commit b3827576da535dfe9b9672e44925430abd53eb42 Author: Azure Date: Fri Jan 23 15:55:56 2026 +0100 first commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..7282dbf --- /dev/null +++ b/.gitignore @@ -0,0 +1,57 @@ +## A streamlined .gitignore for modern .NET projects +## including temporary files, build results, and +## files generated by popular .NET tools. If you are +## developing with Visual Studio, the VS .gitignore +## https://github.com/github/gitignore/blob/main/VisualStudio.gitignore +## has more thorough IDE-specific entries. +## +## Get latest from https://github.com/github/gitignore/blob/main/Dotnet.gitignore + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# NuGet Packages +*.nupkg +# NuGet Symbol Packages +*.snupkg + +# dotenv environment variables file +.env + +# Others +~$* +*~ +CodeCoverage/ + +# MSBuild Binary and Structured Log +*.binlog + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..3b5ce67 --- /dev/null +++ b/LICENSE @@ -0,0 +1,235 @@ +GNU AFFERO GENERAL PUBLIC LICENSE +Version 3, 19 November 2007 + +Copyright (C) 2007 Free Software Foundation, Inc. + +Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. + + Preamble + +The GNU Affero General Public License is a free, copyleft license for software and other kinds of works, specifically designed to ensure cooperation with the community in the case of network server software. + +The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, our General Public Licenses are intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. + +When we speak of free software, we are referring to freedom, not price. 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If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying. + +If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms. + +Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way. + +8. 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"Knowingly relying" means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient"s use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid. + +If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it. + +A patent license is "discriminatory" if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. + +Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. + +12. 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If the Program does not specify a version number of the GNU Affero General Public License, you may choose any version ever published by the Free Software Foundation. + +If the Program specifies that a proxy can decide which future versions of the GNU Affero General Public License can be used, that proxy"s public statement of acceptance of a version permanently authorizes you to choose that version for the Program. + +Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. + +15. Disclaimer of Warranty. + +THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + +16. Limitation of Liability. + +IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +17. Interpretation of Sections 15 and 16. + +If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. + +END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + +If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. + +To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. + + LentiaLauncher + Copyright (C) 2026 azures04 + + This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. + + You should have received a copy of the GNU Affero General Public License along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + +If your software can interact with users remotely through a computer network, you should also make sure that it provides a way for users to get its source. For example, if your program is a web application, its interface could display a "Source" link that leads users to an archive of the code. There are many ways you could offer source, and different solutions will be better for different programs; see section 13 for the specific requirements. + +You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU AGPL, see . diff --git a/LentiaLauncher.csproj b/LentiaLauncher.csproj new file mode 100644 index 0000000..d173dd1 --- /dev/null +++ b/LentiaLauncher.csproj @@ -0,0 +1,29 @@ + + + Exe + net8.0 + AnyCPU + enable + enable + LentiaLauncher + ./resources/icon.ico + + + + + Always + + + + + + + + + PreserveNewest + + + PreserveNewest + + + diff --git a/LentiaLauncher.sln b/LentiaLauncher.sln new file mode 100644 index 0000000..dcfd6bb --- /dev/null +++ b/LentiaLauncher.sln @@ -0,0 +1,24 @@ +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.5.2.0 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LentiaLauncher", "LentiaLauncher.csproj", "{542293E9-DBDA-29F2-362E-0015F87B7F60}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {542293E9-DBDA-29F2-362E-0015F87B7F60}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {542293E9-DBDA-29F2-362E-0015F87B7F60}.Debug|Any CPU.Build.0 = Debug|Any CPU + {542293E9-DBDA-29F2-362E-0015F87B7F60}.Release|Any CPU.ActiveCfg = Release|Any CPU + {542293E9-DBDA-29F2-362E-0015F87B7F60}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {4C95C7F7-6446-4E12-9CB0-17814E8B1F85} + EndGlobalSection +EndGlobal diff --git a/Properties/launchSettings.json b/Properties/launchSettings.json new file mode 100644 index 0000000..a62885f --- /dev/null +++ b/Properties/launchSettings.json @@ -0,0 +1,7 @@ +{ + "profiles": { + "LentiaLauncher": { + "commandName": "Project" + } + } +} \ No newline at end of file diff --git a/resources/icon.ico b/resources/icon.ico new file mode 100644 index 0000000..6617fda Binary files /dev/null and b/resources/icon.ico differ diff --git a/resources/logo.png b/resources/logo.png new file mode 100644 index 0000000..0dfe146 Binary files /dev/null and b/resources/logo.png differ diff --git a/src/main/Program.cs b/src/main/Program.cs new file mode 100644 index 0000000..6df7de7 --- /dev/null +++ b/src/main/Program.cs @@ -0,0 +1,124 @@ +using Lentia.Utils; +using Photino.NET; +using System.Text.Json; +using LentRules = Lentia.Core.Auth.Yggdrasil; + +namespace Lentia; + +class Program { + private static LentRules.AuthenticateResponse? _authenticatedPlayer; + private static readonly string appData = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData); + private static readonly LentRules.Authenticator _ygg = new(); + private static readonly JsonSerializerOptions _jsonOptions = new() { PropertyNamingPolicy = JsonNamingPolicy.CamelCase }; + + [STAThread] + static void Main(string[] args) { + SettingsManager.InitSettings(Path.Combine(appData, ".lentia2")); + CreateLoginWindow().WaitForClose(); + } + + public static PhotinoWindow CreateLoginWindow() { + var window = new PhotinoWindow() + .SetUseOsDefaultLocation(false) + .SetUseOsDefaultSize(false) + .SetContextMenuEnabled(false) + .SetChromeless(true); + + window.WindowCreated += (sender, e) => { + WindowHelper.MakeLoginWindow(window); + }; + + SetupBridge(window); + window.Load("wwwroot/login.html"); + return window; + } + + public static void SetupBridge(PhotinoWindow window) { + window.RegisterWebMessageReceivedHandler(async (object? sender, string message) => { + try { + var json = JsonDocument.Parse(message); + string requestId = json.RootElement.GetProperty("requestId").GetString()!; + string method = json.RootElement.GetProperty("functionName").GetString()!; + var jsonPayload = json.RootElement.GetProperty("payload"); + var pw = (PhotinoWindow)sender!; + + object? payload = null; + + switch (method) { + case "launcher::version": + payload = "v1.0.0-alpha"; + break; + + case "launcher::profile": + payload = _authenticatedPlayer; + break; + + case "window::close": + pw.Close(); + break; + + case "lentia::dynmap": + payload = "http://azures.fr:8123/"; + break; + + case "hardware::ram": + payload = Hardware.GetRamUsage(); + break; + + case "auth::lentia": + string user = jsonPayload.GetProperty("username").GetString()!; + string pass = jsonPayload.GetProperty("password").GetString()!; + var result = await _ygg.Login(user, pass); + + if (result.Success) { + _authenticatedPlayer = result.Player; + WindowHelper.MakeStandardWindow(pw, 1356, 720, "wwwroot/logged.html"); + } + payload = result; + break; + case "auth::logout": + _authenticatedPlayer = null; + pw.Load("wwwroot/login.html"); + WindowHelper.MakeLoginWindow(pw); + payload = true; + break; + case "dialog::error": + string title = jsonPayload.TryGetProperty("title", out var t) ? t.GetString()! : "Lentia"; + string msg = jsonPayload.GetProperty("message").GetString()!; + pw.ShowMessage(title, msg); + payload = new { success = true }; + break; + case "settings::read": + payload = SettingsManager.ReadSettings(); + break; + case "settings::set": + if (jsonPayload.TryGetProperty("key", out var keyElement) && jsonPayload.TryGetProperty("value", out var valueElement)) { + string key = keyElement.GetString()!; + + object? valueToSet = valueElement.ValueKind switch { + JsonValueKind.String => valueElement.GetString(), + JsonValueKind.Number => valueElement.TryGetInt32(out int i) ? i : valueElement.GetDouble(), + JsonValueKind.True => true, + JsonValueKind.False => false, + JsonValueKind.Null => null, + _ => valueElement + }; + + if (valueToSet != null) { + SettingsManager.Set(key, valueToSet); + payload = new { success = true }; + } else { + payload = new { success = false, error = "Incorrect or null value" }; + } + } + break; + } + + var response = new { requestId, payload }; + window.SendWebMessage(JsonSerializer.Serialize(response, _jsonOptions)); + } catch (Exception ex) { + Console.WriteLine($"Bridge error: {ex.Message}"); + } + }); + } +} \ No newline at end of file diff --git a/src/main/core/Constants.cs b/src/main/core/Constants.cs new file mode 100644 index 0000000..5ea64d7 --- /dev/null +++ b/src/main/core/Constants.cs @@ -0,0 +1,15 @@ +using System.Net.Http; + +namespace Lentia.Core.Constants +{ + public static class LauncherConstants + { + public static readonly HttpClient Http = new HttpClient(); + + public static class Urls + { + public const string MojangManifest = "https://launchermeta.mojang.com/mc/game/version_manifest_v2.json"; + public const string MojangAuthServer = "https://yggdrasil.azures.fr/authserver"; + } + } +} \ No newline at end of file diff --git a/src/main/core/auth/Yggdrasil.cs b/src/main/core/auth/Yggdrasil.cs new file mode 100644 index 0000000..7f972f0 --- /dev/null +++ b/src/main/core/auth/Yggdrasil.cs @@ -0,0 +1,86 @@ +using Lentia.Core.Constants; +using System.Text.Json.Serialization; +using System.Net.Http.Json; + +namespace Lentia.Core.Auth.Yggdrasil; + +public record YggdrasilError( + string error, + string? cause, + string errorMessage +); + +public record AuthenticateResponse( + [property: JsonPropertyName("user")] UserRecord User, + [property: JsonPropertyName("clientToken")] string ClientToken, + [property: JsonPropertyName("accessToken")] string AccessToken, + [property: JsonPropertyName("availableProfiles")] List AvailableProfiles, + [property: JsonPropertyName("selectedProfile")] ProfileRecord SelectedProfile +); + +public record UserRecord( + string Username, + List Properties, + string? Id +); + +public record UserProperty( + string Name, + string Value +); + +public record ProfileRecord( + string Name, + string Id +); + +public class AuthResult { + public bool Success { get; set; } + public AuthenticateResponse? Player { get; set; } + public YggdrasilError? Error { get; set; } + + public static AuthResult Ok(AuthenticateResponse data) => new() { + Success = true, + Player = data, + Error = null + }; + + public static AuthResult Fail(string message, string? errorType = null, string? cause = null) => new() { + Success = false, + Player = null, + Error = new YggdrasilError(errorType ?? "UnknownError", cause, message) + }; +} + +public class Authenticator { + public async Task Login(string _username, string _password) { + var payload = new { + agent = new { + name = "Minecraft", + version = 1 + }, + username = _username, + password = _password, + requestUser = true + }; + + try { + var response = await LauncherConstants.Http.PostAsJsonAsync(LauncherConstants.Urls.MojangAuthServer + "/authenticate", payload); + if (!response.IsSuccessStatusCode) { + var errorData = await response.Content.ReadFromJsonAsync(); + return AuthResult.Fail( + errorData?.errorMessage ?? "Identifiants invalides.", + errorData?.error, + errorData?.cause + ); + } + + var data = await response.Content.ReadFromJsonAsync(); + return data != null ? AuthResult.Ok(data) : AuthResult.Fail("Erreur de lecture des données."); + } catch (HttpRequestException ex) { + return AuthResult.Fail($"Erreur réseau : {ex.Message}", "NETWORK_ERROR"); + } catch (Exception ex) { + return AuthResult.Fail($"Erreur interne : {ex.Message}", "INTERNAL_ERROR"); + } + } +} \ No newline at end of file diff --git a/src/main/core/auth/oauth2/Discord.cs b/src/main/core/auth/oauth2/Discord.cs new file mode 100644 index 0000000..e69de29 diff --git a/src/main/utils/Bash.cs b/src/main/utils/Bash.cs new file mode 100644 index 0000000..bf83d7c --- /dev/null +++ b/src/main/utils/Bash.cs @@ -0,0 +1,19 @@ +using System.Diagnostics; + +namespace Lentia.Utils; + +public static class BashUtils { + public static string GetBashCommandOutput(string command) { + using var proc = new Process { + StartInfo = new ProcessStartInfo { + FileName = "/bin/bash", + Arguments = $"-c \"{command}\"", + UseShellExecute = false, + RedirectStandardOutput = true, + CreateNoWindow = true + } + }; + proc.Start(); + return proc.StandardOutput.ReadToEnd(); + } +} \ No newline at end of file diff --git a/src/main/utils/Hardware.cs b/src/main/utils/Hardware.cs new file mode 100644 index 0000000..e6851d1 --- /dev/null +++ b/src/main/utils/Hardware.cs @@ -0,0 +1,61 @@ +using System.Management; +using System.Runtime.InteropServices; + +namespace Lentia.Utils; + +public class RamMetrics { + public double TotalGb { get; set; } + public double FreeGb { get; set; } +} + +public static class Hardware { + public static RamMetrics GetRamUsage() { + var metrics = new RamMetrics(); + + if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) { + GetWindowsRam(metrics); + } else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux)) { + GetLinuxRam(metrics); + } else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) { + GetMacRam(metrics); + } + + return metrics; + } + + private static void GetWindowsRam(RamMetrics metrics) { + try { + using var searcherTotal = new ManagementObjectSearcher("SELECT TotalPhysicalMemory FROM Win32_ComputerSystem"); + foreach (var obj in searcherTotal.Get()) { + double totalBytes = Convert.ToDouble(obj["TotalPhysicalMemory"]); + metrics.TotalGb = Math.Round(totalBytes / (1024.0 * 1024.0 * 1024.0), 2); + } + + using var searcherFree = new ManagementObjectSearcher("SELECT FreePhysicalMemory FROM Win32_OperatingSystem"); + foreach (var obj in searcherFree.Get()) { + double freeKb = Convert.ToDouble(obj["FreePhysicalMemory"]); + metrics.FreeGb = Math.Round(freeKb / (1024.0 * 1024.0), 2); + } + } catch { } + } + + private static void GetLinuxRam(RamMetrics metrics) { + try { + string[] lines = File.ReadAllLines("/proc/meminfo"); + var totalParts = lines[0].Split(" ", StringSplitOptions.RemoveEmptyEntries); + var freeParts = lines[1].Split(" ", StringSplitOptions.RemoveEmptyEntries); + + metrics.TotalGb = Math.Round(double.Parse(totalParts[1]) / (1024.0 * 1024.0), 2); + metrics.FreeGb = Math.Round(double.Parse(freeParts[1]) / (1024.0 * 1024.0), 2); + } catch { } + } + + private static void GetMacRam(RamMetrics metrics) { + try { + var total = BashUtils.GetBashCommandOutput("sysctl -n hw.memsize"); + metrics.TotalGb = Math.Round(double.Parse(total) / (1024.0 * 1024.0 * 1024.0), 2); + + metrics.FreeGb = 0; + } catch { } + } +} \ No newline at end of file diff --git a/src/main/utils/Settings.cs b/src/main/utils/Settings.cs new file mode 100644 index 0000000..fcd6956 --- /dev/null +++ b/src/main/utils/Settings.cs @@ -0,0 +1,112 @@ +using System.Text.Json; + +namespace Lentia.Utils; + +public class LauncherSettings { + public RamSettings Ram { get; set; } = new(); + public string JavaPath { get; set; } = "java"; +} + +public class RamSettings { + public int Max { get; set; } = 2048; +} + +public static class SettingsManager { + private static string _launcherDataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, ".lentia"); + private static string SettingsFilePath => Path.Combine(_launcherDataPath, "launcher_settings.json"); + + private static readonly LauncherSettings BaseSettings = new(); + private static readonly JsonSerializerOptions JsonOptions = new() { WriteIndented = true }; + + public static void InitSettings(string path) { + _launcherDataPath = path; + + if (!Directory.Exists(_launcherDataPath)) { + Directory.CreateDirectory(_launcherDataPath); + } + if (!File.Exists(SettingsFilePath)) { + Clean(); + } + } + + public static string GetLauncherDataPath() => _launcherDataPath; + + public static void Clean() { + string json = JsonSerializer.Serialize(BaseSettings, JsonOptions); + File.WriteAllText(SettingsFilePath, json); + } + + public static LauncherSettings ReadSettings() { + try { + string json = File.ReadAllText(SettingsFilePath); + return JsonSerializer.Deserialize(json) ?? BaseSettings; + } catch { + Clean(); + return ReadSettings(); + } + } + + public static void WriteSettings(LauncherSettings settings) { + try { + string json = JsonSerializer.Serialize(settings, JsonOptions); + File.WriteAllText(SettingsFilePath, json); + } catch { + Clean(); + WriteSettings(settings); + } + } + + public static T? GetValue(string key) { + try { + var settings = ReadSettings(); + string[] keys = key.Split("."); + object current = settings; + + foreach (var k in keys) { + var property = current.GetType().GetProperty(k); + if (property == null) throw new Exception($"Clé {k} introuvable."); + current = property.GetValue(current)!; + } + + return (T)current; + } catch { + Clean(); + return GetValue(key); + } + } + + public static void Set(string path, object value) { + try { + var settings = ReadSettings(); + string[] properties = path.Split('.'); + object current = settings; + + for (int i = 0; i < properties.Length - 1; i++) { + var prop = current.GetType().GetProperty(properties[i], + System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.IgnoreCase); + + if (prop == null) throw new Exception($"Niveau '{properties[i]}' introuvable."); + + var next = prop.GetValue(current); + if (next == null) { + next = Activator.CreateInstance(prop.PropertyType); + prop.SetValue(current, next); + } + current = next; + } + + var lastProp = current.GetType().GetProperty(properties[^1], + System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.IgnoreCase); + + if (lastProp == null || !lastProp.CanWrite) + throw new Exception($"Propriété '{properties[^1]}' introuvable ou verrouillée."); + + object? convertedValue = Convert.ChangeType(value.ToString(), lastProp.PropertyType); + lastProp.SetValue(current, convertedValue); + + WriteSettings(settings); + } catch (Exception ex) { + Console.WriteLine($"[SettingsManager] Erreur Set sur '{path}': {ex.Message}"); + } + } +} \ No newline at end of file diff --git a/src/main/utils/Window.cs b/src/main/utils/Window.cs new file mode 100644 index 0000000..432cf85 --- /dev/null +++ b/src/main/utils/Window.cs @@ -0,0 +1,78 @@ +using Photino.NET; +using System.Drawing; +using System.Runtime.InteropServices; + +namespace Lentia.Utils; + +public static class WindowHelper { + + private static string baseDir = AppDomain.CurrentDomain.BaseDirectory; + private static string iconPath = Path.Combine(baseDir, "resources", "icon.ico"); + + private const float StandardDpi = 96.0f; + + [DllImport("user32.dll")] + static extern int GetWindowLong(IntPtr hWnd, int nIndex); + [DllImport("user32.dll")] + static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong); + [DllImport("user32.dll")] + static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int X, int Y, int cx, int cy, uint uFlags); + + const int GWL_STYLE = -16; + const int WS_CAPTION = 0x00C00000; + const int WS_THICKFRAME = 0x00040000; + const int WS_MINIMIZEBOX = 0x00020000; + const int WS_MAXIMIZEBOX = 0x00010000; + const int WS_SYSMENU = 0x00080000; + const uint SWP_FRAMECHANGED = 0x0020; + const uint SWP_NOMOVE = 0x0002; + const uint SWP_NOSIZE = 0x0001; + const uint SWP_NOZORDER = 0x0004; + + public static Size GetScaledSize(PhotinoWindow window, int logicalWidth, int logicalHeight) { + float currentDpi = window.ScreenDpi > 0 ? window.ScreenDpi : StandardDpi; + float scaleFactor = currentDpi / StandardDpi; + + return new Size( + (int)(logicalWidth * scaleFactor), + (int)(logicalHeight * scaleFactor) + ); + } + + public static void MakeStandardWindow(PhotinoWindow window, int width, int height, string page) { + if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) { + IntPtr hWnd = window.WindowHandle; + int style = GetWindowLong(hWnd, GWL_STYLE); + style |= WS_CAPTION | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU; + SetWindowLong(hWnd, GWL_STYLE, style); + SetWindowPos(hWnd, IntPtr.Zero, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER); + } + + Size targetSize = GetScaledSize(window, width, height); + window + .SetResizable(true) + .SetSize(targetSize) + .SetMinSize(targetSize.Width, targetSize.Height) + .Center() + .Load(page); + } + + public static void MakeLoginWindow(PhotinoWindow window) { + if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) { + IntPtr hWnd = window.WindowHandle; + int style = GetWindowLong(hWnd, GWL_STYLE); + style &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU); + SetWindowLong(hWnd, GWL_STYLE, style); + + SetWindowPos(hWnd, IntPtr.Zero, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER); + } + + Size loginSize = GetScaledSize(window, 310, 420); + window + .SetTitle("Lentia") + .SetIconFile(iconPath) + .SetResizable(false) + .SetSize(loginSize) + .Center(); + } +} \ No newline at end of file diff --git a/src/resources/icon.ico b/src/resources/icon.ico new file mode 100644 index 0000000..49b4c0a Binary files /dev/null and b/src/resources/icon.ico differ diff --git a/src/resources/logo.png b/src/resources/logo.png new file mode 100644 index 0000000..0dfe146 Binary files /dev/null and b/src/resources/logo.png differ diff --git a/wwwroot/assets/css/common.css b/wwwroot/assets/css/common.css new file mode 100644 index 0000000..ca1ec47 --- /dev/null +++ b/wwwroot/assets/css/common.css @@ -0,0 +1,160 @@ +@import url("https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap"); +@import url("https://cdn.jsdelivr.net/gh/hung1001/font-awesome-pro@4cac1a6/css/all.css"); + +* { + margin: 0; + padding: 0; + box-sizing: border-box; + user-select: none; +} + +html, body { + overscroll-behavior: none; + user-select: none; + -webkit-touch-callout: none; +} + +body { + color: #ffffff; + font-family: "Poppins", sans-serif; +} + +main { + position: absolute; + top: 0px; + left: 0px; + right: 0px; + bottom: 0px; + overflow: hidden; + background-color: #212121; +} + +main > header { + display: flex; + align-items: center; + width: 100%; + justify-content: right; + -webkit-app-region: drag; +} + +main > section { + width: 100%; +} + +main > section.frames { + height: calc(60% - 60px); +} + +main > section.frames > article.frame { + width: 100%; + height: 100%; + display: grid; + align-content: end; +} + +button { + color: #ffffff; + border: none; + cursor: pointer; + outline: none; + transition: .3s all; + font-weight: 600; + font-family: "Poppins", sans-serif; + background-color: transparent; +} + +input { + border: none; + outline: none; + color: #ffffff; + padding: 0px 12px; + height: 32px; + font-family: "Poppins", sans-serif; + background-color: transparent; +} + +img { + user-select: none; + pointer-events: none; +} + +a { + cursor: pointer; + font-size: 12px; + margin-left: calc((100% - 85%) / 2); + text-decoration: underline; +} + +div.loader { + overflow: hidden; + position: absolute; + left: 0px; + right: 0px; + bottom: 0px; + width: 100%; + height: 6px; +} + +div.loader > div.full { + height: 6px; + width: 100%; +} + +div.loader > div.full > div.loading { + height: 6px; + width: 50%; + transition: 1s width; +} + +div.loader > div.full > div.loading { + animation: animateLoadingEffect 0.7s linear infinite; +} + +@keyframes animateLoadingEffect { + 0% { + transform: translateX(-100%); + } + 100% { + transform: translateX(200%); + } +} + +[hidden] { + display: none !important; + visibility: none !important; +} + +* { + scrollbar-width: thin; + scrollbar-color: rgba(146, 146, 146, 0.5) transparent; +} + +::-webkit-scrollbar { + width: 6px; + height: 6px; +} + +::-webkit-scrollbar-button { + display: none !important; + width: 0 !important; + height: 0 !important; +} + +::-webkit-scrollbar-corner { + background: transparent; +} + +::-webkit-scrollbar-track { + background: transparent; +} + +::-webkit-scrollbar-thumb { + background-color: #9292924d; + border-radius: 10px; + border: 1px solid transparent; + background-clip: content-box; +} + +::-webkit-scrollbar-thumb:hover { + background-color: #929292cc; +} \ No newline at end of file diff --git a/wwwroot/assets/css/logged.css b/wwwroot/assets/css/logged.css new file mode 100644 index 0000000..a93c012 --- /dev/null +++ b/wwwroot/assets/css/logged.css @@ -0,0 +1,251 @@ +main { + background-image: url("../img/wallpaper.png"); + background-attachment: fixed; + background-size: cover; + background-repeat: no-repeat; + background-position-y: center; +} + +main > aside { + position: absolute; + width: 100%; + height: 100%; + background-color: #2626261f; + backdrop-filter: blur(13px); +} + +main > aside > nav { + position: absolute; + width: 80px; + height: 100%; + background-color: #414141; + + display: flex; + flex-direction: column; + align-items: center; + padding: 13px 0; +} + +main > aside > nav > button { + font-size: larger; + margin-top: 20px; + margin-bottom: 10px; + filter: brightness(0.75); +} + +main > aside > nav > *.active { + filter: brightness(1); +} + +main > aside > nav > button:hover { + filter: brightness(0.90); +} + +main > aside > nav > button:first-of-type { + margin-top: 0px; +} + +main > aside > nav > button:first-of-type, +main > aside > nav > button:first-of-type:hover { + filter: brightness(1); +} + +main > aside > nav > button:first-of-type > img { + width: 60px; + height: 60px; + border-radius: 5px; +} + +main > aside > nav > button:nth-child(2) { + margin-top: auto; +} + +main > aside > nav > button:last-child { + margin-top: auto; + width: 40px; + height: 40px; +} + +main > aside > nav > button:last-child { + margin-bottom: 0; +} + +main > aside > nav > button:has(> i.fas.fa-sign-out-alt):hover { + color: #ff4747; +} + +main > aside > section.frames { + position: absolute; + left: 80px; + height: 100%; + width: calc(100% - 80px); +} + +main > aside > section.frames > article, +main > aside > section.frames > article.frame.dynmap > iframe { + width: 100%; + height: 100%; +} + +main > aside > section.frames > article.frame.dynmap > iframe { + background-color: #000000; +} + +details { + width: 96%; + min-height: 84px; + color: #ffffff; + cursor: pointer; + margin-left: 2%; + margin-right: 2%; + margin-top: 2%; + margin-bottom: 2%; + border-radius: 10px; + background: #2a2a2a80; + border: 3px solid #929292; + border-radius: 15px; + backdrop-filter: blur(10px); +} + +details:nth-of-type(1) { + margin-top: 20px; +} + +details > summary { + display: flex; + flex-wrap: wrap; + list-style: none; + flex-direction: row; +} + +details > summary > div > i { + font-size: 54px; + margin-left: 30px; + margin-right: 30px; +} + +details > summary > div { + height: 80px; + display: flex; + flex-direction: column; + justify-content: center; + align-items: flex-start; +} + +details > summary > div > h2 { + font-size: 17px; +} + +details > summary > div > h3 { + font-size: 12px; + font-weight: 400; +} + +details > div { + cursor: default; + margin-left: 30px; + margin-right: 30px; + margin-bottom: 20px; +} + +div.filePathSelector { + width: 100%; + text-align: center; +} + +div.filePathSelector > input[type="text"] { + width: 87%; + height: 34px; + border: none; + padding-left: 15px; + border-radius: 10px; + color: #ffffff; + background-color: #262626b9; + margin-right: 0.5%; +} + +div.filePathSelector > button { + width: 11%; + color: #ffffff; + border: none; + font-weight: 500; + height: 34px; + cursor: pointer; + font-size: 13px; + border-radius: 10px; + line-height: 18px; + background-color: #E89032; +} + +div.filePathSelector > button > i { + margin-right: 4px; +} + +details.ram > div > h5 > span { + font-weight: 500; +} + +details.ram > div > .ramSelector { + font-weight: 500; +} + +input[type="range"] { + border: none; + outline: none; + accent-color: #E89032; +} + +section.ramSelector { + display: flex; + flex-wrap: wrap; + justify-content: space-evenly; +} + +section.ramSelector > input[type="range"] { + width: calc(100% - ((30px * 2) + 80px)); +} + +div.container { + margin: 20px 20px 20px 20px; + border: 3px solid #929292; + background: #212121ce; + border-radius: 15px; + color: #fff; + padding: 20px 20px 20px 20px; + word-break: break-all; + overflow: auto; +} + +div.logs { + width: calc(100% - 40px); + height: calc(100% - 40px); +} + +div.profile { + width: calc(100% - 40px); + height: calc(100% - 40px); +} + +div.profile { + display: flex; + justify-content: space-between; +} + +div.profile > section.skinview3d { + display: flex; + align-items: center; + justify-content: center; + width: calc(100% / 3); + height: 100%; +} + +div.profile > section.cosmectics { + width: calc((100% / 3) * 2 - 20px); + height: 100%; +} + +canvas#skin { + width: 85% !important; + height: 85% !important; + outline: none; +} \ No newline at end of file diff --git a/wwwroot/assets/css/login.css b/wwwroot/assets/css/login.css new file mode 100644 index 0000000..00e367b --- /dev/null +++ b/wwwroot/assets/css/login.css @@ -0,0 +1,127 @@ +main > header { + height: 40px; +} + +main > header > button { + width: 40px; + height: 40px; +} + +main > section.logo { + display: flex; + align-items: center; + justify-content: center; + height: calc(40% - 20px); +} + +main > section.logo > img { + width: 75%; +} + + +main > section.information { + height: 40px; + display: flex; + align-items: center; + justify-content: center; +} + +main > section.information > p { + opacity: 0.50; + font-size: smaller; + font-weight: 600; +} + + +main > header > button#close { + opacity: 0.75; + font-size: 18px; +} + +main > header > button#close:hover { + opacity: 1; +} + +main > section.frames > article.frame { + text-align: center; +} + +main > section.frames > article.frame > button { + color: #FFFFFF; + width: 85%; + height: 32px; + border-radius: 5px; + font-size: 14px; + margin-top: 4px; + margin-bottom: 4px; + margin-left: auto; + margin-right: auto; + font-weight: 700; +} + +main > section.frames > article.frame > button#yggdrasil { + background-color: #db1f29; +} + +main > section.frames > article.frame > button > i { + margin-right: 4px; +} + +main > section.frames > article.frame > button:hover { + filter: brightness(0.75); +} + +main > section.frames > article.frame.provider > button#discord { + color: #FFFFFF; + background-color: #5865F2; +} + +main > section.frames > article.frame.manual > input { + background-color: #333333; + width: 85%; + margin-top: 5px; + margin-bottom: 5px; + margin-left: auto; + margin-right: auto; + border-radius: 7px; +} + +main > section.frames > article.frame.manual > button { + background-color: #ff9400; +} + +main > section.frames > article.frame.manual > a { + color: #ff9400; + font-size: 11px; + text-align: left; +} + +main > section.frames > article.frame.manual > a:first-of-type { + margin-top: 3px; +} + +main > section.frames > article.frame.manual > a:last-of-type { + margin-bottom: 10px; +} + +main > section.frames > article.frame.oauth2 > p { + color: #FFFFFF; + font-weight: 600; + margin-top: 10px; + font-size: 14px; + width: 100%; + padding-left: 20px; + padding-right: 20px; +} + +div.loader > div.full > div.loading { + background-color: #ffffff; +} + +div.loader > div.full { + background-color: transparent; +} + +::-ms-reveal { + filter: invert(100%); +} \ No newline at end of file diff --git a/wwwroot/assets/fonts/minecraft.woff2 b/wwwroot/assets/fonts/minecraft.woff2 new file mode 100644 index 0000000..b49434b Binary files /dev/null and b/wwwroot/assets/fonts/minecraft.woff2 differ diff --git a/wwwroot/assets/img/debug_skin.png b/wwwroot/assets/img/debug_skin.png new file mode 100644 index 0000000..20a2af3 Binary files /dev/null and b/wwwroot/assets/img/debug_skin.png differ diff --git a/wwwroot/assets/img/dev_wallpaper.webp b/wwwroot/assets/img/dev_wallpaper.webp new file mode 100644 index 0000000..9db6aa6 Binary files /dev/null and b/wwwroot/assets/img/dev_wallpaper.webp differ diff --git a/wwwroot/assets/img/title.png b/wwwroot/assets/img/title.png new file mode 100644 index 0000000..af530ce Binary files /dev/null and b/wwwroot/assets/img/title.png differ diff --git a/wwwroot/assets/img/wallpaper.png b/wwwroot/assets/img/wallpaper.png new file mode 100644 index 0000000..072a9b4 Binary files /dev/null and b/wwwroot/assets/img/wallpaper.png differ diff --git a/wwwroot/assets/js/common.js b/wwwroot/assets/js/common.js new file mode 100644 index 0000000..e05afe5 --- /dev/null +++ b/wwwroot/assets/js/common.js @@ -0,0 +1,31 @@ +const loader = document.querySelector(".loader") + +function toggleLoadingBar() { + if (loader.hasAttribute("hidden")) { + loader.removeAttribute("hidden") + } else { + loader.setAttribute("hidden", "") + } +} + +function showLoadingBar() { + if (loader.hasAttribute("hidden")) { + loader.removeAttribute("hidden") + } +} + +function hideLoadingBar() { + if (!loader.hasAttribute("hidden")) { + loader.setAttribute("hidden", "") + } +} + +window.addEventListener("wheel", (e) => { + if (e.ctrlKey) { + e.preventDefault() + } +}, { passive: false }) + +window.onpopstate = (event) => { + window.history.pushState(null, document.title, window.location.href) +} \ No newline at end of file diff --git a/wwwroot/assets/js/frames.js b/wwwroot/assets/js/frames.js new file mode 100644 index 0000000..74fa1f4 --- /dev/null +++ b/wwwroot/assets/js/frames.js @@ -0,0 +1,10 @@ +const frames = document.querySelectorAll("article.frame") + +function showFrame(frameIdentifier) { + for (const frame of frames) { + frame.setAttribute("hidden", "") + if (frame.classList.contains(frameIdentifier)) { + frame.removeAttribute("hidden") + } + } +} \ No newline at end of file diff --git a/wwwroot/assets/js/ipc.js b/wwwroot/assets/js/ipc.js new file mode 100644 index 0000000..6f54d74 --- /dev/null +++ b/wwwroot/assets/js/ipc.js @@ -0,0 +1,34 @@ +const system = { + _pendingRequests: new Map(), + + init: function() { + window.external.receiveMessage(response => { + try { + const res = JSON.parse(response) + if (res.requestId && this._pendingRequests.has(res.requestId)) { + const { resolve } = this._pendingRequests.get(res.requestId) + this._pendingRequests.delete(res.requestId) + resolve(res.payload) + } + } catch (e) { + console.error("Erreur format message :", e) + } + }) + }, + + call: function(functionName, data = {}) { + return new Promise((resolve, reject) => { + const requestId = Math.random().toString(36).substring(7) + + this._pendingRequests.set(requestId, { resolve, reject }) + + window.external.sendMessage(JSON.stringify({ + requestId: requestId, + functionName: functionName, + payload: data + })) + }) + } +} + +system.init() \ No newline at end of file diff --git a/wwwroot/assets/js/logged.js b/wwwroot/assets/js/logged.js new file mode 100644 index 0000000..aa89b35 --- /dev/null +++ b/wwwroot/assets/js/logged.js @@ -0,0 +1,112 @@ +const player = await system.call("launcher::profile") +const buttons = document.querySelectorAll("button[frame]") +const dynmapFrame = document.querySelector("article.frame.dynmap > iframe") + +const skinViewer = new skinview3d.SkinViewer({ + canvas: document.getElementById("skin"), + width: 390, + height: 490, + skin: "assets/img/debug_skin.png" +}) + +skinViewer.animation = new skinview3d.IdleAnimation() +skinViewer.animation.speed = 1 + +function setActiveButton(frameIdentifier) { + for (const button of buttons) { + button.classList.remove("active") + if (button.getAttribute("frame") == frameIdentifier) { + button.classList.add("active") + } + } +} + +function fixedTo(number, n) { + const k = Math.pow(10, n) + const result = (Math.round(number * k) / k) + return Number.isInteger(result) ? result.toFixed(2) : result +} + +function flattenSettings(obj, prefix = "") { + return Object.keys(obj).reduce((acc, k) => { + const pre = prefix.length ? prefix + ".": ""; + if (typeof obj[k] === "object" && obj[k] !== null && !Array.isArray(obj[k])) { + Object.assign(acc, flattenSettings(obj[k], pre + k)); + } else { + acc[pre + k] = obj[k]; + } + return acc; + }, {}); +} + +window.setting = {} + +window.setting.set = async function settingSet(key, value) { + console.log(key, value) + await system.call("settings::set", { key, value }) +} + +window.showPage = function showPage(frameIdentifier) { + showFrame(frameIdentifier) + setActiveButton(frameIdentifier) +} + +window.initDynmap = async function initDynmap() { + const dynampUrl = await system.call("lentia::dynamp") || "http://azures.fr:8123/" + if (dynmapFrame.src != dynampUrl) { + dynmapFrame.src = dynampUrl + } +} + +window.getRamInformation = async function getRamInformation() { + const $ram = await system.call("hardware::ram") + ram.setAttribute("max", Math.floor($ram.freeGb * 1024)) + freeRam.innerText = `${$ram.totalGb} Gb` + totalRam.innerText = `${$ram.freeGb} Gb` +} + +window.handleSettingsChanges = async function handleSettingsChanges(key, value) { + const span = document.querySelector(`span#${key.includes("ram") ? "currentRam" : key}`) + setting.set(key, value) + if (span) { + span.innerText = key.includes("ram") ? fixedTo(value / 1024, 2) + " G" : value + } +} + +window.initSettings = async function initSettings() { + const settings = await system.call("settings::read") + ram.value = settings.ram.max + javaPath.value = settings.javaPath + currentRam.innerText = fixedTo(settings.ram.max / 1024, 2) + " G" + getRamInformation() +} + +window.initSkin = async function initSkin() { + const container = document.querySelector(".skinview3d") + + if (container.clientWidth === 0 || container.clientHeight === 0) { + requestAnimationFrame(initSkin) + return + } + + const skinViewer = new skinview3d.SkinViewer({ + canvas: document.getElementById("skin"), + width: container.clientWidth, + height: container.clientHeight, + skin: "assets/img/debug_skin.png" + }) + + const ro = new ResizeObserver(() => { + skinViewer.width = container.clientWidth + skinViewer.height = container.clientHeight + }) + + skinViewer.animation = new skinview3d.IdleAnimation() + window.skinViewer = skinViewer + + ro.observe(container) +} + +initSkin() + +initSettings() \ No newline at end of file diff --git a/wwwroot/assets/js/login.js b/wwwroot/assets/js/login.js new file mode 100644 index 0000000..2e4728c --- /dev/null +++ b/wwwroot/assets/js/login.js @@ -0,0 +1,39 @@ +const version = document.querySelector("#version") +const information = document.querySelector(".information") + +document.addEventListener("DOMContentLoaded", async () => { + version.innerText = `Launcher ${await system.call("launcher::version")}` +}) + +function showInformation() { + return information.removeAttribute("hidden") +} + +function hideInformation() { + return information.setAttribute("hidden", "") +} + +async function login() { + const username = document.querySelector("#username").value + const password = document.querySelector("#password").value + const result = await system.call("auth::lentia", { username, password }) + if (result.success == false) { + await system.call("dialog::error", { + title: result.error.error, + message: result.error.errorMessage + }) + } +} + +function clearPassword() { + password.value = "" +} + +function requestLoginWithOAuth2() { + showFrame("oauth2") + hideInformation() + showLoadingBar() +} + +hideLoadingBar() +showFrame("provider") \ No newline at end of file diff --git a/wwwroot/assets/js/skinview3d.bundle.js b/wwwroot/assets/js/skinview3d.bundle.js new file mode 100644 index 0000000..a72eaf0 --- /dev/null +++ b/wwwroot/assets/js/skinview3d.bundle.js @@ -0,0 +1,1996 @@ +!function(e,t){"object"==typeof exports&&"undefined"!=typeof module?t(exports):"function"==typeof define&&define.amd?define(["exports"],t):t((e="undefined"!=typeof globalThis?globalThis:e||self).skinview3d={})}(this,function(e){"use strict";let t,i;let r={LEFT:0,MIDDLE:1,RIGHT:2,ROTATE:0,DOLLY:1,PAN:2},a={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3},n="srgb",s="srgb-linear",o="display-p3",l="300 es";class 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this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){let i=e.elements,r=t.elements,a=this.elements,n=i[0],s=i[3],o=i[6],l=i[1],h=i[4],c=i[7],u=i[2],d=i[5],p=i[8],f=r[0],m=r[3],g=r[6],v=r[1],_=r[4],x=r[7],M=r[2],y=r[5],S=r[8];return a[0]=n*f+s*v+o*M,a[3]=n*m+s*_+o*y,a[6]=n*g+s*x+o*S,a[1]=l*f+h*v+c*M,a[4]=l*m+h*_+c*y,a[7]=l*g+h*x+c*S,a[2]=u*f+d*v+p*M,a[5]=u*m+d*_+p*y,a[8]=u*g+d*x+p*S,this}multiplyScalar(e){let t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this}determinant(){let e=this.elements,t=e[0],i=e[1],r=e[2],a=e[3],n=e[4],s=e[5],o=e[6],l=e[7],h=e[8];return t*n*h-t*s*l-i*a*h+i*s*o+r*a*l-r*n*o}invert(){let e=this.elements,t=e[0],i=e[1],r=e[2],a=e[3],n=e[4],s=e[5],o=e[6],l=e[7],h=e[8],c=h*n-s*l,u=s*o-h*a,d=l*a-n*o,p=t*c+i*u+r*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);let f=1/p;return e[0]=c*f,e[1]=(r*l-h*i)*f,e[2]=(s*i-r*n)*f,e[3]=u*f,e[4]=(h*t-r*o)*f,e[5]=(r*a-s*t)*f,e[6]=d*f,e[7]=(i*o-l*t)*f,e[8]=(n*t-i*a)*f,this}transpose(){let e;let t=this.elements;return e=t[1],t[1]=t[3],t[3]=e,e=t[2],t[2]=t[6],t[6]=e,e=t[5],t[5]=t[7],t[7]=e,this}getNormalMatrix(e){return this.setFromMatrix4(e).invert().transpose()}transposeIntoArray(e){let t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this}setUvTransform(e,t,i,r,a,n,s){let o=Math.cos(a),l=Math.sin(a);return this.set(i*o,i*l,-i*(o*n+l*s)+n+e,-r*l,r*o,-r*(-l*n+o*s)+s+t,0,0,1),this}scale(e,t){return this.premultiply(y.makeScale(e,t)),this}rotate(e){return this.premultiply(y.makeRotation(-e)),this}translate(e,t){return this.premultiply(y.makeTranslation(e,t)),this}makeTranslation(e,t){return e.isVector2?this.set(1,0,e.x,0,1,e.y,0,0,1):this.set(1,0,e,0,1,t,0,0,1),this}makeRotation(e){let t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,i,t,0,0,0,1),this}makeScale(e,t){return this.set(e,0,0,0,t,0,0,0,1),this}equals(e){let t=this.elements,i=e.elements;for(let e=0;e<9;e++)if(t[e]!==i[e])return!1;return!0}fromArray(e,t=0){for(let i=0;i<9;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){let i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e}clone(){return new this.constructor().fromArray(this.elements)}}let y=new M;function S(e){for(let t=e.length-1;t>=0;--t)if(e[t]>=65535)return!0;return!1}function b(e){return document.createElementNS("http://www.w3.org/1999/xhtml",e)}let w={};function T(e){e in w||(w[e]=!0,console.warn(e))}function E(e){return e<.04045?.0773993808*e:Math.pow(.9478672986*e+.0521327014,2.4)}function A(e){return e<.0031308?12.92*e:1.055*Math.pow(e,.41666)-.055}let C=new M().fromArray([.8224621,.0331941,.0170827,.177538,.9668058,.0723974,-.0000001,1e-7,.9105199]),L=new M().fromArray([1.2249401,-.0420569,-.0196376,-.2249404,1.0420571,-.0786361,1e-7,0,1.0982735]),P={[s]:e=>e,[n]:e=>e.convertSRGBToLinear(),[o]:function(e){return e.convertSRGBToLinear().applyMatrix3(L)}},R={[s]:e=>e,[n]:e=>e.convertLinearToSRGB(),[o]:function(e){return e.applyMatrix3(C).convertLinearToSRGB()}},D={enabled:!0,get legacyMode(){return console.warn("THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150."),!this.enabled},set legacyMode(legacyMode){console.warn("THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150."),this.enabled=!legacyMode},get workingColorSpace(){return s},set workingColorSpace(colorSpace){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(e,t,i){if(!1===this.enabled||t===i||!t||!i)return e;let r=P[t],a=R[i];if(void 0===r||void 0===a)throw Error(`Unsupported color space conversion, "${t}" to "${i}".`);return a(r(e))},fromWorkingColorSpace:function(e,t){return this.convert(e,this.workingColorSpace,t)},toWorkingColorSpace:function(e,t){return this.convert(e,t,this.workingColorSpace)}};class I{static getDataURL(e){let i;if(/^data:/i.test(e.src)||"undefined"==typeof HTMLCanvasElement)return e.src;if(e instanceof HTMLCanvasElement)i=e;else{void 0===t&&(t=b("canvas")),t.width=e.width,t.height=e.height;let r=t.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),i=t}return i.width>2048||i.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",e),i.toDataURL("image/jpeg",.6)):i.toDataURL("image/png")}static sRGBToLinear(e){if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){let t=b("canvas");t.width=e.width,t.height=e.height;let i=t.getContext("2d");i.drawImage(e,0,0,e.width,e.height);let r=i.getImageData(0,0,e.width,e.height),a=r.data;for(let e=0;e0&&(i.userData=this.userData),t||(e.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(e){if(300!==this.mapping)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case 1e3:e.x=e.x-Math.floor(e.x);break;case 1001:e.x=e.x<0?0:1;break;case 1002:1===Math.abs(Math.floor(e.x)%2)?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x)}if(e.y<0||e.y>1)switch(this.wrapT){case 1e3:e.y=e.y-Math.floor(e.y);break;case 1001:e.y=e.y<0?0:1;break;case 1002:1===Math.abs(Math.floor(e.y)%2)?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y)}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){!0===e&&(this.version++,this.source.needsUpdate=!0)}get encoding(){return T("THREE.Texture: Property .encoding has been replaced by .colorSpace."),this.colorSpace===n?3001:3e3}set encoding(e){T("THREE.Texture: Property .encoding has been replaced by .colorSpace."),this.colorSpace=3001===e?n:""}}F.DEFAULT_IMAGE=null,F.DEFAULT_MAPPING=300,F.DEFAULT_ANISOTROPY=1;class k{constructor(e=0,t=0,i=0,r=1){k.prototype.isVector4=!0,this.x=e,this.y=t,this.z=i,this.w=r}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,i,r){return this.x=e,this.y=t,this.z=i,this.w=r,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0!==e.w?e.w:1,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){let t=this.x,i=this.y,r=this.z,a=this.w,n=e.elements;return this.x=n[0]*t+n[4]*i+n[8]*r+n[12]*a,this.y=n[1]*t+n[5]*i+n[9]*r+n[13]*a,this.z=n[2]*t+n[6]*i+n[10]*r+n[14]*a,this.w=n[3]*t+n[7]*i+n[11]*r+n[15]*a,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);let t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,i,r;let a=e.elements,n=a[0],s=a[4],o=a[8],l=a[1],h=a[5],c=a[9],u=a[2],d=a[6],p=a[10];if(.01>Math.abs(s-l)&&.01>Math.abs(o-u)&&.01>Math.abs(c-d)){if(.1>Math.abs(s+l)&&.1>Math.abs(o+u)&&.1>Math.abs(c+d)&&.1>Math.abs(n+h+p-3))return this.set(1,0,0,0),this;let e=(n+1)/2,a=(h+1)/2,f=(p+1)/2,m=(s+l)/4,g=(o+u)/4,v=(c+d)/4;return e>a&&e>f?e<.01?(t=0,i=.707106781,r=.707106781):(i=m/(t=Math.sqrt(e)),r=g/t):a>f?a<.01?(t=.707106781,i=0,r=.707106781):(t=m/(i=Math.sqrt(a)),r=v/i):f<.01?(t=.707106781,i=.707106781,r=0):(t=g/(r=Math.sqrt(f)),i=v/r),this.set(t,i,r,Math.PI),this}let f=Math.sqrt((d-c)*(d-c)+(o-u)*(o-u)+(l-s)*(l-s));return .001>Math.abs(f)&&(f=1),this.x=(d-c)/f,this.y=(o-u)/f,this.z=(l-s)/f,this.w=Math.acos((n+h+p-1)/2),this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this.w=Math.max(e.w,Math.min(t.w,this.w)),this}clampScalar(e,t){return this.x=Math.max(e,Math.min(t,this.x)),this.y=Math.max(e,Math.min(t,this.y)),this.z=Math.max(e,Math.min(t,this.z)),this.w=Math.max(e,Math.min(t,this.w)),this}clampLength(e,t){let i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(e,Math.min(t,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this.w=Math.trunc(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.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)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this.w=e.w+(t.w-e.w)*i,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}class B extends h{constructor(e=1,t=1,i={}){super(),this.isRenderTarget=!0,this.width=e,this.height=t,this.depth=1,this.scissor=new k(0,0,e,t),this.scissorTest=!1,this.viewport=new k(0,0,e,t),void 0!==i.encoding&&(T("THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace."),i.colorSpace=3001===i.encoding?n:""),this.texture=new F({width:e,height:t,depth:1},i.mapping,i.wrapS,i.wrapT,i.magFilter,i.minFilter,i.format,i.type,i.anisotropy,i.colorSpace),this.texture.isRenderTargetTexture=!0,this.texture.flipY=!1,this.texture.generateMipmaps=void 0!==i.generateMipmaps&&i.generateMipmaps,this.texture.internalFormat=void 0!==i.internalFormat?i.internalFormat:null,this.texture.minFilter=void 0!==i.minFilter?i.minFilter:1006,this.depthBuffer=void 0===i.depthBuffer||i.depthBuffer,this.stencilBuffer=void 0!==i.stencilBuffer&&i.stencilBuffer,this.depthTexture=void 0!==i.depthTexture?i.depthTexture:null,this.samples=void 0!==i.samples?i.samples:0}setSize(e,t,i=1){(this.width!==e||this.height!==t||this.depth!==i)&&(this.width=e,this.height=t,this.depth=i,this.texture.image.width=e,this.texture.image.height=t,this.texture.image.depth=i,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.scissor.copy(e.scissor),this.scissorTest=e.scissorTest,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.texture.isRenderTargetTexture=!0;let t=Object.assign({},e.texture.image);return this.texture.source=new O(t),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,null!==e.depthTexture&&(this.depthTexture=e.depthTexture.clone()),this.samples=e.samples,this}dispose(){this.dispatchEvent({type:"dispose"})}}class H extends B{constructor(e=1,t=1,i={}){super(e,t,i),this.isWebGLRenderTarget=!0}}class V extends F{constructor(e=null,t=1,i=1,r=1){super(null),this.isDataArrayTexture=!0,this.image={data:e,width:t,height:i,depth:r},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}}class G{constructor(e=0,t=0,i=0,r=1){this.isQuaternion=!0,this._x=e,this._y=t,this._z=i,this._w=r}static slerpFlat(e,t,i,r,a,n,s){let o=i[r+0],l=i[r+1],h=i[r+2],c=i[r+3],u=a[n+0],d=a[n+1],p=a[n+2],f=a[n+3];if(0===s){e[t+0]=o,e[t+1]=l,e[t+2]=h,e[t+3]=c;return}if(1===s){e[t+0]=u,e[t+1]=d,e[t+2]=p,e[t+3]=f;return}if(c!==f||o!==u||l!==d||h!==p){let e=1-s,t=o*u+l*d+h*p+c*f,i=t>=0?1:-1,r=1-t*t;if(r>Number.EPSILON){let a=Math.sqrt(r),n=Math.atan2(a,t*i);e=Math.sin(e*n)/a,s=Math.sin(s*n)/a}let a=s*i;if(o=o*e+u*a,l=l*e+d*a,h=h*e+p*a,c=c*e+f*a,e===1-s){let e=1/Math.sqrt(o*o+l*l+h*h+c*c);o*=e,l*=e,h*=e,c*=e}}e[t]=o,e[t+1]=l,e[t+2]=h,e[t+3]=c}static multiplyQuaternionsFlat(e,t,i,r,a,n){let s=i[r],o=i[r+1],l=i[r+2],h=i[r+3],c=a[n],u=a[n+1],d=a[n+2],p=a[n+3];return e[t]=s*p+h*c+o*d-l*u,e[t+1]=o*p+h*u+l*c-s*d,e[t+2]=l*p+h*d+s*u-o*c,e[t+3]=h*p-s*c-o*u-l*d,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,t,i,r){return this._x=e,this._y=t,this._z=i,this._w=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e,t){let i=e._x,r=e._y,a=e._z,n=e._order,s=Math.cos,o=Math.sin,l=s(i/2),h=s(r/2),c=s(a/2),u=o(i/2),d=o(r/2),p=o(a/2);switch(n){case"XYZ":this._x=u*h*c+l*d*p,this._y=l*d*c-u*h*p,this._z=l*h*p+u*d*c,this._w=l*h*c-u*d*p;break;case"YXZ":this._x=u*h*c+l*d*p,this._y=l*d*c-u*h*p,this._z=l*h*p-u*d*c,this._w=l*h*c+u*d*p;break;case"ZXY":this._x=u*h*c-l*d*p,this._y=l*d*c+u*h*p,this._z=l*h*p+u*d*c,this._w=l*h*c-u*d*p;break;case"ZYX":this._x=u*h*c-l*d*p,this._y=l*d*c+u*h*p,this._z=l*h*p-u*d*c,this._w=l*h*c+u*d*p;break;case"YZX":this._x=u*h*c+l*d*p,this._y=l*d*c+u*h*p,this._z=l*h*p-u*d*c,this._w=l*h*c-u*d*p;break;case"XZY":this._x=u*h*c-l*d*p,this._y=l*d*c-u*h*p,this._z=l*h*p+u*d*c,this._w=l*h*c+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+n)}return!1!==t&&this._onChangeCallback(),this}setFromAxisAngle(e,t){let i=t/2,r=Math.sin(i);return this._x=e.x*r,this._y=e.y*r,this._z=e.z*r,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(e){let t=e.elements,i=t[0],r=t[4],a=t[8],n=t[1],s=t[5],o=t[9],l=t[2],h=t[6],c=t[10],u=i+s+c;if(u>0){let e=.5/Math.sqrt(u+1);this._w=.25/e,this._x=(h-o)*e,this._y=(a-l)*e,this._z=(n-r)*e}else if(i>s&&i>c){let e=2*Math.sqrt(1+i-s-c);this._w=(h-o)/e,this._x=.25*e,this._y=(r+n)/e,this._z=(a+l)/e}else if(s>c){let e=2*Math.sqrt(1+s-i-c);this._w=(a-l)/e,this._x=(r+n)/e,this._y=.25*e,this._z=(o+h)/e}else{let e=2*Math.sqrt(1+c-i-s);this._w=(n-r)/e,this._x=(a+l)/e,this._y=(o+h)/e,this._z=.25*e}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let i=e.dot(t)+1;return iMath.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=i):(this._x=0,this._y=-e.z,this._z=e.y,this._w=i)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=i),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(f(this.dot(e),-1,1)))}rotateTowards(e,t){let i=this.angleTo(e);return 0===i||this.slerp(e,Math.min(1,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(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._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 e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e){return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){let i=e._x,r=e._y,a=e._z,n=e._w,s=t._x,o=t._y,l=t._z,h=t._w;return this._x=i*h+n*s+r*l-a*o,this._y=r*h+n*o+a*s-i*l,this._z=a*h+n*l+i*o-r*s,this._w=n*h-i*s-r*o-a*l,this._onChangeCallback(),this}slerp(e,t){if(0===t)return this;if(1===t)return this.copy(e);let i=this._x,r=this._y,a=this._z,n=this._w,s=n*e._w+i*e._x+r*e._y+a*e._z;if(s<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,s=-s):this.copy(e),s>=1)return this._w=n,this._x=i,this._y=r,this._z=a,this;let o=1-s*s;if(o<=Number.EPSILON){let e=1-t;return this._w=e*n+t*this._w,this._x=e*i+t*this._x,this._y=e*r+t*this._y,this._z=e*a+t*this._z,this.normalize(),this._onChangeCallback(),this}let l=Math.sqrt(o),h=Math.atan2(l,s),c=Math.sin((1-t)*h)/l,u=Math.sin(t*h)/l;return this._w=n*c+this._w*u,this._x=i*c+this._x*u,this._y=r*c+this._y*u,this._z=a*c+this._z*u,this._onChangeCallback(),this}slerpQuaternions(e,t,i){return this.copy(e).slerp(t,i)}random(){let e=Math.random(),t=Math.sqrt(1-e),i=Math.sqrt(e),r=2*Math.PI*Math.random(),a=2*Math.PI*Math.random();return this.set(t*Math.cos(r),i*Math.sin(a),i*Math.cos(a),t*Math.sin(r))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,t=0){return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this}toJSON(){return this.toArray()}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class W{constructor(e=0,t=0,i=0){W.prototype.isVector3=!0,this.x=e,this.y=t,this.z=i}set(e,t,i){return void 0===i&&(i=this.z),this.x=e,this.y=t,this.z=i,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}applyEuler(e){return this.applyQuaternion(q.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(q.setFromAxisAngle(e,t))}applyMatrix3(e){let t=this.x,i=this.y,r=this.z,a=e.elements;return this.x=a[0]*t+a[3]*i+a[6]*r,this.y=a[1]*t+a[4]*i+a[7]*r,this.z=a[2]*t+a[5]*i+a[8]*r,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){let t=this.x,i=this.y,r=this.z,a=e.elements,n=1/(a[3]*t+a[7]*i+a[11]*r+a[15]);return this.x=(a[0]*t+a[4]*i+a[8]*r+a[12])*n,this.y=(a[1]*t+a[5]*i+a[9]*r+a[13])*n,this.z=(a[2]*t+a[6]*i+a[10]*r+a[14])*n,this}applyQuaternion(e){let t=this.x,i=this.y,r=this.z,a=e.x,n=e.y,s=e.z,o=e.w,l=o*t+n*r-s*i,h=o*i+s*t-a*r,c=o*r+a*i-n*t,u=-a*t-n*i-s*r;return this.x=l*o+-(u*a)+-(h*s)- -(c*n),this.y=h*o+-(u*n)+-(c*a)- -(l*s),this.z=c*o+-(u*s)+-(l*n)- -(h*a),this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){let t=this.x,i=this.y,r=this.z,a=e.elements;return this.x=a[0]*t+a[4]*i+a[8]*r,this.y=a[1]*t+a[5]*i+a[9]*r,this.z=a[2]*t+a[6]*i+a[10]*r,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this}clampScalar(e,t){return this.x=Math.max(e,Math.min(t,this.x)),this.y=Math.max(e,Math.min(t,this.y)),this.z=Math.max(e,Math.min(t,this.z)),this}clampLength(e,t){let i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(e,Math.min(t,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this}cross(e){return this.crossVectors(this,e)}crossVectors(e,t){let i=e.x,r=e.y,a=e.z,n=t.x,s=t.y,o=t.z;return this.x=r*o-a*s,this.y=a*n-i*o,this.z=i*s-r*n,this}projectOnVector(e){let t=e.lengthSq();if(0===t)return this.set(0,0,0);let i=e.dot(this)/t;return this.copy(e).multiplyScalar(i)}projectOnPlane(e){return j.copy(this).projectOnVector(e),this.sub(j)}reflect(e){return this.sub(j.copy(e).multiplyScalar(2*this.dot(e)))}angleTo(e){let t=Math.sqrt(this.lengthSq()*e.lengthSq());if(0===t)return Math.PI/2;let i=this.dot(e)/t;return Math.acos(f(i,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){let t=this.x-e.x,i=this.y-e.y,r=this.z-e.z;return t*t+i*i+r*r}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,t,i){let r=Math.sin(t)*e;return this.x=r*Math.sin(i),this.y=Math.cos(t)*e,this.z=r*Math.cos(i),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,i){return this.x=e*Math.sin(t),this.y=i,this.z=e*Math.cos(t),this}setFromMatrixPosition(e){let t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}setFromMatrixScale(e){let t=this.setFromMatrixColumn(e,0).length(),i=this.setFromMatrixColumn(e,1).length(),r=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=i,this.z=r,this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,4*t)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,3*t)}setFromEuler(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}setFromColor(e){return this.x=e.r,this.y=e.g,this.z=e.b,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){let e=(Math.random()-.5)*2,t=Math.random()*Math.PI*2,i=Math.sqrt(1-e**2);return this.x=i*Math.cos(t),this.y=i*Math.sin(t),this.z=e,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}let j=new W,q=new G;class X{constructor(e=new W(Infinity,Infinity,Infinity),t=new W(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=e,this.max=t}set(e,t){return this.min.copy(e),this.max.copy(t),this}setFromArray(e){this.makeEmpty();for(let t=0,i=e.length;tthis.max.x)&&!(e.ythis.max.y)&&!(e.zthis.max.z)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return!(e.max.xthis.max.x)&&!(e.max.ythis.max.y)&&!(e.max.zthis.max.z)}intersectsSphere(e){return this.clampPoint(e.center,Z),Z.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,i;return e.normal.x>0?(t=e.normal.x*this.min.x,i=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,i=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,i+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,i+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,i+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,i+=e.normal.z*this.min.z),t<=-e.constant&&i>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(er),ea.subVectors(this.max,er),J.subVectors(e.a,er),Q.subVectors(e.b,er),$.subVectors(e.c,er),ee.subVectors(Q,J),et.subVectors($,Q),ei.subVectors(J,$);let t=[0,-ee.z,ee.y,0,-et.z,et.y,0,-ei.z,ei.y,ee.z,0,-ee.x,et.z,0,-et.x,ei.z,0,-ei.x,-ee.y,ee.x,0,-et.y,et.x,0,-ei.y,ei.x,0];return!!(eo(t,J,Q,$,ea)&&eo(t=[1,0,0,0,1,0,0,0,1],J,Q,$,ea))&&(en.crossVectors(ee,et),eo(t=[en.x,en.y,en.z],J,Q,$,ea))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,Z).distanceTo(e)}getBoundingSphere(e){return this.isEmpty()?e.makeEmpty():(this.getCenter(e.center),e.radius=.5*this.getSize(Z).length()),e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()||(Y[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Y[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Y[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Y[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Y[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Y[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Y[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Y[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Y)),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}let Y=[new W,new W,new W,new W,new W,new W,new W,new W],Z=new W,K=new X,J=new W,Q=new W,$=new W,ee=new W,et=new W,ei=new W,er=new W,ea=new W,en=new W,es=new W;function eo(e,t,i,r,a){for(let n=0,s=e.length-3;n<=s;n+=3){es.fromArray(e,n);let s=a.x*Math.abs(es.x)+a.y*Math.abs(es.y)+a.z*Math.abs(es.z),o=t.dot(es),l=i.dot(es),h=r.dot(es);if(Math.max(-Math.max(o,l,h),Math.min(o,l,h))>s)return!1}return!0}let el=new X,eh=new W,ec=new W;class eu{constructor(e=new W,t=-1){this.center=e,this.radius=t}set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){let i=this.center;void 0!==t?i.copy(t):el.setFromPoints(e).getCenter(i);let r=0;for(let t=0,a=e.length;tthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;eh.subVectors(e,this.center);let t=eh.lengthSq();if(t>this.radius*this.radius){let e=Math.sqrt(t),i=(e-this.radius)*.5;this.center.addScaledVector(eh,i/e),this.radius+=i}return this}union(e){return e.isEmpty()?this:this.isEmpty()?(this.copy(e),this):(!0===this.center.equals(e.center)?this.radius=Math.max(this.radius,e.radius):(ec.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(eh.copy(e.center).add(ec)),this.expandByPoint(eh.copy(e.center).sub(ec))),this)}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}}let ed=new W,ep=new W,ef=new W,em=new W,eg=new W,ev=new W,e_=new W;class ex{constructor(e=new W,t=new W(0,0,-1)){this.origin=e,this.direction=t}set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.origin).addScaledVector(this.direction,e)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,ed)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);let i=t.dot(this.direction);return i<0?t.copy(this.origin):t.copy(this.origin).addScaledVector(this.direction,i)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){let t=ed.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(ed.copy(this.origin).addScaledVector(this.direction,t),ed.distanceToSquared(e))}distanceSqToSegment(e,t,i,r){let a,n,s,o;ep.copy(e).add(t).multiplyScalar(.5),ef.copy(t).sub(e).normalize(),em.copy(this.origin).sub(ep);let l=.5*e.distanceTo(t),h=-this.direction.dot(ef),c=em.dot(this.direction),u=-em.dot(ef),d=em.lengthSq(),p=Math.abs(1-h*h);if(p>0){if(a=h*u-c,n=h*c-u,o=l*p,a>=0){if(n>=-o){if(n<=o){let e=1/p;a*=e,n*=e,s=a*(a+h*n+2*c)+n*(h*a+n+2*u)+d}else s=-(a=Math.max(0,-(h*(n=l)+c)))*a+n*(n+2*u)+d}else s=-(a=Math.max(0,-(h*(n=-l)+c)))*a+n*(n+2*u)+d}else n<=-o?(n=(a=Math.max(0,-(-h*l+c)))>0?-l:Math.min(Math.max(-l,-u),l),s=-a*a+n*(n+2*u)+d):n<=o?(a=0,s=(n=Math.min(Math.max(-l,-u),l))*(n+2*u)+d):(n=(a=Math.max(0,-(h*l+c)))>0?l:Math.min(Math.max(-l,-u),l),s=-a*a+n*(n+2*u)+d)}else n=h>0?-l:l,s=-(a=Math.max(0,-(h*n+c)))*a+n*(n+2*u)+d;return i&&i.copy(this.origin).addScaledVector(this.direction,a),r&&r.copy(ep).addScaledVector(ef,n),s}intersectSphere(e,t){ed.subVectors(e.center,this.origin);let i=ed.dot(this.direction),r=ed.dot(ed)-i*i,a=e.radius*e.radius;if(r>a)return null;let n=Math.sqrt(a-r),s=i-n,o=i+n;return o<0?null:s<0?this.at(o,t):this.at(s,t)}intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){let t=e.normal.dot(this.direction);if(0===t)return 0===e.distanceToPoint(this.origin)?0:null;let i=-(this.origin.dot(e.normal)+e.constant)/t;return i>=0?i:null}intersectPlane(e,t){let i=this.distanceToPlane(e);return null===i?null:this.at(i,t)}intersectsPlane(e){let t=e.distanceToPoint(this.origin);if(0===t)return!0;let i=e.normal.dot(this.direction);return i*t<0}intersectBox(e,t){let i,r,a,n,s,o;let l=1/this.direction.x,h=1/this.direction.y,c=1/this.direction.z,u=this.origin;return(l>=0?(i=(e.min.x-u.x)*l,r=(e.max.x-u.x)*l):(i=(e.max.x-u.x)*l,r=(e.min.x-u.x)*l),h>=0?(a=(e.min.y-u.y)*h,n=(e.max.y-u.y)*h):(a=(e.max.y-u.y)*h,n=(e.min.y-u.y)*h),i>n||a>r)?null:((a>i||isNaN(i))&&(i=a),(n=0?(s=(e.min.z-u.z)*c,o=(e.max.z-u.z)*c):(s=(e.max.z-u.z)*c,o=(e.min.z-u.z)*c),i>o||s>r)?null:((s>i||i!=i)&&(i=s),(o=0?i:r,t)}intersectsBox(e){return null!==this.intersectBox(e,ed)}intersectTriangle(e,t,i,r,a){let n;eg.subVectors(t,e),ev.subVectors(i,e),e_.crossVectors(eg,ev);let s=this.direction.dot(e_);if(s>0){if(r)return null;n=1}else{if(!(s<0))return null;n=-1,s=-s}em.subVectors(this.origin,e);let o=n*this.direction.dot(ev.crossVectors(em,ev));if(o<0)return null;let l=n*this.direction.dot(eg.cross(em));if(l<0||o+l>s)return null;let h=-n*em.dot(e_);return h<0?null:this.at(h/s,a)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}}class eM{constructor(e,t,i,r,a,n,s,o,l,h,c,u,d,p,f,m){eM.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],void 0!==e&&this.set(e,t,i,r,a,n,s,o,l,h,c,u,d,p,f,m)}set(e,t,i,r,a,n,s,o,l,h,c,u,d,p,f,m){let g=this.elements;return g[0]=e,g[4]=t,g[8]=i,g[12]=r,g[1]=a,g[5]=n,g[9]=s,g[13]=o,g[2]=l,g[6]=h,g[10]=c,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 eM().fromArray(this.elements)}copy(e){let t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],t[9]=i[9],t[10]=i[10],t[11]=i[11],t[12]=i[12],t[13]=i[13],t[14]=i[14],t[15]=i[15],this}copyPosition(e){let t=this.elements,i=e.elements;return t[12]=i[12],t[13]=i[13],t[14]=i[14],this}setFromMatrix3(e){let t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,i){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(e,t,i){return this.set(e.x,t.x,i.x,0,e.y,t.y,i.y,0,e.z,t.z,i.z,0,0,0,0,1),this}extractRotation(e){let t=this.elements,i=e.elements,r=1/ey.setFromMatrixColumn(e,0).length(),a=1/ey.setFromMatrixColumn(e,1).length(),n=1/ey.setFromMatrixColumn(e,2).length();return t[0]=i[0]*r,t[1]=i[1]*r,t[2]=i[2]*r,t[3]=0,t[4]=i[4]*a,t[5]=i[5]*a,t[6]=i[6]*a,t[7]=0,t[8]=i[8]*n,t[9]=i[9]*n,t[10]=i[10]*n,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){let t=this.elements,i=e.x,r=e.y,a=e.z,n=Math.cos(i),s=Math.sin(i),o=Math.cos(r),l=Math.sin(r),h=Math.cos(a),c=Math.sin(a);if("XYZ"===e.order){let e=n*h,i=n*c,r=s*h,a=s*c;t[0]=o*h,t[4]=-o*c,t[8]=l,t[1]=i+r*l,t[5]=e-a*l,t[9]=-s*o,t[2]=a-e*l,t[6]=r+i*l,t[10]=n*o}else if("YXZ"===e.order){let e=o*h,i=o*c,r=l*h,a=l*c;t[0]=e+a*s,t[4]=r*s-i,t[8]=n*l,t[1]=n*c,t[5]=n*h,t[9]=-s,t[2]=i*s-r,t[6]=a+e*s,t[10]=n*o}else if("ZXY"===e.order){let e=o*h,i=o*c,r=l*h,a=l*c;t[0]=e-a*s,t[4]=-n*c,t[8]=r+i*s,t[1]=i+r*s,t[5]=n*h,t[9]=a-e*s,t[2]=-n*l,t[6]=s,t[10]=n*o}else if("ZYX"===e.order){let e=n*h,i=n*c,r=s*h,a=s*c;t[0]=o*h,t[4]=r*l-i,t[8]=e*l+a,t[1]=o*c,t[5]=a*l+e,t[9]=i*l-r,t[2]=-l,t[6]=s*o,t[10]=n*o}else if("YZX"===e.order){let e=n*o,i=n*l,r=s*o,a=s*l;t[0]=o*h,t[4]=a-e*c,t[8]=r*c+i,t[1]=c,t[5]=n*h,t[9]=-s*h,t[2]=-l*h,t[6]=i*c+r,t[10]=e-a*c}else if("XZY"===e.order){let e=n*o,i=n*l,r=s*o,a=s*l;t[0]=o*h,t[4]=-c,t[8]=l*h,t[1]=e*c+a,t[5]=n*h,t[9]=i*c-r,t[2]=r*c-i,t[6]=s*h,t[10]=a*c+e}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(eb,e,ew)}lookAt(e,t,i){let r=this.elements;return eA.subVectors(e,t),0===eA.lengthSq()&&(eA.z=1),eA.normalize(),eT.crossVectors(i,eA),0===eT.lengthSq()&&(1===Math.abs(i.z)?eA.x+=1e-4:eA.z+=1e-4,eA.normalize(),eT.crossVectors(i,eA)),eT.normalize(),eE.crossVectors(eA,eT),r[0]=eT.x,r[4]=eE.x,r[8]=eA.x,r[1]=eT.y,r[5]=eE.y,r[9]=eA.y,r[2]=eT.z,r[6]=eE.z,r[10]=eA.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){let i=e.elements,r=t.elements,a=this.elements,n=i[0],s=i[4],o=i[8],l=i[12],h=i[1],c=i[5],u=i[9],d=i[13],p=i[2],f=i[6],m=i[10],g=i[14],v=i[3],_=i[7],x=i[11],M=i[15],y=r[0],S=r[4],b=r[8],w=r[12],T=r[1],E=r[5],A=r[9],C=r[13],L=r[2],P=r[6],R=r[10],D=r[14],I=r[3],U=r[7],O=r[11],N=r[15];return a[0]=n*y+s*T+o*L+l*I,a[4]=n*S+s*E+o*P+l*U,a[8]=n*b+s*A+o*R+l*O,a[12]=n*w+s*C+o*D+l*N,a[1]=h*y+c*T+u*L+d*I,a[5]=h*S+c*E+u*P+d*U,a[9]=h*b+c*A+u*R+d*O,a[13]=h*w+c*C+u*D+d*N,a[2]=p*y+f*T+m*L+g*I,a[6]=p*S+f*E+m*P+g*U,a[10]=p*b+f*A+m*R+g*O,a[14]=p*w+f*C+m*D+g*N,a[3]=v*y+_*T+x*L+M*I,a[7]=v*S+_*E+x*P+M*U,a[11]=v*b+_*A+x*R+M*O,a[15]=v*w+_*C+x*D+M*N,this}multiplyScalar(e){let t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){let e=this.elements,t=e[0],i=e[4],r=e[8],a=e[12],n=e[1],s=e[5],o=e[9],l=e[13],h=e[2],c=e[6],u=e[10],d=e[14],p=e[3],f=e[7],m=e[11],g=e[15];return p*(+a*o*c-r*l*c-a*s*u+i*l*u+r*s*d-i*o*d)+f*(+t*o*d-t*l*u+a*n*u-r*n*d+r*l*h-a*o*h)+m*(+t*l*c-t*s*d-a*n*c+i*n*d+a*s*h-i*l*h)+g*(-r*s*h-t*o*c+t*s*u+r*n*c-i*n*u+i*o*h)}transpose(){let e;let t=this.elements;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(e,t,i){let r=this.elements;return e.isVector3?(r[12]=e.x,r[13]=e.y,r[14]=e.z):(r[12]=e,r[13]=t,r[14]=i),this}invert(){let e=this.elements,t=e[0],i=e[1],r=e[2],a=e[3],n=e[4],s=e[5],o=e[6],l=e[7],h=e[8],c=e[9],u=e[10],d=e[11],p=e[12],f=e[13],m=e[14],g=e[15],v=c*m*l-f*u*l+f*o*d-s*m*d-c*o*g+s*u*g,_=p*u*l-h*m*l-p*o*d+n*m*d+h*o*g-n*u*g,x=h*f*l-p*c*l+p*s*d-n*f*d-h*s*g+n*c*g,M=p*c*o-h*f*o-p*s*u+n*f*u+h*s*m-n*c*m,y=t*v+i*_+r*x+a*M;if(0===y)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);let S=1/y;return e[0]=v*S,e[1]=(f*u*a-c*m*a-f*r*d+i*m*d+c*r*g-i*u*g)*S,e[2]=(s*m*a-f*o*a+f*r*l-i*m*l-s*r*g+i*o*g)*S,e[3]=(c*o*a-s*u*a-c*r*l+i*u*l+s*r*d-i*o*d)*S,e[4]=_*S,e[5]=(h*m*a-p*u*a+p*r*d-t*m*d-h*r*g+t*u*g)*S,e[6]=(p*o*a-n*m*a-p*r*l+t*m*l+n*r*g-t*o*g)*S,e[7]=(n*u*a-h*o*a+h*r*l-t*u*l-n*r*d+t*o*d)*S,e[8]=x*S,e[9]=(p*c*a-h*f*a-p*i*d+t*f*d+h*i*g-t*c*g)*S,e[10]=(n*f*a-p*s*a+p*i*l-t*f*l-n*i*g+t*s*g)*S,e[11]=(h*s*a-n*c*a-h*i*l+t*c*l+n*i*d-t*s*d)*S,e[12]=M*S,e[13]=(h*f*r-p*c*r+p*i*u-t*f*u-h*i*m+t*c*m)*S,e[14]=(p*s*r-n*f*r-p*i*o+t*f*o+n*i*m-t*s*m)*S,e[15]=(n*c*r-h*s*r+h*i*o-t*c*o-n*i*u+t*s*u)*S,this}scale(e){let t=this.elements,i=e.x,r=e.y,a=e.z;return t[0]*=i,t[4]*=r,t[8]*=a,t[1]*=i,t[5]*=r,t[9]*=a,t[2]*=i,t[6]*=r,t[10]*=a,t[3]*=i,t[7]*=r,t[11]*=a,this}getMaxScaleOnAxis(){let e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],i=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],r=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,i,r))}makeTranslation(e,t,i){return e.isVector3?this.set(1,0,0,e.x,0,1,0,e.y,0,0,1,e.z,0,0,0,1):this.set(1,0,0,e,0,1,0,t,0,0,1,i,0,0,0,1),this}makeRotationX(e){let t=Math.cos(e),i=Math.sin(e);return this.set(1,0,0,0,0,t,-i,0,0,i,t,0,0,0,0,1),this}makeRotationY(e){let t=Math.cos(e),i=Math.sin(e);return this.set(t,0,i,0,0,1,0,0,-i,0,t,0,0,0,0,1),this}makeRotationZ(e){let t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,0,i,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){let i=Math.cos(t),r=Math.sin(t),a=1-i,n=e.x,s=e.y,o=e.z,l=a*n,h=a*s;return this.set(l*n+i,l*s-r*o,l*o+r*s,0,l*s+r*o,h*s+i,h*o-r*n,0,l*o-r*s,h*o+r*n,a*o*o+i,0,0,0,0,1),this}makeScale(e,t,i){return this.set(e,0,0,0,0,t,0,0,0,0,i,0,0,0,0,1),this}makeShear(e,t,i,r,a,n){return this.set(1,i,a,0,e,1,n,0,t,r,1,0,0,0,0,1),this}compose(e,t,i){let r=this.elements,a=t._x,n=t._y,s=t._z,o=t._w,l=a+a,h=n+n,c=s+s,u=a*l,d=a*h,p=a*c,f=n*h,m=n*c,g=s*c,v=o*l,_=o*h,x=o*c,M=i.x,y=i.y,S=i.z;return r[0]=(1-(f+g))*M,r[1]=(d+x)*M,r[2]=(p-_)*M,r[3]=0,r[4]=(d-x)*y,r[5]=(1-(u+g))*y,r[6]=(m+v)*y,r[7]=0,r[8]=(p+_)*S,r[9]=(m-v)*S,r[10]=(1-(u+f))*S,r[11]=0,r[12]=e.x,r[13]=e.y,r[14]=e.z,r[15]=1,this}decompose(e,t,i){let r=this.elements,a=ey.set(r[0],r[1],r[2]).length(),n=ey.set(r[4],r[5],r[6]).length(),s=ey.set(r[8],r[9],r[10]).length(),o=this.determinant();o<0&&(a=-a),e.x=r[12],e.y=r[13],e.z=r[14],eS.copy(this);let l=1/a,h=1/n,c=1/s;return eS.elements[0]*=l,eS.elements[1]*=l,eS.elements[2]*=l,eS.elements[4]*=h,eS.elements[5]*=h,eS.elements[6]*=h,eS.elements[8]*=c,eS.elements[9]*=c,eS.elements[10]*=c,t.setFromRotationMatrix(eS),i.x=a,i.y=n,i.z=s,this}makePerspective(e,t,i,r,a,n,s=2e3){let o,l;let h=this.elements;if(2e3===s)o=-(n+a)/(n-a),l=-2*n*a/(n-a);else if(2001===s)o=-n/(n-a),l=-n*a/(n-a);else throw Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+s);return h[0]=2*a/(t-e),h[4]=0,h[8]=(t+e)/(t-e),h[12]=0,h[1]=0,h[5]=2*a/(i-r),h[9]=(i+r)/(i-r),h[13]=0,h[2]=0,h[6]=0,h[10]=o,h[14]=l,h[3]=0,h[7]=0,h[11]=-1,h[15]=0,this}makeOrthographic(e,t,i,r,a,n,s=2e3){let o,l;let h=this.elements,c=1/(t-e),u=1/(i-r),d=1/(n-a);if(2e3===s)o=(n+a)*d,l=-2*d;else if(2001===s)o=a*d,l=-1*d;else throw Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+s);return h[0]=2*c,h[4]=0,h[8]=0,h[12]=-((t+e)*c),h[1]=0,h[5]=2*u,h[9]=0,h[13]=-((i+r)*u),h[2]=0,h[6]=0,h[10]=l,h[14]=-o,h[3]=0,h[7]=0,h[11]=0,h[15]=1,this}equals(e){let t=this.elements,i=e.elements;for(let e=0;e<16;e++)if(t[e]!==i[e])return!1;return!0}fromArray(e,t=0){for(let i=0;i<16;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){let i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e[t+9]=i[9],e[t+10]=i[10],e[t+11]=i[11],e[t+12]=i[12],e[t+13]=i[13],e[t+14]=i[14],e[t+15]=i[15],e}}let ey=new W,eS=new eM,eb=new W(0,0,0),ew=new W(1,1,1),eT=new W,eE=new W,eA=new W,eC=new eM,eL=new G;class eP{constructor(e=0,t=0,i=0,r=eP.DEFAULT_ORDER){this.isEuler=!0,this._x=e,this._y=t,this._z=i,this._order=r}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,i,r=this._order){return this._x=e,this._y=t,this._z=i,this._order=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,t=this._order,i=!0){let r=e.elements,a=r[0],n=r[4],s=r[8],o=r[1],l=r[5],h=r[9],c=r[2],u=r[6],d=r[10];switch(t){case"XYZ":this._y=Math.asin(f(s,-1,1)),.9999999>Math.abs(s)?(this._x=Math.atan2(-h,d),this._z=Math.atan2(-n,a)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-f(h,-1,1)),.9999999>Math.abs(h)?(this._y=Math.atan2(s,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-c,a),this._z=0);break;case"ZXY":this._x=Math.asin(f(u,-1,1)),.9999999>Math.abs(u)?(this._y=Math.atan2(-c,d),this._z=Math.atan2(-n,l)):(this._y=0,this._z=Math.atan2(o,a));break;case"ZYX":this._y=Math.asin(-f(c,-1,1)),.9999999>Math.abs(c)?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,a)):(this._x=0,this._z=Math.atan2(-n,l));break;case"YZX":this._z=Math.asin(f(o,-1,1)),.9999999>Math.abs(o)?(this._x=Math.atan2(-h,l),this._y=Math.atan2(-c,a)):(this._x=0,this._y=Math.atan2(s,d));break;case"XZY":this._z=Math.asin(-f(n,-1,1)),.9999999>Math.abs(n)?(this._x=Math.atan2(u,l),this._y=Math.atan2(s,a)):(this._x=Math.atan2(-h,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,!0===i&&this._onChangeCallback(),this}setFromQuaternion(e,t,i){return eC.makeRotationFromQuaternion(e),this.setFromRotationMatrix(eC,t,i)}setFromVector3(e,t=this._order){return this.set(e.x,e.y,e.z,t)}reorder(e){return eL.setFromEuler(this),this.setFromQuaternion(eL,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}eP.DEFAULT_ORDER="XYZ";class eR{constructor(){this.mask=1}set(e){this.mask=(1<>>0}enable(e){this.mask|=1<1){for(let e=0;e1){for(let e=0;e0&&(i=i.concat(a))}return i}getWorldPosition(e){return this.updateWorldMatrix(!0,!1),e.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(e){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(ez,e,eF),e}getWorldScale(e){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(ez,ek,e),e}getWorldDirection(e){this.updateWorldMatrix(!0,!1);let t=this.matrixWorld.elements;return e.set(t[8],t[9],t[10]).normalize()}raycast(){}traverse(e){e(this);let t=this.children;for(let i=0,r=t.length;i0&&(r.userData=this.userData),r.layers=this.layers.mask,r.matrix=this.matrix.toArray(),r.up=this.up.toArray(),!1===this.matrixAutoUpdate&&(r.matrixAutoUpdate=!1),this.isInstancedMesh&&(r.type="InstancedMesh",r.count=this.count,r.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(r.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?r.background=this.background.toJSON():this.background.isTexture&&(r.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(r.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){r.geometry=a(e.geometries,this.geometry);let t=this.geometry.parameters;if(void 0!==t&&void 0!==t.shapes){let i=t.shapes;if(Array.isArray(i))for(let t=0,r=i.length;t0){r.children=[];for(let t=0;t0){r.animations=[];for(let t=0;t0&&(i.geometries=t),r.length>0&&(i.materials=r),a.length>0&&(i.textures=a),s.length>0&&(i.images=s),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),h.length>0&&(i.animations=h),c.length>0&&(i.nodes=c)}return i.object=r,i;function n(e){let t=[];for(let i in e){let r=e[i];delete r.metadata,t.push(r)}return t}}clone(e){return new this.constructor().copy(this,e)}copy(e,t=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=e.matrixWorldAutoUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.animations=e.animations.slice(),this.userData=JSON.parse(JSON.stringify(e.userData)),!0===t)for(let t=0;t0?r.multiplyScalar(1/Math.sqrt(a)):r.set(0,0,0)}static getBarycoord(e,t,i,r,a){eq.subVectors(r,t),eX.subVectors(i,t),eY.subVectors(e,t);let n=eq.dot(eq),s=eq.dot(eX),o=eq.dot(eY),l=eX.dot(eX),h=eX.dot(eY),c=n*l-s*s;if(0===c)return a.set(-2,-1,-1);let u=1/c,d=(l*o-s*h)*u,p=(n*h-s*o)*u;return a.set(1-d-p,p,d)}static containsPoint(e,t,i,r){return this.getBarycoord(e,t,i,r,eZ),eZ.x>=0&&eZ.y>=0&&eZ.x+eZ.y<=1}static getUV(e,t,i,r,a,n,s,o){return!1===e3&&(console.warn("THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation()."),e3=!0),this.getInterpolation(e,t,i,r,a,n,s,o)}static getInterpolation(e,t,i,r,a,n,s,o){return this.getBarycoord(e,t,i,r,eZ),o.setScalar(0),o.addScaledVector(a,eZ.x),o.addScaledVector(n,eZ.y),o.addScaledVector(s,eZ.z),o}static isFrontFacing(e,t,i,r){return eq.subVectors(i,t),eX.subVectors(e,t),0>eq.cross(eX).dot(r)}set(e,t,i){return this.a.copy(e),this.b.copy(t),this.c.copy(i),this}setFromPointsAndIndices(e,t,i,r){return this.a.copy(e[t]),this.b.copy(e[i]),this.c.copy(e[r]),this}setFromAttributeAndIndices(e,t,i,r){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,i),this.c.fromBufferAttribute(e,r),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 eq.subVectors(this.c,this.b),eX.subVectors(this.a,this.b),.5*eq.cross(eX).length()}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return e2.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return e2.getBarycoord(e,this.a,this.b,this.c,t)}getUV(e,t,i,r,a){return!1===e3&&(console.warn("THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation()."),e3=!0),e2.getInterpolation(e,this.a,this.b,this.c,t,i,r,a)}getInterpolation(e,t,i,r,a){return e2.getInterpolation(e,this.a,this.b,this.c,t,i,r,a)}containsPoint(e){return e2.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return e2.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){let i,r;let a=this.a,n=this.b,s=this.c;eK.subVectors(n,a),eJ.subVectors(s,a),e$.subVectors(e,a);let o=eK.dot(e$),l=eJ.dot(e$);if(o<=0&&l<=0)return t.copy(a);e0.subVectors(e,n);let h=eK.dot(e0),c=eJ.dot(e0);if(h>=0&&c<=h)return t.copy(n);let u=o*c-h*l;if(u<=0&&o>=0&&h<=0)return i=o/(o-h),t.copy(a).addScaledVector(eK,i);e1.subVectors(e,s);let d=eK.dot(e1),p=eJ.dot(e1);if(p>=0&&d<=p)return t.copy(s);let f=d*l-o*p;if(f<=0&&l>=0&&p<=0)return r=l/(l-p),t.copy(a).addScaledVector(eJ,r);let m=h*p-d*c;if(m<=0&&c-h>=0&&d-p>=0)return eQ.subVectors(s,n),r=(c-h)/(c-h+(d-p)),t.copy(n).addScaledVector(eQ,r);let g=1/(m+f+u);return i=f*g,r=u*g,t.copy(a).addScaledVector(eK,i).addScaledVector(eJ,r)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}let e4=0;class e5 extends h{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:e4++}),this.uuid=p(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.alphaHash=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.forceSinglePass=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(e){this._alphaTest>0!=e>0&&this.version++,this._alphaTest=e}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(void 0!==e)for(let t in e){let i=e[t];if(void 0===i){console.warn(`THREE.Material: parameter '${t}' has value of undefined.`);continue}let r=this[t];if(void 0===r){console.warn(`THREE.Material: '${t}' is not a property of THREE.${this.type}.`);continue}r&&r.isColor?r.set(i):r&&r.isVector3&&i&&i.isVector3?r.copy(i):this[t]=i}}toJSON(e){let t=void 0===e||"string"==typeof e;t&&(e={textures:{},images:{}});let i={metadata:{version:4.6,type:"Material",generator:"Material.toJSON"}};function r(e){let t=[];for(let i in e){let r=e[i];delete r.metadata,t.push(r)}return t}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),void 0!==this.anisotropy&&(i.anisotropy=this.anisotropy),void 0!==this.anisotropyRotation&&(i.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(i.anisotropyMap=this.anisotropyMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(e).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(e).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(e).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(e).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(e).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(e).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(e).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(e).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(e).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(i.blending=this.blending),0!==this.side&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(i.transparent=this.transparent),i.depthFunc=this.depthFunc,i.depthTest=this.depthTest,i.depthWrite=this.depthWrite,i.colorWrite=this.colorWrite,i.stencilWrite=this.stencilWrite,i.stencilWriteMask=this.stencilWriteMask,i.stencilFunc=this.stencilFunc,i.stencilRef=this.stencilRef,i.stencilFuncMask=this.stencilFuncMask,i.stencilFail=this.stencilFail,i.stencilZFail=this.stencilZFail,i.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaHash&&(i.alphaHash=this.alphaHash),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.forceSinglePass&&(i.forceSinglePass=this.forceSinglePass),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData),t){let t=r(e.textures),a=r(e.images);t.length>0&&(i.textures=t),a.length>0&&(i.images=a)}return i}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;let t=e.clippingPlanes,i=null;if(null!==t){let e=t.length;i=Array(e);for(let r=0;r!==e;++r)i[r]=t[r].clone()}return this.clippingPlanes=i,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaHash=e.alphaHash,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){!0===e&&this.version++}}let e6={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},e8={h:0,s:0,l:0},e7={h:0,s:0,l:0};function e9(e,t,i){return(i<0&&(i+=1),i>1&&(i-=1),i<1/6)?e+(t-e)*6*i:i<.5?t:i<2/3?e+(t-e)*6*(2/3-i):e}class te{constructor(e,t,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(e,t,i)}set(e,t,i){return void 0===t&&void 0===i?e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e):this.setRGB(e,t,i),this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e,t=n){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(255&e)/255,D.toWorkingColorSpace(this,t),this}setRGB(e,t,i,r=D.workingColorSpace){return this.r=e,this.g=t,this.b=i,D.toWorkingColorSpace(this,r),this}setHSL(e,t,i,r=D.workingColorSpace){if(e=(e%1+1)%1,t=f(t,0,1),i=f(i,0,1),0===t)this.r=this.g=this.b=i;else{let r=i<=.5?i*(1+t):i+t-i*t,a=2*i-r;this.r=e9(a,r,e+1/3),this.g=e9(a,r,e),this.b=e9(a,r,e-1/3)}return D.toWorkingColorSpace(this,r),this}setStyle(e,t=n){let i;function r(t){void 0!==t&&1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}if(i=/^(\w+)\(([^\)]*)\)/.exec(e)){let a;let n=i[1],s=i[2];switch(n){case"rgb":case"rgba":if(a=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(a[4]),this.setRGB(Math.min(255,parseInt(a[1],10))/255,Math.min(255,parseInt(a[2],10))/255,Math.min(255,parseInt(a[3],10))/255,t);if(a=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(a[4]),this.setRGB(Math.min(100,parseInt(a[1],10))/100,Math.min(100,parseInt(a[2],10))/100,Math.min(100,parseInt(a[3],10))/100,t);break;case"hsl":case"hsla":if(a=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(a[4]),this.setHSL(parseFloat(a[1])/360,parseFloat(a[2])/100,parseFloat(a[3])/100,t);break;default:console.warn("THREE.Color: Unknown color model "+e)}}else if(i=/^\#([A-Fa-f\d]+)$/.exec(e)){let r=i[1],a=r.length;if(3===a)return this.setRGB(parseInt(r.charAt(0),16)/15,parseInt(r.charAt(1),16)/15,parseInt(r.charAt(2),16)/15,t);if(6===a)return this.setHex(parseInt(r,16),t);console.warn("THREE.Color: Invalid hex color "+e)}else if(e&&e.length>0)return this.setColorName(e,t);return this}setColorName(e,t=n){let i=e6[e.toLowerCase()];return void 0!==i?this.setHex(i,t):console.warn("THREE.Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=E(e.r),this.g=E(e.g),this.b=E(e.b),this}copyLinearToSRGB(e){return this.r=A(e.r),this.g=A(e.g),this.b=A(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(e=n){return D.fromWorkingColorSpace(tt.copy(this),e),65536*Math.round(f(255*tt.r,0,255))+256*Math.round(f(255*tt.g,0,255))+Math.round(f(255*tt.b,0,255))}getHexString(e=n){return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e,t=D.workingColorSpace){let i,r;D.fromWorkingColorSpace(tt.copy(this),t);let a=tt.r,n=tt.g,s=tt.b,o=Math.max(a,n,s),l=Math.min(a,n,s),h=(l+o)/2;if(l===o)i=0,r=0;else{let e=o-l;switch(r=h<=.5?e/(o+l):e/(2-o-l),o){case a:i=(n-s)/e+(n0&&(e.userData=this.userData),void 0!==this.parameters){let t=this.parameters;for(let i in t)void 0!==t[i]&&(e[i]=t[i]);return e}e.data={attributes:{}};let t=this.index;null!==t&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});let i=this.attributes;for(let t in i){let r=i[t];e.data.attributes[t]=r.toJSON(e.data)}let r={},a=!1;for(let t in this.morphAttributes){let i=this.morphAttributes[t],n=[];for(let t=0,r=i.length;t0&&(r[t]=n,a=!0)}a&&(e.data.morphAttributes=r,e.data.morphTargetsRelative=this.morphTargetsRelative);let n=this.groups;n.length>0&&(e.data.groups=JSON.parse(JSON.stringify(n)));let s=this.boundingSphere;return null!==s&&(e.data.boundingSphere={center:s.center.toArray(),radius:s.radius}),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;let t={};this.name=e.name;let i=e.index;null!==i&&this.setIndex(i.clone(t));let r=e.attributes;for(let e in r){let i=r[e];this.setAttribute(e,i.clone(t))}let a=e.morphAttributes;for(let e in a){let i=[],r=a[e];for(let e=0,a=r.length;e0){let e=t[i[0]];if(void 0!==e){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,i=e.length;t(e.far-e.near)**2)||(tv.copy(a).invert(),t_.copy(e.ray).applyMatrix4(tv),null!==i.boundingBox&&!1===t_.intersectsBox(i.boundingBox)))return;this._computeIntersections(e,t,t_)}}_computeIntersections(e,t,i){let r;let a=this.geometry,n=this.material,s=a.index,o=a.attributes.position,l=a.attributes.uv,h=a.attributes.uv1,c=a.attributes.normal,u=a.groups,d=a.drawRange;if(null!==s){if(Array.isArray(n))for(let a=0,o=u.length;ai.far?null:{distance:l,point:tI.clone(),object:e}}(e,t,i,r,ty,tS,tb,tD);if(c){a&&(tE.fromBufferAttribute(a,o),tA.fromBufferAttribute(a,l),tC.fromBufferAttribute(a,h),c.uv=e2.getInterpolation(tD,ty,tS,tb,tE,tA,tC,new x)),n&&(tE.fromBufferAttribute(n,o),tA.fromBufferAttribute(n,l),tC.fromBufferAttribute(n,h),c.uv1=e2.getInterpolation(tD,ty,tS,tb,tE,tA,tC,new x),c.uv2=c.uv1),s&&(tL.fromBufferAttribute(s,o),tP.fromBufferAttribute(s,l),tR.fromBufferAttribute(s,h),c.normal=e2.getInterpolation(tD,ty,tS,tb,tL,tP,tR,new W),c.normal.dot(r.direction)>0&&c.normal.multiplyScalar(-1));let e={a:o,b:l,c:h,normal:new W,materialIndex:0};e2.getNormal(ty,tS,tb,e.normal),c.face=e}return c}class tN extends tg{constructor(e=1,t=1,i=1,r=1,a=1,n=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:t,depth:i,widthSegments:r,heightSegments:a,depthSegments:n};let s=this;r=Math.floor(r),a=Math.floor(a),n=Math.floor(n);let o=[],l=[],h=[],c=[],u=0,d=0;function p(e,t,i,r,a,n,p,f,m,g,v){let _=n/m,x=p/g,M=n/2,y=p/2,S=f/2,b=m+1,w=g+1,T=0,E=0,A=new W;for(let n=0;n0?1:-1,h.push(A.x,A.y,A.z),c.push(o/m),c.push(1-n/g),T+=1}}for(let e=0;e0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;let i={};for(let e in this.extensions)!0===this.extensions[e]&&(i[e]=!0);return Object.keys(i).length>0&&(t.extensions=i),t}}class tV extends ej{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new eM,this.projectionMatrix=new eM,this.projectionMatrixInverse=new eM,this.coordinateSystem=2e3}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){this.updateWorldMatrix(!0,!1);let t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}class tG extends tV{constructor(e=50,t=1,i=.1,r=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=i,this.far=r,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=null===e.view?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){let t=.5*this.getFilmHeight()/e;this.fov=2*d*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(.5*u*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return 2*d*Math.atan(Math.tan(.5*u*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,t,i,r,a,n){this.aspect=e/t,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=i,this.view.offsetY=r,this.view.width=a,this.view.height=n,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,t=e*Math.tan(.5*u*this.fov)/this.zoom,i=2*t,r=this.aspect*i,a=-.5*r,n=this.view;if(null!==this.view&&this.view.enabled){let e=n.fullWidth,s=n.fullHeight;a+=n.offsetX*r/e,t-=n.offsetY*i/s,r*=n.width/e,i*=n.height/s}let s=this.filmOffset;0!==s&&(a+=e*s/this.getFilmWidth()),this.projectionMatrix.makePerspective(a,a+r,t,t-i,e,this.far,this.coordinateSystem),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}}class tW extends ej{constructor(e,t,i){super(),this.type="CubeCamera",this.renderTarget=i,this.coordinateSystem=null;let r=new tG(-90,1,e,t);r.layers=this.layers,this.add(r);let a=new tG(-90,1,e,t);a.layers=this.layers,this.add(a);let n=new tG(-90,1,e,t);n.layers=this.layers,this.add(n);let s=new tG(-90,1,e,t);s.layers=this.layers,this.add(s);let o=new tG(-90,1,e,t);o.layers=this.layers,this.add(o);let l=new tG(-90,1,e,t);l.layers=this.layers,this.add(l)}updateCoordinateSystem(){let e=this.coordinateSystem,t=this.children.concat(),[i,r,a,n,s,o]=t;for(let e of t)this.remove(e);if(2e3===e)i.up.set(0,1,0),i.lookAt(1,0,0),r.up.set(0,1,0),r.lookAt(-1,0,0),a.up.set(0,0,-1),a.lookAt(0,1,0),n.up.set(0,0,1),n.lookAt(0,-1,0),s.up.set(0,1,0),s.lookAt(0,0,1),o.up.set(0,1,0),o.lookAt(0,0,-1);else if(2001===e)i.up.set(0,-1,0),i.lookAt(-1,0,0),r.up.set(0,-1,0),r.lookAt(1,0,0),a.up.set(0,0,1),a.lookAt(0,1,0),n.up.set(0,0,-1),n.lookAt(0,-1,0),s.up.set(0,-1,0),s.lookAt(0,0,1),o.up.set(0,-1,0),o.lookAt(0,0,-1);else throw Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+e);for(let e of t)this.add(e),e.updateMatrixWorld()}update(e,t){null===this.parent&&this.updateMatrixWorld();let i=this.renderTarget;this.coordinateSystem!==e.coordinateSystem&&(this.coordinateSystem=e.coordinateSystem,this.updateCoordinateSystem());let[r,a,n,s,o,l]=this.children,h=e.getRenderTarget(),c=e.xr.enabled;e.xr.enabled=!1;let u=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,e.setRenderTarget(i,0),e.render(t,r),e.setRenderTarget(i,1),e.render(t,a),e.setRenderTarget(i,2),e.render(t,n),e.setRenderTarget(i,3),e.render(t,s),e.setRenderTarget(i,4),e.render(t,o),i.texture.generateMipmaps=u,e.setRenderTarget(i,5),e.render(t,l),e.setRenderTarget(h),e.xr.enabled=c,i.texture.needsPMREMUpdate=!0}}class tj extends F{constructor(e,t,i,r,a,n,s,o,l,h){super(e=void 0!==e?e:[],t=void 0!==t?t:301,i,r,a,n,s,o,l,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(e){this.image=e}}class tq extends H{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;let i={width:e,height:e,depth:1};void 0!==t.encoding&&(T("THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace."),t.colorSpace=3001===t.encoding?n:""),this.texture=new tj([i,i,i,i,i,i],t.mapping,t.wrapS,t.wrapT,t.magFilter,t.minFilter,t.format,t.type,t.anisotropy,t.colorSpace),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==t.generateMipmaps&&t.generateMipmaps,this.texture.minFilter=void 0!==t.minFilter?t.minFilter:1006}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;let i={uniforms:{tEquirect:{value:null}},vertexShader:`varying vec3 vWorldDirection;vec3 transformDirection(in vec3 dir,in mat4 matrix){return normalize((matrix*vec4(dir,0.0)).xyz);}void main(){vWorldDirection=transformDirection(position,modelMatrix); +#include +#include +}`,fragmentShader:`uniform sampler2D tEquirect;varying vec3 vWorldDirection; +#include +void main(){vec3 direction=normalize(vWorldDirection);vec2 sampleUV=equirectUv(direction);gl_FragColor=texture2D(tEquirect,sampleUV);}`},r=new tN(5,5,5),a=new tH({name:"CubemapFromEquirect",uniforms:tz(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:1,blending:0});a.uniforms.tEquirect.value=t;let n=new tU(r,a),s=t.minFilter;1008===t.minFilter&&(t.minFilter=1006);let o=new tW(1,10,this);return o.update(e,n),t.minFilter=s,n.geometry.dispose(),n.material.dispose(),this}clear(e,t,i,r){let a=e.getRenderTarget();for(let a=0;a<6;a++)e.setRenderTarget(this,a),e.clear(t,i,r);e.setRenderTarget(a)}}let tX=new W,tY=new W,tZ=new M;class tK{constructor(e=new W(1,0,0),t=0){this.isPlane=!0,this.normal=e,this.constant=t}set(e,t){return this.normal.copy(e),this.constant=t,this}setComponents(e,t,i,r){return this.normal.set(e,t,i),this.constant=r,this}setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}setFromCoplanarPoints(e,t,i){let r=tX.subVectors(i,t).cross(tY.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(r,e),this}copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this}normalize(){let 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 t.copy(e).addScaledVector(this.normal,-this.distanceToPoint(e))}intersectLine(e,t){let i=e.delta(tX),r=this.normal.dot(i);if(0===r)return 0===this.distanceToPoint(e.start)?t.copy(e.start):null;let a=-(e.start.dot(this.normal)+this.constant)/r;return a<0||a>1?null:t.copy(e.start).addScaledVector(i,a)}intersectsLine(e){let t=this.distanceToPoint(e.start),i=this.distanceToPoint(e.end);return t<0&&i>0||i<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){let i=t||tZ.getNormalMatrix(e),r=this.coplanarPoint(tX).applyMatrix4(e),a=this.normal.applyMatrix3(i).normalize();return this.constant=-r.dot(a),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)}}let tJ=new eu,tQ=new W;class t${constructor(e=new tK,t=new tK,i=new tK,r=new tK,a=new tK,n=new tK){this.planes=[e,t,i,r,a,n]}set(e,t,i,r,a,n){let s=this.planes;return s[0].copy(e),s[1].copy(t),s[2].copy(i),s[3].copy(r),s[4].copy(a),s[5].copy(n),this}copy(e){let t=this.planes;for(let i=0;i<6;i++)t[i].copy(e.planes[i]);return this}setFromProjectionMatrix(e,t=2e3){let i=this.planes,r=e.elements,a=r[0],n=r[1],s=r[2],o=r[3],l=r[4],h=r[5],c=r[6],u=r[7],d=r[8],p=r[9],f=r[10],m=r[11],g=r[12],v=r[13],_=r[14],x=r[15];if(i[0].setComponents(o-a,u-l,m-d,x-g).normalize(),i[1].setComponents(o+a,u+l,m+d,x+g).normalize(),i[2].setComponents(o+n,u+h,m+p,x+v).normalize(),i[3].setComponents(o-n,u-h,m-p,x-v).normalize(),i[4].setComponents(o-s,u-c,m-f,x-_).normalize(),2e3===t)i[5].setComponents(o+s,u+c,m+f,x+_).normalize();else if(2001===t)i[5].setComponents(s,c,f,_).normalize();else throw Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(void 0!==e.boundingSphere)null===e.boundingSphere&&e.computeBoundingSphere(),tJ.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{let t=e.geometry;null===t.boundingSphere&&t.computeBoundingSphere(),tJ.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(tJ)}intersectsSprite(e){return tJ.center.set(0,0,0),tJ.radius=.7071067811865476,tJ.applyMatrix4(e.matrixWorld),this.intersectsSphere(tJ)}intersectsSphere(e){let t=this.planes,i=e.center,r=-e.radius;for(let e=0;e<6;e++){let a=t[e].distanceToPoint(i);if(a0?e.max.x:e.min.x,tQ.y=r.normal.y>0?e.max.y:e.min.y,tQ.z=r.normal.z>0?e.max.z:e.min.z,0>r.distanceToPoint(tQ))return!1}return!0}containsPoint(e){let t=this.planes;for(let i=0;i<6;i++)if(0>t[i].distanceToPoint(e))return!1;return!0}clone(){return new this.constructor().copy(this)}}function t0(){let e=null,t=!1,i=null,r=null;function a(t,n){i(t,n),r=e.requestAnimationFrame(a)}return{start:function(){!0!==t&&null!==i&&(r=e.requestAnimationFrame(a),t=!0)},stop:function(){e.cancelAnimationFrame(r),t=!1},setAnimationLoop:function(e){i=e},setContext:function(t){e=t}}}function t1(e,t){let i=t.isWebGL2,r=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),r.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);let i=r.get(t);i&&(e.deleteBuffer(i.buffer),r.delete(t))},update:function(t,a){if(t.isGLBufferAttribute){let e=r.get(t);(!e||e.version0 +vec4 plane; +#pragma unroll_loop_start +for(int i=0;iplane.w)discard;} +#pragma unroll_loop_end +#if UNION_CLIPPING_PLANESplane.w)&&clipped;} +#pragma unroll_loop_end +if(clipped)discard; +#endif +#endif`,io=`#if NUM_CLIPPING_PLANES>0 +varying vec3 vClipPosition;uniform vec4 clippingPlanes[NUM_CLIPPING_PLANES]; +#endif`,il=`#if NUM_CLIPPING_PLANES>0 +varying vec3 vClipPosition; +#endif`,ih=`#if NUM_CLIPPING_PLANES>0 +vClipPosition=-mvPosition.xyz; +#endif`,ic=`#if defined(USE_COLOR_ALPHA) +diffuseColor*=vColor; +#elif defined(USE_COLOR) +diffuseColor.rgb*=vColor; +#endif`,iu=`#if defined(USE_COLOR_ALPHA) +varying vec4 vColor; +#elif defined(USE_COLOR) +varying vec3 vColor; +#endif`,id=`#if defined(USE_COLOR_ALPHA) +varying vec4 vColor; +#elif defined(USE_COLOR)||defined(USE_INSTANCING_COLOR) +varying vec3 vColor; +#endif`,ip=`#if defined(USE_COLOR_ALPHA) +vColor=vec4(1.0); +#elif defined(USE_COLOR)||defined(USE_INSTANCING_COLOR) +vColor=vec3(1.0); +#endif +#ifdef USE_COLOR +vColor*=color; +#endif +#ifdef USE_INSTANCING_COLOR +vColor.xyz*=instanceColor.xyz; +#endif`,im=`#define PI 3.141592653589793 +#define PI2 6.283185307179586 +#define PI_HALF 1.5707963267948966 +#define RECIPROCAL_PI 0.3183098861837907 +#define RECIPROCAL_PI2 0.15915494309189535 +#define EPSILON 1e-6 +#ifndef saturate +#define saturate(a)clamp(a,0.0,1.0) +#endif +#define whiteComplement(a)(1.0-saturate(a)) +float pow2(const in float x){return x*x;}vec3 pow2(const in vec3 x){return x*x;}float pow3(const in float x){return x*x*x;}float pow4(const in float x){float x2=x*x;return x2*x2;}float max3(const in vec3 v){return max(max(v.x,v.y),v.z);}float average(const in vec3 v){return dot(v,vec3(0.3333333));}highp float rand(const in vec2 uv){const highp float a=12.9898,b=78.233,c=43758.5453;highp float dt=dot(uv.xy,vec2(a,b)),sn=mod(dt,PI);return fract(sin(sn)*c);} +#ifdef HIGH_PRECISION +float precisionSafeLength(vec3 v){return length(v);} +#else +float precisionSafeLength(vec3 v){float maxComponent=max3(abs(v));return length(v/maxComponent)*maxComponent;} +#endif +struct IncidentLight{vec3 color;vec3 direction;bool visible;};struct ReflectedLight{vec3 directDiffuse;vec3 directSpecular;vec3 indirectDiffuse;vec3 indirectSpecular;};struct GeometricContext{vec3 position;vec3 normal;vec3 viewDir; +#ifdef USE_CLEARCOAT +vec3 clearcoatNormal; +#endif +}; +#ifdef USE_ALPHAHASH +varying vec3 vPosition; +#endif +vec3 transformDirection(in vec3 dir,in mat4 matrix){return normalize((matrix*vec4(dir,0.0)).xyz);}vec3 inverseTransformDirection(in vec3 dir,in mat4 matrix){return normalize((vec4(dir,0.0)*matrix).xyz);}mat3 transposeMat3(const in mat3 m){mat3 tmp;tmp[0]=vec3(m[0].x,m[1].x,m[2].x);tmp[1]=vec3(m[0].y,m[1].y,m[2].y);tmp[2]=vec3(m[0].z,m[1].z,m[2].z);return tmp;}float luminance(const in vec3 rgb){const vec3 weights=vec3(0.2126729,0.7151522,0.0721750);return dot(weights,rgb);}bool isPerspectiveMatrix(mat4 m){return m[2][3]==-1.0;}vec2 equirectUv(in vec3 dir){float u=atan(dir.z,dir.x)*RECIPROCAL_PI2+0.5;float v=asin(clamp(dir.y,-1.0,1.0))*RECIPROCAL_PI+0.5;return vec2(u,v);}vec3 BRDF_Lambert(const in vec3 diffuseColor){return RECIPROCAL_PI*diffuseColor;}vec3 F_Schlick(const in vec3 f0,const in float f90,const in float dotVH){float fresnel=exp2((-5.55473*dotVH-6.98316)*dotVH);return f0*(1.0-fresnel)+(f90*fresnel);}float F_Schlick(const in float f0,const in float f90,const in float dotVH){float fresnel=exp2((-5.55473*dotVH-6.98316)*dotVH);return f0*(1.0-fresnel)+(f90*fresnel);}`,ig=`#ifdef ENVMAP_TYPE_CUBE_UV +#define cubeUV_minMipLevel 4.0 +#define cubeUV_minTileSize 16.0 +float getFace(vec3 direction){vec3 absDirection=abs(direction);float face=-1.0;if(absDirection.x>absDirection.z){if(absDirection.x>absDirection.y)face=direction.x>0.0?0.0:3.0;else face=direction.y>0.0?1.0:4.0;}else{if(absDirection.z>absDirection.y)face=direction.z>0.0?2.0:5.0;else face=direction.y>0.0?1.0:4.0;}return face;}vec2 getUV(vec3 direction,float face){vec2 uv;if(face==0.0){uv=vec2(direction.z,direction.y)/abs(direction.x);}else if(face==1.0){uv=vec2(-direction.x,-direction.z)/abs(direction.y);}else if(face==2.0){uv=vec2(-direction.x,direction.y)/abs(direction.z);}else if(face==3.0){uv=vec2(-direction.z,direction.y)/abs(direction.x);}else if(face==4.0){uv=vec2(-direction.x,direction.z)/abs(direction.y);}else{uv=vec2(direction.x,direction.y)/abs(direction.z);}return 0.5*(uv+1.0);}vec3 bilinearCubeUV(sampler2D envMap,vec3 direction,float mipInt){float face=getFace(direction);float filterInt=max(cubeUV_minMipLevel-mipInt,0.0);mipInt=max(mipInt,cubeUV_minMipLevel);float faceSize=exp2(mipInt);highp vec2 uv=getUV(direction,face)*(faceSize-2.0)+1.0;if(face>2.0){uv.y+=faceSize;face-=3.0;}uv.x+=face*faceSize;uv.x+=filterInt*3.0*cubeUV_minTileSize;uv.y+=4.0*(exp2(CUBEUV_MAX_MIP)-faceSize);uv.x*=CUBEUV_TEXEL_WIDTH;uv.y*=CUBEUV_TEXEL_HEIGHT; +#ifdef texture2DGradEXT +return texture2DGradEXT(envMap,uv,vec2(0.0),vec2(0.0)).rgb; +#else +return texture2D(envMap,uv).rgb; +#endif +} +#define cubeUV_r0 1.0 +#define cubeUV_v0 0.339 +#define cubeUV_m0-2.0 +#define cubeUV_r1 0.8 +#define cubeUV_v1 0.276 +#define cubeUV_m1-1.0 +#define cubeUV_r4 0.4 +#define cubeUV_v4 0.046 +#define cubeUV_m4 2.0 +#define cubeUV_r5 0.305 +#define cubeUV_v5 0.016 +#define cubeUV_m5 3.0 +#define cubeUV_r6 0.21 +#define cubeUV_v6 0.0038 +#define cubeUV_m6 4.0 +float roughnessToMip(float roughness){float mip=0.0;if(roughness>=cubeUV_r1){mip=(cubeUV_r0-roughness)*(cubeUV_m1-cubeUV_m0)/(cubeUV_r0-cubeUV_r1)+cubeUV_m0;}else if(roughness>=cubeUV_r4){mip=(cubeUV_r1-roughness)*(cubeUV_m4-cubeUV_m1)/(cubeUV_r1-cubeUV_r4)+cubeUV_m1;}else if(roughness>=cubeUV_r5){mip=(cubeUV_r4-roughness)*(cubeUV_m5-cubeUV_m4)/(cubeUV_r4-cubeUV_r5)+cubeUV_m4;}else if(roughness>=cubeUV_r6){mip=(cubeUV_r5-roughness)*(cubeUV_m6-cubeUV_m5)/(cubeUV_r5-cubeUV_r6)+cubeUV_m5;}else{mip=-2.0*log2(1.16*roughness);}return mip;}vec4 textureCubeUV(sampler2D envMap,vec3 sampleDir,float roughness){float mip=clamp(roughnessToMip(roughness),cubeUV_m0,CUBEUV_MAX_MIP);float mipF=fract(mip);float mipInt=floor(mip);vec3 color0=bilinearCubeUV(envMap,sampleDir,mipInt);if(mipF==0.0){return vec4(color0,1.0);}else{vec3 color1=bilinearCubeUV(envMap,sampleDir,mipInt+1.0);return vec4(mix(color0,color1,mipF),1.0);}} +#endif`,iv=`vec3 transformedNormal=objectNormal; +#ifdef USE_INSTANCING +mat3 m=mat3(instanceMatrix);transformedNormal/=vec3(dot(m[0],m[0]),dot(m[1],m[1]),dot(m[2],m[2]));transformedNormal=m*transformedNormal; +#endif +transformedNormal=normalMatrix*transformedNormal; +#ifdef FLIP_SIDED +transformedNormal=-transformedNormal; +#endif +#ifdef USE_TANGENT +vec3 transformedTangent=(modelViewMatrix*vec4(objectTangent,0.0)).xyz; +#ifdef FLIP_SIDED +transformedTangent=-transformedTangent; +#endif +#endif`,i_=`#ifdef USE_DISPLACEMENTMAP +uniform sampler2D displacementMap;uniform float displacementScale;uniform float displacementBias; +#endif`,ix=`#ifdef USE_DISPLACEMENTMAP +transformed+=normalize(objectNormal)*(texture2D(displacementMap,vDisplacementMapUv).x*displacementScale+displacementBias); +#endif`,iM=`#ifdef USE_EMISSIVEMAP +vec4 emissiveColor=texture2D(emissiveMap,vEmissiveMapUv);totalEmissiveRadiance*=emissiveColor.rgb; +#endif`,iy=`#ifdef USE_EMISSIVEMAP +uniform sampler2D emissiveMap; +#endif`,iS=`#ifdef USE_ENVMAP +#ifdef ENV_WORLDPOS +vec3 cameraToFrag;if(isOrthographic){cameraToFrag=normalize(vec3(-viewMatrix[0][2],-viewMatrix[1][2],-viewMatrix[2][2]));}else{cameraToFrag=normalize(vWorldPosition-cameraPosition);}vec3 worldNormal=inverseTransformDirection(normal,viewMatrix); +#ifdef ENVMAP_MODE_REFLECTION +vec3 reflectVec=reflect(cameraToFrag,worldNormal); +#else +vec3 reflectVec=refract(cameraToFrag,worldNormal,refractionRatio); +#endif +#else +vec3 reflectVec=vReflect; +#endif +#ifdef ENVMAP_TYPE_CUBE +vec4 envColor=textureCube(envMap,vec3(flipEnvMap*reflectVec.x,reflectVec.yz)); +#else +vec4 envColor=vec4(0.0); +#endif +#ifdef ENVMAP_BLENDING_MULTIPLY +outgoingLight=mix(outgoingLight,outgoingLight*envColor.xyz,specularStrength*reflectivity); +#elif defined(ENVMAP_BLENDING_MIX) +outgoingLight=mix(outgoingLight,envColor.xyz,specularStrength*reflectivity); +#elif defined(ENVMAP_BLENDING_ADD) +outgoingLight+=envColor.xyz*specularStrength*reflectivity; +#endif +#endif`,ib=`#ifdef USE_ENVMAP +uniform float envMapIntensity;uniform float flipEnvMap; +#ifdef ENVMAP_TYPE_CUBE +uniform samplerCube envMap; +#else +uniform sampler2D envMap; +#endif +#endif`,iw=`#ifdef USE_ENVMAP +uniform float reflectivity; +#if defined(USE_BUMPMAP)||defined(USE_NORMALMAP)||defined(PHONG)||defined(LAMBERT) +#define ENV_WORLDPOS +#endif +#ifdef ENV_WORLDPOS +varying vec3 vWorldPosition;uniform float refractionRatio; +#else +varying vec3 vReflect; +#endif +#endif`,iT=`#ifdef USE_ENVMAP +#if defined(USE_BUMPMAP)||defined(USE_NORMALMAP)||defined(PHONG)||defined(LAMBERT) +#define ENV_WORLDPOS +#endif +#ifdef ENV_WORLDPOS +varying vec3 vWorldPosition; +#else +varying vec3 vReflect;uniform float refractionRatio; +#endif +#endif`,iE=`#ifdef USE_ENVMAP +#ifdef ENV_WORLDPOS +vWorldPosition=worldPosition.xyz; +#else +vec3 cameraToVertex;if(isOrthographic){cameraToVertex=normalize(vec3(-viewMatrix[0][2],-viewMatrix[1][2],-viewMatrix[2][2]));}else{cameraToVertex=normalize(worldPosition.xyz-cameraPosition);}vec3 worldNormal=inverseTransformDirection(transformedNormal,viewMatrix); +#ifdef ENVMAP_MODE_REFLECTION +vReflect=reflect(cameraToVertex,worldNormal); +#else +vReflect=refract(cameraToVertex,worldNormal,refractionRatio); +#endif +#endif +#endif`,iA=`#ifdef USE_FOG +vFogDepth=-mvPosition.z; +#endif`,iC=`#ifdef USE_FOG +varying float vFogDepth; +#endif`,iL=`#ifdef USE_FOG +#ifdef FOG_EXP2 +float fogFactor=1.0-exp(-fogDensity*fogDensity*vFogDepth*vFogDepth); +#else +float fogFactor=smoothstep(fogNear,fogFar,vFogDepth); +#endif +gl_FragColor.rgb=mix(gl_FragColor.rgb,fogColor,fogFactor); +#endif`,iP=`#ifdef USE_FOG +uniform vec3 fogColor;varying float vFogDepth; +#ifdef FOG_EXP2 +uniform float fogDensity; +#else +uniform float fogNear;uniform float fogFar; +#endif +#endif`,iR=`#ifdef USE_GRADIENTMAP +uniform sampler2D gradientMap; +#endif +vec3 getGradientIrradiance(vec3 normal,vec3 lightDirection){float dotNL=dot(normal,lightDirection);vec2 coord=vec2(dotNL*0.5+0.5,0.0); +#ifdef USE_GRADIENTMAP +return vec3(texture2D(gradientMap,coord).r); +#else +vec2 fw=fwidth(coord)*0.5;return mix(vec3(0.7),vec3(1.0),smoothstep(0.7-fw.x,0.7+fw.x,coord.x)); +#endif +}`,iD=`#ifdef USE_LIGHTMAP +vec4 lightMapTexel=texture2D(lightMap,vLightMapUv);vec3 lightMapIrradiance=lightMapTexel.rgb*lightMapIntensity;reflectedLight.indirectDiffuse+=lightMapIrradiance; +#endif`,iI=`#ifdef USE_LIGHTMAP +uniform sampler2D lightMap;uniform float lightMapIntensity; +#endif`,iU=`varying vec3 vViewPosition;struct LambertMaterial{vec3 diffuseColor;float specularStrength;};void RE_Direct_Lambert(const in IncidentLight directLight,const in GeometricContext geometry,const in LambertMaterial material,inout ReflectedLight reflectedLight){float dotNL=saturate(dot(geometry.normal,directLight.direction));vec3 irradiance=dotNL*directLight.color;reflectedLight.directDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);}void RE_IndirectDiffuse_Lambert(const in vec3 irradiance,const in GeometricContext geometry,const in LambertMaterial material,inout ReflectedLight reflectedLight){reflectedLight.indirectDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);} +#define RE_Direct RE_Direct_Lambert +#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert`,iO=`uniform bool receiveShadow;uniform vec3 ambientLightColor;uniform vec3 lightProbe[9];vec3 shGetIrradianceAt(in vec3 normal,in vec3 shCoefficients[9]){float x=normal.x,y=normal.y,z=normal.z;vec3 result=shCoefficients[0]*0.886227;result+=shCoefficients[1]*2.0*0.511664*y;result+=shCoefficients[2]*2.0*0.511664*z;result+=shCoefficients[3]*2.0*0.511664*x;result+=shCoefficients[4]*2.0*0.429043*x*y;result+=shCoefficients[5]*2.0*0.429043*y*z;result+=shCoefficients[6]*(0.743125*z*z-0.247708);result+=shCoefficients[7]*2.0*0.429043*x*z;result+=shCoefficients[8]*0.429043*(x*x-y*y);return result;}vec3 getLightProbeIrradiance(const in vec3 lightProbe[9],const in vec3 normal){vec3 worldNormal=inverseTransformDirection(normal,viewMatrix);vec3 irradiance=shGetIrradianceAt(worldNormal,lightProbe);return irradiance;}vec3 getAmbientLightIrradiance(const in vec3 ambientLightColor){vec3 irradiance=ambientLightColor;return irradiance;}float getDistanceAttenuation(const in float lightDistance,const in float cutoffDistance,const in float decayExponent){ +#if defined(LEGACY_LIGHTS) +if(cutoffDistance>0.0&&decayExponent>0.0){return pow(saturate(-lightDistance/cutoffDistance+1.0),decayExponent);}return 1.0; +#else +float distanceFalloff=1.0/max(pow(lightDistance,decayExponent),0.01);if(cutoffDistance>0.0){distanceFalloff*=pow2(saturate(1.0-pow4(lightDistance/cutoffDistance)));}return distanceFalloff; +#endif +}float getSpotAttenuation(const in float coneCosine,const in float penumbraCosine,const in float angleCosine){return smoothstep(coneCosine,penumbraCosine,angleCosine);} +#if NUM_DIR_LIGHTS>0 +struct DirectionalLight{vec3 direction;vec3 color;};uniform DirectionalLight directionalLights[NUM_DIR_LIGHTS];void getDirectionalLightInfo(const in DirectionalLight directionalLight,const in GeometricContext geometry,out IncidentLight light){light.color=directionalLight.color;light.direction=directionalLight.direction;light.visible=true;} +#endif +#if NUM_POINT_LIGHTS>0 +struct PointLight{vec3 position;vec3 color;float distance;float decay;};uniform PointLight pointLights[NUM_POINT_LIGHTS];void getPointLightInfo(const in PointLight pointLight,const in GeometricContext geometry,out IncidentLight light){vec3 lVector=pointLight.position-geometry.position;light.direction=normalize(lVector);float lightDistance=length(lVector);light.color=pointLight.color;light.color*=getDistanceAttenuation(lightDistance,pointLight.distance,pointLight.decay);light.visible=(light.color!=vec3(0.0));} +#endif +#if NUM_SPOT_LIGHTS>0 +struct SpotLight{vec3 position;vec3 direction;vec3 color;float distance;float decay;float coneCos;float penumbraCos;};uniform SpotLight spotLights[NUM_SPOT_LIGHTS];void getSpotLightInfo(const in SpotLight spotLight,const in GeometricContext geometry,out IncidentLight light){vec3 lVector=spotLight.position-geometry.position;light.direction=normalize(lVector);float angleCos=dot(light.direction,spotLight.direction);float spotAttenuation=getSpotAttenuation(spotLight.coneCos,spotLight.penumbraCos,angleCos);if(spotAttenuation>0.0){float lightDistance=length(lVector);light.color=spotLight.color*spotAttenuation;light.color*=getDistanceAttenuation(lightDistance,spotLight.distance,spotLight.decay);light.visible=(light.color!=vec3(0.0));}else{light.color=vec3(0.0);light.visible=false;}} +#endif +#if NUM_RECT_AREA_LIGHTS>0 +struct RectAreaLight{vec3 color;vec3 position;vec3 halfWidth;vec3 halfHeight;};uniform sampler2D ltc_1;uniform sampler2D ltc_2;uniform RectAreaLight rectAreaLights[NUM_RECT_AREA_LIGHTS]; +#endif +#if NUM_HEMI_LIGHTS>0 +struct HemisphereLight{vec3 direction;vec3 skyColor;vec3 groundColor;};uniform HemisphereLight hemisphereLights[NUM_HEMI_LIGHTS];vec3 getHemisphereLightIrradiance(const in HemisphereLight hemiLight,const in vec3 normal){float dotNL=dot(normal,hemiLight.direction);float hemiDiffuseWeight=0.5*dotNL+0.5;vec3 irradiance=mix(hemiLight.groundColor,hemiLight.skyColor,hemiDiffuseWeight);return irradiance;} +#endif`,iN=`#ifdef USE_ENVMAP +vec3 getIBLIrradiance(const in vec3 normal){ +#ifdef ENVMAP_TYPE_CUBE_UV +vec3 worldNormal=inverseTransformDirection(normal,viewMatrix);vec4 envMapColor=textureCubeUV(envMap,worldNormal,1.0);return PI*envMapColor.rgb*envMapIntensity; +#else +return vec3(0.0); +#endif +}vec3 getIBLRadiance(const in vec3 viewDir,const in vec3 normal,const in float roughness){ +#ifdef ENVMAP_TYPE_CUBE_UV +vec3 reflectVec=reflect(-viewDir,normal);reflectVec=normalize(mix(reflectVec,normal,roughness*roughness));reflectVec=inverseTransformDirection(reflectVec,viewMatrix);vec4 envMapColor=textureCubeUV(envMap,reflectVec,roughness);return envMapColor.rgb*envMapIntensity; +#else +return vec3(0.0); +#endif +} +#ifdef USE_ANISOTROPY +vec3 getIBLAnisotropyRadiance(const in vec3 viewDir,const in vec3 normal,const in float roughness,const in vec3 bitangent,const in float anisotropy){ +#ifdef ENVMAP_TYPE_CUBE_UV +vec3 bentNormal=cross(bitangent,viewDir);bentNormal=normalize(cross(bentNormal,bitangent));bentNormal=normalize(mix(bentNormal,normal,pow2(pow2(1.0-anisotropy*(1.0-roughness)))));return getIBLRadiance(viewDir,bentNormal,roughness); +#else +return vec3(0.0); +#endif +} +#endif +#endif`,iz=`varying vec3 vViewPosition;struct ToonMaterial{vec3 diffuseColor;};void RE_Direct_Toon(const in IncidentLight directLight,const in GeometricContext geometry,const in ToonMaterial material,inout ReflectedLight reflectedLight){vec3 irradiance=getGradientIrradiance(geometry.normal,directLight.direction)*directLight.color;reflectedLight.directDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);}void RE_IndirectDiffuse_Toon(const in vec3 irradiance,const in GeometricContext geometry,const in ToonMaterial material,inout ReflectedLight reflectedLight){reflectedLight.indirectDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);} +#define RE_Direct RE_Direct_Toon +#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,iF=`varying vec3 vViewPosition;struct BlinnPhongMaterial{vec3 diffuseColor;vec3 specularColor;float specularShininess;float specularStrength;};void RE_Direct_BlinnPhong(const in IncidentLight directLight,const in GeometricContext geometry,const in BlinnPhongMaterial material,inout ReflectedLight reflectedLight){float dotNL=saturate(dot(geometry.normal,directLight.direction));vec3 irradiance=dotNL*directLight.color;reflectedLight.directDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);reflectedLight.directSpecular+=irradiance*BRDF_BlinnPhong(directLight.direction,geometry.viewDir,geometry.normal,material.specularColor,material.specularShininess)*material.specularStrength;}void RE_IndirectDiffuse_BlinnPhong(const in vec3 irradiance,const in GeometricContext geometry,const in BlinnPhongMaterial material,inout ReflectedLight reflectedLight){reflectedLight.indirectDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);} +#define RE_Direct RE_Direct_BlinnPhong +#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong`,ik=`PhysicalMaterial material;material.diffuseColor=diffuseColor.rgb*(1.0-metalnessFactor);vec3 dxy=max(abs(dFdx(geometryNormal)),abs(dFdy(geometryNormal)));float geometryRoughness=max(max(dxy.x,dxy.y),dxy.z);material.roughness=max(roughnessFactor,0.0525);material.roughness+=geometryRoughness;material.roughness=min(material.roughness,1.0); +#ifdef IOR +material.ior=ior; +#ifdef USE_SPECULAR +float specularIntensityFactor=specularIntensity;vec3 specularColorFactor=specularColor; +#ifdef USE_SPECULAR_COLORMAP +specularColorFactor*=texture2D(specularColorMap,vSpecularColorMapUv).rgb; +#endif +#ifdef USE_SPECULAR_INTENSITYMAP +specularIntensityFactor*=texture2D(specularIntensityMap,vSpecularIntensityMapUv).a; +#endif +material.specularF90=mix(specularIntensityFactor,1.0,metalnessFactor); +#else +float specularIntensityFactor=1.0;vec3 specularColorFactor=vec3(1.0);material.specularF90=1.0; +#endif +material.specularColor=mix(min(pow2((material.ior-1.0)/(material.ior+1.0))*specularColorFactor,vec3(1.0))*specularIntensityFactor,diffuseColor.rgb,metalnessFactor); +#else +material.specularColor=mix(vec3(0.04),diffuseColor.rgb,metalnessFactor);material.specularF90=1.0; +#endif +#ifdef USE_CLEARCOAT +material.clearcoat=clearcoat;material.clearcoatRoughness=clearcoatRoughness;material.clearcoatF0=vec3(0.04);material.clearcoatF90=1.0; +#ifdef USE_CLEARCOATMAP +material.clearcoat*=texture2D(clearcoatMap,vClearcoatMapUv).x; +#endif +#ifdef USE_CLEARCOAT_ROUGHNESSMAP +material.clearcoatRoughness*=texture2D(clearcoatRoughnessMap,vClearcoatRoughnessMapUv).y; +#endif +material.clearcoat=saturate(material.clearcoat);material.clearcoatRoughness=max(material.clearcoatRoughness,0.0525);material.clearcoatRoughness+=geometryRoughness;material.clearcoatRoughness=min(material.clearcoatRoughness,1.0); +#endif +#ifdef USE_IRIDESCENCE +material.iridescence=iridescence;material.iridescenceIOR=iridescenceIOR; +#ifdef USE_IRIDESCENCEMAP +material.iridescence*=texture2D(iridescenceMap,vIridescenceMapUv).r; +#endif +#ifdef USE_IRIDESCENCE_THICKNESSMAP +material.iridescenceThickness=(iridescenceThicknessMaximum-iridescenceThicknessMinimum)*texture2D(iridescenceThicknessMap,vIridescenceThicknessMapUv).g+iridescenceThicknessMinimum; +#else +material.iridescenceThickness=iridescenceThicknessMaximum; +#endif +#endif +#ifdef USE_SHEEN +material.sheenColor=sheenColor; +#ifdef USE_SHEEN_COLORMAP +material.sheenColor*=texture2D(sheenColorMap,vSheenColorMapUv).rgb; +#endif +material.sheenRoughness=clamp(sheenRoughness,0.07,1.0); +#ifdef USE_SHEEN_ROUGHNESSMAP +material.sheenRoughness*=texture2D(sheenRoughnessMap,vSheenRoughnessMapUv).a; +#endif +#endif +#ifdef USE_ANISOTROPY +#ifdef USE_ANISOTROPYMAP +mat2 anisotropyMat=mat2(anisotropyVector.x,anisotropyVector.y,-anisotropyVector.y,anisotropyVector.x);vec3 anisotropyPolar=texture2D(anisotropyMap,vAnisotropyMapUv).rgb;vec2 anisotropyV=anisotropyMat*normalize(2.0*anisotropyPolar.rg-vec2(1.0))*anisotropyPolar.b; +#else +vec2 anisotropyV=anisotropyVector; +#endif +material.anisotropy=length(anisotropyV);anisotropyV/=material.anisotropy;material.anisotropy=saturate(material.anisotropy);material.alphaT=mix(pow2(material.roughness),1.0,pow2(material.anisotropy));material.anisotropyT=tbn[0]*anisotropyV.x-tbn[1]*anisotropyV.y;material.anisotropyB=tbn[1]*anisotropyV.x+tbn[0]*anisotropyV.y; +#endif`,iB=`struct PhysicalMaterial{vec3 diffuseColor;float roughness;vec3 specularColor;float specularF90; +#ifdef USE_CLEARCOAT +float clearcoat;float clearcoatRoughness;vec3 clearcoatF0;float clearcoatF90; +#endif +#ifdef USE_IRIDESCENCE +float iridescence;float iridescenceIOR;float iridescenceThickness;vec3 iridescenceFresnel;vec3 iridescenceF0; +#endif +#ifdef USE_SHEEN +vec3 sheenColor;float sheenRoughness; +#endif +#ifdef IOR +float ior; +#endif +#ifdef USE_TRANSMISSION +float transmission;float transmissionAlpha;float thickness;float attenuationDistance;vec3 attenuationColor; +#endif +#ifdef USE_ANISOTROPY +float anisotropy;float alphaT;vec3 anisotropyT;vec3 anisotropyB; +#endif +};vec3 clearcoatSpecular=vec3(0.0);vec3 sheenSpecular=vec3(0.0);vec3 Schlick_to_F0(const in vec3 f,const in float f90,const in float dotVH){float x=clamp(1.0-dotVH,0.0,1.0);float x2=x*x;float x5=clamp(x*x2*x2,0.0,0.9999);return(f-vec3(f90)*x5)/(1.0-x5);}float V_GGX_SmithCorrelated(const in float alpha,const in float dotNL,const in float dotNV){float a2=pow2(alpha);float gv=dotNL*sqrt(a2+(1.0-a2)*pow2(dotNV));float gl=dotNV*sqrt(a2+(1.0-a2)*pow2(dotNL));return 0.5/max(gv+gl,EPSILON);}float D_GGX(const in float alpha,const in float dotNH){float a2=pow2(alpha);float denom=pow2(dotNH)*(a2-1.0)+1.0;return RECIPROCAL_PI*a2/pow2(denom);} +#ifdef USE_ANISOTROPY +float V_GGX_SmithCorrelated_Anisotropic(const in float alphaT,const in float alphaB,const in float dotTV,const in float dotBV,const in float dotTL,const in float dotBL,const in float dotNV,const in float dotNL){float gv=dotNL*length(vec3(alphaT*dotTV,alphaB*dotBV,dotNV));float gl=dotNV*length(vec3(alphaT*dotTL,alphaB*dotBL,dotNL));float v=0.5/(gv+gl);return saturate(v);}float D_GGX_Anisotropic(const in float alphaT,const in float alphaB,const in float dotNH,const in float dotTH,const in float dotBH){float a2=alphaT*alphaB;highp vec3 v=vec3(alphaB*dotTH,alphaT*dotBH,a2*dotNH);highp float v2=dot(v,v);float w2=a2/v2;return RECIPROCAL_PI*a2*pow2(w2);} +#endif +#ifdef USE_CLEARCOAT +vec3 BRDF_GGX_Clearcoat(const in vec3 lightDir,const in vec3 viewDir,const in vec3 normal,const in PhysicalMaterial material){vec3 f0=material.clearcoatF0;float f90=material.clearcoatF90;float roughness=material.clearcoatRoughness;float alpha=pow2(roughness);vec3 halfDir=normalize(lightDir+viewDir);float dotNL=saturate(dot(normal,lightDir));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float dotVH=saturate(dot(viewDir,halfDir));vec3 F=F_Schlick(f0,f90,dotVH);float V=V_GGX_SmithCorrelated(alpha,dotNL,dotNV);float D=D_GGX(alpha,dotNH);return F*(V*D);} +#endif +vec3 BRDF_GGX(const in vec3 lightDir,const in vec3 viewDir,const in vec3 normal,const in PhysicalMaterial material){vec3 f0=material.specularColor;float f90=material.specularF90;float roughness=material.roughness;float alpha=pow2(roughness);vec3 halfDir=normalize(lightDir+viewDir);float dotNL=saturate(dot(normal,lightDir));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float dotVH=saturate(dot(viewDir,halfDir));vec3 F=F_Schlick(f0,f90,dotVH); +#ifdef USE_IRIDESCENCE +F=mix(F,material.iridescenceFresnel,material.iridescence); +#endif +#ifdef USE_ANISOTROPY +float dotTL=dot(material.anisotropyT,lightDir);float dotTV=dot(material.anisotropyT,viewDir);float dotTH=dot(material.anisotropyT,halfDir);float dotBL=dot(material.anisotropyB,lightDir);float dotBV=dot(material.anisotropyB,viewDir);float dotBH=dot(material.anisotropyB,halfDir);float V=V_GGX_SmithCorrelated_Anisotropic(material.alphaT,alpha,dotTV,dotBV,dotTL,dotBL,dotNV,dotNL);float D=D_GGX_Anisotropic(material.alphaT,alpha,dotNH,dotTH,dotBH); +#else +float V=V_GGX_SmithCorrelated(alpha,dotNL,dotNV);float D=D_GGX(alpha,dotNH); +#endif +return F*(V*D);}vec2 LTC_Uv(const in vec3 N,const in vec3 V,const in float roughness){const float LUT_SIZE=64.0;const float LUT_SCALE=(LUT_SIZE-1.0)/LUT_SIZE;const float LUT_BIAS=0.5/LUT_SIZE;float dotNV=saturate(dot(N,V));vec2 uv=vec2(roughness,sqrt(1.0-dotNV));uv=uv*LUT_SCALE+LUT_BIAS;return uv;}float LTC_ClippedSphereFormFactor(const in vec3 f){float l=length(f);return max((l*l+f.z)/(l+1.0),0.0);}vec3 LTC_EdgeVectorFormFactor(const in vec3 v1,const in vec3 v2){float x=dot(v1,v2);float y=abs(x);float a=0.8543985+(0.4965155+0.0145206*y)*y;float b=3.4175940+(4.1616724+y)*y;float v=a/b;float theta_sintheta=(x>0.0)?v:0.5*inversesqrt(max(1.0-x*x,1e-7))-v;return cross(v1,v2)*theta_sintheta;}vec3 LTC_Evaluate(const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[4]){vec3 v1=rectCoords[1]-rectCoords[0];vec3 v2=rectCoords[3]-rectCoords[0];vec3 lightNormal=cross(v1,v2);if(dot(lightNormal,P-rectCoords[0])<0.0)return vec3(0.0);vec3 T1,T2;T1=normalize(V-N*dot(V,N));T2=-cross(N,T1);mat3 mat=mInv*transposeMat3(mat3(T1,T2,N));vec3 coords[4];coords[0]=mat*(rectCoords[0]-P);coords[1]=mat*(rectCoords[1]-P);coords[2]=mat*(rectCoords[2]-P);coords[3]=mat*(rectCoords[3]-P);coords[0]=normalize(coords[0]);coords[1]=normalize(coords[1]);coords[2]=normalize(coords[2]);coords[3]=normalize(coords[3]);vec3 vectorFormFactor=vec3(0.0);vectorFormFactor+=LTC_EdgeVectorFormFactor(coords[0],coords[1]);vectorFormFactor+=LTC_EdgeVectorFormFactor(coords[1],coords[2]);vectorFormFactor+=LTC_EdgeVectorFormFactor(coords[2],coords[3]);vectorFormFactor+=LTC_EdgeVectorFormFactor(coords[3],coords[0]);float result=LTC_ClippedSphereFormFactor(vectorFormFactor);return vec3(result);} +#if defined(USE_SHEEN) +float D_Charlie(float roughness,float dotNH){float alpha=pow2(roughness);float invAlpha=1.0/alpha;float cos2h=dotNH*dotNH;float sin2h=max(1.0-cos2h,0.0078125);return(2.0+invAlpha)*pow(sin2h,invAlpha*0.5)/(2.0*PI);}float V_Neubelt(float dotNV,float dotNL){return saturate(1.0/(4.0*(dotNL+dotNV-dotNL*dotNV)));}vec3 BRDF_Sheen(const in vec3 lightDir,const in vec3 viewDir,const in vec3 normal,vec3 sheenColor,const in float sheenRoughness){vec3 halfDir=normalize(lightDir+viewDir);float dotNL=saturate(dot(normal,lightDir));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float D=D_Charlie(sheenRoughness,dotNH);float V=V_Neubelt(dotNV,dotNL);return sheenColor*(D*V);} +#endif +float IBLSheenBRDF(const in vec3 normal,const in vec3 viewDir,const in float roughness){float dotNV=saturate(dot(normal,viewDir));float r2=roughness*roughness;float a=roughness<0.25?-339.2*r2+161.4*roughness-25.9:-8.48*r2+14.3*roughness-9.95;float b=roughness<0.25?44.0*r2-23.7*roughness+3.26:1.97*r2-3.27*roughness+0.72;float DG=exp(a*dotNV+b)+(roughness<0.25?0.0:0.1*(roughness-0.25));return saturate(DG*RECIPROCAL_PI);}vec2 DFGApprox(const in vec3 normal,const in vec3 viewDir,const in float roughness){float dotNV=saturate(dot(normal,viewDir));const vec4 c0=vec4(-1,-0.0275,-0.572,0.022);const vec4 c1=vec4(1,0.0425,1.04,-0.04);vec4 r=roughness*c0+c1;float a004=min(r.x*r.x,exp2(-9.28*dotNV))*r.x+r.y;vec2 fab=vec2(-1.04,1.04)*a004+r.zw;return fab;}vec3 EnvironmentBRDF(const in vec3 normal,const in vec3 viewDir,const in vec3 specularColor,const in float specularF90,const in float roughness){vec2 fab=DFGApprox(normal,viewDir,roughness);return specularColor*fab.x+specularF90*fab.y;} +#ifdef USE_IRIDESCENCE +void computeMultiscatteringIridescence(const in vec3 normal,const in vec3 viewDir,const in vec3 specularColor,const in float specularF90,const in float iridescence,const in vec3 iridescenceF0,const in float roughness,inout vec3 singleScatter,inout vec3 multiScatter){ +#else +void computeMultiscattering(const in vec3 normal,const in vec3 viewDir,const in vec3 specularColor,const in float specularF90,const in float roughness,inout vec3 singleScatter,inout vec3 multiScatter){ +#endif +vec2 fab=DFGApprox(normal,viewDir,roughness); +#ifdef USE_IRIDESCENCE +vec3 Fr=mix(specularColor,iridescenceF0,iridescence); +#else +vec3 Fr=specularColor; +#endif +vec3 FssEss=Fr*fab.x+specularF90*fab.y;float Ess=fab.x+fab.y;float Ems=1.0-Ess;vec3 Favg=Fr+(1.0-Fr)*0.047619;vec3 Fms=FssEss*Favg/(1.0-Ems*Favg);singleScatter+=FssEss;multiScatter+=Fms*Ems;} +#if NUM_RECT_AREA_LIGHTS>0 +void RE_Direct_RectArea_Physical(const in RectAreaLight rectAreaLight,const in GeometricContext geometry,const in PhysicalMaterial material,inout ReflectedLight reflectedLight){vec3 normal=geometry.normal;vec3 viewDir=geometry.viewDir;vec3 position=geometry.position;vec3 lightPos=rectAreaLight.position;vec3 halfWidth=rectAreaLight.halfWidth;vec3 halfHeight=rectAreaLight.halfHeight;vec3 lightColor=rectAreaLight.color;float roughness=material.roughness;vec3 rectCoords[4];rectCoords[0]=lightPos+halfWidth-halfHeight;rectCoords[1]=lightPos-halfWidth-halfHeight;rectCoords[2]=lightPos-halfWidth+halfHeight;rectCoords[3]=lightPos+halfWidth+halfHeight;vec2 uv=LTC_Uv(normal,viewDir,roughness);vec4 t1=texture2D(ltc_1,uv);vec4 t2=texture2D(ltc_2,uv);mat3 mInv=mat3(vec3(t1.x,0,t1.y),vec3(0,1,0),vec3(t1.z,0,t1.w));vec3 fresnel=(material.specularColor*t2.x+(vec3(1.0)-material.specularColor)*t2.y);reflectedLight.directSpecular+=lightColor*fresnel*LTC_Evaluate(normal,viewDir,position,mInv,rectCoords);reflectedLight.directDiffuse+=lightColor*material.diffuseColor*LTC_Evaluate(normal,viewDir,position,mat3(1.0),rectCoords);} +#endif +void RE_Direct_Physical(const in IncidentLight directLight,const in GeometricContext geometry,const in PhysicalMaterial material,inout ReflectedLight reflectedLight){float dotNL=saturate(dot(geometry.normal,directLight.direction));vec3 irradiance=dotNL*directLight.color; +#ifdef USE_CLEARCOAT +float dotNLcc=saturate(dot(geometry.clearcoatNormal,directLight.direction));vec3 ccIrradiance=dotNLcc*directLight.color;clearcoatSpecular+=ccIrradiance*BRDF_GGX_Clearcoat(directLight.direction,geometry.viewDir,geometry.clearcoatNormal,material); +#endif +#ifdef USE_SHEEN +sheenSpecular+=irradiance*BRDF_Sheen(directLight.direction,geometry.viewDir,geometry.normal,material.sheenColor,material.sheenRoughness); +#endif +reflectedLight.directSpecular+=irradiance*BRDF_GGX(directLight.direction,geometry.viewDir,geometry.normal,material);reflectedLight.directDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);}void RE_IndirectDiffuse_Physical(const in vec3 irradiance,const in GeometricContext geometry,const in PhysicalMaterial material,inout ReflectedLight reflectedLight){reflectedLight.indirectDiffuse+=irradiance*BRDF_Lambert(material.diffuseColor);}void 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){ +#ifdef USE_CLEARCOAT +clearcoatSpecular+=clearcoatRadiance*EnvironmentBRDF(geometry.clearcoatNormal,geometry.viewDir,material.clearcoatF0,material.clearcoatF90,material.clearcoatRoughness); +#endif +#ifdef USE_SHEEN +sheenSpecular+=irradiance*material.sheenColor*IBLSheenBRDF(geometry.normal,geometry.viewDir,material.sheenRoughness); +#endif +vec3 singleScattering=vec3(0.0);vec3 multiScattering=vec3(0.0);vec3 cosineWeightedIrradiance=irradiance*RECIPROCAL_PI; +#ifdef USE_IRIDESCENCE +computeMultiscatteringIridescence(geometry.normal,geometry.viewDir,material.specularColor,material.specularF90,material.iridescence,material.iridescenceFresnel,material.roughness,singleScattering,multiScattering); +#else +computeMultiscattering(geometry.normal,geometry.viewDir,material.specularColor,material.specularF90,material.roughness,singleScattering,multiScattering); +#endif +vec3 totalScattering=singleScattering+multiScattering;vec3 diffuse=material.diffuseColor*(1.0-max(max(totalScattering.r,totalScattering.g),totalScattering.b));reflectedLight.indirectSpecular+=radiance*singleScattering;reflectedLight.indirectSpecular+=multiScattering*cosineWeightedIrradiance;reflectedLight.indirectDiffuse+=diffuse*cosineWeightedIrradiance;} +#define RE_Direct RE_Direct_Physical +#define RE_Direct_RectArea RE_Direct_RectArea_Physical +#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical +#define RE_IndirectSpecular RE_IndirectSpecular_Physical +float computeSpecularOcclusion(const in float dotNV,const in float ambientOcclusion,const in float roughness){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}`,iH=`GeometricContext geometry;geometry.position=-vViewPosition;geometry.normal=normal;geometry.viewDir=(isOrthographic)?vec3(0,0,1):normalize(vViewPosition); +#ifdef USE_CLEARCOAT +geometry.clearcoatNormal=clearcoatNormal; +#endif +#ifdef USE_IRIDESCENCE +float dotNVi=saturate(dot(normal,geometry.viewDir));if(material.iridescenceThickness==0.0){material.iridescence=0.0;}else{material.iridescence=saturate(material.iridescence);}if(material.iridescence>0.0){material.iridescenceFresnel=evalIridescence(1.0,material.iridescenceIOR,dotNVi,material.iridescenceThickness,material.specularColor);material.iridescenceF0=Schlick_to_F0(material.iridescenceFresnel,1.0,dotNVi);} +#endif +IncidentLight directLight; +#if (NUM_POINT_LIGHTS>0)&&defined(RE_Direct) +PointLight pointLight; +#if defined(USE_SHADOWMAP)&&NUM_POINT_LIGHT_SHADOWS>0 +PointLightShadow pointLightShadow; +#endif +#pragma unroll_loop_start +for(int i=0;i0)&&defined(RE_Direct) +SpotLight spotLight;vec4 spotColor;vec3 spotLightCoord;bool inSpotLightMap; +#if defined(USE_SHADOWMAP)&&NUM_SPOT_LIGHT_SHADOWS>0 +SpotLightShadow spotLightShadow; +#endif +#pragma unroll_loop_start +for(int i=0;i0)&&defined(RE_Direct) +DirectionalLight directionalLight; +#if defined(USE_SHADOWMAP)&&NUM_DIR_LIGHT_SHADOWS>0 +DirectionalLightShadow directionalLightShadow; +#endif +#pragma unroll_loop_start +for(int i=0;i0)&&defined(RE_Direct_RectArea) +RectAreaLight rectAreaLight; +#pragma unroll_loop_start +for(int i=0;i0) +#pragma unroll_loop_start +for(int i=0;i0 +varying vec4 vSpotLightCoord[NUM_SPOT_LIGHT_COORDS]; +#endif +#if NUM_SPOT_LIGHT_MAPS>0 +uniform sampler2D spotLightMap[NUM_SPOT_LIGHT_MAPS]; +#endif +#ifdef USE_SHADOWMAP +#if NUM_DIR_LIGHT_SHADOWS>0 +uniform sampler2D directionalShadowMap[NUM_DIR_LIGHT_SHADOWS];varying vec4 vDirectionalShadowCoord[NUM_DIR_LIGHT_SHADOWS];struct DirectionalLightShadow{float shadowBias;float shadowNormalBias;float shadowRadius;vec2 shadowMapSize;};uniform DirectionalLightShadow directionalLightShadows[NUM_DIR_LIGHT_SHADOWS]; +#endif +#if NUM_SPOT_LIGHT_SHADOWS>0 +uniform sampler2D spotShadowMap[NUM_SPOT_LIGHT_SHADOWS];struct SpotLightShadow{float shadowBias;float shadowNormalBias;float shadowRadius;vec2 shadowMapSize;};uniform SpotLightShadow spotLightShadows[NUM_SPOT_LIGHT_SHADOWS]; +#endif +#if NUM_POINT_LIGHT_SHADOWS>0 +uniform sampler2D pointShadowMap[NUM_POINT_LIGHT_SHADOWS];varying vec4 vPointShadowCoord[NUM_POINT_LIGHT_SHADOWS];struct PointLightShadow{float shadowBias;float shadowNormalBias;float shadowRadius;vec2 shadowMapSize;float shadowCameraNear;float shadowCameraFar;};uniform PointLightShadow pointLightShadows[NUM_POINT_LIGHT_SHADOWS]; +#endif +float texture2DCompare(sampler2D depths,vec2 uv,float compare){return step(compare,unpackRGBAToDepth(texture2D(depths,uv)));}vec2 texture2DDistribution(sampler2D shadow,vec2 uv){return unpackRGBATo2Half(texture2D(shadow,uv));}float VSMShadow(sampler2D shadow,vec2 uv,float compare){float occlusion=1.0;vec2 distribution=texture2DDistribution(shadow,uv);float hard_shadow=step(compare,distribution.x);if(hard_shadow!=1.0){float distance=compare-distribution.x;float variance=max(0.00000,distribution.y*distribution.y);float softness_probability=variance/(variance+distance*distance);softness_probability=clamp((softness_probability-0.3)/(0.95-0.3),0.0,1.0);occlusion=clamp(max(hard_shadow,softness_probability),0.0,1.0);}return occlusion;}float getShadow(sampler2D shadowMap,vec2 shadowMapSize,float shadowBias,float shadowRadius,vec4 shadowCoord){float shadow=1.0;shadowCoord.xyz/=shadowCoord.w;shadowCoord.z+=shadowBias;bool inFrustum=shadowCoord.x>=0.0&&shadowCoord.x<=1.0&&shadowCoord.y>=0.0&&shadowCoord.y<=1.0;bool frustumTest=inFrustum&&shadowCoord.z<=1.0;if(frustumTest){ +#if defined(SHADOWMAP_TYPE_PCF) +vec2 texelSize=vec2(1.0)/shadowMapSize;float dx0=-texelSize.x*shadowRadius;float dy0=-texelSize.y*shadowRadius;float dx1=+texelSize.x*shadowRadius;float dy1=+texelSize.y*shadowRadius;float dx2=dx0/2.0;float dy2=dy0/2.0;float dx3=dx1/2.0;float dy3=dy1/2.0;shadow=(texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx0,dy0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(0.0,dy0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx1,dy0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx2,dy2),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(0.0,dy2),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx3,dy2),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx0,0.0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx2,0.0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy,shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx3,0.0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx1,0.0),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx2,dy3),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(0.0,dy3),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx3,dy3),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx0,dy1),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(0.0,dy1),shadowCoord.z)+texture2DCompare(shadowMap,shadowCoord.xy+vec2(dx1,dy1),shadowCoord.z))*(1.0/17.0); +#elif defined(SHADOWMAP_TYPE_PCF_SOFT) +vec2 texelSize=vec2(1.0)/shadowMapSize;float dx=texelSize.x;float dy=texelSize.y;vec2 uv=shadowCoord.xy;vec2 f=fract(uv*shadowMapSize+0.5);uv-=f*texelSize;shadow=(texture2DCompare(shadowMap,uv,shadowCoord.z)+texture2DCompare(shadowMap,uv+vec2(dx,0.0),shadowCoord.z)+texture2DCompare(shadowMap,uv+vec2(0.0,dy),shadowCoord.z)+texture2DCompare(shadowMap,uv+texelSize,shadowCoord.z)+mix(texture2DCompare(shadowMap,uv+vec2(-dx,0.0),shadowCoord.z),texture2DCompare(shadowMap,uv+vec2(2.0*dx,0.0),shadowCoord.z),f.x)+mix(texture2DCompare(shadowMap,uv+vec2(-dx,dy),shadowCoord.z),texture2DCompare(shadowMap,uv+vec2(2.0*dx,dy),shadowCoord.z),f.x)+mix(texture2DCompare(shadowMap,uv+vec2(0.0,-dy),shadowCoord.z),texture2DCompare(shadowMap,uv+vec2(0.0,2.0*dy),shadowCoord.z),f.y)+mix(texture2DCompare(shadowMap,uv+vec2(dx,-dy),shadowCoord.z),texture2DCompare(shadowMap,uv+vec2(dx,2.0*dy),shadowCoord.z),f.y)+mix(mix(texture2DCompare(shadowMap,uv+vec2(-dx,-dy),shadowCoord.z),texture2DCompare(shadowMap,uv+vec2(2.0*dx,-dy),shadowCoord.z),f.x),mix(texture2DCompare(shadowMap,uv+vec2(-dx,2.0*dy),shadowCoord.z),texture2DCompare(shadowMap,uv+vec2(2.0*dx,2.0*dy),shadowCoord.z),f.x),f.y))*(1.0/9.0); +#elif defined(SHADOWMAP_TYPE_VSM) +shadow=VSMShadow(shadowMap,shadowCoord.xy,shadowCoord.z); +#else +shadow=texture2DCompare(shadowMap,shadowCoord.xy,shadowCoord.z); +#endif +}return shadow;}vec2 cubeToUV(vec3 v,float texelSizeY){vec3 absV=abs(v);float scaleToCube=1.0/max(absV.x,max(absV.y,absV.z));absV*=scaleToCube;v*=scaleToCube*(1.0-2.0*texelSizeY);vec2 planar=v.xy;float almostATexel=1.5*texelSizeY;float almostOne=1.0-almostATexel;if(absV.z>=almostOne){if(v.z>0.0)planar.x=4.0-v.x;}else if(absV.x>=almostOne){float signX=sign(v.x);planar.x=v.z*signX+2.0*signX;}else if(absV.y>=almostOne){float signY=sign(v.y);planar.x=v.x+2.0*signY+2.0;planar.y=v.z*signY-2.0;}return vec2(0.125,0.25)*planar+vec2(0.375,0.75);}float getPointShadow(sampler2D shadowMap,vec2 shadowMapSize,float shadowBias,float shadowRadius,vec4 shadowCoord,float shadowCameraNear,float shadowCameraFar){vec2 texelSize=vec2(1.0)/(shadowMapSize*vec2(4.0,2.0));vec3 lightToPosition=shadowCoord.xyz;float dp=(length(lightToPosition)-shadowCameraNear)/(shadowCameraFar-shadowCameraNear);dp+=shadowBias;vec3 bd3D=normalize(lightToPosition); +#if defined(SHADOWMAP_TYPE_PCF)||defined(SHADOWMAP_TYPE_PCF_SOFT)||defined(SHADOWMAP_TYPE_VSM) +vec2 offset=vec2(-1,1)*shadowRadius*texelSize.y;return(texture2DCompare(shadowMap,cubeToUV(bd3D+offset.xyy,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.yyy,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.xyx,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.yyx,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.xxy,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.yxy,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.xxx,texelSize.y),dp)+texture2DCompare(shadowMap,cubeToUV(bd3D+offset.yxx,texelSize.y),dp))*(1.0/9.0); +#else +return texture2DCompare(shadowMap,cubeToUV(bd3D,texelSize.y),dp); +#endif +} +#endif`,rd=`#if NUM_SPOT_LIGHT_COORDS>0 +uniform mat4 spotLightMatrix[NUM_SPOT_LIGHT_COORDS];varying vec4 vSpotLightCoord[NUM_SPOT_LIGHT_COORDS]; +#endif +#ifdef USE_SHADOWMAP +#if NUM_DIR_LIGHT_SHADOWS>0 +uniform mat4 directionalShadowMatrix[NUM_DIR_LIGHT_SHADOWS];varying vec4 vDirectionalShadowCoord[NUM_DIR_LIGHT_SHADOWS];struct DirectionalLightShadow{float shadowBias;float shadowNormalBias;float shadowRadius;vec2 shadowMapSize;};uniform DirectionalLightShadow directionalLightShadows[NUM_DIR_LIGHT_SHADOWS]; +#endif +#if NUM_SPOT_LIGHT_SHADOWS>0 +struct SpotLightShadow{float shadowBias;float shadowNormalBias;float shadowRadius;vec2 shadowMapSize;};uniform SpotLightShadow spotLightShadows[NUM_SPOT_LIGHT_SHADOWS]; +#endif +#if NUM_POINT_LIGHT_SHADOWS>0 +uniform mat4 pointShadowMatrix[NUM_POINT_LIGHT_SHADOWS];varying vec4 vPointShadowCoord[NUM_POINT_LIGHT_SHADOWS];struct PointLightShadow{float shadowBias;float shadowNormalBias;float shadowRadius;vec2 shadowMapSize;float shadowCameraNear;float shadowCameraFar;};uniform PointLightShadow pointLightShadows[NUM_POINT_LIGHT_SHADOWS]; +#endif +#endif`,rp=`#if (defined(USE_SHADOWMAP)&&(NUM_DIR_LIGHT_SHADOWS>0||NUM_POINT_LIGHT_SHADOWS>0))||(NUM_SPOT_LIGHT_COORDS>0) +vec3 shadowWorldNormal=inverseTransformDirection(transformedNormal,viewMatrix);vec4 shadowWorldPosition; +#endif +#if defined(USE_SHADOWMAP) +#if NUM_DIR_LIGHT_SHADOWS>0 +#pragma unroll_loop_start +for(int i=0;i0 +#pragma unroll_loop_start +for(int i=0;i0 +#pragma unroll_loop_start +for(int i=0;i0 +DirectionalLightShadow directionalLight; +#pragma unroll_loop_start +for(int i=0;i0 +SpotLightShadow spotLight; +#pragma unroll_loop_start +for(int i=0;i0 +PointLightShadow pointLight; +#pragma unroll_loop_start +for(int i=0;i0 +vec4 worldPosition=vec4(transformed,1.0); +#ifdef USE_INSTANCING +worldPosition=instanceMatrix*worldPosition; +#endif +worldPosition=modelMatrix*worldPosition; +#endif`;let rL=`uniform sampler2D t2D;uniform float backgroundIntensity;varying vec2 vUv;void main(){vec4 texColor=texture2D(t2D,vUv); +#ifdef DECODE_VIDEO_TEXTURE +texColor=vec4(mix(pow(texColor.rgb*0.9478672986+vec3(0.0521327014),vec3(2.4)),texColor.rgb*0.0773993808,vec3(lessThanEqual(texColor.rgb,vec3(0.04045)))),texColor.w); +#endif +texColor.rgb*=backgroundIntensity;gl_FragColor=texColor; +#include +#include +}`,rP=`varying vec3 vWorldDirection; +#include +void main(){vWorldDirection=transformDirection(position,modelMatrix); +#include +#include +gl_Position.z=gl_Position.w;}`,rR=`#ifdef ENVMAP_TYPE_CUBE +uniform samplerCube envMap; +#elif defined(ENVMAP_TYPE_CUBE_UV) +uniform sampler2D envMap; +#endif +uniform float flipEnvMap;uniform float backgroundBlurriness;uniform float backgroundIntensity;varying vec3 vWorldDirection; +#include +void main(){ +#ifdef ENVMAP_TYPE_CUBE +vec4 texColor=textureCube(envMap,vec3(flipEnvMap*vWorldDirection.x,vWorldDirection.yz)); +#elif defined(ENVMAP_TYPE_CUBE_UV) +vec4 texColor=textureCubeUV(envMap,vWorldDirection,backgroundBlurriness); +#else +vec4 texColor=vec4(0.0,0.0,0.0,1.0); +#endif +texColor.rgb*=backgroundIntensity;gl_FragColor=texColor; +#include +#include +}`,rD=`varying vec3 vWorldDirection; +#include +void main(){vWorldDirection=transformDirection(position,modelMatrix); +#include +#include +gl_Position.z=gl_Position.w;}`,rI=`uniform samplerCube tCube;uniform float tFlip;uniform float opacity;varying vec3 vWorldDirection;void main(){vec4 texColor=textureCube(tCube,vec3(tFlip*vWorldDirection.x,vWorldDirection.yz));gl_FragColor=texColor;gl_FragColor.a*=opacity; +#include +#include +}`,rU=`#include +#include +#include +#include +#include +#include +#include +varying vec2 vHighPrecisionZW;void main(){ +#include +#include +#ifdef USE_DISPLACEMENTMAP +#include +#include +#include +#endif +#include +#include +#include +#include +#include +#include +#include +vHighPrecisionZW=gl_Position.zw;}`,rO=`#if DEPTH_PACKING==3200 +uniform float opacity; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +varying vec2 vHighPrecisionZW;void main(){ +#include +vec4 diffuseColor=vec4(1.0); +#if DEPTH_PACKING==3200 +diffuseColor.a=opacity; +#endif +#include +#include +#include +#include +#include +float fragCoordZ=0.5*vHighPrecisionZW[0]/vHighPrecisionZW[1]+0.5; +#if DEPTH_PACKING==3200 +gl_FragColor=vec4(vec3(1.0-fragCoordZ),opacity); +#elif DEPTH_PACKING==3201 +gl_FragColor=packDepthToRGBA(fragCoordZ); +#endif +}`,rN=`#define DISTANCE +varying vec3 vWorldPosition; +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#ifdef USE_DISPLACEMENTMAP +#include +#include +#include +#endif +#include +#include +#include +#include +#include +#include +#include +vWorldPosition=worldPosition.xyz;}`,rz=`#define DISTANCE +uniform vec3 referencePosition;uniform float nearDistance;uniform float farDistance;varying vec3 vWorldPosition; +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(1.0); +#include +#include +#include +#include +float dist=length(vWorldPosition-referencePosition);dist=(dist-nearDistance)/(farDistance-nearDistance);dist=saturate(dist);gl_FragColor=packDepthToRGBA(dist);}`,rF=`varying vec3 vWorldDirection; +#include +void main(){vWorldDirection=transformDirection(position,modelMatrix); +#include +#include +}`,rk=`uniform sampler2D tEquirect;varying vec3 vWorldDirection; +#include +void main(){vec3 direction=normalize(vWorldDirection);vec2 sampleUV=equirectUv(direction);gl_FragColor=texture2D(tEquirect,sampleUV); +#include +#include +}`,rB=`uniform float scale;attribute float lineDistance;varying float vLineDistance; +#include +#include +#include +#include +#include +#include +#include +void main(){vLineDistance=scale*lineDistance; +#include +#include +#include +#include +#include +#include +#include +#include +#include +}`,rH=`uniform vec3 diffuse;uniform float opacity;uniform float dashSize;uniform float totalSize;varying float vLineDistance; +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +if(mod(vLineDistance,totalSize)>dashSize){discard;}vec3 outgoingLight=vec3(0.0);vec4 diffuseColor=vec4(diffuse,opacity); +#include +#include +#include +outgoingLight=diffuseColor.rgb; +#include +#include +#include +#include +#include +}`,rV=`#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#if defined(USE_ENVMAP)||defined(USE_SKINNING) +#include +#include +#include +#include +#include +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +}`,rG=`uniform vec3 diffuse;uniform float opacity; +#ifndef FLAT_SHADED +varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(diffuse,opacity); +#include +#include +#include +#include +#include +#include +#include +ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0)); +#ifdef USE_LIGHTMAP +vec4 lightMapTexel=texture2D(lightMap,vLightMapUv);reflectedLight.indirectDiffuse+=lightMapTexel.rgb*lightMapIntensity*RECIPROCAL_PI; +#else +reflectedLight.indirectDiffuse+=vec3(1.0); +#endif +#include +reflectedLight.indirectDiffuse*=diffuseColor.rgb;vec3 outgoingLight=reflectedLight.indirectDiffuse; +#include +#include +#include +#include +#include +#include +#include +}`,rW=`#define LAMBERT +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vViewPosition=-mvPosition.xyz; +#include +#include +#include +#include +}`,rj=`#define LAMBERT +uniform vec3 diffuse;uniform vec3 emissive;uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(diffuse,opacity);ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));vec3 totalEmissiveRadiance=emissive; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vec3 outgoingLight=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+totalEmissiveRadiance; +#include +#include +#include +#include +#include +#include +#include +}`,rq=`#define MATCAP +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vViewPosition=-mvPosition.xyz;}`,rX=`#define MATCAP +uniform vec3 diffuse;uniform float opacity;uniform sampler2D matcap;varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(diffuse,opacity); +#include +#include +#include +#include +#include +#include +#include +#include +vec3 viewDir=normalize(vViewPosition);vec3 x=normalize(vec3(viewDir.z,0.0,-viewDir.x));vec3 y=cross(viewDir,x);vec2 uv=vec2(dot(x,normal),dot(y,normal))*0.495+0.5; +#ifdef USE_MATCAP +vec4 matcapColor=texture2D(matcap,uv); +#else +vec4 matcapColor=vec4(vec3(mix(0.2,0.8,uv.y)),1.0); +#endif +vec3 outgoingLight=diffuseColor.rgb*matcapColor.rgb; +#include +#include +#include +#include +#include +#include +}`,rY=`#define NORMAL +#if defined(FLAT_SHADED)||defined(USE_BUMPMAP)||defined(USE_NORMALMAP_TANGENTSPACE) +varying vec3 vViewPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#if defined(FLAT_SHADED)||defined(USE_BUMPMAP)||defined(USE_NORMALMAP_TANGENTSPACE) +vViewPosition=-mvPosition.xyz; +#endif +}`,rZ=`#define NORMAL +uniform float opacity; +#if defined(FLAT_SHADED)||defined(USE_BUMPMAP)||defined(USE_NORMALMAP_TANGENTSPACE) +varying vec3 vViewPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +gl_FragColor=vec4(packNormalToRGB(normal),opacity); +#ifdef OPAQUE +gl_FragColor.a=1.0; +#endif +}`,rK=`#define PHONG +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vViewPosition=-mvPosition.xyz; +#include +#include +#include +#include +}`,rJ=`#define PHONG +uniform vec3 diffuse;uniform vec3 emissive;uniform vec3 specular;uniform float shininess;uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(diffuse,opacity);ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));vec3 totalEmissiveRadiance=emissive; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vec3 outgoingLight=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+reflectedLight.directSpecular+reflectedLight.indirectSpecular+totalEmissiveRadiance; +#include +#include +#include +#include +#include +#include +#include +}`,rQ=`#define STANDARD +varying vec3 vViewPosition; +#ifdef USE_TRANSMISSION +varying vec3 vWorldPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vViewPosition=-mvPosition.xyz; +#include +#include +#include +#ifdef USE_TRANSMISSION +vWorldPosition=worldPosition.xyz; +#endif +}`,r$=`#define STANDARD +#ifdef PHYSICAL +#define IOR +#define USE_SPECULAR +#endif +uniform vec3 diffuse;uniform vec3 emissive;uniform float roughness;uniform float metalness;uniform float opacity; +#ifdef IOR +uniform float ior; +#endif +#ifdef USE_SPECULAR +uniform float specularIntensity;uniform vec3 specularColor; +#ifdef USE_SPECULAR_COLORMAP +uniform sampler2D specularColorMap; +#endif +#ifdef USE_SPECULAR_INTENSITYMAP +uniform sampler2D specularIntensityMap; +#endif +#endif +#ifdef USE_CLEARCOAT +uniform float clearcoat;uniform float clearcoatRoughness; +#endif +#ifdef USE_IRIDESCENCE +uniform float iridescence;uniform float iridescenceIOR;uniform float iridescenceThicknessMinimum;uniform float iridescenceThicknessMaximum; +#endif +#ifdef USE_SHEEN +uniform vec3 sheenColor;uniform float sheenRoughness; +#ifdef USE_SHEEN_COLORMAP +uniform sampler2D sheenColorMap; +#endif +#ifdef USE_SHEEN_ROUGHNESSMAP +uniform sampler2D sheenRoughnessMap; +#endif +#endif +#ifdef USE_ANISOTROPY +uniform vec2 anisotropyVector; +#ifdef USE_ANISOTROPYMAP +uniform sampler2D anisotropyMap; +#endif +#endif +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(diffuse,opacity);ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));vec3 totalEmissiveRadiance=emissive; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vec3 totalDiffuse=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse;vec3 totalSpecular=reflectedLight.directSpecular+reflectedLight.indirectSpecular; +#include +vec3 outgoingLight=totalDiffuse+totalSpecular+totalEmissiveRadiance; +#ifdef USE_SHEEN +float sheenEnergyComp=1.0-0.157*max3(material.sheenColor);outgoingLight=outgoingLight*sheenEnergyComp+sheenSpecular; +#endif +#ifdef USE_CLEARCOAT +float dotNVcc=saturate(dot(geometry.clearcoatNormal,geometry.viewDir));vec3 Fcc=F_Schlick(material.clearcoatF0,material.clearcoatF90,dotNVcc);outgoingLight=outgoingLight*(1.0-material.clearcoat*Fcc)+clearcoatSpecular*material.clearcoat; +#endif +#include +#include +#include +#include +#include +#include +}`,r0=`#define TOON +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vViewPosition=-mvPosition.xyz; +#include +#include +#include +}`,r1=`#define TOON +uniform vec3 diffuse;uniform vec3 emissive;uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec4 diffuseColor=vec4(diffuse,opacity);ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));vec3 totalEmissiveRadiance=emissive; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +vec3 outgoingLight=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+totalEmissiveRadiance; +#include +#include +#include +#include +#include +#include +}`,r3=`uniform float size;uniform float scale; +#include +#include +#include +#include +#include +#include +#ifdef USE_POINTS_UV +varying vec2 vUv;uniform mat3 uvTransform; +#endif +void main(){ +#ifdef USE_POINTS_UV +vUv=(uvTransform*vec3(uv,1)).xy; +#endif +#include +#include +#include +#include +#include +gl_PointSize=size; +#ifdef USE_SIZEATTENUATION +bool isPerspective=isPerspectiveMatrix(projectionMatrix);if(isPerspective)gl_PointSize*=(scale/-mvPosition.z); +#endif +#include +#include +#include +#include +}`,r2=`uniform vec3 diffuse;uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec3 outgoingLight=vec3(0.0);vec4 diffuseColor=vec4(diffuse,opacity); +#include +#include +#include +#include +#include +outgoingLight=diffuseColor.rgb; +#include +#include +#include +#include +#include +}`,r4=`#include +#include +#include +#include +#include +#include +void main(){ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +}`,r5=`uniform vec3 color;uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +gl_FragColor=vec4(color,opacity*(1.0-getShadowMask())); +#include +#include +#include +}`,r6=`uniform float rotation;uniform vec2 center; +#include +#include +#include +#include +#include +void main(){ +#include +vec4 mvPosition=modelViewMatrix*vec4(0.0,0.0,0.0,1.0);vec2 scale;scale.x=length(vec3(modelMatrix[0].x,modelMatrix[0].y,modelMatrix[0].z));scale.y=length(vec3(modelMatrix[1].x,modelMatrix[1].y,modelMatrix[1].z)); +#ifndef USE_SIZEATTENUATION +bool isPerspective=isPerspectiveMatrix(projectionMatrix);if(isPerspective)scale*=-mvPosition.z; +#endif +vec2 alignedPosition=(position.xy-(center-vec2(0.5)))*scale;vec2 rotatedPosition;rotatedPosition.x=cos(rotation)*alignedPosition.x-sin(rotation)*alignedPosition.y;rotatedPosition.y=sin(rotation)*alignedPosition.x+cos(rotation)*alignedPosition.y;mvPosition.xy+=rotatedPosition;gl_Position=projectionMatrix*mvPosition; +#include +#include +#include +}`,r8=`uniform vec3 diffuse;uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main(){ +#include +vec3 outgoingLight=vec3(0.0);vec4 diffuseColor=vec4(diffuse,opacity); +#include +#include +#include +#include +#include +outgoingLight=diffuseColor.rgb; +#include +#include +#include +#include +}`,r7={alphahash_fragment:t2,alphahash_pars_fragment:t4,alphamap_fragment:t5,alphamap_pars_fragment:t6,alphatest_fragment:t8,alphatest_pars_fragment:t7,aomap_fragment:t9,aomap_pars_fragment:ie,begin_vertex:it,beginnormal_vertex:ii,bsdfs:"float G_BlinnPhong_Implicit(){return 0.25;}float D_BlinnPhong(const in float shininess,const in float dotNH){return RECIPROCAL_PI*(shininess*0.5+1.0)*pow(dotNH,shininess);}vec3 BRDF_BlinnPhong(const in vec3 lightDir,const in vec3 viewDir,const in vec3 normal,const in vec3 specularColor,const in float shininess){vec3 halfDir=normalize(lightDir+viewDir);float dotNH=saturate(dot(normal,halfDir));float dotVH=saturate(dot(viewDir,halfDir));vec3 F=F_Schlick(specularColor,1.0,dotVH);float G=G_BlinnPhong_Implicit();float D=D_BlinnPhong(shininess,dotNH);return F*(G*D);}",iridescence_fragment:ir,bumpmap_pars_fragment:ia,clipping_planes_fragment:is,clipping_planes_pars_fragment:io,clipping_planes_pars_vertex:il,clipping_planes_vertex:ih,color_fragment:ic,color_pars_fragment:iu,color_pars_vertex:id,color_vertex:ip,common:im,cube_uv_reflection_fragment:ig,defaultnormal_vertex:iv,displacementmap_pars_vertex:i_,displacementmap_vertex:ix,emissivemap_fragment:iM,emissivemap_pars_fragment:iy,colorspace_fragment:"gl_FragColor=linearToOutputTexel(gl_FragColor);",colorspace_pars_fragment:"vec4 LinearToLinear(in vec4 value){return value;}vec4 LinearTosRGB(in vec4 value){return 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);}",envmap_fragment:iS,envmap_common_pars_fragment:ib,envmap_pars_fragment:iw,envmap_pars_vertex:iT,envmap_physical_pars_fragment:iN,envmap_vertex:iE,fog_vertex:iA,fog_pars_vertex:iC,fog_fragment:iL,fog_pars_fragment:iP,gradientmap_pars_fragment:iR,lightmap_fragment:iD,lightmap_pars_fragment:iI,lights_lambert_fragment:"LambertMaterial material;material.diffuseColor=diffuseColor.rgb;material.specularStrength=specularStrength;",lights_lambert_pars_fragment:iU,lights_pars_begin:iO,lights_toon_fragment:"ToonMaterial material;material.diffuseColor=diffuseColor.rgb;",lights_toon_pars_fragment:iz,lights_phong_fragment:"BlinnPhongMaterial material;material.diffuseColor=diffuseColor.rgb;material.specularColor=specular;material.specularShininess=shininess;material.specularStrength=specularStrength;",lights_phong_pars_fragment:iF,lights_physical_fragment:ik,lights_physical_pars_fragment:iB,lights_fragment_begin:iH,lights_fragment_maps:iV,lights_fragment_end:iG,logdepthbuf_fragment:iW,logdepthbuf_pars_fragment:ij,logdepthbuf_pars_vertex:iq,logdepthbuf_vertex:iX,map_fragment:iY,map_pars_fragment:iZ,map_particle_fragment:iK,map_particle_pars_fragment:iJ,metalnessmap_fragment:iQ,metalnessmap_pars_fragment:i$,morphcolor_vertex:i0,morphnormal_vertex:i1,morphtarget_pars_vertex:i3,morphtarget_vertex:i2,normal_fragment_begin:i4,normal_fragment_maps:i5,normal_pars_fragment:i6,normal_pars_vertex:i8,normal_vertex:i7,normalmap_pars_fragment:i9,clearcoat_normal_fragment_begin:re,clearcoat_normal_fragment_maps:rt,clearcoat_pars_fragment:ri,iridescence_pars_fragment:rr,opaque_fragment:ra,packing:"vec3 packNormalToRGB(const in vec3 normal){return normalize(normal)*0.5+0.5;}vec3 unpackRGBToNormal(const in vec3 rgb){return 2.0*rgb.xyz-1.0;}const float PackUpscale=256./255.;const float UnpackDownscale=255./256.;const vec3 PackFactors=vec3(256.*256.*256.,256.*256.,256.);const vec4 UnpackFactors=UnpackDownscale/vec4(PackFactors,1.);const float ShiftRight8=1./256.;vec4 packDepthToRGBA(const in float v){vec4 r=vec4(fract(v*PackFactors),v);r.yzw-=r.xyz*ShiftRight8;return r*PackUpscale;}float unpackRGBAToDepth(const in vec4 v){return dot(v,UnpackFactors);}vec2 packDepthToRG(in highp float v){return packDepthToRGBA(v).yx;}float unpackRGToDepth(const in highp vec2 v){return unpackRGBAToDepth(vec4(v.xy,0.0,0.0));}vec4 pack2HalfToRGBA(vec2 v){vec4 r=vec4(v.x,fract(v.x*255.0),v.y,fract(v.y*255.0));return vec4(r.x-r.y/255.0,r.y,r.z-r.w/255.0,r.w);}vec2 unpackRGBATo2Half(vec4 v){return vec2(v.x+(v.y/255.0),v.z+(v.w/255.0));}float viewZToOrthographicDepth(const in float viewZ,const in float near,const in float far){return(viewZ+near)/(near-far);}float orthographicDepthToViewZ(const in float depth,const in float near,const in float far){return depth*(near-far)-near;}float viewZToPerspectiveDepth(const in float viewZ,const in float near,const in float far){return((near+viewZ)*far)/((far-near)*viewZ);}float perspectiveDepthToViewZ(const in float depth,const in float near,const in float 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a=[e,e,e,e,e,e];f.set(a,6*e)}let m=new tg;m.setAttribute("position",new tn(d,3)),m.setAttribute("uv",new tn(p,2)),m.setAttribute("faceIndex",new tn(f,1)),t.push(m),a>4&&a--}return{lodPlanes:t,sizeLods:i,sigmas:r}}(r)),this._blurMaterial=function(e,t,i){let r=new Float32Array(20),a=new W(0,1,0),n=new tH({name:"SphericalGaussianBlur",defines:{n:20,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:r},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:a}},vertexShader:ay(),fragmentShader:`precision mediump float;precision mediump int;varying vec3 vOutputDirection;uniform sampler2D envMap;uniform int samples;uniform float weights[n];uniform bool latitudinal;uniform float dTheta;uniform float mipInt;uniform vec3 poleAxis; +#define ENVMAP_TYPE_CUBE_UV +#include +vec3 getSample(float theta,vec3 axis){float cosTheta=cos(theta);vec3 sampleDirection=vOutputDirection*cosTheta+cross(axis,vOutputDirection)*sin(theta)+axis*dot(axis,vOutputDirection)*(1.0-cosTheta);return bilinearCubeUV(envMap,sampleDirection,mipInt);}void main(){vec3 axis=latitudinal?poleAxis:cross(poleAxis,vOutputDirection);if(all(equal(axis,vec3(0.0)))){axis=vec3(vOutputDirection.z,0.0,-vOutputDirection.x);}axis=normalize(axis);gl_FragColor=vec4(0.0,0.0,0.0,1.0);gl_FragColor.rgb+=weights[0]*getSample(0.0,axis);for(int i=1;i=samples){break;}float theta=dTheta*float(i);gl_FragColor.rgb+=weights[i]*getSample(-1.0*theta,axis);gl_FragColor.rgb+=weights[i]*getSample(theta,axis);}}`,blending:0,depthTest:!1,depthWrite:!1});return n}(r,e,t)}return r}_compileMaterial(e){let t=new tU(this._lodPlanes[0],e);this._renderer.compile(t,ac)}_sceneToCubeUV(e,t,i,r){let a=new tG(90,1,t,i),n=[1,-1,1,1,1,1],s=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,h=o.toneMapping;o.getClearColor(au),o.toneMapping=0,o.autoClear=!1;let c=new ti({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),u=new tU(new tN,c),d=!1,p=e.background;p?p.isColor&&(c.color.copy(p),e.background=null,d=!0):(c.color.copy(au),d=!0);for(let t=0;t<6;t++){let i=t%3;0===i?(a.up.set(0,n[t],0),a.lookAt(s[t],0,0)):1===i?(a.up.set(0,0,n[t]),a.lookAt(0,s[t],0)):(a.up.set(0,n[t],0),a.lookAt(0,0,s[t]));let l=this._cubeSize;a_(r,i*l,t>2?l:0,l,l),o.setRenderTarget(r),d&&o.render(u,a),o.render(e,a)}u.geometry.dispose(),u.material.dispose(),o.toneMapping=h,o.autoClear=l,e.background=p}_textureToCubeUV(e,t){let i=this._renderer,r=301===e.mapping||302===e.mapping;r?(null===this._cubemapMaterial&&(this._cubemapMaterial=aM()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===e.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=ax());let a=r?this._cubemapMaterial:this._equirectMaterial,n=new tU(this._lodPlanes[0],a),s=a.uniforms;s.envMap.value=e;let o=this._cubeSize;a_(t,0,0,3*o,2*o),i.setRenderTarget(t),i.render(n,ac)}_applyPMREM(e){let t=this._renderer,i=t.autoClear;t.autoClear=!1;for(let t=1;t20&&console.warn(`sigmaRadians, ${a}, is too large and will clip, as it requested ${f} samples when the maximum is set to 20`);let m=[],g=0;for(let e=0;e<20;++e){let t=e/p,i=Math.exp(-t*t/2);m.push(i),0===e?g+=i:ev-4?r-v+4:0),x,3*_,2*_),o.setRenderTarget(t),o.render(h,ac)}}function av(e,t,i){let r=new H(e,t,i);return r.texture.mapping=306,r.texture.name="PMREM.cubeUv",r.scissorTest=!0,r}function a_(e,t,i,r,a){e.viewport.set(t,i,r,a),e.scissor.set(t,i,r,a)}function ax(){return new tH({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:ay(),fragmentShader:`precision mediump float;precision mediump int;varying vec3 vOutputDirection;uniform sampler2D envMap; +#include +void main(){vec3 outputDirection=normalize(vOutputDirection);vec2 uv=equirectUv(outputDirection);gl_FragColor=vec4(texture2D(envMap,uv).rgb,1.0);}`,blending:0,depthTest:!1,depthWrite:!1})}function aM(){return new tH({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:ay(),fragmentShader:"precision mediump float;precision mediump int;uniform float flipEnvMap;varying vec3 vOutputDirection;uniform samplerCube envMap;void main(){gl_FragColor=textureCube(envMap,vec3(flipEnvMap*vOutputDirection.x,vOutputDirection.yz));}",blending:0,depthTest:!1,depthWrite:!1})}function ay(){return"precision mediump float;precision mediump int;attribute float faceIndex;varying vec3 vOutputDirection;vec3 getDirection(vec2 uv,float face){uv=2.0*uv-1.0;vec3 direction=vec3(uv,1.0);if(face==0.0){direction=direction.zyx;}else if(face==1.0){direction=direction.xzy;direction.xz*=-1.0;}else if(face==2.0){direction.x*=-1.0;}else if(face==3.0){direction=direction.zyx;direction.xz*=-1.0;}else 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e.replace(/NUM_CLIPPING_PLANES/g,t.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,t.numClippingPlanes-t.numClipIntersection)}let nP=/^[ \t]*#include +<([\w\d./]+)>/gm;function nR(e){return e.replace(nP,nI)}let nD=new Map([["encodings_fragment","colorspace_fragment"],["encodings_pars_fragment","colorspace_pars_fragment"],["output_fragment","opaque_fragment"]]);function nI(e,t){let i=r7[t];if(void 0===i){let e=nD.get(t);if(void 0!==e)i=r7[e],console.warn('THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. 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XRWebGLBinding(r,t)).createProjectionLayer(o),r.updateRenderState({layers:[u]}),v=new H(u.textureWidth,u.textureHeight,{format:1023,type:1009,depthTexture:new st(u.textureWidth,u.textureHeight,n,void 0,void 0,void 0,void 0,void 0,void 0,i),stencilBuffer:m.stencil,colorSpace:e.outputColorSpace,samples:m.antialias?4:0});let l=e.properties.get(v);l.__ignoreDepthValues=u.ignoreDepthValues}v.isXRRenderTarget=!0,this.setFoveation(o),l=null,n=await r.requestReferenceSpace(s),I.setContext(r),I.start(),i.isPresenting=!0,i.dispatchEvent({type:"sessionstart"})}},this.getEnvironmentBlendMode=function(){if(null!==r)return r.environmentBlendMode};let L=new W,P=new W;function R(e,t){null===t?e.matrixWorld.copy(e.matrix):e.matrixWorld.multiplyMatrices(t.matrixWorld,e.matrix),e.matrixWorldInverse.copy(e.matrixWorld).invert()}this.updateCamera=function(e){var t;if(null===r)return;b.near=y.near=M.near=e.near,b.far=y.far=M.far=e.far,(w!==b.near||T!==b.far)&&(r.updateRenderState({depthNear:b.near,depthFar:b.far}),w=b.near,T=b.far);let i=e.parent,a=b.cameras;R(b,i);for(let e=0;e0&&(r.alphaTest.value=a.alphaTest);let n=t.get(a).envMap;if(n&&(r.envMap.value=n,r.flipEnvMap.value=n.isCubeTexture&&!1===n.isRenderTargetTexture?-1:1,r.reflectivity.value=a.reflectivity,r.ior.value=a.ior,r.refractionRatio.value=a.refractionRatio),a.lightMap){r.lightMap.value=a.lightMap;let t=!0===e._useLegacyLights?Math.PI:1;r.lightMapIntensity.value=a.lightMapIntensity*t,i(a.lightMap,r.lightMapTransform)}a.aoMap&&(r.aoMap.value=a.aoMap,r.aoMapIntensity.value=a.aoMapIntensity,i(a.aoMap,r.aoMapTransform))}return{refreshFogUniforms:function(t,i){i.color.getRGB(t.fogColor.value,tk(e)),i.isFog?(t.fogNear.value=i.near,t.fogFar.value=i.far):i.isFogExp2&&(t.fogDensity.value=i.density)},refreshMaterialUniforms:function(e,a,n,s,o){var l,h,c,u,d,p,f,m;a.isMeshBasicMaterial?r(e,a):a.isMeshLambertMaterial?r(e,a):a.isMeshToonMaterial?(r(e,a),l=e,a.gradientMap&&(l.gradientMap.value=a.gradientMap)):a.isMeshPhongMaterial?(r(e,a),(h=e).specular.value.copy(a.specular),h.shininess.value=Math.max(a.shininess,1e-4)):a.isMeshStandardMaterial?(r(e,a),function(e,r){e.metalness.value=r.metalness,r.metalnessMap&&(e.metalnessMap.value=r.metalnessMap,i(r.metalnessMap,e.metalnessMapTransform)),e.roughness.value=r.roughness,r.roughnessMap&&(e.roughnessMap.value=r.roughnessMap,i(r.roughnessMap,e.roughnessMapTransform));let a=t.get(r).envMap;a&&(e.envMapIntensity.value=r.envMapIntensity)}(e,a),a.isMeshPhysicalMaterial&&((c=e).ior.value=a.ior,a.sheen>0&&(c.sheenColor.value.copy(a.sheenColor).multiplyScalar(a.sheen),c.sheenRoughness.value=a.sheenRoughness,a.sheenColorMap&&(c.sheenColorMap.value=a.sheenColorMap,i(a.sheenColorMap,c.sheenColorMapTransform)),a.sheenRoughnessMap&&(c.sheenRoughnessMap.value=a.sheenRoughnessMap,i(a.sheenRoughnessMap,c.sheenRoughnessMapTransform))),a.clearcoat>0&&(c.clearcoat.value=a.clearcoat,c.clearcoatRoughness.value=a.clearcoatRoughness,a.clearcoatMap&&(c.clearcoatMap.value=a.clearcoatMap,i(a.clearcoatMap,c.clearcoatMapTransform)),a.clearcoatRoughnessMap&&(c.clearcoatRoughnessMap.value=a.clearcoatRoughnessMap,i(a.clearcoatRoughnessMap,c.clearcoatRoughnessMapTransform)),a.clearcoatNormalMap&&(c.clearcoatNormalMap.value=a.clearcoatNormalMap,i(a.clearcoatNormalMap,c.clearcoatNormalMapTransform),c.clearcoatNormalScale.value.copy(a.clearcoatNormalScale),1===a.side&&c.clearcoatNormalScale.value.negate())),a.iridescence>0&&(c.iridescence.value=a.iridescence,c.iridescenceIOR.value=a.iridescenceIOR,c.iridescenceThicknessMinimum.value=a.iridescenceThicknessRange[0],c.iridescenceThicknessMaximum.value=a.iridescenceThicknessRange[1],a.iridescenceMap&&(c.iridescenceMap.value=a.iridescenceMap,i(a.iridescenceMap,c.iridescenceMapTransform)),a.iridescenceThicknessMap&&(c.iridescenceThicknessMap.value=a.iridescenceThicknessMap,i(a.iridescenceThicknessMap,c.iridescenceThicknessMapTransform))),a.transmission>0&&(c.transmission.value=a.transmission,c.transmissionSamplerMap.value=o.texture,c.transmissionSamplerSize.value.set(o.width,o.height),a.transmissionMap&&(c.transmissionMap.value=a.transmissionMap,i(a.transmissionMap,c.transmissionMapTransform)),c.thickness.value=a.thickness,a.thicknessMap&&(c.thicknessMap.value=a.thicknessMap,i(a.thicknessMap,c.thicknessMapTransform)),c.attenuationDistance.value=a.attenuationDistance,c.attenuationColor.value.copy(a.attenuationColor)),a.anisotropy>0&&(c.anisotropyVector.value.set(a.anisotropy*Math.cos(a.anisotropyRotation),a.anisotropy*Math.sin(a.anisotropyRotation)),a.anisotropyMap&&(c.anisotropyMap.value=a.anisotropyMap,i(a.anisotropyMap,c.anisotropyMapTransform))),c.specularIntensity.value=a.specularIntensity,c.specularColor.value.copy(a.specularColor),a.specularColorMap&&(c.specularColorMap.value=a.specularColorMap,i(a.specularColorMap,c.specularColorMapTransform)),a.specularIntensityMap&&(c.specularIntensityMap.value=a.specularIntensityMap,i(a.specularIntensityMap,c.specularIntensityMapTransform)))):a.isMeshMatcapMaterial?(r(e,a),u=e,a.matcap&&(u.matcap.value=a.matcap)):a.isMeshDepthMaterial?r(e,a):a.isMeshDistanceMaterial?(r(e,a),function(e,i){let r=t.get(i).light;e.referencePosition.value.setFromMatrixPosition(r.matrixWorld),e.nearDistance.value=r.shadow.camera.near,e.farDistance.value=r.shadow.camera.far}(e,a)):a.isMeshNormalMaterial?r(e,a):a.isLineBasicMaterial?((d=e).diffuse.value.copy(a.color),d.opacity.value=a.opacity,a.map&&(d.map.value=a.map,i(a.map,d.mapTransform)),a.isLineDashedMaterial&&((p=e).dashSize.value=a.dashSize,p.totalSize.value=a.dashSize+a.gapSize,p.scale.value=a.scale)):a.isPointsMaterial?((f=e).diffuse.value.copy(a.color),f.opacity.value=a.opacity,f.size.value=a.size*n,f.scale.value=.5*s,a.map&&(f.map.value=a.map,i(a.map,f.uvTransform)),a.alphaMap&&(f.alphaMap.value=a.alphaMap,i(a.alphaMap,f.alphaMapTransform)),a.alphaTest>0&&(f.alphaTest.value=a.alphaTest)):a.isSpriteMaterial?((m=e).diffuse.value.copy(a.color),m.opacity.value=a.opacity,m.rotation.value=a.rotation,a.map&&(m.map.value=a.map,i(a.map,m.mapTransform)),a.alphaMap&&(m.alphaMap.value=a.alphaMap,i(a.alphaMap,m.alphaMapTransform)),a.alphaTest>0&&(m.alphaTest.value=a.alphaTest)):a.isShadowMaterial?(e.color.value.copy(a.color),e.opacity.value=a.opacity):a.isShaderMaterial&&(a.uniformsNeedUpdate=!1)}}}function sa(e,t,i,r){let a={},n={},s=[],o=i.isWebGL2?e.getParameter(35375):0;function l(e){let t={boundary:0,storage:0};return"number"==typeof e?(t.boundary=4,t.storage=4):e.isVector2?(t.boundary=8,t.storage=8):e.isVector3||e.isColor?(t.boundary=16,t.storage=12):e.isVector4?(t.boundary=16,t.storage=16):e.isMatrix3?(t.boundary=48,t.storage=48):e.isMatrix4?(t.boundary=64,t.storage=64):e.isTexture?console.warn("THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group."):console.warn("THREE.WebGLRenderer: Unsupported uniform value type.",e),t}function h(t){let i=t.target;i.removeEventListener("dispose",h);let r=s.indexOf(i.__bindingPointIndex);s.splice(r,1),e.deleteBuffer(a[i.id]),delete a[i.id],delete n[i.id]}return{bind:function(e,t){let i=t.program;r.uniformBlockBinding(e,i)},update:function(i,c){let u=a[i.id];void 0===u&&(function(e){let t=e.uniforms,i=0,r=0;for(let e=0,a=t.length;e0){r=i%16;let e=16-r;0!==r&&e-n.boundary<0&&(i+=16-r,a.__offset=i)}i+=n.storage}(r=i%16)>0&&(i+=16-r),e.__size=i,e.__cache={}}(i),u=function(t){let i=function(){for(let e=0;eo.matrixWorld.determinant(),_=function(e,t,i,n,o){var d,p;!0!==t.isScene&&(t=ew),h.resetTextureUnits();let f=t.fog,m=n.isMeshStandardMaterial?t.environment:null,g=null===ee?K.outputColorSpace:!0===ee.isXRRenderTarget?ee.texture.colorSpace:s,_=(n.isMeshStandardMaterial?u:c).get(n.envMap||m),x=!0===n.vertexColors&&!!i.attributes.color&&4===i.attributes.color.itemSize,M=!!i.attributes.tangent&&(!!n.normalMap||n.anisotropy>0),S=!!i.morphAttributes.position,b=!!i.morphAttributes.normal,w=!!i.morphAttributes.color,E=0;n.toneMapped&&(null===ee||!0===ee.isXRRenderTarget)&&(E=K.toneMapping);let A=i.morphAttributes.position||i.morphAttributes.normal||i.morphAttributes.color,C=void 0!==A?A.length:0,L=l.get(n),R=X.state.lights;if(!0===ev&&(!0===e_||e!==ei)){let t=e===ei&&n.id===et;y.setState(n,e,t)}let D=!1;n.version===L.__version?L.needsLights&&L.lightsStateVersion!==R.state.version?D=!0:L.outputColorSpace!==g?D=!0:o.isInstancedMesh&&!1===L.instancing?D=!0:o.isInstancedMesh||!0!==L.instancing?o.isSkinnedMesh&&!1===L.skinning?D=!0:o.isSkinnedMesh||!0!==L.skinning?o.isInstancedMesh&&!0===L.instancingColor&&null===o.instanceColor?D=!0:o.isInstancedMesh&&!1===L.instancingColor&&null!==o.instanceColor?D=!0:L.envMap!==_?D=!0:!0===n.fog&&L.fog!==f?D=!0:void 0!==L.numClippingPlanes&&(L.numClippingPlanes!==y.numPlanes||L.numIntersection!==y.numIntersection)?D=!0:L.vertexAlphas!==x?D=!0:L.vertexTangents!==M?D=!0:L.morphTargets!==S?D=!0:L.morphNormals!==b?D=!0:L.morphColors!==w?D=!0:L.toneMapping!==E?D=!0:!0===r.isWebGL2&&L.morphTargetsCount!==C&&(D=!0):D=!0:D=!0:(D=!0,L.__version=n.version);let I=L.currentProgram;!0===D&&(I=eH(n,t,o));let U=!1,O=!1,N=!1,z=I.getUniforms(),F=L.uniforms;if(a.useProgram(I.program)&&(U=!0,O=!0,N=!0),n.id!==et&&(et=n.id,O=!0),U||ei!==e){z.setValue(eE,"projectionMatrix",e.projectionMatrix),z.setValue(eE,"viewMatrix",e.matrixWorldInverse);let t=z.map.cameraPosition;void 0!==t&&t.setValue(eE,eb.setFromMatrixPosition(e.matrixWorld)),r.logarithmicDepthBuffer&&z.setValue(eE,"logDepthBufFC",2/(Math.log(e.far+1)/Math.LN2)),(n.isMeshPhongMaterial||n.isMeshToonMaterial||n.isMeshLambertMaterial||n.isMeshBasicMaterial||n.isMeshStandardMaterial||n.isShaderMaterial)&&z.setValue(eE,"isOrthographic",!0===e.isOrthographicCamera),ei!==e&&(ei=e,O=!0,N=!0)}if(o.isSkinnedMesh){z.setOptional(eE,o,"bindMatrix"),z.setOptional(eE,o,"bindMatrixInverse");let e=o.skeleton;e&&(r.floatVertexTextures?(null===e.boneTexture&&e.computeBoneTexture(),z.setValue(eE,"boneTexture",e.boneTexture,h),z.setValue(eE,"boneTextureSize",e.boneTextureSize)):console.warn("THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required."))}let k=i.morphAttributes;if((void 0!==k.position||void 0!==k.normal||void 0!==k.color&&!0===r.isWebGL2)&&T.update(o,i,I),(O||L.receiveShadow!==o.receiveShadow)&&(L.receiveShadow=o.receiveShadow,z.setValue(eE,"receiveShadow",o.receiveShadow)),n.isMeshGouraudMaterial&&null!==n.envMap&&(F.envMap.value=_,F.flipEnvMap.value=_.isCubeTexture&&!1===_.isRenderTargetTexture?-1:1),O&&(z.setValue(eE,"toneMappingExposure",K.toneMappingExposure),L.needsLights&&(d=F,p=N,d.ambientLightColor.needsUpdate=p,d.lightProbe.needsUpdate=p,d.directionalLights.needsUpdate=p,d.directionalLightShadows.needsUpdate=p,d.pointLights.needsUpdate=p,d.pointLightShadows.needsUpdate=p,d.spotLights.needsUpdate=p,d.spotLightShadows.needsUpdate=p,d.rectAreaLights.needsUpdate=p,d.hemisphereLights.needsUpdate=p),f&&!0===n.fog&&v.refreshFogUniforms(F,f),v.refreshMaterialUniforms(F,n,ec,eh,ex),nb.upload(eE,L.uniformsList,F,h)),n.isShaderMaterial&&!0===n.uniformsNeedUpdate&&(nb.upload(eE,L.uniformsList,F,h),n.uniformsNeedUpdate=!1),n.isSpriteMaterial&&z.setValue(eE,"center",o.center),z.setValue(eE,"modelViewMatrix",o.modelViewMatrix),z.setValue(eE,"normalMatrix",o.normalMatrix),z.setValue(eE,"modelMatrix",o.matrixWorld),n.isShaderMaterial||n.isRawShaderMaterial){let e=n.uniformsGroups;for(let t=0,i=e.length;t0&&function(e,t,a,n){let s=r.isWebGL2;null===ex&&(ex=new H(1,1,{generateMipmaps:!0,type:i.has("EXT_color_buffer_half_float")?1016:1009,minFilter:1008,samples:s?4:0})),K.getDrawingBufferSize(eS),s?ex.setSize(eS.x,eS.y):ex.setSize(g(eS.x),g(eS.y));let o=K.getRenderTarget();K.setRenderTarget(ex),K.getClearColor(es),(eo=K.getClearAlpha())<1&&K.setClearColor(16777215,.5),K.clear();let l=K.toneMapping;K.toneMapping=0,ek(e,a,n),h.updateMultisampleRenderTarget(ex),h.updateRenderTargetMipmap(ex);let c=!1;for(let e=0,i=t.length;e0&&ek(o,t,n),l.length>0&&ek(l,t,n),c.length>0&&ek(c,t,n),a.buffers.depth.setTest(!0),a.buffers.depth.setMask(!0),a.buffers.color.setMask(!0),a.setPolygonOffset(!1)}function ek(e,t,i){let r=!0===t.isScene?t.overrideMaterial:null;for(let a=0,n=e.length;a0?Z[Z.length-1]:null,Y.pop(),q=Y.length>0?Y[Y.length-1]:null},this.getActiveCubeFace=function(){return Q},this.getActiveMipmapLevel=function(){return $},this.getRenderTarget=function(){return ee},this.setRenderTargetTextures=function(e,t,r){l.get(e.texture).__webglTexture=t,l.get(e.depthTexture).__webglTexture=r;let a=l.get(e);a.__hasExternalTextures=!0,a.__hasExternalTextures&&(a.__autoAllocateDepthBuffer=void 0===r,a.__autoAllocateDepthBuffer||!0!==i.has("WEBGL_multisampled_render_to_texture")||(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),a.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(e,t){let i=l.get(e);i.__webglFramebuffer=t,i.__useDefaultFramebuffer=void 0===t},this.setRenderTarget=function(e,t=0,i=0){ee=e,Q=t,$=i;let n=!0,s=null,o=!1,c=!1;if(e){let u=l.get(e);void 0!==u.__useDefaultFramebuffer?(a.bindFramebuffer(36160,null),n=!1):void 0===u.__webglFramebuffer?h.setupRenderTarget(e):u.__hasExternalTextures&&h.rebindTextures(e,l.get(e.texture).__webglTexture,l.get(e.depthTexture).__webglTexture);let d=e.texture;(d.isData3DTexture||d.isDataArrayTexture||d.isCompressedArrayTexture)&&(c=!0);let p=l.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget?(s=Array.isArray(p[t])?p[t][i]:p[t],o=!0):s=r.isWebGL2&&e.samples>0&&!1===h.useMultisampledRTT(e)?l.get(e).__webglMultisampledFramebuffer:Array.isArray(p)?p[i]:p,er.copy(e.viewport),ea.copy(e.scissor),en=e.scissorTest}else er.copy(ep).multiplyScalar(ec).floor(),ea.copy(ef).multiplyScalar(ec).floor(),en=em;let u=a.bindFramebuffer(36160,s);if(u&&r.drawBuffers&&n&&a.drawBuffers(e,s),a.viewport(er),a.scissor(ea),a.setScissorTest(en),o){let r=l.get(e.texture);eE.framebufferTexture2D(36160,36064,34069+t,r.__webglTexture,i)}else if(c){let r=l.get(e.texture);eE.framebufferTextureLayer(36160,36064,r.__webglTexture,i||0,t||0)}et=-1},this.readRenderTargetPixels=function(e,t,n,s,o,h,c){if(!(e&&e.isWebGLRenderTarget)){console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");return}let u=l.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget&&void 0!==c&&(u=u[c]),u){a.bindFramebuffer(36160,u);try{let a=e.texture,l=a.format,c=a.type;if(1023!==l&&C.convert(l)!==eE.getParameter(35739)){console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");return}let u=1016===c&&(i.has("EXT_color_buffer_half_float")||r.isWebGL2&&i.has("EXT_color_buffer_float"));if(1009!==c&&C.convert(c)!==eE.getParameter(35738)&&!(1015===c&&(r.isWebGL2||i.has("OES_texture_float")||i.has("WEBGL_color_buffer_float")))&&!u){console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");return}t>=0&&t<=e.width-s&&n>=0&&n<=e.height-o&&eE.readPixels(t,n,s,o,C.convert(l),C.convert(c),h)}finally{let e=null!==ee?l.get(ee).__webglFramebuffer:null;a.bindFramebuffer(36160,e)}}},this.copyFramebufferToTexture=function(e,t,i=0){let r=Math.pow(2,-i),n=Math.floor(t.image.width*r),s=Math.floor(t.image.height*r);h.setTexture2D(t,0),eE.copyTexSubImage2D(3553,i,0,0,e.x,e.y,n,s),a.unbindTexture()},this.copyTextureToTexture=function(e,t,i,r=0){let n=t.image.width,s=t.image.height,o=C.convert(i.format),l=C.convert(i.type);h.setTexture2D(i,0),eE.pixelStorei(37440,i.flipY),eE.pixelStorei(37441,i.premultiplyAlpha),eE.pixelStorei(3317,i.unpackAlignment),t.isDataTexture?eE.texSubImage2D(3553,r,e.x,e.y,n,s,o,l,t.image.data):t.isCompressedTexture?eE.compressedTexSubImage2D(3553,r,e.x,e.y,t.mipmaps[0].width,t.mipmaps[0].height,o,t.mipmaps[0].data):eE.texSubImage2D(3553,r,e.x,e.y,o,l,t.image),0===r&&i.generateMipmaps&&eE.generateMipmap(3553),a.unbindTexture()},this.copyTextureToTexture3D=function(e,t,i,r,n=0){let s;if(K.isWebGL1Renderer){console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");return}let o=e.max.x-e.min.x+1,l=e.max.y-e.min.y+1,c=e.max.z-e.min.z+1,u=C.convert(r.format),d=C.convert(r.type);if(r.isData3DTexture)h.setTexture3D(r,0),s=32879;else if(r.isDataArrayTexture)h.setTexture2DArray(r,0),s=35866;else{console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");return}eE.pixelStorei(37440,r.flipY),eE.pixelStorei(37441,r.premultiplyAlpha),eE.pixelStorei(3317,r.unpackAlignment);let p=eE.getParameter(3314),f=eE.getParameter(32878),m=eE.getParameter(3316),g=eE.getParameter(3315),v=eE.getParameter(32877),_=i.isCompressedTexture?i.mipmaps[0]:i.image;eE.pixelStorei(3314,_.width),eE.pixelStorei(32878,_.height),eE.pixelStorei(3316,e.min.x),eE.pixelStorei(3315,e.min.y),eE.pixelStorei(32877,e.min.z),i.isDataTexture||i.isData3DTexture?eE.texSubImage3D(s,n,t.x,t.y,t.z,o,l,c,u,d,_.data):i.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),eE.compressedTexSubImage3D(s,n,t.x,t.y,t.z,o,l,c,u,_.data)):eE.texSubImage3D(s,n,t.x,t.y,t.z,o,l,c,u,d,_),eE.pixelStorei(3314,p),eE.pixelStorei(32878,f),eE.pixelStorei(3316,m),eE.pixelStorei(3315,g),eE.pixelStorei(32877,v),0===n&&r.generateMipmaps&&eE.generateMipmap(s),a.unbindTexture()},this.initTexture=function(e){e.isCubeTexture?h.setTextureCube(e,0):e.isData3DTexture?h.setTexture3D(e,0):e.isDataArrayTexture||e.isCompressedArrayTexture?h.setTexture2DArray(e,0):h.setTexture2D(e,0),a.unbindTexture()},this.resetState=function(){Q=0,$=0,ee=null,a.reset(),L.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}get coordinateSystem(){return 2e3}get physicallyCorrectLights(){return console.warn("THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead."),!this.useLegacyLights}set physicallyCorrectLights(e){console.warn("THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead."),this.useLegacyLights=!e}get outputEncoding(){return console.warn("THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead."),this.outputColorSpace===n?3001:3e3}set outputEncoding(e){console.warn("THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead."),this.outputColorSpace=3001===e?n:s}get useLegacyLights(){return console.warn("THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733."),this._useLegacyLights}set useLegacyLights(e){console.warn("THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733."),this._useLegacyLights=e}}class ss extends ej{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,t){return super.copy(e,t),null!==e.background&&(this.background=e.background.clone()),null!==e.environment&&(this.environment=e.environment.clone()),null!==e.fog&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,null!==e.overrideMaterial&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){let t=super.toJSON(e);return null!==this.fog&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(t.object.backgroundIntensity=this.backgroundIntensity),t}}class so{constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=void 0!==e?e.length/t:0,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=p()}onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,i){e*=this.stride,i*=t.stride;for(let r=0,a=this.stride;re.far||t.push({distance:o,point:su.clone(),uv:e2.getInterpolation(su,sv,s_,sx,sM,sy,sS,new x),face:null,object:this})}copy(e,t){return super.copy(e,t),void 0!==e.center&&this.center.copy(e.center),this.material=e.material,this}}function sw(e,t,i,r,a,n){sf.subVectors(e,i).addScalar(.5).multiply(r),void 0!==a?(sm.x=n*sf.x-a*sf.y,sm.y=a*sf.x+n*sf.y):sm.copy(sf),e.copy(t),e.x+=sm.x,e.y+=sm.y,e.applyMatrix4(sg)}class sT extends F{constructor(e,t,i,r,a,n,s,o,l){super(e,t,i,r,a,n,s,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}}class sE extends e5{constructor(e){super(),this.isMeshStandardMaterial=!0,this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new te(16777215),this.roughness=1,this.metalness=0,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new te(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new x(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.roughnessMap=null,this.metalnessMap=null,this.alphaMap=null,this.envMap=null,this.envMapIntensity=1,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.defines={STANDARD:""},this.color.copy(e.color),this.roughness=e.roughness,this.metalness=e.metalness,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.roughnessMap=e.roughnessMap,this.metalnessMap=e.metalnessMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapIntensity=e.envMapIntensity,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class sA extends ej{constructor(e,t=1){super(),this.isLight=!0,this.type="Light",this.color=new te(e),this.intensity=t}dispose(){}copy(e,t){return super.copy(e,t),this.color.copy(e.color),this.intensity=e.intensity,this}toJSON(e){let 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}}let sC=new eM,sL=new W,sP=new W;class sR{constructor(e){this.camera=e,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new x(512,512),this.map=null,this.mapPass=null,this.matrix=new eM,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new t$,this._frameExtents=new x(1,1),this._viewportCount=1,this._viewports=[new k(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(e){let t=this.camera,i=this.matrix;sL.setFromMatrixPosition(e.matrixWorld),t.position.copy(sL),sP.setFromMatrixPosition(e.target.matrixWorld),t.lookAt(sP),t.updateMatrixWorld(),sC.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse),this._frustum.setFromProjectionMatrix(sC),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(sC)}getViewport(e){return this._viewports[e]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}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(){let 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}}let sD=new eM,sI=new W,sU=new W;class sO extends sR{constructor(){super(new tG(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new x(4,2),this._viewportCount=6,this._viewports=[new k(2,1,1,1),new k(0,1,1,1),new k(3,1,1,1),new k(1,1,1,1),new k(3,0,1,1),new k(1,0,1,1)],this._cubeDirections=[new W(1,0,0),new W(-1,0,0),new W(0,0,1),new W(0,0,-1),new W(0,1,0),new W(0,-1,0)],this._cubeUps=[new W(0,1,0),new W(0,1,0),new W(0,1,0),new W(0,1,0),new W(0,0,1),new W(0,0,-1)]}updateMatrices(e,t=0){let i=this.camera,r=this.matrix,a=e.distance||i.far;a!==i.far&&(i.far=a,i.updateProjectionMatrix()),sI.setFromMatrixPosition(e.matrixWorld),i.position.copy(sI),sU.copy(i.position),sU.add(this._cubeDirections[t]),i.up.copy(this._cubeUps[t]),i.lookAt(sU),i.updateMatrixWorld(),r.makeTranslation(-sI.x,-sI.y,-sI.z),sD.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(sD)}}class sN extends sA{constructor(e,t,i=0,r=2){super(e,t),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=r,this.shadow=new sO}get power(){return 4*this.intensity*Math.PI}set power(e){this.intensity=e/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(e,t){return super.copy(e,t),this.distance=e.distance,this.decay=e.decay,this.shadow=e.shadow.clone(),this}}class sz extends sA{constructor(e,t){super(e,t),this.isAmbientLight=!0,this.type="AmbientLight"}}class sF{constructor(e=!0){this.autoStart=e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=sk(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){let t=sk();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}}function sk(){return("undefined"==typeof performance?Date:performance).now()}class sB{constructor(e=1,t=0,i=0){return this.radius=e,this.phi=t,this.theta=i,this}set(e,t,i){return this.radius=e,this.phi=t,this.theta=i,this}copy(e){return this.radius=e.radius,this.phi=e.phi,this.theta=e.theta,this}makeSafe(){return this.phi=Math.max(1e-6,Math.min(Math.PI-1e-6,this.phi)),this}setFromVector3(e){return this.setFromCartesianCoords(e.x,e.y,e.z)}setFromCartesianCoords(e,t,i){return this.radius=Math.sqrt(e*e+t*t+i*i),0===this.radius?(this.theta=0,this.phi=0):(this.theta=Math.atan2(e,i),this.phi=Math.acos(f(t/this.radius,-1,1))),this}clone(){return new this.constructor().copy(this)}}function sH(e,t,i){return t in e?Object.defineProperty(e,t,{value:i,enumerable:!0,configurable:!0,writable:!0}):e[t]=i,e}function sV(e,t,i,r,a,n,s,o){let l=(e,t,i,r)=>[new x(e/s,1-r/o),new x(i/s,1-r/o),new x(i/s,1-t/o),new x(e/s,1-t/o)],h=l(t+n,i,t+r+n,i+n),c=l(t+r+n,i,t+2*r+n,i+n),u=l(t,i+n,t+n,i+n+a),d=l(t+n,i+n,t+r+n,i+n+a),p=l(t+r+n,i+n,t+r+2*n,i+a+n),f=l(t+r+2*n,i+n,t+2*r+2*n,i+a+n),m=e.attributes.uv,g=[p[3],p[2],p[0],p[1]],v=[u[3],u[2],u[0],u[1]],_=[h[3],h[2],h[0],h[1]],M=[c[0],c[1],c[3],c[2]],y=[d[3],d[2],d[0],d[1]],S=[f[3],f[2],f[0],f[1]],b=[];for(let e of[g,v,_,M,y,S])for(let t of e)b.push(t.x,t.y);m.set(new Float32Array(b)),m.needsUpdate=!0}function sG(e,t,i,r,a,n){sV(e,t,i,r,a,n,64,64)}function sW(e,t,i,r,a,n){sV(e,t,i,r,a,n,64,32)}class sj extends n7{constructor(e,t){super(),sH(this,"innerLayer",void 0),sH(this,"outerLayer",void 0),this.innerLayer=e,this.outerLayer=t,e.name="inner",t.name="outer"}}class sq extends n7{get map(){return this._map}set map(e){this._map=e,this.layer1Material.map=e,this.layer1Material.needsUpdate=!0,this.layer1MaterialBiased.map=e,this.layer1MaterialBiased.needsUpdate=!0,this.layer2Material.map=e,this.layer2Material.needsUpdate=!0,this.layer2MaterialBiased.map=e,this.layer2MaterialBiased.needsUpdate=!0}get modelType(){return this.slim?"slim":"default"}set modelType(e){this.slim="slim"===e,this.modelListeners.forEach(e=>e())}getBodyParts(){return this.children.filter(e=>e instanceof sj)}setInnerLayerVisible(e){this.getBodyParts().forEach(t=>t.innerLayer.visible=e)}setOuterLayerVisible(e){this.getBodyParts().forEach(t=>t.outerLayer.visible=e)}resetJoints(){this.head.rotation.set(0,0,0),this.leftArm.rotation.set(0,0,0),this.rightArm.rotation.set(0,0,0),this.leftLeg.rotation.set(0,0,0),this.rightLeg.rotation.set(0,0,0),this.body.rotation.set(0,0,0),this.head.position.y=0,this.body.position.y=-6,this.body.position.z=0,this.rightArm.position.x=-5,this.rightArm.position.y=-2,this.rightArm.position.z=0,this.leftArm.position.x=5,this.leftArm.position.y=-2,this.leftArm.position.z=0,this.rightLeg.position.x=-1.9,this.rightLeg.position.y=-12,this.rightLeg.position.z=-.1,this.leftLeg.position.x=1.9,this.leftLeg.position.y=-12,this.leftLeg.position.z=-.1}constructor(){super(),sH(this,"head",void 0),sH(this,"body",void 0),sH(this,"rightArm",void 0),sH(this,"leftArm",void 0),sH(this,"rightLeg",void 0),sH(this,"leftLeg",void 0),sH(this,"modelListeners",[]),sH(this,"slim",!1),sH(this,"_map",null),sH(this,"layer1Material",void 0),sH(this,"layer1MaterialBiased",void 0),sH(this,"layer2Material",void 0),sH(this,"layer2MaterialBiased",void 0),this.layer1Material=new sE({side:0}),this.layer2Material=new sE({side:2,transparent:!0,alphaTest:1e-5}),this.layer1MaterialBiased=this.layer1Material.clone(),this.layer1MaterialBiased.polygonOffset=!0,this.layer1MaterialBiased.polygonOffsetFactor=1,this.layer1MaterialBiased.polygonOffsetUnits=1,this.layer2MaterialBiased=this.layer2Material.clone(),this.layer2MaterialBiased.polygonOffset=!0,this.layer2MaterialBiased.polygonOffsetFactor=1,this.layer2MaterialBiased.polygonOffsetUnits=1;let e=new tN(8,8,8);sG(e,0,0,8,8,8);let t=new tU(e,this.layer1Material),i=new tN(9,9,9);sG(i,32,0,8,8,8);let r=new tU(i,this.layer2Material);this.head=new sj(t,r),this.head.name="head",this.head.add(t,r),t.position.y=4,r.position.y=4,this.add(this.head);let a=new tN(8,12,4);sG(a,16,16,8,12,4);let n=new tU(a,this.layer1Material),s=new tN(8.5,12.5,4.5);sG(s,16,32,8,12,4);let o=new tU(s,this.layer2Material);this.body=new sj(n,o),this.body.name="body",this.body.add(n,o),this.body.position.y=-6,this.add(this.body);let l=new tN,h=new tU(l,this.layer1MaterialBiased);this.modelListeners.push(()=>{h.scale.x=this.slim?3:4,h.scale.y=12,h.scale.z=4,sG(l,40,16,this.slim?3:4,12,4)});let c=new tN,u=new tU(c,this.layer2MaterialBiased);this.modelListeners.push(()=>{u.scale.x=this.slim?3.5:4.5,u.scale.y=12.5,u.scale.z=4.5,sG(c,40,32,this.slim?3:4,12,4)});let d=new n7;d.add(h,u),this.modelListeners.push(()=>{d.position.x=this.slim?-.5:-1}),d.position.y=-4,this.rightArm=new sj(h,u),this.rightArm.name="rightArm",this.rightArm.add(d),this.rightArm.position.x=-5,this.rightArm.position.y=-2,this.add(this.rightArm);let p=new tN,f=new tU(p,this.layer1MaterialBiased);this.modelListeners.push(()=>{f.scale.x=this.slim?3:4,f.scale.y=12,f.scale.z=4,sG(p,32,48,this.slim?3:4,12,4)});let m=new tN,g=new tU(m,this.layer2MaterialBiased);this.modelListeners.push(()=>{g.scale.x=this.slim?3.5:4.5,g.scale.y=12.5,g.scale.z=4.5,sG(m,48,48,this.slim?3:4,12,4)});let v=new n7;v.add(f,g),this.modelListeners.push(()=>{v.position.x=this.slim?.5:1}),v.position.y=-4,this.leftArm=new sj(f,g),this.leftArm.name="leftArm",this.leftArm.add(v),this.leftArm.position.x=5,this.leftArm.position.y=-2,this.add(this.leftArm);let _=new tN(4,12,4);sG(_,0,16,4,12,4);let x=new tU(_,this.layer1MaterialBiased),M=new tN(4.5,12.5,4.5);sG(M,0,32,4,12,4);let y=new tU(M,this.layer2MaterialBiased),S=new n7;S.add(x,y),S.position.y=-6,this.rightLeg=new sj(x,y),this.rightLeg.name="rightLeg",this.rightLeg.add(S),this.rightLeg.position.x=-1.9,this.rightLeg.position.y=-12,this.rightLeg.position.z=-.1,this.add(this.rightLeg);let b=new tN(4,12,4);sG(b,16,48,4,12,4);let w=new tU(b,this.layer1MaterialBiased),T=new tN(4.5,12.5,4.5);sG(T,0,48,4,12,4);let E=new tU(T,this.layer2MaterialBiased),A=new n7;A.add(w,E),A.position.y=-6,this.leftLeg=new sj(w,E),this.leftLeg.name="leftLeg",this.leftLeg.add(A),this.leftLeg.position.x=1.9,this.leftLeg.position.y=-12,this.leftLeg.position.z=-.1,this.add(this.leftLeg),this.modelType="default"}}class sX extends n7{get map(){return this.material.map}set map(e){this.material.map=e,this.material.needsUpdate=!0}constructor(){super(),sH(this,"cape",void 0),sH(this,"material",void 0),this.material=new sE({side:2,transparent:!0,alphaTest:1e-5});let e=new tN(10,16,1);sW(e,0,0,10,16,1),this.cape=new tU(e,this.material),this.cape.position.y=-8,this.cape.position.z=.5,this.add(this.cape)}}class sY extends n7{resetJoints(){this.leftWing.rotation.y=.01,this.leftWing.rotation.z=.2617994,this.updateRightWing()}updateRightWing(){this.rightWing.position.x=-this.leftWing.position.x,this.rightWing.position.y=this.leftWing.position.y,this.rightWing.rotation.x=this.leftWing.rotation.x,this.rightWing.rotation.y=-this.leftWing.rotation.y,this.rightWing.rotation.z=-this.leftWing.rotation.z}get map(){return this.material.map}set map(e){this.material.map=e,this.material.needsUpdate=!0}constructor(){super(),sH(this,"leftWing",void 0),sH(this,"rightWing",void 0),sH(this,"material",void 0),this.material=new sE({side:2,transparent:!0,alphaTest:1e-5});let e=new tN(12,22,4);sW(e,22,0,10,20,2);let t=new tU(e,this.material);t.position.x=-5,t.position.y=-10,t.position.z=-1,this.leftWing=new n7,this.leftWing.add(t),this.add(this.leftWing);let i=new tN(12,22,4);sW(i,22,0,10,20,2);let r=new tU(i,this.material);r.scale.x=-1,r.position.x=5,r.position.y=-10,r.position.z=-1,this.rightWing=new n7,this.rightWing.add(r),this.add(this.rightWing),this.leftWing.position.x=5,this.leftWing.rotation.x=.2617994,this.resetJoints()}}class sZ extends n7{get map(){return this.material.map}set map(e){this.material.map=e,this.material.needsUpdate=!0}constructor(){super(),sH(this,"rightEar",void 0),sH(this,"leftEar",void 0),sH(this,"material",void 0),this.material=new sE({side:0});let e=new tN(8,8,4/3);sV(e,0,0,6,6,1,14,7),this.rightEar=new tU(e,this.material),this.rightEar.name="rightEar",this.rightEar.position.x=-6,this.add(this.rightEar),this.leftEar=new tU(e,this.material),this.leftEar.name="leftEar",this.leftEar.position.x=6,this.add(this.leftEar)}}let sK=10.8*Math.PI/180;class sJ extends n7{get backEquipment(){return this.cape.visible?"cape":this.elytra.visible?"elytra":null}set backEquipment(e){this.cape.visible="cape"===e,this.elytra.visible="elytra"===e}resetJoints(){this.skin.resetJoints(),this.cape.rotation.x=sK,this.cape.position.y=8,this.cape.position.z=-2,this.elytra.position.y=8,this.elytra.position.z=-2,this.elytra.rotation.x=0,this.elytra.resetJoints()}constructor(){super(),sH(this,"skin",void 0),sH(this,"cape",void 0),sH(this,"elytra",void 0),sH(this,"ears",void 0),this.skin=new sq,this.skin.name="skin",this.skin.position.y=8,this.add(this.skin),this.cape=new sX,this.cape.name="cape",this.cape.position.y=8,this.cape.position.z=-2,this.cape.rotation.x=sK,this.cape.rotation.y=Math.PI,this.add(this.cape),this.elytra=new sY,this.elytra.name="elytra",this.elytra.position.y=8,this.elytra.position.z=-2,this.elytra.visible=!1,this.add(this.elytra),this.ears=new sZ,this.ears.name="ears",this.ears.position.y=10,this.ears.position.z=2/3,this.ears.visible=!1,this.skin.head.add(this.ears)}}function sQ(e){return e instanceof HTMLImageElement||e instanceof HTMLVideoElement||e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap||"undefined"!=typeof OffscreenCanvas&&e instanceof OffscreenCanvas}function s$(e,t,i,r,a){let n=e.getImageData(t,i,r,a);for(let e=0;ee.clearRect(t*r,i*r,a*r,n*r);a(40,0,8,8),a(48,0,8,8),a(32,8,8,8),a(40,8,8,8),a(48,8,8,8),a(56,8,8,8),i&&(a(4,32,4,4),a(8,32,4,4),a(0,36,4,12),a(4,36,4,12),a(8,36,4,12),a(12,36,4,12),a(20,32,8,4),a(28,32,8,4),a(16,36,4,12),a(20,36,8,12),a(28,36,4,12),a(32,36,8,12),a(44,32,4,4),a(48,32,4,4),a(40,36,4,12),a(44,36,4,12),a(48,36,4,12),a(52,36,12,12),a(4,48,4,4),a(8,48,4,4),a(0,52,4,12),a(4,52,4,12),a(8,52,4,12),a(12,52,4,12),a(52,48,4,4),a(56,48,4,4),a(48,52,4,12),a(52,52,4,12),a(56,52,4,12),a(60,52,4,12))}function s1(e,t){if(t.width!==t.height&&t.width!==2*t.height)throw Error(`Bad skin size: ${t.width}x${t.height}`);let i=t.width/64,r=14*i,a=7*i;e.width=r,e.height=a;let n=e.getContext("2d",{willReadFrequently:!0});n.clearRect(0,0,r,a),n.drawImage(t,24*i,0,r,a,0,0,r,a)}async function s3(e){let t=document.createElement("img");return new Promise((i,r)=>{t.onload=()=>i(t),t.onerror=r,t.crossOrigin="anonymous","string"==typeof e?t.src=e:(void 0!==e.crossOrigin&&(t.crossOrigin=e.crossOrigin),void 0!==e.referrerPolicy&&(t.referrerPolicy=e.referrerPolicy),t.src=e.src)})}let s2={type:"change"},s4={type:"start"},s5={type:"end"},s6=new ex,s8=new tK,s7=Math.cos(70*u);class s9 extends h{constructor(e,t){super(),this.object=e,this.domElement=t,this.domElement.style.touchAction="none",this.enabled=!0,this.target=new W,this.minDistance=0,this.maxDistance=1/0,this.minZoom=0,this.maxZoom=1/0,this.minPolarAngle=0,this.maxPolarAngle=Math.PI,this.minAzimuthAngle=-1/0,this.maxAzimuthAngle=1/0,this.enableDamping=!1,this.dampingFactor=.05,this.enableZoom=!0,this.zoomSpeed=1,this.enableRotate=!0,this.rotateSpeed=1,this.enablePan=!0,this.panSpeed=1,this.screenSpacePanning=!0,this.keyPanSpeed=7,this.zoomToCursor=!1,this.autoRotate=!1,this.autoRotateSpeed=2,this.keys={LEFT:"ArrowLeft",UP:"ArrowUp",RIGHT:"ArrowRight",BOTTOM:"ArrowDown"},this.mouseButtons={LEFT:r.ROTATE,MIDDLE:r.DOLLY,RIGHT:r.PAN},this.touches={ONE:a.ROTATE,TWO:a.DOLLY_PAN},this.target0=this.target.clone(),this.position0=this.object.position.clone(),this.zoom0=this.object.zoom,this._domElementKeyEvents=null,this.getPolarAngle=function(){return l.phi},this.getAzimuthalAngle=function(){return l.theta},this.getDistance=function(){return this.object.position.distanceTo(this.target)},this.listenToKeyEvents=function(e){e.addEventListener("keydown",J),this._domElementKeyEvents=e},this.stopListenToKeyEvents=function(){this._domElementKeyEvents.removeEventListener("keydown",J),this._domElementKeyEvents=null},this.saveState=function(){i.target0.copy(i.target),i.position0.copy(i.object.position),i.zoom0=i.object.zoom},this.reset=function(){i.target.copy(i.target0),i.object.position.copy(i.position0),i.object.zoom=i.zoom0,i.object.updateProjectionMatrix(),i.dispatchEvent(s2),i.update(),s=n.NONE},this.update=function(){let t=new W,r=new G().setFromUnitVectors(e.up,new W(0,1,0)),a=r.clone().invert(),d=new W,p=new G,f=new W,m=2*Math.PI;return function(g=null){let v=i.object.position;t.copy(v).sub(i.target),t.applyQuaternion(r),l.setFromVector3(t),i.autoRotate&&s===n.NONE&&C(null!==g?2*Math.PI/60*i.autoRotateSpeed*g:2*Math.PI/60/60*i.autoRotateSpeed),i.enableDamping?(l.theta+=h.theta*i.dampingFactor,l.phi+=h.phi*i.dampingFactor):(l.theta+=h.theta,l.phi+=h.phi);let _=i.minAzimuthAngle,x=i.maxAzimuthAngle;isFinite(_)&&isFinite(x)&&(_<-Math.PI?_+=m:_>Math.PI&&(_-=m),x<-Math.PI?x+=m:x>Math.PI&&(x-=m),_<=x?l.theta=Math.max(_,Math.min(x,l.theta)):l.theta=l.theta>(_+x)/2?Math.max(_,l.theta):Math.min(x,l.theta)),l.phi=Math.max(i.minPolarAngle,Math.min(i.maxPolarAngle,l.phi)),l.makeSafe(),!0===i.enableDamping?i.target.addScaledVector(u,i.dampingFactor):i.target.add(u),i.zoomToCursor&&w||i.object.isOrthographicCamera?l.radius=N(l.radius):l.radius=N(l.radius*c),t.setFromSpherical(l),t.applyQuaternion(a),v.copy(i.target).add(t),i.object.lookAt(i.target),!0===i.enableDamping?(h.theta*=1-i.dampingFactor,h.phi*=1-i.dampingFactor,u.multiplyScalar(1-i.dampingFactor)):(h.set(0,0,0),u.set(0,0,0));let M=!1;if(i.zoomToCursor&&w){let r=null;if(i.object.isPerspectiveCamera){let e=t.length();r=N(e*c);let a=e-r;i.object.position.addScaledVector(S,a),i.object.updateMatrixWorld()}else if(i.object.isOrthographicCamera){let e=new W(b.x,b.y,0);e.unproject(i.object),i.object.zoom=Math.max(i.minZoom,Math.min(i.maxZoom,i.object.zoom/c)),i.object.updateProjectionMatrix(),M=!0;let a=new W(b.x,b.y,0);a.unproject(i.object),i.object.position.sub(a).add(e),i.object.updateMatrixWorld(),r=t.length()}else console.warn("WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled."),i.zoomToCursor=!1;null!==r&&(this.screenSpacePanning?i.target.set(0,0,-1).transformDirection(i.object.matrix).multiplyScalar(r).add(i.object.position):(s6.origin.copy(i.object.position),s6.direction.set(0,0,-1).transformDirection(i.object.matrix),Math.abs(i.object.up.dot(s6.direction))o||8*(1-p.dot(i.object.quaternion))>o||f.distanceToSquared(i.target)>0)&&(i.dispatchEvent(s2),d.copy(i.object.position),p.copy(i.object.quaternion),f.copy(i.target),M=!1,!0)}}(),this.dispose=function(){i.domElement.removeEventListener("contextmenu",Q),i.domElement.removeEventListener("pointerdown",X),i.domElement.removeEventListener("pointercancel",Z),i.domElement.removeEventListener("wheel",K),i.domElement.removeEventListener("pointermove",Y),i.domElement.removeEventListener("pointerup",Z),null!==i._domElementKeyEvents&&(i._domElementKeyEvents.removeEventListener("keydown",J),i._domElementKeyEvents=null)};let i=this,n={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_PAN:4,TOUCH_DOLLY_PAN:5,TOUCH_DOLLY_ROTATE:6},s=n.NONE,o=1e-6,l=new sB,h=new sB,c=1,u=new W,d=new x,p=new x,f=new x,m=new x,g=new x,v=new x,_=new x,M=new x,y=new x,S=new W,b=new x,w=!1,T=[],E={};function A(){return Math.pow(.95,i.zoomSpeed)}function C(e){h.theta-=e}function L(e){h.phi-=e}let P=function(){let e=new W;return function(t,i){e.setFromMatrixColumn(i,0),e.multiplyScalar(-t),u.add(e)}}(),R=function(){let e=new W;return function(t,r){!0===i.screenSpacePanning?e.setFromMatrixColumn(r,1):(e.setFromMatrixColumn(r,0),e.crossVectors(i.object.up,e)),e.multiplyScalar(t),u.add(e)}}(),D=function(){let e=new W;return function(t,r){let a=i.domElement;if(i.object.isPerspectiveCamera){let n=i.object.position;e.copy(n).sub(i.target);let s=e.length();P(2*t*(s*=Math.tan(i.object.fov/2*Math.PI/180))/a.clientHeight,i.object.matrix),R(2*r*s/a.clientHeight,i.object.matrix)}else i.object.isOrthographicCamera?(P(t*(i.object.right-i.object.left)/i.object.zoom/a.clientWidth,i.object.matrix),R(r*(i.object.top-i.object.bottom)/i.object.zoom/a.clientHeight,i.object.matrix)):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."),i.enablePan=!1)}}();function I(e){i.object.isPerspectiveCamera||i.object.isOrthographicCamera?c/=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),i.enableZoom=!1)}function U(e){i.object.isPerspectiveCamera||i.object.isOrthographicCamera?c*=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),i.enableZoom=!1)}function O(e){if(!i.zoomToCursor)return;w=!0;let t=i.domElement.getBoundingClientRect(),r=e.clientX-t.left,a=e.clientY-t.top,n=t.width,s=t.height;b.x=r/n*2-1,b.y=-(2*(a/s))+1,S.set(b.x,b.y,1).unproject(i.object).sub(i.object.position).normalize()}function N(e){return Math.max(i.minDistance,Math.min(i.maxDistance,e))}function z(e){d.set(e.clientX,e.clientY)}function F(e){m.set(e.clientX,e.clientY)}function k(){if(1===T.length)d.set(T[0].pageX,T[0].pageY);else{let e=.5*(T[0].pageX+T[1].pageX),t=.5*(T[0].pageY+T[1].pageY);d.set(e,t)}}function B(){if(1===T.length)m.set(T[0].pageX,T[0].pageY);else{let e=.5*(T[0].pageX+T[1].pageX),t=.5*(T[0].pageY+T[1].pageY);m.set(e,t)}}function H(){let e=T[0].pageX-T[1].pageX,t=T[0].pageY-T[1].pageY;_.set(0,Math.sqrt(e*e+t*t))}function V(e){if(1==T.length)p.set(e.pageX,e.pageY);else{let t=ee(e),i=.5*(e.pageX+t.x),r=.5*(e.pageY+t.y);p.set(i,r)}f.subVectors(p,d).multiplyScalar(i.rotateSpeed);let t=i.domElement;C(2*Math.PI*f.x/t.clientHeight),L(2*Math.PI*f.y/t.clientHeight),d.copy(p)}function j(e){if(1===T.length)g.set(e.pageX,e.pageY);else{let t=ee(e),i=.5*(e.pageX+t.x),r=.5*(e.pageY+t.y);g.set(i,r)}v.subVectors(g,m).multiplyScalar(i.panSpeed),D(v.x,v.y),m.copy(g)}function q(e){let t=ee(e),r=e.pageX-t.x,a=e.pageY-t.y;M.set(0,Math.sqrt(r*r+a*a)),y.set(0,Math.pow(M.y/_.y,i.zoomSpeed)),I(y.y),_.copy(M)}function X(e){!1!==i.enabled&&(0===T.length&&(i.domElement.setPointerCapture(e.pointerId),i.domElement.addEventListener("pointermove",Y),i.domElement.addEventListener("pointerup",Z)),T.push(e),"touch"===e.pointerType?function(e){switch($(e),T.length){case 1:switch(i.touches.ONE){case a.ROTATE:if(!1===i.enableRotate)return;k(),s=n.TOUCH_ROTATE;break;case a.PAN:if(!1===i.enablePan)return;B(),s=n.TOUCH_PAN;break;default:s=n.NONE}break;case 2:switch(i.touches.TWO){case a.DOLLY_PAN:if(!1===i.enableZoom&&!1===i.enablePan)return;i.enableZoom&&H(),i.enablePan&&B(),s=n.TOUCH_DOLLY_PAN;break;case a.DOLLY_ROTATE:if(!1===i.enableZoom&&!1===i.enableRotate)return;i.enableZoom&&H(),i.enableRotate&&k(),s=n.TOUCH_DOLLY_ROTATE;break;default:s=n.NONE}break;default:s=n.NONE}s!==n.NONE&&i.dispatchEvent(s4)}(e):function(e){let t;switch(e.button){case 0:t=i.mouseButtons.LEFT;break;case 1:t=i.mouseButtons.MIDDLE;break;case 2:t=i.mouseButtons.RIGHT;break;default:t=-1}switch(t){case r.DOLLY:if(!1===i.enableZoom)return;O(e),_.set(e.clientX,e.clientY),s=n.DOLLY;break;case r.ROTATE:if(e.ctrlKey||e.metaKey||e.shiftKey){if(!1===i.enablePan)return;F(e),s=n.PAN}else{if(!1===i.enableRotate)return;z(e),s=n.ROTATE}break;case r.PAN:if(e.ctrlKey||e.metaKey||e.shiftKey){if(!1===i.enableRotate)return;z(e),s=n.ROTATE}else{if(!1===i.enablePan)return;F(e),s=n.PAN}break;default:s=n.NONE}s!==n.NONE&&i.dispatchEvent(s4)}(e))}function Y(e){!1!==i.enabled&&("touch"===e.pointerType?function(e){switch($(e),s){case n.TOUCH_ROTATE:if(!1===i.enableRotate)return;V(e),i.update();break;case n.TOUCH_PAN:if(!1===i.enablePan)return;j(e),i.update();break;case n.TOUCH_DOLLY_PAN:if(!1===i.enableZoom&&!1===i.enablePan)return;i.enableZoom&&q(e),i.enablePan&&j(e),i.update();break;case n.TOUCH_DOLLY_ROTATE:if(!1===i.enableZoom&&!1===i.enableRotate)return;i.enableZoom&&q(e),i.enableRotate&&V(e),i.update();break;default:s=n.NONE}}(e):function(e){switch(s){case n.ROTATE:if(!1===i.enableRotate)return;!function(e){p.set(e.clientX,e.clientY),f.subVectors(p,d).multiplyScalar(i.rotateSpeed);let t=i.domElement;C(2*Math.PI*f.x/t.clientHeight),L(2*Math.PI*f.y/t.clientHeight),d.copy(p),i.update()}(e);break;case n.DOLLY:if(!1===i.enableZoom)return;M.set(e.clientX,e.clientY),y.subVectors(M,_),y.y>0?I(A()):y.y<0&&U(A()),_.copy(M),i.update();break;case n.PAN:if(!1===i.enablePan)return;g.set(e.clientX,e.clientY),v.subVectors(g,m).multiplyScalar(i.panSpeed),D(v.x,v.y),m.copy(g),i.update()}}(e))}function Z(e){(function(e){delete E[e.pointerId];for(let t=0;t0&&I(A()),i.update(),i.dispatchEvent(s5))}function J(e){!1!==i.enabled&&!1!==i.enablePan&&function(e){let t=!1;switch(e.code){case i.keys.UP:e.ctrlKey||e.metaKey||e.shiftKey?L(2*Math.PI*i.rotateSpeed/i.domElement.clientHeight):D(0,i.keyPanSpeed),t=!0;break;case i.keys.BOTTOM:e.ctrlKey||e.metaKey||e.shiftKey?L(-2*Math.PI*i.rotateSpeed/i.domElement.clientHeight):D(0,-i.keyPanSpeed),t=!0;break;case i.keys.LEFT:e.ctrlKey||e.metaKey||e.shiftKey?C(2*Math.PI*i.rotateSpeed/i.domElement.clientHeight):D(i.keyPanSpeed,0),t=!0;break;case i.keys.RIGHT:e.ctrlKey||e.metaKey||e.shiftKey?C(-2*Math.PI*i.rotateSpeed/i.domElement.clientHeight):D(-i.keyPanSpeed,0),t=!0}t&&(e.preventDefault(),i.update())}(e)}function Q(e){!1!==i.enabled&&e.preventDefault()}function $(e){let t=E[e.pointerId];void 0===t&&(t=new x,E[e.pointerId]=t),t.set(e.pageX,e.pageY)}function ee(e){let t=e.pointerId===T[0].pointerId?T[1]:T[0];return E[t.pointerId]}i.domElement.addEventListener("contextmenu",Q),i.domElement.addEventListener("pointerdown",X),i.domElement.addEventListener("pointercancel",Z),i.domElement.addEventListener("wheel",K,{passive:!1}),this.update()}}let oe={name:"CopyShader",uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:"varying vec2 vUv;void main(){vUv=uv;gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);}",fragmentShader:"uniform float opacity;uniform sampler2D tDiffuse;varying vec2 vUv;void main(){vec4 texel=texture2D(tDiffuse,vUv);gl_FragColor=opacity*texel;}"};class ot{constructor(){this.isPass=!0,this.enabled=!0,this.needsSwap=!0,this.clear=!1,this.renderToScreen=!1}setSize(){}render(){console.error("THREE.Pass: .render() must be implemented in derived pass.")}dispose(){}}let oi=new al(-1,1,1,-1,0,1),or=new tg;or.setAttribute("position",new tl([-1,3,0,-1,-1,0,3,-1,0],3)),or.setAttribute("uv",new tl([0,2,0,0,2,0],2));class oa{constructor(e){this._mesh=new tU(or,e)}dispose(){this._mesh.geometry.dispose()}render(e){e.render(this._mesh,oi)}get material(){return this._mesh.material}set material(e){this._mesh.material=e}}class on extends ot{constructor(e,t){super(),this.textureID=void 0!==t?t:"tDiffuse",e instanceof tH?(this.uniforms=e.uniforms,this.material=e):e&&(this.uniforms=tB.clone(e.uniforms),this.material=new tH({name:void 0!==e.name?e.name:"unspecified",defines:Object.assign({},e.defines),uniforms:this.uniforms,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader})),this.fsQuad=new oa(this.material)}render(e,t,i){this.uniforms[this.textureID]&&(this.uniforms[this.textureID].value=i.texture),this.fsQuad.material=this.material,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),this.fsQuad.render(e))}dispose(){this.material.dispose(),this.fsQuad.dispose()}}class os extends ot{constructor(e,t){super(),this.scene=e,this.camera=t,this.clear=!0,this.needsSwap=!1,this.inverse=!1}render(e,t,i){let r,a;let n=e.getContext(),s=e.state;s.buffers.color.setMask(!1),s.buffers.depth.setMask(!1),s.buffers.color.setLocked(!0),s.buffers.depth.setLocked(!0),this.inverse?(r=0,a=1):(r=1,a=0),s.buffers.stencil.setTest(!0),s.buffers.stencil.setOp(n.REPLACE,n.REPLACE,n.REPLACE),s.buffers.stencil.setFunc(n.ALWAYS,r,4294967295),s.buffers.stencil.setClear(a),s.buffers.stencil.setLocked(!0),e.setRenderTarget(i),this.clear&&e.clear(),e.render(this.scene,this.camera),e.setRenderTarget(t),this.clear&&e.clear(),e.render(this.scene,this.camera),s.buffers.color.setLocked(!1),s.buffers.depth.setLocked(!1),s.buffers.color.setMask(!0),s.buffers.depth.setMask(!0),s.buffers.stencil.setLocked(!1),s.buffers.stencil.setFunc(n.EQUAL,1,4294967295),s.buffers.stencil.setOp(n.KEEP,n.KEEP,n.KEEP),s.buffers.stencil.setLocked(!0)}}class oo extends ot{constructor(){super(),this.needsSwap=!1}render(e){e.state.buffers.stencil.setLocked(!1),e.state.buffers.stencil.setTest(!1)}}class ol{constructor(e,t){if(this.renderer=e,this._pixelRatio=e.getPixelRatio(),void 0===t){let i=e.getSize(new x);this._width=i.width,this._height=i.height,(t=new H(this._width*this._pixelRatio,this._height*this._pixelRatio,{type:1016})).texture.name="EffectComposer.rt1"}else this._width=t.width,this._height=t.height;this.renderTarget1=t,this.renderTarget2=t.clone(),this.renderTarget2.texture.name="EffectComposer.rt2",this.writeBuffer=this.renderTarget1,this.readBuffer=this.renderTarget2,this.renderToScreen=!0,this.passes=[],this.copyPass=new on(oe),this.copyPass.material.blending=0,this.clock=new sF}swapBuffers(){let e=this.readBuffer;this.readBuffer=this.writeBuffer,this.writeBuffer=e}addPass(e){this.passes.push(e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}insertPass(e,t){this.passes.splice(t,0,e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}removePass(e){let t=this.passes.indexOf(e);-1!==t&&this.passes.splice(t,1)}isLastEnabledPass(e){for(let t=e+1;t0.;if(abs(relativeVContrast)<.3){vec2 dirToEdge;dirToEdge.x=contrastE>contrastW?1.:-1.;dirToEdge.y=contrastS>contrastN?1.:-1.;vec4 rgbaAlongH=FxaaTexOff(tex,posM,vec2(dirToEdge.x,-dirToEdge.y),fxaaQualityRcpFrame.xy);float matchAlongH=contrast(rgbaM,rgbaAlongH);vec4 rgbaAlongV=FxaaTexOff(tex,posM,vec2(-dirToEdge.x,dirToEdge.y),fxaaQualityRcpFrame.xy);float matchAlongV=contrast(rgbaM,rgbaAlongV);relativeVContrast=matchAlongV-matchAlongH;relativeVContrast*=fxaaQualityinvEdgeThreshold;if(abs(relativeVContrast)<.3){return mix(rgbaM,(rgbaN+rgbaS+rgbaE+rgbaW)*.25,.4);}horzSpan=relativeVContrast>0.;}if(!horzSpan)rgbaN=rgbaW;if(!horzSpan)rgbaS=rgbaE;bool pairN=contrast(rgbaM,rgbaN)>contrast(rgbaM,rgbaS);if(!pairN)rgbaN=rgbaS;vec2 offNP;offNP.x=(!horzSpan)?0.0:fxaaQualityRcpFrame.x;offNP.y=(horzSpan)?0.0:fxaaQualityRcpFrame.y;bool doneN=false;bool doneP=false;float nDist=0.;float pDist=0.;vec2 posN=posM;vec2 posP=posM;int iterationsUsed=0;int iterationsUsedN=0;int iterationsUsedP=0;for(int i=0;icontrast(rgbaEndN,rgbaN);iterationsUsedN=i;}if(!doneP){pDist+=increment;posP=posM-offNP*pDist;vec4 rgbaEndP=FxaaTexTop(tex,posP.xy);doneP=contrast(rgbaEndP,rgbaM)>contrast(rgbaEndP,rgbaN);iterationsUsedP=i;}if(doneN||doneP)break;}if(!doneP&&!doneN)return rgbaM;float dist=min(doneN?float(iterationsUsedN)/float(NUM_SAMPLES-1):1.,doneP?float(iterationsUsedP)/float(NUM_SAMPLES-1):1.);dist=pow(dist,.5);dist=1.-dist;return mix(rgbaM,rgbaN,dist*.5);}void main(){const float edgeDetectionQuality=.2;const float invEdgeDetectionQuality=1./edgeDetectionQuality;gl_FragColor=FxaaPixelShader(vUv,tDiffuse,resolution,edgeDetectionQuality,invEdgeDetectionQuality);}`};function ou(e,t,i){return t in e?Object.defineProperty(e,t,{value:i,enumerable:!0,configurable:!0,writable:!0}):e[t]=i,e}class od extends sb{async loadAndPaint(){await document.fonts.load(this.font,this.text),this.paint()}paint(){let e=document.createElement("canvas"),t=e.getContext("2d");t.font=this.font;let i=t.measureText(this.text);e.width=this.margin[3]+i.actualBoundingBoxLeft+i.actualBoundingBoxRight+this.margin[1],e.height=this.margin[0]+i.actualBoundingBoxAscent+i.actualBoundingBoxDescent+this.margin[2],(t=e.getContext("2d")).font=this.font,t.fillStyle=this.backgroundStyle,t.fillRect(0,0,e.width,e.height),t.fillStyle=this.textStyle,t.fillText(this.text,this.margin[3]+i.actualBoundingBoxLeft,this.margin[0]+i.actualBoundingBoxAscent);let r=new sT(e);r.magFilter=1003,r.minFilter=1003,this.textMaterial.map=r,this.textMaterial.needsUpdate=!0,this.scale.x=e.width/e.height*this.height,this.scale.y=this.height}constructor(e="",t={}){let i=new sc({transparent:!0,alphaTest:1e-5});super(i),ou(this,"painted",void 0),ou(this,"text",void 0),ou(this,"font",void 0),ou(this,"margin",void 0),ou(this,"textStyle",void 0),ou(this,"backgroundStyle",void 0),ou(this,"height",void 0),ou(this,"textMaterial",void 0),this.textMaterial=i,this.text=e,this.font=void 0===t.font?"48px Minecraft":t.font,this.margin=void 0===t.margin?[5,10,5,10]:t.margin,this.textStyle=void 0===t.textStyle?"white":t.textStyle,this.backgroundStyle=void 0===t.backgroundStyle?"rgba(0,0,0,.25)":t.backgroundStyle,this.height=void 0===t.height?4:t.height;let r=void 0===t.repaintAfterLoaded||t.repaintAfterLoaded;r&&!document.fonts.check(this.font,this.text)?(this.paint(),this.painted=this.loadAndPaint()):(this.paint(),this.painted=Promise.resolve())}}function op(e,t,i){return t in e?Object.defineProperty(e,t,{value:i,enumerable:!0,configurable:!0,writable:!0}):e[t]=i,e}function of(e,t,i){return t in e?Object.defineProperty(e,t,{value:i,enumerable:!0,configurable:!0,writable:!0}):e[t]=i,e}class om{update(e,t){if(this.paused)return;let i=t*this.speed;this.animate(e,i),this.animationObjects.forEach((t,i)=>{let r=this.progress0.get(i);t(e,this.progress-r,i)}),this.progress+=i}addAnimation(e){let t=this.currentId++;return this.progress0.set(t,this.progress),this.animationObjects.set(t,e),t}removeAnimation(e){void 0!=e&&(this.animationObjects.delete(e),this.progress0.delete(e))}constructor(){of(this,"speed",1),of(this,"paused",!1),of(this,"progress",0),of(this,"currentId",0),of(this,"progress0",new Map),of(this,"animationObjects",new Map)}}e.BodyPart=sj,e.CapeObject=sX,e.CrouchAnimation=class extends om{addHitAnimation(e=this.speed){this.isRunningHitAnimation=!0,this.hitAnimationSpeed=e}animate(e){let t=8*this.progress;if(0===t&&(this.isCrouched=void 0),this.runOnce){var i;t=(i=t)<=-1?-1:i>=1?1:i}this.showProgress||(t=Math.floor(t)),e.skin.body.rotation.x=.4537860552*Math.abs(Math.sin(t*Math.PI/2)),e.skin.body.position.z=1.3256181*Math.abs(Math.sin(t*Math.PI/2))-3.4500310377*Math.abs(Math.sin(t*Math.PI/2)),e.skin.body.position.y=-6-2.103677462*Math.abs(Math.sin(t*Math.PI/2)),e.cape.position.y=8-1.851236166577372*Math.abs(Math.sin(t*Math.PI/2)),e.cape.rotation.x=10.8*Math.PI/180+.294220265771*Math.abs(Math.sin(t*Math.PI/2)),e.cape.position.z=-2+3.786619432*Math.abs(Math.sin(t*Math.PI/2))-3.4500310377*Math.abs(Math.sin(t*Math.PI/2)),e.elytra.position.x=e.cape.position.x,e.elytra.position.y=e.cape.position.y,e.elytra.position.z=e.cape.position.z,e.elytra.rotation.x=e.cape.rotation.x-10.8*Math.PI/180;let r=this.progress/this.speed;if(1===Math.abs(Math.sin(t*Math.PI/2))?(this.erp=this.isCrouched?this.erp:r,this.isCrouched=!0,e.elytra.leftWing.rotation.z=.26179944+.4582006*Math.abs(Math.sin(Math.min(r-this.erp,1)*Math.PI/2)),e.elytra.updateRightWing()):void 0!==this.isCrouched&&(this.erp=this.isCrouched?r:this.erp,e.elytra.leftWing.rotation.z=.72-.4582006*Math.abs(Math.sin(Math.min(r-this.erp,1)*Math.PI/2)),e.elytra.updateRightWing(),this.isCrouched=!1),e.skin.head.position.y=-3.618325234674*Math.abs(Math.sin(t*Math.PI/2)),e.skin.leftArm.position.z=3.618325234674*Math.abs(Math.sin(t*Math.PI/2))-3.4500310377*Math.abs(Math.sin(t*Math.PI/2)),e.skin.rightArm.position.z=e.skin.leftArm.position.z,e.skin.leftArm.rotation.x=.410367746202*Math.abs(Math.sin(t*Math.PI/2)),e.skin.rightArm.rotation.x=e.skin.leftArm.rotation.x,e.skin.leftArm.rotation.z=.1,e.skin.rightArm.rotation.z=-e.skin.leftArm.rotation.z,e.skin.leftArm.position.y=-2-2.53943318*Math.abs(Math.sin(t*Math.PI/2)),e.skin.rightArm.position.y=e.skin.leftArm.position.y,e.skin.rightLeg.position.z=-3.4500310377*Math.abs(Math.sin(t*Math.PI/2)),e.skin.leftLeg.position.z=e.skin.rightLeg.position.z,this.isRunningHitAnimation){let t=this.progress,i=18*this.progress*this.hitAnimationSpeed/this.speed;0==this.speed&&(i=0);let r=1===Math.abs(Math.sin(t*Math.PI/2));e.skin.rightArm.rotation.x=-.4537860552+2*Math.sin(i+Math.PI)*.3-(r?.4537860552:0),e.skin.rightArm.rotation.z=-(.403*Math.cos(i))+(.01*Math.PI+.06),e.skin.body.rotation.y=-(.06*Math.cos(i)),e.skin.leftArm.rotation.x=.077*Math.sin(i+Math.PI)+(r?.47:0),e.skin.leftArm.rotation.z=-(.015*Math.cos(i))+.13-(r?0:.05),r||(e.skin.leftArm.position.z=.3*Math.cos(i),e.skin.leftArm.position.x=5-.05*Math.cos(i))}}constructor(...e){super(...e),of(this,"showProgress",!1),of(this,"runOnce",!1),of(this,"isRunningHitAnimation",!1),of(this,"hitAnimationSpeed",1),of(this,"erp",0),of(this,"isCrouched",void 0)}},e.EarsObject=sZ,e.ElytraObject=sY,e.FlyingAnimation=class extends om{animate(e){var t;let i=this.progress>0?20*this.progress:0,r=(t=i*i/100)<=0?0:t>=1?1:t;e.rotation.x=r*Math.PI/2,e.skin.head.rotation.x=r>.5?Math.PI/4-e.rotation.x:0;let a=.25*Math.PI*r;e.skin.leftArm.rotation.z=a,e.skin.rightArm.rotation.z=-a;let n=Math.PI/2,s=Math.pow(.9,i);e.elytra.leftWing.rotation.x=.34906584+-.08726644*s,e.elytra.leftWing.rotation.z=n+s*(.2617994-n),e.elytra.updateRightWing()}},e.FunctionAnimation=class extends om{animate(e,t){this.fn(e,this.progress,t)}constructor(e){super(),of(this,"fn",void 0),this.fn=e}},e.HitAnimation=class extends om{animate(e){let t=18*this.progress;e.skin.rightArm.rotation.x=-.9075721104+2*Math.sin(t+Math.PI)*.3,e.skin.rightArm.rotation.z=-(.403*Math.cos(t))+(.01*Math.PI+.06),e.skin.body.rotation.y=-(.06*Math.cos(t)),e.skin.leftArm.rotation.x=.077*Math.sin(t+Math.PI),e.skin.leftArm.rotation.z=-(.015*Math.cos(t))+.13-.05,e.skin.leftArm.position.z=.3*Math.cos(t),e.skin.leftArm.position.x=5-.05*Math.cos(t)}},e.IdleAnimation=class extends om{animate(e){let t=2*this.progress,i=.02*Math.PI;e.skin.leftArm.rotation.z=.03*Math.cos(t)+i,e.skin.rightArm.rotation.z=.03*Math.cos(t+Math.PI)-i,e.cape.rotation.x=.01*Math.sin(t)+.06*Math.PI}},e.NameTagObject=od,e.PlayerAnimation=om,e.PlayerObject=sJ,e.RunningAnimation=class extends om{animate(e){let t=15*this.progress+.5*Math.PI;e.skin.leftLeg.rotation.x=1.3*Math.cos(t+Math.PI),e.skin.rightLeg.rotation.x=1.3*Math.cos(t),e.skin.leftArm.rotation.x=1.5*Math.cos(t),e.skin.rightArm.rotation.x=1.5*Math.cos(t+Math.PI);let i=.1*Math.PI;e.skin.leftArm.rotation.z=.1*Math.cos(t)+i,e.skin.rightArm.rotation.z=.1*Math.cos(t+Math.PI)-i,e.position.y=Math.cos(2*t),e.position.x=.15*Math.cos(t),e.rotation.z=.01*Math.cos(t+Math.PI),e.cape.rotation.x=.1*Math.sin(2*t)+.3*Math.PI}},e.SkinObject=sq,e.SkinViewer=class{updateComposerSize(){this.composer.setSize(this.width,this.height);let e=this.renderer.getPixelRatio();this.composer.setPixelRatio(e),this.fxaaPass.material.uniforms.resolution.value.x=1/(this.width*e),this.fxaaPass.material.uniforms.resolution.value.y=1/(this.height*e)}recreateSkinTexture(){null!==this.skinTexture&&this.skinTexture.dispose(),this.skinTexture=new sT(this.skinCanvas),this.skinTexture.magFilter=1003,this.skinTexture.minFilter=1003,this.playerObject.skin.map=this.skinTexture}recreateCapeTexture(){null!==this.capeTexture&&this.capeTexture.dispose(),this.capeTexture=new sT(this.capeCanvas),this.capeTexture.magFilter=1003,this.capeTexture.minFilter=1003,this.playerObject.cape.map=this.capeTexture,this.playerObject.elytra.map=this.capeTexture}recreateEarsTexture(){null!==this.earsTexture&&this.earsTexture.dispose(),this.earsTexture=new sT(this.earsCanvas),this.earsTexture.magFilter=1003,this.earsTexture.minFilter=1003,this.playerObject.ears.map=this.earsTexture}loadSkin(e,t={}){if(null===e)this.resetSkin();else{if(!sQ(e))return s3(e).then(e=>this.loadSkin(e,t));(function(e,t){let i=!1;if(t.width!==t.height){if(t.width===2*t.height)i=!0;else throw Error(`Bad skin size: ${t.width}x${t.height}`)}let r=e.getContext("2d",{willReadFrequently:!0});if(i){let i=t.width;e.width=i,e.height=i,r.clearRect(0,0,i,i),r.drawImage(t,0,0,i,i/2),function(e,t){e.save(),e.scale(-1,1);let i=t/64,r=(t,r,a,n,s,o)=>e.drawImage(e.canvas,t*i,r*i,a*i,n*i,-s*i,o*i,-a*i,n*i);r(4,16,4,4,20,48),r(8,16,4,4,24,48),r(0,20,4,12,24,52),r(4,20,4,12,20,52),r(8,20,4,12,16,52),r(12,20,4,12,28,52),r(44,16,4,4,36,48),r(48,16,4,4,40,48),r(40,20,4,12,40,52),r(44,20,4,12,36,52),r(48,20,4,12,32,52),r(52,20,4,12,44,52),e.restore()}(r,i),s0(r,e.width,!1)}else e.width=t.width,e.height=t.height,r.clearRect(0,0,t.width,t.height),r.drawImage(t,0,0,e.width,e.height),s0(r,e.width,!0)})(this.skinCanvas,e),this.recreateSkinTexture(),void 0===t.model||"auto-detect"===t.model?this.playerObject.skin.modelType=function(e){let t=e.width/64,i=e.getContext("2d",{willReadFrequently:!0}),r=(e,r,a,n)=>s$(i,e*t,r*t,a*t,n*t),a=(e,r,a,n)=>(function(e,t,i,r,a){let n=e.getImageData(t,i,r,a);for(let e=0;e(function(e,t,i,r,a){let n=e.getImageData(t,i,r,a);for(let e=0;ethis.loadCape(e,t));(function(e,t){let i=function(e){if(e.width===2*e.height)return e.width/64;if(17*e.width==22*e.height)return e.width/22;if(11*e.width==23*e.height)return e.width/46;throw Error(`Bad cape size: ${e.width}x${e.height}`)}(t);e.width=64*i,e.height=32*i;let r=e.getContext("2d",{willReadFrequently:!0});r.clearRect(0,0,e.width,e.height),r.drawImage(t,0,0,t.width,t.height)})(this.capeCanvas,e),this.recreateCapeTexture(),!1!==t.makeVisible&&(this.playerObject.backEquipment=void 0===t.backEquipment?"cape":t.backEquipment)}}resetCape(){this.playerObject.backEquipment=null,this.playerObject.cape.map=null,this.playerObject.elytra.map=null,null!==this.capeTexture&&(this.capeTexture.dispose(),this.capeTexture=null)}loadEars(e,t={}){if(null===e)this.resetEars();else{if(!sQ(e))return s3(e).then(e=>this.loadEars(e,t));"skin"===t.textureType?s1(this.earsCanvas,e):function(e,t){let i=function(e){if(e.width===2*e.height&&e.height%7==0)return e.height/7;throw Error(`Bad ears size: ${e.width}x${e.height}`)}(t);e.width=14*i,e.height=7*i;let r=e.getContext("2d",{willReadFrequently:!0});r.clearRect(0,0,e.width,e.height),r.drawImage(t,0,0,t.width,t.height)}(this.earsCanvas,e),this.recreateEarsTexture(),!1!==t.makeVisible&&(this.playerObject.ears.visible=!0)}}resetEars(){this.playerObject.ears.visible=!1,this.playerObject.ears.map=null,null!==this.earsTexture&&(this.earsTexture.dispose(),this.earsTexture=null)}loadPanorama(e){return this.loadBackground(e,303)}loadBackground(e,t){if(!sQ(e))return s3(e).then(e=>this.loadBackground(e,t));null!==this.backgroundTexture&&this.backgroundTexture.dispose(),this.backgroundTexture=new F,this.backgroundTexture.image=e,void 0!==t&&(this.backgroundTexture.mapping=t),this.backgroundTexture.needsUpdate=!0,this.scene.background=this.backgroundTexture}draw(){let e=this.clock.getDelta();null!==this._animation&&this._animation.update(this.playerObject,e),this.autoRotate&&!(this.controls.enableRotate&&this.isUserRotating)&&(this.playerWrapper.rotation.y+=e*this.autoRotateSpeed),this.controls.update(),this.render(),this.animationID=window.requestAnimationFrame(()=>this.draw())}render(){this.composer.render()}setSize(e,t){this.camera.aspect=e/t,this.camera.updateProjectionMatrix(),this.renderer.setSize(e,t),this.updateComposerSize()}dispose(){this._disposed=!0,this.canvas.removeEventListener("webglcontextlost",this.onContextLost,!1),this.canvas.removeEventListener("webglcontextrestored",this.onContextRestored,!1),null!==this.devicePixelRatioQuery&&(this.devicePixelRatioQuery.removeEventListener("change",this.onDevicePixelRatioChange),this.devicePixelRatioQuery=null),null!==this.animationID&&(window.cancelAnimationFrame(this.animationID),this.animationID=null),this.controls.dispose(),this.renderer.dispose(),this.resetSkin(),this.resetCape(),this.resetEars(),this.background=null,this.fxaaPass.fsQuad.dispose()}get disposed(){return this._disposed}get renderPaused(){return this._renderPaused}set renderPaused(e){this._renderPaused=e,this._renderPaused&&null!==this.animationID?(window.cancelAnimationFrame(this.animationID),this.animationID=null,this.clock.stop(),this.clock.autoStart=!0):this._renderPaused||this._disposed||this.renderer.getContext().isContextLost()||null!=this.animationID||(this.animationID=window.requestAnimationFrame(()=>this.draw()))}get width(){return this.renderer.getSize(new x).width}set width(e){this.setSize(e,this.height)}get height(){return this.renderer.getSize(new x).height}set height(e){this.setSize(this.width,e)}get background(){return this.scene.background}set background(e){null===e||e instanceof te||e instanceof F?this.scene.background=e:this.scene.background=new te(e),null!==this.backgroundTexture&&e!==this.backgroundTexture&&(this.backgroundTexture.dispose(),this.backgroundTexture=null)}adjustCameraDistance(){let e=4.5+16.5/Math.tan(this.fov/180*Math.PI/2)/this.zoom;e<10?e=10:e>256&&(e=256),this.camera.position.multiplyScalar(e/this.camera.position.length()),this.camera.updateProjectionMatrix()}resetCameraPose(){this.camera.position.set(0,0,1),this.camera.rotation.set(0,0,0),this.adjustCameraDistance()}get fov(){return this.camera.fov}set fov(e){this.camera.fov=e,this.adjustCameraDistance()}get zoom(){return this._zoom}set zoom(e){this._zoom=e,this.adjustCameraDistance()}get pixelRatio(){return this._pixelRatio}set pixelRatio(e){"match-device"===e?"match-device"!==this._pixelRatio&&(this._pixelRatio=e,this.onDevicePixelRatioChange()):("match-device"===this._pixelRatio&&null!==this.devicePixelRatioQuery&&(this.devicePixelRatioQuery.removeEventListener("change",this.onDevicePixelRatioChange),this.devicePixelRatioQuery=null),this._pixelRatio=e,this.renderer.setPixelRatio(e),this.updateComposerSize())}get animation(){return this._animation}set animation(e){this._animation!==e&&(this.playerObject.resetJoints(),this.playerObject.position.set(0,0,0),this.playerObject.rotation.set(0,0,0),this.clock.stop(),this.clock.autoStart=!0),null!==e&&(e.progress=0),this._animation=e}get nameTag(){return this._nameTag}set nameTag(e){null!==this._nameTag&&this.playerWrapper.remove(this._nameTag),null!==e&&(e instanceof ej||(e=new od(e)),this.playerWrapper.add(e),e.position.y=20),this._nameTag=e}constructor(e={}){let t;op(this,"canvas",void 0),op(this,"scene",void 0),op(this,"camera",void 0),op(this,"renderer",void 0),op(this,"controls",void 0),op(this,"playerObject",void 0),op(this,"playerWrapper",void 0),op(this,"globalLight",new sz(16777215,3)),op(this,"cameraLight",new sN(16777215,.6)),op(this,"composer",void 0),op(this,"renderPass",void 0),op(this,"fxaaPass",void 0),op(this,"skinCanvas",void 0),op(this,"capeCanvas",void 0),op(this,"earsCanvas",void 0),op(this,"skinTexture",null),op(this,"capeTexture",null),op(this,"earsTexture",null),op(this,"backgroundTexture",null),op(this,"_disposed",!1),op(this,"_renderPaused",!1),op(this,"_zoom",void 0),op(this,"isUserRotating",!1),op(this,"autoRotate",!1),op(this,"autoRotateSpeed",1),op(this,"_animation",void 0),op(this,"clock",void 0),op(this,"animationID",void 0),op(this,"onContextLost",void 0),op(this,"onContextRestored",void 0),op(this,"_pixelRatio",void 0),op(this,"devicePixelRatioQuery",void 0),op(this,"onDevicePixelRatioChange",void 0),op(this,"_nameTag",null),this.canvas=void 0===e.canvas?document.createElement("canvas"):e.canvas,this.skinCanvas=document.createElement("canvas"),this.capeCanvas=document.createElement("canvas"),this.earsCanvas=document.createElement("canvas"),this.scene=new ss,this.camera=new tG,this.camera.add(this.cameraLight),this.scene.add(this.camera),this.scene.add(this.globalLight),D.enabled=!1,this.renderer=new sn({canvas:this.canvas,preserveDrawingBuffer:!0===e.preserveDrawingBuffer}),this.onDevicePixelRatioChange=()=>{this.renderer.setPixelRatio(window.devicePixelRatio),this.updateComposerSize(),"match-device"===this._pixelRatio&&(this.devicePixelRatioQuery=matchMedia(`(resolution: ${window.devicePixelRatio}dppx)`),this.devicePixelRatioQuery.addEventListener("change",this.onDevicePixelRatioChange,{once:!0}))},void 0===e.pixelRatio||"match-device"===e.pixelRatio?(this._pixelRatio="match-device",this.devicePixelRatioQuery=matchMedia(`(resolution: ${window.devicePixelRatio}dppx)`),this.devicePixelRatioQuery.addEventListener("change",this.onDevicePixelRatioChange,{once:!0}),this.renderer.setPixelRatio(window.devicePixelRatio)):(this._pixelRatio=e.pixelRatio,this.devicePixelRatioQuery=null,this.renderer.setPixelRatio(e.pixelRatio)),this.renderer.setClearColor(0,0),this.renderer.capabilities.isWebGL2&&(t=new H(0,0,{depthTexture:new st(0,0,1015)})),this.composer=new ol(this.renderer,t),this.renderPass=new oh(this.scene,this.camera),this.fxaaPass=new on(oc),this.composer.addPass(this.renderPass),this.composer.addPass(this.fxaaPass),this.playerObject=new sJ,this.playerObject.name="player",this.playerObject.skin.visible=!1,this.playerObject.cape.visible=!1,this.playerWrapper=new n7,this.playerWrapper.add(this.playerObject),this.scene.add(this.playerWrapper),this.controls=new s9(this.camera,this.canvas),this.controls.enablePan=!1,this.controls.minDistance=10,this.controls.maxDistance=256,!1===e.enableControls&&(this.controls.enabled=!1),void 0!==e.skin&&this.loadSkin(e.skin,{model:e.model,ears:"current-skin"===e.ears}),void 0!==e.cape&&this.loadCape(e.cape),void 0!==e.ears&&"current-skin"!==e.ears&&this.loadEars(e.ears.source,{textureType:e.ears.textureType}),void 0!==e.width&&(this.width=e.width),void 0!==e.height&&(this.height=e.height),void 0!==e.background&&(this.background=e.background),void 0!==e.panorama&&this.loadPanorama(e.panorama),void 0!==e.nameTag&&(this.nameTag=e.nameTag),this.camera.position.z=1,this._zoom=void 0===e.zoom?.9:e.zoom,this.fov=void 0===e.fov?50:e.fov,this._animation=void 0===e.animation?null:e.animation,this.clock=new sF,!0===e.renderPaused?(this._renderPaused=!0,this.animationID=null):this.animationID=window.requestAnimationFrame(()=>this.draw()),this.onContextLost=e=>{e.preventDefault(),null!==this.animationID&&(window.cancelAnimationFrame(this.animationID),this.animationID=null)},this.onContextRestored=()=>{this.renderer.setClearColor(0,0),this._renderPaused||this._disposed||null!==this.animationID||(this.animationID=window.requestAnimationFrame(()=>this.draw()))},this.canvas.addEventListener("webglcontextlost",this.onContextLost,!1),this.canvas.addEventListener("webglcontextrestored",this.onContextRestored,!1),this.canvas.addEventListener("mousedown",()=>{this.isUserRotating=!0},!1),this.canvas.addEventListener("mouseup",()=>{this.isUserRotating=!1},!1),this.canvas.addEventListener("touchmove",e=>{1===e.touches.length?this.isUserRotating=!0:this.isUserRotating=!1},!1),this.canvas.addEventListener("touchend",()=>{this.isUserRotating=!1},!1)}},e.WalkingAnimation=class extends om{animate(e){let t=8*this.progress;e.skin.leftLeg.rotation.x=.5*Math.sin(t),e.skin.rightLeg.rotation.x=.5*Math.sin(t+Math.PI),e.skin.leftArm.rotation.x=.5*Math.sin(t+Math.PI),e.skin.rightArm.rotation.x=.5*Math.sin(t);let i=.02*Math.PI;e.skin.leftArm.rotation.z=.03*Math.cos(t)+i,e.skin.rightArm.rotation.z=.03*Math.cos(t+Math.PI)-i,this.headBobbing?(e.skin.head.rotation.y=.2*Math.sin(t/4),e.skin.head.rotation.x=.1*Math.sin(t/5)):(e.skin.head.rotation.y=0,e.skin.head.rotation.x=0),e.cape.rotation.x=.06*Math.sin(t/1.5)+.06*Math.PI}constructor(...e){super(...e),of(this,"headBobbing",!0)}},e.WaveAnimation=class extends om{animate(e){let t=2*this.progress*Math.PI*.5,i="left"===this.whichArm?e.skin.leftArm:e.skin.rightArm;i.rotation.x=180,i.rotation.z=.5*Math.sin(t)}constructor(e="left"){super(),of(this,"whichArm",void 0),this.whichArm=e}}});//# sourceMappingURL=skinview3d.bundle.js.map diff --git a/wwwroot/assets/js/skinview3d.bundle.js.map b/wwwroot/assets/js/skinview3d.bundle.js.map new file mode 100644 index 0000000..a0e46fa --- /dev/null +++ b/wwwroot/assets/js/skinview3d.bundle.js.map @@ -0,0 +1 @@ +{"version":3,"file":"skinview3d.bundle.js","sources":["../node_modules/three/src/extras/ImageUtils.js","../node_modules/three/src/objects/Sprite.js","../node_modules/three/src/constants.js","../node_modules/three/src/core/EventDispatcher.js","../node_modules/three/src/math/MathUtils.js","../node_modules/three/src/math/Vector2.js","../node_modules/three/src/math/Matrix3.js","../node_modules/three/src/utils.js","../node_modules/three/src/math/ColorManagement.js","../node_modules/three/src/textures/Source.js","../node_modules/three/src/textures/Texture.js","../node_modules/three/src/math/Vector4.js","../node_modules/three/src/core/RenderTarget.js","../node_modules/three/src/renderers/WebGLRenderTarget.js","../node_modules/three/src/textures/DataArrayTexture.js","../node_modules/three/src/math/Quaternion.js","../node_modules/three/src/math/Vector3.js","../node_modules/three/src/math/Box3.js","../node_modules/three/src/math/Sphere.js","../node_modules/three/src/math/Ray.js","../node_modules/three/src/math/Matrix4.js","../node_modules/three/src/math/Euler.js","../node_modules/three/src/core/Layers.js","../node_modules/three/src/core/Object3D.js","../node_modules/three/src/math/Triangle.js","../node_modules/three/src/materials/Material.js","../node_modules/three/src/math/Color.js","../node_modules/three/src/materials/MeshBasicMaterial.js","../node_modules/three/src/core/BufferAttribute.js","../node_modules/three/src/core/BufferGeometry.js","../node_modules/three/src/objects/Mesh.js","../node_modules/three/src/geometries/BoxGeometry.js","../node_modules/three/src/renderers/shaders/UniformsUtils.js","../node_modules/three/src/materials/ShaderMaterial.js","../node_modules/three/src/renderers/shaders/ShaderChunk/default_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js","../node_modules/three/src/cameras/Camera.js","../node_modules/three/src/cameras/PerspectiveCamera.js","../node_modules/three/src/cameras/CubeCamera.js","../node_modules/three/src/textures/CubeTexture.js","../node_modules/three/src/renderers/WebGLCubeRenderTarget.js","../node_modules/three/src/math/Plane.js","../node_modules/three/src/math/Frustum.js","../node_modules/three/src/renderers/webgl/WebGLAnimation.js","../node_modules/three/src/renderers/webgl/WebGLAttributes.js","../node_modules/three/src/geometries/PlaneGeometry.js","../node_modules/three/src/renderers/shaders/ShaderChunk/alphahash_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/alphahash_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/alphatest_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/iridescence_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/common.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js","../node_modules/three/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js","../node_modules/t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objects/Group.js","../node_modules/three/src/renderers/webxr/WebXRController.js","../node_modules/three/src/textures/DepthTexture.js","../node_modules/three/src/renderers/webxr/WebXRManager.js","../node_modules/three/src/renderers/webgl/WebGLMaterials.js","../node_modules/three/src/renderers/webgl/WebGLUniformsGroups.js","../node_modules/three/src/renderers/WebGLRenderer.js","../node_modules/three/src/scenes/Scene.js","../node_modules/three/src/core/InterleavedBuffer.js","../node_modules/three/src/core/InterleavedBufferAttribute.js","../node_modules/three/src/materials/SpriteMaterial.js","../node_modules/three/src/textures/CanvasTexture.js","../node_modules/three/src/materials/MeshStandardMaterial.js","../node_modules/three/src/lights/Light.js","../node_modules/three/src/lights/LightShadow.js","../node_modules/three/src/lights/PointLightShadow.js","../node_modules/three/src/lights/PointLight.js","../node_modules/three/src/lights/AmbientLight.js","../node_modules/three/src/core/Clock.js","../node_modules/three/src/math/Spherical.js","../src/model.ts","../node_modules/skinview-utils/build/types.js","../node_modules/skinview-utils/build/process.js","../node_modules/skinview-utils/build/load-image.js","../node_modules/three/examples/jsm/controls/OrbitControls.js","../node_modules/three/examples/jsm/shaders/CopyShader.js","../node_modules/three/examples/jsm/postprocessing/Pass.js","../node_modules/three/examples/jsm/postprocessing/ShaderPass.js","../node_modules/three/examples/jsm/postprocessing/MaskPass.js","../node_modules/three/examples/jsm/postprocessing/EffectComposer.js","../node_modules/three/examples/jsm/postprocessing/RenderPass.js","../node_modules/three/examples/jsm/shaders/FXAAShader.js","../src/nametag.ts","../src/animation.ts","../src/viewer.ts"],"sourcesContent":["import { createElementNS } from '../utils.js';\nimport { SRGBToLinear } from '../math/ColorManagement.js';\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nexport { ImageUtils };\n","import { Vector2 } from '../math/Vector2.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { Triangle } from '../math/Triangle.js';\nimport { Object3D } from '../core/Object3D.js';\nimport { BufferGeometry } from '../core/BufferGeometry.js';\nimport { InterleavedBuffer } from '../core/InterleavedBuffer.js';\nimport { InterleavedBufferAttribute } from '../core/InterleavedBufferAttribute.js';\nimport { SpriteMaterial } from '../materials/SpriteMaterial.js';\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nexport { Sprite };\n","export const REVISION = '156';\n\nexport const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nexport const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nexport const CullFaceNone = 0;\nexport const CullFaceBack = 1;\nexport const CullFaceFront = 2;\nexport const CullFaceFrontBack = 3;\nexport const BasicShadowMap = 0;\nexport const PCFShadowMap = 1;\nexport const PCFSoftShadowMap = 2;\nexport const VSMShadowMap = 3;\nexport const FrontSide = 0;\nexport const BackSide = 1;\nexport const DoubleSide = 2;\nexport const TwoPassDoubleSide = 2; // r149\nexport const NoBlending = 0;\nexport const NormalBlending = 1;\nexport const AdditiveBlending = 2;\nexport const SubtractiveBlending = 3;\nexport const MultiplyBlending = 4;\nexport const CustomBlending = 5;\nexport const AddEquation = 100;\nexport const SubtractEquation = 101;\nexport const ReverseSubtractEquation = 102;\nexport const MinEquation = 103;\nexport const MaxEquation = 104;\nexport const ZeroFactor = 200;\nexport const OneFactor = 201;\nexport const SrcColorFactor = 202;\nexport const OneMinusSrcColorFactor = 203;\nexport const SrcAlphaFactor = 204;\nexport const OneMinusSrcAlphaFactor = 205;\nexport const DstAlphaFactor = 206;\nexport const OneMinusDstAlphaFactor = 207;\nexport const DstColorFactor = 208;\nexport const OneMinusDstColorFactor = 209;\nexport const SrcAlphaSaturateFactor = 210;\nexport const NeverDepth = 0;\nexport const AlwaysDepth = 1;\nexport const LessDepth = 2;\nexport const LessEqualDepth = 3;\nexport const EqualDepth = 4;\nexport const GreaterEqualDepth = 5;\nexport const GreaterDepth = 6;\nexport const NotEqualDepth = 7;\nexport const MultiplyOperation = 0;\nexport const MixOperation = 1;\nexport const AddOperation = 2;\nexport const NoToneMapping = 0;\nexport const LinearToneMapping = 1;\nexport const ReinhardToneMapping = 2;\nexport const CineonToneMapping = 3;\nexport const ACESFilmicToneMapping = 4;\nexport const CustomToneMapping = 5;\n\nexport const UVMapping = 300;\nexport const CubeReflectionMapping = 301;\nexport const CubeRefractionMapping = 302;\nexport const EquirectangularReflectionMapping = 303;\nexport const EquirectangularRefractionMapping = 304;\nexport const CubeUVReflectionMapping = 306;\nexport const RepeatWrapping = 1000;\nexport const ClampToEdgeWrapping = 1001;\nexport const MirroredRepeatWrapping = 1002;\nexport const NearestFilter = 1003;\nexport const NearestMipmapNearestFilter = 1004;\nexport const NearestMipMapNearestFilter = 1004;\nexport const NearestMipmapLinearFilter = 1005;\nexport const NearestMipMapLinearFilter = 1005;\nexport const LinearFilter = 1006;\nexport const LinearMipmapNearestFilter = 1007;\nexport const LinearMipMapNearestFilter = 1007;\nexport const LinearMipmapLinearFilter = 1008;\nexport const LinearMipMapLinearFilter = 1008;\nexport const UnsignedByteType = 1009;\nexport const ByteType = 1010;\nexport const ShortType = 1011;\nexport const UnsignedShortType = 1012;\nexport const IntType = 1013;\nexport const UnsignedIntType = 1014;\nexport const FloatType = 1015;\nexport const HalfFloatType = 1016;\nexport const UnsignedShort4444Type = 1017;\nexport const UnsignedShort5551Type = 1018;\nexport const UnsignedInt248Type = 1020;\nexport const AlphaFormat = 1021;\nexport const RGBAFormat = 1023;\nexport const LuminanceFormat = 1024;\nexport const LuminanceAlphaFormat = 1025;\nexport const DepthFormat = 1026;\nexport const DepthStencilFormat = 1027;\nexport const RedFormat = 1028;\nexport const RedIntegerFormat = 1029;\nexport const RGFormat = 1030;\nexport const RGIntegerFormat = 1031;\nexport const RGBAIntegerFormat = 1033;\n\nexport const RGB_S3TC_DXT1_Format = 33776;\nexport const RGBA_S3TC_DXT1_Format = 33777;\nexport const RGBA_S3TC_DXT3_Format = 33778;\nexport const RGBA_S3TC_DXT5_Format = 33779;\nexport const RGB_PVRTC_4BPPV1_Format = 35840;\nexport const RGB_PVRTC_2BPPV1_Format = 35841;\nexport const RGBA_PVRTC_4BPPV1_Format = 35842;\nexport const RGBA_PVRTC_2BPPV1_Format = 35843;\nexport const RGB_ETC1_Format = 36196;\nexport const RGB_ETC2_Format = 37492;\nexport const RGBA_ETC2_EAC_Format = 37496;\nexport const RGBA_ASTC_4x4_Format = 37808;\nexport const RGBA_ASTC_5x4_Format = 37809;\nexport const RGBA_ASTC_5x5_Format = 37810;\nexport const RGBA_ASTC_6x5_Format = 37811;\nexport const RGBA_ASTC_6x6_Format = 37812;\nexport const RGBA_ASTC_8x5_Format = 37813;\nexport const RGBA_ASTC_8x6_Format = 37814;\nexport const RGBA_ASTC_8x8_Format = 37815;\nexport const RGBA_ASTC_10x5_Format = 37816;\nexport const RGBA_ASTC_10x6_Format = 37817;\nexport const RGBA_ASTC_10x8_Format = 37818;\nexport const RGBA_ASTC_10x10_Format = 37819;\nexport const RGBA_ASTC_12x10_Format = 37820;\nexport const RGBA_ASTC_12x12_Format = 37821;\nexport const RGBA_BPTC_Format = 36492;\nexport const RGB_BPTC_SIGNED_Format = 36494;\nexport const RGB_BPTC_UNSIGNED_Format = 36495;\nexport const RED_RGTC1_Format = 36283;\nexport const SIGNED_RED_RGTC1_Format = 36284;\nexport const RED_GREEN_RGTC2_Format = 36285;\nexport const SIGNED_RED_GREEN_RGTC2_Format = 36286;\nexport const LoopOnce = 2200;\nexport const LoopRepeat = 2201;\nexport const LoopPingPong = 2202;\nexport const InterpolateDiscrete = 2300;\nexport const InterpolateLinear = 2301;\nexport const InterpolateSmooth = 2302;\nexport const ZeroCurvatureEnding = 2400;\nexport const ZeroSlopeEnding = 2401;\nexport const WrapAroundEnding = 2402;\nexport const NormalAnimationBlendMode = 2500;\nexport const AdditiveAnimationBlendMode = 2501;\nexport const TrianglesDrawMode = 0;\nexport const TriangleStripDrawMode = 1;\nexport const TriangleFanDrawMode = 2;\n/** @deprecated Use LinearSRGBColorSpace or NoColorSpace in three.js r152+. */\nexport const LinearEncoding = 3000;\n/** @deprecated Use SRGBColorSpace in three.js r152+. */\nexport const sRGBEncoding = 3001;\nexport const BasicDepthPacking = 3200;\nexport const RGBADepthPacking = 3201;\nexport const TangentSpaceNormalMap = 0;\nexport const ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nexport const NoColorSpace = '';\nexport const SRGBColorSpace = 'srgb';\nexport const LinearSRGBColorSpace = 'srgb-linear';\nexport const DisplayP3ColorSpace = 'display-p3';\nexport const LinearDisplayP3ColorSpace = 'display-p3-linear';\n\nexport const ZeroStencilOp = 0;\nexport const KeepStencilOp = 7680;\nexport const ReplaceStencilOp = 7681;\nexport const IncrementStencilOp = 7682;\nexport const DecrementStencilOp = 7683;\nexport const IncrementWrapStencilOp = 34055;\nexport const DecrementWrapStencilOp = 34056;\nexport const InvertStencilOp = 5386;\n\nexport const NeverStencilFunc = 512;\nexport const LessStencilFunc = 513;\nexport const EqualStencilFunc = 514;\nexport const LessEqualStencilFunc = 515;\nexport const GreaterStencilFunc = 516;\nexport const NotEqualStencilFunc = 517;\nexport const GreaterEqualStencilFunc = 518;\nexport const AlwaysStencilFunc = 519;\n\nexport const NeverCompare = 512;\nexport const LessCompare = 513;\nexport const EqualCompare = 514;\nexport const LessEqualCompare = 515;\nexport const GreaterCompare = 516;\nexport const NotEqualCompare = 517;\nexport const GreaterEqualCompare = 518;\nexport const AlwaysCompare = 519;\n\nexport const StaticDrawUsage = 35044;\nexport const DynamicDrawUsage = 35048;\nexport const StreamDrawUsage = 35040;\nexport const StaticReadUsage = 35045;\nexport const DynamicReadUsage = 35049;\nexport const StreamReadUsage = 35041;\nexport const StaticCopyUsage = 35046;\nexport const DynamicCopyUsage = 35050;\nexport const StreamCopyUsage = 35042;\n\nexport const GLSL1 = '100';\nexport const GLSL3 = '300 es';\n\nexport const _SRGBAFormat = 1035; // fallback for WebGL 1\n\nexport const WebGLCoordinateSystem = 2000;\nexport const WebGPUCoordinateSystem = 2001;\n","/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\n\nexport { EventDispatcher };\n","const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize\n};\n\nexport {\n\tDEG2RAD,\n\tRAD2DEG,\n\tgenerateUUID,\n\tclamp,\n\teuclideanModulo,\n\tmapLinear,\n\tinverseLerp,\n\tlerp,\n\tdamp,\n\tpingpong,\n\tsmoothstep,\n\tsmootherstep,\n\trandInt,\n\trandFloat,\n\trandFloatSpread,\n\tseededRandom,\n\tdegToRad,\n\tradToDeg,\n\tisPowerOfTwo,\n\tceilPowerOfTwo,\n\tfloorPowerOfTwo,\n\tsetQuaternionFromProperEuler,\n\tnormalize,\n\tdenormalize,\n\tMathUtils\n};\n","import * as MathUtils from './MathUtils.js';\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nexport { Vector2 };\n","class Matrix3 {\n\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nexport { Matrix3 };\n","function arrayMin( array ) {\n\n\tif ( array.length === 0 ) return Infinity;\n\n\tlet min = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] < min ) min = array[ i ];\n\n\t}\n\n\treturn min;\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nfunction warnOnce( message ) {\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\tconsole.warn( message );\n\n}\n\nexport { arrayMin, arrayMax, arrayNeedsUint32, getTypedArray, createElementNS, createCanvasElement, warnOnce };\n","import { SRGBColorSpace, LinearSRGBColorSpace, DisplayP3ColorSpace, } from '../constants.js';\nimport { Matrix3 } from './Matrix3.js';\n\nexport function SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nexport function LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\n/**\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\n * or clipping. Based on W3C specifications for sRGB and Display P3,\n * and ICC specifications for the D50 connection space. Values in/out\n * are _linear_ sRGB and _linear_ Display P3.\n *\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\n *\n * Reference:\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().fromArray( [\n\t0.8224621, 0.0331941, 0.0170827,\n\t0.1775380, 0.9668058, 0.0723974,\n\t- 0.0000001, 0.0000001, 0.9105199\n] );\n\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [\n\t1.2249401, - 0.0420569, - 0.0196376,\n\t- 0.2249404, 1.0420571, - 0.0786361,\n\t0.0000001, 0.0000000, 1.0982735\n] );\n\nfunction DisplayP3ToLinearSRGB( color ) {\n\n\t// Display P3 uses the sRGB transfer functions\n\treturn color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB );\n\n}\n\nfunction LinearSRGBToDisplayP3( color ) {\n\n\t// Display P3 uses the sRGB transfer functions\n\treturn color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB();\n\n}\n\n// Conversions from to Linear-sRGB reference space.\nconst TO_LINEAR = {\n\t[ LinearSRGBColorSpace ]: ( color ) => color,\n\t[ SRGBColorSpace ]: ( color ) => color.convertSRGBToLinear(),\n\t[ DisplayP3ColorSpace ]: DisplayP3ToLinearSRGB,\n};\n\n// Conversions to from Linear-sRGB reference space.\nconst FROM_LINEAR = {\n\t[ LinearSRGBColorSpace ]: ( color ) => color,\n\t[ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),\n\t[ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,\n};\n\nexport const ColorManagement = {\n\n\tenabled: true,\n\n\tget legacyMode() {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );\n\n\t\treturn ! this.enabled;\n\n\t},\n\n\tset legacyMode( legacyMode ) {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );\n\n\t\tthis.enabled = ! legacyMode;\n\n\t},\n\n\tget workingColorSpace() {\n\n\t\treturn LinearSRGBColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tconst sourceToLinear = TO_LINEAR[ sourceColorSpace ];\n\t\tconst targetFromLinear = FROM_LINEAR[ targetColorSpace ];\n\n\t\tif ( sourceToLinear === undefined || targetFromLinear === undefined ) {\n\n\t\t\tthrow new Error( `Unsupported color space conversion, \"${ sourceColorSpace }\" to \"${ targetColorSpace }\".` );\n\n\t\t}\n\n\t\treturn targetFromLinear( sourceToLinear( color ) );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this.workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this.workingColorSpace );\n\n\t},\n\n};\n","import { ImageUtils } from '../extras/ImageUtils.js';\nimport * as MathUtils from '../math/MathUtils.js';\n\nlet sourceId = 0;\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tObject.defineProperty( this, 'id', { value: sourceId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.data = data;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nexport { Source };\n","import { EventDispatcher } from '../core/EventDispatcher.js';\nimport {\n\tMirroredRepeatWrapping,\n\tClampToEdgeWrapping,\n\tRepeatWrapping,\n\tUnsignedByteType,\n\tRGBAFormat,\n\tLinearMipmapLinearFilter,\n\tLinearFilter,\n\tUVMapping,\n\tsRGBEncoding,\n\tSRGBColorSpace,\n\tNoColorSpace,\n\tLinearEncoding\n} from '../constants.js';\nimport * as MathUtils from '../math/MathUtils.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Matrix3 } from '../math/Matrix3.js';\nimport { Source } from './Source.js';\nimport { warnOnce } from '../utils.js';\n\nlet _textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\t\tthis.channel = 0;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\tif ( typeof colorSpace === 'string' ) {\n\n\t\t\tthis.colorSpace = colorSpace;\n\n\t\t} else { // @deprecated, r152\n\n\t\t\twarnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );\n\t\t\tthis.colorSpace = colorSpace === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\n\n\t\t}\n\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value = null ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tget encoding() { // @deprecated, r152\n\n\t\twarnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );\n\t\treturn this.colorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;\n\n\t}\n\n\tset encoding( encoding ) { // @deprecated, r152\n\n\t\twarnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );\n\t\tthis.colorSpace = encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\n\nexport { Texture };\n","class Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\t\tthis.w = Math.trunc( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\nexport { Vector4 };\n","import { EventDispatcher } from './EventDispatcher.js';\nimport { Texture } from '../textures/Texture.js';\nimport { LinearFilter, NoColorSpace, SRGBColorSpace, sRGBEncoding } from '../constants.js';\nimport { Vector4 } from '../math/Vector4.js';\nimport { Source } from '../textures/Source.js';\nimport { warnOnce } from '../utils.js';\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass RenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\tif ( options.encoding !== undefined ) {\n\n\t\t\t// @deprecated, r152\n\t\t\twarnOnce( 'THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace.' );\n\t\t\toptions.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\n\n\t\t}\n\n\t\tthis.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.flipY = false;\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t\tthis.samples = options.samples !== undefined ? options.samples : 0;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.scissor.copy( source.scissor );\n\t\tthis.scissorTest = source.scissorTest;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nexport { RenderTarget };\n","import { RenderTarget } from '../core/RenderTarget.js';\n\nclass WebGLRenderTarget extends RenderTarget {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t}\n\n}\n\nexport { WebGLRenderTarget };\n","import { Texture } from './Texture.js';\nimport { ClampToEdgeWrapping, NearestFilter } from '../constants.js';\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nexport { DataArrayTexture };\n","import * as MathUtils from './MathUtils.js';\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// Derived from http://planning.cs.uiuc.edu/node198.html\n\t\t// Note, this source uses w, x, y, z ordering,\n\t\t// so we swap the order below.\n\n\t\tconst u1 = Math.random();\n\t\tconst sqrt1u1 = Math.sqrt( 1 - u1 );\n\t\tconst sqrtu1 = Math.sqrt( u1 );\n\n\t\tconst u2 = 2 * Math.PI * Math.random();\n\n\t\tconst u3 = 2 * Math.PI * Math.random();\n\n\t\treturn this.set(\n\t\t\tsqrt1u1 * Math.cos( u2 ),\n\t\t\tsqrtu1 * Math.sin( u3 ),\n\t\t\tsqrtu1 * Math.cos( u3 ),\n\t\t\tsqrt1u1 * Math.sin( u2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nexport { Quaternion };\n","import * as MathUtils from './MathUtils.js';\nimport { Quaternion } from './Quaternion.js';\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// Derived from https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst u = ( Math.random() - 0.5 ) * 2;\n\t\tconst t = Math.random() * Math.PI * 2;\n\t\tconst f = Math.sqrt( 1 - u ** 2 );\n\n\t\tthis.x = f * Math.cos( t );\n\t\tthis.y = f * Math.sin( t );\n\t\tthis.z = u;\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nexport { Vector3 };\n","import { Vector3 } from './Vector3.js';\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\n\n\t\t\tthis.expandByPoint( _vector.fromArray( array, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( _vector.fromBufferAttribute( attribute, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tif ( object.boundingBox !== undefined ) {\n\n\t\t\tif ( object.boundingBox === null ) {\n\n\t\t\t\tobject.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( object.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry !== undefined ) {\n\n\t\t\t\tif ( precise && geometry.attributes !== undefined && geometry.attributes.position !== undefined ) {\n\n\t\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\t\tfor ( let i = 0, l = position.count; i < l; i ++ ) {\n\n\t\t\t\t\t\t_vector.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld );\n\t\t\t\t\t\tthis.expandByPoint( _vector );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\t\t\tthis.union( _box );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector ).distanceTo( point );\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\ttarget.makeEmpty();\n\n\t\t} else {\n\n\t\t\tthis.getCenter( target.center );\n\n\t\t\ttarget.radius = this.getSize( _vector ).length() * 0.5;\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector = /*@__PURE__*/ new Vector3();\n\nconst _box = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nexport { Box3 };\n","import { Box3 } from './Box3.js';\nimport { Vector3 } from './Vector3.js';\n\nconst _box = /*@__PURE__*/ new Box3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1.copy( sphere.center ).add( _v2 ) );\n\n\t\t\tthis.expandByPoint( _v1.copy( sphere.center ).sub( _v2 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nexport { Sphere };\n","import { Vector3 } from './Vector3.js';\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t\treturn _vector.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector.dot( this.direction );\n\t\tconst d2 = _vector.dot( _vector ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if t1 is behind the ray - if so, return null\n\t\tif ( t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nexport { Ray };\n","import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';\nimport { Vector3 } from './Vector3.js';\n\nclass Matrix4 {\n\n\tconstructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x.x,\n\t\t\t\t0, 1, 0, x.y,\n\t\t\t\t0, 0, 1, x.z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x,\n\t\t\t\t0, 1, 0, y,\n\t\t\t\t0, 0, 1, z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\n\t\tlet c, d;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tc = - ( far + near ) / ( far - near );\n\t\t\td = ( - 2 * far * near ) / ( far - near );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tc = - far / ( far - near );\n\t\t\td = ( - far * near ) / ( far - near );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a; \tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b; \tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c; \tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\n\t\tlet z, zInv;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tz = ( far + near ) * p;\n\t\t\tzInv = - 2 * p;\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tz = near * p;\n\t\t\tzInv = - 1 * p;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\t\tte[ 8 ] = 0; \t\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0; \t\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0; \t\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0; \t\tte[ 6 ] = 0;\t\tte[ 10 ] = zInv;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0; \t\tte[ 7 ] = 0;\t\tte[ 11 ] = 0;\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nexport { Matrix4 };\n","import { Quaternion } from './Quaternion.js';\nimport { Matrix4 } from './Matrix4.js';\nimport { clamp } from './MathUtils.js';\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nexport { Euler };\n","class Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\n\nexport { Layers };\n","import { Quaternion } from '../math/Quaternion.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { EventDispatcher } from './EventDispatcher.js';\nimport { Euler } from '../math/Euler.js';\nimport { Layers } from './Layers.js';\nimport { Matrix3 } from '../math/Matrix3.js';\nimport * as MathUtils from '../math/MathUtils.js';\n\nlet _object3DId = 0;\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\treturn this.remove( ... this.children );\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value ) {\n\n\t\tlet result = [];\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst childResult = this.children[ i ].getObjectsByProperty( name, value );\n\n\t\t\tif ( childResult.length > 0 ) {\n\n\t\t\t\tresult = result.concat( childResult );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tif ( child.matrixWorldAutoUpdate === true || force === true ) {\n\n\t\t\t\tchild.updateMatrixWorld( force );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tif ( child.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\t\tobject.up = this.up.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.animations = source.animations.slice();\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nexport { Object3D };\n","import { Vector3 } from './Vector3.js';\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nlet warnedGetUV = false;\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0.subVectors( a, b );\n\t\ttarget.cross( _v0 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0.subVectors( c, a );\n\t\t_v1.subVectors( b, a );\n\t\t_v2.subVectors( point, a );\n\n\t\tconst dot00 = _v0.dot( _v0 );\n\t\tconst dot01 = _v0.dot( _v1 );\n\t\tconst dot02 = _v0.dot( _v2 );\n\t\tconst dot11 = _v1.dot( _v1 );\n\t\tconst dot12 = _v1.dot( _v2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { // @deprecated, r151\n\n\t\tif ( warnedGetUV === false ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().' );\n\n\t\t\twarnedGetUV = true;\n\n\t\t}\n\n\t\treturn this.getInterpolation( point, p1, p2, p3, uv1, uv2, uv3, target );\n\n\t}\n\n\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.setScalar( 0 );\n\t\ttarget.addScaledVector( v1, _v3.x );\n\t\ttarget.addScaledVector( v2, _v3.y );\n\t\ttarget.addScaledVector( v3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0.subVectors( c, b );\n\t\t_v1.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0.cross( _v1 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0.subVectors( this.c, this.b );\n\t\t_v1.subVectors( this.a, this.b );\n\n\t\treturn _v0.cross( _v1 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) { // @deprecated, r151\n\n\t\tif ( warnedGetUV === false ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().' );\n\n\t\t\twarnedGetUV = true;\n\n\t\t}\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tgetInterpolation( point, v1, v2, v3, target ) {\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nexport { Triangle };\n","import { EventDispatcher } from '../core/EventDispatcher.js';\nimport { FrontSide, NormalBlending, LessEqualDepth, AddEquation, OneMinusSrcAlphaFactor, SrcAlphaFactor, AlwaysStencilFunc, KeepStencilOp } from '../constants.js';\nimport * as MathUtils from '../math/MathUtils.js';\n\nlet _materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _materialId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\t\tthis.alphaHash = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\n\t\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\n\n\t\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\n\n\t\t\tdata.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaHash === true ) data.alphaHash = this.alphaHash;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = this.forceSinglePass;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaHash = source.alphaHash;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nexport { Material };\n","import { clamp, euclideanModulo, lerp } from './MathUtils.js';\nimport { ColorManagement, SRGBToLinear, LinearToSRGB } from './ColorManagement.js';\nimport { SRGBColorSpace } from '../constants.js';\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\treturn this.set( r, g, b );\n\n\t}\n\n\tset( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\n\t\t\tconst value = r;\n\n\t\t\tif ( value && value.isColor ) {\n\n\t\t\t\tthis.copy( value );\n\n\t\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\t\tthis.setHex( value );\n\n\t\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\t\tthis.setStyle( value );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.setRGB( r, g, b );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^(\\w+)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL(\n\t\t\t\t\t\t\tparseFloat( color[ 1 ] ) / 360,\n\t\t\t\t\t\t\tparseFloat( color[ 2 ] ) / 100,\n\t\t\t\t\t\t\tparseFloat( color[ 3 ] ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\treturn this.setRGB(\n\t\t\t\t\tparseInt( hex.charAt( 0 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 1 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 2 ), 16 ) / 15,\n\t\t\t\t\tcolorSpace\n\t\t\t\t);\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\n\n\t\t\t}\n\n\t\t} else if ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\ttarget.r = _color.r;\n\t\ttarget.g = _color.g;\n\t\ttarget.b = _color.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\n\n\t\t}\n\n\t\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\tthis.r = v.x;\n\t\tthis.g = v.y;\n\t\tthis.b = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\t\tconst e = m.elements;\n\n\t\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\n\t\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\n\t\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nconst _color = /*@__PURE__*/ new Color();\n\nColor.NAMES = _colorKeywords;\n\nexport { Color };\n","import { Material } from './Material.js';\nimport { MultiplyOperation } from '../constants.js';\nimport { Color } from '../math/Color.js';\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nexport { MeshBasicMaterial };\n","import { Vector3 } from '../math/Vector3.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { denormalize, normalize } from '../math/MathUtils.js';\nimport { StaticDrawUsage, FloatType } from '../constants.js';\nimport { fromHalfFloat, toHalfFloat } from '../extras/DataUtils.js';\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\t\tthis.gpuType = FloatType;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\t\tthis.gpuType = source.gpuType;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2.fromBufferAttribute( this, i );\n\t\t\t\t_vector2.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2.x, _vector2.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector.fromBufferAttribute( this, i );\n\t\t\t\t_vector.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( this, i );\n\n\t\t\t_vector.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( this, i );\n\n\t\t\t_vector.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( this, i );\n\n\t\t\t_vector.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.itemSize + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.array[ index * this.itemSize + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\t\tthis.array[ index + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float64BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float64Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\n//\n\nexport {\n\tFloat64BufferAttribute,\n\tFloat32BufferAttribute,\n\tFloat16BufferAttribute,\n\tUint32BufferAttribute,\n\tInt32BufferAttribute,\n\tUint16BufferAttribute,\n\tInt16BufferAttribute,\n\tUint8ClampedBufferAttribute,\n\tUint8BufferAttribute,\n\tInt8BufferAttribute,\n\tBufferAttribute\n};\n","import { Vector3 } from '../math/Vector3.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Box3 } from '../math/Box3.js';\nimport { EventDispatcher } from './EventDispatcher.js';\nimport { BufferAttribute, Float32BufferAttribute, Uint16BufferAttribute, Uint32BufferAttribute } from './BufferAttribute.js';\nimport { Sphere } from '../math/Sphere.js';\nimport { Object3D } from './Object3D.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { Matrix3 } from '../math/Matrix3.js';\nimport * as MathUtils from '../math/MathUtils.js';\nimport { arrayNeedsUint32 } from '../utils.js';\n\nlet _id = 0;\n\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector.addVectors( this.boundingBox.min, _box.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector );\n\n\t\t\t\t\t\t_vector.addVectors( this.boundingBox.max, _box.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector.addVectors( _box.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box.expandByPoint( _vector );\n\n\t\t\t\t\t\t_vector.addVectors( _box.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box.expandByPoint( _vector );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = this.getAttribute( 'tangent' ).array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( normals, i );\n\n\t\t\t_vector.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nexport { BufferGeometry };\n","import { Vector3 } from '../math/Vector3.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Sphere } from '../math/Sphere.js';\nimport { Ray } from '../math/Ray.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { Object3D } from '../core/Object3D.js';\nimport { Triangle } from '../math/Triangle.js';\nimport { BackSide, FrontSide } from '../constants.js';\nimport { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';\nimport { BufferGeometry } from '../core/BufferGeometry.js';\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nconst _normalA = /*@__PURE__*/ new Vector3();\nconst _normalB = /*@__PURE__*/ new Vector3();\nconst _normalC = /*@__PURE__*/ new Vector3();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\t// check distance from ray origin to bounding sphere\n\n\t\t_ray.copy( raycaster.ray ).recast( raycaster.near );\n\n\t\tif ( _sphere.containsPoint( _ray.origin ) === false ) {\n\n\t\t\tif ( _ray.intersectSphere( _sphere, _sphereHitAt ) === null ) return;\n\n\t\t\tif ( _ray.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\n\n\t\t}\n\n\t\t// convert ray to local space of mesh\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray );\n\n\t}\n\n\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\n\n\t\tlet intersection;\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv1 = geometry.attributes.uv1;\n\t\tconst normal = geometry.attributes.normal;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA );\n\tobject.getVertexPosition( b, _vB );\n\tobject.getVertexPosition( c, _vC );\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv1 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv1, a );\n\t\t\t_uvB.fromBufferAttribute( uv1, b );\n\t\t\t_uvC.fromBufferAttribute( uv1, c );\n\n\t\t\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\t\t\tintersection.uv2 = intersection.uv1; // @deprecated, r152\n\n\t\t}\n\n\t\tif ( normal ) {\n\n\t\t\t_normalA.fromBufferAttribute( normal, a );\n\t\t\t_normalB.fromBufferAttribute( normal, b );\n\t\t\t_normalC.fromBufferAttribute( normal, c );\n\n\t\t\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _normalA, _normalB, _normalC, new Vector3() );\n\n\t\t\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\n\n\t\t\t\tintersection.normal.multiplyScalar( - 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nexport { Mesh };\n","import { BufferGeometry } from '../core/BufferGeometry.js';\nimport { Float32BufferAttribute } from '../core/BufferAttribute.js';\nimport { Vector3 } from '../math/Vector3.js';\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\nexport { BoxGeometry };\n","import { LinearSRGBColorSpace } from '../../constants.js';\n\n/**\n * Uniform Utilities\n */\n\nexport function cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tif ( property.isRenderTargetTexture ) {\n\n\t\t\t\t\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\n\t\t\t\t\tdst[ u ][ p ] = null;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t\t}\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nexport function mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nexport function cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nexport function getUnlitUniformColorSpace( renderer ) {\n\n\tif ( renderer.getRenderTarget() === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputColorSpace;\n\n\t}\n\n\treturn LinearSRGBColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nexport { UniformsUtils };\n","import { Material } from './Material.js';\nimport { cloneUniforms, cloneUniformsGroups } from '../renderers/shaders/UniformsUtils.js';\n\nimport default_vertex from '../renderers/shaders/ShaderChunk/default_vertex.glsl.js';\nimport default_fragment from '../renderers/shaders/ShaderChunk/default_fragment.glsl.js';\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.forceSinglePass = true;\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv1': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tdata.lights = this.lights;\n\t\tdata.clipping = this.clipping;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nexport { ShaderMaterial };\n","export default /* glsl */`\nvoid main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}\n`;\n","export default /* glsl */`\nvoid main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}\n`;\n","import { WebGLCoordinateSystem } from '../constants.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { Object3D } from '../core/Object3D.js';\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t\tthis.coordinateSystem = WebGLCoordinateSystem;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\tthis.coordinateSystem = source.coordinateSystem;\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nexport { Camera };\n","import { Camera } from './Camera.js';\nimport * as MathUtils from '../math/MathUtils.js';\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nexport { PerspectiveCamera };\n","import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';\nimport { Object3D } from '../core/Object3D.js';\nimport { PerspectiveCamera } from './PerspectiveCamera.js';\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\t\tthis.coordinateSystem = null;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdateCoordinateSystem() {\n\n\t\tconst coordinateSystem = this.coordinateSystem;\n\n\t\tconst cameras = this.children.concat();\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\n\n\t\tfor ( const camera of cameras ) this.remove( camera );\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, 1, 0 );\n\t\t\tcameraPX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, 1, 0 );\n\t\t\tcameraNX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tfor ( const camera of cameras ) {\n\n\t\t\tthis.add( camera );\n\n\t\t\tcamera.updateMatrixWorld();\n\n\t\t}\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\n\n\t\t\tthis.coordinateSystem = renderer.coordinateSystem;\n\n\t\t\tthis.updateCoordinateSystem();\n\n\t\t}\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nexport { CubeCamera };\n","import { Texture } from './Texture.js';\nimport { CubeReflectionMapping } from '../constants.js';\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nexport { CubeTexture };\n","import { BackSide, LinearFilter, LinearMipmapLinearFilter, NoBlending, NoColorSpace, SRGBColorSpace, sRGBEncoding } from '../constants.js';\nimport { Mesh } from '../objects/Mesh.js';\nimport { BoxGeometry } from '../geometries/BoxGeometry.js';\nimport { ShaderMaterial } from '../materials/ShaderMaterial.js';\nimport { cloneUniforms } from './shaders/UniformsUtils.js';\nimport { WebGLRenderTarget } from './WebGLRenderTarget.js';\nimport { CubeCamera } from '../cameras/CubeCamera.js';\nimport { CubeTexture } from '../textures/CubeTexture.js';\nimport { warnOnce } from '../utils.js';\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tif ( options.encoding !== undefined ) {\n\n\t\t\t// @deprecated, r152\n\t\t\twarnOnce( 'THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace.' );\n\t\t\toptions.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;\n\n\t\t}\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.colorSpace = texture.colorSpace;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nexport { WebGLCubeRenderTarget };\n","import { Matrix3 } from './Matrix3.js';\nimport { Vector3 } from './Vector3.js';\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( line.start ).addScaledVector( direction, t );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nexport { Plane };\n","import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';\nimport { Vector3 } from './Vector3.js';\nimport { Sphere } from './Sphere.js';\nimport { Plane } from './Plane.js';\n\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _vector = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\n\t\t\t_sphere.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\t_sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t}\n\n\t\treturn this.intersectsSphere( _sphere );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere.center.set( 0, 0, 0 );\n\t\t_sphere.radius = 0.7071067811865476;\n\t\t_sphere.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n\nexport { Frustum };\n","function WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nexport { WebGLAnimation };\n","function WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = gl.HALF_FLOAT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\n\nexport { WebGLAttributes };\n","import { BufferGeometry } from '../core/BufferGeometry.js';\nimport { Float32BufferAttribute } from '../core/BufferAttribute.js';\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nexport { PlaneGeometry };\n","export default /* glsl */`\n#ifdef USE_ALPHAHASH\n\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ALPHAHASH\n\n\t/**\n\t * See: https://casual-effects.com/research/Wyman2017Hashed/index.html\n\t */\n\n\tconst float ALPHA_HASH_SCALE = 0.05; // Derived from trials only, and may be changed.\n\n\tfloat hash2D( vec2 value ) {\n\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\n\t}\n\n\tfloat hash3D( vec3 value ) {\n\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\n\t}\n\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\n\t\t// Find the discretized derivatives of our coordinates\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\n\t\t// Find two nearest log-discretized noise scales\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\n\t\t// Compute alpha thresholds at our two noise scales\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\n\t\t// Factor to interpolate lerp with\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\n\t\t// Interpolate alpha threshold from noise at two scales\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\n\t\t// Pass into CDF to compute uniformly distrib threshold\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\n\t\t// Find our final, uniformly distributed alpha threshold (ατ)\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\n\t\t// Avoids ατ == 0. Could also do ατ =1-ατ\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\n\t}\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ALPHATEST\n\n\tif ( diffuseColor.a < alphaTest ) discard;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_AOMAP\n\n\t// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\n\t#endif\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_AOMAP\n\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n\n#endif\n`;\n","export default /* glsl */`\nvec3 transformed = vec3( position );\n\n#ifdef USE_ALPHAHASH\n\n\tvPosition = vec3( position );\n\n#endif\n`;\n","export default /* glsl */`\nvec3 objectNormal = vec3( normal );\n\n#ifdef USE_TANGENT\n\n\tvec3 objectTangent = vec3( tangent.xyz );\n\n#endif\n`;\n","export default /* glsl */`\n\n#ifdef USE_IRIDESCENCE\n\n\t// XYZ to linear-sRGB color space\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\n\t// Assume air interface for top\n\t// Note: We don't handle the case fresnel0 == 1\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\n\t}\n\n\t// Conversion FO/IOR\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\n\t}\n\n\t// ior is a value between 1.0 and 3.0. 1.0 is air interface\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\n\t}\n\n\t// Fresnel equations for dielectric/dielectric interfaces.\n\t// Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html\n\t// Evaluation XYZ sensitivity curves in Fourier space\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\n\t}\n\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\n\t\tvec3 I;\n\n\t\t// Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\t// Evaluate the cosTheta on the base layer (Snell law)\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\n\t\t// Handle TIR:\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\n\t\t\treturn vec3( 1.0 );\n\n\t\t}\n\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\n\t\t// First interface\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\n\t\t// Second interface\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); // guard against 1.0\n\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\n\t\t// Phase shift\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\n\t\t// Compound terms\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\n\t\t// Reflectance term for m = 0 (DC term amplitude)\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\n\t\t// Reflectance term for m > 0 (pairs of diracs)\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\n\t\t}\n\n\t\t// Since out of gamut colors might be produced, negative color values are clamped to 0.\n\t\treturn max( I, vec3( 0.0 ) );\n\n\t}\n\n#endif\n\n`;\n","export default /* glsl */`\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// https://mmikk.github.io/papers3d/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( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + 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\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm; // 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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\n#if NUM_CLIPPING_PLANES > 0\n\n\tvarying vec3 vClipPosition;\n\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n\n#endif\n`;\n","export default /* glsl */`\n#if NUM_CLIPPING_PLANES > 0\n\n\tvarying vec3 vClipPosition;\n\n#endif\n`;\n","export default /* glsl */`\n#if NUM_CLIPPING_PLANES > 0\n\n\tvClipPosition = - mvPosition.xyz;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_COLOR_ALPHA )\n\n\tdiffuseColor *= vColor;\n\n#elif defined( USE_COLOR )\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_COLOR_ALPHA )\n\n\tvarying vec4 vColor;\n\n#elif defined( USE_COLOR )\n\n\tvarying vec3 vColor;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_COLOR_ALPHA )\n\n\tvarying vec4 vColor;\n\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\n\tvarying vec3 vColor;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_COLOR_ALPHA )\n\n\tvColor = vec4( 1.0 );\n\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\n\tvColor = vec3( 1.0 );\n\n#endif\n\n#ifdef USE_COLOR\n\n\tvColor *= color;\n\n#endif\n\n#ifdef USE_INSTANCING_COLOR\n\n\tvColor.xyz *= instanceColor.xyz;\n\n#endif\n`;\n","export default /* glsl */`\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; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\n\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\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\n\treturn fract( sin( sn ) * c );\n\n}\n\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\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 USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\n\n#ifdef USE_ALPHAHASH\n\n\tvarying vec3 vPosition;\n\n#endif\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\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\nfloat luminance( const in vec3 rgb ) {\n\n\t// assumes rgb is in linear color space with sRGB primaries and D65 white point\n\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\n\treturn dot( weights, 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\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\n\treturn RECIPROCAL_PI * diffuseColor;\n\n} // validated\n\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t// float fresnel = pow( 1.0 - dotVH, 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 * dotVH - 6.98316 ) * dotVH );\n\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n\n} // validated\n\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t// float fresnel = pow( 1.0 - dotVH, 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 * dotVH - 6.98316 ) * dotVH );\n\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n\n} // validated\n`;\n","export default /* glsl */`\n#ifdef ENVMAP_TYPE_CUBE_UV\n\n\t#define cubeUV_minMipLevel 4.0\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\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0; // #25071\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\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\n\t\t#ifdef texture2DGradEXT\n\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb; // disable anisotropic filtering\n\n\t\t#else\n\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\n\t\t#endif\n\n\t}\n\n\t// These defines must match with PMREMGenerator\n\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\n\tfloat roughnessToMip( float roughness ) {\n\n\t\tfloat mip = 0.0;\n\n\t\tif ( roughness >= cubeUV_r1 ) {\n\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_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 ), cubeUV_m0, CUBEUV_MAX_MIP );\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\n#ifdef USE_DISPLACEMENTMAP\n\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_DISPLACEMENTMAP\n\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_EMISSIVEMAP\n\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_EMISSIVEMAP\n\n\tuniform sampler2D emissiveMap;\n\n#endif\n`;\n","export default /* glsl */`\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#else\n\n\t\tvec4 envColor = vec4( 0.0 );\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`;\n","export default /* glsl */`\n#ifdef USE_ENVMAP\n\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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`;\n","export default /* glsl */`\n#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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`;\n","export default /* glsl */`\n#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\n#ifdef USE_FOG\n\n\tvFogDepth = - mvPosition.z;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_FOG\n\n\tvarying float vFogDepth;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_FOG\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\n\t#endif\n\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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`;\n","export default /* glsl */`\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 vec3( texture2D( gradientMap, coord ).r );\n\n\t#else\n\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\n\t#endif\n\n}\n`;\n","export default /* glsl */`\n#ifdef USE_LIGHTMAP\n\n\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_LIGHTMAP\n\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n\n#endif\n`;\n","export default /* glsl */`\nvarying vec3 vViewPosition;\n\nstruct LambertMaterial {\n\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n\n};\n\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n}\n\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert\n`;\n","export default /* glsl */`\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 vec3 normal ) {\n\n\tvec3 worldNormal = inverseTransformDirection( 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\treturn irradiance;\n\n}\n\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\n\t#if defined ( LEGACY_LIGHTS )\n\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n\t\t}\n\n\t\treturn 1.0;\n\n\t#else\n\n\t\t// based upon Frostbite 3 Moving to Physically-based Rendering\n\t\t// page 32, equation 26: E[window1]\n\t\t// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\n\t\tif ( cutoffDistance > 0.0 ) {\n\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\n\t\t}\n\n\t\treturn distanceFalloff;\n\n\t#endif\n\n}\n\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\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 getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.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// light is an out parameter as having it as a return value caused compiler errors on some devices\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\n\t\tlight.direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.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// light is an out parameter as having it as a return value caused compiler errors on some devices\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\n\t\tlight.direction = normalize( lVector );\n\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\n\t\tif ( spotAttenuation > 0.0 ) {\n\n\t\t\tfloat lightDistance = length( lVector );\n\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\n\t\t} else {\n\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\n\t\t}\n\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 vec3 normal ) {\n\n\t\tfloat dotNL = dot( 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\treturn irradiance;\n\n\t}\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ENVMAP\n\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\n\t\t#else\n\n\t\t\treturn vec3( 0.0 );\n\n\t\t#endif\n\n\t}\n\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\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\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\n\t\t#else\n\n\t\t\treturn vec3( 0.0 );\n\n\t\t#endif\n\n\t}\n\n\t#ifdef USE_ANISOTROPY\n\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\n\t\t\t // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\n\t\t\t#else\n\n\t\t\t\treturn vec3( 0.0 );\n\n\t\t\t#endif\n\n\t\t}\n\n\t#endif\n\n#endif\n`;\n","export default /* glsl */`\nvarying vec3 vViewPosition;\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\treflectedLight.directDiffuse += irradiance * BRDF_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_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","export default /* glsl */`\nvarying vec3 vViewPosition;\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\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_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","export default /* glsl */`\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.roughness = max( roughnessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.\nmaterial.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n\n#ifdef IOR\n\n\tmaterial.ior = ior;\n\n\t#ifdef USE_SPECULAR\n\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\n\t\t#endif\n\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\n\t\t#endif\n\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\n\t#else\n\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\n\t#endif\n\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n\n#else\n\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n\n#endif\n\n#ifdef USE_CLEARCOAT\n\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\n\t#ifdef USE_CLEARCOATMAP\n\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\n\t#endif\n\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).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_IRIDESCENCE\n\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\n\t#ifdef USE_IRIDESCENCEMAP\n\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\n\t#endif\n\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\n\t#else\n\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\n\t#endif\n\n#endif\n\n#ifdef USE_SHEEN\n\n\tmaterial.sheenColor = sheenColor;\n\n\t#ifdef USE_SHEEN_COLORMAP\n\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\n\t#endif\n\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\n\t#endif\n\n#endif\n\n#ifdef USE_ANISOTROPY\n\n\t#ifdef USE_ANISOTROPYMAP\n\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\n\t#else\n\n\t\tvec2 anisotropyV = anisotropyVector;\n\n\t#endif\n\n\tmaterial.anisotropy = length( anisotropyV );\n\tanisotropyV /= material.anisotropy;\n\tmaterial.anisotropy = saturate( material.anisotropy );\n\n\t// Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x - tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x + tbn[ 0 ] * anisotropyV.y;\n\n#endif\n`;\n","export default /* glsl */`\n\nstruct PhysicalMaterial {\n\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n\n};\n\n// temporary\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\n\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\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 V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\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// https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf\n#ifdef USE_ANISOTROPY\n\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\n\t\treturn saturate(v);\n\n\t}\n\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\n\t}\n\n#endif\n\n#ifdef USE_CLEARCOAT\n\n\t// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\n\t\tfloat alpha = pow2( roughness ); // UE4's roughness\n\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\n\t\tfloat D = D_GGX( alpha, dotNH );\n\n\t\treturn F * ( V * D );\n\n\t}\n\n#endif\n\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\n\tfloat alpha = pow2( roughness ); // UE4's roughness\n\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\n\t#ifdef USE_IRIDESCENCE\n\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\n\t#endif\n\n\t#ifdef USE_ANISOTROPY\n\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\n\t#else\n\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\n\t\tfloat D = D_GGX( alpha, dotNH );\n\n\t#endif\n\n\treturn F * ( V * D );\n\n}\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#if defined( USE_SHEEN )\n\n// https://github.com/google/filament/blob/master/shaders/src/brdf.fs\nfloat D_Charlie( float roughness, float dotNH ) {\n\n\tfloat alpha = pow2( roughness );\n\n\t// Estevez and Kulla 2017, \"Production Friendly Microfacet Sheen BRDF\"\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16\n\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n\n}\n\n// https://github.com/google/filament/blob/master/shaders/src/brdf.fs\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\n\t// Neubelt and Pettineo 2013, \"Crafting a Next-gen Material Pipeline for The Order: 1886\"\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n\n}\n\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\n\treturn sheenColor * ( D * V );\n\n}\n\n#endif\n\n// This is a curve-fit approxmation to the \"Charlie sheen\" BRDF integrated over the hemisphere from \n// Estevez and Kulla 2017, \"Production Friendly Microfacet Sheen BRDF\". The analysis can be found\n// in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\n\tfloat r2 = roughness * roughness;\n\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\n\treturn saturate( DG * RECIPROCAL_PI );\n\n}\n\n// Analytical approximation of the DFG LUT, one half of the\n// split-sum approximation used in indirect specular lighting.\n// via 'environmentBRDF' from \"Physically Based Shading on Mobile\"\n// https://www.unrealengine.com/blog/physically-based-shading-on-mobile\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\n\tvec4 r = roughness * c0 + c1;\n\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\n\treturn fab;\n\n}\n\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\n\treturn specularColor * fab.x + specularF90 * fab.y;\n\n}\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/\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\n\t#ifdef USE_IRIDESCENCE\n\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\n\t#else\n\n\t\tvec3 Fr = specularColor;\n\n\t#endif\n\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; // 1/21\n\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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.roughness;\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#ifdef USE_CLEARCOAT\n\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material );\n\n\t#endif\n\n\t#ifdef USE_SHEEN\n\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\n\t#endif\n\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material );\n\n\treflectedLight.directDiffuse += irradiance * BRDF_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_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 USE_CLEARCOAT\n\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\n\t#endif\n\n\t#ifdef USE_SHEEN\n\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\n\t#endif\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\t#ifdef USE_IRIDESCENCE\n\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\n\t#else\n\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\n\t#endif\n\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\n\treflectedLight.indirectSpecular += 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`;\n","export default /* glsl */`\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 * - 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 USE_CLEARCOAT\n\n\tgeometry.clearcoatNormal = clearcoatNormal;\n\n#endif\n\n#ifdef USE_IRIDESCENCE\n\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\n\tif ( material.iridescenceThickness == 0.0 ) {\n\n\t\tmaterial.iridescence = 0.0;\n\n\t} else {\n\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\n\t}\n\n\tif ( material.iridescence > 0.0 ) {\n\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\n\t\t// Iridescence F0 approximation\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\n\t}\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\tgetPointLightInfo( 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 *= ( 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\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\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\tgetSpotLightInfo( spotLight, geometry, directLight );\n\n\t\t// spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ 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\tgetDirectionalLightInfo( 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 *= ( 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.normal );\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.normal );\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`;\n","export default /* glsl */`\n#if defined( RE_IndirectDiffuse )\n\n\t#ifdef USE_LIGHTMAP\n\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\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 += getIBLIrradiance( geometry.normal );\n\n\t#endif\n\n#endif\n\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\n\t#ifdef USE_ANISOTROPY\n\n\t\tradiance += getIBLAnisotropyRadiance( geometry.viewDir, geometry.normal, material.roughness, material.anisotropyB, material.anisotropy );\n\n\t#else\n\n\t\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\n\t#endif\n\n\t#ifdef USE_CLEARCOAT\n\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\n\t#endif\n\n#endif\n`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\n#ifdef USE_MAP\n\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\n\t#ifdef DECODE_VIDEO_TEXTURE\n\n\t\t// use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures\n\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t\n\t#endif\n\n\tdiffuseColor *= sampledDiffuseColor;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\t#if defined( USE_POINTS_UV )\n\n\t\tvec2 uv = vUv;\n\n\t#else\n\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\n\t#endif\n\n#endif\n\n#ifdef USE_MAP\n\n\tdiffuseColor *= texture2D( map, uv );\n\n#endif\n\n#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_POINTS_UV )\n\n\tvarying vec2 vUv;\n\n#else\n\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\t\tuniform mat3 uvTransform;\n\n\t#endif\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`;\n","export default /* glsl */`\nfloat metalnessFactor = metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_METALNESSMAP\n\n\tuniform sampler2D metalnessMap;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\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\tvColor *= morphTargetBaseInfluence;\n\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\n\t\t#if defined( USE_COLOR_ALPHA )\n\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\n\t\t#elif defined( USE_COLOR )\n\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\n\t\t#endif\n\n\t}\n\n#endif\n`;\n","export default /* glsl */`\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\n\t#ifdef MORPHTARGETS_TEXTURE\n\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\n\t\t}\n\n\t#else\n\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\n\t#endif\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_MORPHTARGETS\n\n\tuniform float morphTargetBaseInfluence;\n\n\t#ifdef MORPHTARGETS_TEXTURE\n\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\n\t\t}\n\n\t#else\n\n\t\t#ifndef USE_MORPHNORMALS\n\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\n\t\t#else\n\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\n\t\t#endif\n\n\t#endif\n\n#endif\n`;\n","export default /* glsl */`\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\n\t#ifdef MORPHTARGETS_TEXTURE\n\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\n\t\t}\n\n\t#else\n\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\n\t\t#ifndef USE_MORPHNORMALS\n\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\n\t\t#endif\n\n\t#endif\n\n#endif\n`;\n","export default /* glsl */`\nfloat faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n\n#ifdef FLAT_SHADED\n\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\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 *= faceDirection;\n\n\t#endif\n\n#endif\n\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\n\t#ifdef USE_TANGENT\n\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\n\t#else\n\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\n\t#endif\n\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\n\t#endif\n\n#endif\n\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\t#ifdef USE_TANGENT\n\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\n\t#else\n\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\n\t#endif\n\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\n\t#endif\n\n#endif\n\n// non perturbed normal for clearcoat among others\n\nvec3 geometryNormal = normal;\n\n`;\n","export default /* glsl */`\n\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\n\tnormal = texture2D( normalMap, vNormalMapUv ).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( USE_NORMALMAP_TANGENTSPACE )\n\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\n\tnormal = normalize( tbn * mapN );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n\n#endif\n`;\n","export default /* glsl */`\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","export default /* glsl */`\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","export default /* glsl */`\n#ifndef FLAT_SHADED // normal is 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","export default /* glsl */`\n#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n#endif\n\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\n\tuniform mat3 normalMatrix;\n\n#endif\n\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\n\t// Normal Mapping Without Precomputed Tangents\n\t// http://www.thetenthplanet.de/archives/1180\n\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.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 : inversesqrt( det );\n\n\t\treturn mat3( T * scale, B * scale, N );\n\n\t}\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_CLEARCOAT\n\n\tvec3 clearcoatNormal = geometryNormal;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n\n#endif\n`;\n","export default /* glsl */`\n\n#ifdef USE_CLEARCOATMAP\n\n\tuniform sampler2D clearcoatMap;\n\n#endif\n\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n\n#endif\n\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\tuniform sampler2D clearcoatRoughnessMap;\n\n#endif\n`;\n","export default /* glsl */`\n\n#ifdef USE_IRIDESCENCEMAP\n\n\tuniform sampler2D iridescenceMap;\n\n#endif\n\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\n\tuniform sampler2D iridescenceThicknessMap;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\n\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\n`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\n#ifdef DITHERING\n\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n\n#endif\n`;\n","export default /* glsl */`\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 according 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`;\n","export default /* glsl */`\nfloat roughnessFactor = roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_ROUGHNESSMAP\n\n\tuniform sampler2D roughnessMap;\n\n#endif\n`;\n","export default /* glsl */`\n#if NUM_SPOT_LIGHT_COORDS > 0\n\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n\n#endif\n\n#if NUM_SPOT_LIGHT_MAPS > 0\n\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n\n#endif\n\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\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\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\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`;\n","export default /* glsl */`\n\n#if NUM_SPOT_LIGHT_COORDS > 0\n\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n\n#endif\n\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\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`;\n","export default /* glsl */`\n\n#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\n\t// Offsetting the position used for querying occlusion along the world normal can be used to reduce shadow acne.\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n\n#endif\n\n#if defined( USE_SHADOWMAP )\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\n\t\t}\n\t\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\n// spot lights can be evaluated without active shadow mapping (when SpotLight.map is used)\n\n#if NUM_SPOT_LIGHT_COORDS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n\n`;\n","export default /* glsl */`\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, vSpotLightCoord[ 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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\n#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\n\tmat4 getBoneMatrix( const in float i ) {\n\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\n\t\ty = dy * ( y + 0.5 );\n\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\treturn bone;\n\n\t}\n\n#endif\n`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\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`;\n","export default /* glsl */`\nfloat specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( TONE_MAPPING )\n\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n`;\n","export default /* glsl */`\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 saturate( toneMappingExposure * color );\n\n}\n\n// source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf\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`;\n","export default /* glsl */`\n#ifdef USE_TRANSMISSION\n\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\n\t#ifdef USE_TRANSMISSIONMAP\n\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\n\t#endif\n\n\t#ifdef USE_THICKNESSMAP\n\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\n\t#endif\n\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n\n#endif\n`;\n","export default /* glsl */`\n#ifdef USE_TRANSMISSION\n\n\t// Transmission code is based on glTF-Sampler-Viewer\n\t// https://github.com/KhronosGroup/glTF-Sample-Viewer\n\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\n\t#ifdef USE_TRANSMISSIONMAP\n\n\t\tuniform sampler2D transmissionMap;\n\n\t#endif\n\n\t#ifdef USE_THICKNESSMAP\n\n\t\tuniform sampler2D thicknessMap;\n\n\t#endif\n\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\n\tvarying vec3 vWorldPosition;\n\n\t// Mipped Bicubic Texture Filtering by N8\n\t// https://www.shadertoy.com/view/Dl2SDW\n\n\tfloat w0( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\n\t}\n\n\tfloat w1( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\n\t}\n\n\tfloat w2( float a ){\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\n\t}\n\n\tfloat w3( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\n\t}\n\n\t// g0 and g1 are the two amplitude functions\n\tfloat g0( float a ) {\n\n\t\treturn w0( a ) + w1( a );\n\n\t}\n\n\tfloat g1( float a ) {\n\n\t\treturn w2( a ) + w3( a );\n\n\t}\n\n\t// h0 and h1 are the two offset functions\n\tfloat h0( float a ) {\n\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\n\t}\n\n\tfloat h1( float a ) {\n\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\n\t}\n\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\n\t\tuv = uv * texelSize.zw + 0.5;\n\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\n\t}\n\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\n\t}\n\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\n\t\t// Direction of refracted light.\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\n\t\t// Compute rotation-independant scaling of the model matrix.\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\n\t\t// The thickness is specified in local space.\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\n\t}\n\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\n\t\t// Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n\t\t// an IOR of 1.5 results in the default amount of microfacet refraction.\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\n\t}\n\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\n\t}\n\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\n\t\tif ( isinf( attenuationDistance ) ) {\n\n\t\t\t// Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n\t\t\treturn vec3( 1.0 );\n\n\t\t} else {\n\n\t\t\t// Compute light attenuation using Beer's law.\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n\t\t\treturn transmittance;\n\n\t\t}\n\n\t}\n\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\n\t\t// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\n\t\t// Sample framebuffer to get pixel the refracted ray hits.\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\n\t\t// Get the specular component.\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\n\t\t// As less light is transmitted, the opacity should be increased. This simple approximation does a decent job \n\t\t// of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\n\t}\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\n\tvarying vec2 vUv;\n\n#endif\n#ifdef USE_MAP\n\n\tvarying vec2 vMapUv;\n\n#endif\n#ifdef USE_ALPHAMAP\n\n\tvarying vec2 vAlphaMapUv;\n\n#endif\n#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vLightMapUv;\n\n#endif\n#ifdef USE_AOMAP\n\n\tvarying vec2 vAoMapUv;\n\n#endif\n#ifdef USE_BUMPMAP\n\n\tvarying vec2 vBumpMapUv;\n\n#endif\n#ifdef USE_NORMALMAP\n\n\tvarying vec2 vNormalMapUv;\n\n#endif\n#ifdef USE_EMISSIVEMAP\n\n\tvarying vec2 vEmissiveMapUv;\n\n#endif\n#ifdef USE_METALNESSMAP\n\n\tvarying vec2 vMetalnessMapUv;\n\n#endif\n#ifdef USE_ROUGHNESSMAP\n\n\tvarying vec2 vRoughnessMapUv;\n\n#endif\n#ifdef USE_ANISOTROPYMAP\n\n\tvarying vec2 vAnisotropyMapUv;\n\n#endif\n#ifdef USE_CLEARCOATMAP\n\n\tvarying vec2 vClearcoatMapUv;\n\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tvarying vec2 vClearcoatNormalMapUv;\n\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\tvarying vec2 vClearcoatRoughnessMapUv;\n\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\n\tvarying vec2 vIridescenceMapUv;\n\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\n\tvarying vec2 vIridescenceThicknessMapUv;\n\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\n\tvarying vec2 vSheenColorMapUv;\n\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\n\tvarying vec2 vSheenRoughnessMapUv;\n\n#endif\n#ifdef USE_SPECULARMAP\n\n\tvarying vec2 vSpecularMapUv;\n\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\n\tvarying vec2 vSpecularColorMapUv;\n\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\n\tvarying vec2 vSpecularIntensityMapUv;\n\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n\n#endif\n#ifdef USE_THICKNESSMAP\n\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\n\tvarying vec2 vUv;\n\n#endif\n#ifdef USE_MAP\n\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n\n#endif\n#ifdef USE_ALPHAMAP\n\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n\n#endif\n#ifdef USE_LIGHTMAP\n\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n\n#endif\n#ifdef USE_AOMAP\n\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n\n#endif\n#ifdef USE_BUMPMAP\n\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n\n#endif\n#ifdef USE_NORMALMAP\n\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n\n#endif\n#ifdef USE_EMISSIVEMAP\n\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n\n#endif\n#ifdef USE_METALNESSMAP\n\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n\n#endif\n#ifdef USE_ROUGHNESSMAP\n\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n\n#endif\n#ifdef USE_ANISOTROPYMAP\n\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n\n#endif\n#ifdef USE_CLEARCOATMAP\n\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n\n#endif\n#ifdef USE_SPECULARMAP\n\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n\n#endif\n#ifdef USE_THICKNESSMAP\n\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\n\tvUv = vec3( uv, 1 ).xy;\n\n#endif\n#ifdef USE_MAP\n\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_ALPHAMAP\n\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_LIGHTMAP\n\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_AOMAP\n\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_BUMPMAP\n\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_NORMALMAP\n\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_EMISSIVEMAP\n\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_METALNESSMAP\n\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_ROUGHNESSMAP\n\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_ANISOTROPYMAP\n\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_CLEARCOATMAP\n\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_SPECULARMAP\n\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n\n#endif\n#ifdef USE_THICKNESSMAP\n\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n\n#endif\n`;\n","export default /* glsl */`\n#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\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`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\nuniform sampler2D t2D;\nuniform float backgroundIntensity;\n\nvarying vec2 vUv;\n\nvoid main() {\n\n\tvec4 texColor = texture2D( t2D, vUv );\n\n\t#ifdef DECODE_VIDEO_TEXTURE\n\n\t\t// use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures\n\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\n\t#endif\n\n\ttexColor.rgb *= backgroundIntensity;\n\n\tgl_FragColor = texColor;\n\n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\n\n#ifdef ENVMAP_TYPE_CUBE\n\n\tuniform samplerCube envMap;\n\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\tuniform sampler2D envMap;\n\n#endif\n\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\n\nvarying vec3 vWorldDirection;\n\n#include \n\nvoid main() {\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\n\t#else\n\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t#endif\n\n\ttexColor.rgb *= backgroundIntensity;\n\n\tgl_FragColor = texColor;\n\n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\nuniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\n\nvarying vec3 vWorldDirection;\n\nvoid main() {\n\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\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#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\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`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\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#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\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`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\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\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\nuniform float scale;\nattribute float lineDistance;\n\nvarying float vLineDistance;\n\n#include \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\t#include \n\t#include \n\n}\n`;\n\nexport const fragment = /* glsl */`\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#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\t#include \n\n\toutgoingLight = diffuseColor.rgb; // simple shader\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\n\t\t#include \n\t\t#include \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\n\t#include \n\t#include \n\t#include \n\n}\n`;\n\nexport const fragment = /* glsl */`\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\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\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\n#define LAMBERT\n\nvarying vec3 vViewPosition;\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\t#include \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`;\n\nexport const fragment = /* glsl */`\n#define LAMBERT\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#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\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\n#define MATCAP\n\nvarying vec3 vViewPosition;\n\n#include \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\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\n\tvViewPosition = - mvPosition.xyz;\n\n}\n`;\n\nexport const fragment = /* glsl */`\n#define MATCAP\n\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\n\nvarying vec3 vViewPosition;\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\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\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\n\t#else\n\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 ); // default if matcap is missing\n\n\t#endif\n\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\n#define NORMAL\n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\n\tvarying vec3 vViewPosition;\n\n#endif\n\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\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\t#include \n\t#include \n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\n\tvViewPosition = - mvPosition.xyz;\n\n#endif\n\n}\n`;\n\nexport const fragment = /* glsl */`\n#define NORMAL\n\nuniform float opacity;\n\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\n\tvarying vec3 vViewPosition;\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\t#include \n\t#include \n\t#include \n\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\n\t#ifdef OPAQUE\n\n\t\tgl_FragColor.a = 1.0;\n\n\t#endif\n\n}\n`;\n","export const vertex = /* glsl */`\n#define PHONG\n\nvarying vec3 vViewPosition;\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\t#include \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`;\n\nexport const fragment = /* glsl */`\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#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\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\n#define STANDARD\n\nvarying vec3 vViewPosition;\n\n#ifdef USE_TRANSMISSION\n\n\tvarying vec3 vWorldPosition;\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\t#include \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#ifdef USE_TRANSMISSION\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif\n}\n`;\n\nexport const fragment = /* glsl */`\n#define STANDARD\n\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n\n#ifdef IOR\n\tuniform float ior;\n#endif\n\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\n\nvarying vec3 vViewPosition;\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#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\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 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n\t#include \n\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\n\t#ifdef USE_SHEEN\n\n\t\t// Sheen energy compensation approximation calculation can be found at the end of\n\t\t// https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\n\t#endif\n\n\t#ifdef USE_CLEARCOAT\n\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\n#define TOON\n\nvarying vec3 vViewPosition;\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\t#include \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`;\n\nexport const fragment = /* glsl */`\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#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 + totalEmissiveRadiance;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\nuniform float size;\nuniform float scale;\n\n#include \n#include \n#include \n#include \n#include \n#include \n\n#ifdef USE_POINTS_UV\n\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n\n#endif\n\nvoid main() {\n\n\t#ifdef USE_POINTS_UV\n\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n\t#endif\n\n\t#include \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`;\n\nexport const fragment = /* glsl */`\nuniform vec3 diffuse;\nuniform float opacity;\n\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\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\t#include \n\n\toutgoingLight = diffuseColor.rgb;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\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\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\n}\n`;\n\nexport const fragment = /* glsl */`\nuniform vec3 color;\nuniform float opacity;\n\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\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\n\t#include \n\t#include \n\t#include \n\n}\n`;\n","export const vertex = /* glsl */`\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`;\n\nexport const fragment = /* glsl */`\nuniform vec3 diffuse;\nuniform float opacity;\n\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\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\t#include \n\n\toutgoingLight = diffuseColor.rgb;\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n`;\n","import alphahash_fragment from './ShaderChunk/alphahash_fragment.glsl.js';\nimport alphahash_pars_fragment from './ShaderChunk/alphahash_pars_fragment.glsl.js';\nimport alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl.js';\nimport alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl.js';\nimport alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl.js';\nimport alphatest_pars_fragment from './ShaderChunk/alphatest_pars_fragment.glsl.js';\nimport aomap_fragment from './ShaderChunk/aomap_fragment.glsl.js';\nimport aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl.js';\nimport begin_vertex from './ShaderChunk/begin_vertex.glsl.js';\nimport beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl.js';\nimport bsdfs from './ShaderChunk/bsdfs.glsl.js';\nimport iridescence_fragment from './ShaderChunk/iridescence_fragment.glsl.js';\nimport bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl.js';\nimport clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl.js';\nimport clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl.js';\nimport clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl.js';\nimport clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl.js';\nimport color_fragment from './ShaderChunk/color_fragment.glsl.js';\nimport color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl.js';\nimport color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl.js';\nimport color_vertex from './ShaderChunk/color_vertex.glsl.js';\nimport common from './ShaderChunk/common.glsl.js';\nimport cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl.js';\nimport defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl.js';\nimport displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl.js';\nimport displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl.js';\nimport emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl.js';\nimport emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl.js';\nimport colorspace_fragment from './ShaderChunk/colorspace_fragment.glsl.js';\nimport colorspace_pars_fragment from './ShaderChunk/colorspace_pars_fragment.glsl.js';\nimport envmap_fragment from './ShaderChunk/envmap_fragment.glsl.js';\nimport envmap_common_pars_fragment from './ShaderChunk/envmap_common_pars_fragment.glsl.js';\nimport envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl.js';\nimport envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl.js';\nimport envmap_vertex from './ShaderChunk/envmap_vertex.glsl.js';\nimport fog_vertex from './ShaderChunk/fog_vertex.glsl.js';\nimport fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl.js';\nimport fog_fragment from './ShaderChunk/fog_fragment.glsl.js';\nimport fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl.js';\nimport gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl.js';\nimport lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl.js';\nimport lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl.js';\nimport lights_lambert_fragment from './ShaderChunk/lights_lambert_fragment.glsl.js';\nimport lights_lambert_pars_fragment from './ShaderChunk/lights_lambert_pars_fragment.glsl.js';\nimport lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl.js';\nimport envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl.js';\nimport lights_toon_fragment from './ShaderChunk/lights_toon_fragment.glsl.js';\nimport lights_toon_pars_fragment from './ShaderChunk/lights_toon_pars_fragment.glsl.js';\nimport lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl.js';\nimport lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl.js';\nimport lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl.js';\nimport lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl.js';\nimport lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl.js';\nimport lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl.js';\nimport lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl.js';\nimport logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl.js';\nimport logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl.js';\nimport logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl.js';\nimport logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl.js';\nimport map_fragment from './ShaderChunk/map_fragment.glsl.js';\nimport map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl.js';\nimport map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl.js';\nimport map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl.js';\nimport metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl.js';\nimport metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl.js';\nimport morphcolor_vertex from './ShaderChunk/morphcolor_vertex.glsl.js';\nimport morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl.js';\nimport morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl.js';\nimport morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl.js';\nimport normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl.js';\nimport normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl.js';\nimport normal_pars_fragment from './ShaderChunk/normal_pars_fragment.glsl.js';\nimport normal_pars_vertex from './ShaderChunk/normal_pars_vertex.glsl.js';\nimport normal_vertex from './ShaderChunk/normal_vertex.glsl.js';\nimport normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl.js';\nimport clearcoat_normal_fragment_begin from './ShaderChunk/clearcoat_normal_fragment_begin.glsl.js';\nimport clearcoat_normal_fragment_maps from './ShaderChunk/clearcoat_normal_fragment_maps.glsl.js';\nimport clearcoat_pars_fragment from './ShaderChunk/clearcoat_pars_fragment.glsl.js';\nimport iridescence_pars_fragment from './ShaderChunk/iridescence_pars_fragment.glsl.js';\nimport opaque_fragment from './ShaderChunk/opaque_fragment.glsl.js';\nimport packing from './ShaderChunk/packing.glsl.js';\nimport premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl.js';\nimport project_vertex from './ShaderChunk/project_vertex.glsl.js';\nimport dithering_fragment from './ShaderChunk/dithering_fragment.glsl.js';\nimport dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl.js';\nimport roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl.js';\nimport roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl.js';\nimport shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl.js';\nimport shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl.js';\nimport shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl.js';\nimport shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl.js';\nimport skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl.js';\nimport skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl.js';\nimport skinning_vertex from './ShaderChunk/skinning_vertex.glsl.js';\nimport skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl.js';\nimport specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl.js';\nimport specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl.js';\nimport tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl.js';\nimport tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl.js';\nimport transmission_fragment from './ShaderChunk/transmission_fragment.glsl.js';\nimport transmission_pars_fragment from './ShaderChunk/transmission_pars_fragment.glsl.js';\nimport uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl.js';\nimport uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl.js';\nimport uv_vertex from './ShaderChunk/uv_vertex.glsl.js';\nimport worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl.js';\n\nimport * as background from './ShaderLib/background.glsl.js';\nimport * as backgroundCube from './ShaderLib/backgroundCube.glsl.js';\nimport * as cube from './ShaderLib/cube.glsl.js';\nimport * as depth from './ShaderLib/depth.glsl.js';\nimport * as distanceRGBA from './ShaderLib/distanceRGBA.glsl.js';\nimport * as equirect from './ShaderLib/equirect.glsl.js';\nimport * as linedashed from './ShaderLib/linedashed.glsl.js';\nimport * as meshbasic from './ShaderLib/meshbasic.glsl.js';\nimport * as meshlambert from './ShaderLib/meshlambert.glsl.js';\nimport * as meshmatcap from './ShaderLib/meshmatcap.glsl.js';\nimport * as meshnormal from './ShaderLib/meshnormal.glsl.js';\nimport * as meshphong from './ShaderLib/meshphong.glsl.js';\nimport * as meshphysical from './ShaderLib/meshphysical.glsl.js';\nimport * as meshtoon from './ShaderLib/meshtoon.glsl.js';\nimport * as points from './ShaderLib/points.glsl.js';\nimport * as shadow from './ShaderLib/shadow.glsl.js';\nimport * as sprite from './ShaderLib/sprite.glsl.js';\n\nexport const ShaderChunk = {\n\talphahash_fragment: alphahash_fragment,\n\talphahash_pars_fragment: alphahash_pars_fragment,\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tcolorspace_fragment: colorspace_fragment,\n\tcolorspace_pars_fragment: colorspace_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\topaque_fragment: opaque_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: background.vertex,\n\tbackground_frag: background.fragment,\n\tbackgroundCube_vert: backgroundCube.vertex,\n\tbackgroundCube_frag: backgroundCube.fragment,\n\tcube_vert: cube.vertex,\n\tcube_frag: cube.fragment,\n\tdepth_vert: depth.vertex,\n\tdepth_frag: depth.fragment,\n\tdistanceRGBA_vert: distanceRGBA.vertex,\n\tdistanceRGBA_frag: distanceRGBA.fragment,\n\tequirect_vert: equirect.vertex,\n\tequirect_frag: equirect.fragment,\n\tlinedashed_vert: linedashed.vertex,\n\tlinedashed_frag: linedashed.fragment,\n\tmeshbasic_vert: meshbasic.vertex,\n\tmeshbasic_frag: meshbasic.fragment,\n\tmeshlambert_vert: meshlambert.vertex,\n\tmeshlambert_frag: meshlambert.fragment,\n\tmeshmatcap_vert: meshmatcap.vertex,\n\tmeshmatcap_frag: meshmatcap.fragment,\n\tmeshnormal_vert: meshnormal.vertex,\n\tmeshnormal_frag: meshnormal.fragment,\n\tmeshphong_vert: meshphong.vertex,\n\tmeshphong_frag: meshphong.fragment,\n\tmeshphysical_vert: meshphysical.vertex,\n\tmeshphysical_frag: meshphysical.fragment,\n\tmeshtoon_vert: meshtoon.vertex,\n\tmeshtoon_frag: meshtoon.fragment,\n\tpoints_vert: points.vertex,\n\tpoints_frag: points.fragment,\n\tshadow_vert: shadow.vertex,\n\tshadow_frag: shadow.fragment,\n\tsprite_vert: sprite.vertex,\n\tsprite_frag: sprite.fragment\n};\n","export default /* glsl */`\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\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`;\n","export default /* glsl */`\ngl_FragColor = linearToOutputTexel( gl_FragColor );\n`;\n","export default /* glsl */`\n\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\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\n`;\n","export default /* glsl */`\nLambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;\n`;\n","export default /* glsl */`\nToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\n`;\n","export default /* glsl */`\nBlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n`;\n","export default /* glsl */`\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\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\n\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\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}\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, the z-coordinate in camera space, is negative for points in front of the camera\n\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\t// -near maps to 0; -far maps to 1\n\treturn ( viewZ + near ) / ( near - far );\n}\n\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t// maps orthographic depth in [ 0, 1 ] to viewZ\n\treturn depth * ( near - far ) - near;\n}\n\n// NOTE: https://twitter.com/gonnavis/status/1377183786949959682\n\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\t// -near maps to 0; -far maps to 1\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\n\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t// maps perspective depth in [ 0, 1 ] to viewZ\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}\n`;\n","import { Color } from '../../math/Color.js';\nimport { Vector2 } from '../../math/Vector2.js';\nimport { Matrix3 } from '../../math/Matrix3.js';\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\t\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 },\n\t\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 },\n\t\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null },\n\t\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null },\n\t\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null },\n\t\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 }\n\n\t}\n\n};\n\nexport { UniformsLib };\n","import { ShaderChunk } from './ShaderChunk.js';\nimport { mergeUniforms } from './UniformsUtils.js';\nimport { Vector2 } from '../../math/Vector2.js';\nimport { Vector3 } from '../../math/Vector3.js';\nimport { UniformsLib } from './UniformsLib.js';\nimport { Color } from '../../math/Color.js';\nimport { Matrix3 } from '../../math/Matrix3.js';\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\n\t\t\tanisotropyMap: { value: null },\n\t\t\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\n\nexport { ShaderLib };\n","import { BackSide, FrontSide, CubeUVReflectionMapping, SRGBColorSpace } from '../../constants.js';\nimport { BoxGeometry } from '../../geometries/BoxGeometry.js';\nimport { PlaneGeometry } from '../../geometries/PlaneGeometry.js';\nimport { ShaderMaterial } from '../../materials/ShaderMaterial.js';\nimport { Color } from '../../math/Color.js';\nimport { Mesh } from '../../objects/Mesh.js';\nimport { ShaderLib } from '../shaders/ShaderLib.js';\nimport { cloneUniforms, getUnlitUniformColorSpace } from '../shaders/UniformsUtils.js';\n\nconst _rgb = { r: 0, b: 0, g: 0 };\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\n\n\t\tif ( environmentBlendMode === 'additive' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\n\n\t\t} else if ( environmentBlendMode === 'alpha-blend' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\n\nexport { WebGLBackground };\n","import { IntType } from '../../constants.js';\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {\n\n\t\tif ( integer === true ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\t// check for integer attributes (WebGL 2 only)\n\n\t\t\t\t\tconst integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) );\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\n\nexport { WebGLBindingStates };\n","function WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n\nexport { WebGLBufferRenderer };\n","function WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tconst isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl.constructor.name === 'WebGL2RenderingContext';\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tdrawBuffers: drawBuffers,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\n\nexport { WebGLCapabilities };\n","import { Matrix3 } from '../../math/Matrix3.js';\nimport { Plane } from '../../math/Plane.js';\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\n\nexport { WebGLClipping };\n","import { CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from '../../constants.js';\nimport { WebGLCubeRenderTarget } from '../WebGLCubeRenderTarget.js';\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nexport { WebGLCubeMaps };\n","import { Camera } from './Camera.js';\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nexport { OrthographicCamera };\n","import {\n\tCubeReflectionMapping,\n\tCubeRefractionMapping,\n\tCubeUVReflectionMapping,\n\tLinearFilter,\n\tNoToneMapping,\n\tNoBlending,\n\tRGBAFormat,\n\tHalfFloatType,\n\tBackSide,\n\tLinearSRGBColorSpace\n} from '../constants.js';\n\nimport { BufferAttribute } from '../core/BufferAttribute.js';\nimport { BufferGeometry } from '../core/BufferGeometry.js';\nimport { Mesh } from '../objects/Mesh.js';\nimport { OrthographicCamera } from '../cameras/OrthographicCamera.js';\nimport { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';\nimport { ShaderMaterial } from '../materials/ShaderMaterial.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Color } from '../math/Color.js';\nimport { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';\nimport { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';\nimport { BoxGeometry } from '../geometries/BoxGeometry.js';\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tcolorSpace: LinearSRGBColorSpace,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nexport { PMREMGenerator };\n","import { CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from '../../constants.js';\nimport { PMREMGenerator } from '../../extras/PMREMGenerator.js';\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {\n\n\t\t\t\t\ttexture.needsPMREMUpdate = false;\n\n\t\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nexport { WebGLCubeUVMaps };\n","function WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\n\nexport { WebGLExtensions };\n","import { Uint16BufferAttribute, Uint32BufferAttribute } from '../../core/BufferAttribute.js';\nimport { arrayNeedsUint32 } from '../../utils.js';\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tconst array = geometry.morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.remove( array[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else if ( geometryPosition !== undefined ) {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\n\nexport { WebGLGeometries };\n","function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n\nexport { WebGLIndexedBufferRenderer };\n","function WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase gl.TRIANGLES:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINES:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_STRIP:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_LOOP:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase gl.POINTS:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\n\nexport { WebGLInfo };\n","import { FloatType } from '../../constants.js';\nimport { DataArrayTexture } from '../../textures/DataArrayTexture.js';\nimport { Vector4 } from '../../math/Vector4.js';\nimport { Vector2 } from '../../math/Vector2.js';\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tif ( capabilities.isWebGL2 === true ) {\n\n\t\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tlet entry = morphTextures.get( geometry );\n\n\t\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\t\tlet vertexDataCount = 0;\n\n\t\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\t\tlet height = 1;\n\n\t\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t\t}\n\n\t\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\t\ttexture.type = FloatType;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t// fill buffer\n\n\t\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tentry = {\n\t\t\t\t\tcount: morphTargetsCount,\n\t\t\t\t\ttexture: texture,\n\t\t\t\t\tsize: new Vector2( width, height )\n\t\t\t\t};\n\n\t\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\t\tfunction disposeTexture() {\n\n\t\t\t\t\ttexture.dispose();\n\n\t\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\n\t\t} else {\n\n\t\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\t\tlet influences = influencesList[ geometry.id ];\n\n\t\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t\t// initialise list\n\n\t\t\t\tinfluences = [];\n\n\t\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t\t}\n\n\t\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t\t}\n\n\t\t\t// Collect influences\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tconst influence = influences[ i ];\n\n\t\t\t\tinfluence[ 0 ] = i;\n\t\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tinfluences.sort( absNumericalSort );\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tworkInfluences.sort( numericalSort );\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tconst influence = workInfluences[ i ];\n\t\t\t\tconst index = influence[ 0 ];\n\t\t\t\tconst value = influence[ 1 ];\n\n\t\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\n\nexport { WebGLMorphtargets };\n","function WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tif ( updateMap.get( object ) !== frame ) {\n\n\t\t\t\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\n\n\t\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\t\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\n\n\t\t\t\t}\n\n\t\t\t\tupdateMap.set( object, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( updateMap.get( skeleton ) !== frame ) {\n\n\t\t\t\tskeleton.update();\n\n\t\t\t\tupdateMap.set( skeleton, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\n\nexport { WebGLObjects };\n","/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nimport { CubeTexture } from '../../textures/CubeTexture.js';\nimport { Texture } from '../../textures/Texture.js';\nimport { DataArrayTexture } from '../../textures/DataArrayTexture.js';\nimport { Data3DTexture } from '../../textures/Data3DTexture.js';\n\nconst emptyTexture = /*@__PURE__*/ new Texture();\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nexport { WebGLUniforms };\n","import { Texture } from './Texture.js';\nimport { ClampToEdgeWrapping, NearestFilter } from '../constants.js';\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nexport { Data3DTexture };\n","function WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nexport { WebGLShader };\n","import { WebGLUniforms } from './WebGLUniforms.js';\nimport { WebGLShader } from './WebGLShader.js';\nimport { ShaderChunk } from '../shaders/ShaderChunk.js';\nimport { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GLSL3, LinearSRGBColorSpace, SRGBColorSpace } from '../../constants.js';\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( colorSpace ) {\n\n\tswitch ( colorSpace ) {\n\n\t\tcase LinearSRGBColorSpace:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase SRGBColorSpace:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, colorSpace ) {\n\n\tconst components = getEncodingComponents( colorSpace );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;\n\t\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\n\t\tif ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nconst shaderChunkMap = new Map( [\n\t[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154\n\t[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154\n\t[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154\n] );\n\nfunction includeReplacer( match, include ) {\n\n\tlet string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tconst newInclude = shaderChunkMap.get( include );\n\n\t\tif ( newInclude !== undefined ) {\n\n\t\t\tstring = ShaderChunk[ newInclude ];\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.', include, newInclude );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\t//\n\n\t\t\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\n\t\t\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\n\t\t\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\n\t\t\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\n\t\t\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\n\t\t\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\n\t\t\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\n\t\t\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\n\n\t\t\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\n\t\t\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\n\n\t\t\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\n\n\t\t\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\n\t\t\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\n\t\t\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\n\n\t\t\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\n\t\t\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\n\n\t\t\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\n\t\t\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\n\n\t\t\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\n\t\t\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\n\t\t\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\n\n\t\t\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\n\t\t\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\n\n\t\t\t//\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_UV1',\n\n\t\t\t'\tattribute vec2 uv1;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV2',\n\n\t\t\t'\tattribute vec2 uv2;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV3',\n\n\t\t\t'\tattribute vec2 uv3;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tif ( typeof renderer.debug.onShaderError === 'function' ) {\n\n\t\t\t\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\n\n\t\t\t} else {\n\n\t\t\t\t// default error reporting\n\n\t\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\t\tconsole.error(\n\t\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\n\\n' +\n\t\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\t\tfragmentErrors\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.type = parameters.shaderType;\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nexport { WebGLProgram };\n","let _id = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nexport { WebGLShaderCache };\n","import { BackSide, DoubleSide, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, NormalBlending, LinearSRGBColorSpace, SRGBColorSpace } from '../../constants.js';\nimport { Layers } from '../../core/Layers.js';\nimport { WebGLProgram } from './WebGLProgram.js';\nimport { WebGLShaderCache } from './WebGLShaderCache.js';\nimport { ShaderLib } from '../shaders/ShaderLib.js';\nimport { UniformsUtils } from '../shaders/UniformsUtils.js';\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst programs = [];\n\n\tconst IS_WEBGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getChannel( value ) {\n\n\t\tif ( value === 0 ) return 'uv';\n\n\t\treturn `uv${ value }`;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst IS_INSTANCEDMESH = object.isInstancedMesh === true;\n\n\t\tconst HAS_MAP = !! material.map;\n\t\tconst HAS_MATCAP = !! material.matcap;\n\t\tconst HAS_ENVMAP = !! envMap;\n\t\tconst HAS_AOMAP = !! material.aoMap;\n\t\tconst HAS_LIGHTMAP = !! material.lightMap;\n\t\tconst HAS_BUMPMAP = !! material.bumpMap;\n\t\tconst HAS_NORMALMAP = !! material.normalMap;\n\t\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\n\t\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\n\n\t\tconst HAS_METALNESSMAP = !! material.metalnessMap;\n\t\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\n\n\t\tconst HAS_ANISOTROPY = material.anisotropy > 0;\n\t\tconst HAS_CLEARCOAT = material.clearcoat > 0;\n\t\tconst HAS_IRIDESCENCE = material.iridescence > 0;\n\t\tconst HAS_SHEEN = material.sheen > 0;\n\t\tconst HAS_TRANSMISSION = material.transmission > 0;\n\n\t\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\n\n\t\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\n\t\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\n\t\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\n\n\t\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\n\t\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\n\n\t\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\n\t\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\n\n\t\tconst HAS_SPECULARMAP = !! material.specularMap;\n\t\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\n\t\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\n\n\t\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\n\t\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\n\n\t\tconst HAS_GRADIENTMAP = !! material.gradientMap;\n\n\t\tconst HAS_ALPHAMAP = !! material.alphaMap;\n\n\t\tconst HAS_ALPHATEST = material.alphaTest > 0;\n\n\t\tconst HAS_ALPHAHASH = !! material.alphaHash;\n\n\t\tconst HAS_EXTENSIONS = !! material.extensions;\n\n\t\tconst HAS_ATTRIBUTE_UV1 = !! geometry.attributes.uv1;\n\t\tconst HAS_ATTRIBUTE_UV2 = !! geometry.attributes.uv2;\n\t\tconst HAS_ATTRIBUTE_UV3 = !! geometry.attributes.uv3;\n\n\t\tlet toneMapping = NoToneMapping;\n\n\t\tif ( material.toneMapped ) {\n\n\t\t\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\ttoneMapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: IS_WEBGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderType: material.type,\n\t\t\tshaderName: material.name,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: IS_INSTANCEDMESH,\n\t\t\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\n\t\t\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\n\n\t\t\tmap: HAS_MAP,\n\t\t\tmatcap: HAS_MATCAP,\n\t\t\tenvMap: HAS_ENVMAP,\n\t\t\tenvMapMode: HAS_ENVMAP && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\taoMap: HAS_AOMAP,\n\t\t\tlightMap: HAS_LIGHTMAP,\n\t\t\tbumpMap: HAS_BUMPMAP,\n\t\t\tnormalMap: HAS_NORMALMAP,\n\t\t\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\n\t\t\temissiveMap: HAS_EMISSIVEMAP,\n\n\t\t\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\n\t\t\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tmetalnessMap: HAS_METALNESSMAP,\n\t\t\troughnessMap: HAS_ROUGHNESSMAP,\n\n\t\t\tanisotropy: HAS_ANISOTROPY,\n\t\t\tanisotropyMap: HAS_ANISOTROPYMAP,\n\n\t\t\tclearcoat: HAS_CLEARCOAT,\n\t\t\tclearcoatMap: HAS_CLEARCOATMAP,\n\t\t\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\n\t\t\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\n\n\t\t\tiridescence: HAS_IRIDESCENCE,\n\t\t\tiridescenceMap: HAS_IRIDESCENCEMAP,\n\t\t\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\n\n\t\t\tsheen: HAS_SHEEN,\n\t\t\tsheenColorMap: HAS_SHEEN_COLORMAP,\n\t\t\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\n\n\t\t\tspecularMap: HAS_SPECULARMAP,\n\t\t\tspecularColorMap: HAS_SPECULAR_COLORMAP,\n\t\t\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\n\n\t\t\ttransmission: HAS_TRANSMISSION,\n\t\t\ttransmissionMap: HAS_TRANSMISSIONMAP,\n\t\t\tthicknessMap: HAS_THICKNESSMAP,\n\n\t\t\tgradientMap: HAS_GRADIENTMAP,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending,\n\n\t\t\talphaMap: HAS_ALPHAMAP,\n\t\t\talphaTest: HAS_ALPHATEST,\n\t\t\talphaHash: HAS_ALPHAHASH,\n\n\t\t\tcombine: material.combine,\n\n\t\t\t//\n\n\t\t\tmapUv: HAS_MAP && getChannel( material.map.channel ),\n\t\t\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\n\t\t\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\n\t\t\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\n\t\t\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\n\t\t\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\n\t\t\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\n\n\t\t\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\n\t\t\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\n\n\t\t\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\n\n\t\t\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\n\t\t\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\n\t\t\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\n\n\t\t\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\n\t\t\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\n\n\t\t\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\n\t\t\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\n\n\t\t\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\n\t\t\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\n\t\t\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\n\n\t\t\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\n\t\t\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\n\n\t\t\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\n\n\t\t\t//\n\n\t\t\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUv1s: HAS_ATTRIBUTE_UV1,\n\t\t\tvertexUv2s: HAS_ATTRIBUTE_UV2,\n\t\t\tvertexUv3s: HAS_ATTRIBUTE_UV3,\n\n\t\t\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading === true,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation === true,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: toneMapping,\n\t\t\tuseLegacyLights: renderer._useLegacyLights,\n\n\t\t\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( material.map.colorSpace === SRGBColorSpace ),\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: material.depthPacking >= 0,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,\n\t\t\textensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,\n\t\t\textensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,\n\t\t\textensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,\n\n\t\t\trendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputColorSpace );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputColorSpace );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.mapUv );\n\t\tarray.push( parameters.alphaMapUv );\n\t\tarray.push( parameters.lightMapUv );\n\t\tarray.push( parameters.aoMapUv );\n\t\tarray.push( parameters.bumpMapUv );\n\t\tarray.push( parameters.normalMapUv );\n\t\tarray.push( parameters.displacementMapUv );\n\t\tarray.push( parameters.emissiveMapUv );\n\t\tarray.push( parameters.metalnessMapUv );\n\t\tarray.push( parameters.roughnessMapUv );\n\t\tarray.push( parameters.anisotropyMapUv );\n\t\tarray.push( parameters.clearcoatMapUv );\n\t\tarray.push( parameters.clearcoatNormalMapUv );\n\t\tarray.push( parameters.clearcoatRoughnessMapUv );\n\t\tarray.push( parameters.iridescenceMapUv );\n\t\tarray.push( parameters.iridescenceThicknessMapUv );\n\t\tarray.push( parameters.sheenColorMapUv );\n\t\tarray.push( parameters.sheenRoughnessMapUv );\n\t\tarray.push( parameters.specularMapUv );\n\t\tarray.push( parameters.specularColorMapUv );\n\t\tarray.push( parameters.specularIntensityMapUv );\n\t\tarray.push( parameters.transmissionMapUv );\n\t\tarray.push( parameters.thicknessMapUv );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.isWebGL2 )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.normalMapObjectSpace )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.normalMapTangentSpace )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.vertexUv1s )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.vertexUv2s )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.vertexUv3s )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.anisotropy )\n\t\t\t_programLayers.enable( 17 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.useLegacyLights )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.pointsUvs )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 19 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nexport { WebGLPrograms };\n","function WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\n\nexport { WebGLProperties };\n","function painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n\nexport { WebGLRenderLists, WebGLRenderList };\n","import { Color } from '../../math/Color.js';\nimport { Matrix4 } from '../../math/Matrix4.js';\nimport { Vector2 } from '../../math/Vector2.js';\nimport { Vector3 } from '../../math/Vector3.js';\nimport { UniformsLib } from '../shaders/UniformsLib.js';\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, useLegacyLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\n\nexport { WebGLLights };\n","import { WebGLLights } from './WebGLLights.js';\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( useLegacyLights ) {\n\n\t\tlights.setup( lightsArray, useLegacyLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n\nexport { WebGLRenderStates };\n","import { Material } from './Material.js';\nimport { BasicDepthPacking } from '../constants.js';\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nexport { MeshDepthMaterial };\n","import { Material } from './Material.js';\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nexport { MeshDistanceMaterial };\n","export const vertex = /* glsl */`\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}\n`;\n\nexport const fragment = /* glsl */`\nuniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n\n#include \n\nvoid main() {\n\n\tconst float samples = float( VSM_SAMPLES );\n\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\n\t\t#ifdef HORIZONTAL_PASS\n\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 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, uvOffset ) * 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 / samples;\n\tsquared_mean = squared_mean / samples;\n\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n\n}\n`;\n","import { FrontSide, BackSide, DoubleSide, NearestFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js';\nimport { WebGLRenderTarget } from '../WebGLRenderTarget.js';\nimport { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js';\nimport { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js';\nimport { ShaderMaterial } from '../../materials/ShaderMaterial.js';\nimport { BufferAttribute } from '../../core/BufferAttribute.js';\nimport { BufferGeometry } from '../../core/BufferGeometry.js';\nimport { Mesh } from '../../objects/Mesh.js';\nimport { Vector4 } from '../../math/Vector4.js';\nimport { Vector2 } from '../../math/Vector2.js';\nimport { Frustum } from '../../math/Frustum.js';\n\nimport * as vsm from '../shaders/ShaderLib/vsm.glsl.js';\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm.vertex,\n\t\tfragmentShader: vsm.fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\tlet _previousType = this.type;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// check for shadow map type changes\n\n\t\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\n\t\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null || toVSM === true || fromVSM === true ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tif ( shadow.map !== null ) {\n\n\t\t\t\t\tshadow.map.dispose();\n\n\t\t\t\t}\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\t_previousType = this.type;\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tconst materialProperties = _renderer.properties.get( result );\n\t\t\tmaterialProperties.light = light;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\n\nexport { WebGLShadowMap };\n","import { NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceFront, CullFaceBack, CullFaceNone, DoubleSide, BackSide, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NoBlending, NormalBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor } from '../../constants.js';\nimport { Vector4 } from '../../math/Vector4.js';\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( gl.VERSION );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( gl.SCISSOR_BOX );\n\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count, dimensions ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tif ( isWebGL2 && ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) ) {\n\n\t\t\t\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t} else {\n\n\t\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\n\tif ( isWebGL2 ) {\n\n\t\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\n\t\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\n\n\t}\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\n\n\t\t\t\tif ( target === gl.DRAW_FRAMEBUFFER ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === gl.FRAMEBUFFER ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tdrawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\t\tdrawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== gl.BACK ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = gl.BACK;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t\t} else {\n\n\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );\n\n\t\t\t}\n\n\t\t}\n\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: gl.FUNC_ADD,\n\t\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\n\t\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = gl.MIN;\n\t\tequationToGL[ MaxEquation ] = gl.MAX;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: gl.ZERO,\n\t\t[ OneFactor ]: gl.ONE,\n\t\t[ SrcColorFactor ]: gl.SRC_COLOR,\n\t\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\n\t\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\n\t\t[ DstColorFactor ]: gl.DST_COLOR,\n\t\t[ DstAlphaFactor ]: gl.DST_ALPHA,\n\t\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\n\t\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\n\t\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\n\t\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( gl.BLEND );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( gl.BLEND );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ONE, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )\n\t\t\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( gl.BLEND );\n\t\tgl.disable( gl.CULL_FACE );\n\t\tgl.disable( gl.DEPTH_TEST );\n\t\tgl.disable( gl.POLYGON_OFFSET_FILL );\n\t\tgl.disable( gl.SCISSOR_TEST );\n\t\tgl.disable( gl.STENCIL_TEST );\n\t\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\tgl.blendFunc( gl.ONE, gl.ZERO );\n\t\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( gl.LESS );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\n\t\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( gl.BACK );\n\t\tgl.frontFace( gl.CCW );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( gl.TEXTURE0 );\n\n\t\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\n\t\t\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nexport { WebGLState };\n","import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, UnsignedByteType, _SRGBAFormat, NoColorSpace, LinearSRGBColorSpace, SRGBColorSpace, NeverCompare, AlwaysCompare, LessCompare, LessEqualCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, DisplayP3ColorSpace } from '../../constants.js';\nimport * as MathUtils from '../../math/MathUtils.js';\nimport { ImageUtils } from '../../extras/ImageUtils.js';\nimport { createElementNS } from '../../utils.js';\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === _gl.RED ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RED_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGBA ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\n\n\t\t}\n\n\t\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\n\t\t\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\n\t\t\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image, supportsMips ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn _gl.NEAREST;\n\n\t\t}\n\n\t\treturn _gl.LINEAR;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t\tinfo.memory.textures --;\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\n\n\t\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\n\n\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = texture.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachmentProperties = properties.get( texture[ i ] );\n\n\t\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\t\tinfo.memory.textures --;\n\n\t\t\t\t}\n\n\t\t\t\tproperties.remove( texture[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.colorSpace );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: _gl.REPEAT,\n\t\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\n\t\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: _gl.NEAREST,\n\t\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\n\t\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\n\n\t\t[ LinearFilter ]: _gl.LINEAR,\n\t\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\n\t\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\n\t};\n\n\tconst compareToGL = {\n\t\t[ NeverCompare ]: _gl.NEVER,\n\t\t[ AlwaysCompare ]: _gl.ALWAYS,\n\t\t[ LessCompare ]: _gl.LESS,\n\t\t[ LessEqualCompare ]: _gl.LEQUAL,\n\t\t[ EqualCompare ]: _gl.EQUAL,\n\t\t[ GreaterEqualCompare ]: _gl.GEQUAL,\n\t\t[ GreaterCompare ]: _gl.GREATER,\n\t\t[ NotEqualCompare ]: _gl.NOTEQUAL\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );\n\n\t\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( texture.compareFunction ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = _gl.TEXTURE_2D;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\n\t\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );\n\n\t\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\t\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace );\n\n\t\t\tlet glType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT;\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// validation checks for WebGL 1\n\n\t\t\t\tif ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedIntType;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tglInternalFormat = _gl.DEPTH_STENCIL;\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tlet levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tconst width = Math.max( 1, renderTarget.width >> level );\n\t\t\tconst height = Math.max( 1, renderTarget.height >> level );\n\n\t\t\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = _gl.DEPTH_COMPONENT16;\n\n\t\t\tif ( isMultisample || useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets !== true ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = [];\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tconst textures = isMultipleRenderTargets ? texture : [ texture ];\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tconst textures = renderTarget.texture;\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( _gl.TEXTURE_2D );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = _gl.TEXTURE_2D;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\n\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ];\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = _gl.COLOR_BUFFER_BIT;\n\t\t\tconst invalidationArray = [];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\n\t\t\t// If MRT we need to remove FBO attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tinvalidationArray.push( _gl.COLOR_ATTACHMENT0 + i );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t\t}\n\n\t\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;\n\t\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] );\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );\n\n\t\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray );\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );\n\n\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst colorSpace = texture.colorSpace;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;\n\n\t\tif ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( colorSpace === SRGBColorSpace || colorSpace === DisplayP3ColorSpace ) {\n\n\t\t\t\tif ( isWebGL2 === false ) {\n\n\t\t\t\t\t// in WebGL 1, try to use EXT_sRGB extension and unsized formats\n\n\t\t\t\t\tif ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {\n\n\t\t\t\t\t\ttexture.format = _SRGBAFormat;\n\n\t\t\t\t\t\t// it's not possible to generate mips in WebGL 1 with this extension\n\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// slow fallback (CPU decode)\n\n\t\t\t\t\t\timage = ImageUtils.sRGBToLinear( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nexport { WebGLTextures };\n","import { RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RedFormat, RGBAFormat, AlphaFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBAIntegerFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, _SRGBAFormat, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, SRGBColorSpace, NoColorSpace, DisplayP3ColorSpace } from '../../constants.js';\n\nconst LinearTransferFunction = 0;\nconst SRGBTransferFunction = 1;\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p, colorSpace = NoColorSpace ) {\n\n\t\tlet extension;\n\n\t\tconst transferFunction = ( colorSpace === SRGBColorSpace || colorSpace === DisplayP3ColorSpace ) ? SRGBTransferFunction : LinearTransferFunction;\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return gl.HALF_FLOAT;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\t// WebGL 1 sRGB fallback\n\n\t\tif ( p === _SRGBAFormat ) {\n\n\t\t\textension = extensions.get( 'EXT_sRGB' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.SRGB_ALPHA_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return gl.RED;\n\t\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\n\t\tif ( p === RGFormat ) return gl.RG;\n\t\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\n\t\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( transferFunction === SRGBTransferFunction ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC1\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC2\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\t\t\t\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n\t\t\t\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return gl.UNSIGNED_INT_24_8;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\n\nexport { WebGLUtils };\n","import { PerspectiveCamera } from './PerspectiveCamera.js';\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nexport { ArrayCamera };\n","import { Object3D } from '../core/Object3D.js';\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nexport { Group };\n","import { Vector3 } from '../../math/Vector3.js';\nimport { Group } from '../../objects/Group.js';\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\t\t\t\t\t\tgrip.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\t\t\t\t\ttargetRay.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\n\nexport { WebXRController };\n","import { Texture } from './Texture.js';\nimport { NearestFilter, UnsignedIntType, UnsignedInt248Type, DepthFormat, DepthStencilFormat } from '../constants.js';\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.compareFunction = null;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.compareFunction = source.compareFunction;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;\n\n\t\treturn data;\n\n\t}\n\n}\n\nexport { DepthTexture };\n","import { ArrayCamera } from '../../cameras/ArrayCamera.js';\nimport { EventDispatcher } from '../../core/EventDispatcher.js';\nimport { PerspectiveCamera } from '../../cameras/PerspectiveCamera.js';\nimport { Vector3 } from '../../math/Vector3.js';\nimport { Vector4 } from '../../math/Vector4.js';\nimport { RAD2DEG } from '../../math/MathUtils.js';\nimport { WebGLAnimation } from '../webgl/WebGLAnimation.js';\nimport { WebGLRenderTarget } from '../WebGLRenderTarget.js';\nimport { WebXRController } from './WebXRController.js';\nimport { DepthTexture } from '../../textures/DepthTexture.js';\nimport { DepthFormat, DepthStencilFormat, RGBAFormat, UnsignedByteType, UnsignedIntType, UnsignedInt248Type } from '../../constants.js';\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\t\tconst attributes = gl.getContextAttributes();\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraXR = new ArrayCamera();\n\t\tcameraXR.layers.enable( 1 );\n\t\tcameraXR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tif ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,\n\t\t\t\t\t\talpha: true,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: gl.RGBA8,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getEnvironmentBlendMode = function () {\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\treturn session.environmentBlendMode;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraXR.near,\n\t\t\t\t\tdepthFar: cameraXR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraXR.near;\n\t\t\t\t_currentDepthFar = cameraXR.far;\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraXR.cameras;\n\n\t\t\tupdateCamera( cameraXR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\t// update user camera and its children\n\n\t\t\tupdateUserCamera( camera, cameraXR, parent );\n\n\t\t};\n\n\t\tfunction updateUserCamera( camera, cameraXR, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrix.copy( cameraXR.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrix.copy( parent.matrixWorld );\n\t\t\t\tcamera.matrix.invert();\n\t\t\t\tcamera.matrix.multiply( cameraXR.matrixWorld );\n\n\t\t\t}\n\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.updateMatrixWorld( true );\n\n\t\t\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\n\t\t\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\n\n\t\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\t\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\n\t\t\t\tcamera.zoom = 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraXR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraXRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraXR's camera list\n\n\t\t\t\tif ( views.length !== cameraXR.cameras.length ) {\n\n\t\t\t\t\tcameraXR.cameras.length = 0;\n\t\t\t\t\tcameraXRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraXR.matrix.copy( camera.matrix );\n\t\t\t\t\t\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraXRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraXR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nexport { WebXRManager };\n","import { BackSide } from '../../constants.js';\nimport { getUnlitUniformColorSpace } from '../shaders/UniformsUtils.js';\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshTransformUniform( map, uniform ) {\n\n\t\tif ( map.matrixAutoUpdate === true ) {\n\n\t\t\tmap.updateMatrix();\n\n\t\t}\n\n\t\tuniform.value.copy( map.matrix );\n\n\t}\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\n\t\t\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\n\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.bumpScale.value *= - 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\n\t\t\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\n\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.normalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\n\t\t\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\n\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer._useLegacyLights === true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n\n\t\t\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.uvTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\n\n\t\t}\n\n\t\tuniforms.roughness.value = material.roughness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tif ( material.anisotropy > 0 ) {\n\n\t\t\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\n\n\t\t\tif ( material.anisotropyMap ) {\n\n\t\t\t\tuniforms.anisotropyMap.value = material.anisotropyMap;\n\n\t\t\t\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tconst light = properties.get( material ).light;\n\n\t\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\n\t\tuniforms.nearDistance.value = light.shadow.camera.near;\n\t\tuniforms.farDistance.value = light.shadow.camera.far;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nexport { WebGLMaterials };\n","function WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\t\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\t\tgl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniform = uniforms[ i ];\n\n\t\t\t// partly update the buffer if necessary\n\n\t\t\tif ( hasUniformChanged( uniform, i, cache ) === true ) {\n\n\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\tfor ( let i = 0; i < values.length; i ++ ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\tuniform.__data[ 3 ] = value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\tuniform.__data[ 7 ] = value.elements[ 0 ];\n\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\tuniform.__data[ 11 ] = value.elements[ 0 ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, cache ) {\n\n\t\tconst value = uniform.value;\n\n\t\tif ( cache[ index ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\tcache[ index ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tconst values = Array.isArray( value ) ? value : [ value ];\n\n\t\t\t\tconst tempValues = [];\n\n\t\t\t\tfor ( let i = 0; i < values.length; i ++ ) {\n\n\t\t\t\t\ttempValues.push( values[ i ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tcache[ index ] = tempValues;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' ) {\n\n\t\t\t\tif ( cache[ index ] !== value ) {\n\n\t\t\t\t\tcache[ index ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst cachedObjects = Array.isArray( cache[ index ] ) ? cache[ index ] : [ cache[ index ] ];\n\t\t\t\tconst values = Array.isArray( value ) ? value : [ value ];\n\n\t\t\t\tfor ( let i = 0; i < cachedObjects.length; i ++ ) {\n\n\t\t\t\t\tconst cachedObject = cachedObjects[ i ];\n\n\t\t\t\t\tif ( cachedObject.equals( values[ i ] ) === false ) {\n\n\t\t\t\t\t\tcachedObject.copy( values[ i ] );\n\t\t\t\t\t\treturn true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\t\tlet chunkOffset = 0; // offset within a single chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniform = uniforms[ i ];\n\n\t\t\tconst infos = {\n\t\t\t\tboundary: 0, // bytes\n\t\t\t\tstorage: 0 // bytes\n\t\t\t};\n\n\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\tfor ( let j = 0, jl = values.length; j < jl; j ++ ) {\n\n\t\t\t\tconst value = values[ j ];\n\n\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\tinfos.boundary += info.boundary;\n\t\t\t\tinfos.storage += info.storage;\n\n\t\t\t}\n\n\t\t\t// the following two properties will be used for partial buffer updates\n\n\t\t\tuniform.__data = new Float32Array( infos.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\tuniform.__offset = offset;\n\n\t\t\t//\n\n\t\t\tif ( i > 0 ) {\n\n\t\t\t\tchunkOffset = offset % chunkSize;\n\n\t\t\t\tconst remainingSizeInChunk = chunkSize - chunkOffset;\n\n\t\t\t\t// check for chunk overflow\n\n\t\t\t\tif ( chunkOffset !== 0 && ( remainingSizeInChunk - infos.boundary ) < 0 ) {\n\n\t\t\t\t\t// add padding and adjust offset\n\n\t\t\t\t\toffset += ( chunkSize - chunkOffset );\n\t\t\t\t\tuniform.__offset = offset;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\toffset += infos.storage;\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tchunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' ) {\n\n\t\t\t// float/int\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\n\nexport { WebGLUniformsGroups };\n","import {\n\tREVISION,\n\tBackSide,\n\tFrontSide,\n\tDoubleSide,\n\tRGBAFormat,\n\tHalfFloatType,\n\tFloatType,\n\tUnsignedByteType,\n\tNoToneMapping,\n\tLinearMipmapLinearFilter,\n\tSRGBColorSpace,\n\tLinearSRGBColorSpace,\n\tsRGBEncoding,\n\tLinearEncoding,\n\tRGBAIntegerFormat,\n\tRGIntegerFormat,\n\tRedIntegerFormat,\n\tUnsignedIntType,\n\tUnsignedShortType,\n\tUnsignedInt248Type,\n\tUnsignedShort4444Type,\n\tUnsignedShort5551Type,\n\tWebGLCoordinateSystem\n} from '../constants.js';\nimport { Color } from '../math/Color.js';\nimport { Frustum } from '../math/Frustum.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Vector4 } from '../math/Vector4.js';\nimport { floorPowerOfTwo } from '../math/MathUtils.js';\nimport { WebGLAnimation } from './webgl/WebGLAnimation.js';\nimport { WebGLAttributes } from './webgl/WebGLAttributes.js';\nimport { WebGLBackground } from './webgl/WebGLBackground.js';\nimport { WebGLBindingStates } from './webgl/WebGLBindingStates.js';\nimport { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';\nimport { WebGLCapabilities } from './webgl/WebGLCapabilities.js';\nimport { WebGLClipping } from './webgl/WebGLClipping.js';\nimport { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';\nimport { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';\nimport { WebGLExtensions } from './webgl/WebGLExtensions.js';\nimport { WebGLGeometries } from './webgl/WebGLGeometries.js';\nimport { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';\nimport { WebGLInfo } from './webgl/WebGLInfo.js';\nimport { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';\nimport { WebGLObjects } from './webgl/WebGLObjects.js';\nimport { WebGLPrograms } from './webgl/WebGLPrograms.js';\nimport { WebGLProperties } from './webgl/WebGLProperties.js';\nimport { WebGLRenderLists } from './webgl/WebGLRenderLists.js';\nimport { WebGLRenderStates } from './webgl/WebGLRenderStates.js';\nimport { WebGLRenderTarget } from './WebGLRenderTarget.js';\nimport { WebGLShadowMap } from './webgl/WebGLShadowMap.js';\nimport { WebGLState } from './webgl/WebGLState.js';\nimport { WebGLTextures } from './webgl/WebGLTextures.js';\nimport { WebGLUniforms } from './webgl/WebGLUniforms.js';\nimport { WebGLUtils } from './webgl/WebGLUtils.js';\nimport { WebXRManager } from './webxr/WebXRManager.js';\nimport { WebGLMaterials } from './webgl/WebGLMaterials.js';\nimport { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';\nimport { createCanvasElement } from '../utils.js';\n\nclass WebGLRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst {\n\t\t\tcanvas = createCanvasElement(),\n\t\t\tcontext = null,\n\t\t\tdepth = true,\n\t\t\tstencil = true,\n\t\t\talpha = false,\n\t\t\tantialias = false,\n\t\t\tpremultipliedAlpha = true,\n\t\t\tpreserveDrawingBuffer = false,\n\t\t\tpowerPreference = 'default',\n\t\t\tfailIfMajorPerformanceCaveat = false,\n\t\t} = parameters;\n\n\t\tthis.isWebGLRenderer = true;\n\n\t\tlet _alpha;\n\n\t\tif ( context !== null ) {\n\n\t\t\t_alpha = context.getContextAttributes().alpha;\n\n\t\t} else {\n\n\t\t\t_alpha = alpha;\n\n\t\t}\n\n\t\tconst uintClearColor = new Uint32Array( 4 );\n\t\tconst intClearColor = new Int32Array( 4 );\n\n\t\tlet currentRenderList = null;\n\t\tlet currentRenderState = null;\n\n\t\t// render() can be called from within a callback triggered by another render.\n\t\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\t\tconst renderListStack = [];\n\t\tconst renderStateStack = [];\n\n\t\t// public properties\n\n\t\tthis.domElement = canvas;\n\n\t\t// Debug configuration container\n\t\tthis.debug = {\n\n\t\t\t/**\n\t\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t\t * @type {boolean}\n\t\t\t */\n\t\t\tcheckShaderErrors: true,\n\t\t\t/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\n\t\t\tonShaderError: null\n\t\t};\n\n\t\t// clearing\n\n\t\tthis.autoClear = true;\n\t\tthis.autoClearColor = true;\n\t\tthis.autoClearDepth = true;\n\t\tthis.autoClearStencil = true;\n\n\t\t// scene graph\n\n\t\tthis.sortObjects = true;\n\n\t\t// user-defined clipping\n\n\t\tthis.clippingPlanes = [];\n\t\tthis.localClippingEnabled = false;\n\n\t\t// physically based shading\n\n\t\tthis.outputColorSpace = SRGBColorSpace;\n\n\t\t// physical lights\n\n\t\tthis._useLegacyLights = false;\n\n\t\t// tone mapping\n\n\t\tthis.toneMapping = NoToneMapping;\n\t\tthis.toneMappingExposure = 1.0;\n\n\t\t// internal properties\n\n\t\tconst _this = this;\n\n\t\tlet _isContextLost = false;\n\n\t\t// internal state cache\n\n\t\tlet _currentActiveCubeFace = 0;\n\t\tlet _currentActiveMipmapLevel = 0;\n\t\tlet _currentRenderTarget = null;\n\t\tlet _currentMaterialId = - 1;\n\n\t\tlet _currentCamera = null;\n\n\t\tconst _currentViewport = new Vector4();\n\t\tconst _currentScissor = new Vector4();\n\t\tlet _currentScissorTest = null;\n\n\t\tconst _currentClearColor = new Color( 0x000000 );\n\t\tlet _currentClearAlpha = 0;\n\n\t\t//\n\n\t\tlet _width = canvas.width;\n\t\tlet _height = canvas.height;\n\n\t\tlet _pixelRatio = 1;\n\t\tlet _opaqueSort = null;\n\t\tlet _transparentSort = null;\n\n\t\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\t\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\t\tlet _scissorTest = false;\n\n\t\t// frustum\n\n\t\tconst _frustum = new Frustum();\n\n\t\t// clipping\n\n\t\tlet _clippingEnabled = false;\n\t\tlet _localClippingEnabled = false;\n\n\t\t// transmission\n\n\t\tlet _transmissionRenderTarget = null;\n\n\t\t// camera matrices cache\n\n\t\tconst _projScreenMatrix = new Matrix4();\n\n\t\tconst _vector2 = new Vector2();\n\t\tconst _vector3 = new Vector3();\n\n\t\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\t\tfunction getTargetPixelRatio() {\n\n\t\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t\t}\n\n\t\t// initialize\n\n\t\tlet _gl = context;\n\n\t\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\t\tconst contextName = contextNames[ i ];\n\t\t\t\tconst context = canvas.getContext( contextName, contextAttributes );\n\t\t\t\tif ( context !== null ) return context;\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttry {\n\n\t\t\tconst contextAttributes = {\n\t\t\t\talpha: true,\n\t\t\t\tdepth,\n\t\t\t\tstencil,\n\t\t\t\tantialias,\n\t\t\t\tpremultipliedAlpha,\n\t\t\t\tpreserveDrawingBuffer,\n\t\t\t\tpowerPreference,\n\t\t\t\tfailIfMajorPerformanceCaveat,\n\t\t\t};\n\n\t\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\t\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\t\tcontextNames.shift();\n\n\t\t\t\t}\n\n\t\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\t\tif ( _gl === null ) {\n\n\t\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );\n\n\t\t\t}\n\n\t\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\t\tthrow error;\n\n\t\t}\n\n\t\tlet extensions, capabilities, state, info;\n\t\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\t\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\t\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\t\tlet utils, bindingStates, uniformsGroups;\n\n\t\tfunction initGLContext() {\n\n\t\t\textensions = new WebGLExtensions( _gl );\n\n\t\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\t\textensions.init( capabilities );\n\n\t\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\t\tinfo = new WebGLInfo( _gl );\n\t\t\tproperties = new WebGLProperties();\n\t\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\t\tclipping = new WebGLClipping( properties );\n\t\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\t\trenderLists = new WebGLRenderLists();\n\t\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\n\t\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\t\tinfo.programs = programCache.programs;\n\n\t\t\t_this.capabilities = capabilities;\n\t\t\t_this.extensions = extensions;\n\t\t\t_this.properties = properties;\n\t\t\t_this.renderLists = renderLists;\n\t\t\t_this.shadowMap = shadowMap;\n\t\t\t_this.state = state;\n\t\t\t_this.info = info;\n\n\t\t}\n\n\t\tinitGLContext();\n\n\t\t// xr\n\n\t\tconst xr = new WebXRManager( _this, _gl );\n\n\t\tthis.xr = xr;\n\n\t\t// API\n\n\t\tthis.getContext = function () {\n\n\t\t\treturn _gl;\n\n\t\t};\n\n\t\tthis.getContextAttributes = function () {\n\n\t\t\treturn _gl.getContextAttributes();\n\n\t\t};\n\n\t\tthis.forceContextLoss = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.loseContext();\n\n\t\t};\n\n\t\tthis.forceContextRestore = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.restoreContext();\n\n\t\t};\n\n\t\tthis.getPixelRatio = function () {\n\n\t\t\treturn _pixelRatio;\n\n\t\t};\n\n\t\tthis.setPixelRatio = function ( value ) {\n\n\t\t\tif ( value === undefined ) return;\n\n\t\t\t_pixelRatio = value;\n\n\t\t\tthis.setSize( _width, _height, false );\n\n\t\t};\n\n\t\tthis.getSize = function ( target ) {\n\n\t\t\treturn target.set( _width, _height );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height, updateStyle = true ) {\n\n\t\t\tif ( xr.isPresenting ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\tcanvas.width = Math.floor( width * _pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * _pixelRatio );\n\n\t\t\tif ( updateStyle === true ) {\n\n\t\t\t\tcanvas.style.width = width + 'px';\n\t\t\t\tcanvas.style.height = height + 'px';\n\n\t\t\t}\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t\t};\n\n\t\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_pixelRatio = pixelRatio;\n\n\t\t\tcanvas.width = Math.floor( width * pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * pixelRatio );\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getCurrentViewport = function ( target ) {\n\n\t\t\treturn target.copy( _currentViewport );\n\n\t\t};\n\n\t\tthis.getViewport = function ( target ) {\n\n\t\t\treturn target.copy( _viewport );\n\n\t\t};\n\n\t\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_viewport.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\t};\n\n\t\tthis.getScissor = function ( target ) {\n\n\t\t\treturn target.copy( _scissor );\n\n\t\t};\n\n\t\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_scissor.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\t};\n\n\t\tthis.getScissorTest = function () {\n\n\t\t\treturn _scissorTest;\n\n\t\t};\n\n\t\tthis.setScissorTest = function ( boolean ) {\n\n\t\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t\t};\n\n\t\tthis.setOpaqueSort = function ( method ) {\n\n\t\t\t_opaqueSort = method;\n\n\t\t};\n\n\t\tthis.setTransparentSort = function ( method ) {\n\n\t\t\t_transparentSort = method;\n\n\t\t};\n\n\t\t// Clearing\n\n\t\tthis.getClearColor = function ( target ) {\n\n\t\t\treturn target.copy( background.getClearColor() );\n\n\t\t};\n\n\t\tthis.setClearColor = function () {\n\n\t\t\tbackground.setClearColor.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.getClearAlpha = function () {\n\n\t\t\treturn background.getClearAlpha();\n\n\t\t};\n\n\t\tthis.setClearAlpha = function () {\n\n\t\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\t\tlet bits = 0;\n\n\t\t\tif ( color ) {\n\n\t\t\t\t// check if we're trying to clear an integer target\n\t\t\t\tlet isIntegerFormat = false;\n\t\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t\tconst targetFormat = _currentRenderTarget.texture.format;\n\t\t\t\t\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RGIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RedIntegerFormat;\n\n\t\t\t\t}\n\n\t\t\t\t// use the appropriate clear functions to clear the target if it's a signed\n\t\t\t\t// or unsigned integer target\n\t\t\t\tif ( isIntegerFormat ) {\n\n\t\t\t\t\tconst targetType = _currentRenderTarget.texture.type;\n\t\t\t\t\tconst isUnsignedType = targetType === UnsignedByteType ||\n\t\t\t\t\t\ttargetType === UnsignedIntType ||\n\t\t\t\t\t\ttargetType === UnsignedShortType ||\n\t\t\t\t\t\ttargetType === UnsignedInt248Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort4444Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort5551Type;\n\n\t\t\t\t\tconst clearColor = background.getClearColor();\n\t\t\t\t\tconst a = background.getClearAlpha();\n\t\t\t\t\tconst r = clearColor.r;\n\t\t\t\t\tconst g = clearColor.g;\n\t\t\t\t\tconst b = clearColor.b;\n\n\t\t\t\t\tif ( isUnsignedType ) {\n\n\t\t\t\t\t\tuintClearColor[ 0 ] = r;\n\t\t\t\t\t\tuintClearColor[ 1 ] = g;\n\t\t\t\t\t\tuintClearColor[ 2 ] = b;\n\t\t\t\t\t\tuintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tintClearColor[ 0 ] = r;\n\t\t\t\t\t\tintClearColor[ 1 ] = g;\n\t\t\t\t\t\tintClearColor[ 2 ] = b;\n\t\t\t\t\t\tintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbits |= _gl.COLOR_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\t\tif ( stencil ) bits |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t_gl.clear( bits );\n\n\t\t};\n\n\t\tthis.clearColor = function () {\n\n\t\t\tthis.clear( true, false, false );\n\n\t\t};\n\n\t\tthis.clearDepth = function () {\n\n\t\t\tthis.clear( false, true, false );\n\n\t\t};\n\n\t\tthis.clearStencil = function () {\n\n\t\t\tthis.clear( false, false, true );\n\n\t\t};\n\n\t\t//\n\n\t\tthis.dispose = function () {\n\n\t\t\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\trenderLists.dispose();\n\t\t\trenderStates.dispose();\n\t\t\tproperties.dispose();\n\t\t\tcubemaps.dispose();\n\t\t\tcubeuvmaps.dispose();\n\t\t\tobjects.dispose();\n\t\t\tbindingStates.dispose();\n\t\t\tuniformsGroups.dispose();\n\t\t\tprogramCache.dispose();\n\n\t\t\txr.dispose();\n\n\t\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t\t_transmissionRenderTarget = null;\n\n\t\t\t}\n\n\t\t\tanimation.stop();\n\n\t\t};\n\n\t\t// Events\n\n\t\tfunction onContextLost( event ) {\n\n\t\t\tevent.preventDefault();\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t\t_isContextLost = true;\n\n\t\t}\n\n\t\tfunction onContextRestore( /* event */ ) {\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t\t_isContextLost = false;\n\n\t\t\tconst infoAutoReset = info.autoReset;\n\t\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\t\tconst shadowMapType = shadowMap.type;\n\n\t\t\tinitGLContext();\n\n\t\t\tinfo.autoReset = infoAutoReset;\n\t\t\tshadowMap.enabled = shadowMapEnabled;\n\t\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\t\tshadowMap.type = shadowMapType;\n\n\t\t}\n\n\t\tfunction onContextCreationError( event ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t\t}\n\n\t\tfunction onMaterialDispose( event ) {\n\n\t\t\tconst material = event.target;\n\n\t\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tdeallocateMaterial( material );\n\n\t\t}\n\n\t\t// Buffer deallocation\n\n\t\tfunction deallocateMaterial( material ) {\n\n\t\t\treleaseMaterialProgramReferences( material );\n\n\t\t\tproperties.remove( material );\n\n\t\t}\n\n\n\t\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\t\tconst programs = properties.get( material ).programs;\n\n\t\t\tif ( programs !== undefined ) {\n\n\t\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t\t} );\n\n\t\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Buffer rendering\n\n\t\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t\t//\n\n\t\t\tlet index = geometry.index;\n\t\t\tlet rangeFactor = 1;\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\n\t\t\t\tif ( index === undefined ) return;\n\n\t\t\t\trangeFactor = 2;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst drawRange = geometry.drawRange;\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\t\tif ( group !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t\t}\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t\t}\n\n\t\t\tconst drawCount = drawEnd - drawStart;\n\n\t\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t\t//\n\n\t\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\t\tlet attribute;\n\t\t\tlet renderer = bufferRenderer;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tattribute = attributes.get( index );\n\n\t\t\t\trenderer = indexedBufferRenderer;\n\t\t\t\trenderer.setIndex( attribute );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLine ) {\n\n\t\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isPoints ) {\n\n\t\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t}\n\n\t\t\tif ( object.isInstancedMesh ) {\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Compile\n\n\t\tthis.compile = function ( scene, camera ) {\n\n\t\t\tfunction prepare( material, scene, object ) {\n\n\t\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tcurrentRenderState = renderStates.get( scene );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material ) {\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\t\tprepare( material2, scene, object );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprepare( material, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\trenderStateStack.pop();\n\t\t\tcurrentRenderState = null;\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time ) {\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t\t}\n\n\t\tfunction onXRSessionStart() {\n\n\t\t\tanimation.stop();\n\n\t\t}\n\n\t\tfunction onXRSessionEnd() {\n\n\t\t\tanimation.start();\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\t\t\txr.setAnimationLoop( callback );\n\n\t\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t\t};\n\n\t\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t// Rendering\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( _isContextLost === true ) return;\n\n\t\t\t// update scene graph\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t\t// update camera matrices and frustum\n\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\t\tcurrentRenderList.init();\n\n\t\t\trenderListStack.push( currentRenderList );\n\n\t\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\t\tcurrentRenderList.finish();\n\n\t\t\tif ( _this.sortObjects === true ) {\n\n\t\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tthis.info.render.frame ++;\n\n\t\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t\t//\n\n\t\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\n\t\t\t//\n\n\t\t\tbackground.render( currentRenderList, scene );\n\n\t\t\t// render scene\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t\t// _gl.finish();\n\n\t\t\tbindingStates.resetDefaultState();\n\t\t\t_currentMaterialId = - 1;\n\t\t\t_currentCamera = null;\n\n\t\t\trenderStateStack.pop();\n\n\t\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderState = null;\n\n\t\t\t}\n\n\t\t\trenderListStack.pop();\n\n\t\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderList = null;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\t\tif ( object.visible === false ) return;\n\n\t\t\tconst visible = object.layers.test( camera.layers );\n\n\t\t\tif ( visible ) {\n\n\t\t\t\tif ( object.isGroup ) {\n\n\t\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\t\t\t\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( object.boundingSphere.center );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( geometry.boundingSphere.center );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t_vector3\n\t\t\t\t\t\t\t\t.applyMatrix4( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst children = object.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\n\n\t\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\tstate.setPolygonOffset( false );\n\n\t\t}\n\n\t\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\n\n\t\t\tconst isWebGL2 = capabilities.isWebGL2;\n\n\t\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\t\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\t\tgenerateMipmaps: true,\n\t\t\t\t\ttype: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\t\tsamples: ( isWebGL2 ) ? 4 : 0\n\t\t\t\t} );\n\n\t\t\t\t// debug\n\n\t\t\t\t/*\n\t\t\t\tconst geometry = new PlaneGeometry();\n\t\t\t\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tscene.add( mesh );\n\t\t\t\t*/\n\n\t\t\t}\n\n\t\t\t_this.getDrawingBufferSize( _vector2 );\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t\t} else {\n\n\t\t\t\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\n\t\t\t_this.getClearColor( _currentClearColor );\n\t\t\t_currentClearAlpha = _this.getClearAlpha();\n\t\t\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\n\n\t\t\t_this.clear();\n\n\t\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\t\tconst currentToneMapping = _this.toneMapping;\n\t\t\t_this.toneMapping = NoToneMapping;\n\n\t\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t\tlet renderTargetNeedsUpdate = false;\n\n\t\t\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = transmissiveObjects[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = renderItem.material;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tconst currentSide = material.side;\n\n\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t\tmaterial.side = currentSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderTargetNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetNeedsUpdate === true ) {\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\t\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t\t\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\n\n\t\t\t_this.toneMapping = currentToneMapping;\n\n\t\t}\n\n\t\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\t\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t\t}\n\n\t\tfunction getProgram( material, scene, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tconst lights = currentRenderState.state.lights;\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tconst lightsStateVersion = lights.state.version;\n\n\t\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\t\tlet programs = materialProperties.programs;\n\n\t\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.fog = scene.fog;\n\t\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\n\t\t\tif ( programs === undefined ) {\n\n\t\t\t\t// new material\n\n\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\tprograms = new Map();\n\t\t\t\tmaterialProperties.programs = programs;\n\n\t\t\t}\n\n\t\t\tlet program = programs.get( programCacheKey );\n\n\t\t\tif ( program !== undefined ) {\n\n\t\t\t\t// early out if program and light state is identical\n\n\t\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\t\treturn program;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t\t}\n\n\t\t\tconst uniforms = materialProperties.uniforms;\n\n\t\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t\t}\n\n\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t// store the light setup it was created for\n\n\t\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t\t}\n\n\t\t\tconst progUniforms = program.getUniforms();\n\t\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\t\tmaterialProperties.currentProgram = program;\n\t\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\n\t\t\tmaterialProperties.instancing = parameters.instancing;\n\t\t\tmaterialProperties.instancingColor = parameters.instancingColor;\n\t\t\tmaterialProperties.skinning = parameters.skinning;\n\t\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t\t}\n\n\t\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\ttextures.resetTextureUnits();\n\n\t\t\tconst fog = scene.fog;\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\n\t\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\t\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\n\t\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\t\tconst morphColors = !! geometry.morphAttributes.color;\n\n\t\t\tlet toneMapping = NoToneMapping;\n\n\t\t\tif ( material.toneMapped ) {\n\n\t\t\t\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\t\ttoneMapping = _this.toneMapping;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tconst materialProperties = properties.get( material );\n\t\t\tconst lights = currentRenderState.state.lights;\n\n\t\t\tif ( _clippingEnabled === true ) {\n\n\t\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\t\tconst useCache =\n\t\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t\t// (#8465, #8379)\n\t\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet needsProgramChange = false;\n\n\t\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tneedsProgramChange = true;\n\t\t\t\tmaterialProperties.__version = material.version;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet program = materialProperties.currentProgram;\n\n\t\t\tif ( needsProgramChange === true ) {\n\n\t\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t\tlet refreshProgram = false;\n\t\t\tlet refreshMaterial = false;\n\t\t\tlet refreshLights = false;\n\n\t\t\tconst p_uniforms = program.getUniforms(),\n\t\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\t\trefreshProgram = true;\n\t\t\t\trefreshMaterial = true;\n\t\t\t\trefreshLights = true;\n\n\t\t\t}\n\n\t\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t\t_currentMaterialId = material.id;\n\n\t\t\t\trefreshMaterial = true;\n\n\t\t\t}\n\n\t\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\t\t// common camera uniforms\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\n\n\t\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t\t}\n\n\t\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\t\tconst skeleton = object.skeleton;\n\n\t\t\t\tif ( skeleton ) {\n\n\t\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\n\n\t\t\t\tmorphtargets.update( object, geometry, program );\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t\t}\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t\t// values\n\t\t\t\t\t//\n\t\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t\t// the GL state when required\n\n\t\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t\t}\n\n\t\t\t\t// refresh uniforms common to several materials\n\n\t\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\n\n\t\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t\t}\n\n\t\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t\t}\n\n\t\t\t// common matrices\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t\t// UBOs\n\n\t\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\t\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\t\tuniforms.directionalLights.needsUpdate = value;\n\t\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\t\tuniforms.pointLights.needsUpdate = value;\n\t\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\t\tuniforms.spotLights.needsUpdate = value;\n\t\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t\t}\n\n\t\tfunction materialNeedsLights( material ) {\n\n\t\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t\t}\n\n\t\tthis.getActiveCubeFace = function () {\n\n\t\t\treturn _currentActiveCubeFace;\n\n\t\t};\n\n\t\tthis.getActiveMipmapLevel = function () {\n\n\t\t\treturn _currentActiveMipmapLevel;\n\n\t\t};\n\n\t\tthis.getRenderTarget = function () {\n\n\t\t\treturn _currentRenderTarget;\n\n\t\t};\n\n\t\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\t\tif ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t\t};\n\n\t\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t\t_currentRenderTarget = renderTarget;\n\t\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\t\tlet useDefaultFramebuffer = true;\n\t\t\tlet framebuffer = null;\n\t\t\tlet isCube = false;\n\t\t\tlet isRenderTarget3D = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\t\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t\t}\n\n\t\t\t\tconst texture = renderTarget.texture;\n\n\t\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tisCube = true;\n\n\t\t\t\t} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t\t} else {\n\n\t\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t\t}\n\n\t\t\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\n\n\t\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport );\n\t\t\tstate.scissor( _currentScissor );\n\t\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t\t}\n\n\t\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t\t};\n\n\t\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\t\tconst levelScale = Math.pow( 2, - level );\n\t\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tconst width = srcTexture.image.width;\n\t\t\tconst height = srcTexture.image.height;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t\t// As another texture upload may have changed pixelStorei\n\t\t\t// parameters, make sure they are correct for the dstTexture\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst width = sourceBox.max.x - sourceBox.min.x + 1;\n\t\t\tconst height = sourceBox.max.y - sourceBox.min.y + 1;\n\t\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\t\t\tlet glTarget;\n\n\t\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_3D;\n\n\t\t\t} else if ( dstTexture.isDataArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );\n\n\t\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );\n\t\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.initTexture = function ( texture ) {\n\n\t\t\tif ( texture.isCubeTexture ) {\n\n\t\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t\t} else {\n\n\t\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.resetState = function () {\n\n\t\t\t_currentActiveCubeFace = 0;\n\t\t\t_currentActiveMipmapLevel = 0;\n\t\t\t_currentRenderTarget = null;\n\n\t\t\tstate.reset();\n\t\t\tbindingStates.reset();\n\n\t\t};\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tget coordinateSystem() {\n\n\t\treturn WebGLCoordinateSystem;\n\n\t}\n\n\tget physicallyCorrectLights() { // @deprecated, r150\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );\n\t\treturn ! this.useLegacyLights;\n\n\t}\n\n\tset physicallyCorrectLights( value ) { // @deprecated, r150\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );\n\t\tthis.useLegacyLights = ! value;\n\n\t}\n\n\tget outputEncoding() { // @deprecated, r152\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );\n\t\treturn this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;\n\n\t}\n\n\tset outputEncoding( encoding ) { // @deprecated, r152\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );\n\t\tthis.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;\n\n\t}\n\n\tget useLegacyLights() { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\treturn this._useLegacyLights;\n\n\t}\n\n\tset useLegacyLights( value ) { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\tthis._useLegacyLights = value;\n\n\t}\n\n}\n\n\nexport { WebGLRenderer };\n","import { Object3D } from '../core/Object3D.js';\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\n\t\treturn data;\n\n\t}\n\n}\n\nexport { Scene };\n","import * as MathUtils from '../math/MathUtils.js';\nimport { StaticDrawUsage } from '../constants.js';\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nexport { InterleavedBuffer };\n","import { Vector3 } from '../math/Vector3.js';\nimport { BufferAttribute } from './BufferAttribute.js';\nimport { denormalize, normalize } from '../math/MathUtils.js';\n\nconst _vector = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( this, i );\n\n\t\t\t_vector.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( this, i );\n\n\t\t\t_vector.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector.fromBufferAttribute( this, i );\n\n\t\t\t_vector.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\n\nexport { InterleavedBufferAttribute };\n","import { Material } from './Material.js';\nimport { Color } from '../math/Color.js';\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nexport { SpriteMaterial };\n","import { Texture } from './Texture.js';\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nexport { CanvasTexture };\n","import { TangentSpaceNormalMap } from '../constants.js';\nimport { Material } from './Material.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Color } from '../math/Color.js';\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nexport { MeshStandardMaterial };\n","import { Object3D } from '../core/Object3D.js';\nimport { Color } from '../math/Color.js';\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nexport { Light };\n","import { Matrix4 } from '../math/Matrix4.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Vector4 } from '../math/Vector4.js';\nimport { Frustum } from '../math/Frustum.js';\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nexport { LightShadow };\n","import { LightShadow } from './LightShadow.js';\nimport { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';\nimport { Matrix4 } from '../math/Matrix4.js';\nimport { Vector2 } from '../math/Vector2.js';\nimport { Vector3 } from '../math/Vector3.js';\nimport { Vector4 } from '../math/Vector4.js';\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nexport { PointLightShadow };\n","import { Light } from './Light.js';\nimport { PointLightShadow } from './PointLightShadow.js';\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nexport { PointLight };\n","import { Light } from './Light.js';\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nexport { AmbientLight };\n","class Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nexport { Clock };\n","/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nimport * as MathUtils from './MathUtils.js';\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nexport { Spherical };\n","import type { ModelType } from \"skinview-utils\";\nimport {\n\tBoxGeometry,\n\tBufferAttribute,\n\tDoubleSide,\n\tFrontSide,\n\tGroup,\n\tMesh,\n\tMeshStandardMaterial,\n\tObject3D,\n\tTexture,\n\tVector2,\n} from \"three\";\n\nfunction setUVs(\n\tbox: BoxGeometry,\n\tu: number,\n\tv: number,\n\twidth: number,\n\theight: number,\n\tdepth: number,\n\ttextureWidth: number,\n\ttextureHeight: number\n): void {\n\tconst toFaceVertices = (x1: number, y1: number, x2: number, y2: number) => [\n\t\tnew Vector2(x1 / textureWidth, 1.0 - y2 / textureHeight),\n\t\tnew Vector2(x2 / textureWidth, 1.0 - y2 / textureHeight),\n\t\tnew Vector2(x2 / textureWidth, 1.0 - y1 / textureHeight),\n\t\tnew Vector2(x1 / textureWidth, 1.0 - y1 / textureHeight),\n\t];\n\n\tconst top = toFaceVertices(u + depth, v, u + width + depth, v + depth);\n\tconst bottom = toFaceVertices(u + width + depth, v, u + width * 2 + depth, v + depth);\n\tconst left = toFaceVertices(u, v + depth, u + depth, v + depth + height);\n\tconst front = toFaceVertices(u + depth, v + depth, u + width + depth, v + depth + height);\n\tconst right = toFaceVertices(u + width + depth, v + depth, u + width + depth * 2, v + height + depth);\n\tconst back = toFaceVertices(u + width + depth * 2, v + depth, u + width * 2 + depth * 2, v + height + depth);\n\n\tconst uvAttr = box.attributes.uv as BufferAttribute;\n\tconst uvRight = [right[3], right[2], right[0], right[1]];\n\tconst uvLeft = [left[3], left[2], left[0], left[1]];\n\tconst uvTop = [top[3], top[2], top[0], top[1]];\n\tconst uvBottom = [bottom[0], bottom[1], bottom[3], bottom[2]];\n\tconst uvFront = [front[3], front[2], front[0], front[1]];\n\tconst uvBack = [back[3], back[2], back[0], back[1]];\n\n\t// Create a new array to hold the modified UV data\n\tconst newUVData = [];\n\n\t// Iterate over the arrays and copy the data to uvData\n\tfor (const uvArray of [uvRight, uvLeft, uvTop, uvBottom, uvFront, uvBack]) {\n\t\tfor (const uv of uvArray) {\n\t\t\tnewUVData.push(uv.x, uv.y);\n\t\t}\n\t}\n\n\tuvAttr.set(new Float32Array(newUVData));\n\tuvAttr.needsUpdate = true;\n}\n\nfunction setSkinUVs(box: BoxGeometry, u: number, v: number, width: number, height: number, depth: number): void {\n\tsetUVs(box, u, v, width, height, depth, 64, 64);\n}\n\nfunction setCapeUVs(box: BoxGeometry, u: number, v: number, width: number, height: number, depth: number): void {\n\tsetUVs(box, u, v, width, height, depth, 64, 32);\n}\n\n/**\n * Notice that innerLayer and outerLayer may NOT be the direct children of the Group.\n */\nexport class BodyPart extends Group {\n\tconstructor(\n\t\treadonly innerLayer: Object3D,\n\t\treadonly outerLayer: Object3D\n\t) {\n\t\tsuper();\n\t\tinnerLayer.name = \"inner\";\n\t\touterLayer.name = \"outer\";\n\t}\n}\n\nexport class SkinObject extends Group {\n\t// body parts\n\treadonly head: BodyPart;\n\treadonly body: BodyPart;\n\treadonly rightArm: BodyPart;\n\treadonly leftArm: BodyPart;\n\treadonly rightLeg: BodyPart;\n\treadonly leftLeg: BodyPart;\n\n\tprivate modelListeners: Array<() => void> = []; // called when model(slim property) is changed\n\tprivate slim = false;\n\n\tprivate _map: Texture | null = null;\n\tprivate layer1Material: MeshStandardMaterial;\n\tprivate layer1MaterialBiased: MeshStandardMaterial;\n\tprivate layer2Material: MeshStandardMaterial;\n\tprivate layer2MaterialBiased: MeshStandardMaterial;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tthis.layer1Material = new MeshStandardMaterial({\n\t\t\tside: FrontSide,\n\t\t});\n\t\tthis.layer2Material = new MeshStandardMaterial({\n\t\t\tside: DoubleSide,\n\t\t\ttransparent: true,\n\t\t\talphaTest: 1e-5,\n\t\t});\n\n\t\tthis.layer1MaterialBiased = this.layer1Material.clone();\n\t\tthis.layer1MaterialBiased.polygonOffset = true;\n\t\tthis.layer1MaterialBiased.polygonOffsetFactor = 1.0;\n\t\tthis.layer1MaterialBiased.polygonOffsetUnits = 1.0;\n\n\t\tthis.layer2MaterialBiased = this.layer2Material.clone();\n\t\tthis.layer2MaterialBiased.polygonOffset = true;\n\t\tthis.layer2MaterialBiased.polygonOffsetFactor = 1.0;\n\t\tthis.layer2MaterialBiased.polygonOffsetUnits = 1.0;\n\n\t\t// Head\n\t\tconst headBox = new BoxGeometry(8, 8, 8);\n\t\tsetSkinUVs(headBox, 0, 0, 8, 8, 8);\n\t\tconst headMesh = new Mesh(headBox, this.layer1Material);\n\n\t\tconst head2Box = new BoxGeometry(9, 9, 9);\n\t\tsetSkinUVs(head2Box, 32, 0, 8, 8, 8);\n\t\tconst head2Mesh = new Mesh(head2Box, this.layer2Material);\n\n\t\tthis.head = new BodyPart(headMesh, head2Mesh);\n\t\tthis.head.name = \"head\";\n\t\tthis.head.add(headMesh, head2Mesh);\n\t\theadMesh.position.y = 4;\n\t\thead2Mesh.position.y = 4;\n\t\tthis.add(this.head);\n\n\t\t// Body\n\t\tconst bodyBox = new BoxGeometry(8, 12, 4);\n\t\tsetSkinUVs(bodyBox, 16, 16, 8, 12, 4);\n\t\tconst bodyMesh = new Mesh(bodyBox, this.layer1Material);\n\n\t\tconst body2Box = new BoxGeometry(8.5, 12.5, 4.5);\n\t\tsetSkinUVs(body2Box, 16, 32, 8, 12, 4);\n\t\tconst body2Mesh = new Mesh(body2Box, this.layer2Material);\n\n\t\tthis.body = new BodyPart(bodyMesh, body2Mesh);\n\t\tthis.body.name = \"body\";\n\t\tthis.body.add(bodyMesh, body2Mesh);\n\t\tthis.body.position.y = -6;\n\t\tthis.add(this.body);\n\n\t\t// Right Arm\n\t\tconst rightArmBox = new BoxGeometry();\n\t\tconst rightArmMesh = new Mesh(rightArmBox, this.layer1MaterialBiased);\n\t\tthis.modelListeners.push(() => {\n\t\t\trightArmMesh.scale.x = this.slim ? 3 : 4;\n\t\t\trightArmMesh.scale.y = 12;\n\t\t\trightArmMesh.scale.z = 4;\n\t\t\tsetSkinUVs(rightArmBox, 40, 16, this.slim ? 3 : 4, 12, 4);\n\t\t});\n\n\t\tconst rightArm2Box = new BoxGeometry();\n\t\tconst rightArm2Mesh = new Mesh(rightArm2Box, this.layer2MaterialBiased);\n\t\tthis.modelListeners.push(() => {\n\t\t\trightArm2Mesh.scale.x = this.slim ? 3.5 : 4.5;\n\t\t\trightArm2Mesh.scale.y = 12.5;\n\t\t\trightArm2Mesh.scale.z = 4.5;\n\t\t\tsetSkinUVs(rightArm2Box, 40, 32, this.slim ? 3 : 4, 12, 4);\n\t\t});\n\n\t\tconst rightArmPivot = new Group();\n\t\trightArmPivot.add(rightArmMesh, rightArm2Mesh);\n\t\tthis.modelListeners.push(() => {\n\t\t\trightArmPivot.position.x = this.slim ? -0.5 : -1;\n\t\t});\n\t\trightArmPivot.position.y = -4;\n\n\t\tthis.rightArm = new BodyPart(rightArmMesh, rightArm2Mesh);\n\t\tthis.rightArm.name = \"rightArm\";\n\t\tthis.rightArm.add(rightArmPivot);\n\t\tthis.rightArm.position.x = -5;\n\t\tthis.rightArm.position.y = -2;\n\t\tthis.add(this.rightArm);\n\n\t\t// Left Arm\n\t\tconst leftArmBox = new BoxGeometry();\n\t\tconst leftArmMesh = new Mesh(leftArmBox, this.layer1MaterialBiased);\n\t\tthis.modelListeners.push(() => {\n\t\t\tleftArmMesh.scale.x = this.slim ? 3 : 4;\n\t\t\tleftArmMesh.scale.y = 12;\n\t\t\tleftArmMesh.scale.z = 4;\n\t\t\tsetSkinUVs(leftArmBox, 32, 48, this.slim ? 3 : 4, 12, 4);\n\t\t});\n\n\t\tconst leftArm2Box = new BoxGeometry();\n\t\tconst leftArm2Mesh = new Mesh(leftArm2Box, this.layer2MaterialBiased);\n\t\tthis.modelListeners.push(() => {\n\t\t\tleftArm2Mesh.scale.x = this.slim ? 3.5 : 4.5;\n\t\t\tleftArm2Mesh.scale.y = 12.5;\n\t\t\tleftArm2Mesh.scale.z = 4.5;\n\t\t\tsetSkinUVs(leftArm2Box, 48, 48, this.slim ? 3 : 4, 12, 4);\n\t\t});\n\n\t\tconst leftArmPivot = new Group();\n\t\tleftArmPivot.add(leftArmMesh, leftArm2Mesh);\n\t\tthis.modelListeners.push(() => {\n\t\t\tleftArmPivot.position.x = this.slim ? 0.5 : 1;\n\t\t});\n\t\tleftArmPivot.position.y = -4;\n\n\t\tthis.leftArm = new BodyPart(leftArmMesh, leftArm2Mesh);\n\t\tthis.leftArm.name = \"leftArm\";\n\t\tthis.leftArm.add(leftArmPivot);\n\t\tthis.leftArm.position.x = 5;\n\t\tthis.leftArm.position.y = -2;\n\t\tthis.add(this.leftArm);\n\n\t\t// Right Leg\n\t\tconst rightLegBox = new BoxGeometry(4, 12, 4);\n\t\tsetSkinUVs(rightLegBox, 0, 16, 4, 12, 4);\n\t\tconst rightLegMesh = new Mesh(rightLegBox, this.layer1MaterialBiased);\n\n\t\tconst rightLeg2Box = new BoxGeometry(4.5, 12.5, 4.5);\n\t\tsetSkinUVs(rightLeg2Box, 0, 32, 4, 12, 4);\n\t\tconst rightLeg2Mesh = new Mesh(rightLeg2Box, this.layer2MaterialBiased);\n\n\t\tconst rightLegPivot = new Group();\n\t\trightLegPivot.add(rightLegMesh, rightLeg2Mesh);\n\t\trightLegPivot.position.y = -6;\n\n\t\tthis.rightLeg = new BodyPart(rightLegMesh, rightLeg2Mesh);\n\t\tthis.rightLeg.name = \"rightLeg\";\n\t\tthis.rightLeg.add(rightLegPivot);\n\t\tthis.rightLeg.position.x = -1.9;\n\t\tthis.rightLeg.position.y = -12;\n\t\tthis.rightLeg.position.z = -0.1;\n\t\tthis.add(this.rightLeg);\n\n\t\t// Left Leg\n\t\tconst leftLegBox = new BoxGeometry(4, 12, 4);\n\t\tsetSkinUVs(leftLegBox, 16, 48, 4, 12, 4);\n\t\tconst leftLegMesh = new Mesh(leftLegBox, this.layer1MaterialBiased);\n\n\t\tconst leftLeg2Box = new BoxGeometry(4.5, 12.5, 4.5);\n\t\tsetSkinUVs(leftLeg2Box, 0, 48, 4, 12, 4);\n\t\tconst leftLeg2Mesh = new Mesh(leftLeg2Box, this.layer2MaterialBiased);\n\n\t\tconst leftLegPivot = new Group();\n\t\tleftLegPivot.add(leftLegMesh, leftLeg2Mesh);\n\t\tleftLegPivot.position.y = -6;\n\n\t\tthis.leftLeg = new BodyPart(leftLegMesh, leftLeg2Mesh);\n\t\tthis.leftLeg.name = \"leftLeg\";\n\t\tthis.leftLeg.add(leftLegPivot);\n\t\tthis.leftLeg.position.x = 1.9;\n\t\tthis.leftLeg.position.y = -12;\n\t\tthis.leftLeg.position.z = -0.1;\n\t\tthis.add(this.leftLeg);\n\n\t\tthis.modelType = \"default\";\n\t}\n\n\tget map(): Texture | null {\n\t\treturn this._map;\n\t}\n\n\tset map(newMap: Texture | null) {\n\t\tthis._map = newMap;\n\n\t\tthis.layer1Material.map = newMap;\n\t\tthis.layer1Material.needsUpdate = true;\n\n\t\tthis.layer1MaterialBiased.map = newMap;\n\t\tthis.layer1MaterialBiased.needsUpdate = true;\n\n\t\tthis.layer2Material.map = newMap;\n\t\tthis.layer2Material.needsUpdate = true;\n\n\t\tthis.layer2MaterialBiased.map = newMap;\n\t\tthis.layer2MaterialBiased.needsUpdate = true;\n\t}\n\n\tget modelType(): ModelType {\n\t\treturn this.slim ? \"slim\" : \"default\";\n\t}\n\n\tset modelType(value: ModelType) {\n\t\tthis.slim = value === \"slim\";\n\t\tthis.modelListeners.forEach(listener => listener());\n\t}\n\n\tprivate getBodyParts(): Array {\n\t\treturn this.children.filter(it => it instanceof BodyPart) as Array;\n\t}\n\n\tsetInnerLayerVisible(value: boolean): void {\n\t\tthis.getBodyParts().forEach(part => (part.innerLayer.visible = value));\n\t}\n\n\tsetOuterLayerVisible(value: boolean): void {\n\t\tthis.getBodyParts().forEach(part => (part.outerLayer.visible = value));\n\t}\n\n\tresetJoints(): void {\n\t\tthis.head.rotation.set(0, 0, 0);\n\t\tthis.leftArm.rotation.set(0, 0, 0);\n\t\tthis.rightArm.rotation.set(0, 0, 0);\n\t\tthis.leftLeg.rotation.set(0, 0, 0);\n\t\tthis.rightLeg.rotation.set(0, 0, 0);\n\t\tthis.body.rotation.set(0, 0, 0);\n\t\tthis.head.position.y = 0;\n\t\tthis.body.position.y = -6;\n\t\tthis.body.position.z = 0;\n\t\tthis.rightArm.position.x = -5;\n\t\tthis.rightArm.position.y = -2;\n\t\tthis.rightArm.position.z = 0;\n\t\tthis.leftArm.position.x = 5;\n\t\tthis.leftArm.position.y = -2;\n\t\tthis.leftArm.position.z = 0;\n\t\tthis.rightLeg.position.x = -1.9;\n\t\tthis.rightLeg.position.y = -12;\n\t\tthis.rightLeg.position.z = -0.1;\n\t\tthis.leftLeg.position.x = 1.9;\n\t\tthis.leftLeg.position.y = -12;\n\t\tthis.leftLeg.position.z = -0.1;\n\t}\n}\n\nexport class CapeObject extends Group {\n\treadonly cape: Mesh;\n\n\tprivate material: MeshStandardMaterial;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tthis.material = new MeshStandardMaterial({\n\t\t\tside: DoubleSide,\n\t\t\ttransparent: true,\n\t\t\talphaTest: 1e-5,\n\t\t});\n\n\t\t// +z (front) - inside of cape\n\t\t// -z (back) - outside of cape\n\t\tconst capeBox = new BoxGeometry(10, 16, 1);\n\t\tsetCapeUVs(capeBox, 0, 0, 10, 16, 1);\n\t\tthis.cape = new Mesh(capeBox, this.material);\n\t\tthis.cape.position.y = -8;\n\t\tthis.cape.position.z = 0.5;\n\t\tthis.add(this.cape);\n\t}\n\n\tget map(): Texture | null {\n\t\treturn this.material.map;\n\t}\n\n\tset map(newMap: Texture | null) {\n\t\tthis.material.map = newMap;\n\t\tthis.material.needsUpdate = true;\n\t}\n}\n\nexport class ElytraObject extends Group {\n\treadonly leftWing: Group;\n\treadonly rightWing: Group;\n\n\tprivate material: MeshStandardMaterial;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tthis.material = new MeshStandardMaterial({\n\t\t\tside: DoubleSide,\n\t\t\ttransparent: true,\n\t\t\talphaTest: 1e-5,\n\t\t});\n\n\t\tconst leftWingBox = new BoxGeometry(12, 22, 4);\n\t\tsetCapeUVs(leftWingBox, 22, 0, 10, 20, 2);\n\t\tconst leftWingMesh = new Mesh(leftWingBox, this.material);\n\t\tleftWingMesh.position.x = -5;\n\t\tleftWingMesh.position.y = -10;\n\t\tleftWingMesh.position.z = -1;\n\t\tthis.leftWing = new Group();\n\t\tthis.leftWing.add(leftWingMesh);\n\t\tthis.add(this.leftWing);\n\n\t\tconst rightWingBox = new BoxGeometry(12, 22, 4);\n\t\tsetCapeUVs(rightWingBox, 22, 0, 10, 20, 2);\n\t\tconst rightWingMesh = new Mesh(rightWingBox, this.material);\n\t\trightWingMesh.scale.x = -1;\n\t\trightWingMesh.position.x = 5;\n\t\trightWingMesh.position.y = -10;\n\t\trightWingMesh.position.z = -1;\n\t\tthis.rightWing = new Group();\n\t\tthis.rightWing.add(rightWingMesh);\n\t\tthis.add(this.rightWing);\n\n\t\tthis.leftWing.position.x = 5;\n\t\tthis.leftWing.rotation.x = 0.2617994;\n\t\tthis.resetJoints();\n\t}\n\n\tresetJoints(): void {\n\t\tthis.leftWing.rotation.y = 0.01; // to avoid z-fighting\n\t\tthis.leftWing.rotation.z = 0.2617994;\n\t\tthis.updateRightWing();\n\t}\n\n\t/**\n\t * Mirrors the position & rotation of left wing,\n\t * and apply them to the right wing.\n\t */\n\tupdateRightWing(): void {\n\t\tthis.rightWing.position.x = -this.leftWing.position.x;\n\t\tthis.rightWing.position.y = this.leftWing.position.y;\n\t\tthis.rightWing.rotation.x = this.leftWing.rotation.x;\n\t\tthis.rightWing.rotation.y = -this.leftWing.rotation.y;\n\t\tthis.rightWing.rotation.z = -this.leftWing.rotation.z;\n\t}\n\n\tget map(): Texture | null {\n\t\treturn this.material.map;\n\t}\n\n\tset map(newMap: Texture | null) {\n\t\tthis.material.map = newMap;\n\t\tthis.material.needsUpdate = true;\n\t}\n}\n\nexport class EarsObject extends Group {\n\treadonly rightEar: Mesh;\n\treadonly leftEar: Mesh;\n\n\tprivate material: MeshStandardMaterial;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tthis.material = new MeshStandardMaterial({\n\t\t\tside: FrontSide,\n\t\t});\n\t\tconst earBox = new BoxGeometry(8, 8, 4 / 3);\n\t\tsetUVs(earBox, 0, 0, 6, 6, 1, 14, 7);\n\n\t\tthis.rightEar = new Mesh(earBox, this.material);\n\t\tthis.rightEar.name = \"rightEar\";\n\t\tthis.rightEar.position.x = -6;\n\t\tthis.add(this.rightEar);\n\n\t\tthis.leftEar = new Mesh(earBox, this.material);\n\t\tthis.leftEar.name = \"leftEar\";\n\t\tthis.leftEar.position.x = 6;\n\t\tthis.add(this.leftEar);\n\t}\n\n\tget map(): Texture | null {\n\t\treturn this.material.map;\n\t}\n\n\tset map(newMap: Texture | null) {\n\t\tthis.material.map = newMap;\n\t\tthis.material.needsUpdate = true;\n\t}\n}\n\nexport type BackEquipment = \"cape\" | \"elytra\";\n\nconst CapeDefaultAngle = (10.8 * Math.PI) / 180;\n\nexport class PlayerObject extends Group {\n\treadonly skin: SkinObject;\n\treadonly cape: CapeObject;\n\treadonly elytra: ElytraObject;\n\treadonly ears: EarsObject;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tthis.skin = new SkinObject();\n\t\tthis.skin.name = \"skin\";\n\t\tthis.skin.position.y = 8;\n\t\tthis.add(this.skin);\n\n\t\tthis.cape = new CapeObject();\n\t\tthis.cape.name = \"cape\";\n\t\tthis.cape.position.y = 8;\n\t\tthis.cape.position.z = -2;\n\t\tthis.cape.rotation.x = CapeDefaultAngle;\n\t\tthis.cape.rotation.y = Math.PI;\n\t\tthis.add(this.cape);\n\n\t\tthis.elytra = new ElytraObject();\n\t\tthis.elytra.name = \"elytra\";\n\t\tthis.elytra.position.y = 8;\n\t\tthis.elytra.position.z = -2;\n\t\tthis.elytra.visible = false;\n\t\tthis.add(this.elytra);\n\n\t\tthis.ears = new EarsObject();\n\t\tthis.ears.name = \"ears\";\n\t\tthis.ears.position.y = 10;\n\t\tthis.ears.position.z = 2 / 3;\n\t\tthis.ears.visible = false;\n\t\tthis.skin.head.add(this.ears);\n\t}\n\n\tget backEquipment(): BackEquipment | null {\n\t\tif (this.cape.visible) {\n\t\t\treturn \"cape\";\n\t\t} else if (this.elytra.visible) {\n\t\t\treturn \"elytra\";\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tset backEquipment(value: BackEquipment | null) {\n\t\tthis.cape.visible = value === \"cape\";\n\t\tthis.elytra.visible = value === \"elytra\";\n\t}\n\n\tresetJoints(): void {\n\t\tthis.skin.resetJoints();\n\t\tthis.cape.rotation.x = CapeDefaultAngle;\n\t\tthis.cape.position.y = 8;\n\t\tthis.cape.position.z = -2;\n\t\tthis.elytra.position.y = 8;\n\t\tthis.elytra.position.z = -2;\n\t\tthis.elytra.rotation.x = 0;\n\t\tthis.elytra.resetJoints();\n\t}\n}\n","export function isTextureSource(value) {\n return value instanceof HTMLImageElement ||\n value instanceof HTMLVideoElement ||\n value instanceof HTMLCanvasElement ||\n (typeof ImageBitmap !== \"undefined\" && value instanceof ImageBitmap) ||\n (typeof OffscreenCanvas !== \"undefined\" && value instanceof OffscreenCanvas);\n}\n//# sourceMappingURL=types.js.map","function hasTransparency(context, x0, y0, w, h) {\n const imgData = context.getImageData(x0, y0, w, h);\n for (let x = 0; x < w; x++) {\n for (let y = 0; y < h; y++) {\n const offset = (x + y * w) * 4;\n if (imgData.data[offset + 3] !== 0xff) {\n return true;\n }\n }\n }\n return false;\n}\nfunction computeSkinScale(width) {\n return width / 64.0;\n}\nfunction fixOpaqueSkin(context, width, format1_8) {\n // see https://github.com/bs-community/skinview3d/issues/15\n // see https://github.com/bs-community/skinview3d/issues/93\n // check whether the skin has opaque background\n if (format1_8) {\n if (hasTransparency(context, 0, 0, width, width))\n return;\n }\n else {\n if (hasTransparency(context, 0, 0, width, width / 2))\n return;\n }\n const scale = computeSkinScale(width);\n const clearArea = (x, y, w, h) => context.clearRect(x * scale, y * scale, w * scale, h * scale);\n clearArea(40, 0, 8, 8); // Helm Top\n clearArea(48, 0, 8, 8); // Helm Bottom\n clearArea(32, 8, 8, 8); // Helm Right\n clearArea(40, 8, 8, 8); // Helm Front\n clearArea(48, 8, 8, 8); // Helm Left\n clearArea(56, 8, 8, 8); // Helm Back\n if (format1_8) {\n clearArea(4, 32, 4, 4); // Right Leg Layer 2 Top\n clearArea(8, 32, 4, 4); // Right Leg Layer 2 Bottom\n clearArea(0, 36, 4, 12); // Right Leg Layer 2 Right\n clearArea(4, 36, 4, 12); // Right Leg Layer 2 Front\n clearArea(8, 36, 4, 12); // Right Leg Layer 2 Left\n clearArea(12, 36, 4, 12); // Right Leg Layer 2 Back\n clearArea(20, 32, 8, 4); // Torso Layer 2 Top\n clearArea(28, 32, 8, 4); // Torso Layer 2 Bottom\n clearArea(16, 36, 4, 12); // Torso Layer 2 Right\n clearArea(20, 36, 8, 12); // Torso Layer 2 Front\n clearArea(28, 36, 4, 12); // Torso Layer 2 Left\n clearArea(32, 36, 8, 12); // Torso Layer 2 Back\n clearArea(44, 32, 4, 4); // Right Arm Layer 2 Top\n clearArea(48, 32, 4, 4); // Right Arm Layer 2 Bottom\n clearArea(40, 36, 4, 12); // Right Arm Layer 2 Right\n clearArea(44, 36, 4, 12); // Right Arm Layer 2 Front\n clearArea(48, 36, 4, 12); // Right Arm Layer 2 Left\n clearArea(52, 36, 12, 12); // Right Arm Layer 2 Back\n clearArea(4, 48, 4, 4); // Left Leg Layer 2 Top\n clearArea(8, 48, 4, 4); // Left Leg Layer 2 Bottom\n clearArea(0, 52, 4, 12); // Left Leg Layer 2 Right\n clearArea(4, 52, 4, 12); // Left Leg Layer 2 Front\n clearArea(8, 52, 4, 12); // Left Leg Layer 2 Left\n clearArea(12, 52, 4, 12); // Left Leg Layer 2 Back\n clearArea(52, 48, 4, 4); // Left Arm Layer 2 Top\n clearArea(56, 48, 4, 4); // Left Arm Layer 2 Bottom\n clearArea(48, 52, 4, 12); // Left Arm Layer 2 Right\n clearArea(52, 52, 4, 12); // Left Arm Layer 2 Front\n clearArea(56, 52, 4, 12); // Left Arm Layer 2 Left\n clearArea(60, 52, 4, 12); // Left Arm Layer 2 Back\n }\n}\nfunction convertSkinTo1_8(context, width) {\n // Copied parts are horizontally flipped\n context.save();\n context.scale(-1, 1);\n const scale = computeSkinScale(width);\n const copySkin = (sX, sY, w, h, dX, dY) => context.drawImage(context.canvas, sX * scale, sY * scale, w * scale, h * scale, -dX * scale, dY * scale, -w * scale, h * scale);\n copySkin(4, 16, 4, 4, 20, 48); // Top Leg\n copySkin(8, 16, 4, 4, 24, 48); // Bottom Leg\n copySkin(0, 20, 4, 12, 24, 52); // Outer Leg\n copySkin(4, 20, 4, 12, 20, 52); // Front Leg\n copySkin(8, 20, 4, 12, 16, 52); // Inner Leg\n copySkin(12, 20, 4, 12, 28, 52); // Back Leg\n copySkin(44, 16, 4, 4, 36, 48); // Top Arm\n copySkin(48, 16, 4, 4, 40, 48); // Bottom Arm\n copySkin(40, 20, 4, 12, 40, 52); // Outer Arm\n copySkin(44, 20, 4, 12, 36, 52); // Front Arm\n copySkin(48, 20, 4, 12, 32, 52); // Inner Arm\n copySkin(52, 20, 4, 12, 44, 52); // Back Arm\n context.restore();\n}\nexport function loadSkinToCanvas(canvas, image) {\n let isOldFormat = false;\n if (image.width !== image.height) {\n if (image.width === 2 * image.height) {\n isOldFormat = true;\n }\n else {\n throw new Error(`Bad skin size: ${image.width}x${image.height}`);\n }\n }\n const context = canvas.getContext(\"2d\", { willReadFrequently: true });\n if (isOldFormat) {\n const sideLength = image.width;\n canvas.width = sideLength;\n canvas.height = sideLength;\n context.clearRect(0, 0, sideLength, sideLength);\n context.drawImage(image, 0, 0, sideLength, sideLength / 2.0);\n convertSkinTo1_8(context, sideLength);\n fixOpaqueSkin(context, canvas.width, false);\n }\n else {\n canvas.width = image.width;\n canvas.height = image.height;\n context.clearRect(0, 0, image.width, image.height);\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\n fixOpaqueSkin(context, canvas.width, true);\n }\n}\nfunction computeCapeScale(image) {\n if (image.width === 2 * image.height) {\n // 64x32\n return image.width / 64;\n }\n else if (image.width * 17 === image.height * 22) {\n // 22x17\n return image.width / 22;\n }\n else if (image.width * 11 === image.height * 23) {\n // 46x22\n return image.width / 46;\n }\n else {\n throw new Error(`Bad cape size: ${image.width}x${image.height}`);\n }\n}\nexport function loadCapeToCanvas(canvas, image) {\n const scale = computeCapeScale(image);\n canvas.width = 64 * scale;\n canvas.height = 32 * scale;\n const context = canvas.getContext(\"2d\", { willReadFrequently: true });\n context.clearRect(0, 0, canvas.width, canvas.height);\n context.drawImage(image, 0, 0, image.width, image.height);\n}\nfunction isAreaBlack(context, x0, y0, w, h) {\n const imgData = context.getImageData(x0, y0, w, h);\n for (let x = 0; x < w; x++) {\n for (let y = 0; y < h; y++) {\n const offset = (x + y * w) * 4;\n if (!(imgData.data[offset + 0] === 0 &&\n imgData.data[offset + 1] === 0 &&\n imgData.data[offset + 2] === 0 &&\n imgData.data[offset + 3] === 0xff)) {\n return false;\n }\n }\n }\n return true;\n}\nfunction isAreaWhite(context, x0, y0, w, h) {\n const imgData = context.getImageData(x0, y0, w, h);\n for (let x = 0; x < w; x++) {\n for (let y = 0; y < h; y++) {\n const offset = (x + y * w) * 4;\n if (!(imgData.data[offset + 0] === 0xff &&\n imgData.data[offset + 1] === 0xff &&\n imgData.data[offset + 2] === 0xff &&\n imgData.data[offset + 3] === 0xff)) {\n return false;\n }\n }\n }\n return true;\n}\nexport function inferModelType(canvas) {\n // The right arm area of *default* skins:\n // (44,16)->*-------*-------*\n // (40,20) |top |bottom |\n // \\|/ |4x4 |4x4 |\n // *-------*-------*-------*-------*\n // |right |front |left |back |\n // |4x12 |4x12 |4x12 |4x12 |\n // *-------*-------*-------*-------*\n // The right arm area of *slim* skins:\n // (44,16)->*------*------*-*\n // (40,20) |top |bottom| |<----[x0=50,y0=16,w=2,h=4]\n // \\|/ |3x4 |3x4 | |\n // *-------*------*------***-----*-*\n // |right |front |left |back | |<----[x0=54,y0=20,w=2,h=12]\n // |4x12 |3x12 |4x12 |3x12 | |\n // *-------*------*-------*------*-*\n // Compared with default right arms, slim right arms have 2 unused areas.\n //\n // The same is true for left arm:\n // The left arm area of *default* skins:\n // (36,48)->*-------*-------*\n // (32,52) |top |bottom |\n // \\|/ |4x4 |4x4 |\n // *-------*-------*-------*-------*\n // |right |front |left |back |\n // |4x12 |4x12 |4x12 |4x12 |\n // *-------*-------*-------*-------*\n // The left arm area of *slim* skins:\n // (36,48)->*------*------*-*\n // (32,52) |top |bottom| |<----[x0=42,y0=48,w=2,h=4]\n // \\|/ |3x4 |3x4 | |\n // *-------*------*------***-----*-*\n // |right |front |left |back | |<----[x0=46,y0=52,w=2,h=12]\n // |4x12 |3x12 |4x12 |3x12 | |\n // *-------*------*-------*------*-*\n //\n // If there is a transparent pixel in any of the 4 unused areas, the skin must be slim,\n // as transparent pixels are not allowed in the first layer.\n // If the 4 areas are all black or all white, the skin is also considered as slim.\n const scale = computeSkinScale(canvas.width);\n const context = canvas.getContext(\"2d\", { willReadFrequently: true });\n const checkTransparency = (x, y, w, h) => hasTransparency(context, x * scale, y * scale, w * scale, h * scale);\n const checkBlack = (x, y, w, h) => isAreaBlack(context, x * scale, y * scale, w * scale, h * scale);\n const checkWhite = (x, y, w, h) => isAreaWhite(context, x * scale, y * scale, w * scale, h * scale);\n const isSlim = (checkTransparency(50, 16, 2, 4) ||\n checkTransparency(54, 20, 2, 12) ||\n checkTransparency(42, 48, 2, 4) ||\n checkTransparency(46, 52, 2, 12)) ||\n (checkBlack(50, 16, 2, 4) &&\n checkBlack(54, 20, 2, 12) &&\n checkBlack(42, 48, 2, 4) &&\n checkBlack(46, 52, 2, 12)) ||\n (checkWhite(50, 16, 2, 4) &&\n checkWhite(54, 20, 2, 12) &&\n checkWhite(42, 48, 2, 4) &&\n checkWhite(46, 52, 2, 12));\n return isSlim ? \"slim\" : \"default\";\n}\nfunction computeEarsScale(image) {\n if (image.width === image.height * 2 && image.height % 7 === 0) {\n return image.height / 7;\n }\n else {\n throw new Error(`Bad ears size: ${image.width}x${image.height}`);\n }\n}\nexport function loadEarsToCanvas(canvas, image) {\n const scale = computeEarsScale(image);\n canvas.width = 14 * scale;\n canvas.height = 7 * scale;\n const context = canvas.getContext(\"2d\", { willReadFrequently: true });\n context.clearRect(0, 0, canvas.width, canvas.height);\n context.drawImage(image, 0, 0, image.width, image.height);\n}\nexport function loadEarsToCanvasFromSkin(canvas, image) {\n if (image.width !== image.height && image.width !== 2 * image.height) {\n throw new Error(`Bad skin size: ${image.width}x${image.height}`);\n }\n const scale = computeSkinScale(image.width);\n const w = 14 * scale;\n const h = 7 * scale;\n canvas.width = w;\n canvas.height = h;\n const context = canvas.getContext(\"2d\", { willReadFrequently: true });\n context.clearRect(0, 0, w, h);\n context.drawImage(image, 24 * scale, 0, w, h, 0, 0, w, h);\n}\n//# sourceMappingURL=process.js.map","export async function loadImage(source) {\n const image = document.createElement(\"img\");\n return new Promise((resolve, reject) => {\n image.onload = () => resolve(image);\n image.onerror = reject;\n image.crossOrigin = \"anonymous\";\n if (typeof source === \"string\") {\n image.src = source;\n }\n else {\n if (source.crossOrigin !== undefined) {\n image.crossOrigin = source.crossOrigin;\n }\n if (source.referrerPolicy !== undefined) {\n image.referrerPolicy = source.referrerPolicy;\n }\n image.src = source.src;\n }\n });\n}\n//# sourceMappingURL=load-image.js.map","import {\n\tEventDispatcher,\n\tMOUSE,\n\tQuaternion,\n\tSpherical,\n\tTOUCH,\n\tVector2,\n\tVector3,\n\tPlane,\n\tRay,\n\tMathUtils\n} from 'three';\n\n// OrbitControls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst _changeEvent = { type: 'change' };\nconst _startEvent = { type: 'start' };\nconst _endEvent = { type: 'end' };\nconst _ray = new Ray();\nconst _plane = new Plane();\nconst TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD );\n\nclass OrbitControls extends EventDispatcher {\n\n\tconstructor( object, domElement ) {\n\n\t\tsuper();\n\n\t\tthis.object = object;\n\t\tthis.domElement = domElement;\n\t\tthis.domElement.style.touchAction = 'none'; // disable touch scroll\n\n\t\t// Set to false to disable this control\n\t\tthis.enabled = true;\n\n\t\t// \"target\" sets the location of focus, where the object orbits around\n\t\tthis.target = new Vector3();\n\n\t\t// How far you can dolly in and out ( PerspectiveCamera only )\n\t\tthis.minDistance = 0;\n\t\tthis.maxDistance = Infinity;\n\n\t\t// How far you can zoom in and out ( OrthographicCamera only )\n\t\tthis.minZoom = 0;\n\t\tthis.maxZoom = Infinity;\n\n\t\t// How far you can orbit vertically, upper and lower limits.\n\t\t// Range is 0 to Math.PI radians.\n\t\tthis.minPolarAngle = 0; // radians\n\t\tthis.maxPolarAngle = Math.PI; // radians\n\n\t\t// How far you can orbit horizontally, upper and lower limits.\n\t\t// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n\t\tthis.minAzimuthAngle = - Infinity; // radians\n\t\tthis.maxAzimuthAngle = Infinity; // radians\n\n\t\t// Set to true to enable damping (inertia)\n\t\t// If damping is enabled, you must call controls.update() in your animation loop\n\t\tthis.enableDamping = false;\n\t\tthis.dampingFactor = 0.05;\n\n\t\t// This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n\t\t// Set to false to disable zooming\n\t\tthis.enableZoom = true;\n\t\tthis.zoomSpeed = 1.0;\n\n\t\t// Set to false to disable rotating\n\t\tthis.enableRotate = true;\n\t\tthis.rotateSpeed = 1.0;\n\n\t\t// Set to false to disable panning\n\t\tthis.enablePan = true;\n\t\tthis.panSpeed = 1.0;\n\t\tthis.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up\n\t\tthis.keyPanSpeed = 7.0;\t// pixels moved per arrow key push\n\t\tthis.zoomToCursor = false;\n\n\t\t// Set to true to automatically rotate around the target\n\t\t// If auto-rotate is enabled, you must call controls.update() in your animation loop\n\t\tthis.autoRotate = false;\n\t\tthis.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60\n\n\t\t// The four arrow keys\n\t\tthis.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };\n\n\t\t// Mouse buttons\n\t\tthis.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };\n\n\t\t// Touch fingers\n\t\tthis.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };\n\n\t\t// for reset\n\t\tthis.target0 = this.target.clone();\n\t\tthis.position0 = this.object.position.clone();\n\t\tthis.zoom0 = this.object.zoom;\n\n\t\t// the target DOM element for key events\n\t\tthis._domElementKeyEvents = null;\n\n\t\t//\n\t\t// public methods\n\t\t//\n\n\t\tthis.getPolarAngle = function () {\n\n\t\t\treturn spherical.phi;\n\n\t\t};\n\n\t\tthis.getAzimuthalAngle = function () {\n\n\t\t\treturn spherical.theta;\n\n\t\t};\n\n\t\tthis.getDistance = function () {\n\n\t\t\treturn this.object.position.distanceTo( this.target );\n\n\t\t};\n\n\t\tthis.listenToKeyEvents = function ( domElement ) {\n\n\t\t\tdomElement.addEventListener( 'keydown', onKeyDown );\n\t\t\tthis._domElementKeyEvents = domElement;\n\n\t\t};\n\n\t\tthis.stopListenToKeyEvents = function () {\n\n\t\t\tthis._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );\n\t\t\tthis._domElementKeyEvents = null;\n\n\t\t};\n\n\t\tthis.saveState = function () {\n\n\t\t\tscope.target0.copy( scope.target );\n\t\t\tscope.position0.copy( scope.object.position );\n\t\t\tscope.zoom0 = scope.object.zoom;\n\n\t\t};\n\n\t\tthis.reset = function () {\n\n\t\t\tscope.target.copy( scope.target0 );\n\t\t\tscope.object.position.copy( scope.position0 );\n\t\t\tscope.object.zoom = scope.zoom0;\n\n\t\t\tscope.object.updateProjectionMatrix();\n\t\t\tscope.dispatchEvent( _changeEvent );\n\n\t\t\tscope.update();\n\n\t\t\tstate = STATE.NONE;\n\n\t\t};\n\n\t\t// this method is exposed, but perhaps it would be better if we can make it private...\n\t\tthis.update = function () {\n\n\t\t\tconst offset = new Vector3();\n\n\t\t\t// so camera.up is the orbit axis\n\t\t\tconst quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );\n\t\t\tconst quatInverse = quat.clone().invert();\n\n\t\t\tconst lastPosition = new Vector3();\n\t\t\tconst lastQuaternion = new Quaternion();\n\t\t\tconst lastTargetPosition = new Vector3();\n\n\t\t\tconst twoPI = 2 * Math.PI;\n\n\t\t\treturn function update( deltaTime = null ) {\n\n\t\t\t\tconst position = scope.object.position;\n\n\t\t\t\toffset.copy( position ).sub( scope.target );\n\n\t\t\t\t// rotate offset to \"y-axis-is-up\" space\n\t\t\t\toffset.applyQuaternion( quat );\n\n\t\t\t\t// angle from z-axis around y-axis\n\t\t\t\tspherical.setFromVector3( offset );\n\n\t\t\t\tif ( scope.autoRotate && state === STATE.NONE ) {\n\n\t\t\t\t\trotateLeft( getAutoRotationAngle( deltaTime ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( scope.enableDamping ) {\n\n\t\t\t\t\tspherical.theta += sphericalDelta.theta * scope.dampingFactor;\n\t\t\t\t\tspherical.phi += sphericalDelta.phi * scope.dampingFactor;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tspherical.theta += sphericalDelta.theta;\n\t\t\t\t\tspherical.phi += sphericalDelta.phi;\n\n\t\t\t\t}\n\n\t\t\t\t// restrict theta to be between desired limits\n\n\t\t\t\tlet min = scope.minAzimuthAngle;\n\t\t\t\tlet max = scope.maxAzimuthAngle;\n\n\t\t\t\tif ( isFinite( min ) && isFinite( max ) ) {\n\n\t\t\t\t\tif ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;\n\n\t\t\t\t\tif ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;\n\n\t\t\t\t\tif ( min <= max ) {\n\n\t\t\t\t\t\tspherical.theta = Math.max( min, Math.min( max, spherical.theta ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tspherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?\n\t\t\t\t\t\t\tMath.max( min, spherical.theta ) :\n\t\t\t\t\t\t\tMath.min( max, spherical.theta );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// restrict phi to be between desired limits\n\t\t\t\tspherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );\n\n\t\t\t\tspherical.makeSafe();\n\n\n\t\t\t\t// move target to panned location\n\n\t\t\t\tif ( scope.enableDamping === true ) {\n\n\t\t\t\t\tscope.target.addScaledVector( panOffset, scope.dampingFactor );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tscope.target.add( panOffset );\n\n\t\t\t\t}\n\n\t\t\t\t// adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n\t\t\t\t// we adjust zoom later in these cases\n\t\t\t\tif ( scope.zoomToCursor && performCursorZoom || scope.object.isOrthographicCamera ) {\n\n\t\t\t\t\tspherical.radius = clampDistance( spherical.radius );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tspherical.radius = clampDistance( spherical.radius * scale );\n\n\t\t\t\t}\n\n\n\t\t\t\toffset.setFromSpherical( spherical );\n\n\t\t\t\t// rotate offset back to \"camera-up-vector-is-up\" space\n\t\t\t\toffset.applyQuaternion( quatInverse );\n\n\t\t\t\tposition.copy( scope.target ).add( offset );\n\n\t\t\t\tscope.object.lookAt( scope.target );\n\n\t\t\t\tif ( scope.enableDamping === true ) {\n\n\t\t\t\t\tsphericalDelta.theta *= ( 1 - scope.dampingFactor );\n\t\t\t\t\tsphericalDelta.phi *= ( 1 - scope.dampingFactor );\n\n\t\t\t\t\tpanOffset.multiplyScalar( 1 - scope.dampingFactor );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsphericalDelta.set( 0, 0, 0 );\n\n\t\t\t\t\tpanOffset.set( 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t// adjust camera position\n\t\t\t\tlet zoomChanged = false;\n\t\t\t\tif ( scope.zoomToCursor && performCursorZoom ) {\n\n\t\t\t\t\tlet newRadius = null;\n\t\t\t\t\tif ( scope.object.isPerspectiveCamera ) {\n\n\t\t\t\t\t\t// move the camera down the pointer ray\n\t\t\t\t\t\t// this method avoids floating point error\n\t\t\t\t\t\tconst prevRadius = offset.length();\n\t\t\t\t\t\tnewRadius = clampDistance( prevRadius * scale );\n\n\t\t\t\t\t\tconst radiusDelta = prevRadius - newRadius;\n\t\t\t\t\t\tscope.object.position.addScaledVector( dollyDirection, radiusDelta );\n\t\t\t\t\t\tscope.object.updateMatrixWorld();\n\n\t\t\t\t\t} else if ( scope.object.isOrthographicCamera ) {\n\n\t\t\t\t\t\t// adjust the ortho camera position based on zoom changes\n\t\t\t\t\t\tconst mouseBefore = new Vector3( mouse.x, mouse.y, 0 );\n\t\t\t\t\t\tmouseBefore.unproject( scope.object );\n\n\t\t\t\t\t\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );\n\t\t\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\t\t\tzoomChanged = true;\n\n\t\t\t\t\t\tconst mouseAfter = new Vector3( mouse.x, mouse.y, 0 );\n\t\t\t\t\t\tmouseAfter.unproject( scope.object );\n\n\t\t\t\t\t\tscope.object.position.sub( mouseAfter ).add( mouseBefore );\n\t\t\t\t\t\tscope.object.updateMatrixWorld();\n\n\t\t\t\t\t\tnewRadius = offset.length();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' );\n\t\t\t\t\t\tscope.zoomToCursor = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// handle the placement of the target\n\t\t\t\t\tif ( newRadius !== null ) {\n\n\t\t\t\t\t\tif ( this.screenSpacePanning ) {\n\n\t\t\t\t\t\t\t// position the orbit target in front of the new camera position\n\t\t\t\t\t\t\tscope.target.set( 0, 0, - 1 )\n\t\t\t\t\t\t\t\t.transformDirection( scope.object.matrix )\n\t\t\t\t\t\t\t\t.multiplyScalar( newRadius )\n\t\t\t\t\t\t\t\t.add( scope.object.position );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// get the ray and translation plane to compute target\n\t\t\t\t\t\t\t_ray.origin.copy( scope.object.position );\n\t\t\t\t\t\t\t_ray.direction.set( 0, 0, - 1 ).transformDirection( scope.object.matrix );\n\n\t\t\t\t\t\t\t// if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n\t\t\t\t\t\t\t// extremely large values\n\t\t\t\t\t\t\tif ( Math.abs( scope.object.up.dot( _ray.direction ) ) < TILT_LIMIT ) {\n\n\t\t\t\t\t\t\t\tobject.lookAt( scope.target );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t_plane.setFromNormalAndCoplanarPoint( scope.object.up, scope.target );\n\t\t\t\t\t\t\t\t_ray.intersectPlane( _plane, scope.target );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( scope.object.isOrthographicCamera ) {\n\n\t\t\t\t\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );\n\t\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\t\tzoomChanged = true;\n\n\t\t\t\t}\n\n\t\t\t\tscale = 1;\n\t\t\t\tperformCursorZoom = false;\n\n\t\t\t\t// update condition is:\n\t\t\t\t// min(camera displacement, camera rotation in radians)^2 > EPS\n\t\t\t\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n\t\t\t\tif ( zoomChanged ||\n\t\t\t\t\tlastPosition.distanceToSquared( scope.object.position ) > EPS ||\n\t\t\t\t\t8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ||\n\t\t\t\t\tlastTargetPosition.distanceToSquared( scope.target ) > 0 ) {\n\n\t\t\t\t\tscope.dispatchEvent( _changeEvent );\n\n\t\t\t\t\tlastPosition.copy( scope.object.position );\n\t\t\t\t\tlastQuaternion.copy( scope.object.quaternion );\n\t\t\t\t\tlastTargetPosition.copy( scope.target );\n\n\t\t\t\t\tzoomChanged = false;\n\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t\treturn false;\n\n\t\t\t};\n\n\t\t}();\n\n\t\tthis.dispose = function () {\n\n\t\t\tscope.domElement.removeEventListener( 'contextmenu', onContextMenu );\n\n\t\t\tscope.domElement.removeEventListener( 'pointerdown', onPointerDown );\n\t\t\tscope.domElement.removeEventListener( 'pointercancel', onPointerUp );\n\t\t\tscope.domElement.removeEventListener( 'wheel', onMouseWheel );\n\n\t\t\tscope.domElement.removeEventListener( 'pointermove', onPointerMove );\n\t\t\tscope.domElement.removeEventListener( 'pointerup', onPointerUp );\n\n\n\t\t\tif ( scope._domElementKeyEvents !== null ) {\n\n\t\t\t\tscope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );\n\t\t\t\tscope._domElementKeyEvents = null;\n\n\t\t\t}\n\n\t\t\t//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n\n\t\t};\n\n\t\t//\n\t\t// internals\n\t\t//\n\n\t\tconst scope = this;\n\n\t\tconst STATE = {\n\t\t\tNONE: - 1,\n\t\t\tROTATE: 0,\n\t\t\tDOLLY: 1,\n\t\t\tPAN: 2,\n\t\t\tTOUCH_ROTATE: 3,\n\t\t\tTOUCH_PAN: 4,\n\t\t\tTOUCH_DOLLY_PAN: 5,\n\t\t\tTOUCH_DOLLY_ROTATE: 6\n\t\t};\n\n\t\tlet state = STATE.NONE;\n\n\t\tconst EPS = 0.000001;\n\n\t\t// current position in spherical coordinates\n\t\tconst spherical = new Spherical();\n\t\tconst sphericalDelta = new Spherical();\n\n\t\tlet scale = 1;\n\t\tconst panOffset = new Vector3();\n\n\t\tconst rotateStart = new Vector2();\n\t\tconst rotateEnd = new Vector2();\n\t\tconst rotateDelta = new Vector2();\n\n\t\tconst panStart = new Vector2();\n\t\tconst panEnd = new Vector2();\n\t\tconst panDelta = new Vector2();\n\n\t\tconst dollyStart = new Vector2();\n\t\tconst dollyEnd = new Vector2();\n\t\tconst dollyDelta = new Vector2();\n\n\t\tconst dollyDirection = new Vector3();\n\t\tconst mouse = new Vector2();\n\t\tlet performCursorZoom = false;\n\n\t\tconst pointers = [];\n\t\tconst pointerPositions = {};\n\n\t\tfunction getAutoRotationAngle( deltaTime ) {\n\n\t\t\tif ( deltaTime !== null ) {\n\n\t\t\t\treturn ( 2 * Math.PI / 60 * scope.autoRotateSpeed ) * deltaTime;\n\n\t\t\t} else {\n\n\t\t\t\treturn 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getZoomScale() {\n\n\t\t\treturn Math.pow( 0.95, scope.zoomSpeed );\n\n\t\t}\n\n\t\tfunction rotateLeft( angle ) {\n\n\t\t\tsphericalDelta.theta -= angle;\n\n\t\t}\n\n\t\tfunction rotateUp( angle ) {\n\n\t\t\tsphericalDelta.phi -= angle;\n\n\t\t}\n\n\t\tconst panLeft = function () {\n\n\t\t\tconst v = new Vector3();\n\n\t\t\treturn function panLeft( distance, objectMatrix ) {\n\n\t\t\t\tv.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix\n\t\t\t\tv.multiplyScalar( - distance );\n\n\t\t\t\tpanOffset.add( v );\n\n\t\t\t};\n\n\t\t}();\n\n\t\tconst panUp = function () {\n\n\t\t\tconst v = new Vector3();\n\n\t\t\treturn function panUp( distance, objectMatrix ) {\n\n\t\t\t\tif ( scope.screenSpacePanning === true ) {\n\n\t\t\t\t\tv.setFromMatrixColumn( objectMatrix, 1 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv.setFromMatrixColumn( objectMatrix, 0 );\n\t\t\t\t\tv.crossVectors( scope.object.up, v );\n\n\t\t\t\t}\n\n\t\t\t\tv.multiplyScalar( distance );\n\n\t\t\t\tpanOffset.add( v );\n\n\t\t\t};\n\n\t\t}();\n\n\t\t// deltaX and deltaY are in pixels; right and down are positive\n\t\tconst pan = function () {\n\n\t\t\tconst offset = new Vector3();\n\n\t\t\treturn function pan( deltaX, deltaY ) {\n\n\t\t\t\tconst element = scope.domElement;\n\n\t\t\t\tif ( scope.object.isPerspectiveCamera ) {\n\n\t\t\t\t\t// perspective\n\t\t\t\t\tconst position = scope.object.position;\n\t\t\t\t\toffset.copy( position ).sub( scope.target );\n\t\t\t\t\tlet targetDistance = offset.length();\n\n\t\t\t\t\t// half of the fov is center to top of screen\n\t\t\t\t\ttargetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );\n\n\t\t\t\t\t// we use only clientHeight here so aspect ratio does not distort speed\n\t\t\t\t\tpanLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );\n\t\t\t\t\tpanUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );\n\n\t\t\t\t} else if ( scope.object.isOrthographicCamera ) {\n\n\t\t\t\t\t// orthographic\n\t\t\t\t\tpanLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );\n\t\t\t\t\tpanUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// camera neither orthographic nor perspective\n\t\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );\n\t\t\t\t\tscope.enablePan = false;\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}();\n\n\t\tfunction dollyOut( dollyScale ) {\n\n\t\t\tif ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {\n\n\t\t\t\tscale /= dollyScale;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\n\t\t\t\tscope.enableZoom = false;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction dollyIn( dollyScale ) {\n\n\t\t\tif ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {\n\n\t\t\t\tscale *= dollyScale;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\n\t\t\t\tscope.enableZoom = false;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction updateMouseParameters( event ) {\n\n\t\t\tif ( ! scope.zoomToCursor ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tperformCursorZoom = true;\n\n\t\t\tconst rect = scope.domElement.getBoundingClientRect();\n\t\t\tconst x = event.clientX - rect.left;\n\t\t\tconst y = event.clientY - rect.top;\n\t\t\tconst w = rect.width;\n\t\t\tconst h = rect.height;\n\n\t\t\tmouse.x = ( x / w ) * 2 - 1;\n\t\t\tmouse.y = - ( y / h ) * 2 + 1;\n\n\t\t\tdollyDirection.set( mouse.x, mouse.y, 1 ).unproject( scope.object ).sub( scope.object.position ).normalize();\n\n\t\t}\n\n\t\tfunction clampDistance( dist ) {\n\n\t\t\treturn Math.max( scope.minDistance, Math.min( scope.maxDistance, dist ) );\n\n\t\t}\n\n\t\t//\n\t\t// event callbacks - update the object state\n\t\t//\n\n\t\tfunction handleMouseDownRotate( event ) {\n\n\t\t\trotateStart.set( event.clientX, event.clientY );\n\n\t\t}\n\n\t\tfunction handleMouseDownDolly( event ) {\n\n\t\t\tupdateMouseParameters( event );\n\t\t\tdollyStart.set( event.clientX, event.clientY );\n\n\t\t}\n\n\t\tfunction handleMouseDownPan( event ) {\n\n\t\t\tpanStart.set( event.clientX, event.clientY );\n\n\t\t}\n\n\t\tfunction handleMouseMoveRotate( event ) {\n\n\t\t\trotateEnd.set( event.clientX, event.clientY );\n\n\t\t\trotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\n\n\t\t\tconst element = scope.domElement;\n\n\t\t\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\n\n\t\t\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\n\n\t\t\trotateStart.copy( rotateEnd );\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleMouseMoveDolly( event ) {\n\n\t\t\tdollyEnd.set( event.clientX, event.clientY );\n\n\t\t\tdollyDelta.subVectors( dollyEnd, dollyStart );\n\n\t\t\tif ( dollyDelta.y > 0 ) {\n\n\t\t\t\tdollyOut( getZoomScale() );\n\n\t\t\t} else if ( dollyDelta.y < 0 ) {\n\n\t\t\t\tdollyIn( getZoomScale() );\n\n\t\t\t}\n\n\t\t\tdollyStart.copy( dollyEnd );\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleMouseMovePan( event ) {\n\n\t\t\tpanEnd.set( event.clientX, event.clientY );\n\n\t\t\tpanDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\n\n\t\t\tpan( panDelta.x, panDelta.y );\n\n\t\t\tpanStart.copy( panEnd );\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleMouseWheel( event ) {\n\n\t\t\tupdateMouseParameters( event );\n\n\t\t\tif ( event.deltaY < 0 ) {\n\n\t\t\t\tdollyIn( getZoomScale() );\n\n\t\t\t} else if ( event.deltaY > 0 ) {\n\n\t\t\t\tdollyOut( getZoomScale() );\n\n\t\t\t}\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleKeyDown( event ) {\n\n\t\t\tlet needsUpdate = false;\n\n\t\t\tswitch ( event.code ) {\n\n\t\t\t\tcase scope.keys.UP:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\trotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpan( 0, scope.keyPanSpeed );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase scope.keys.BOTTOM:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\trotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpan( 0, - scope.keyPanSpeed );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase scope.keys.LEFT:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\trotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpan( scope.keyPanSpeed, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase scope.keys.RIGHT:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\trotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpan( - scope.keyPanSpeed, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( needsUpdate ) {\n\n\t\t\t\t// prevent the browser from scrolling on cursor keys\n\t\t\t\tevent.preventDefault();\n\n\t\t\t\tscope.update();\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tfunction handleTouchStartRotate() {\n\n\t\t\tif ( pointers.length === 1 ) {\n\n\t\t\t\trotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );\n\t\t\t\tconst y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );\n\n\t\t\t\trotateStart.set( x, y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction handleTouchStartPan() {\n\n\t\t\tif ( pointers.length === 1 ) {\n\n\t\t\t\tpanStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );\n\t\t\t\tconst y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );\n\n\t\t\t\tpanStart.set( x, y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction handleTouchStartDolly() {\n\n\t\t\tconst dx = pointers[ 0 ].pageX - pointers[ 1 ].pageX;\n\t\t\tconst dy = pointers[ 0 ].pageY - pointers[ 1 ].pageY;\n\n\t\t\tconst distance = Math.sqrt( dx * dx + dy * dy );\n\n\t\t\tdollyStart.set( 0, distance );\n\n\t\t}\n\n\t\tfunction handleTouchStartDollyPan() {\n\n\t\t\tif ( scope.enableZoom ) handleTouchStartDolly();\n\n\t\t\tif ( scope.enablePan ) handleTouchStartPan();\n\n\t\t}\n\n\t\tfunction handleTouchStartDollyRotate() {\n\n\t\t\tif ( scope.enableZoom ) handleTouchStartDolly();\n\n\t\t\tif ( scope.enableRotate ) handleTouchStartRotate();\n\n\t\t}\n\n\t\tfunction handleTouchMoveRotate( event ) {\n\n\t\t\tif ( pointers.length == 1 ) {\n\n\t\t\t\trotateEnd.set( event.pageX, event.pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst position = getSecondPointerPosition( event );\n\n\t\t\t\tconst x = 0.5 * ( event.pageX + position.x );\n\t\t\t\tconst y = 0.5 * ( event.pageY + position.y );\n\n\t\t\t\trotateEnd.set( x, y );\n\n\t\t\t}\n\n\t\t\trotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\n\n\t\t\tconst element = scope.domElement;\n\n\t\t\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\n\n\t\t\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\n\n\t\t\trotateStart.copy( rotateEnd );\n\n\t\t}\n\n\t\tfunction handleTouchMovePan( event ) {\n\n\t\t\tif ( pointers.length === 1 ) {\n\n\t\t\t\tpanEnd.set( event.pageX, event.pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst position = getSecondPointerPosition( event );\n\n\t\t\t\tconst x = 0.5 * ( event.pageX + position.x );\n\t\t\t\tconst y = 0.5 * ( event.pageY + position.y );\n\n\t\t\t\tpanEnd.set( x, y );\n\n\t\t\t}\n\n\t\t\tpanDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\n\n\t\t\tpan( panDelta.x, panDelta.y );\n\n\t\t\tpanStart.copy( panEnd );\n\n\t\t}\n\n\t\tfunction handleTouchMoveDolly( event ) {\n\n\t\t\tconst position = getSecondPointerPosition( event );\n\n\t\t\tconst dx = event.pageX - position.x;\n\t\t\tconst dy = event.pageY - position.y;\n\n\t\t\tconst distance = Math.sqrt( dx * dx + dy * dy );\n\n\t\t\tdollyEnd.set( 0, distance );\n\n\t\t\tdollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );\n\n\t\t\tdollyOut( dollyDelta.y );\n\n\t\t\tdollyStart.copy( dollyEnd );\n\n\t\t}\n\n\t\tfunction handleTouchMoveDollyPan( event ) {\n\n\t\t\tif ( scope.enableZoom ) handleTouchMoveDolly( event );\n\n\t\t\tif ( scope.enablePan ) handleTouchMovePan( event );\n\n\t\t}\n\n\t\tfunction handleTouchMoveDollyRotate( event ) {\n\n\t\t\tif ( scope.enableZoom ) handleTouchMoveDolly( event );\n\n\t\t\tif ( scope.enableRotate ) handleTouchMoveRotate( event );\n\n\t\t}\n\n\t\t//\n\t\t// event handlers - FSM: listen for events and reset state\n\t\t//\n\n\t\tfunction onPointerDown( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tif ( pointers.length === 0 ) {\n\n\t\t\t\tscope.domElement.setPointerCapture( event.pointerId );\n\n\t\t\t\tscope.domElement.addEventListener( 'pointermove', onPointerMove );\n\t\t\t\tscope.domElement.addEventListener( 'pointerup', onPointerUp );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\taddPointer( event );\n\n\t\t\tif ( event.pointerType === 'touch' ) {\n\n\t\t\t\tonTouchStart( event );\n\n\t\t\t} else {\n\n\t\t\t\tonMouseDown( event );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onPointerMove( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tif ( event.pointerType === 'touch' ) {\n\n\t\t\t\tonTouchMove( event );\n\n\t\t\t} else {\n\n\t\t\t\tonMouseMove( event );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onPointerUp( event ) {\n\n\t\t\tremovePointer( event );\n\n\t\t\tif ( pointers.length === 0 ) {\n\n\t\t\t\tscope.domElement.releasePointerCapture( event.pointerId );\n\n\t\t\t\tscope.domElement.removeEventListener( 'pointermove', onPointerMove );\n\t\t\t\tscope.domElement.removeEventListener( 'pointerup', onPointerUp );\n\n\t\t\t}\n\n\t\t\tscope.dispatchEvent( _endEvent );\n\n\t\t\tstate = STATE.NONE;\n\n\t\t}\n\n\t\tfunction onMouseDown( event ) {\n\n\t\t\tlet mouseAction;\n\n\t\t\tswitch ( event.button ) {\n\n\t\t\t\tcase 0:\n\n\t\t\t\t\tmouseAction = scope.mouseButtons.LEFT;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 1:\n\n\t\t\t\t\tmouseAction = scope.mouseButtons.MIDDLE;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2:\n\n\t\t\t\t\tmouseAction = scope.mouseButtons.RIGHT;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tmouseAction = - 1;\n\n\t\t\t}\n\n\t\t\tswitch ( mouseAction ) {\n\n\t\t\t\tcase MOUSE.DOLLY:\n\n\t\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\t\thandleMouseDownDolly( event );\n\n\t\t\t\t\tstate = STATE.DOLLY;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MOUSE.ROTATE:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\t\thandleMouseDownPan( event );\n\n\t\t\t\t\t\tstate = STATE.PAN;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\t\thandleMouseDownRotate( event );\n\n\t\t\t\t\t\tstate = STATE.ROTATE;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MOUSE.PAN:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\t\thandleMouseDownRotate( event );\n\n\t\t\t\t\t\tstate = STATE.ROTATE;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\t\thandleMouseDownPan( event );\n\n\t\t\t\t\t\tstate = STATE.PAN;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t}\n\n\t\t\tif ( state !== STATE.NONE ) {\n\n\t\t\t\tscope.dispatchEvent( _startEvent );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onMouseMove( event ) {\n\n\t\t\tswitch ( state ) {\n\n\t\t\t\tcase STATE.ROTATE:\n\n\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\thandleMouseMoveRotate( event );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.DOLLY:\n\n\t\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\t\thandleMouseMoveDolly( event );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.PAN:\n\n\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\thandleMouseMovePan( event );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onMouseWheel( event ) {\n\n\t\t\tif ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;\n\n\t\t\tevent.preventDefault();\n\n\t\t\tscope.dispatchEvent( _startEvent );\n\n\t\t\thandleMouseWheel( event );\n\n\t\t\tscope.dispatchEvent( _endEvent );\n\n\t\t}\n\n\t\tfunction onKeyDown( event ) {\n\n\t\t\tif ( scope.enabled === false || scope.enablePan === false ) return;\n\n\t\t\thandleKeyDown( event );\n\n\t\t}\n\n\t\tfunction onTouchStart( event ) {\n\n\t\t\ttrackPointer( event );\n\n\t\t\tswitch ( pointers.length ) {\n\n\t\t\t\tcase 1:\n\n\t\t\t\t\tswitch ( scope.touches.ONE ) {\n\n\t\t\t\t\t\tcase TOUCH.ROTATE:\n\n\t\t\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartRotate();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_ROTATE;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase TOUCH.PAN:\n\n\t\t\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartPan();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_PAN;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2:\n\n\t\t\t\t\tswitch ( scope.touches.TWO ) {\n\n\t\t\t\t\t\tcase TOUCH.DOLLY_PAN:\n\n\t\t\t\t\t\t\tif ( scope.enableZoom === false && scope.enablePan === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartDollyPan();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_DOLLY_PAN;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase TOUCH.DOLLY_ROTATE:\n\n\t\t\t\t\t\t\tif ( scope.enableZoom === false && scope.enableRotate === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartDollyRotate();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_DOLLY_ROTATE;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t}\n\n\t\t\tif ( state !== STATE.NONE ) {\n\n\t\t\t\tscope.dispatchEvent( _startEvent );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onTouchMove( event ) {\n\n\t\t\ttrackPointer( event );\n\n\t\t\tswitch ( state ) {\n\n\t\t\t\tcase STATE.TOUCH_ROTATE:\n\n\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\thandleTouchMoveRotate( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.TOUCH_PAN:\n\n\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\thandleTouchMovePan( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.TOUCH_DOLLY_PAN:\n\n\t\t\t\t\tif ( scope.enableZoom === false && scope.enablePan === false ) return;\n\n\t\t\t\t\thandleTouchMoveDollyPan( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.TOUCH_DOLLY_ROTATE:\n\n\t\t\t\t\tif ( scope.enableZoom === false && scope.enableRotate === false ) return;\n\n\t\t\t\t\thandleTouchMoveDollyRotate( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onContextMenu( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tevent.preventDefault();\n\n\t\t}\n\n\t\tfunction addPointer( event ) {\n\n\t\t\tpointers.push( event );\n\n\t\t}\n\n\t\tfunction removePointer( event ) {\n\n\t\t\tdelete pointerPositions[ event.pointerId ];\n\n\t\t\tfor ( let i = 0; i < pointers.length; i ++ ) {\n\n\t\t\t\tif ( pointers[ i ].pointerId == event.pointerId ) {\n\n\t\t\t\t\tpointers.splice( i, 1 );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction trackPointer( event ) {\n\n\t\t\tlet position = pointerPositions[ event.pointerId ];\n\n\t\t\tif ( position === undefined ) {\n\n\t\t\t\tposition = new Vector2();\n\t\t\t\tpointerPositions[ event.pointerId ] = position;\n\n\t\t\t}\n\n\t\t\tposition.set( event.pageX, event.pageY );\n\n\t\t}\n\n\t\tfunction getSecondPointerPosition( event ) {\n\n\t\t\tconst pointer = ( event.pointerId === pointers[ 0 ].pointerId ) ? pointers[ 1 ] : pointers[ 0 ];\n\n\t\t\treturn pointerPositions[ pointer.pointerId ];\n\n\t\t}\n\n\t\t//\n\n\t\tscope.domElement.addEventListener( 'contextmenu', onContextMenu );\n\n\t\tscope.domElement.addEventListener( 'pointerdown', onPointerDown );\n\t\tscope.domElement.addEventListener( 'pointercancel', onPointerUp );\n\t\tscope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );\n\n\t\t// force an update at start\n\n\t\tthis.update();\n\n\t}\n\n}\n\nexport { OrbitControls };\n","/**\n * Full-screen textured quad shader\n */\n\nconst CopyShader = {\n\n\tname: 'CopyShader',\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'opacity': { value: 1.0 }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: /* glsl */`\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = opacity * texel;\n\n\n\t\t}`\n\n};\n\nexport { CopyShader };\n","import {\n\tBufferGeometry,\n\tFloat32BufferAttribute,\n\tOrthographicCamera,\n\tMesh\n} from 'three';\n\nclass Pass {\n\n\tconstructor() {\n\n\t\tthis.isPass = true;\n\n\t\t// if set to true, the pass is processed by the composer\n\t\tthis.enabled = true;\n\n\t\t// if set to true, the pass indicates to swap read and write buffer after rendering\n\t\tthis.needsSwap = true;\n\n\t\t// if set to true, the pass clears its buffer before rendering\n\t\tthis.clear = false;\n\n\t\t// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n\t\tthis.renderToScreen = false;\n\n\t}\n\n\tsetSize( /* width, height */ ) {}\n\n\trender( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\tconsole.error( 'THREE.Pass: .render() must be implemented in derived pass.' );\n\n\t}\n\n\tdispose() {}\n\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\n\nconst _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n// https://github.com/mrdoob/three.js/pull/21358\n\nconst _geometry = new BufferGeometry();\n_geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );\n_geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );\n\nclass FullScreenQuad {\n\n\tconstructor( material ) {\n\n\t\tthis._mesh = new Mesh( _geometry, material );\n\n\t}\n\n\tdispose() {\n\n\t\tthis._mesh.geometry.dispose();\n\n\t}\n\n\trender( renderer ) {\n\n\t\trenderer.render( this._mesh, _camera );\n\n\t}\n\n\tget material() {\n\n\t\treturn this._mesh.material;\n\n\t}\n\n\tset material( value ) {\n\n\t\tthis._mesh.material = value;\n\n\t}\n\n}\n\nexport { Pass, FullScreenQuad };\n","import {\n\tShaderMaterial,\n\tUniformsUtils\n} from 'three';\nimport { Pass, FullScreenQuad } from './Pass.js';\n\nclass ShaderPass extends Pass {\n\n\tconstructor( shader, textureID ) {\n\n\t\tsuper();\n\n\t\tthis.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';\n\n\t\tif ( shader instanceof ShaderMaterial ) {\n\n\t\t\tthis.uniforms = shader.uniforms;\n\n\t\t\tthis.material = shader;\n\n\t\t} else if ( shader ) {\n\n\t\t\tthis.uniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t\tthis.material = new ShaderMaterial( {\n\n\t\t\t\tname: ( shader.name !== undefined ) ? shader.name : 'unspecified',\n\t\t\t\tdefines: Object.assign( {}, shader.defines ),\n\t\t\t\tuniforms: this.uniforms,\n\t\t\t\tvertexShader: shader.vertexShader,\n\t\t\t\tfragmentShader: shader.fragmentShader\n\n\t\t\t} );\n\n\t\t}\n\n\t\tthis.fsQuad = new FullScreenQuad( this.material );\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tif ( this.uniforms[ this.textureID ] ) {\n\n\t\t\tthis.uniforms[ this.textureID ].value = readBuffer.texture;\n\n\t\t}\n\n\t\tthis.fsQuad.material = this.material;\n\n\t\tif ( this.renderToScreen ) {\n\n\t\t\trenderer.setRenderTarget( null );\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t} else {\n\n\t\t\trenderer.setRenderTarget( writeBuffer );\n\t\t\t// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n\t\t\tif ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t}\n\n\t}\n\n\tdispose() {\n\n\t\tthis.material.dispose();\n\n\t\tthis.fsQuad.dispose();\n\n\t}\n\n}\n\nexport { ShaderPass };\n","import { Pass } from './Pass.js';\n\nclass MaskPass extends Pass {\n\n\tconstructor( scene, camera ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.clear = true;\n\t\tthis.needsSwap = false;\n\n\t\tthis.inverse = false;\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tconst context = renderer.getContext();\n\t\tconst state = renderer.state;\n\n\t\t// don't update color or depth\n\n\t\tstate.buffers.color.setMask( false );\n\t\tstate.buffers.depth.setMask( false );\n\n\t\t// lock buffers\n\n\t\tstate.buffers.color.setLocked( true );\n\t\tstate.buffers.depth.setLocked( true );\n\n\t\t// set up stencil\n\n\t\tlet writeValue, clearValue;\n\n\t\tif ( this.inverse ) {\n\n\t\t\twriteValue = 0;\n\t\t\tclearValue = 1;\n\n\t\t} else {\n\n\t\t\twriteValue = 1;\n\t\t\tclearValue = 0;\n\n\t\t}\n\n\t\tstate.buffers.stencil.setTest( true );\n\t\tstate.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );\n\t\tstate.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );\n\t\tstate.buffers.stencil.setClear( clearValue );\n\t\tstate.buffers.stencil.setLocked( true );\n\n\t\t// draw into the stencil buffer\n\n\t\trenderer.setRenderTarget( readBuffer );\n\t\tif ( this.clear ) renderer.clear();\n\t\trenderer.render( this.scene, this.camera );\n\n\t\trenderer.setRenderTarget( writeBuffer );\n\t\tif ( this.clear ) renderer.clear();\n\t\trenderer.render( this.scene, this.camera );\n\n\t\t// unlock color and depth buffer and make them writable for subsequent rendering/clearing\n\n\t\tstate.buffers.color.setLocked( false );\n\t\tstate.buffers.depth.setLocked( false );\n\n\t\tstate.buffers.color.setMask( true );\n\t\tstate.buffers.depth.setMask( true );\n\n\t\t// only render where stencil is set to 1\n\n\t\tstate.buffers.stencil.setLocked( false );\n\t\tstate.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1\n\t\tstate.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );\n\t\tstate.buffers.stencil.setLocked( true );\n\n\t}\n\n}\n\nclass ClearMaskPass extends Pass {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.needsSwap = false;\n\n\t}\n\n\trender( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\trenderer.state.buffers.stencil.setLocked( false );\n\t\trenderer.state.buffers.stencil.setTest( false );\n\n\t}\n\n}\n\nexport { MaskPass, ClearMaskPass };\n","import {\n\tClock,\n\tHalfFloatType,\n\tNoBlending,\n\tVector2,\n\tWebGLRenderTarget\n} from 'three';\nimport { CopyShader } from '../shaders/CopyShader.js';\nimport { ShaderPass } from './ShaderPass.js';\nimport { MaskPass } from './MaskPass.js';\nimport { ClearMaskPass } from './MaskPass.js';\n\nclass EffectComposer {\n\n\tconstructor( renderer, renderTarget ) {\n\n\t\tthis.renderer = renderer;\n\n\t\tthis._pixelRatio = renderer.getPixelRatio();\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\tconst size = renderer.getSize( new Vector2() );\n\t\t\tthis._width = size.width;\n\t\t\tthis._height = size.height;\n\n\t\t\trenderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );\n\t\t\trenderTarget.texture.name = 'EffectComposer.rt1';\n\n\t\t} else {\n\n\t\t\tthis._width = renderTarget.width;\n\t\t\tthis._height = renderTarget.height;\n\n\t\t}\n\n\t\tthis.renderTarget1 = renderTarget;\n\t\tthis.renderTarget2 = renderTarget.clone();\n\t\tthis.renderTarget2.texture.name = 'EffectComposer.rt2';\n\n\t\tthis.writeBuffer = this.renderTarget1;\n\t\tthis.readBuffer = this.renderTarget2;\n\n\t\tthis.renderToScreen = true;\n\n\t\tthis.passes = [];\n\n\t\tthis.copyPass = new ShaderPass( CopyShader );\n\t\tthis.copyPass.material.blending = NoBlending;\n\n\t\tthis.clock = new Clock();\n\n\t}\n\n\tswapBuffers() {\n\n\t\tconst tmp = this.readBuffer;\n\t\tthis.readBuffer = this.writeBuffer;\n\t\tthis.writeBuffer = tmp;\n\n\t}\n\n\taddPass( pass ) {\n\n\t\tthis.passes.push( pass );\n\t\tpass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t}\n\n\tinsertPass( pass, index ) {\n\n\t\tthis.passes.splice( index, 0, pass );\n\t\tpass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t}\n\n\tremovePass( pass ) {\n\n\t\tconst index = this.passes.indexOf( pass );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tthis.passes.splice( index, 1 );\n\n\t\t}\n\n\t}\n\n\tisLastEnabledPass( passIndex ) {\n\n\t\tfor ( let i = passIndex + 1; i < this.passes.length; i ++ ) {\n\n\t\t\tif ( this.passes[ i ].enabled ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\trender( deltaTime ) {\n\n\t\t// deltaTime value is in seconds\n\n\t\tif ( deltaTime === undefined ) {\n\n\t\t\tdeltaTime = this.clock.getDelta();\n\n\t\t}\n\n\t\tconst currentRenderTarget = this.renderer.getRenderTarget();\n\n\t\tlet maskActive = false;\n\n\t\tfor ( let i = 0, il = this.passes.length; i < il; i ++ ) {\n\n\t\t\tconst pass = this.passes[ i ];\n\n\t\t\tif ( pass.enabled === false ) continue;\n\n\t\t\tpass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );\n\t\t\tpass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );\n\n\t\t\tif ( pass.needsSwap ) {\n\n\t\t\t\tif ( maskActive ) {\n\n\t\t\t\t\tconst context = this.renderer.getContext();\n\t\t\t\t\tconst stencil = this.renderer.state.buffers.stencil;\n\n\t\t\t\t\t//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );\n\t\t\t\t\tstencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );\n\n\t\t\t\t\tthis.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );\n\n\t\t\t\t\t//context.stencilFunc( context.EQUAL, 1, 0xffffffff );\n\t\t\t\t\tstencil.setFunc( context.EQUAL, 1, 0xffffffff );\n\n\t\t\t\t}\n\n\t\t\t\tthis.swapBuffers();\n\n\t\t\t}\n\n\t\t\tif ( MaskPass !== undefined ) {\n\n\t\t\t\tif ( pass instanceof MaskPass ) {\n\n\t\t\t\t\tmaskActive = true;\n\n\t\t\t\t} else if ( pass instanceof ClearMaskPass ) {\n\n\t\t\t\t\tmaskActive = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.renderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n\treset( renderTarget ) {\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\tconst size = this.renderer.getSize( new Vector2() );\n\t\t\tthis._pixelRatio = this.renderer.getPixelRatio();\n\t\t\tthis._width = size.width;\n\t\t\tthis._height = size.height;\n\n\t\t\trenderTarget = this.renderTarget1.clone();\n\t\t\trenderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t\t}\n\n\t\tthis.renderTarget1.dispose();\n\t\tthis.renderTarget2.dispose();\n\t\tthis.renderTarget1 = renderTarget;\n\t\tthis.renderTarget2 = renderTarget.clone();\n\n\t\tthis.writeBuffer = this.renderTarget1;\n\t\tthis.readBuffer = this.renderTarget2;\n\n\t}\n\n\tsetSize( width, height ) {\n\n\t\tthis._width = width;\n\t\tthis._height = height;\n\n\t\tconst effectiveWidth = this._width * this._pixelRatio;\n\t\tconst effectiveHeight = this._height * this._pixelRatio;\n\n\t\tthis.renderTarget1.setSize( effectiveWidth, effectiveHeight );\n\t\tthis.renderTarget2.setSize( effectiveWidth, effectiveHeight );\n\n\t\tfor ( let i = 0; i < this.passes.length; i ++ ) {\n\n\t\t\tthis.passes[ i ].setSize( effectiveWidth, effectiveHeight );\n\n\t\t}\n\n\t}\n\n\tsetPixelRatio( pixelRatio ) {\n\n\t\tthis._pixelRatio = pixelRatio;\n\n\t\tthis.setSize( this._width, this._height );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.renderTarget1.dispose();\n\t\tthis.renderTarget2.dispose();\n\n\t\tthis.copyPass.dispose();\n\n\t}\n\n}\n\nexport { EffectComposer };\n","import {\n\tColor\n} from 'three';\nimport { Pass } from './Pass.js';\n\nclass RenderPass extends Pass {\n\n\tconstructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.overrideMaterial = overrideMaterial;\n\n\t\tthis.clearColor = clearColor;\n\t\tthis.clearAlpha = clearAlpha;\n\n\t\tthis.clear = true;\n\t\tthis.clearDepth = false;\n\t\tthis.needsSwap = false;\n\t\tthis._oldClearColor = new Color();\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tconst oldAutoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tlet oldClearAlpha, oldOverrideMaterial;\n\n\t\tif ( this.overrideMaterial !== null ) {\n\n\t\t\toldOverrideMaterial = this.scene.overrideMaterial;\n\n\t\t\tthis.scene.overrideMaterial = this.overrideMaterial;\n\n\t\t}\n\n\t\tif ( this.clearColor !== null ) {\n\n\t\t\trenderer.getClearColor( this._oldClearColor );\n\t\t\trenderer.setClearColor( this.clearColor );\n\n\t\t}\n\n\t\tif ( this.clearAlpha !== null ) {\n\n\t\t\toldClearAlpha = renderer.getClearAlpha();\n\t\t\trenderer.setClearAlpha( this.clearAlpha );\n\n\t\t}\n\n\t\tif ( this.clearDepth == true ) {\n\n\t\t\trenderer.clearDepth();\n\n\t\t}\n\n\t\trenderer.setRenderTarget( this.renderToScreen ? null : readBuffer );\n\n\t\tif ( this.clear === true ) {\n\n\t\t\t// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\trenderer.render( this.scene, this.camera );\n\n\t\t// restore\n\n\t\tif ( this.clearColor !== null ) {\n\n\t\t\trenderer.setClearColor( this._oldClearColor );\n\n\t\t}\n\n\t\tif ( this.clearAlpha !== null ) {\n\n\t\t\trenderer.setClearAlpha( oldClearAlpha );\n\n\t\t}\n\n\t\tif ( this.overrideMaterial !== null ) {\n\n\t\t\tthis.scene.overrideMaterial = oldOverrideMaterial;\n\n\t\t}\n\n\t\trenderer.autoClear = oldAutoClear;\n\n\t}\n\n}\n\nexport { RenderPass };\n","import {\n\tVector2\n} from 'three';\n\n/**\n * NVIDIA FXAA by Timothy Lottes\n * https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n * - WebGL port by @supereggbert\n * http://www.glge.org/demos/fxaa/\n * Further improved by Daniel Sturk\n */\n\nconst FXAAShader = {\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: `\n\tprecision highp float;\n\n\tuniform sampler2D tDiffuse;\n\n\tuniform vec2 resolution;\n\n\tvarying vec2 vUv;\n\n\t// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)\n\n\t//----------------------------------------------------------------------------------\n\t// File: es3-kepler\\FXAA\\assets\\shaders/FXAA_DefaultES.frag\n\t// SDK Version: v3.00\n\t// Email: gameworks@nvidia.com\n\t// Site: http://developer.nvidia.com/\n\t//\n\t// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.\n\t//\n\t// Redistribution and use in source and binary forms, with or without\n\t// modification, are permitted provided that the following conditions\n\t// are met:\n\t// * Redistributions of source code must retain the above copyright\n\t// notice, this list of conditions and the following disclaimer.\n\t// * Redistributions in binary form must reproduce the above copyright\n\t// notice, this list of conditions and the following disclaimer in the\n\t// documentation and/or other materials provided with the distribution.\n\t// * Neither the name of NVIDIA CORPORATION nor the names of its\n\t// contributors may be used to endorse or promote products derived\n\t// from this software without specific prior written permission.\n\t//\n\t// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY\n\t// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\t// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\n\t// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR\n\t// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\t// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\n\t// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\n\t// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n\t// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n\t// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\t// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\t//\n\t//----------------------------------------------------------------------------------\n\n\t#ifndef FXAA_DISCARD\n\t\t\t//\n\t\t\t// Only valid for PC OpenGL currently.\n\t\t\t// Probably will not work when FXAA_GREEN_AS_LUMA = 1.\n\t\t\t//\n\t\t\t// 1 = Use discard on pixels which don't need AA.\n\t\t\t// For APIs which enable concurrent TEX+ROP from same surface.\n\t\t\t// 0 = Return unchanged color on pixels which don't need AA.\n\t\t\t//\n\t\t\t#define FXAA_DISCARD 0\n\t#endif\n\n\t/*--------------------------------------------------------------------------*/\n\t#define FxaaTexTop(t, p) texture2D(t, p, -100.0)\n\t#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)\n\t/*--------------------------------------------------------------------------*/\n\n\t#define NUM_SAMPLES 5\n\n\t// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha\n\tfloat contrast( vec4 a, vec4 b ) {\n\t\t\tvec4 diff = abs( a - b );\n\t\t\treturn max( max( max( diff.r, diff.g ), diff.b ), diff.a );\n\t}\n\n\t/*============================================================================\n\n\t\t\t\t\t\t\t\t\tFXAA3 QUALITY - PC\n\n\t============================================================================*/\n\n\t/*--------------------------------------------------------------------------*/\n\tvec4 FxaaPixelShader(\n\t\t\tvec2 posM,\n\t\t\tsampler2D tex,\n\t\t\tvec2 fxaaQualityRcpFrame,\n\t\t\tfloat fxaaQualityEdgeThreshold,\n\t\t\tfloat fxaaQualityinvEdgeThreshold\n\t) {\n\t\t\tvec4 rgbaM = FxaaTexTop(tex, posM);\n\t\t\tvec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);\n\t\t\tvec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);\n\t\t\tvec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);\n\t\t\tvec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);\n\t\t\t// . S .\n\t\t\t// W M E\n\t\t\t// . N .\n\n\t\t\tbool earlyExit = max( max( max(\n\t\t\t\t\tcontrast( rgbaM, rgbaN ),\n\t\t\t\t\tcontrast( rgbaM, rgbaS ) ),\n\t\t\t\t\tcontrast( rgbaM, rgbaE ) ),\n\t\t\t\t\tcontrast( rgbaM, rgbaW ) )\n\t\t\t\t\t< fxaaQualityEdgeThreshold;\n\t\t\t// . 0 .\n\t\t\t// 0 0 0\n\t\t\t// . 0 .\n\n\t\t\t#if (FXAA_DISCARD == 1)\n\t\t\t\t\tif(earlyExit) FxaaDiscard;\n\t\t\t#else\n\t\t\t\t\tif(earlyExit) return rgbaM;\n\t\t\t#endif\n\n\t\t\tfloat contrastN = contrast( rgbaM, rgbaN );\n\t\t\tfloat contrastS = contrast( rgbaM, rgbaS );\n\t\t\tfloat contrastE = contrast( rgbaM, rgbaE );\n\t\t\tfloat contrastW = contrast( rgbaM, rgbaW );\n\n\t\t\tfloat relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );\n\t\t\trelativeVContrast *= fxaaQualityinvEdgeThreshold;\n\n\t\t\tbool horzSpan = relativeVContrast > 0.;\n\t\t\t// . 1 .\n\t\t\t// 0 0 0\n\t\t\t// . 1 .\n\n\t\t\t// 45 deg edge detection and corners of objects, aka V/H contrast is too similar\n\t\t\tif( abs( relativeVContrast ) < .3 ) {\n\t\t\t\t\t// locate the edge\n\t\t\t\t\tvec2 dirToEdge;\n\t\t\t\t\tdirToEdge.x = contrastE > contrastW ? 1. : -1.;\n\t\t\t\t\tdirToEdge.y = contrastS > contrastN ? 1. : -1.;\n\t\t\t\t\t// . 2 . . 1 .\n\t\t\t\t\t// 1 0 2 ~= 0 0 1\n\t\t\t\t\t// . 1 . . 0 .\n\n\t\t\t\t\t// tap 2 pixels and see which ones are \"outside\" the edge, to\n\t\t\t\t\t// determine if the edge is vertical or horizontal\n\n\t\t\t\t\tvec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);\n\t\t\t\t\tfloat matchAlongH = contrast( rgbaM, rgbaAlongH );\n\t\t\t\t\t// . 1 .\n\t\t\t\t\t// 0 0 1\n\t\t\t\t\t// . 0 H\n\n\t\t\t\t\tvec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);\n\t\t\t\t\tfloat matchAlongV = contrast( rgbaM, rgbaAlongV );\n\t\t\t\t\t// V 1 .\n\t\t\t\t\t// 0 0 1\n\t\t\t\t\t// . 0 .\n\n\t\t\t\t\trelativeVContrast = matchAlongV - matchAlongH;\n\t\t\t\t\trelativeVContrast *= fxaaQualityinvEdgeThreshold;\n\n\t\t\t\t\tif( abs( relativeVContrast ) < .3 ) { // 45 deg edge\n\t\t\t\t\t\t\t// 1 1 .\n\t\t\t\t\t\t\t// 0 0 1\n\t\t\t\t\t\t\t// . 0 1\n\n\t\t\t\t\t\t\t// do a simple blur\n\t\t\t\t\t\t\treturn mix(\n\t\t\t\t\t\t\t\t\trgbaM,\n\t\t\t\t\t\t\t\t\t(rgbaN + rgbaS + rgbaE + rgbaW) * .25,\n\t\t\t\t\t\t\t\t\t.4\n\t\t\t\t\t\t\t);\n\t\t\t\t\t}\n\n\t\t\t\t\thorzSpan = relativeVContrast > 0.;\n\t\t\t}\n\n\t\t\tif(!horzSpan) rgbaN = rgbaW;\n\t\t\tif(!horzSpan) rgbaS = rgbaE;\n\t\t\t// . 0 . 1\n\t\t\t// 1 0 1 -> 0\n\t\t\t// . 0 . 1\n\n\t\t\tbool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );\n\t\t\tif(!pairN) rgbaN = rgbaS;\n\n\t\t\tvec2 offNP;\n\t\t\toffNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n\t\t\toffNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n\n\t\t\tbool doneN = false;\n\t\t\tbool doneP = false;\n\n\t\t\tfloat nDist = 0.;\n\t\t\tfloat pDist = 0.;\n\n\t\t\tvec2 posN = posM;\n\t\t\tvec2 posP = posM;\n\n\t\t\tint iterationsUsed = 0;\n\t\t\tint iterationsUsedN = 0;\n\t\t\tint iterationsUsedP = 0;\n\t\t\tfor( int i = 0; i < NUM_SAMPLES; i++ ) {\n\t\t\t\t\titerationsUsed = i;\n\n\t\t\t\t\tfloat increment = float(i + 1);\n\n\t\t\t\t\tif(!doneN) {\n\t\t\t\t\t\t\tnDist += increment;\n\t\t\t\t\t\t\tposN = posM + offNP * nDist;\n\t\t\t\t\t\t\tvec4 rgbaEndN = FxaaTexTop(tex, posN.xy);\n\t\t\t\t\t\t\tdoneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );\n\t\t\t\t\t\t\titerationsUsedN = i;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(!doneP) {\n\t\t\t\t\t\t\tpDist += increment;\n\t\t\t\t\t\t\tposP = posM - offNP * pDist;\n\t\t\t\t\t\t\tvec4 rgbaEndP = FxaaTexTop(tex, posP.xy);\n\t\t\t\t\t\t\tdoneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );\n\t\t\t\t\t\t\titerationsUsedP = i;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(doneN || doneP) break;\n\t\t\t}\n\n\n\t\t\tif ( !doneP && !doneN ) return rgbaM; // failed to find end of edge\n\n\t\t\tfloat dist = min(\n\t\t\t\t\tdoneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,\n\t\t\t\t\tdoneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.\n\t\t\t);\n\n\t\t\t// hacky way of reduces blurriness of mostly diagonal edges\n\t\t\t// but reduces AA quality\n\t\t\tdist = pow(dist, .5);\n\n\t\t\tdist = 1. - dist;\n\n\t\t\treturn mix(\n\t\t\t\t\trgbaM,\n\t\t\t\t\trgbaN,\n\t\t\t\t\tdist * .5\n\t\t\t);\n\t}\n\n\tvoid main() {\n\t\t\tconst float edgeDetectionQuality = .2;\n\t\t\tconst float invEdgeDetectionQuality = 1. / edgeDetectionQuality;\n\n\t\t\tgl_FragColor = FxaaPixelShader(\n\t\t\t\t\tvUv,\n\t\t\t\t\ttDiffuse,\n\t\t\t\t\tresolution,\n\t\t\t\t\tedgeDetectionQuality, // [0,1] contrast needed, otherwise early discard\n\t\t\t\t\tinvEdgeDetectionQuality\n\t\t\t);\n\n\t}\n\t`\n\n};\n\nexport { FXAAShader };\n","import { CanvasTexture, NearestFilter, Sprite, SpriteMaterial } from \"three\";\n\nexport interface NameTagOptions {\n\t/**\n\t * A font specification using the CSS value syntax.\n\t *\n\t * The default value uses `Minecraft` font from\n\t * {@link https://github.com/South-Paw/typeface-minecraft | South-Paw/typeface-minecraft},\n\t * which is available at `skinview3d/assets/minecraft.woff2`.\n\t *\n\t * In order to use this font, please add the `@font-face` rule to your CSS:\n\t * ```css\n\t * @font-face {\n\t * font-family: 'Minecraft';\n\t * src: url('/path/to/minecraft.woff2') format('woff2');\n\t * }\n\t * ```\n\t * Remember to replace the font URL based on your situation.\n\t *\n\t * @defaultValue `\"48px Minecraft\"`\n\t */\n\tfont?: string;\n\n\t/**\n\t * Whether to repaint the name tag after the desired font is loaded.\n\t *\n\t * The font specified in `font` option may not be available when a {@link NameTagObject} is created,\n\t * especially when you are using a web font. In this case, a fallback font will be used.\n\t *\n\t * If `repaintAfterLoaded` is `true`, the name tag is repainted after the desired font is loaded.\n\t * This process can be monitored using {@link NameTagObject.painted}.\n\t *\n\t * @defaultValue `true`\n\t */\n\trepaintAfterLoaded?: boolean;\n\n\t/**\n\t * The space (in pixels) between the text and the border of the name tag.\n\t *\n\t * Order: **top**, **right**, **bottom**, **left** (clockwise).\n\t *\n\t * @defaultValue `[5, 10, 5, 10]`\n\t */\n\tmargin?: [number, number, number, number];\n\n\t/**\n\t * The color, gradient, or pattern used to draw the text.\n\t *\n\t * @defaultValue `\"white\"`\n\t */\n\ttextStyle?: string | CanvasGradient | CanvasPattern;\n\n\t/**\n\t * The color, gradient, or pattern used to draw the background.\n\t *\n\t * @defaultValue `\"rgba(0,0,0,.25)\"`\n\t */\n\tbackgroundStyle?: string | CanvasGradient | CanvasPattern;\n\n\t/**\n\t * The height of the name tag object.\n\t *\n\t * @defaultValue `4.0`\n\t */\n\theight?: number;\n}\n\n/**\n * A Minecraft name tag, i.e. a text label with background.\n */\nexport class NameTagObject extends Sprite {\n\t/**\n\t * A promise that is resolved after the name tag is fully painted.\n\t *\n\t * This will be a resolved promise, if\n\t * {@link NameTagOptions.repaintAfterLoaded} is `false`, or\n\t * the desired font is available when the `NameTagObject` is created.\n\t *\n\t * If {@link NameTagOptions.repaintAfterLoaded} is `true`, and\n\t * the desired font hasn't been loaded when the `NameTagObject` is created,\n\t * the name tag will be painted with the fallback font first, and then\n\t * repainted with the desired font after it's loaded. This promise is\n\t * resolved after repainting is done.\n\t */\n\treadonly painted: Promise;\n\n\tprivate text: string;\n\tprivate font: string;\n\tprivate margin: [number, number, number, number];\n\tprivate textStyle: string | CanvasGradient | CanvasPattern;\n\tprivate backgroundStyle: string | CanvasGradient | CanvasPattern;\n\tprivate height: number;\n\tprivate textMaterial: SpriteMaterial;\n\n\tconstructor(text: string = \"\", options: NameTagOptions = {}) {\n\t\tconst material = new SpriteMaterial({\n\t\t\ttransparent: true,\n\t\t\talphaTest: 1e-5,\n\t\t});\n\n\t\tsuper(material);\n\n\t\tthis.textMaterial = material;\n\n\t\tthis.text = text;\n\t\tthis.font = options.font === undefined ? \"48px Minecraft\" : options.font;\n\t\tthis.margin = options.margin === undefined ? [5, 10, 5, 10] : options.margin;\n\t\tthis.textStyle = options.textStyle === undefined ? \"white\" : options.textStyle;\n\t\tthis.backgroundStyle = options.backgroundStyle === undefined ? \"rgba(0,0,0,.25)\" : options.backgroundStyle;\n\t\tthis.height = options.height === undefined ? 4.0 : options.height;\n\n\t\tconst repaintAfterLoaded = options.repaintAfterLoaded === undefined ? true : options.repaintAfterLoaded;\n\t\tif (repaintAfterLoaded && !document.fonts.check(this.font, this.text)) {\n\t\t\tthis.paint();\n\t\t\tthis.painted = this.loadAndPaint();\n\t\t} else {\n\t\t\tthis.paint();\n\t\t\tthis.painted = Promise.resolve();\n\t\t}\n\t}\n\n\tprivate async loadAndPaint() {\n\t\tawait document.fonts.load(this.font, this.text);\n\t\tthis.paint();\n\t}\n\n\tprivate paint() {\n\t\tconst canvas = document.createElement(\"canvas\");\n\n\t\t// Measure the text size\n\t\t// eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n\t\tlet ctx = canvas.getContext(\"2d\")!;\n\t\tctx.font = this.font;\n\t\tconst metrics = ctx.measureText(this.text);\n\n\t\t// Compute canvas size\n\t\tcanvas.width = this.margin[3] + metrics.actualBoundingBoxLeft + metrics.actualBoundingBoxRight + this.margin[1];\n\t\tcanvas.height =\n\t\t\tthis.margin[0] + metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent + this.margin[2];\n\n\t\t// After change canvas size, the context needs to be re-created\n\t\t// eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n\t\tctx = canvas.getContext(\"2d\")!;\n\t\tctx.font = this.font;\n\n\t\t// Fill background\n\t\tctx.fillStyle = this.backgroundStyle;\n\t\tctx.fillRect(0, 0, canvas.width, canvas.height);\n\n\t\t// Draw text\n\t\tctx.fillStyle = this.textStyle;\n\t\tctx.fillText(\n\t\t\tthis.text,\n\t\t\tthis.margin[3] + metrics.actualBoundingBoxLeft,\n\t\t\tthis.margin[0] + metrics.actualBoundingBoxAscent\n\t\t);\n\n\t\t// Apply texture\n\t\tconst texture = new CanvasTexture(canvas);\n\t\ttexture.magFilter = NearestFilter;\n\t\ttexture.minFilter = NearestFilter;\n\t\tthis.textMaterial.map = texture;\n\t\tthis.textMaterial.needsUpdate = true;\n\n\t\t// Update size\n\t\tthis.scale.x = (canvas.width / canvas.height) * this.height;\n\t\tthis.scale.y = this.height;\n\t}\n}\n","import { PlayerObject } from \"./model.js\";\n\n/**\n * An animation which can be played on a {@link PlayerObject}.\n *\n * This is an abstract class. Subclasses of this class would implement\n * particular animations.\n */\nexport abstract class PlayerAnimation {\n\t/**\n\t * The speed of the animation.\n\t *\n\t * @defaultValue `1.0`\n\t */\n\tspeed: number = 1.0;\n\n\t/**\n\t * Whether the animation is paused.\n\t *\n\t * @defaultValue `false`\n\t */\n\tpaused: boolean = false;\n\n\t/**\n\t * The current progress of the animation.\n\t */\n\tprogress: number = 0;\n\n\t/**\n\t * Plays the animation.\n\t *\n\t * @param player - the player object\n\t * @param delta - progress difference since last call\n\t */\n\tprotected abstract animate(player: PlayerObject, delta: number): void;\n\n\tprivate currentId: number = 0;\n\tprivate progress0: Map = new Map();\n\tprivate animationObjects: Map void> =\n\t\tnew Map();\n\t/**\n\t * Plays the animation, and update the progress.\n\t *\n\t * The elapsed time `deltaTime` will be scaled by {@link speed}.\n\t * If {@link paused} is `true`, this method will do nothing.\n\t *\n\t * @param player - the player object\n\t * @param deltaTime - time elapsed since last call\n\t */\n\tupdate(player: PlayerObject, deltaTime: number): void {\n\t\tif (this.paused) {\n\t\t\treturn;\n\t\t}\n\t\tconst delta = deltaTime * this.speed;\n\t\tthis.animate(player, delta);\n\t\tthis.animationObjects.forEach(\n\t\t\t(animation: (player: PlayerObject, progress: number, currentId: number) => void, id: number) => {\n\t\t\t\tconst progress0: number = this.progress0.get(id) as number;\n\t\t\t\tanimation(player, this.progress - progress0, id);\n\t\t\t}\n\t\t);\n\t\tthis.progress += delta;\n\t}\n\t/**\n\t * Adds a new animation based on the original animation and returns its id.\n\t *\n\t * @param fn - The animation function to be added, which takes a player object and progress value.When calling addAnimation. progress is 0.\n\t * @returns The id of the newly added animation.\n\t *\n\t * @example\n\t * Rotate the player while playing the idle animation.\n\t * ```\n\t * skinViewer.animation = new skinview3d.IdleAnimation();\n\t * skinViewer.animation.addAnimation((player, progress)=>player.rotation.y = progress);\n\t * ```\n\t */\n\taddAnimation(fn: (player: PlayerObject, progress: number, currentId: number) => void): number {\n\t\tconst id = this.currentId++;\n\t\tthis.progress0.set(id, this.progress);\n\t\tthis.animationObjects.set(id, fn);\n\t\treturn id;\n\t}\n\t/**\n\t * Removes an animation created by the addAnimation method by its id.\n\t *\n\t * If the id is undefined, this method will do nothing.\n\t *\n\t * @param id - The id of the animation to remove.\n\t *\n\t * @example\n\t * Rotate the player then stop and reset the rotation after 1s.\n\t * ```\n\t * var r;\n\t * r=skinViewer.animation.addAnimation((pl, pr) => {\n\t * \tpl.rotation.x = pr;\n\t * });\n\t * setTimeout(()=>{\n\t * \tskinViewer.animation.addAnimation((pl, pr,id) => {\n\t * \t\tpl.rotation.x=0;\n\t * \t\tskinViewer.animation.removeAnimation(id);\n\t * \t})\n\t * \tskinViewer.animation.removeAnimation(r);\n\t * },1000)\n\t * ```\n\t */\n\tremoveAnimation(id: number | undefined): void {\n\t\tif (id != undefined) {\n\t\t\tthis.animationObjects.delete(id);\n\t\t\tthis.progress0.delete(id);\n\t\t}\n\t}\n}\n\n/**\n * A class that helps you create an animation from a function.\n *\n * @example\n * To create an animation that rotates the player:\n * ```\n * new FunctionAnimation((player, progress) => player.rotation.y = progress)\n * ```\n */\nexport class FunctionAnimation extends PlayerAnimation {\n\tfn: (player: PlayerObject, progress: number, delta: number) => void;\n\n\tconstructor(fn: (player: PlayerObject, progress: number, delta: number) => void) {\n\t\tsuper();\n\t\tthis.fn = fn;\n\t}\n\n\tprotected animate(player: PlayerObject, delta: number): void {\n\t\tthis.fn(player, this.progress, delta);\n\t}\n}\n\nexport class IdleAnimation extends PlayerAnimation {\n\tprotected animate(player: PlayerObject): void {\n\t\t// Multiply by animation's natural speed\n\t\tconst t = this.progress * 2;\n\n\t\t// Arm swing\n\t\tconst basicArmRotationZ = Math.PI * 0.02;\n\t\tplayer.skin.leftArm.rotation.z = Math.cos(t) * 0.03 + basicArmRotationZ;\n\t\tplayer.skin.rightArm.rotation.z = Math.cos(t + Math.PI) * 0.03 - basicArmRotationZ;\n\n\t\t// Always add an angle for cape around the x axis\n\t\tconst basicCapeRotationX = Math.PI * 0.06;\n\t\tplayer.cape.rotation.x = Math.sin(t) * 0.01 + basicCapeRotationX;\n\t}\n}\n\nexport class WalkingAnimation extends PlayerAnimation {\n\t/**\n\t * Whether to shake head when walking.\n\t *\n\t * @defaultValue `true`\n\t */\n\theadBobbing: boolean = true;\n\n\tprotected animate(player: PlayerObject): void {\n\t\t// Multiply by animation's natural speed\n\t\tconst t = this.progress * 8;\n\n\t\t// Leg swing\n\t\tplayer.skin.leftLeg.rotation.x = Math.sin(t) * 0.5;\n\t\tplayer.skin.rightLeg.rotation.x = Math.sin(t + Math.PI) * 0.5;\n\n\t\t// Arm swing\n\t\tplayer.skin.leftArm.rotation.x = Math.sin(t + Math.PI) * 0.5;\n\t\tplayer.skin.rightArm.rotation.x = Math.sin(t) * 0.5;\n\t\tconst basicArmRotationZ = Math.PI * 0.02;\n\t\tplayer.skin.leftArm.rotation.z = Math.cos(t) * 0.03 + basicArmRotationZ;\n\t\tplayer.skin.rightArm.rotation.z = Math.cos(t + Math.PI) * 0.03 - basicArmRotationZ;\n\n\t\tif (this.headBobbing) {\n\t\t\t// Head shaking with different frequency & amplitude\n\t\t\tplayer.skin.head.rotation.y = Math.sin(t / 4) * 0.2;\n\t\t\tplayer.skin.head.rotation.x = Math.sin(t / 5) * 0.1;\n\t\t} else {\n\t\t\tplayer.skin.head.rotation.y = 0;\n\t\t\tplayer.skin.head.rotation.x = 0;\n\t\t}\n\n\t\t// Always add an angle for cape around the x axis\n\t\tconst basicCapeRotationX = Math.PI * 0.06;\n\t\tplayer.cape.rotation.x = Math.sin(t / 1.5) * 0.06 + basicCapeRotationX;\n\t}\n}\n\nexport class RunningAnimation extends PlayerAnimation {\n\tprotected animate(player: PlayerObject): void {\n\t\t// Multiply by animation's natural speed\n\t\tconst t = this.progress * 15 + Math.PI * 0.5;\n\n\t\t// Leg swing with larger amplitude\n\t\tplayer.skin.leftLeg.rotation.x = Math.cos(t + Math.PI) * 1.3;\n\t\tplayer.skin.rightLeg.rotation.x = Math.cos(t) * 1.3;\n\n\t\t// Arm swing\n\t\tplayer.skin.leftArm.rotation.x = Math.cos(t) * 1.5;\n\t\tplayer.skin.rightArm.rotation.x = Math.cos(t + Math.PI) * 1.5;\n\t\tconst basicArmRotationZ = Math.PI * 0.1;\n\t\tplayer.skin.leftArm.rotation.z = Math.cos(t) * 0.1 + basicArmRotationZ;\n\t\tplayer.skin.rightArm.rotation.z = Math.cos(t + Math.PI) * 0.1 - basicArmRotationZ;\n\n\t\t// Jumping\n\t\tplayer.position.y = Math.cos(t * 2);\n\t\t// Dodging when running\n\t\tplayer.position.x = Math.cos(t) * 0.15;\n\t\t// Slightly tilting when running\n\t\tplayer.rotation.z = Math.cos(t + Math.PI) * 0.01;\n\n\t\t// Apply higher swing frequency, lower amplitude,\n\t\t// and greater basic rotation around x axis,\n\t\t// to cape when running.\n\t\tconst basicCapeRotationX = Math.PI * 0.3;\n\t\tplayer.cape.rotation.x = Math.sin(t * 2) * 0.1 + basicCapeRotationX;\n\n\t\t// What about head shaking?\n\t\t// You shouldn't glance right and left when running dude :P\n\t}\n}\n\nfunction clamp(num: number, min: number, max: number): number {\n\treturn num <= min ? min : num >= max ? max : num;\n}\n\nexport class FlyingAnimation extends PlayerAnimation {\n\tprotected animate(player: PlayerObject): void {\n\t\t// Body rotation finishes in 0.5s\n\t\t// Elytra expansion finishes in 3.3s\n\n\t\tconst t = this.progress > 0 ? this.progress * 20 : 0;\n\t\tconst startProgress = clamp((t * t) / 100, 0, 1);\n\n\t\tplayer.rotation.x = (startProgress * Math.PI) / 2;\n\t\tplayer.skin.head.rotation.x = startProgress > 0.5 ? Math.PI / 4 - player.rotation.x : 0;\n\n\t\tconst basicArmRotationZ = Math.PI * 0.25 * startProgress;\n\t\tplayer.skin.leftArm.rotation.z = basicArmRotationZ;\n\t\tplayer.skin.rightArm.rotation.z = -basicArmRotationZ;\n\n\t\tconst elytraRotationX = 0.34906584;\n\t\tconst elytraRotationZ = Math.PI / 2;\n\t\tconst interpolation = Math.pow(0.9, t);\n\t\tplayer.elytra.leftWing.rotation.x = elytraRotationX + interpolation * (0.2617994 - elytraRotationX);\n\t\tplayer.elytra.leftWing.rotation.z = elytraRotationZ + interpolation * (0.2617994 - elytraRotationZ);\n\t\tplayer.elytra.updateRightWing();\n\t}\n}\n\nexport class WaveAnimation extends PlayerAnimation {\n\twhichArm: string;\n\n\tconstructor(whichArm: \"left\" | \"right\" = \"left\") {\n\t\tsuper();\n\t\tthis.whichArm = whichArm;\n\t}\n\n\tprotected animate(player: PlayerObject): void {\n\t\tconst t = this.progress * 2 * Math.PI * 0.5;\n\n\t\tconst targetArm = this.whichArm === \"left\" ? player.skin.leftArm : player.skin.rightArm;\n\t\ttargetArm.rotation.x = 180;\n\t\ttargetArm.rotation.z = Math.sin(t) * 0.5;\n\t}\n}\nexport class CrouchAnimation extends PlayerAnimation {\n\t/**\n\t * Whether to show the progress of animation.\n\t * Because there is no progress in the crouch animation in Minecraft, the default value here is false.\n\t * @defaultValue `false`\n\t */\n\tshowProgress: boolean = false;\n\t/**\n\t * Whether to run this animation once.\n\t *\n\t * @defaultValue `false`\n\t */\n\trunOnce: boolean = false;\n\n\tprivate isRunningHitAnimation: boolean = false;\n\tprivate hitAnimationSpeed: number = 1;\n\t/**\n\t * Add the hit animation.\n\t *\n\t * @param speed - The speed of hit animation and the default is follow the speed of CrouchAnimation.But if the speed of CrouchAnimation is 0,this animation will not run.\n\t */\n\taddHitAnimation(speed: number = this.speed): void {\n\t\tthis.isRunningHitAnimation = true;\n\t\tthis.hitAnimationSpeed = speed;\n\t}\n\tprivate erp: number = 0; //elytra rotate progress\n\tprivate isCrouched: boolean | undefined;\n\tprotected animate(player: PlayerObject): void {\n\t\tlet pr = this.progress * 8;\n\t\tif (pr === 0) {\n\t\t\tthis.isCrouched = undefined;\n\t\t}\n\t\tif (this.runOnce) {\n\t\t\tpr = clamp(pr, -1, 1);\n\t\t}\n\t\tif (!this.showProgress) {\n\t\t\tpr = Math.floor(pr);\n\t\t}\n\t\tplayer.skin.body.rotation.x = 0.4537860552 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.body.position.z =\n\t\t\t1.3256181 * Math.abs(Math.sin((pr * Math.PI) / 2)) - 3.4500310377 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.body.position.y = -6 - 2.103677462 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.cape.position.y = 8 - 1.851236166577372 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.cape.rotation.x = (10.8 * Math.PI) / 180 + 0.294220265771 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.cape.position.z =\n\t\t\t-2 + 3.786619432 * Math.abs(Math.sin((pr * Math.PI) / 2)) - 3.4500310377 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.elytra.position.x = player.cape.position.x;\n\t\tplayer.elytra.position.y = player.cape.position.y;\n\t\tplayer.elytra.position.z = player.cape.position.z;\n\t\tplayer.elytra.rotation.x = player.cape.rotation.x - (10.8 * Math.PI) / 180;\n\t\tconst pr1 = this.progress / this.speed;\n\t\tif (Math.abs(Math.sin((pr * Math.PI) / 2)) === 1) {\n\t\t\tthis.erp = !this.isCrouched ? pr1 : this.erp;\n\t\t\tthis.isCrouched = true;\n\t\t\tplayer.elytra.leftWing.rotation.z =\n\t\t\t\t0.26179944 + 0.4582006 * Math.abs(Math.sin((Math.min(pr1 - this.erp, 1) * Math.PI) / 2));\n\t\t\tplayer.elytra.updateRightWing();\n\t\t} else if (this.isCrouched !== undefined) {\n\t\t\tthis.erp = this.isCrouched ? pr1 : this.erp;\n\t\t\tplayer.elytra.leftWing.rotation.z =\n\t\t\t\t0.72 - 0.4582006 * Math.abs(Math.sin((Math.min(pr1 - this.erp, 1) * Math.PI) / 2));\n\t\t\tplayer.elytra.updateRightWing();\n\t\t\tthis.isCrouched = false;\n\t\t}\n\t\tplayer.skin.head.position.y = -3.618325234674 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.leftArm.position.z =\n\t\t\t3.618325234674 * Math.abs(Math.sin((pr * Math.PI) / 2)) - 3.4500310377 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.rightArm.position.z = player.skin.leftArm.position.z;\n\t\tplayer.skin.leftArm.rotation.x = 0.410367746202 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.rightArm.rotation.x = player.skin.leftArm.rotation.x;\n\t\tplayer.skin.leftArm.rotation.z = 0.1;\n\t\tplayer.skin.rightArm.rotation.z = -player.skin.leftArm.rotation.z;\n\t\tplayer.skin.leftArm.position.y = -2 - 2.53943318 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.rightArm.position.y = player.skin.leftArm.position.y;\n\t\tplayer.skin.rightLeg.position.z = -3.4500310377 * Math.abs(Math.sin((pr * Math.PI) / 2));\n\t\tplayer.skin.leftLeg.position.z = player.skin.rightLeg.position.z;\n\t\tif (this.isRunningHitAnimation) {\n\t\t\tconst pr2 = this.progress;\n\t\t\tlet t = (this.progress * 18 * this.hitAnimationSpeed) / this.speed;\n\n\t\t\tif (this.speed == 0) {\n\t\t\t\tt = 0;\n\t\t\t}\n\n\t\t\tconst isCrouching = Math.abs(Math.sin((pr2 * Math.PI) / 2)) === 1;\n\t\t\tplayer.skin.rightArm.rotation.x =\n\t\t\t\t-0.4537860552 + 2 * Math.sin(t + Math.PI) * 0.3 - (isCrouching ? 0.4537860552 : 0);\n\t\t\tconst basicArmRotationZ = 0.01 * Math.PI + 0.06;\n\t\t\tplayer.skin.rightArm.rotation.z = -Math.cos(t) * 0.403 + basicArmRotationZ;\n\t\t\tplayer.skin.body.rotation.y = -Math.cos(t) * 0.06;\n\t\t\tplayer.skin.leftArm.rotation.x = Math.sin(t + Math.PI) * 0.077 + (isCrouching ? 0.47 : 0);\n\t\t\tplayer.skin.leftArm.rotation.z = -Math.cos(t) * 0.015 + 0.13 - (!isCrouching ? 0.05 : 0);\n\t\t\tif (!isCrouching) {\n\t\t\t\tplayer.skin.leftArm.position.z = Math.cos(t) * 0.3;\n\t\t\t\tplayer.skin.leftArm.position.x = 5 - Math.cos(t) * 0.05;\n\t\t\t}\n\t\t}\n\t}\n}\nexport class HitAnimation extends PlayerAnimation {\n\tprotected animate(player: PlayerObject): void {\n\t\tconst t = this.progress * 18;\n\t\tplayer.skin.rightArm.rotation.x = -0.4537860552 * 2 + 2 * Math.sin(t + Math.PI) * 0.3;\n\t\tconst basicArmRotationZ = 0.01 * Math.PI + 0.06;\n\t\tplayer.skin.rightArm.rotation.z = -Math.cos(t) * 0.403 + basicArmRotationZ;\n\t\tplayer.skin.body.rotation.y = -Math.cos(t) * 0.06;\n\t\tplayer.skin.leftArm.rotation.x = Math.sin(t + Math.PI) * 0.077;\n\t\tplayer.skin.leftArm.rotation.z = -Math.cos(t) * 0.015 + 0.13 - 0.05;\n\t\tplayer.skin.leftArm.position.z = Math.cos(t) * 0.3;\n\t\tplayer.skin.leftArm.position.x = 5 - Math.cos(t) * 0.05;\n\t}\n}\n","import {\n\tinferModelType,\n\tisTextureSource,\n\tloadCapeToCanvas,\n\tloadEarsToCanvas,\n\tloadEarsToCanvasFromSkin,\n\tloadImage,\n\tloadSkinToCanvas,\n\ttype ModelType,\n\ttype RemoteImage,\n\ttype TextureSource,\n} from \"skinview-utils\";\nimport {\n\tColor,\n\ttype ColorRepresentation,\n\tPointLight,\n\tEquirectangularReflectionMapping,\n\tGroup,\n\tNearestFilter,\n\tPerspectiveCamera,\n\tScene,\n\tTexture,\n\tVector2,\n\tWebGLRenderer,\n\tAmbientLight,\n\ttype Mapping,\n\tCanvasTexture,\n\tWebGLRenderTarget,\n\tFloatType,\n\tDepthTexture,\n\tClock,\n\tObject3D,\n\tColorManagement,\n} from \"three\";\nimport { OrbitControls } from \"three/examples/jsm/controls/OrbitControls.js\";\nimport { EffectComposer } from \"three/examples/jsm/postprocessing/EffectComposer.js\";\nimport { FullScreenQuad } from \"three/examples/jsm/postprocessing/Pass.js\";\nimport { RenderPass } from \"three/examples/jsm/postprocessing/RenderPass.js\";\nimport { ShaderPass } from \"three/examples/jsm/postprocessing/ShaderPass.js\";\nimport { FXAAShader } from \"three/examples/jsm/shaders/FXAAShader.js\";\nimport { PlayerAnimation } from \"./animation.js\";\nimport { type BackEquipment, PlayerObject } from \"./model.js\";\nimport { NameTagObject } from \"./nametag.js\";\n\nexport interface LoadOptions {\n\t/**\n\t * Whether to make the object visible after the texture is loaded.\n\t *\n\t * @defaultValue `true`\n\t */\n\tmakeVisible?: boolean;\n}\n\nexport interface SkinLoadOptions extends LoadOptions {\n\t/**\n\t * The model of the player (`\"default\"` for normal arms, and `\"slim\"` for slim arms).\n\t *\n\t * When set to `\"auto-detect\"`, the model will be inferred from the skin texture.\n\t *\n\t * @defaultValue `\"auto-detect\"`\n\t */\n\tmodel?: ModelType | \"auto-detect\";\n\n\t/**\n\t * Whether to display the ears drawn on the skin texture.\n\t *\n\t * - `true` - Display the ears drawn on the skin texture.\n\t * - `\"load-only\"` - Loads the ear texture, but do not make them visible.\n\t * You can make them visible later by setting `PlayerObject.ears.visible` to `true`.\n\t * - `false` - Do not load or show the ears.\n\t *\n\t * @defaultValue `false`\n\t */\n\tears?: boolean | \"load-only\";\n}\n\nexport interface CapeLoadOptions extends LoadOptions {\n\t/**\n\t * The equipment (`\"cape\"` or `\"elytra\"`) to show when the cape texture is loaded.\n\t *\n\t * If `makeVisible` is set to false, this option will have no effect.\n\t *\n\t * @defaultValue `\"cape\"`\n\t */\n\tbackEquipment?: BackEquipment;\n}\n\nexport interface EarsLoadOptions extends LoadOptions {\n\t/**\n\t * The type of the provided ear texture.\n\t *\n\t * - `\"standalone\"` means the provided texture is a 14x7 image that only contains the ears.\n\t * - `\"skin\"` means the provided texture is a skin texture with ears, and we will use its ear part.\n\t *\n\t * @defaultValue `\"standalone\"`\n\t */\n\ttextureType?: \"standalone\" | \"skin\";\n}\n\nexport interface SkinViewerOptions {\n\t/**\n\t * The canvas where the renderer draws its output.\n\t *\n\t * @defaultValue If unspecified, a new canvas element will be created.\n\t */\n\tcanvas?: HTMLCanvasElement;\n\n\t/**\n\t * The CSS width of the canvas.\n\t */\n\twidth?: number;\n\n\t/**\n\t * The CSS height of the canvas.\n\t */\n\theight?: number;\n\n\t/**\n\t * The pixel ratio of the canvas.\n\t *\n\t * When set to `\"match-device\"`, the current device pixel ratio will be used,\n\t * and it will be automatically updated when the device pixel ratio changes.\n\t *\n\t * @defaultValue `\"match-device\"`\n\t */\n\tpixelRatio?: number | \"match-device\";\n\n\t/**\n\t * The skin texture of the player.\n\t *\n\t * @defaultValue If unspecified, the skin will be invisible.\n\t */\n\tskin?: RemoteImage | TextureSource;\n\n\t/**\n\t * The model of the player (`\"default\"` for normal arms, and `\"slim\"` for slim arms).\n\t *\n\t * When set to `\"auto-detect\"`, the model will be inferred from the skin texture.\n\t *\n\t * If the `skin` option is not specified, this option will have no effect.\n\t *\n\t * @defaultValue `\"auto-detect\"`\n\t */\n\tmodel?: ModelType | \"auto-detect\";\n\n\t/**\n\t * The cape texture of the player.\n\t *\n\t * @defaultValue If unspecified, the cape will be invisible.\n\t */\n\tcape?: RemoteImage | TextureSource;\n\n\t/**\n\t * The ear texture of the player.\n\t *\n\t * When set to `\"current-skin\"`, the ears drawn on the current skin texture (as is specified in the `skin` option) will be shown.\n\t *\n\t * To use an individual ear texture, you have to specify the `textureType` and the `source` option.\n\t * `source` is the texture to use, and `textureType` can be either `\"standalone\"` or `\"skin\"`:\n\t * - `\"standalone\"` means the provided texture is a 14x7 image that only contains the ears.\n\t * - `\"skin\"` means the provided texture is a skin texture with ears, and we will show its ear part.\n\t *\n\t * @defaultValue If unspecified, the ears will be invisible.\n\t */\n\tears?:\n\t\t| \"current-skin\"\n\t\t| {\n\t\t\t\ttextureType: \"standalone\" | \"skin\";\n\t\t\t\tsource: RemoteImage | TextureSource;\n\t\t };\n\n\t/**\n\t * Whether to preserve the buffers until manually cleared or overwritten.\n\t *\n\t * @defaultValue `false`\n\t */\n\tpreserveDrawingBuffer?: boolean;\n\n\t/**\n\t * Whether to pause the rendering and animation loop.\n\t *\n\t * @defaultValue `false`\n\t */\n\trenderPaused?: boolean;\n\n\t/**\n\t * The background of the scene.\n\t *\n\t * @defaultValue transparent\n\t */\n\tbackground?: ColorRepresentation | Texture;\n\n\t/**\n\t * The panorama background to use.\n\t *\n\t * This option overrides the `background` option.\n\t */\n\tpanorama?: RemoteImage | TextureSource;\n\n\t/**\n\t * Camera vertical field of view, in degrees.\n\t *\n\t * The distance between the player and the camera will be automatically computed from `fov` and `zoom`.\n\t *\n\t * @defaultValue `50`\n\t *\n\t * @see {@link SkinViewer.adjustCameraDistance}\n\t */\n\tfov?: number;\n\n\t/**\n\t * Zoom ratio of the player.\n\t *\n\t * This value affects the distance between the object and the camera.\n\t * When set to `1.0`, the top edge of the player's head coincides with the edge of the canvas.\n\t *\n\t * The distance between the player and the camera will be automatically computed from `fov` and `zoom`.\n\t *\n\t * @defaultValue `0.9`\n\t *\n\t * @see {@link SkinViewer.adjustCameraDistance}\n\t */\n\tzoom?: number;\n\n\t/**\n\t * Whether to enable mouse control function.\n\t *\n\t * This function is implemented using {@link OrbitControls}.\n\t * By default, zooming and rotating are enabled, and panning is disabled.\n\t *\n\t * @defaultValue `true`\n\t */\n\tenableControls?: boolean;\n\n\t/**\n\t * The animation to play on the player.\n\t *\n\t * @defaultValue If unspecified, no animation will be played.\n\t */\n\tanimation?: PlayerAnimation;\n\n\t/**\n\t * The name tag to display above the player.\n\t *\n\t * @defaultValue If unspecified, no name tag will be displayed.\n\t * @see {@link SkinViewer.nameTag}\n\t */\n\tnameTag?: NameTagObject | string;\n}\n\n/**\n * The SkinViewer renders the player on a canvas.\n */\nexport class SkinViewer {\n\t/**\n\t * The canvas where the renderer draws its output.\n\t */\n\treadonly canvas: HTMLCanvasElement;\n\n\treadonly scene: Scene;\n\n\treadonly camera: PerspectiveCamera;\n\n\treadonly renderer: WebGLRenderer;\n\n\t/**\n\t * The OrbitControls component which is used to implement the mouse control function.\n\t *\n\t * @see {@link https://threejs.org/docs/#examples/en/controls/OrbitControls | OrbitControls - three.js docs}\n\t */\n\treadonly controls: OrbitControls;\n\n\t/**\n\t * The player object.\n\t */\n\treadonly playerObject: PlayerObject;\n\n\t/**\n\t * A group that wraps the player object.\n\t * It is used to center the player in the world.\n\t */\n\treadonly playerWrapper: Group;\n\n\treadonly globalLight: AmbientLight = new AmbientLight(0xffffff, 3);\n\treadonly cameraLight: PointLight = new PointLight(0xffffff, 0.6);\n\n\treadonly composer: EffectComposer;\n\treadonly renderPass: RenderPass;\n\treadonly fxaaPass: ShaderPass;\n\n\treadonly skinCanvas: HTMLCanvasElement;\n\treadonly capeCanvas: HTMLCanvasElement;\n\treadonly earsCanvas: HTMLCanvasElement;\n\tprivate skinTexture: Texture | null = null;\n\tprivate capeTexture: Texture | null = null;\n\tprivate earsTexture: Texture | null = null;\n\tprivate backgroundTexture: Texture | null = null;\n\n\tprivate _disposed: boolean = false;\n\tprivate _renderPaused: boolean = false;\n\tprivate _zoom: number;\n\tprivate isUserRotating: boolean = false;\n\n\t/**\n\t * Whether to rotate the player along the y axis.\n\t *\n\t * @defaultValue `false`\n\t */\n\tautoRotate: boolean = false;\n\n\t/**\n\t * The angular velocity of the player, in rad/s.\n\t *\n\t * @defaultValue `1.0`\n\t * @see {@link autoRotate}\n\t */\n\tautoRotateSpeed: number = 1.0;\n\n\tprivate _animation: PlayerAnimation | null;\n\tprivate clock: Clock;\n\n\tprivate animationID: number | null;\n\tprivate onContextLost: (event: Event) => void;\n\tprivate onContextRestored: () => void;\n\n\tprivate _pixelRatio: number | \"match-device\";\n\tprivate devicePixelRatioQuery: MediaQueryList | null;\n\tprivate onDevicePixelRatioChange: () => void;\n\n\tprivate _nameTag: NameTagObject | null = null;\n\n\tconstructor(options: SkinViewerOptions = {}) {\n\t\tthis.canvas = options.canvas === undefined ? document.createElement(\"canvas\") : options.canvas;\n\n\t\tthis.skinCanvas = document.createElement(\"canvas\");\n\t\tthis.capeCanvas = document.createElement(\"canvas\");\n\t\tthis.earsCanvas = document.createElement(\"canvas\");\n\n\t\tthis.scene = new Scene();\n\t\tthis.camera = new PerspectiveCamera();\n\t\tthis.camera.add(this.cameraLight);\n\t\tthis.scene.add(this.camera);\n\t\tthis.scene.add(this.globalLight);\n\t\tColorManagement.enabled = false;\n\n\t\tthis.renderer = new WebGLRenderer({\n\t\t\tcanvas: this.canvas,\n\t\t\tpreserveDrawingBuffer: options.preserveDrawingBuffer === true, // default: false\n\t\t});\n\n\t\tthis.onDevicePixelRatioChange = () => {\n\t\t\tthis.renderer.setPixelRatio(window.devicePixelRatio);\n\t\t\tthis.updateComposerSize();\n\n\t\t\tif (this._pixelRatio === \"match-device\") {\n\t\t\t\tthis.devicePixelRatioQuery = matchMedia(`(resolution: ${window.devicePixelRatio}dppx)`);\n\t\t\t\tthis.devicePixelRatioQuery.addEventListener(\"change\", this.onDevicePixelRatioChange, { once: true });\n\t\t\t}\n\t\t};\n\t\tif (options.pixelRatio === undefined || options.pixelRatio === \"match-device\") {\n\t\t\tthis._pixelRatio = \"match-device\";\n\t\t\tthis.devicePixelRatioQuery = matchMedia(`(resolution: ${window.devicePixelRatio}dppx)`);\n\t\t\tthis.devicePixelRatioQuery.addEventListener(\"change\", this.onDevicePixelRatioChange, { once: true });\n\t\t\tthis.renderer.setPixelRatio(window.devicePixelRatio);\n\t\t} else {\n\t\t\tthis._pixelRatio = options.pixelRatio;\n\t\t\tthis.devicePixelRatioQuery = null;\n\t\t\tthis.renderer.setPixelRatio(options.pixelRatio);\n\t\t}\n\n\t\tthis.renderer.setClearColor(0, 0);\n\n\t\tlet renderTarget;\n\t\tif (this.renderer.capabilities.isWebGL2) {\n\t\t\t// Use float precision depth if possible\n\t\t\t// see https://github.com/bs-community/skinview3d/issues/111\n\t\t\trenderTarget = new WebGLRenderTarget(0, 0, {\n\t\t\t\tdepthTexture: new DepthTexture(0, 0, FloatType),\n\t\t\t});\n\t\t}\n\t\tthis.composer = new EffectComposer(this.renderer, renderTarget);\n\t\tthis.renderPass = new RenderPass(this.scene, this.camera);\n\t\tthis.fxaaPass = new ShaderPass(FXAAShader);\n\t\tthis.composer.addPass(this.renderPass);\n\t\tthis.composer.addPass(this.fxaaPass);\n\n\t\tthis.playerObject = new PlayerObject();\n\t\tthis.playerObject.name = \"player\";\n\t\tthis.playerObject.skin.visible = false;\n\t\tthis.playerObject.cape.visible = false;\n\t\tthis.playerWrapper = new Group();\n\t\tthis.playerWrapper.add(this.playerObject);\n\t\tthis.scene.add(this.playerWrapper);\n\n\t\tthis.controls = new OrbitControls(this.camera, this.canvas);\n\t\tthis.controls.enablePan = false; // disable pan by default\n\t\tthis.controls.minDistance = 10;\n\t\tthis.controls.maxDistance = 256;\n\n\t\tif (options.enableControls === false) {\n\t\t\tthis.controls.enabled = false;\n\t\t}\n\n\t\tif (options.skin !== undefined) {\n\t\t\tthis.loadSkin(options.skin, {\n\t\t\t\tmodel: options.model,\n\t\t\t\tears: options.ears === \"current-skin\",\n\t\t\t});\n\t\t}\n\t\tif (options.cape !== undefined) {\n\t\t\tthis.loadCape(options.cape);\n\t\t}\n\t\tif (options.ears !== undefined && options.ears !== \"current-skin\") {\n\t\t\tthis.loadEars(options.ears.source, {\n\t\t\t\ttextureType: options.ears.textureType,\n\t\t\t});\n\t\t}\n\t\tif (options.width !== undefined) {\n\t\t\tthis.width = options.width;\n\t\t}\n\t\tif (options.height !== undefined) {\n\t\t\tthis.height = options.height;\n\t\t}\n\t\tif (options.background !== undefined) {\n\t\t\tthis.background = options.background;\n\t\t}\n\t\tif (options.panorama !== undefined) {\n\t\t\tthis.loadPanorama(options.panorama);\n\t\t}\n\t\tif (options.nameTag !== undefined) {\n\t\t\tthis.nameTag = options.nameTag;\n\t\t}\n\t\tthis.camera.position.z = 1;\n\t\tthis._zoom = options.zoom === undefined ? 0.9 : options.zoom;\n\t\tthis.fov = options.fov === undefined ? 50 : options.fov;\n\n\t\tthis._animation = options.animation === undefined ? null : options.animation;\n\t\tthis.clock = new Clock();\n\n\t\tif (options.renderPaused === true) {\n\t\t\tthis._renderPaused = true;\n\t\t\tthis.animationID = null;\n\t\t} else {\n\t\t\tthis.animationID = window.requestAnimationFrame(() => this.draw());\n\t\t}\n\n\t\tthis.onContextLost = (event: Event) => {\n\t\t\tevent.preventDefault();\n\t\t\tif (this.animationID !== null) {\n\t\t\t\twindow.cancelAnimationFrame(this.animationID);\n\t\t\t\tthis.animationID = null;\n\t\t\t}\n\t\t};\n\n\t\tthis.onContextRestored = () => {\n\t\t\tthis.renderer.setClearColor(0, 0); // Clear color might be lost\n\t\t\tif (!this._renderPaused && !this._disposed && this.animationID === null) {\n\t\t\t\tthis.animationID = window.requestAnimationFrame(() => this.draw());\n\t\t\t}\n\t\t};\n\n\t\tthis.canvas.addEventListener(\"webglcontextlost\", this.onContextLost, false);\n\t\tthis.canvas.addEventListener(\"webglcontextrestored\", this.onContextRestored, false);\n\t\tthis.canvas.addEventListener(\n\t\t\t\"mousedown\",\n\t\t\t() => {\n\t\t\t\tthis.isUserRotating = true;\n\t\t\t},\n\t\t\tfalse\n\t\t);\n\t\tthis.canvas.addEventListener(\n\t\t\t\"mouseup\",\n\t\t\t() => {\n\t\t\t\tthis.isUserRotating = false;\n\t\t\t},\n\t\t\tfalse\n\t\t);\n\t\tthis.canvas.addEventListener(\n\t\t\t\"touchmove\",\n\t\t\te => {\n\t\t\t\tif (e.touches.length === 1) {\n\t\t\t\t\tthis.isUserRotating = true;\n\t\t\t\t} else {\n\t\t\t\t\tthis.isUserRotating = false;\n\t\t\t\t}\n\t\t\t},\n\t\t\tfalse\n\t\t);\n\t\tthis.canvas.addEventListener(\n\t\t\t\"touchend\",\n\t\t\t() => {\n\t\t\t\tthis.isUserRotating = false;\n\t\t\t},\n\t\t\tfalse\n\t\t);\n\t}\n\n\tprivate updateComposerSize(): void {\n\t\tthis.composer.setSize(this.width, this.height);\n\t\tconst pixelRatio = this.renderer.getPixelRatio();\n\t\tthis.composer.setPixelRatio(pixelRatio);\n\t\tthis.fxaaPass.material.uniforms[\"resolution\"].value.x = 1 / (this.width * pixelRatio);\n\t\tthis.fxaaPass.material.uniforms[\"resolution\"].value.y = 1 / (this.height * pixelRatio);\n\t}\n\n\tprivate recreateSkinTexture(): void {\n\t\tif (this.skinTexture !== null) {\n\t\t\tthis.skinTexture.dispose();\n\t\t}\n\t\tthis.skinTexture = new CanvasTexture(this.skinCanvas);\n\t\tthis.skinTexture.magFilter = NearestFilter;\n\t\tthis.skinTexture.minFilter = NearestFilter;\n\t\tthis.playerObject.skin.map = this.skinTexture;\n\t}\n\n\tprivate recreateCapeTexture(): void {\n\t\tif (this.capeTexture !== null) {\n\t\t\tthis.capeTexture.dispose();\n\t\t}\n\t\tthis.capeTexture = new CanvasTexture(this.capeCanvas);\n\t\tthis.capeTexture.magFilter = NearestFilter;\n\t\tthis.capeTexture.minFilter = NearestFilter;\n\t\tthis.playerObject.cape.map = this.capeTexture;\n\t\tthis.playerObject.elytra.map = this.capeTexture;\n\t}\n\n\tprivate recreateEarsTexture(): void {\n\t\tif (this.earsTexture !== null) {\n\t\t\tthis.earsTexture.dispose();\n\t\t}\n\t\tthis.earsTexture = new CanvasTexture(this.earsCanvas);\n\t\tthis.earsTexture.magFilter = NearestFilter;\n\t\tthis.earsTexture.minFilter = NearestFilter;\n\t\tthis.playerObject.ears.map = this.earsTexture;\n\t}\n\n\tloadSkin(empty: null): void;\n\tloadSkin(\n\t\tsource: S,\n\t\toptions?: SkinLoadOptions\n\t): S extends TextureSource ? void : Promise;\n\n\tloadSkin(source: TextureSource | RemoteImage | null, options: SkinLoadOptions = {}): void | Promise {\n\t\tif (source === null) {\n\t\t\tthis.resetSkin();\n\t\t} else if (isTextureSource(source)) {\n\t\t\tloadSkinToCanvas(this.skinCanvas, source);\n\t\t\tthis.recreateSkinTexture();\n\n\t\t\tif (options.model === undefined || options.model === \"auto-detect\") {\n\t\t\t\tthis.playerObject.skin.modelType = inferModelType(this.skinCanvas);\n\t\t\t} else {\n\t\t\t\tthis.playerObject.skin.modelType = options.model;\n\t\t\t}\n\n\t\t\tif (options.makeVisible !== false) {\n\t\t\t\tthis.playerObject.skin.visible = true;\n\t\t\t}\n\n\t\t\tif (options.ears === true || options.ears == \"load-only\") {\n\t\t\t\tloadEarsToCanvasFromSkin(this.earsCanvas, source);\n\t\t\t\tthis.recreateEarsTexture();\n\t\t\t\tif (options.ears === true) {\n\t\t\t\t\tthis.playerObject.ears.visible = true;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\treturn loadImage(source).then(image => this.loadSkin(image, options));\n\t\t}\n\t}\n\n\tresetSkin(): void {\n\t\tthis.playerObject.skin.visible = false;\n\t\tthis.playerObject.skin.map = null;\n\t\tif (this.skinTexture !== null) {\n\t\t\tthis.skinTexture.dispose();\n\t\t\tthis.skinTexture = null;\n\t\t}\n\t}\n\n\tloadCape(empty: null): void;\n\tloadCape(\n\t\tsource: S,\n\t\toptions?: CapeLoadOptions\n\t): S extends TextureSource ? void : Promise;\n\n\tloadCape(source: TextureSource | RemoteImage | null, options: CapeLoadOptions = {}): void | Promise {\n\t\tif (source === null) {\n\t\t\tthis.resetCape();\n\t\t} else if (isTextureSource(source)) {\n\t\t\tloadCapeToCanvas(this.capeCanvas, source);\n\t\t\tthis.recreateCapeTexture();\n\n\t\t\tif (options.makeVisible !== false) {\n\t\t\t\tthis.playerObject.backEquipment = options.backEquipment === undefined ? \"cape\" : options.backEquipment;\n\t\t\t}\n\t\t} else {\n\t\t\treturn loadImage(source).then(image => this.loadCape(image, options));\n\t\t}\n\t}\n\n\tresetCape(): void {\n\t\tthis.playerObject.backEquipment = null;\n\t\tthis.playerObject.cape.map = null;\n\t\tthis.playerObject.elytra.map = null;\n\t\tif (this.capeTexture !== null) {\n\t\t\tthis.capeTexture.dispose();\n\t\t\tthis.capeTexture = null;\n\t\t}\n\t}\n\n\tloadEars(empty: null): void;\n\tloadEars(\n\t\tsource: S,\n\t\toptions?: EarsLoadOptions\n\t): S extends TextureSource ? void : Promise;\n\n\tloadEars(source: TextureSource | RemoteImage | null, options: EarsLoadOptions = {}): void | Promise {\n\t\tif (source === null) {\n\t\t\tthis.resetEars();\n\t\t} else if (isTextureSource(source)) {\n\t\t\tif (options.textureType === \"skin\") {\n\t\t\t\tloadEarsToCanvasFromSkin(this.earsCanvas, source);\n\t\t\t} else {\n\t\t\t\tloadEarsToCanvas(this.earsCanvas, source);\n\t\t\t}\n\t\t\tthis.recreateEarsTexture();\n\n\t\t\tif (options.makeVisible !== false) {\n\t\t\t\tthis.playerObject.ears.visible = true;\n\t\t\t}\n\t\t} else {\n\t\t\treturn loadImage(source).then(image => this.loadEars(image, options));\n\t\t}\n\t}\n\n\tresetEars(): void {\n\t\tthis.playerObject.ears.visible = false;\n\t\tthis.playerObject.ears.map = null;\n\t\tif (this.earsTexture !== null) {\n\t\t\tthis.earsTexture.dispose();\n\t\t\tthis.earsTexture = null;\n\t\t}\n\t}\n\n\tloadPanorama(source: S): S extends TextureSource ? void : Promise {\n\t\treturn this.loadBackground(source, EquirectangularReflectionMapping);\n\t}\n\n\tloadBackground(\n\t\tsource: S,\n\t\tmapping?: Mapping\n\t): S extends TextureSource ? void : Promise;\n\n\tloadBackground(source: S, mapping?: Mapping): void | Promise {\n\t\tif (isTextureSource(source)) {\n\t\t\tif (this.backgroundTexture !== null) {\n\t\t\t\tthis.backgroundTexture.dispose();\n\t\t\t}\n\t\t\tthis.backgroundTexture = new Texture();\n\t\t\tthis.backgroundTexture.image = source;\n\t\t\tif (mapping !== undefined) {\n\t\t\t\tthis.backgroundTexture.mapping = mapping;\n\t\t\t}\n\t\t\tthis.backgroundTexture.needsUpdate = true;\n\t\t\tthis.scene.background = this.backgroundTexture;\n\t\t} else {\n\t\t\treturn loadImage(source).then(image => this.loadBackground(image, mapping));\n\t\t}\n\t}\n\n\tprivate draw(): void {\n\t\tconst dt = this.clock.getDelta();\n\t\tif (this._animation !== null) {\n\t\t\tthis._animation.update(this.playerObject, dt);\n\t\t}\n\t\tif (this.autoRotate) {\n\t\t\tif (!(this.controls.enableRotate && this.isUserRotating)) {\n\t\t\t\tthis.playerWrapper.rotation.y += dt * this.autoRotateSpeed;\n\t\t\t}\n\t\t}\n\t\tthis.controls.update();\n\t\tthis.render();\n\t\tthis.animationID = window.requestAnimationFrame(() => this.draw());\n\t}\n\n\t/**\n\t * Renders the scene to the canvas.\n\t * This method does not change the animation progress.\n\t */\n\trender(): void {\n\t\tthis.composer.render();\n\t}\n\n\tsetSize(width: number, height: number): void {\n\t\tthis.camera.aspect = width / height;\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.renderer.setSize(width, height);\n\t\tthis.updateComposerSize();\n\t}\n\n\tdispose(): void {\n\t\tthis._disposed = true;\n\n\t\tthis.canvas.removeEventListener(\"webglcontextlost\", this.onContextLost, false);\n\t\tthis.canvas.removeEventListener(\"webglcontextrestored\", this.onContextRestored, false);\n\n\t\tif (this.devicePixelRatioQuery !== null) {\n\t\t\tthis.devicePixelRatioQuery.removeEventListener(\"change\", this.onDevicePixelRatioChange);\n\t\t\tthis.devicePixelRatioQuery = null;\n\t\t}\n\n\t\tif (this.animationID !== null) {\n\t\t\twindow.cancelAnimationFrame(this.animationID);\n\t\t\tthis.animationID = null;\n\t\t}\n\n\t\tthis.controls.dispose();\n\t\tthis.renderer.dispose();\n\t\tthis.resetSkin();\n\t\tthis.resetCape();\n\t\tthis.resetEars();\n\t\tthis.background = null;\n\t\t(this.fxaaPass.fsQuad as FullScreenQuad).dispose();\n\t}\n\n\tget disposed(): boolean {\n\t\treturn this._disposed;\n\t}\n\n\t/**\n\t * Whether rendering and animations are paused.\n\t * Setting this property to true will stop both rendering and animation loops.\n\t * Setting it back to false will resume them.\n\t */\n\tget renderPaused(): boolean {\n\t\treturn this._renderPaused;\n\t}\n\n\tset renderPaused(value: boolean) {\n\t\tthis._renderPaused = value;\n\n\t\tif (this._renderPaused && this.animationID !== null) {\n\t\t\twindow.cancelAnimationFrame(this.animationID);\n\t\t\tthis.animationID = null;\n\t\t\tthis.clock.stop();\n\t\t\tthis.clock.autoStart = true;\n\t\t} else if (\n\t\t\t!this._renderPaused &&\n\t\t\t!this._disposed &&\n\t\t\t!this.renderer.getContext().isContextLost() &&\n\t\t\tthis.animationID == null\n\t\t) {\n\t\t\tthis.animationID = window.requestAnimationFrame(() => this.draw());\n\t\t}\n\t}\n\n\tget width(): number {\n\t\treturn this.renderer.getSize(new Vector2()).width;\n\t}\n\n\tset width(newWidth: number) {\n\t\tthis.setSize(newWidth, this.height);\n\t}\n\n\tget height(): number {\n\t\treturn this.renderer.getSize(new Vector2()).height;\n\t}\n\n\tset height(newHeight: number) {\n\t\tthis.setSize(this.width, newHeight);\n\t}\n\n\tget background(): null | Color | Texture {\n\t\treturn this.scene.background;\n\t}\n\n\tset background(value: null | ColorRepresentation | Texture) {\n\t\tif (value === null || value instanceof Color || value instanceof Texture) {\n\t\t\tthis.scene.background = value;\n\t\t} else {\n\t\t\tthis.scene.background = new Color(value);\n\t\t}\n\t\tif (this.backgroundTexture !== null && value !== this.backgroundTexture) {\n\t\t\tthis.backgroundTexture.dispose();\n\t\t\tthis.backgroundTexture = null;\n\t\t}\n\t}\n\n\tadjustCameraDistance(): void {\n\t\tlet distance = 4.5 + 16.5 / Math.tan(((this.fov / 180) * Math.PI) / 2) / this.zoom;\n\n\t\t// limit distance between 10 ~ 256 (default min / max distance of OrbitControls)\n\t\tif (distance < 10) {\n\t\t\tdistance = 10;\n\t\t} else if (distance > 256) {\n\t\t\tdistance = 256;\n\t\t}\n\n\t\tthis.camera.position.multiplyScalar(distance / this.camera.position.length());\n\t\tthis.camera.updateProjectionMatrix();\n\t}\n\n\tresetCameraPose(): void {\n\t\tthis.camera.position.set(0, 0, 1);\n\t\tthis.camera.rotation.set(0, 0, 0);\n\t\tthis.adjustCameraDistance();\n\t}\n\n\tget fov(): number {\n\t\treturn this.camera.fov;\n\t}\n\n\tset fov(value: number) {\n\t\tthis.camera.fov = value;\n\t\tthis.adjustCameraDistance();\n\t}\n\n\tget zoom(): number {\n\t\treturn this._zoom;\n\t}\n\n\tset zoom(value: number) {\n\t\tthis._zoom = value;\n\t\tthis.adjustCameraDistance();\n\t}\n\n\tget pixelRatio(): number | \"match-device\" {\n\t\treturn this._pixelRatio;\n\t}\n\n\tset pixelRatio(newValue: number | \"match-device\") {\n\t\tif (newValue === \"match-device\") {\n\t\t\tif (this._pixelRatio !== \"match-device\") {\n\t\t\t\tthis._pixelRatio = newValue;\n\t\t\t\tthis.onDevicePixelRatioChange();\n\t\t\t}\n\t\t} else {\n\t\t\tif (this._pixelRatio === \"match-device\" && this.devicePixelRatioQuery !== null) {\n\t\t\t\tthis.devicePixelRatioQuery.removeEventListener(\"change\", this.onDevicePixelRatioChange);\n\t\t\t\tthis.devicePixelRatioQuery = null;\n\t\t\t}\n\t\t\tthis._pixelRatio = newValue;\n\t\t\tthis.renderer.setPixelRatio(newValue);\n\t\t\tthis.updateComposerSize();\n\t\t}\n\t}\n\n\t/**\n\t * The animation that is current playing, or `null` if no animation is playing.\n\t *\n\t * Setting this property to a different value will change the current animation.\n\t * The player's pose and the progress of the new animation will be reset before playing.\n\t *\n\t * Setting this property to `null` will stop the current animation and reset the player's pose.\n\t */\n\tget animation(): PlayerAnimation | null {\n\t\treturn this._animation;\n\t}\n\n\tset animation(animation: PlayerAnimation | null) {\n\t\tif (this._animation !== animation) {\n\t\t\tthis.playerObject.resetJoints();\n\t\t\tthis.playerObject.position.set(0, 0, 0);\n\t\t\tthis.playerObject.rotation.set(0, 0, 0);\n\t\t\tthis.clock.stop();\n\t\t\tthis.clock.autoStart = true;\n\t\t}\n\t\tif (animation !== null) {\n\t\t\tanimation.progress = 0;\n\t\t}\n\t\tthis._animation = animation;\n\t}\n\n\t/**\n\t * The name tag to display above the player, or `null` if there is none.\n\t *\n\t * When setting this property to a `string` value, a {@link NameTagObject}\n\t * will be automatically created with default options.\n\t *\n\t * @example\n\t * ```\n\t * skinViewer.nameTag = \"hello\";\n\t * skinViewer.nameTag = new NameTagObject(\"hello\", { 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Launcher version

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+ + + + + + + + \ No newline at end of file