r=new Uint32Array(i).buffer;return n[e]=r,r}(t,r.buffer),s=new b((0,ye.rf)(r.type,a),r.stride);return s.uuid=r.uuid,e[i]=s,s}const r=t.isInstancedBufferGeometry?new ge:new _.u,a=t.data.index;if(void 0!==a){const t=(0,ye.rf)(a.type,a.array);r.setIndex(new s.Tl(t,1))}const o=t.data.attributes;for(const e in o){const n=o[e];let a;if(n.isInterleavedBufferAttribute){a=new S(i(t.data,n.data),n.itemSize,n.offset,n.normalized)}else{const t=(0,ye.rf)(n.type,n.array);a=new(n.isInstancedBufferAttribute?ve:s.Tl)(t,n.itemSize,n.normalized)}void 0!==n.name&&(a.name=n.name),r.setAttribute(e,a)}const l=t.data.morphAttributes;if(l)for(const e in l){const n=l[e],a=[];for(let e=0,r=n.length;e.9&&s<.1&&(e<.2&&(a[t+0]+=1),n<.2&&(a[t+2]+=1),i<.2&&(a[t+4]+=1))}}()}(),this.setAttribute("position",new s.a$(r,3)),this.setAttribute("normal",new s.a$(r.slice(),3)),this.setAttribute("uv",new s.a$(a,2)),0===i?this.computeVertexNormals():this.normalizeNormals()}}class Te extends Se{constructor(t=1,e=0){const n=(1+Math.sqrt(5))/2,i=1/n;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}}var Ee=n(1516),Le=n(7060);class Ae extends Se{constructor(t=1,e=0){const n=(1+Math.sqrt(5))/2;super([-1,n,0,1,n,0,-1,-n,0,1,-n,0,0,-1,n,0,1,n,0,-1,-n,0,1,-n,n,0,-1,n,0,1,-n,0,-1,-n,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],t,e),this.type="IcosahedronGeometry",this.parameters={radius:t,detail:e}}}class Pe extends _.u{constructor(t,e=12,n=0,i=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:n,phiLength:i},e=Math.floor(e),i=M.M.clamp(i,0,2*Math.PI);const r=[],a=[],o=[],l=1/e,c=new y.P,h=new v.F;for(let r=0;r<=e;r++){const s=n+r*l*i,u=Math.sin(s),d=Math.cos(s);for(let n=0;n<=t.length-1;n++)c.x=t[n].x*u,c.y=t[n].y,c.z=t[n].x*d,a.push(c.x,c.y,c.z),h.x=r/e,h.y=n/(t.length-1),o.push(h.x,h.y)}for(let n=0;n=0?(t(i-l,s,u),d.subVectors(h,u)):(t(i+l,s,u),d.subVectors(u,h)),s-l>=0?(t(i,s-l,u),p.subVectors(h,u)):(t(i,s+l,u),p.subVectors(u,h)),c.crossVectors(d,p).normalize(),a.push(c.x,c.y,c.z),o.push(i,s)}}for(let t=0;t0)&&p.push(e,r,o),(t!==n-1||l0){const n=new At(e);r=new Ct(n),r.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e{"use strict";n.d(e,{n:()=>a});var i=n(4164),r=n(3662);class a extends i.F{constructor(t){super(),this.type="LineBasicMaterial",this.color=new r.I(16777215),this.linewidth=1,this.linecap="round",this.linejoin="round",this.morphTargets=!1,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.linewidth=t.linewidth,this.linecap=t.linecap,this.linejoin=t.linejoin,this.morphTargets=t.morphTargets,this}}a.prototype.isLineBasicMaterial=!0},4164:(t,e,n)=>{"use strict";n.d(e,{F:()=>o});var i=n(7406),r=n(1661),a=n(2043);let s=0;function o(){Object.defineProperty(this,"id",{value:s++}),this.uuid=a.M.generateUUID(),this.name="",this.type="Material",this.fog=!0,this.blending=r.bdR,this.side=r.Wl3,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=r.k74,this.blendDst=r.LgZ,this.blendEquation=r.bGH,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=r.vCF,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=r.cum,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=r.x5V,this.stencilZFail=r.x5V,this.stencilZPass=r.x5V,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}o.prototype=Object.assign(Object.create(i.p.prototype),{constructor:o,isMaterial:!0,onBeforeCompile:function(){},customProgramCacheKey:function(){return this.onBeforeCompile.toString()},setValues:function(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}if("shading"===e){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=n===r.esl;continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}},toJSON:function(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),this.sheen&&this.sheen.isColor&&(n.sheen=this.sheen.getHex()),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,n.reflectivity=this.reflectivity,n.refractionRatio=this.refractionRatio,void 0!==this.combine&&(n.combine=this.combine),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity)),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.size&&(n.size=this.size),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==r.bdR&&(n.blending=this.blending),this.side!==r.Wl3&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.morphTargets&&(n.morphTargets=!0),!0===this.morphNormals&&(n.morphNormals=!0),!0===this.skinning&&(n.skinning=!0),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),"{}"!==JSON.stringify(this.userData)&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n},clone:function(){return(new this.constructor).copy(this)},copy:function(t){this.name=t.name,this.fog=t.fog,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this},dispose:function(){this.dispatchEvent({type:"dispose"})}}),Object.defineProperty(o.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}})},6173:(t,e,n)=>{"use strict";n.d(e,{v:()=>s});var i=n(4164),r=n(1661),a=n(3662);class s extends i.F{constructor(t){super(),this.type="MeshBasicMaterial",this.color=new a.I(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=r.Ns1,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this}}s.prototype.isMeshBasicMaterial=!0},2114:(t,e,n)=>{"use strict";n.d(e,{l:()=>a});var i=n(4164),r=n(1661);class a extends i.F{constructor(t){super(),this.type="MeshDepthMaterial",this.depthPacking=r.z81,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}a.prototype.isMeshDepthMaterial=!0},7683:(t,e,n)=>{"use strict";n.d(e,{L:()=>a});var i=n(4164),r=n(6881);class a extends i.F{constructor(t){super(),this.type="MeshDistanceMaterial",this.referencePosition=new r.P,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}a.prototype.isMeshDistanceMaterial=!0},461:(t,e,n)=>{"use strict";n.d(e,{x:()=>o});var i=n(1661),r=n(4164),a=n(1138),s=n(3662);class o extends r.F{constructor(t){super(),this.type="MeshPhongMaterial",this.color=new s.I(16777215),this.specular=new s.I(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new s.I(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=i.IOt,this.normalScale=new a.F(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=i.Ns1,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.morphNormals=t.morphNormals,this.flatShading=t.flatShading,this}}o.prototype.isMeshPhongMaterial=!0},6679:(t,e,n)=>{"use strict";n.d(e,{U:()=>a});var i=n(4164),r=n(3662);class a extends i.F{constructor(t){super(),this.type="PointsMaterial",this.color=new r.I(16777215),this.map=null,this.alphaMap=null,this.size=1,this.sizeAttenuation=!0,this.morphTargets=!1,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.alphaMap=t.alphaMap,this.size=t.size,this.sizeAttenuation=t.sizeAttenuation,this.morphTargets=t.morphTargets,this}}a.prototype.isPointsMaterial=!0},4595:(t,e,n)=>{"use strict";n.d(e,{j:()=>a});var i=n(4164),r=n(6682);function a(t){i.F.call(this),this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader="\nvoid main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}\n",this.fragmentShader="\nvoid main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}\n",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,void 0!==t&&(void 0!==t.attributes&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(t))}a.prototype=Object.create(i.F.prototype),a.prototype.constructor=a,a.prototype.isShaderMaterial=!0,a.prototype.copy=function(t){return i.F.prototype.copy.call(this,t),this.fragmentShader=t.fragmentShader,this.vertexShader=t.vertexShader,this.uniforms=(0,r.dw)(t.uniforms),this.defines=Object.assign({},t.defines),this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.lights=t.lights,this.clipping=t.clipping,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.morphNormals=t.morphNormals,this.extensions=Object.assign({},t.extensions),this.glslVersion=t.glslVersion,this},a.prototype.toJSON=function(t){const e=i.F.prototype.toJSON.call(this,t);e.glslVersion=this.glslVersion,e.uniforms={};for(const n in this.uniforms){const 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o(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}function l(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function c(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class h{constructor(t,e,n){return void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this}setRGB(t,e,n){return this.r=t,this.g=e,this.b=n,this}setHSL(t,e,n){if(t=i.M.euclideanModulo(t,1),e=i.M.clamp(e,0,1),n=i.M.clamp(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=o(r,i,t+1/3),this.g=o(r,i,t),this.b=o(r,i,t-1/3)}return this}setStyle(t){function e(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be 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e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],a=n[2],s=n[3],o=n[4],l=n[5],c=n[6],h=n[7],u=n[8],d=n[9],p=n[10],f=n[11],m=n[12],g=n[13],v=n[14],y=n[15];return e[0].setComponents(s-i,h-o,f-u,y-m).normalize(),e[1].setComponents(s+i,h+o,f+u,y+m).normalize(),e[2].setComponents(s+r,h+l,f+d,y+g).normalize(),e[3].setComponents(s-r,h-l,f-d,y-g).normalize(),e[4].setComponents(s-a,h-c,f-p,y-v).normalize(),e[5].setComponents(s+a,h+c,f+p,y+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),s.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(s)}intersectsSprite(t){return s.center.set(0,0,0),s.radius=.7071067811865476,s.applyMatrix4(t.matrixWorld),this.intersectsSphere(s)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let 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Math.pow(2,Math.floor(Math.log(t)/Math.LN2))},setQuaternionFromProperEuler:function(t,e,n,i,r){const a=Math.cos,s=Math.sin,o=a(n/2),l=s(n/2),c=a((e+i)/2),h=s((e+i)/2),u=a((e-i)/2),d=s((e-i)/2),p=a((i-e)/2),f=s((i-e)/2);switch(r){case"XYX":t.set(o*h,l*u,l*d,o*c);break;case"YZY":t.set(l*d,o*h,l*u,o*c);break;case"ZXZ":t.set(l*u,l*d,o*h,o*c);break;case"XZX":t.set(o*h,l*f,l*p,o*c);break;case"YXY":t.set(l*p,o*h,l*f,o*c);break;case"ZYZ":t.set(l*f,l*p,o*h,o*c);break;default:console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+r)}}}},1273:(t,e,n)=>{"use strict";n.d(e,{V:()=>i});class i{constructor(){this.elements=[1,0,0,0,1,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,a,s,o,l){const c=this.elements;return c[0]=t,c[1]=i,c[2]=s,c[3]=e,c[4]=r,c[5]=o,c[6]=n,c[7]=a,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,a=n[0],s=n[3],o=n[6],l=n[1],c=n[4],h=n[7],u=n[2],d=n[5],p=n[8],f=i[0],m=i[3],g=i[6],v=i[1],y=i[4],x=i[7],_=i[2],M=i[5],b=i[8];return r[0]=a*f+s*v+o*_,r[3]=a*m+s*y+o*M,r[6]=a*g+s*x+o*b,r[1]=l*f+c*v+h*_,r[4]=l*m+c*y+h*M,r[7]=l*g+c*x+h*b,r[2]=u*f+d*v+p*_,r[5]=u*m+d*y+p*M,r[8]=u*g+d*x+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],a=t[4],s=t[5],o=t[6],l=t[7],c=t[8];return e*a*c-e*s*l-n*r*c+n*s*o+i*r*l-i*a*o}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],a=t[4],s=t[5],o=t[6],l=t[7],c=t[8],h=c*a-s*l,u=s*o-c*r,d=l*r-a*o,p=e*h+n*u+i*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const f=1/p;return t[0]=h*f,t[1]=(i*l-c*n)*f,t[2]=(s*n-i*a)*f,t[3]=u*f,t[4]=(c*e-i*o)*f,t[5]=(i*r-s*e)*f,t[6]=d*f,t[7]=(n*o-l*e)*f,t[8]=(a*e-n*r)*f,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,a,s){const o=Math.cos(r),l=Math.sin(r);return this.set(n*o,n*l,-n*(o*a+l*s)+a+t,-i*l,i*o,-i*(-l*a+o*s)+s+e,0,0,1),this}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],a=i[3],s=i[6],o=i[1],l=i[4],c=i[7];return i[0]=e*r+n*o,i[3]=e*a+n*l,i[6]=e*s+n*c,i[1]=-n*r+e*o,i[4]=-n*a+e*l,i[7]=-n*s+e*c,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}i.prototype.isMatrix3=!0},9203:(t,e,n)=>{"use strict";n.d(e,{y:()=>r});var i=n(6881);class r{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,a,s,o,l,c,h,u,d,p,f,m){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=a,g[9]=s,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=f,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new r).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/a.setFromMatrixColumn(t,0).length(),r=1/a.setFromMatrixColumn(t,1).length(),s=1/a.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*s,e[9]=n[9]*s,e[10]=n[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,a=Math.cos(n),s=Math.sin(n),o=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=a*c,n=a*h,i=s*c,r=s*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-s*o,e[2]=r-t*l,e[6]=i+n*l,e[10]=a*o}else if("YXZ"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t+r*s,e[4]=i*s-n,e[8]=a*l,e[1]=a*h,e[5]=a*c,e[9]=-s,e[2]=n*s-i,e[6]=r+t*s,e[10]=a*o}else if("ZXY"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t-r*s,e[4]=-a*h,e[8]=i+n*s,e[1]=n+i*s,e[5]=a*c,e[9]=r-t*s,e[2]=-a*l,e[6]=s,e[10]=a*o}else if("ZYX"===t.order){const t=a*c,n=a*h,i=s*c,r=s*h;e[0]=o*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=s*o,e[10]=a*o}else if("YZX"===t.order){const t=a*o,n=a*l,i=s*o,r=s*l;e[0]=o*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=a*c,e[9]=-s*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=a*o,n=a*l,i=s*o,r=s*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=a*c,e[9]=n*h-i,e[2]=i*h-n,e[6]=s*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(o,t,l)}lookAt(t,e,n){const i=this.elements;return u.subVectors(t,e),0===u.lengthSq()&&(u.z=1),u.normalize(),c.crossVectors(n,u),0===c.lengthSq()&&(1===Math.abs(n.z)?u.x+=1e-4:u.z+=1e-4,u.normalize(),c.crossVectors(n,u)),c.normalize(),h.crossVectors(u,c),i[0]=c.x,i[4]=h.x,i[8]=u.x,i[1]=c.y,i[5]=h.y,i[9]=u.y,i[2]=c.z,i[6]=h.z,i[10]=u.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,a=n[0],s=n[4],o=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],f=n[6],m=n[10],g=n[14],v=n[3],y=n[7],x=n[11],_=n[15],M=i[0],b=i[4],w=i[8],S=i[12],T=i[1],E=i[5],L=i[9],A=i[13],P=i[2],R=i[6],C=i[10],N=i[14],D=i[3],I=i[7],F=i[11],O=i[15];return r[0]=a*M+s*T+o*P+l*D,r[4]=a*b+s*E+o*R+l*I,r[8]=a*w+s*L+o*C+l*F,r[12]=a*S+s*A+o*N+l*O,r[1]=c*M+h*T+u*P+d*D,r[5]=c*b+h*E+u*R+d*I,r[9]=c*w+h*L+u*C+d*F,r[13]=c*S+h*A+u*N+d*O,r[2]=p*M+f*T+m*P+g*D,r[6]=p*b+f*E+m*R+g*I,r[10]=p*w+f*L+m*C+g*F,r[14]=p*S+f*A+m*N+g*O,r[3]=v*M+y*T+x*P+_*D,r[7]=v*b+y*E+x*R+_*I,r[11]=v*w+y*L+x*C+_*F,r[15]=v*S+y*A+x*N+_*O,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],a=t[1],s=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-i*l*h-r*s*u+n*l*u+i*s*d-n*o*d)+t[7]*(+e*o*d-e*l*u+r*a*u-i*a*d+i*l*c-r*o*c)+t[11]*(+e*l*h-e*s*d-r*a*h+n*a*d+r*s*c-n*l*c)+t[15]*(-i*s*c-e*o*h+e*s*u+i*a*h-n*a*u+n*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],a=t[4],s=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],f=t[13],m=t[14],g=t[15],v=h*m*l-f*u*l+f*o*d-s*m*d-h*o*g+s*u*g,y=p*u*l-c*m*l-p*o*d+a*m*d+c*o*g-a*u*g,x=c*f*l-p*h*l+p*s*d-a*f*d-c*s*g+a*h*g,_=p*h*o-c*f*o-p*s*u+a*f*u+c*s*m-a*h*m,M=e*v+n*y+i*x+r*_;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/M;return t[0]=v*b,t[1]=(f*u*r-h*m*r-f*i*d+n*m*d+h*i*g-n*u*g)*b,t[2]=(s*m*r-f*o*r+f*i*l-n*m*l-s*i*g+n*o*g)*b,t[3]=(h*o*r-s*u*r-h*i*l+n*u*l+s*i*d-n*o*d)*b,t[4]=y*b,t[5]=(c*m*r-p*u*r+p*i*d-e*m*d-c*i*g+e*u*g)*b,t[6]=(p*o*r-a*m*r-p*i*l+e*m*l+a*i*g-e*o*g)*b,t[7]=(a*u*r-c*o*r+c*i*l-e*u*l-a*i*d+e*o*d)*b,t[8]=x*b,t[9]=(p*h*r-c*f*r-p*n*d+e*f*d+c*n*g-e*h*g)*b,t[10]=(a*f*r-p*s*r+p*n*l-e*f*l-a*n*g+e*s*g)*b,t[11]=(c*s*r-a*h*r-c*n*l+e*h*l+a*n*d-e*s*d)*b,t[12]=_*b,t[13]=(c*f*i-p*h*i+p*n*u-e*f*u-c*n*m+e*h*m)*b,t[14]=(p*s*i-a*f*i-p*n*o+e*f*o+a*n*m-e*s*m)*b,t[15]=(a*h*i-c*s*i+c*n*o-e*h*o-a*n*u+e*s*u)*b,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,a=t.x,s=t.y,o=t.z,l=r*a,c=r*s;return this.set(l*a+n,l*s-i*o,l*o+i*s,0,l*s+i*o,c*s+n,c*o-i*a,0,l*o-i*s,c*o+i*a,r*o*o+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n){return this.set(1,e,n,0,t,1,n,0,t,e,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,a=e._y,s=e._z,o=e._w,l=r+r,c=a+a,h=s+s,u=r*l,d=r*c,p=r*h,f=a*c,m=a*h,g=s*h,v=o*l,y=o*c,x=o*h,_=n.x,M=n.y,b=n.z;return i[0]=(1-(f+g))*_,i[1]=(d+x)*_,i[2]=(p-y)*_,i[3]=0,i[4]=(d-x)*M,i[5]=(1-(u+g))*M,i[6]=(m+v)*M,i[7]=0,i[8]=(p+y)*b,i[9]=(m-v)*b,i[10]=(1-(u+f))*b,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=a.set(i[0],i[1],i[2]).length();const o=a.set(i[4],i[5],i[6]).length(),l=a.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],s.copy(this);const c=1/r,h=1/o,u=1/l;return s.elements[0]*=c,s.elements[1]*=c,s.elements[2]*=c,s.elements[4]*=h,s.elements[5]*=h,s.elements[6]*=h,s.elements[8]*=u,s.elements[9]*=u,s.elements[10]*=u,e.setFromRotationMatrix(s),n.x=r,n.y=o,n.z=l,this}makePerspective(t,e,n,i,r,a){void 0===a&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const s=this.elements,o=2*r/(e-t),l=2*r/(n-i),c=(e+t)/(e-t),h=(n+i)/(n-i),u=-(a+r)/(a-r),d=-2*a*r/(a-r);return s[0]=o,s[4]=0,s[8]=c,s[12]=0,s[1]=0,s[5]=l,s[9]=h,s[13]=0,s[2]=0,s[6]=0,s[10]=u,s[14]=d,s[3]=0,s[7]=0,s[11]=-1,s[15]=0,this}makeOrthographic(t,e,n,i,r,a){const s=this.elements,o=1/(e-t),l=1/(n-i),c=1/(a-r),h=(e+t)*o,u=(n+i)*l,d=(a+r)*c;return s[0]=2*o,s[4]=0,s[8]=0,s[12]=-h,s[1]=0,s[5]=2*l,s[9]=0,s[13]=-u,s[2]=0,s[6]=0,s[10]=-2*c,s[14]=-d,s[3]=0,s[7]=0,s[11]=0,s[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}r.prototype.isMatrix4=!0;const a=new i.P,s=new r,o=new i.P(0,0,0),l=new i.P(1,1,1),c=new i.P,h=new i.P,u=new i.P},1158:(t,e,n)=>{"use strict";n.d(e,{J:()=>l});var i=n(1273),r=n(6881);const a=new r.P,s=new r.P,o=new i.V;class l{constructor(t=new r.P(1,0,0),e=0){this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,n,i){return this.normal.set(t,e,n),this.constant=i,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,n){const i=a.subVectors(n,e).cross(s.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(i,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return void 0===e&&(console.warn("THREE.Plane: .projectPoint() target is now required"),e=new r.P),e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)}intersectLine(t,e){void 0===e&&(console.warn("THREE.Plane: .intersectLine() target is now required"),e=new r.P);const n=t.delta(a),i=this.normal.dot(n);if(0===i)return 0===this.distanceToPoint(t.start)?e.copy(t.start):void 0;const s=-(t.start.dot(this.normal)+this.constant)/i;return s<0||s>1?void 0:e.copy(n).multiplyScalar(s).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return void 0===t&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),t=new r.P),t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||o.getNormalMatrix(t),i=this.coplanarPoint(a).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}l.prototype.isPlane=!0},7092:(t,e,n)=>{"use strict";n.d(e,{_:()=>r});var i=n(2043);class r{constructor(t=0,e=0,n=0,i=1){this._x=t,this._y=e,this._z=n,this._w=i}static slerp(t,e,n,i){return n.copy(t).slerp(e,i)}static slerpFlat(t,e,n,i,r,a,s){let o=n[i+0],l=n[i+1],c=n[i+2],h=n[i+3];const u=r[a+0],d=r[a+1],p=r[a+2],f=r[a+3];if(0===s)return t[e+0]=o,t[e+1]=l,t[e+2]=c,void(t[e+3]=h);if(1===s)return t[e+0]=u,t[e+1]=d,t[e+2]=p,void(t[e+3]=f);if(h!==f||o!==u||l!==d||c!==p){let t=1-s;const e=o*u+l*d+c*p+h*f,n=e>=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),a=Math.atan2(r,e*n);t=Math.sin(t*a)/r,s=Math.sin(s*a)/r}const r=s*n;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+f*r,t===1-s){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,n,i,r,a){const s=n[i],o=n[i+1],l=n[i+2],c=n[i+3],h=r[a],u=r[a+1],d=r[a+2],p=r[a+3];return t[e]=s*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-s*d,t[e+2]=l*p+c*d+s*u-o*h,t[e+3]=c*p-s*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,a=t._order,s=Math.cos,o=Math.sin,l=s(n/2),c=s(i/2),h=s(r/2),u=o(n/2),d=o(i/2),p=o(r/2);switch(a){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+a)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],a=e[1],s=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=n+s+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(a-i)*t}else if(n>s&&n>h){const t=2*Math.sqrt(1+n-s-h);this._w=(c-o)/t,this._x=.25*t,this._y=(i+a)/t,this._z=(r+l)/t}else if(s>h){const t=2*Math.sqrt(1+s-n-h);this._w=(r-l)/t,this._x=(i+a)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-n-s);this._w=(a-i)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return n<1e-6?(n=0,Math.abs(t.x)>Math.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(i.M.clamp(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,a=t._w,s=e._x,o=e._y,l=e._z,c=e._w;return this._x=n*c+a*s+i*l-r*o,this._y=i*c+a*o+r*s-n*l,this._z=r*c+a*l+n*o-i*s,this._w=a*c-n*s-i*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,a=this._w;let s=a*t._w+n*t._x+i*t._y+r*t._z;if(s<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,s=-s):this.copy(t),s>=1)return this._w=a,this._x=n,this._y=i,this._z=r,this;const o=1-s*s;if(o<=Number.EPSILON){const t=1-e;return this._w=t*a+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,s),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return 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this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,a,s,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,a=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,a=(t.min.y-u.y)*c),n>a||r>i?null:((r>n||n!=n)&&(n=r),(a=0?(s=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(s=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),n>o||s>i?null:((s>n||n!=n)&&(n=s),(o=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,r)}intersectTriangle(t,e,n,i,r){l.subVectors(e,t),c.subVectors(n,t),h.crossVectors(l,c);let a,s=this.direction.dot(h);if(s>0){if(i)return null;a=1}else{if(!(s<0))return null;a=-1,s=-s}o.subVectors(this.origin,t);const u=a*this.direction.dot(c.crossVectors(o,c));if(u<0)return null;const d=a*this.direction.dot(l.cross(o));if(d<0)return null;if(u+d>s)return null;const p=-a*o.dot(h);return p<0?null:this.at(p/s,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}},4699:(t,e,n)=>{"use strict";n.d(e,{a:()=>s});var i=n(1898),r=n(6881);const a=new i.Z;class s{constructor(t=new r.P,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):a.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return void 0===t&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),t=new i.Z),this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}},8121:(t,e,n)=>{"use strict";n.d(e,{C:()=>m});var i=n(6881),r=n(1158);const a=new i.P,s=new i.P,o=new i.P,l=new i.P,c=new i.P,h=new i.P,u=new i.P,d=new i.P,p=new i.P,f=new i.P;class m{constructor(t=new i.P,e=new i.P,n=new i.P){this.a=t,this.b=e,this.c=n}static getNormal(t,e,n,r){void 0===r&&(console.warn("THREE.Triangle: .getNormal() target is now required"),r=new i.P),r.subVectors(n,e),a.subVectors(t,e),r.cross(a);const s=r.lengthSq();return s>0?r.multiplyScalar(1/Math.sqrt(s)):r.set(0,0,0)}static getBarycoord(t,e,n,r,l){a.subVectors(r,e),s.subVectors(n,e),o.subVectors(t,e);const c=a.dot(a),h=a.dot(s),u=a.dot(o),d=s.dot(s),p=s.dot(o),f=c*d-h*h;if(void 0===l&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),l=new i.P),0===f)return l.set(-2,-1,-1);const m=1/f,g=(d*u-h*p)*m,v=(c*p-h*u)*m;return l.set(1-g-v,v,g)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,l),l.x>=0&&l.y>=0&&l.x+l.y<=1}static getUV(t,e,n,i,r,a,s,o){return this.getBarycoord(t,e,n,i,l),o.set(0,0),o.addScaledVector(r,l.x),o.addScaledVector(a,l.y),o.addScaledVector(s,l.z),o}static isFrontFacing(t,e,n,i){return a.subVectors(n,e),s.subVectors(t,e),a.cross(s).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return 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Use THREE.BufferGeometry instead.")}},raycast:function(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),m.copy(n.boundingSphere),m.applyMatrix4(r),!1===t.ray.intersectsSphere(m))return;if(p.copy(r).invert(),f.copy(t.ray).applyMatrix4(p),null!==n.boundingBox&&!1===f.intersectsBox(n.boundingBox))return;let a;if(n.isBufferGeometry){const r=n.index,s=n.attributes.position,o=n.morphAttributes.position,l=n.morphTargetsRelative,c=n.attributes.uv,h=n.attributes.uv2,u=n.groups,d=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,p=u.length;n{"use strict";n.d(e,{w:()=>f});var i=n(4699),r=n(7540),a=n(9203),s=n(5353),o=n(6881),l=n(6679),c=n(9046);const h=new a.y,u=new r.z,d=new i.a,p=new o.P;function f(t=new c.u,e=new l.U){s.T.call(this),this.type="Points",this.geometry=t,this.material=e,this.updateMorphTargets()}function m(t,e,n,i,r,a,s){const l=u.distanceSqToPoint(t);if(lr.far)return;a.push({distance:c,distanceToRay:Math.sqrt(l),point:n,index:e,face:null,object:s})}}f.prototype=Object.assign(Object.create(s.T.prototype),{constructor:f,isPoints:!0,copy:function(t){return s.T.prototype.copy.call(this,t),this.material=t.material,this.geometry=t.geometry,this},raycast:function(t,e){const n=this.geometry,i=this.matrixWorld,r=t.params.Points.threshold;if(null===n.boundingSphere&&n.computeBoundingSphere(),d.copy(n.boundingSphere),d.applyMatrix4(i),d.radius+=r,!1===t.ray.intersectsSphere(d))return;h.copy(i).invert(),u.copy(t.ray).applyMatrix4(h);const a=r/((this.scale.x+this.scale.y+this.scale.z)/3),s=a*a;if(n.isBufferGeometry){const r=n.index,a=n.attributes.position;if(null!==r){const n=r.array;for(let r=0,o=n.length;r0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}})},1401:(t,e,n)=>{"use strict";n.d(e,{C:()=>Oe});var i=n(1661),r=n(2043),a=n(3993),s=n(4698),o=n(9203),l=n(1138),c=n(6881),h=n(223),u=n(3662);function d(){let t=null,e=!1,n=null,i=null;function r(e,a){n(e,a),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function p(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 0.0 ) {\n\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\n\t}\n\n\treturn distanceFalloff;\n\n#else\n\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n\t}\n\n\treturn 1.0;\n\n#endif\n\n}\n\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\n\treturn RECIPROCAL_PI * diffuseColor;\n\n} // validated\n\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\n\t// Original approximation by Christophe Schlick \'94\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH \'13)\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n\n} // validated\n\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\n\t// See F_Schlick\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\n\treturn Fr * fresnel + F0;\n\n}\n\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (34)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is "roughness squared" in Disney’s reparameterization\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\n\t// geometry term (normalized) = G(l)⋅G(v) / 4(n⋅l)(n⋅v)\n\t// also see #12151\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\n\treturn 1.0 / ( gl * gv );\n\n} // validated\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\n\treturn 0.5 / max( gv + gl, EPSILON );\n\n}\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is "roughness squared" in Disney’s reparameterization\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\n\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n\n}\n\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\n\tfloat alpha = pow2( roughness ); // UE4\'s roughness\n\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\n\tfloat D = D_GGX( alpha, dotNH );\n\n\treturn F * ( G * D );\n\n} // validated\n\n// Rect Area Light\n\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\n// by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt\n// code: https://github.com/selfshadow/ltc_code/\n\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\n\tfloat dotNV = saturate( dot( N, V ) );\n\n\t// texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\n\treturn uv;\n\n}\n\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\n\t// Real-Time Area Lighting: a Journey from Research to Production (p.102)\n\t// An approximation of the form factor of a horizon-clipped rectangle.\n\n\tfloat l = length( f );\n\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n\n}\n\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\n\tfloat x = dot( v1, v2 );\n\n\tfloat y = abs( x );\n\n\t// rational polynomial approximation to theta / sin( theta ) / 2PI\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\n\treturn cross( v1, v2 ) * theta_sintheta;\n\n}\n\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\n\t// bail if point is on back side of plane of light\n\t// assumes ccw winding order of light vertices\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\n\t// construct orthonormal basis around N\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system\n\n\t// compute transform\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\n\t// transform rect\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\n\t// project rect onto sphere\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\n\t// calculate vector form factor\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\n\t// adjust for horizon clipping\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\n/*\n\t// alternate method of adjusting for horizon clipping (see referece)\n\t// refactoring required\n\tfloat len = length( vectorFormFactor );\n\tfloat z = vectorFormFactor.z / len;\n\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\n\t// tabulated horizon-clipped sphere, apparently...\n\tvec2 uv = vec2( z * 0.5 + 0.5, len );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\n\tfloat scale = texture2D( ltc_2, uv ).w;\n\n\tfloat result = len * scale;\n*/\n\n\treturn vec3( result );\n\n}\n\n// End Rect Area Light\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\n\treturn specularColor * brdf.x + brdf.y;\n\n} // validated\n\n// Fdez-Agüera\'s "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"\n// Approximates multiscattering in order to preserve energy.\n// http://www.jcgt.org/published/0008/01/03/\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619; // 1/21\n\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* const in float dotNL, const in float dotNV */ ) {\n\n\t// geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)\n\treturn 0.25;\n\n}\n\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\n\t//float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\t//float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\n\treturn F * ( G * D );\n\n} // validated\n\n// source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\n\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n\n#if defined( USE_SHEEN )\n\n// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L94\nfloat D_Charlie(float roughness, float NoH) {\n\t// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\n\n// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L136\nfloat V_Neubelt(float NoV, float NoL) {\n\t// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\n\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n\n}\n\n#endif\n',bumpmap_pars_fragment:"\n#ifdef USE_BUMPMAP\n\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\n\t// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen\n\t// http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf\n\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n\tvec2 dHdxy_fwd() {\n\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n\t\treturn vec2( dBx, dBy );\n\n\t}\n\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\n\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\t\t// normalized\n\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\n\t}\n\n#endif\n",clipping_planes_fragment:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvec4 plane;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\n\t\tbool clipped = true;\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t\tif ( clipped ) discard;\n\n\t#endif\n\n#endif\n",clipping_planes_pars_fragment:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvarying vec3 vClipPosition;\n\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n\n#endif\n",clipping_planes_pars_vertex:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvarying vec3 vClipPosition;\n\n#endif\n",clipping_planes_vertex:"\n#if NUM_CLIPPING_PLANES > 0\n\n\tvClipPosition = - mvPosition.xyz;\n\n#endif\n",color_fragment:"\n#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif\n",color_pars_fragment:"\n#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n",color_pars_vertex:"\n#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\n\tvarying vec3 vColor;\n\n#endif\n",color_vertex:"\n#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\n\tvColor = vec3( 1.0 );\n\n#endif\n\n#ifdef USE_COLOR\n\n\tvColor.xyz *= color.xyz;\n\n#endif\n\n#ifdef USE_INSTANCING_COLOR\n\n\tvColor.xyz *= instanceColor.xyz;\n\n#endif\n",common:"\n#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n\n#ifndef saturate\n// may have defined saturate() already\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\n\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\n// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.\n// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\n\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\n\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\n\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n}\n\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t// dir can be either a direction vector or a normal vector\n\t// upper-left 3x3 of matrix is assumed to be orthogonal\n\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\n\treturn - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n\nmat3 transposeMat3( const in mat3 m ) {\n\n\tmat3 tmp;\n\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\n\treturn tmp;\n\n}\n\n// https://en.wikipedia.org/wiki/Relative_luminance\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\n\treturn dot( weights, color.rgb );\n\n}\n\nbool isPerspectiveMatrix( mat4 m ) {\n\n\treturn m[ 2 ][ 3 ] == - 1.0;\n\n}\n\nvec2 equirectUv( in vec3 dir ) {\n\n\t// dir is assumed to be unit length\n\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\n\treturn vec2( u, v );\n\n}\n",cube_uv_reflection_fragment:"\n#ifdef ENVMAP_TYPE_CUBE_UV\n\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\n\t// These shader functions convert between the UV coordinates of a single face of\n\t// a cubemap, the 0-5 integer index of a cube face, and the direction vector for\n\t// sampling a textureCube (not generally normalized ).\n\n\tfloat getFace( vec3 direction ) {\n\n\t\tvec3 absDirection = abs( direction );\n\n\t\tfloat face = - 1.0;\n\n\t\tif ( absDirection.x > absDirection.z ) {\n\n\t\t\tif ( absDirection.x > absDirection.y )\n\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\n\t\t\telse\n\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\n\t\t} else {\n\n\t\t\tif ( absDirection.z > absDirection.y )\n\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\n\t\t\telse\n\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\n\t\t}\n\n\t\treturn face;\n\n\t}\n\n\t// RH coordinate system; PMREM face-indexing convention\n\tvec2 getUV( vec3 direction, float face ) {\n\n\t\tvec2 uv;\n\n\t\tif ( face == 0.0 ) {\n\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x\n\n\t\t} else if ( face == 1.0 ) {\n\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y\n\n\t\t} else if ( face == 2.0 ) {\n\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z\n\n\t\t} else if ( face == 3.0 ) {\n\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x\n\n\t\t} else if ( face == 4.0 ) {\n\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y\n\n\t\t} else {\n\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z\n\n\t\t}\n\n\t\treturn 0.5 * ( uv + 1.0 );\n\n\t}\n\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\n\t\tfloat face = getFace( direction );\n\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\n\t\tfloat faceSize = exp2( mipInt );\n\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\n\t\tvec2 f = fract( uv );\n\n\t\tuv += 0.5 - f;\n\n\t\tif ( face > 2.0 ) {\n\n\t\t\tuv.y += faceSize;\n\n\t\t\tface -= 3.0;\n\n\t\t}\n\n\t\tuv.x += face * faceSize;\n\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\n\t\t}\n\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\n\t\tuv *= texelSize;\n\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tuv.x += texelSize;\n\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tuv.y += texelSize;\n\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tuv.x -= texelSize;\n\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\n\t\tvec3 tm = mix( tl, tr, f.x );\n\n\t\tvec3 bm = mix( bl, br, f.x );\n\n\t\treturn mix( tm, bm, f.y );\n\n\t}\n\n\t// These defines must match with PMREMGenerator\n\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\n\tfloat roughnessToMip( float roughness ) {\n\n\t\tfloat mip = 0.0;\n\n\t\tif ( roughness >= r1 ) {\n\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\n\t\t} else if ( roughness >= r4 ) {\n\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\n\t\t} else if ( roughness >= r5 ) {\n\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\n\t\t} else if ( roughness >= r6 ) {\n\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\n\t\t} else {\n\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness ); // 1.16 = 1.79^0.25\n\t\t}\n\n\t\treturn mip;\n\n\t}\n\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\n\t\tfloat mipF = fract( mip );\n\n\t\tfloat mipInt = floor( mip );\n\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\n\t\tif ( mipF == 0.0 ) {\n\n\t\t\treturn vec4( color0, 1.0 );\n\n\t\t} else {\n\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\n\t\t}\n\n\t}\n\n#endif\n",defaultnormal_vertex:"\nvec3 transformedNormal = objectNormal;\n\n#ifdef USE_INSTANCING\n\n\t// this is in lieu of a per-instance normal-matrix\n\t// shear transforms in the instance matrix are not supported\n\n\tmat3 m = mat3( instanceMatrix );\n\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\n\ttransformedNormal = m * transformedNormal;\n\n#endif\n\ntransformedNormal = normalMatrix * transformedNormal;\n\n#ifdef FLIP_SIDED\n\n\ttransformedNormal = - transformedNormal;\n\n#endif\n\n#ifdef USE_TANGENT\n\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\n\t#ifdef FLIP_SIDED\n\n\t\ttransformedTangent = - transformedTangent;\n\n\t#endif\n\n#endif\n",displacementmap_pars_vertex:"\n#ifdef USE_DISPLACEMENTMAP\n\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n\n#endif\n",displacementmap_vertex:"\n#ifdef USE_DISPLACEMENTMAP\n\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n\n#endif\n",emissivemap_fragment:"\n#ifdef USE_EMISSIVEMAP\n\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n\n#endif\n",emissivemap_pars_fragment:"\n#ifdef USE_EMISSIVEMAP\n\n\tuniform sampler2D emissiveMap;\n\n#endif\n",encodings_fragment:"\ngl_FragColor = linearToOutputTexel( gl_FragColor );\n",encodings_pars_fragment:"\n// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\n\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\n\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\n\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\n\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\n\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\n\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\n\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n\t// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\n\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\n\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\t// NOTE: The implementation with min causes the shader to not compile on\n\t// a common Alcatel A502DL in Chrome 78/Android 8.1. Some research suggests \n\t// that the chipset is Mediatek MT6739 w/ IMG PowerVR GE8100 GPU.\n\t// D = min( floor( D ) / 255.0, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\n\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\n\n// M matrix, for encoding\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\n\n// Inverse M matrix, for decoding\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}\n",envmap_fragment:"\n#ifdef USE_ENVMAP\n\n\t#ifdef ENV_WORLDPOS\n\n\t\tvec3 cameraToFrag;\n\n\t\tif ( isOrthographic ) {\n\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\n\t\t} else {\n\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\n\t\t}\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\n\t#else\n\n\t\tvec4 envColor = vec4( 0.0 );\n\n\t#endif\n\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\n\t\tenvColor = envMapTexelToLinear( envColor );\n\n\t#endif\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n",envmap_common_pars_fragment:"\n#ifdef USE_ENVMAP\n\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif\n",envmap_pars_fragment:"\n#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\t#define ENV_WORLDPOS\n\n\t#endif\n\n\t#ifdef ENV_WORLDPOS\n\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n\n#endif\n",envmap_pars_vertex:"\n#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\n\t\t#define ENV_WORLDPOS\n\n\t#endif\n\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\n\t#endif\n\n#endif\n",envmap_physical_pars_fragment:"\n#if defined( USE_ENVMAP )\n\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\n\tvec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {\n\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\n\t\t\t// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level\n\t\t\t// of a specular cubemap, or just the default level of a specially created irradiance cubemap.\n\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\n\t\t\t#else\n\n\t\t\t\t// force the bias high to get the last LOD level as it is the most blurred.\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\n\t\t\t#endif\n\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\n\t\t#else\n\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\n\t\t#endif\n\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\n\t}\n\n\t// Trowbridge-Reitz distribution to Mip level, following the logic of http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\n\t\t// clamp to allowable LOD ranges.\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\n\t}\n\n\tvec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\n\t\t\t// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\n\t\t#endif\n\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\n\t\t\t#else\n\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\n\t\t\t#endif\n\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\n\t\t#endif\n\n\t\treturn envMapColor.rgb * envMapIntensity;\n\n\t}\n\n#endif\n",envmap_vertex:"\n#ifdef USE_ENVMAP\n\n\t#ifdef ENV_WORLDPOS\n\n\t\tvWorldPosition = worldPosition.xyz;\n\n\t#else\n\n\t\tvec3 cameraToVertex;\n\n\t\tif ( isOrthographic ) {\n\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\n\t\t} else {\n\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\t\t}\n\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#endif\n\n#endif\n",fog_vertex:"\n#ifdef USE_FOG\n\n\tfogDepth = - mvPosition.z;\n\n#endif\n",fog_pars_vertex:"\n#ifdef USE_FOG\n\n\tvarying float fogDepth;\n\n#endif\n",fog_fragment:"\n#ifdef USE_FOG\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\n\t#endif\n\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\n#endif\n",fog_pars_fragment:"\n#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\n\t#endif\n\n#endif\n",gradientmap_pars_fragment:"\n\n#ifdef USE_GRADIENTMAP\n\n\tuniform sampler2D gradientMap;\n\n#endif\n\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\n\t// dotNL will be from -1.0 to 1.0\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\n\t#ifdef USE_GRADIENTMAP\n\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\n\t#else\n\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\n\t#endif\n\n}\n",lightmap_fragment:"\n#ifdef USE_LIGHTMAP\n\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage\n\n#endif\n",lightmap_pars_fragment:"\n#ifdef USE_LIGHTMAP\n\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n\n#endif\n",lights_lambert_vertex:"\nvec3 diffuse = vec3( 1.0 );\n\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\n\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\n\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\n\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\n\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n\n#ifdef DOUBLE_SIDED\n\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n\n#endif\n\n#if NUM_POINT_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\n\t\t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if NUM_SPOT_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n/*\n#if NUM_RECT_AREA_LIGHTS > 0\n\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\t// TODO (abelnation): implement\n\n\t}\n\n#endif\n*/\n\n#if NUM_DIR_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\n\t\t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if NUM_HEMI_LIGHTS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\n\t\t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n",lights_pars_begin:"\nuniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\n\n// get the irradiance (radiance convolved with cosine lobe) at the point 'normal' on the unit sphere\n// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\n\t// normal is assumed to have unit length\n\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\n\t// band 0\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\n\t// band 1\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\n\t// band 2\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\n\treturn result;\n\n}\n\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\n\treturn irradiance;\n\n}\n\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\n\tvec3 irradiance = ambientLightColor;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI;\n\n\t#endif\n\n\treturn irradiance;\n\n}\n\n#if NUM_DIR_LIGHTS > 0\n\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\n\t}\n\n#endif\n\n\n#if NUM_POINT_LIGHTS > 0\n\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\n\t}\n\n#endif\n\n\n#if NUM_SPOT_LIGHTS > 0\n\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\n\t\tif ( angleCos > spotLight.coneCos ) {\n\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\n\t\t} else {\n\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\n\t\t}\n\t}\n\n#endif\n\n\n#if NUM_RECT_AREA_LIGHTS > 0\n\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\n\t// Pre-computed values of LinearTransformedCosine approximation of BRDF\n\t// BRDF approximation Texture is 64x64\n\tuniform sampler2D ltc_1; // RGBA Float\n\tuniform sampler2D ltc_2; // RGBA Float\n\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n\n#endif\n\n\n#if NUM_HEMI_LIGHTS > 0\n\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\t\tirradiance *= PI;\n\n\t\t#endif\n\n\t\treturn irradiance;\n\n\t}\n\n#endif\n",lights_toon_fragment:"\nToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\n",lights_toon_pars_fragment:"\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n\nstruct ToonMaterial {\n\n\tvec3 diffuseColor;\n\n};\n\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI; // punctual light\n\n\t#endif\n\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n\n#define Material_LightProbeLOD( material )\t(0)\n",lights_phong_fragment:"\nBlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",lights_phong_pars_fragment:"\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n\nstruct BlinnPhongMaterial {\n\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n\n};\n\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI; // punctual light\n\n\t#endif\n\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n\n}\n\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n\n#define Material_LightProbeLOD( material )\t(0)\n",lights_physical_fragment:"\nPhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\n\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\n\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.\nmaterial.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n\n#ifdef REFLECTIVITY\n\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\n#else\n\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n\n#endif\n\n#ifdef CLEARCOAT\n\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\n\t#ifdef USE_CLEARCOATMAP\n\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\n\t#endif\n\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\n\t#endif\n\n\tmaterial.clearcoat = saturate( material.clearcoat ); // Burley clearcoat model\n\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n\n#endif\n\n#ifdef USE_SHEEN\n\n\tmaterial.sheenColor = sheen;\n\n#endif\n",lights_physical_pars_fragment:"\nstruct PhysicalMaterial {\n\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n\n};\n\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\n\n// Clear coat directional hemishperical reflectance (this approximation should be improved)\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n\n}\n\n#if NUM_RECT_AREA_LIGHTS > 0\n\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction\n\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\n\t\t// LTC Fresnel Approximation by Stephen Hill\n\t\t// http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\n\t}\n\n#endif\n\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\n\tvec3 irradiance = dotNL * directLight.color;\n\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\tirradiance *= PI; // punctual light\n\n\t#endif\n\n\t#ifdef CLEARCOAT\n\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\t\tccIrradiance *= PI; // punctual light\n\n\t\t#endif\n\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\n\t#else\n\n\t\tfloat clearcoatDHR = 0.0;\n\n\t#endif\n\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\n\t#ifdef CLEARCOAT\n\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\n\t#else\n\n\t\tfloat clearcoatDHR = 0.0;\n\n\t#endif\n\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\n\t// Both indirect specular and indirect diffuse light accumulate here\n\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n\n// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n\n}\n",lights_fragment_begin:"\n/**\n * This is a template that can be used to light a material, it uses pluggable\n * RenderEquations (RE)for specific lighting scenarios.\n *\n * Instructions for use:\n * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined\n * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???\n * - Create a material parameter that is to be passed as the third parameter to your lighting functions.\n *\n * TODO:\n * - Add area light support.\n * - Add sphere light support.\n * - Add diffuse light probe (irradiance cubemap) support.\n */\n\nGeometricContext geometry;\n\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n#ifdef CLEARCOAT\n\n\tgeometry.clearcoatNormal = clearcoatNormal;\n\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_fragment_maps:"\n#if defined( RE_IndirectDiffuse )\n\n\t#ifdef USE_LIGHTMAP\n\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\n\t\t\tlightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage\n\n\t\t#endif\n\n\t\tirradiance += lightMapIrradiance;\n\n\t#endif\n\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );\n\n\t#endif\n\n#endif\n\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\n\tradiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\n\t#ifdef CLEARCOAT\n\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\n\t#endif\n\n#endif\n",lights_fragment_end:"\n#if defined( RE_IndirectDiffuse )\n\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n\n#endif\n",logdepthbuf_fragment:"\n#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\n\t// Doing a strict comparison with == 1.0 can cause noise artifacts\n\t// on some platforms. See issue #17623.\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n\n#endif\n",logdepthbuf_pars_fragment:"\n#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n\n#endif\n",logdepthbuf_pars_vertex:"\n#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\n\t#else\n\n\t\tuniform float logDepthBufFC;\n\n\t#endif\n\n#endif\n",logdepthbuf_vertex:"\n#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\n\t#else\n\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\n\t\t\tgl_Position.z *= gl_Position.w;\n\n\t\t}\n\n\t#endif\n\n#endif\n",map_fragment:"\n#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n\n#endif\n",map_pars_fragment:"\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n",map_particle_fragment:"\n#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\n#endif\n\n#ifdef USE_MAP\n\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n\n#endif\n\n#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n\n#endif\n",map_particle_pars_fragment:"\n#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\tuniform mat3 uvTransform;\n\n#endif\n\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n\n#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n",metalnessmap_fragment:"\nfloat metalnessFactor = metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n",metalnessmap_pars_fragment:"\n#ifdef USE_METALNESSMAP\n\n\tuniform sampler2D metalnessMap;\n\n#endif\n",morphnormal_vertex:"\n#ifdef USE_MORPHNORMALS\n\n\t// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:\n\t// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in normal = sum((target - base) * influence)\n\t// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\n#endif\n",morphtarget_pars_vertex:"\n#ifdef USE_MORPHTARGETS\n\n\tuniform float morphTargetBaseInfluence;\n\n\t#ifndef USE_MORPHNORMALS\n\n\t\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\t\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif\n",morphtarget_vertex:"\n#ifdef USE_MORPHTARGETS\n\n\t// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:\n\t// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in position = sum((target - base) * influence)\n\t// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n",normal_fragment_begin:"\nfloat faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n\n#ifdef FLAT_SHADED\n\n\t// Workaround for Adreno GPUs not able to do dFdx( vViewPosition )\n\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#else\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * faceDirection;\n\n\t#endif\n\n\t#ifdef USE_TANGENT\n\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\n\t\t#endif\n\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\n\t\t#endif\n\n\t#endif\n\n#endif\n\n// non perturbed normal for clearcoat among others\n\nvec3 geometryNormal = normal;\n\n",normal_fragment_maps:"\n\n#ifdef OBJECTSPACE_NORMALMAP\n\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\n\n\t#ifdef FLIP_SIDED\n\n\t\tnormal = - normal;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * faceDirection;\n\n\t#endif\n\n\tnormal = normalize( normalMatrix * normal );\n\n#elif defined( TANGENTSPACE_NORMALMAP )\n\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\n\t#ifdef USE_TANGENT\n\n\t\tnormal = normalize( vTBN * mapN );\n\n\t#else\n\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\n\t#endif\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n\n#endif\n",normalmap_pars_fragment:"\n#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n#endif\n\n#ifdef OBJECTSPACE_NORMALMAP\n\n\tuniform mat3 normalMatrix;\n\n#endif\n\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\n\t// Normal Mapping Without Precomputed Tangents\n\t// http://www.thetenthplanet.de/archives/1180\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\n\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 N = surf_norm; // normalized\n\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\n\t}\n\n#endif\n",clearcoat_normal_fragment_begin:"\n#ifdef CLEARCOAT\n\n\tvec3 clearcoatNormal = geometryNormal;\n\n#endif\n",clearcoat_normal_fragment_maps:"\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\n\t#ifdef USE_TANGENT\n\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\n\t#else\n\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\n\t#endif\n\n#endif\n",clearcoat_pars_fragment:"\n\n#ifdef USE_CLEARCOATMAP\n\n\tuniform sampler2D clearcoatMap;\n\n#endif\n\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\tuniform sampler2D clearcoatRoughnessMap;\n\n#endif\n\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n\n#endif\n",packing:"\nvec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\n\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\n\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\n\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\n\nconst float ShiftRight8 = 1. / 256.;\n\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\n\treturn r * PackUpscale;\n}\n\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\n\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\n\n// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions\n\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\n\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n",premultiplied_alpha_fragment:"\n#ifdef PREMULTIPLIED_ALPHA\n\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\n\tgl_FragColor.rgb *= gl_FragColor.a;\n\n#endif\n",project_vertex:"\nvec4 mvPosition = vec4( transformed, 1.0 );\n\n#ifdef USE_INSTANCING\n\n\tmvPosition = instanceMatrix * mvPosition;\n\n#endif\n\nmvPosition = modelViewMatrix * mvPosition;\n\ngl_Position = projectionMatrix * mvPosition;\n",dithering_fragment:"\n#ifdef DITHERING\n\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n\n#endif\n",dithering_pars_fragment:"\n#ifdef DITHERING\n\n\t// based on https://www.shadertoy.com/view/MslGR8\n\tvec3 dithering( vec3 color ) {\n\t\t//Calculate grid position\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\n\t\t//Shift the individual colors differently, thus making it even harder to see the dithering pattern\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\n\t\t//modify shift acording to grid position.\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\n\t\t//shift the color by dither_shift\n\t\treturn color + dither_shift_RGB;\n\t}\n\n#endif\n",roughnessmap_fragment:"\nfloat roughnessFactor = roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n",roughnessmap_pars_fragment:"\n#ifdef USE_ROUGHNESSMAP\n\n\tuniform sampler2D roughnessMap;\n\n#endif\n",shadowmap_pars_fragment:"\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): create uniforms for area light shadows\n\n\t#endif\n\t*/\n\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\n\t}\n\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\n\t}\n\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\n\t\tfloat occlusion = 1.0;\n\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\n\t\tfloat hard_shadow = step( compare , distribution.x ); // Hard Shadow\n\n\t\tif (hard_shadow != 1.0 ) {\n\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance ); // Chebeyshevs inequality\n\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); // 0.3 reduces light bleed\n\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\n\t\t}\n\t\treturn occlusion;\n\n\t}\n\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\n\t\tfloat shadow = 1.0;\n\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\n\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\n\t\t#else // no percentage-closer filtering:\n\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\n\t\t#endif\n\n\t\t}\n\n\t\treturn shadow;\n\n\t}\n\n\t// cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\n\t// vector suitable for 2D texture mapping. This code uses the following layout for the\n\t// 2D texture:\n\t//\n\t// xzXZ\n\t// y Y\n\t//\n\t// Y - Positive y direction\n\t// y - Negative y direction\n\t// X - Positive x direction\n\t// x - Negative x direction\n\t// Z - Positive z direction\n\t// z - Negative z direction\n\t//\n\t// Source and test bed:\n\t// https://gist.github.com/tschw/da10c43c467ce8afd0c4\n\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\n\t\t// Number of texels to avoid at the edge of each square\n\n\t\tvec3 absV = abs( v );\n\n\t\t// Intersect unit cube\n\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\n\t\t// Apply scale to avoid seams\n\n\t\t// two texels less per square (one texel will do for NEAREST)\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\n\t\t// Unwrap\n\n\t\t// space: -1 ... 1 range for each square\n\t\t//\n\t\t// #X##\t\tdim := ( 4 , 2 )\n\t\t// # #\t\tcenter := ( 1 , 1 )\n\n\t\tvec2 planar = v.xy;\n\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\n\t\tif ( absV.z >= almostOne ) {\n\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\n\t\t} else if ( absV.x >= almostOne ) {\n\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\n\t\t} else if ( absV.y >= almostOne ) {\n\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\n\t\t}\n\n\t\t// Transform to UV space\n\n\t\t// scale := 0.5 / dim\n\t\t// translate := ( center + 0.5 ) / dim\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\n\t}\n\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\n\t\t// for point lights, the uniform @vShadowCoord is re-purposed to hold\n\t\t// the vector from the light to the world-space position of the fragment.\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\n\t\t// dp = normalized distance from light to fragment position\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp?\n\t\tdp += shadowBias;\n\n\t\t// bd3D = base direction 3D\n\t\tvec3 bd3D = normalize( lightToPosition );\n\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\n\t\t#else // no percentage-closer filtering\n\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\n\t\t#endif\n\n\t}\n\n#endif\n",shadowmap_pars_vertex:"\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): uniforms for area light shadows\n\n\t#endif\n\t*/\n\n#endif\n",shadowmap_vertex:"\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\t// Offsetting the position used for querying occlusion along the world normal can be used to reduce shadow acne.\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\n\t#endif\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): update vAreaShadowCoord with area light info\n\n\t#endif\n\t*/\n\n#endif\n",shadowmask_pars_fragment:"\nfloat getShadowMask() {\n\n\tfloat shadow = 1.0;\n\n\t#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\tDirectionalLightShadow directionalLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\tSpotLightShadow spotLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\tPointLightShadow pointLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): update shadow for Area light\n\n\t#endif\n\t*/\n\n\t#endif\n\n\treturn shadow;\n\n}\n",skinbase_vertex:"\n#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif\n",skinning_pars_vertex:"\n#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n",skinning_vertex:"\n#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n\n#endif\n",skinnormal_vertex:"\n#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n\t#ifdef USE_TANGENT\n\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\n\t#endif\n\n#endif\n",specularmap_fragment:"\nfloat specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif\n",specularmap_pars_fragment:"\n#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif\n",tonemapping_fragment:"\n#if defined( TONE_MAPPING )\n\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n",tonemapping_pars_fragment:"\n#ifndef saturate\n// may have defined saturate() already\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n\nuniform float toneMappingExposure;\n\n// exposure only\nvec3 LinearToneMapping( vec3 color ) {\n\n\treturn toneMappingExposure * color;\n\n}\n\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\nvec3 ReinhardToneMapping( vec3 color ) {\n\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n\n}\n\n// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\n\t// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n\n}\n\n// source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\nvec3 RRTAndODTFit( vec3 v ) {\n\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n\n}\n\n// this implementation of ACES is modified to accommodate a brighter viewing environment.\n// the scale factor of 1/0.6 is subjective. see discussion in #19621.\n\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\n\t// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ), // transposed from source\n\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\n\t// ODT_SAT => XYZ => D60_2_D65 => sRGB\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ), // transposed from source\n\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\n\tcolor *= toneMappingExposure / 0.6;\n\n\tcolor = ACESInputMat * color;\n\n\t// Apply RRT and ODT\n\tcolor = RRTAndODTFit( color );\n\n\tcolor = ACESOutputMat * color;\n\n\t// Clamp to [0, 1]\n\treturn saturate( color );\n\n}\n\nvec3 CustomToneMapping( vec3 color ) { return color; }\n",transmissionmap_fragment:"\n#ifdef USE_TRANSMISSIONMAP\n\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n\n#endif\n",transmissionmap_pars_fragment:"\n#ifdef USE_TRANSMISSIONMAP\n\n\tuniform sampler2D transmissionMap;\n\n#endif\n",uv_pars_fragment:"\n#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\n\tvarying vec2 vUv;\n\n#endif\n",uv_pars_vertex:"\n#ifdef USE_UV\n\n\t#ifdef UVS_VERTEX_ONLY\n\n\t\tvec2 vUv;\n\n\t#else\n\n\t\tvarying vec2 vUv;\n\n\t#endif\n\n\tuniform mat3 uvTransform;\n\n#endif\n",uv_vertex:"\n#ifdef USE_UV\n\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n#endif\n",uv2_pars_fragment:"\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif\n",uv2_pars_vertex:"\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n\tuniform mat3 uv2Transform;\n\n#endif\n",uv2_vertex:"\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n\n#endif\n",worldpos_vertex:"\n#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\n\t#ifdef USE_INSTANCING\n\n\t\tworldPosition = instanceMatrix * worldPosition;\n\n\t#endif\n\n\tworldPosition = modelMatrix * worldPosition;\n\n#endif\n",background_frag:"\nuniform sampler2D t2D;\n\nvarying vec2 vUv;\n\nvoid main() {\n\n\tvec4 texColor = texture2D( t2D, vUv );\n\n\tgl_FragColor = mapTexelToLinear( texColor );\n\n\t#include \n\t#include \n\n}\n",background_vert:"\nvarying vec2 vUv;\nuniform mat3 uvTransform;\n\nvoid main() {\n\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n\n}\n",cube_frag:"\n#include \nuniform float opacity;\n\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\n\t#include \n\t#include \n\n}\n",cube_vert:"\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t#include \n\t#include \n\n\tgl_Position.z = gl_Position.w; // set z to camera.far\n\n}\n",depth_frag:"\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n",depth_vert:"\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\n// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.\n// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for\n// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include \n\n\t#include \n\n\t#ifdef USE_DISPLACEMENTMAP\n\n\t\t#include \n\t\t#include \n\t\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n",distanceRGBA_frag:"\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main () {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include \n\t#include \n\t#include \n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n",distanceRGBA_vert:"\n#define DISTANCE\n\nvarying vec3 vWorldPosition;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\t#include \n\n\t#ifdef USE_DISPLACEMENTMAP\n\n\t\t#include \n\t\t#include \n\t\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvWorldPosition = worldPosition.xyz;\n\n}\n",equirect_frag:"\nuniform sampler2D tEquirect;\n\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvec3 direction = normalize( vWorldDirection );\n\n\tvec2 sampleUV = equirectUv( direction );\n\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\n\tgl_FragColor = mapTexelToLinear( texColor );\n\n\t#include \n\t#include \n\n}\n",equirect_vert:"\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t#include \n\t#include \n\n}\n",linedashed_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\nuniform float dashSize;\nuniform float totalSize;\n\nvarying float vLineDistance;\n\n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\n\t\tdiscard;\n\n\t}\n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\n\toutgoingLight = diffuseColor.rgb; // simple shader\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",linedashed_vert:"\nuniform float scale;\nattribute float lineDistance;\n\nvarying float vLineDistance;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tvLineDistance = scale * lineDistance;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshbasic_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\n\t// accumulation (baked indirect lighting only)\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\n\t#else\n\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\n\t#endif\n\n\t// modulation\n\t#include \n\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshbasic_vert:"\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifdef USE_ENVMAP\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshlambert_frag:"\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\n\t#ifdef DOUBLE_SIDED\n\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\n\t#else\n\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\n\t#endif\n\n\t#include \n\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\n\t#else\n\n\t\treflectedLight.directDiffuse = vLightFront;\n\n\t#endif\n\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\n\t// modulation\n\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n",meshlambert_vert:"\n#define LAMBERT\n\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n",meshmatcap_frag:"\n#define MATCAP\n\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n\n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks\n\n\t#ifdef USE_MATCAP\n\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\n\t#else\n\n\t\tvec4 matcapColor = vec4( 1.0 );\n\n\t#endif\n\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshmatcap_vert:"\n#define MATCAP\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\t\tvNormal = normalize( transformedNormal );\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n}\n",meshtoon_frag:"\n#define TOON\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// modulation\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshtoon_vert:"\n#define TOON\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include \n\t#include \n\t#include \n\n}\n",meshphong_frag:"\n#define PHONG\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// modulation\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshphong_vert:"\n#define PHONG\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshphysical_frag:"\n#define STANDARD\n\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// accumulation\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t// modulation\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n\t// this is a stub for the transmission model\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",meshphysical_vert:"\n#define STANDARD\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n\t#ifdef USE_TANGENT\n\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\n\t#endif\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include \n\t#include \n\t#include \n\n}\n",normal_frag:"\n#define NORMAL\n\nuniform float opacity;\n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\n\tvarying vec3 vViewPosition;\n\n#endif\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\n}\n",normal_vert:"\n#define NORMAL\n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\n\tvarying vec3 vViewPosition;\n\n#endif\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n\t#ifdef USE_TANGENT\n\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\n\t#endif\n\n#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\n\tvViewPosition = - mvPosition.xyz;\n\n#endif\n\n}\n",points_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\toutgoingLight = diffuseColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",points_vert:"\nuniform float size;\nuniform float scale;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\tgl_PointSize = size;\n\n\t#ifdef USE_SIZEATTENUATION\n\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",shadow_frag:"\nuniform vec3 color;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\n\t#include \n\t#include \n\t#include \n\n}\n",shadow_vert:"\n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\n}\n",sprite_frag:"\nuniform vec3 diffuse;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\toutgoingLight = diffuseColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\n}\n",sprite_vert:"\nuniform float rotation;\nuniform vec2 center;\n\n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\n\t#ifndef USE_SIZEATTENUATION\n\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\n\t#endif\n\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\n\tmvPosition.xy += rotatedPosition;\n\n\tgl_Position = projectionMatrix * mvPosition;\n\n\t#include \n\t#include \n\t#include \n\n}\n"};var x=n(6682),_=n(1273);const M={common:{diffuse:{value:new u.I(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new _.V},uv2Transform:{value:new _.V},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new l.F(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new u.I(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new u.I(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new _.V}},sprite:{diffuse:{value:new u.I(15658734)},opacity:{value:1},center:{value:new l.F(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new _.V}}},b={basic:{uniforms:(0,x.Rh)([M.common,M.specularmap,M.envmap,M.aomap,M.lightmap,M.fog]),vertexShader:y.meshbasic_vert,fragmentShader:y.meshbasic_frag},lambert:{uniforms:(0,x.Rh)([M.common,M.specularmap,M.envmap,M.aomap,M.lightmap,M.emissivemap,M.fog,M.lights,{emissive:{value:new u.I(0)}}]),vertexShader:y.meshlambert_vert,fragmentShader:y.meshlambert_frag},phong:{uniforms:(0,x.Rh)([M.common,M.specularmap,M.envmap,M.aomap,M.lightmap,M.emissivemap,M.bumpmap,M.normalmap,M.displacementmap,M.fog,M.lights,{emissive:{value:new u.I(0)},specular:{value:new 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Se=n(2114),Te=n(7683),Ee=n(9046);function Le(t,e,n){let r=new s.i;const a=new l.F,o=new l.F,c=new h.L,u=[],d=[],p={},f={0:i._Li,1:i.Wl3,2:i.ehD},m=new g.j({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new l.F},radius:{value:4}},vertexShader:"\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}\n",fragmentShader:"\nuniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n\n#include \n\nvoid main() {\n\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\n\t// This seems totally useless but it's a crazy work around for a Adreno compiler bug\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\n\t\t#ifdef HORIZONTAL_PASS\n\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\n\t\t#else\n\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\n\t\t#endif\n\n\t}\n\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n\n}\n"}),y=m.clone();y.defines.HORIZONTAL_PASS=1;const x=new Ee.u;x.setAttribute("position",new G.Tl(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const _=new v.K(x,m),M=this;function b(n,i){const r=e.update(_);m.uniforms.shadow_pass.value=n.map.texture,m.uniforms.resolution.value=n.mapSize,m.uniforms.radius.value=n.radius,t.setRenderTarget(n.mapPass),t.clear(),t.renderBufferDirect(i,null,r,m,_,null),y.uniforms.shadow_pass.value=n.mapPass.texture,y.uniforms.resolution.value=n.mapSize,y.uniforms.radius.value=n.radius,t.setRenderTarget(n.map),t.clear(),t.renderBufferDirect(i,null,r,y,_,null)}function w(t,e,n){const r=t<<0|e<<1|n<<2;let a=u[r];return void 0===a&&(a=new Se.l({depthPacking:i.mSO,morphTargets:t,skinning:e}),u[r]=a),a}function S(t,e,n){const i=t<<0|e<<1|n<<2;let r=d[i];return void 0===r&&(r=new Te.L({morphTargets:t,skinning:e}),d[i]=r),r}function T(e,n,r,a,s,o,l){let c=null,h=w,u=e.customDepthMaterial;if(!0===a.isPointLight&&(h=S,u=e.customDistanceMaterial),void 0===u){let t=!1;!0===r.morphTargets&&(t=n.morphAttributes&&n.morphAttributes.position&&n.morphAttributes.position.length>0);let i=!1;!0===e.isSkinnedMesh&&(!0===r.skinning?i=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",e));c=h(t,i,!0===e.isInstancedMesh)}else c=u;if(t.localClippingEnabled&&!0===r.clipShadows&&0!==r.clippingPlanes.length){const t=c.uuid,e=r.uuid;let n=p[t];void 0===n&&(n={},p[t]=n);let i=n[e];void 0===i&&(i=c.clone(),n[e]=i),c=i}return c.visible=r.visible,c.wireframe=r.wireframe,l===i.dwk?c.side=null!==r.shadowSide?r.shadowSide:r.side:c.side=null!==r.shadowSide?r.shadowSide:f[r.side],c.clipShadows=r.clipShadows,c.clippingPlanes=r.clippingPlanes,c.clipIntersection=r.clipIntersection,c.wireframeLinewidth=r.wireframeLinewidth,c.linewidth=r.linewidth,!0===a.isPointLight&&!0===c.isMeshDistanceMaterial&&(c.referencePosition.setFromMatrixPosition(a.matrixWorld),c.nearDistance=s,c.farDistance=o),c}function E(n,a,s,o,l){if(!1===n.visible)return;if(n.layers.test(a.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&l===i.dwk)&&(!n.frustumCulled||r.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const i=e.update(n),r=n.material;if(Array.isArray(r)){const e=i.groups;for(let a=0,c=e.length;an||a.y>n)&&(a.x>n&&(o.x=Math.floor(n/f.x),a.x=o.x*f.x,d.mapSize.x=o.x),a.y>n&&(o.y=Math.floor(n/f.y),a.y=o.y*f.y,d.mapSize.y=o.y)),null===d.map&&!d.isPointLightShadow&&this.type===i.dwk){const t={minFilter:i.wem,magFilter:i.wem,format:i.wk1};d.map=new C(a.x,a.y,t),d.map.texture.name=u.name+".shadowMap",d.mapPass=new C(a.x,a.y,t),d.camera.updateProjectionMatrix()}if(null===d.map){const t={minFilter:i.TyD,magFilter:i.TyD,format:i.wk1};d.map=new C(a.x,a.y,t),d.map.texture.name=u.name+".shadowMap",d.camera.updateProjectionMatrix()}t.setRenderTarget(d.map),t.clear();const m=d.getViewportCount();for(let t=0;t=1):-1!==A.indexOf("OpenGL ES")&&(L=parseFloat(/^OpenGL ES (\d)/.exec(A)[1]),E=L>=2);let P=null,R={};const C=new h.L,N=new h.L;function D(e,n,i){const r=new Uint8Array(4),a=t.createTexture();t.bindTexture(e,a),t.texParameteri(e,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(e,t.TEXTURE_MAG_FILTER,t.NEAREST);for(let e=0;ei||t.height>i)&&(a=i/Math.max(t.width,t.height)),a<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const i=e?r.M.floorPowerOfTwo:Math.floor,s=i(a*t.width),o=i(a*t.height);void 0===m&&(m=v(s,o));const l=n?v(s,o):m;l.width=s,l.height=o;return l.getContext("2d").drawImage(t,0,0,s,o),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+s+"x"+o+")."),l}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function x(t){return r.M.isPowerOfTwo(t.width)&&r.M.isPowerOfTwo(t.height)}function _(t,e){return t.generateMipmaps&&e&&t.minFilter!==i.TyD&&t.minFilter!==i.wem}function M(e,n,i,r){t.generateMipmap(e);a.get(n).__maxMipLevel=Math.log2(Math.max(i,r))}function b(n,i,r){if(!1===c)return i;if(null!==n){if(void 0!==t[n])return t[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+n+"'")}let a=i;return i===t.RED&&(r===t.FLOAT&&(a=t.R32F),r===t.HALF_FLOAT&&(a=t.R16F),r===t.UNSIGNED_BYTE&&(a=t.R8)),i===t.RGB&&(r===t.FLOAT&&(a=t.RGB32F),r===t.HALF_FLOAT&&(a=t.RGB16F),r===t.UNSIGNED_BYTE&&(a=t.RGB8)),i===t.RGBA&&(r===t.FLOAT&&(a=t.RGBA32F),r===t.HALF_FLOAT&&(a=t.RGBA16F),r===t.UNSIGNED_BYTE&&(a=t.RGBA8)),a!==t.R16F&&a!==t.R32F&&a!==t.RGBA16F&&a!==t.RGBA32F||e.get("EXT_color_buffer_float"),a}function w(e){return e===i.TyD||e===i.YLQ||e===i.aH4?t.NEAREST:t.LINEAR}function S(e){const n=e.target;n.removeEventListener("dispose",S),function(e){const n=a.get(e);if(void 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r=a.get(e);if(e.isVideoTexture&&function(t){const e=l.render.frame;f.get(t)!==e&&(f.set(t,e),t.update())}(e),e.version>0&&r.__version!==e.version){const t=e.image;if(void 0===t)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined");else{if(!1!==t.complete)return void D(r,e,i);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}n.activeTexture(t.TEXTURE0+i),n.bindTexture(t.TEXTURE_2D,r.__webglTexture)}function A(e,r){const s=a.get(e);e.version>0&&s.__version!==e.version?function(e,r,a){if(6!==r.image.length)return;N(e,r),n.activeTexture(t.TEXTURE0+a),n.bindTexture(t.TEXTURE_CUBE_MAP,e.__webglTexture),t.pixelStorei(t.UNPACK_FLIP_Y_WEBGL,r.flipY),t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.premultiplyAlpha),t.pixelStorei(t.UNPACK_ALIGNMENT,r.unpackAlignment),t.pixelStorei(t.UNPACK_COLORSPACE_CONVERSION_WEBGL,t.NONE);const s=r&&(r.isCompressedTexture||r.image[0].isCompressedTexture),l=r.image[0]&&r.image[0].isDataTexture,h=[];for(let t=0;t<6;t++)h[t]=s||l?l?r.image[t].image:r.image[t]:y(r.image[t],!1,!0,u);const d=h[0],p=x(d)||c,f=o.convert(r.format),m=o.convert(r.type),g=b(r.internalFormat,f,m);let v;if(C(t.TEXTURE_CUBE_MAP,r,p),s){for(let e=0;e<6;e++){v=h[e].mipmaps;for(let a=0;a1||a.get(r).__currentAnisotropy)&&(t.texParameterf(n,o.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(r.anisotropy,s.getMaxAnisotropy())),a.get(r).__currentAnisotropy=r.anisotropy)}}function N(e,n){void 0===e.__webglInit&&(e.__webglInit=!0,n.addEventListener("dispose",S),e.__webglTexture=t.createTexture(),l.memory.textures++)}function D(e,r,a){let s=t.TEXTURE_2D;r.isDataTexture2DArray&&(s=t.TEXTURE_2D_ARRAY),r.isDataTexture3D&&(s=t.TEXTURE_3D),N(e,r),n.activeTexture(t.TEXTURE0+a),n.bindTexture(s,e.__webglTexture),t.pixelStorei(t.UNPACK_FLIP_Y_WEBGL,r.flipY),t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.premultiplyAlpha),t.pixelStorei(t.UNPACK_ALIGNMENT,r.unpackAlignment),t.pixelStorei(t.UNPACK_COLORSPACE_CONVERSION_WEBGL,t.NONE);const l=function(t){return!c&&(t.wrapS!==i.uWy||t.wrapT!==i.uWy||t.minFilter!==i.TyD&&t.minFilter!==i.wem)}(r)&&!1===x(r.image),h=y(r.image,l,!1,d),u=x(h)||c,p=o.convert(r.format);let f,m=o.convert(r.type),g=b(r.internalFormat,p,m);C(s,r,u);const v=r.mipmaps;if(r.isDepthTexture)g=t.DEPTH_COMPONENT,c?g=r.type===i.VzW?t.DEPTH_COMPONENT32F:r.type===i.JQ4?t.DEPTH_COMPONENT24:r.type===i.wJv?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT16:r.type===i.VzW&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),r.format===i.qkB&&g===t.DEPTH_COMPONENT&&r.type!==i.LsT&&r.type!==i.JQ4&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),r.type=i.LsT,m=o.convert(r.type)),r.format===i.brP&&g===t.DEPTH_COMPONENT&&(g=t.DEPTH_STENCIL,r.type!==i.wJv&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),r.type=i.wJv,m=o.convert(r.type))),n.texImage2D(t.TEXTURE_2D,0,g,h.width,h.height,0,p,m,null);else if(r.isDataTexture)if(v.length>0&&u){for(let e=0,i=v.length;e0&&u){for(let e=0,i=v.length;e=h&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+h),E+=1,t},this.resetTextureUnits=function(){E=0},this.setTexture2D=L,this.setTexture2DArray=function(e,i){const r=a.get(e);e.version>0&&r.__version!==e.version?D(r,e,i):(n.activeTexture(t.TEXTURE0+i),n.bindTexture(t.TEXTURE_2D_ARRAY,r.__webglTexture))},this.setTexture3D=function(e,i){const r=a.get(e);e.version>0&&r.__version!==e.version?D(r,e,i):(n.activeTexture(t.TEXTURE0+i),n.bindTexture(t.TEXTURE_3D,r.__webglTexture))},this.setTextureCube=A,this.setupRenderTarget=function(e){const r=e.texture,s=a.get(e),h=a.get(r);e.addEventListener("dispose",T),h.__webglTexture=t.createTexture(),l.memory.textures++;const u=!0===e.isWebGLCubeRenderTarget,d=!0===e.isWebGLMultisampleRenderTarget,p=r.isDataTexture3D||r.isDataTexture2DArray,f=x(e)||c;if(!c||r.format!==i.UCm||r.type!==i.VzW&&r.type!==i.cLu||(r.format=i.wk1,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),u){s.__webglFramebuffer=[];for(let e=0;e<6;e++)s.__webglFramebuffer[e]=t.createFramebuffer()}else if(s.__webglFramebuffer=t.createFramebuffer(),d)if(c){s.__webglMultisampledFramebuffer=t.createFramebuffer(),s.__webglColorRenderbuffer=t.createRenderbuffer(),t.bindRenderbuffer(t.RENDERBUFFER,s.__webglColorRenderbuffer);const n=o.convert(r.format),i=o.convert(r.type),a=b(r.internalFormat,n,i),l=z(e);t.renderbufferStorageMultisample(t.RENDERBUFFER,l,a,e.width,e.height),t.bindFramebuffer(t.FRAMEBUFFER,s.__webglMultisampledFramebuffer),t.framebufferRenderbuffer(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.RENDERBUFFER,s.__webglColorRenderbuffer),t.bindRenderbuffer(t.RENDERBUFFER,null),e.depthBuffer&&(s.__webglDepthRenderbuffer=t.createRenderbuffer(),F(s.__webglDepthRenderbuffer,e,!0)),t.bindFramebuffer(t.FRAMEBUFFER,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");if(u){n.bindTexture(t.TEXTURE_CUBE_MAP,h.__webglTexture),C(t.TEXTURE_CUBE_MAP,r,f);for(let n=0;n<6;n++)I(s.__webglFramebuffer[n],e,t.COLOR_ATTACHMENT0,t.TEXTURE_CUBE_MAP_POSITIVE_X+n);_(r,f)&&M(t.TEXTURE_CUBE_MAP,r,e.width,e.height),n.bindTexture(t.TEXTURE_CUBE_MAP,null)}else{let i=t.TEXTURE_2D;if(p)if(c){i=r.isDataTexture3D?t.TEXTURE_3D:t.TEXTURE_2D_ARRAY}else console.warn("THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.");n.bindTexture(i,h.__webglTexture),C(i,r,f),I(s.__webglFramebuffer,e,t.COLOR_ATTACHMENT0,i),_(r,f)&&M(t.TEXTURE_2D,r,e.width,e.height),n.bindTexture(t.TEXTURE_2D,null)}e.depthBuffer&&O(e)},this.updateRenderTargetMipmap=function(e){const i=e.texture;if(_(i,x(e)||c)){const r=e.isWebGLCubeRenderTarget?t.TEXTURE_CUBE_MAP:t.TEXTURE_2D,s=a.get(i).__webglTexture;n.bindTexture(r,s),M(r,i,e.width,e.height),n.bindTexture(r,null)}},this.updateMultisampleRenderTarget=function(e){if(e.isWebGLMultisampleRenderTarget)if(c){const n=a.get(e);t.bindFramebuffer(t.READ_FRAMEBUFFER,n.__webglMultisampledFramebuffer),t.bindFramebuffer(t.DRAW_FRAMEBUFFER,n.__webglFramebuffer);const i=e.width,r=e.height;let s=t.COLOR_BUFFER_BIT;e.depthBuffer&&(s|=t.DEPTH_BUFFER_BIT),e.stencilBuffer&&(s|=t.STENCIL_BUFFER_BIT),t.blitFramebuffer(0,0,i,r,0,0,i,r,s,t.NEAREST),t.bindFramebuffer(t.FRAMEBUFFER,n.__webglMultisampledFramebuffer)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.")},this.safeSetTexture2D=function(t,e){t&&t.isWebGLRenderTarget&&(!1===U&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),U=!0),t=t.texture),L(t,e)},this.safeSetTextureCube=function(t,e){t&&t.isWebGLCubeRenderTarget&&(!1===B&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. 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Ce;g.layers.enable(1),g.layers.enable(2);let v=null,y=null;function x(t){const e=u.get(t.inputSource);e&&e.dispatchEvent({type:t.type,data:t.inputSource})}function _(){u.forEach((function(t,e){t.disconnect(e)})),u.clear(),v=null,y=null,t.setFramebuffer(null),t.setRenderTarget(t.getRenderTarget()),E.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function M(t){const e=i.inputSources;for(let t=0;t0&&Wt(a,t,e),s.length>0&&Wt(s,t,e),!0===t.isScene&&t.onAfterRender(C,t,e),null!==O&&(gt.updateRenderTargetMipmap(O),gt.updateMultisampleRenderTarget(O)),pt.buffers.depth.setTest(!0),pt.buffers.depth.setMask(!0),pt.buffers.color.setMask(!0),pt.setPolygonOffset(!1),R.pop(),L=R.length>0?R[R.length-1]:null,P.pop(),b=P.length>0?P[P.length-1]:null},this.setFramebuffer=function(t){D!==t&&null===O&&Nt.bindFramebuffer(Nt.FRAMEBUFFER,t),D=t},this.getActiveCubeFace=function(){return I},this.getActiveMipmapLevel=function(){return F},this.getRenderTarget=function(){return O},this.setRenderTarget=function(t,e=0,n=0){O=t,I=e,F=n,t&&void 0===mt.get(t).__webglFramebuffer&>.setupRenderTarget(t);let i=D,r=!1,a=!1;if(t){const n=t.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(a=!0);const s=mt.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(i=s[e],r=!0):i=t.isWebGLMultisampleRenderTarget?mt.get(t).__webglMultisampledFramebuffer:s,j.copy(t.viewport),X.copy(t.scissor),Z=t.scissorTest}else j.copy(et).multiplyScalar($).floor(),X.copy(nt).multiplyScalar($).floor(),Z=it;if(z!==i&&(Nt.bindFramebuffer(Nt.FRAMEBUFFER,i),z=i),pt.viewport(j),pt.scissor(X),pt.setScissorTest(Z),r){const i=mt.get(t.texture);Nt.framebufferTexture2D(Nt.FRAMEBUFFER,Nt.COLOR_ATTACHMENT0,Nt.TEXTURE_CUBE_MAP_POSITIVE_X+e,i.__webglTexture,n)}else if(a){const i=mt.get(t.texture),r=e||0;Nt.framebufferTextureLayer(Nt.FRAMEBUFFER,Nt.COLOR_ATTACHMENT0,i.__webglTexture,n||0,r)}},this.readRenderTargetPixels=function(t,e,n,r,a,s,o){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let l=mt.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==o&&(l=l[o]),l){let o=!1;l!==z&&(Nt.bindFramebuffer(Nt.FRAMEBUFFER,l),o=!0);try{const l=t.texture,c=l.format,h=l.type;if(c!==i.wk1&&Rt.convert(c)!==Nt.getParameter(Nt.IMPLEMENTATION_COLOR_READ_FORMAT))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const u=h===i.cLu&&(ut.has("EXT_color_buffer_half_float")||dt.isWebGL2&&ut.has("EXT_color_buffer_float"));if(!(h===i.ywz||Rt.convert(h)===Nt.getParameter(Nt.IMPLEMENTATION_COLOR_READ_TYPE)||h===i.VzW&&(dt.isWebGL2||ut.has("OES_texture_float")||ut.has("WEBGL_color_buffer_float"))||u))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");Nt.checkFramebufferStatus(Nt.FRAMEBUFFER)===Nt.FRAMEBUFFER_COMPLETE?e>=0&&e<=t.width-r&&n>=0&&n<=t.height-a&&Nt.readPixels(e,n,r,a,Rt.convert(c),Rt.convert(h),s):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{o&&Nt.bindFramebuffer(Nt.FRAMEBUFFER,z)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),a=Math.floor(e.image.height*i),s=Rt.convert(e.format);gt.setTexture2D(e,0),Nt.copyTexImage2D(Nt.TEXTURE_2D,n,s,t.x,t.y,r,a,0),pt.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,a=e.image.height,s=Rt.convert(n.format),o=Rt.convert(n.type);gt.setTexture2D(n,0),Nt.pixelStorei(Nt.UNPACK_FLIP_Y_WEBGL,n.flipY),Nt.pixelStorei(Nt.UNPACK_PREMULTIPLY_ALPHA_WEBGL,n.premultiplyAlpha),Nt.pixelStorei(Nt.UNPACK_ALIGNMENT,n.unpackAlignment),e.isDataTexture?Nt.texSubImage2D(Nt.TEXTURE_2D,i,t.x,t.y,r,a,s,o,e.image.data):e.isCompressedTexture?Nt.compressedTexSubImage2D(Nt.TEXTURE_2D,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,s,e.mipmaps[0].data):Nt.texSubImage2D(Nt.TEXTURE_2D,i,t.x,t.y,s,o,e.image),0===i&&n.generateMipmaps&&Nt.generateMipmap(Nt.TEXTURE_2D),pt.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(C.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const{width:a,height:s,data:o}=n.image,l=Rt.convert(i.format),c=Rt.convert(i.type);let h;if(i.isDataTexture3D)gt.setTexture3D(i,0),h=Nt.TEXTURE_3D;else{if(!i.isDataTexture2DArray)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");gt.setTexture2DArray(i,0),h=Nt.TEXTURE_2D_ARRAY}Nt.pixelStorei(Nt.UNPACK_FLIP_Y_WEBGL,i.flipY),Nt.pixelStorei(Nt.UNPACK_PREMULTIPLY_ALPHA_WEBGL,i.premultiplyAlpha),Nt.pixelStorei(Nt.UNPACK_ALIGNMENT,i.unpackAlignment);const u=Nt.getParameter(Nt.UNPACK_ROW_LENGTH),d=Nt.getParameter(Nt.UNPACK_IMAGE_HEIGHT),p=Nt.getParameter(Nt.UNPACK_SKIP_PIXELS),f=Nt.getParameter(Nt.UNPACK_SKIP_ROWS),m=Nt.getParameter(Nt.UNPACK_SKIP_IMAGES);Nt.pixelStorei(Nt.UNPACK_ROW_LENGTH,a),Nt.pixelStorei(Nt.UNPACK_IMAGE_HEIGHT,s),Nt.pixelStorei(Nt.UNPACK_SKIP_PIXELS,t.min.x),Nt.pixelStorei(Nt.UNPACK_SKIP_ROWS,t.min.y),Nt.pixelStorei(Nt.UNPACK_SKIP_IMAGES,t.min.z),Nt.texSubImage3D(h,r,e.x,e.y,e.z,t.max.x-t.min.x+1,t.max.y-t.min.y+1,t.max.z-t.min.z+1,l,c,o),Nt.pixelStorei(Nt.UNPACK_ROW_LENGTH,u),Nt.pixelStorei(Nt.UNPACK_IMAGE_HEIGHT,d),Nt.pixelStorei(Nt.UNPACK_SKIP_PIXELS,p),Nt.pixelStorei(Nt.UNPACK_SKIP_ROWS,f),Nt.pixelStorei(Nt.UNPACK_SKIP_IMAGES,m),0===r&&i.generateMipmaps&&Nt.generateMipmap(h),pt.unbindTexture()},this.initTexture=function(t){gt.setTexture2D(t,0),pt.unbindTexture()},this.resetState=function(){pt.reset(),Ct.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}Object.assign(De.prototype,{constructor:De,getHandSpace:function(){return null===this._hand&&(this._hand=new Ne.Z,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand},getTargetRaySpace:function(){return null===this._targetRay&&(this._targetRay=new Ne.Z,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1),this._targetRay},getGripSpace:function(){return null===this._grip&&(this._grip=new Ne.Z,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1),this._grip},dispatchEvent:function(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this},disconnect:function(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this},update:function(t,e,n){let i=null,r=null,a=null;const s=this._targetRay,o=this._grip,l=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState)if(l&&t.hand){a=!0;for(const i of t.hand.values()){const t=e.getJointPose(i,n);if(void 0===l.joints[i.jointName]){const t=new Ne.Z;t.matrixAutoUpdate=!1,t.visible=!1,l.joints[i.jointName]=t,l.add(t)}const r=l.joints[i.jointName];null!==t&&(r.matrix.fromArray(t.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=t.radius),r.visible=null!==t}const 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n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=a.M.generateUUID()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case r.rpg:t.x=t.x-Math.floor(t.x);break;case r.uWy:t.x=t.x<0?0:1;break;case r.OoA:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case r.rpg:t.y=t.y-Math.floor(t.y);break;case r.uWy:t.y=t.y<0?0:1;break;case 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