diff --git a/.pre-commit-config.yaml b/.pre-commit-config.yaml
index 984753d..48e1c4f 100644
--- a/.pre-commit-config.yaml
+++ b/.pre-commit-config.yaml
@@ -14,6 +14,7 @@ repos:
hooks:
- id: codespell
args: ['--write-changes', '--ignore-words-list=inout,te']
+ exclude: '^docs/assets/(vendor/|javascript/hero\.js$)'
- repo: local
hooks:
- id: zensical-build
diff --git a/docs/assets/javascript/hero-loader.js b/docs/assets/javascript/hero-loader.js
new file mode 100644
index 0000000..d66a5ad
--- /dev/null
+++ b/docs/assets/javascript/hero-loader.js
@@ -0,0 +1,56 @@
+// Homepage hero loader.
+//
+// Loaded site-wide as a small module, but the heavy WebGL bundle (three.js +
+// hero.js) is only fetched when the page actually contains `#attractor` (the
+// homepage). We hook Material's `document$` observable so the hero is built on
+// entering the homepage and torn down on leaving — this keeps it working under
+// instant navigation (navigation.instant) instead of only on a full reload.
+
+let teardown = null;
+
+function measureHeader() {
+ const header = document.querySelector(".md-header");
+ if (header) {
+ document.documentElement.style.setProperty(
+ "--wsio-header-h",
+ header.offsetHeight + "px",
+ );
+ }
+}
+
+function onPage() {
+ const root = document.getElementById("attractor");
+ document.body.classList.toggle("wsio-home", !!root);
+
+ // Respect users who've asked for reduced motion: skip the animated WebGL
+ // hero entirely and let the CSS gradient backdrop stand in for it.
+ const reduceMotion =
+ window.matchMedia &&
+ window.matchMedia("(prefers-reduced-motion: reduce)").matches;
+
+ if (root) {
+ measureHeader();
+ if (!reduceMotion && !root.dataset.heroReady) {
+ root.dataset.heroReady = "1";
+ import(new URL("./hero.js", import.meta.url))
+ .then((mod) => {
+ // Guard against a fast navigate-away while three.js was loading.
+ if (document.body.contains(root)) {
+ teardown = mod.buildHero(root);
+ }
+ })
+ .catch((err) => console.error("[wsio hero] failed to load", err));
+ }
+ } else if (teardown) {
+ teardown();
+ teardown = null;
+ }
+}
+
+if (window.document$ && typeof window.document$.subscribe === "function") {
+ window.document$.subscribe(onPage);
+} else {
+ document.addEventListener("DOMContentLoaded", onPage);
+}
+
+window.addEventListener("resize", measureHeader);
diff --git a/docs/assets/javascript/hero.js b/docs/assets/javascript/hero.js
new file mode 100644
index 0000000..c7e8a42
--- /dev/null
+++ b/docs/assets/javascript/hero.js
@@ -0,0 +1,1294 @@
+// Wallstreet.io docs hero - adapted from cursor/aizawa-attractor-v6.html
+// Cinematic strange-attractor background. buildHero(root) returns a
+// teardown fn so the loader can dispose it across instant navigation.
+import * as THREE from '../vendor/three/three.module.js';
+import { EffectComposer } from '../vendor/three/addons/postprocessing/EffectComposer.js';
+import { RenderPass } from '../vendor/three/addons/postprocessing/RenderPass.js';
+import { UnrealBloomPass } from '../vendor/three/addons/postprocessing/UnrealBloomPass.js';
+import { OutputPass } from '../vendor/three/addons/postprocessing/OutputPass.js';
+import { Line2 } from '../vendor/three/addons/lines/Line2.js';
+import { LineMaterial } from '../vendor/three/addons/lines/LineMaterial.js';
+import { LineGeometry } from '../vendor/three/addons/lines/LineGeometry.js';
+
+export function buildHero(root) {
+ let _running = true, _raf = 0, _visible = true;
+ const _cleanups = [];
+ // Fat-line addons: Line2 renders each line segment as a screen-space quad
+ // with antialiasing, giving us TRUE multi-pixel line widths regardless of
+ // camera distance. The stock THREE.Line is hardware-rasterized at 1 device
+ // pixel which makes the trails look wispy. Line2 → ribbon weight.
+
+ // =====================================================================
+ // CHAOTIC SYSTEMS — four families, each with distinct topology.
+ // Each `step` reads buf[0..2] as the current state, advances it via
+ // explicit Euler, then ring-shifts the buffer right by one vec3 and
+ // writes the new head at slot 0.
+ // `bound` re-seeds the trajectory if it ever escapes the basin of
+ // attraction (numerically unstable params, etc.) so the comet never
+ // wanders off-screen.
+ // =====================================================================
+ const TRAIL_LEN = 1500; // v4: Long enough that each spline winds many
+ // times through the slow manifold of its regime,
+ // piling vertices on top of each other in the
+ // focal core. With additive blending + bloom,
+ // those overlapping vertices saturate into the
+ // bright "molten core" line that Zensical has.
+ const SPLINES = 220; // Slight reduction from v3 (was 240) since each
+ // spline is now ~2x heavier (longer trail buffer
+ // + Line2 instanced rendering).
+
+ function bound(buf, lim, seedScale) {
+ let x = buf[0], y = buf[1], z = buf[2];
+ if (!isFinite(x) || !isFinite(y) || !isFinite(z) ||
+ Math.abs(x) > lim || Math.abs(y) > lim || Math.abs(z) > lim) {
+ buf[0] = (Math.random() - 0.5) * seedScale;
+ buf[1] = (Math.random() - 0.5) * seedScale;
+ buf[2] = (Math.random() - 0.5) * seedScale;
+ return true;
+ }
+ return false;
+ }
+
+ function shift(buf) {
+ buf.copyWithin(3, 0, buf.length - 3);
+ }
+
+ // 1) AIZAWA — bowl with central spike
+ function aizawaStep(buf, p, dt) {
+ if (bound(buf, 5, 0.8)) return;
+ const x = buf[0], y = buf[1], z = buf[2];
+ const dx = dt * ((z - p.beta) * x - p.delta * y);
+ const dy = dt * (p.delta * x + (z - p.beta) * y);
+ const dz = dt * (p.gamma + p.alpha * z
+ - z*z*z / 3
+ - (x*x + y*y) * (1 + p.epsilon * z)
+ + p.zeta * z * x*x*x);
+ shift(buf);
+ buf[0] = x + dx; buf[1] = y + dy; buf[2] = z + dz;
+ }
+
+ // 2) LORENZ — the canonical butterfly (two-lobed)
+ function lorenzStep(buf, p, dt) {
+ if (bound(buf, 80, 0.4)) return;
+ const x = buf[0], y = buf[1], z = buf[2];
+ const dx = dt * (p.sigma * (y - x));
+ const dy = dt * (x * (p.rho - z) - y);
+ const dz = dt * (x * y - p.beta * z);
+ shift(buf);
+ buf[0] = x + dx; buf[1] = y + dy; buf[2] = z + dz;
+ }
+
+ // 3) HALVORSEN — three-fold rotational symmetry
+ function halvorsenStep(buf, p, dt) {
+ if (bound(buf, 30, 0.4)) return;
+ const x = buf[0], y = buf[1], z = buf[2];
+ const dx = dt * (-p.a*x - 4*y - 4*z - y*y);
+ const dy = dt * (-p.a*y - 4*z - 4*x - z*z);
+ const dz = dt * (-p.a*z - 4*x - 4*y - x*x);
+ shift(buf);
+ buf[0] = x + dx; buf[1] = y + dy; buf[2] = z + dz;
+ }
+
+ // 4) THOMAS — cyclically-symmetric, slow & stately
+ function thomasStep(buf, p, dt) {
+ if (bound(buf, 12, 1.0)) return;
+ const x = buf[0], y = buf[1], z = buf[2];
+ const dx = dt * (Math.sin(y) - p.b * x);
+ const dy = dt * (Math.sin(z) - p.b * y);
+ const dz = dt * (Math.sin(x) - p.b * z);
+ shift(buf);
+ buf[0] = x + dx; buf[1] = y + dy; buf[2] = z + dz;
+ }
+
+ // =====================================================================
+ // REGIMES — each one is an "act" of the movie. The animation cycles
+ // through them indefinitely, with a visible cold-start at the head of
+ // each act and a smooth retract+fade-out at the tail.
+ //
+ // `renderScale` and `renderOffset` shrink/translate the integrator's
+ // native coordinates into the camera's ±2 view box.
+ // =====================================================================
+ const REGIMES = [
+ // v4.4: order swapped — Lorenz now leads. The butterfly silhouette is
+ // the most universally-recognized chaotic attractor and reads
+ // immediately even before the camera moves, so it's the strongest
+ // opener for first-time viewers.
+ {
+ code: 'LORENZ',
+ title: 'Mean reversion',
+ blurb: 'Two basins, endless switching — the famous butterfly that flips between regimes without ever repeating itself.',
+ step: lorenzStep,
+ params: { sigma: 10, rho: 28, beta: 8/3 },
+ dt: 0.0033, // v4: vertices accumulate at each wing's focal point
+ renderScale: 0.058,
+ renderOffset: [0, 0, -25 * 0.058], // centre Lorenz's z-band on origin
+ seedCenter: [0.5, 0.5, 12.0], // safely inside one wing's basin
+ seedSpread: 1.6, // wider native-space spread → splines
+ // enter the wing at clearly different
+ // radii, drawing layered rings.
+ speedThresh: 0.10,
+ // v4.5: Lorenz bands stack tightly into the two wing-foci (sinks) and
+ // accumulate brightness fast — especially during retract. Drop the
+ // global line opacity and bloom mul for this regime so the silhouette
+ // stays readable instead of fusing into a white teardrop.
+ lineOpacityMul: 0.65,
+ bloomMul: 0.65,
+ greeks: [
+ { glyph:'σ', role:'sigma', val:'10.00' },
+ { glyph:'ρ', role:'rayleigh', val:'28.00' },
+ { glyph:'β', role:'damping', val:'2.667' },
+ { glyph:'·', role:'basins', val:'2' },
+ { glyph:'·', role:'attractor', val:'strange' },
+ { glyph:'·', role:'dim', val:'2.06' },
+ ],
+ // Lorenz wings sit in the world XY-plane (after our renderScale +
+ // offset). Standard y-up looks gorgeous here — the butterfly silhouette
+ // reads cleanly without any axis tipping.
+ cameraUp: new THREE.Vector3(0, 1, 0),
+ shots: [
+ { label: 'SHOT 01 — BUTTERFLY',
+ pos: new THREE.Vector3(0.2, 0.3, 5.0),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 48, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.30 },
+ { label: 'SHOT 02 — SIDE',
+ pos: new THREE.Vector3(4.8, 0.6, 0.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 46, dur: 14.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.40 },
+ { label: 'SHOT 03 — TOP DOWN',
+ pos: new THREE.Vector3(0.4, 4.6, 0.2),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 13.0, pivot: 0, wobble: 0, chrome: 0.6, bloomScale: 0.45 },
+ { label: 'SHOT 04 — SADDLE',
+ // v4.2: pulled to mid distance ~3.6 from the saddle so both wings
+ // are visible. Chrome 0.4 partial HUD.
+ pos: new THREE.Vector3(2.4, 1.0, 3.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 45, dur: 12.0, pivot: 0, wobble: 0, chrome: 0.4, bloomScale: 0.55 },
+ { label: 'SHOT 05 — TRACK',
+ pos: new THREE.Vector3(1.9, 0.8, 2.6),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 44, dur: 9.0, pivot: 0.6, wobble: 0.5, chrome: 0.2, bloomScale: 0.70 },
+ { label: 'SHOT 06 — PULL BACK',
+ pos: new THREE.Vector3(2.6, 1.4, 5.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.20 },
+ ],
+ },
+ {
+ code: 'AIZAWA',
+ title: 'Momentum',
+ blurb: 'A bounded swarm with a single spike — the canonical signature of momentum-driven order flow.',
+ step: aizawaStep,
+ params: { alpha:0.95, beta:0.70, gamma:0.60, delta:3.50, epsilon:0.25, zeta:0.10 },
+ dt: 0.0055, // v4: smaller dt → more vertices land in the slow saddle
+ // region near the central spike, densifying the focal
+ // core into a bright vertical beam.
+ renderScale: 1.0,
+ // v4.4: RADIAL PINCH (replaces v4.3 anisotropic axis stretch).
+ // Honest answer to "how do we make the center tight while the bowl
+ // stays large": you can't do it from a parameter tweak — the Aizawa
+ // equations have a fixed bowl/spike radius ratio. ANY uniform or
+ // per-axis scaling stretches BOTH together. The only way to break
+ // that ratio is a non-linear radial warp at render time.
+ //
+ // We integrate the dynamics truthfully (preserves topology), then
+ // warp the rendered radius in the plane perpendicular to the spike
+ // (z) axis using a piecewise power law:
+ // r' = pivot * (r / pivot)^innerExp when r < pivot (contracts toward axis)
+ // r' = pivot * (r / pivot)^outerExp when r ≥ pivot (expands outward)
+ //
+ // Worked example with these settings:
+ // r=0.05 (spike) → 0.55 * (0.091)^2.4 ≈ 0.0014 (~35× tighter)
+ // r=0.55 (pivot) → unchanged
+ // r=1.00 (bowl) → 0.55 * (1.82)^1.55 ≈ 1.36 (~1.4× larger)
+ radialPinch: {
+ axis: 2, // spike axis (z) — pinch is in the (x,y) plane
+ pivot: 0.55, // anchor radius: contracts below, expands above
+ innerExp: 2.8, // v4.5: 2.4 → 2.8. Tighter spike: r=0.05 now warps
+ // to ~0.0007 (was 0.0014), so the central column
+ // reads as a hair-thin coiled string.
+ outerExp: 1.55, // >1 = outer expansion (puffs the bowl outward)
+ },
+ renderOffset: [0, 0, 0],
+ seedCenter: [0.10, 0.00, 0.00], // tiny offset; aizawa is fine near origin
+ seedSpread: 0.55, // fan splines across the bowl interior
+ // so trajectories trace visibly distinct
+ // satin bands rather than one fat ribbon
+ speedThresh: 0.022, // for tick-particle emission
+ greeks: [
+ { glyph:'α', role:'drift', val:'0.95' },
+ { glyph:'β', role:'sensitivity', val:'0.70' },
+ { glyph:'γ', role:'convexity', val:'0.60' },
+ { glyph:'δ', role:'rate', val:'3.50' },
+ { glyph:'ε', role:'shock', val:'0.25' },
+ { glyph:'ζ', role:'vol of vol', val:'0.10' },
+ ],
+ // Aizawa's iconic axis is z (the central spike runs along it). We tip
+ // the camera so screen-up = world-z, putting the spike vertical and
+ // the bowl rim across the top of the frame — Zensical's "vortex above
+ // / spike descending" composition.
+ cameraUp: new THREE.Vector3(0, 0, 1),
+ shots: [
+ // v4.3: cameras pulled back to fit the now 1.4×-wider bowl in frame.
+ // Bloom remains at v4.2 levels (drastically reduced from v4.1).
+ { label: 'SHOT 01 — VORTEX SIDE',
+ pos: new THREE.Vector3(5.6, 0.3, 0.0),
+ look: new THREE.Vector3(0, 0, 0.2),
+ fov: 50, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.30 },
+ { label: 'SHOT 02 — ORBIT BACK',
+ pos: new THREE.Vector3(-5.0, 0.8, 1.2),
+ look: new THREE.Vector3(0, 0, 0.2),
+ fov: 46, dur: 14.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.40 },
+ { label: 'SHOT 03 — CRANE',
+ pos: new THREE.Vector3(3.0, 3.4, 2.0),
+ look: new THREE.Vector3(0, 0, 0.0),
+ fov: 50, dur: 13.0, pivot: 0, wobble: 0, chrome: 0.6, bloomScale: 0.50 },
+ { label: 'SHOT 04 — VORTEX',
+ // v4.3: pulled further back to accommodate the wider bowl.
+ pos: new THREE.Vector3(4.2, 2.0, 2.4),
+ look: new THREE.Vector3(0, 0, 0.4),
+ fov: 44, dur: 12.0, pivot: 0, wobble: 0, chrome: 0.4, bloomScale: 0.55 },
+ { label: 'SHOT 05 — TRACK',
+ pos: new THREE.Vector3(3.0, 1.0, 2.2),
+ look: new THREE.Vector3(0, 0, 0.0),
+ fov: 44, dur: 9.0, pivot: 0.6, wobble: 0.5, chrome: 0.2, bloomScale: 0.70 },
+ { label: 'SHOT 06 — PULL BACK',
+ // PULL BACK was already far enough at distance 7.2 — the wider
+ // bowl now occupies 67% of frame width (was 50%) which is
+ // exactly the "more impressive scale" you asked for.
+ pos: new THREE.Vector3(4.4, 1.0, 5.6),
+ look: new THREE.Vector3(0, 0, 0.2),
+ fov: 50, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.18 },
+ ],
+ },
+ {
+ code: 'HALVORSEN',
+ title: 'Volatility expansion',
+ blurb: 'Three-fold rotational symmetry. A market discovering its own resonance modes, one cycle at a time.',
+ step: halvorsenStep,
+ params: { a: 1.4 },
+ dt: 0.0023, // v4: tighter coil at each of the three lobe foci
+ renderScale: 0.16,
+ renderOffset: [0, 0, 0],
+ seedCenter: [-3.0, 0.5, 0.5], // near the canonical Halvorsen seed
+ seedSpread: 1.5, // splines fan into each of the three
+ // symmetry lobes from different angles.
+ speedThresh: 0.10,
+ greeks: [
+ { glyph:'a', role:'damping', val:'1.40' },
+ { glyph:'·', role:'symmetry', val:'C₃' },
+ { glyph:'·', role:'lyapunov', val:'+0.78' },
+ { glyph:'·', role:'modes', val:'3' },
+ { glyph:'·', role:'attractor', val:'strange' },
+ { glyph:'·', role:'dim', val:'2.30' },
+ ],
+ cameraUp: new THREE.Vector3(0, 1, 0),
+ shots: [
+ // Halvorsen's three-fold symmetry reads best from above; we lead
+ // with the top-down star pose to make the C₃ symmetry obvious.
+ { label: 'SHOT 01 — STAR',
+ pos: new THREE.Vector3(0.4, 4.4, 0.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 48, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.32 },
+ { label: 'SHOT 02 — SIDE',
+ pos: new THREE.Vector3(-4.2, 0.8, 0.6),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 14.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.42 },
+ { label: 'SHOT 03 — 3/4 ABOVE',
+ pos: new THREE.Vector3(2.6, 2.6, 2.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 13.0, pivot: 0, wobble: 0, chrome: 0.6, bloomScale: 0.50 },
+ { label: 'SHOT 04 — LOBE',
+ // v4.2: mid-distance feature shot of one lobe.
+ pos: new THREE.Vector3(3.2, 1.6, 2.6),
+ look: new THREE.Vector3(0.4, 0, 0),
+ fov: 44, dur: 12.0, pivot: 0, wobble: 0, chrome: 0.4, bloomScale: 0.55 },
+ { label: 'SHOT 05 — TRACK',
+ pos: new THREE.Vector3(2.2, 1.2, 2.2),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 44, dur: 9.0, pivot: 0.6, wobble: 0.5, chrome: 0.2, bloomScale: 0.70 },
+ { label: 'SHOT 06 — PULL BACK',
+ pos: new THREE.Vector3(3.4, 1.8, 5.2),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.22 },
+ ],
+ },
+ {
+ code: 'THOMAS',
+ title: 'Equilibrium',
+ blurb: 'Slow, cyclically-symmetric flow — the long-memory regime where price seems to drift without ever settling.',
+ step: thomasStep,
+ params: { b: 0.208 },
+ dt: 0.018, // v4: Thomas was the outlier — its
+ // natural time scale is slow so it
+ // already needed a beefy dt. Now
+ // we cut it ~2.7x to densify the
+ // lattice intersections.
+ renderScale: 0.62, // larger overall — Thomas's structure
+ // is delicate, so we let it occupy
+ // more of the frame on PULL-BACK.
+ renderOffset: [0, 0, 0],
+ seedCenter: [1.5, -0.8, 0.4], // off the x=y=z symmetry diagonal
+ seedSpread: 1.6, // big spread → multiple distinct
+ // orbital cells, each tracing its own
+ // loop through the lattice.
+ speedThresh: 0.025,
+ greeks: [
+ { glyph:'b', role:'dissipation', val:'0.208' },
+ { glyph:'·', role:'symmetry', val:'cyclic' },
+ { glyph:'·', role:'memory', val:'long' },
+ { glyph:'·', role:'phase', val:'3D' },
+ { glyph:'·', role:'attractor', val:'strange' },
+ { glyph:'·', role:'dim', val:'≈ 1.7' },
+ ],
+ cameraUp: new THREE.Vector3(0, 1, 0),
+ shots: [
+ // Thomas reads as a delicate 3D lattice. We open with a 3/4 hero
+ // shot so the depth of the cells is immediately legible.
+ { label: 'SHOT 01 — LATTICE',
+ pos: new THREE.Vector3(3.0, 2.2, 3.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.32 },
+ { label: 'SHOT 02 — SIDE',
+ pos: new THREE.Vector3(-4.4, 0.6, 1.2),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 48, dur: 14.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.42 },
+ { label: 'SHOT 03 — TOP DOWN',
+ pos: new THREE.Vector3(0.4, 5.0, 0.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 52, dur: 13.0, pivot: 0, wobble: 0, chrome: 0.6, bloomScale: 0.45 },
+ { label: 'SHOT 04 — CELL',
+ // v4.2: mid-distance feature shot.
+ pos: new THREE.Vector3(2.8, 1.4, 3.0),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 46, dur: 12.0, pivot: 0, wobble: 0, chrome: 0.4, bloomScale: 0.55 },
+ { label: 'SHOT 05 — TRACK',
+ pos: new THREE.Vector3(2.0, 1.0, 2.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 44, dur: 9.0, pivot: 0.6, wobble: 0.5, chrome: 0.2, bloomScale: 0.70 },
+ { label: 'SHOT 06 — PULL BACK',
+ pos: new THREE.Vector3(4.0, 1.8, 5.4),
+ look: new THREE.Vector3(0, 0, 0),
+ fov: 50, dur: 16.0, pivot: 0, wobble: 0, chrome: 1.0, bloomScale: 0.22 },
+ ],
+ },
+ ];
+ let regimeIdx = 0;
+ let activeRegime = REGIMES[regimeIdx];
+
+ // Regime lifecycle, in seconds:
+ // COLD_START → trails grow from a tight seed cluster (drawCount 0 → full)
+ // STABLE → full draw, full opacity
+ // RETRACT → trails shrink back into the comet (drawCount → 0)
+ // REGIME_DURATION matches the total camera-shot cycle (sum of dur fields
+ // in SHOTS) so that every regime starts on SHOT 01 — WIDE.
+ const REGIME_COLD_START = 7.0;
+ const REGIME_RETRACT = 6.0;
+ const REGIME_DURATION = 80.0; // total length of one regime act
+ let regimeT = 0;
+
+ // 0..1 multiplier applied to every spline material's opacity each frame
+ let opacityMul = 0;
+ // 0..TRAIL_LEN — how much of each spline to actually render this frame
+ // drawCount is now per-spline (`s.startDelay` controls when each one starts
+ // growing). See the integration loop in `tick()` for the staggered-emergence
+ // implementation.
+
+ // =====================================================================
+ // SCENE (root is passed in by the loader)
+ // =====================================================================
+ const scene = new THREE.Scene();
+ scene.fog = new THREE.FogExp2(0x0a0c0e, 0.085);
+
+ const camera = new THREE.PerspectiveCamera(50, innerWidth / innerHeight, 0.01, 200);
+ camera.position.set(3.5, 2.0, 6.0);
+
+ const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, powerPreference: 'high-performance' });
+ renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
+ renderer.setSize(innerWidth, innerHeight);
+ renderer.setClearColor(0x000000, 0);
+ renderer.outputColorSpace = THREE.SRGBColorSpace;
+ // v4.4: ACES filmic tone mapping — the cinematic fix for the "white blob"
+ // problem. With 220 splines additively blending, any pixel where many
+ // trails overlap accumulates RGB >> 1.0. Without tone mapping that just
+ // channel-clips to white. ACES compresses HDR luminance back into [0,1]
+ // *while preserving hue*, so dense green stacks stay green at high
+ // brightness instead of blowing out. OutputPass (in the composer below)
+ // honors this setting automatically.
+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
+ renderer.toneMappingExposure = 0.85;
+ root.appendChild(renderer.domElement);
+
+ // =====================================================================
+ // POST-PROCESSING — UnrealBloomPass gives the spiral cores their
+ // photographic "hot bleeding into the dark" glow. Bright pixels (above
+ // `threshold`) get blurred and added back to the frame, so wherever many
+ // trails overlap (the natural attractor sinks) we get a luminous halo
+ // that no amount of additive line-blending alone can produce.
+ // strength controls overall bloom intensity, radius widens the bleed
+ // footprint, threshold gates which pixels are considered "bright".
+ // =====================================================================
+ const composer = new EffectComposer(renderer);
+ composer.setPixelRatio(Math.min(devicePixelRatio, 2));
+ composer.setSize(innerWidth, innerHeight);
+ composer.addPass(new RenderPass(scene, camera));
+ const bloomPass = new UnrealBloomPass(
+ new THREE.Vector2(innerWidth, innerHeight),
+ 0.14, // strength — v4.4: dialed down further. Tone mapping (above) now
+ // handles HDR roll-off, so bloom only needs to add
+ // a *gentle* halo to the brightest peaks, not carry
+ // the cinematic weight on its own.
+ 0.16, // radius — keep TIGHT so bands don't merge.
+ 1.05, // threshold — v4.4: bumped above 1.0. With ACES, only true HDR
+ // peaks (R/G/B > 1.0) bloom — individual ribbons no
+ // longer trigger it, only dense overlap stacks do.
+ );
+ composer.addPass(bloomPass);
+ composer.addPass(new OutputPass());
+
+ // =====================================================================
+ // LAYER 2 — perspective FLOOR GRID, fading into the fog (Bloomberg vibe).
+ // Three stacked grids, each at slightly different scale & opacity, give
+ // the floor a pronounced "near = bright, far = vapor" horizon line that
+ // you can actually read from the cinematic camera distances. We also use
+ // additive blending so the lines glow against the black background.
+ // =====================================================================
+ function makeFloorGrid(size, divisions, colorCenter, colorMinor, opacity) {
+ const g = new THREE.GridHelper(size, divisions, colorCenter, colorMinor);
+ g.material.transparent = true;
+ g.material.opacity = opacity;
+ g.material.blending = THREE.AdditiveBlending;
+ g.material.depthWrite = false;
+ g.material.fog = true;
+ g.material.userData.baseOpacity = opacity; // for chrome-fade lerps
+ return g;
+ }
+ // Major lines every ~5 world-units — gives the strong horizon read.
+ const gridMajor = makeFloorGrid(
+ 120, 24,
+ new THREE.Color(0x8fffc6),
+ new THREE.Color(0x05bc84),
+ 0.55,
+ );
+ gridMajor.position.y = -2.6;
+ scene.add(gridMajor);
+
+ // Minor lines every 1 world-unit — fills in the texture between majors.
+ const gridMinor = makeFloorGrid(
+ 120, 120,
+ new THREE.Color(0x42ff9f),
+ new THREE.Color(0x04ad71),
+ 0.22,
+ );
+ gridMinor.position.y = -2.59; // a hair above the major to avoid z-fighting
+ scene.add(gridMinor);
+
+ // Ceiling grid (mirrored) — gives a sense of an enclosing space and
+ // makes the cinematic CRANE-UP shot feel like it's actually in a "room".
+ const gridCeil = makeFloorGrid(
+ 120, 24,
+ new THREE.Color(0x05bc84),
+ new THREE.Color(0x019754),
+ 0.18,
+ );
+ gridCeil.position.y = 4.6;
+ scene.add(gridCeil);
+
+ // =====================================================================
+ // LAYER 3 — atmospheric DATA MOTES drifting through the air.
+ // =====================================================================
+ const moteCount = 280;
+ const moteGeom = new THREE.BufferGeometry();
+ const motePos = new Float32Array(moteCount * 3);
+ const moteVel = new Float32Array(moteCount * 3);
+ for (let i = 0; i < moteCount; i++) {
+ motePos[i*3+0] = (Math.random() - 0.5) * 14;
+ motePos[i*3+1] = (Math.random() - 0.5) * 7;
+ motePos[i*3+2] = -1 - Math.random() * 6;
+ moteVel[i*3+0] = (Math.random() - 0.5) * 0.0009;
+ moteVel[i*3+1] = (Math.random()) * 0.0006; // slight upward drift
+ moteVel[i*3+2] = (Math.random() - 0.5) * 0.0007;
+ }
+ moteGeom.setAttribute('position', new THREE.BufferAttribute(motePos, 3));
+ const moteMat = new THREE.PointsMaterial({
+ color: 0x5cffac,
+ size: 0.018,
+ transparent: true,
+ opacity: 0.45,
+ blending: THREE.AdditiveBlending,
+ depthWrite: false,
+ fog: true,
+ });
+ const motes = new THREE.Points(moteGeom, moteMat);
+ scene.add(motes);
+
+ // =====================================================================
+ // LAYER 4 — HERO ATTRACTOR (the comet & its luminous wake)
+ // All splines + comet head live inside `heroGroup` so we can rescale &
+ // reposition the whole specimen in a single op when the regime swaps.
+ // =====================================================================
+ // Trail-age color gradient — vertex 0 is the comet head (newest position),
+ // vertex TRAIL_LEN-1 is the tail (oldest). Mapping age to colour along the
+ // line gives every spline a clean white-hot core with a fading WSIO-green
+ // wake — the "comet streak" look that reads as a single trajectory rather
+ // than a stack of independently-coloured ribbons. Stops are picked so that
+ // the brightness packs into the last ~15% of the trail (right behind the
+ // head) and the rest fades smoothly through accent green into deep dark.
+ // Because each spline's geometry uses additive blending, dense regions
+ // of phase space (where many splines coexist) accumulate brightness
+ // naturally — that's how the spiral cores light up.
+ // TWO gradients so we can give each spline its own personality:
+ // WHITE — head bleaches all the way to pure white. Bloom will catch it
+ // hard and it becomes a "hero" filament.
+ // GREEN — head peaks at saturated WSIO green. Bloom barely touches it
+ // (below the brightness threshold) so it stays green + crisp.
+ // Per-spline `whiteness` then lerps between the two gradients vertex-by-
+ // vertex, giving Zensical's "molten core surrounded by amber filaments"
+ // look (translated to white-core + green filaments for WSIO).
+ // Three palettes, mixed per-spline:
+ // GREEN — the dominant WSIO mark; saturated head, no bleach.
+ // WHITE — hero filaments. Head bleaches to pure white so bloom catches
+ // it hard and the spline becomes a "molten core" line.
+ // AMBER — depth filaments. Warm gold/amber heads fading to bronze. The
+ // warm/cool play against the WSIO green reads as luxe (think
+ // campfire sparks against forest canopy). This is also closer
+ // to what Zensical do — their ramp is amber-on-rust, not
+ // cyan-on-cool.
+ const TRAIL_GRADIENT_WHITE = [
+ { t: 0.000, c: [1.00, 1.00, 1.00] }, // pure white core (head)
+ { t: 0.020, c: [0.90, 1.00, 0.94] }, // soft mint flash
+ { t: 0.060, c: [0.40, 1.00, 0.72] }, // bright WSIO green
+ { t: 0.350, c: [0.22, 0.95, 0.62] }, // saturated mid green — held LONG
+ { t: 0.780, c: [0.12, 0.65, 0.42] }, // body — still clearly visible
+ { t: 1.000, c: [0.008, 0.05, 0.03] }, // tail — finally fades to black
+ ];
+ const TRAIL_GRADIENT_GREEN = [
+ { t: 0.000, c: [0.45, 1.00, 0.78] }, // bright green head (NO white)
+ { t: 0.020, c: [0.42, 1.00, 0.76] }, // saturated green flash
+ { t: 0.060, c: [0.36, 0.98, 0.70] }, // matches body shoulder
+ { t: 0.350, c: [0.22, 0.95, 0.62] }, // identical mid green
+ { t: 0.780, c: [0.12, 0.65, 0.42] }, // identical body
+ { t: 1.000, c: [0.008, 0.05, 0.03] }, // identical tail
+ ];
+ const TRAIL_GRADIENT_AMBER = [
+ { t: 0.000, c: [1.00, 0.96, 0.82] }, // pale cream-gold head
+ { t: 0.020, c: [1.00, 0.86, 0.48] }, // honey flash
+ { t: 0.060, c: [1.00, 0.72, 0.20] }, // bright amber
+ { t: 0.350, c: [0.95, 0.54, 0.10] }, // saturated amber-orange body
+ { t: 0.780, c: [0.50, 0.24, 0.05] }, // deep bronze
+ { t: 1.000, c: [0.04, 0.018, 0.004] }, // tail — fades to dark brown
+ ];
+ function _sample(grad, t, out) {
+ for (let i = 0; i < grad.length - 1; i++) {
+ const a = grad[i], b = grad[i + 1];
+ if (t <= b.t) {
+ const u = (t - a.t) / (b.t - a.t);
+ out[0] = a.c[0] + (b.c[0] - a.c[0]) * u;
+ out[1] = a.c[1] + (b.c[1] - a.c[1]) * u;
+ out[2] = a.c[2] + (b.c[2] - a.c[2]) * u;
+ return;
+ }
+ }
+ const last = grad[grad.length - 1].c;
+ out[0] = last[0]; out[1] = last[1]; out[2] = last[2];
+ }
+
+ // Each spline picks ONE primary palette at construction time. Most splines
+ // stay green so the WSIO identity reads strongly; the remaining splits
+ // between hero white-hot and warm amber. Note: when GREEN + AMBER additively
+ // blend in the focal core, the result is a creamy gold — that's intentional;
+ // the warm-on-warm stack reads as "the comet's heat trail" rather than the
+ // muddy brown you'd get if these were less saturated.
+ // 65% → GREEN (background body)
+ // 5% → WHITE (hero filaments — bloom catches these)
+ // 22% → AMBER (warm depth filaments — gold/bronze spots in the swarm)
+ // 8% → MIX (a green spline tinted slightly toward amber)
+ function pickGradient() {
+ const r = Math.random();
+ if (r < 0.65) return TRAIL_GRADIENT_GREEN;
+ if (r < 0.70) return TRAIL_GRADIENT_WHITE;
+ if (r < 0.92) return TRAIL_GRADIENT_AMBER;
+ return null;
+ }
+ const _aRGB = [0, 0, 0], _bRGB = [0, 0, 0];
+ function trailColorAt(t, out, palette) {
+ if (palette === null) {
+ // 50/50 GREEN + AMBER blend → a chartreuse / olive transitional
+ // spline. Sits visually between the green body and the warm amber
+ // accents so the colour transition isn't a hard boundary.
+ _sample(TRAIL_GRADIENT_GREEN, t, _aRGB);
+ _sample(TRAIL_GRADIENT_AMBER, t, _bRGB);
+ out[0] = (_aRGB[0] + _bRGB[0]) * 0.5;
+ out[1] = (_aRGB[1] + _bRGB[1]) * 0.5;
+ out[2] = (_aRGB[2] + _bRGB[2]) * 0.5;
+ } else {
+ _sample(palette, t, out);
+ }
+ }
+
+ const heroGroup = new THREE.Group();
+ scene.add(heroGroup);
+
+ const splines = [];
+ const _tmpRGB = [0, 0, 0];
+ const _tmpRGB2 = [0, 0, 0];
+ const _viewport = new THREE.Vector2(innerWidth, innerHeight);
+
+ // =====================================================================
+ // Spline construction (v4 — Line2)
+ //
+ // Each spline is now a `Line2` with `LineGeometry`, which under the hood
+ // is an InstancedBufferGeometry where every line segment is one instance
+ // rendered as a screen-space quad. This lets us pick a true line width
+ // in pixels (`linewidth: 2.6`), unlike `THREE.Line` which is locked to
+ // 1 device pixel.
+ //
+ // To avoid GC pressure, after the first `setPositions(...)` call we grab
+ // a reference to the underlying interleaved buffer (`instanceBuffer`)
+ // and update it IN PLACE every frame: `copyWithin` to ring-shift, then
+ // write the new head segment at slot 0. No allocations in the hot path.
+ // =====================================================================
+ const SEG_COUNT = TRAIL_LEN - 1; // segments per spline
+ const SEG_FLOATS = SEG_COUNT * 6; // each segment = 6 floats (start xyz + end xyz)
+
+ for (let s = 0; s < SPLINES; s++) {
+ const buf = new Float32Array(TRAIL_LEN * 3);
+
+ // Per-spline personality. `palette` picks one of the three trail-colour
+ // ramps (GREEN / WHITE / TEAL / null=mix). `lum` is an overall brightness
+ // scale so dim/mid/bright filaments coexist in the swarm.
+ // v4.2: lum ceiling dropped 1.10 → 0.92 so even the brightest splines
+ // don't oversaturate. Combined with 220 splines additively blending,
+ // the old 1.10 was pushing wide-shot focal cores into white blobs.
+ const palette = pickGradient();
+ const lum = 0.45 + Math.random() * 0.47; // [0.45 .. 0.92]
+
+ // Cold-start seed: tiny cluster near origin (regime transform places it).
+ const initPos = new Float32Array(TRAIL_LEN * 3);
+ for (let i = 0; i < TRAIL_LEN; i++) {
+ const px = (Math.random() - 0.5) * 0.05;
+ const py = (Math.random() - 0.5) * 0.05;
+ const pz = (Math.random() - 0.5) * 0.05;
+ buf[i*3+0] = px; buf[i*3+1] = py; buf[i*3+2] = pz;
+ initPos[i*3+0] = px; initPos[i*3+1] = py; initPos[i*3+2] = pz;
+ }
+
+ // Per-vertex colour ramp. LineGeometry expects N point colours and
+ // packs them internally into (N-1) start/end pairs. Static — we never
+ // touch the colour buffer after this.
+ const initCol = new Float32Array(TRAIL_LEN * 3);
+ for (let i = 0; i < TRAIL_LEN; i++) {
+ trailColorAt(i / (TRAIL_LEN - 1), _tmpRGB, palette);
+ initCol[i*3+0] = Math.min(1.0, _tmpRGB[0] * lum);
+ initCol[i*3+1] = Math.min(1.0, _tmpRGB[1] * lum);
+ initCol[i*3+2] = Math.min(1.0, _tmpRGB[2] * lum);
+ }
+
+ const geom = new LineGeometry();
+ geom.setPositions(initPos);
+ geom.setColors(initCol);
+
+ // Grab the interleaved buffer for in-place updates. Both instanceStart
+ // and instanceEnd share this buffer (different stride offsets), so we
+ // only need one needsUpdate flag.
+ const instanceBuffer = geom.attributes.instanceStart.data;
+ const lineSegArr = instanceBuffer.array; // (N-1) * 6 floats
+
+ const baseOpacity = 0.55 + (Math.random() - 0.5) * 0.08;
+ const mat = new LineMaterial({
+ vertexColors: true,
+ transparent: true,
+ opacity: 0,
+ blending: THREE.AdditiveBlending,
+ depthWrite: false,
+ linewidth: 1.8, // pixels — Zensical-weight ribbons
+ worldUnits: false, // pixel widths (not world units)
+ alphaToCoverage: false,
+ });
+ mat.resolution.copy(_viewport);
+ mat.userData.baseOpacity = baseOpacity;
+
+ const lineMesh = new Line2(geom, mat);
+ lineMesh.frustumCulled = false;
+ lineMesh.computeLineDistances();
+ // Start with zero instances rendered — let it emerge during cold-start.
+ geom.instanceCount = 0;
+ heroGroup.add(lineMesh);
+
+ splines.push({ buf, geom, mat, lineSegArr, instanceBuffer });
+ }
+
+ // =====================================================================
+ // RADIAL PINCH — render-time only spatial warp.
+ // The integrator writes truthful Aizawa coordinates into s.buf. Before
+ // we hand the new vertex to Line2's GPU buffer, we warp the radius in
+ // the plane perpendicular to the regime's spike axis. The integrator
+ // state is never touched, so dynamics (stability, attractor topology,
+ // param sensitivities) are 100% preserved — only the *visualization*
+ // is stylized.
+ //
+ // Output is written into the destination float array starting at
+ // `dstIdx` so we can call this on the lineSegArr's start/end slots
+ // directly without a temporary allocation.
+ // =====================================================================
+ function applyRadialPinch(p, x, y, z, dst, dstIdx) {
+ if (!p) {
+ dst[dstIdx] = x;
+ dst[dstIdx + 1] = y;
+ dst[dstIdx + 2] = z;
+ return;
+ }
+ // Identify the (a, b) pair that defines the perpendicular plane and
+ // the (c) value that runs along the spike axis. We warp (a, b) and
+ // pass c straight through.
+ let a, b, c, ax = p.axis;
+ if (ax === 0) { a = y; b = z; c = x; }
+ else if (ax === 1) { a = x; b = z; c = y; }
+ else { a = x; b = y; c = z; }
+
+ const r = Math.sqrt(a * a + b * b);
+ if (r < 1e-6) {
+ dst[dstIdx] = x;
+ dst[dstIdx + 1] = y;
+ dst[dstIdx + 2] = z;
+ return;
+ }
+ const piv = p.pivot;
+ const exp = (r < piv) ? p.innerExp : p.outerExp;
+ // r' = pivot * (r/pivot)^exp, k = r'/r (multiplicative scale on a,b)
+ const k = piv * Math.pow(r / piv, exp) / r;
+ a *= k; b *= k;
+
+ if (ax === 0) { dst[dstIdx] = c; dst[dstIdx + 1] = a; dst[dstIdx + 2] = b; }
+ else if (ax === 1) { dst[dstIdx] = a; dst[dstIdx + 1] = c; dst[dstIdx + 2] = b; }
+ else { dst[dstIdx] = a; dst[dstIdx + 1] = b; dst[dstIdx + 2] = c; }
+ }
+
+ // Apply a regime's render transform to the whole hero group, and rebuild
+ // every spline's seed cluster so the next cold-start emerges from origin.
+ function applyRegimeTransform(reg) {
+ heroGroup.scale.set(reg.renderScale, reg.renderScale, reg.renderScale);
+ heroGroup.position.set(reg.renderOffset[0], reg.renderOffset[1], reg.renderOffset[2]);
+ }
+ // Max stagger window (in seconds) — late starters begin tracing this many
+ // seconds after the cold-start clock starts, so the swarm grows in waves
+ // rather than as a single synchronized march.
+ const STAGGER_MAX = 4.2; // [0 .. 4.2s] of the 7s cold-start
+
+ function reseedSplines(reg) {
+ const [cx, cy, cz] = reg.seedCenter;
+ const r = reg.seedSpread;
+ const pinch = reg.radialPinch || null;
+ // Pre-warp the seed point once for use in the lineSegArr (we need the
+ // visual seed to land in the warped space so delayed splines don't
+ // visibly jump on first integration step).
+ const warpedSeed = new Float32Array(3);
+ for (let i = 0; i < splines.length; i++) {
+ const s = splines[i];
+ // Each spline gets its own slightly-perturbed seed near the regime's
+ // canonical starting point.
+ const x0 = cx + (Math.random() - 0.5) * r;
+ const y0 = cy + (Math.random() - 0.5) * r;
+ const z0 = cz + (Math.random() - 0.5) * r;
+ // Integrator state stays in unwarped/native coordinates.
+ for (let j = 0; j < TRAIL_LEN; j++) {
+ s.buf[j*3+0] = x0; s.buf[j*3+1] = y0; s.buf[j*3+2] = z0;
+ }
+ // Compute the warped seed for the visual buffer.
+ applyRadialPinch(pinch, x0, y0, z0, warpedSeed, 0);
+ const wx = warpedSeed[0], wy = warpedSeed[1], wz = warpedSeed[2];
+ // Reset the interleaved segment buffer to all-collapsed-at-seed so the
+ // moment a delayed spline unfreezes, every slot in its segment buffer
+ // already points at the seed (no stale geometry leaks through).
+ for (let j = 0; j < SEG_COUNT; j++) {
+ s.lineSegArr[j*6+0] = wx; s.lineSegArr[j*6+1] = wy; s.lineSegArr[j*6+2] = wz;
+ s.lineSegArr[j*6+3] = wx; s.lineSegArr[j*6+4] = wy; s.lineSegArr[j*6+5] = wz;
+ }
+ s.instanceBuffer.needsUpdate = true;
+ // Hero spline (#0) starts immediately — camera, comet head, and tick
+ // emission all key off splines[0]. Others get randomized delays.
+ s.startDelay = (i === 0) ? 0 : Math.random() * STAGGER_MAX;
+ s.geom.instanceCount = 0; // nothing visible until first integration
+ }
+ }
+ applyRegimeTransform(activeRegime);
+ // Apply the first regime's preferred camera up-vector so even the very
+ // first frame already has the spike vertical for Aizawa.
+ if (activeRegime.cameraUp) camera.up.copy(activeRegime.cameraUp);
+ // Seed the very first regime so REGIME 01 cold-starts from its canonical
+ // entry point — splines are constructed with a placeholder cluster.
+ reseedSplines(activeRegime);
+
+ // Hero comet head (radial-gradient sprite, generated at runtime)
+ function sparkTexture() {
+ const size = 256;
+ const cv = document.createElement('canvas');
+ cv.width = cv.height = size;
+ const ctx = cv.getContext('2d');
+ const g = ctx.createRadialGradient(size/2, size/2, 0, size/2, size/2, size/2);
+ g.addColorStop(0.00, 'rgba(255,255,255,1)');
+ g.addColorStop(0.18, 'rgba(143,255,198,0.95)');
+ g.addColorStop(0.45, 'rgba(66,255,159,0.40)');
+ g.addColorStop(0.78, 'rgba(5,188,132,0.10)');
+ g.addColorStop(1.00, 'rgba(0,0,0,0)');
+ ctx.fillStyle = g; ctx.fillRect(0, 0, size, size);
+ const tex = new THREE.CanvasTexture(cv);
+ tex.colorSpace = THREE.SRGBColorSpace;
+ return tex;
+ }
+ const sparkTex = sparkTexture();
+ const sparkMat = new THREE.SpriteMaterial({
+ map: sparkTex, blending: THREE.AdditiveBlending, transparent: true, depthWrite: false, opacity: 0,
+ });
+ sparkMat.userData.baseOpacity = 1.0;
+ const spark = new THREE.Sprite(sparkMat);
+ spark.scale.set(0.55, 0.55, 1);
+ heroGroup.add(spark);
+
+ const coreMat = new THREE.SpriteMaterial({
+ map: sparkTex, color: 0xeaffe9,
+ blending: THREE.AdditiveBlending, transparent: true, depthWrite: false, opacity: 0,
+ });
+ coreMat.userData.baseOpacity = 1.0;
+ const core = new THREE.Sprite(coreMat);
+ core.scale.set(0.18, 0.18, 1);
+ heroGroup.add(core);
+
+ // =====================================================================
+ // LAYER 5 — TICK PARTICLES (price-action sparks emitted from the comet)
+ // Tiny short-lived sprites that drift up & fade. Visualizes the comet
+ // "reacting" as it accelerates through the spike of the attractor.
+ // =====================================================================
+ const TICK_POOL = 80;
+ const tickPool = [];
+ for (let i = 0; i < TICK_POOL; i++) {
+ const m = new THREE.SpriteMaterial({
+ map: sparkTex,
+ color: 0x8fffc6,
+ blending: THREE.AdditiveBlending,
+ transparent: true,
+ opacity: 0,
+ depthWrite: false,
+ });
+ const s = new THREE.Sprite(m);
+ s.scale.set(0.08, 0.08, 1);
+ s.userData = { life: 0, vx: 0, vy: 0, vz: 0 };
+ scene.add(s);
+ tickPool.push(s);
+ }
+ function emitTick(x, y, z, energy) {
+ const t = tickPool.find(p => p.userData.life <= 0);
+ if (!t) return;
+ t.position.set(x, y, z);
+ t.userData.life = 1.0;
+ t.userData.vx = (Math.random() - 0.5) * 0.012;
+ t.userData.vy = 0.005 + Math.random() * 0.012;
+ t.userData.vz = (Math.random() - 0.5) * 0.012;
+ t.material.opacity = Math.min(1.0, 0.4 + energy);
+ t.scale.setScalar(0.06 + Math.random() * 0.06);
+ }
+
+ // =====================================================================
+ // CAMERA DIRECTION SYSTEM — scripted shots, eased crossfades, looping.
+ // No user controls. The page can scroll freely.
+ // =====================================================================
+ // Each shot is structured as:
+ // [ HOLD at cur position ............... | smooth move to next ]
+ // |---- dur * HOLD_FRACTION (~75%) ----- |--- 1-HOLD_FRACTION ---|
+ // HOLD_FRACTION is bumped to 0.75 so 3/4 of every shot is rock-still.
+ // Each shot also carries `pivot` (0=locked-to-world, 1=follow-comet) and
+ // `wobble` (handheld breathing amplitude). The cycle is choreographed
+ // so MOST poses are far back & locked — long, contemplative gazes that
+ // let the comet wander through frame on its own — punctuated by ONE
+ // proper follow shot. The user reads the attractor's shape; the comet
+ // performs.
+ const HOLD_FRACTION = 0.75;
+ // Brand text shared across regimes — each shot index has the same headline
+ // and blurb regardless of which attractor is on stage. The camera params
+ // (pos/look/fov/up/etc.) live PER-REGIME inside `REGIMES[i].shots[idx]`.
+ // Helper so the rest of the code can read a "current shot" with all camera
+ // fields. Always reads from the active regime. (v6: brand/copy stripped —
+ // the hero copy is now static HTML, not driven per-shot.)
+ function shotAt(idx) {
+ const cam = activeRegime.shots[idx];
+ return {
+ pos: cam.pos,
+ look: cam.look,
+ fov: cam.fov,
+ dur: cam.dur,
+ pivot: cam.pivot,
+ wobble: cam.wobble,
+ chrome: cam.chrome ?? 1.0,
+ bloomScale: cam.bloomScale ?? 1.0,
+ };
+ }
+ let shotIdx = 0;
+ let shotT = 0; // elapsed seconds in current shot
+ const tmpVec = new THREE.Vector3();
+ const tmpLook = new THREE.Vector3();
+
+ function easeInOut(t) { // smooth cosine (gentle)
+ return 0.5 - 0.5 * Math.cos(Math.PI * t);
+ }
+ function smoothEase(t) { // Perlin's smootherstep: zero 1st & 2nd derivative
+ return t * t * t * (t * (t * 6 - 15) + 10);
+ }
+
+ // =====================================================================
+ // CAMERA PIVOT & WOBBLE — each shot declares two weights:
+ // pivot 0..1 how much the camera follows the comet
+ // 0 = LOCKED. `pos`/`look` are absolute world coords.
+ // The camera is rock-still; the comet wanders
+ // through the frame as it explores phase space.
+ // This is the "stand back and watch the dance"
+ // behaviour — gives the viewer time to read the
+ // structure of the attractor instead of being
+ // glued to a moving subject.
+ // 1 = FOLLOW. `pos`/`look` are offsets relative to a
+ // smoothed comet target — the camera glides in
+ // lockstep with the dot.
+ // wobble 0..1 handheld breathing-amplitude multiplier; 0 = totally
+ // still, 1 = subtle stabilizer feel. Locked shots want 0.
+ // Most shots are LOCKED so the rhythm is dance-like: long, still gazes
+ // from outside the structure, broken up by the occasional follow move.
+ // =====================================================================
+ const cometTarget = new THREE.Vector3();
+ const cometVec = new THREE.Vector3();
+
+ // =====================================================================
+ // CHROME FADE — each shot declares a `chrome` opacity (0..1) which lerps
+ // the HUD overlays, the floor/ceiling grids, and any other "scaffolding"
+ // in or out. Close-in / TRACK shots set chrome=0 so the cinematic frames
+ // are uncluttered. Wide / establishing shots use chrome=1 (full HUD).
+ // =====================================================================
+ const hudEls = Array.from(document.querySelectorAll('.hud'));
+ let _chromePrev = 1.0;
+ function applyChrome(value) {
+ if (Math.abs(value - _chromePrev) < 0.002) return;
+ _chromePrev = value;
+ for (const el of hudEls) el.style.opacity = value.toFixed(3);
+ gridMajor.material.opacity = gridMajor.material.userData.baseOpacity * value;
+ gridMinor.material.opacity = gridMinor.material.userData.baseOpacity * value;
+ gridCeil .material.opacity = gridCeil .material.userData.baseOpacity * value;
+ }
+
+ // =====================================================================
+ // PER-SHOT BLOOM — wide / pull-back shots (camera 5+ units away) get a
+ // MUCH dimmer bloom because at distance every ribbon is < 1 device pixel
+ // wide and adjacent ribbons stack into the same pixel. The default 0.18
+ // strength then catches that aggregate brightness and turns the whole
+ // attractor into a fuzzy halo. Each shot declares `bloomScale` (0..1.5)
+ // which multiplies the base strength. Lerped between shots like chrome.
+ // =====================================================================
+ const BLOOM_BASE_STRENGTH = bloomPass.strength; // captured snapshot
+ let _bloomPrev = 1.0;
+ function applyBloomScale(scale) {
+ // v4.5: per-regime bloom multiplier composed on top of the per-shot
+ // bloomScale. Lorenz uses 0.65 because its sink-driven trails stack
+ // far more aggressively than Aizawa/Halvorsen/Thomas.
+ const rMul = (activeRegime && activeRegime.bloomMul) ?? 1.0;
+ const finalScale = scale * rMul;
+ if (Math.abs(finalScale - _bloomPrev) < 0.005) return;
+ _bloomPrev = finalScale;
+ bloomPass.strength = BLOOM_BASE_STRENGTH * finalScale;
+ }
+
+ function applyShotCrossfade(a, b, alpha, headX, headY, headZ) {
+ // Smoothly chase the comet head. 0.025 ≈ 0.6s half-life at 60fps.
+ cometVec.set(headX, headY, headZ);
+ cometTarget.lerp(cometVec, 0.025);
+
+ const pivot = (a.pivot ?? 0) * (1 - alpha) + (b.pivot ?? 0) * alpha;
+ const wobble = (a.wobble ?? 0) * (1 - alpha) + (b.wobble ?? 0) * alpha;
+
+ // Position: shot's anchor point (world or relative, per `pivot`) plus
+ // an optional handheld wobble whose amplitude vanishes when locked.
+ tmpVec.lerpVectors(a.pos, b.pos, alpha);
+ tmpVec.y += Math.sin(alpha * Math.PI) * 0.14 * wobble;
+ const t = performance.now() * 0.00028;
+ tmpVec.x += Math.sin(t * 1.7) * 0.008 * wobble;
+ tmpVec.y += Math.cos(t * 1.3) * 0.006 * wobble;
+ tmpVec.addScaledVector(cometTarget, pivot);
+ camera.position.copy(tmpVec);
+
+ // LookAt: shot's compositional anchor + (optional) comet pivot.
+ tmpLook.lerpVectors(a.look, b.look, alpha);
+ tmpLook.addScaledVector(cometTarget, pivot);
+ camera.lookAt(tmpLook);
+
+ camera.fov = a.fov + (b.fov - a.fov) * alpha;
+ camera.updateProjectionMatrix();
+
+ // Chrome lerp — fades the HUD and grids in/out together. Smoothease so
+ // the overlays glide rather than abrupt-cut at shot boundaries.
+ const chromeAlpha = smoothEase(alpha);
+ const chromeNow = (a.chrome ?? 1.0) * (1 - chromeAlpha) + (b.chrome ?? 1.0) * chromeAlpha;
+ applyChrome(chromeNow);
+
+ // Bloom lerp — uses the same eased alpha so wide → mid transitions pull
+ // bloom up gradually rather than snapping at the boundary.
+ const bloomNow = (a.bloomScale ?? 1.0) * (1 - chromeAlpha) + (b.bloomScale ?? 1.0) * chromeAlpha;
+ applyBloomScale(bloomNow);
+ }
+
+ // =====================================================================
+ // REGIME LIFECYCLE — cold-start, retract, swap
+ // =====================================================================
+
+ // v4.5: extracted regime-set logic so the auto-cycle (`swapRegime`) runs a
+ // consistent cold-start each time a regime begins.
+ function setRegime(newIdx) {
+ regimeIdx = ((newIdx % REGIMES.length) + REGIMES.length) % REGIMES.length;
+ activeRegime = REGIMES[regimeIdx];
+ applyRegimeTransform(activeRegime);
+ reseedSplines(activeRegime);
+ regimeT = 0;
+ opacityMul = 0;
+ // Re-sync camera to top of the shot cycle so every cold-start opens with
+ // the regime-specific establishing shot — feels like a real "scene one" cut.
+ shotIdx = 0;
+ shotT = 0;
+ // Apply the regime's preferred camera up-vector. Aizawa wants screen-up
+ // = world-z so its central spike reads vertical; the others use
+ // standard y-up. We snap (no interpolation) because mixing up vectors
+ // mid-shot causes camera roll that's visually disorienting.
+ if (activeRegime.cameraUp) camera.up.copy(activeRegime.cameraUp);
+ // Snap the smoothed comet target to the new attractor's world-space
+ // seed centre, so the camera is already framed on the dot the moment
+ // the cold-start fade-in begins (no visible "search" pan).
+ const [cx, cy, cz] = activeRegime.seedCenter;
+ const ssx = activeRegime.renderScale;
+ const [sox, soy, soz] = activeRegime.renderOffset;
+ cometTarget.set(
+ cx * ssx + sox,
+ cy * ssx + soy,
+ cz * ssx + soz,
+ );
+ }
+
+ // Auto-cycle: invoked when a regime's lifecycle clock hits its end.
+ function swapRegime() {
+ setRegime(regimeIdx + 1);
+ }
+
+ // Pause rendering when the hero scrolls out of view to save the GPU.
+ const _io = new IntersectionObserver(
+ (entries) => { _visible = entries[0].isIntersecting; },
+ { threshold: 0.01 },
+ );
+ _io.observe(root);
+ _cleanups.push(() => _io.disconnect());
+
+ // =====================================================================
+ // MAIN LOOP
+ // =====================================================================
+ const clock = new THREE.Clock();
+ let prevHeadX = 0, prevHeadY = 0, prevHeadZ = 0;
+ let tickCooldown = 0;
+
+ function tick() {
+ if (!_running) return;
+ // Drain the clock even when paused so we don't get a dt jump on resume.
+ const dt = Math.min(clock.getDelta(), 0.1);
+ if (!_visible) { _raf = requestAnimationFrame(tick); return; }
+
+ // --- Regime lifecycle: cold-start → stable → retract → swap ----------
+ regimeT += dt;
+ if (regimeT >= REGIME_DURATION) {
+ swapRegime();
+ }
+ // opacityMul: smooth fade in over first 1.2s, fade out over last 1.5s
+ const fadeIn = Math.min(1, regimeT / 1.2);
+ const fadeOut = Math.min(1, (REGIME_DURATION - regimeT) / 1.5);
+ opacityMul = Math.max(0, Math.min(fadeIn, fadeOut));
+
+ // --- Integrate the attractor (active regime's step + params + dt) ----
+ // Each spline integrates and grows on its OWN clock (regimeT - startDelay).
+ // During the regime's stable middle, all splines run; in the cold-start &
+ // retract phases we compute per-spline progress so trails appear in waves
+ // and dissolve in waves, never marching in lockstep.
+ const step = activeRegime.step;
+ const rp = activeRegime.params;
+ const rdt = activeRegime.dt;
+ const pinch = activeRegime.radialPinch || null;
+ // v4.5: per-regime brightness multiplier — Lorenz uses 0.65 to keep the
+ // wing focal points from burning out into a white teardrop during retract.
+ const opMul = activeRegime.lineOpacityMul ?? 1.0;
+ const inCold = regimeT < REGIME_COLD_START;
+ const inRet = regimeT > REGIME_DURATION - REGIME_RETRACT;
+ for (const s of splines) {
+ // Per-spline elapsed time (clamped at zero before this spline's start).
+ const sT = regimeT - s.startDelay;
+
+ let sDraw;
+ if (sT <= 0) {
+ // Frozen at seed — no integration, no rendering yet.
+ sDraw = 0;
+ } else {
+ // Integrator updates s.buf in-place: shifts everything right by 3
+ // and writes the new head at buf[0..2]. After this call, buf[3..5]
+ // holds the OLD head (the new segment 0's endpoint).
+ step(s.buf, rp, rdt);
+
+ // Sync to Line2's interleaved instance buffer:
+ // lineSegArr layout = [seg0.start.xyz, seg0.end.xyz, seg1.start.xyz, ...]
+ // Ring-shift right by one segment (6 floats) and write the new
+ // head segment at slot 0. This is O(N) but a single copyWithin
+ // is cache-friendly and never allocates.
+ //
+ // v4.4: when the regime declares a `radialPinch`, we warp the head
+ // segment into the lineSegArr but keep s.buf in unwarped/native
+ // coordinates so the integrator's stability is unaffected. Each
+ // segment was warped at the moment it was the head, and ring-shift
+ // preserves those warped values throughout the trail.
+ const lsa = s.lineSegArr;
+ lsa.copyWithin(6, 0, lsa.length - 6);
+ if (pinch) {
+ applyRadialPinch(pinch, s.buf[0], s.buf[1], s.buf[2], lsa, 0); // new head
+ applyRadialPinch(pinch, s.buf[3], s.buf[4], s.buf[5], lsa, 3); // old head
+ } else {
+ lsa[0] = s.buf[0]; lsa[1] = s.buf[1]; lsa[2] = s.buf[2];
+ lsa[3] = s.buf[3]; lsa[4] = s.buf[4]; lsa[5] = s.buf[5];
+ }
+ s.instanceBuffer.needsUpdate = true;
+
+ if (inCold) {
+ const span = REGIME_COLD_START - s.startDelay;
+ sDraw = Math.max(0, Math.min(TRAIL_LEN,
+ Math.floor(TRAIL_LEN * (sT / span))));
+ } else if (inRet) {
+ const tInRet = regimeT - (REGIME_DURATION - REGIME_RETRACT)
+ - s.startDelay * 0.5;
+ const k = 1 - Math.max(0, tInRet) / REGIME_RETRACT;
+ sDraw = Math.max(0, Math.floor(TRAIL_LEN * k));
+ } else {
+ sDraw = TRAIL_LEN;
+ }
+ }
+ // Line2 renders one instance per segment — clamp count to (sDraw - 1)
+ // so we draw the newest sDraw vertices' worth of segments.
+ s.geom.instanceCount = Math.max(0, sDraw - 1);
+ s.mat.opacity = s.mat.userData.baseOpacity * opacityMul * opMul;
+ }
+ spark.material.opacity = sparkMat.userData.baseOpacity * opacityMul;
+ core.material.opacity = coreMat.userData.baseOpacity * opacityMul;
+
+ // --- Animate atmospheric motes ---
+ const mPos = moteGeom.attributes.position.array;
+ for (let i = 0; i < moteCount; i++) {
+ mPos[i*3+0] += moteVel[i*3+0];
+ mPos[i*3+1] += moteVel[i*3+1];
+ mPos[i*3+2] += moteVel[i*3+2];
+ if (mPos[i*3+1] > 4) {
+ mPos[i*3+0] = (Math.random() - 0.5) * 14;
+ mPos[i*3+1] = -4;
+ mPos[i*3+2] = -1 - Math.random() * 6;
+ }
+ }
+ moteGeom.attributes.position.needsUpdate = true;
+
+ // --- Comet head & emission ---
+ const head = splines[0].buf;
+ const hx = head[0], hy = head[1], hz = head[2];
+ spark.position.set(hx, hy, hz);
+ core.position.copy(spark.position);
+
+ // Breathing scale on the spark
+ const t = performance.now() * 0.001;
+ const breathe = 0.55 + Math.sin(t * 2.1) * 0.06;
+ spark.scale.set(breathe, breathe, 1);
+
+ // Speed of the head — when it accelerates through fast regions, emit ticks.
+ // Suppress emissions during cold-start & retract so the trail can build/
+ // shrink cleanly without leftover sparks floating around.
+ const speed = Math.hypot(hx - prevHeadX, hy - prevHeadY, hz - prevHeadZ);
+ tickCooldown -= dt;
+ const canEmit = opacityMul > 0.7 && regimeT > 1.0 && regimeT < REGIME_DURATION - 2.5;
+ if (canEmit && speed > activeRegime.speedThresh && tickCooldown <= 0) {
+ // tick particles live in world space, so transform local → world
+ const sx = activeRegime.renderScale;
+ const ox = activeRegime.renderOffset[0], oy = activeRegime.renderOffset[1], oz = activeRegime.renderOffset[2];
+ emitTick(hx * sx + ox, hy * sx + oy, hz * sx + oz, speed * 0.4 / activeRegime.speedThresh);
+ tickCooldown = 0.05 + Math.random() * 0.08;
+ }
+ prevHeadX = hx; prevHeadY = hy; prevHeadZ = hz;
+
+ // Update tick particles
+ for (const p of tickPool) {
+ if (p.userData.life > 0) {
+ p.userData.life -= dt * 0.6;
+ p.position.x += p.userData.vx;
+ p.position.y += p.userData.vy;
+ p.position.z += p.userData.vz;
+ p.material.opacity = Math.max(0, p.userData.life * 0.7);
+ }
+ }
+
+ // --- Camera direction ---
+ // Advance the timeline FIRST, then read cur/nxt — otherwise on the frame
+ // where we cross a shot boundary, cur/nxt still point at the old shots
+ // while alpha resets to 0, which teleports the camera back to the start of
+ // the segment we just finished (a 1-frame "flash").
+ shotT += dt;
+ const SHOT_LIST = activeRegime.shots;
+ while (shotT >= SHOT_LIST[shotIdx].dur) {
+ shotT -= SHOT_LIST[shotIdx].dur; // preserve any time overshoot so dt is honored
+ shotIdx = (shotIdx + 1) % SHOT_LIST.length;
+ }
+ const cur = shotAt(shotIdx);
+ const nxt = shotAt((shotIdx + 1) % SHOT_LIST.length);
+ // Two-phase shot timing: dwell on `cur` for the first HOLD_FRACTION of
+ // its duration, then transition to `nxt` over the remaining slice. This
+ // gives every pose room to breathe before the camera glides on, and the
+ // smootherstep keeps the start & end of each glide nearly tangent to
+ // zero velocity (no perceptible jolt when motion begins or ends).
+ const holdEnd = cur.dur * HOLD_FRACTION;
+ const moveSpan = cur.dur - holdEnd;
+ const alpha = shotT < holdEnd
+ ? 0
+ : smoothEase((shotT - holdEnd) / moveSpan);
+ // Convert the integrator's native head coords to WORLD space so the
+ // camera (which lives in world space) actually frames the visible
+ // comet, not its untransformed Lorenz/Halvorsen/Thomas raw values.
+ // Includes optional anisotropic axis scale (Aizawa uses this to widen
+ // the bowl).
+ const sx = activeRegime.renderScale;
+ const sa = activeRegime.renderScaleAxis || [1, 1, 1];
+ const ox = activeRegime.renderOffset[0];
+ const oy = activeRegime.renderOffset[1];
+ const oz = activeRegime.renderOffset[2];
+ applyShotCrossfade(cur, nxt, alpha,
+ hx * sx * sa[0] + ox,
+ hy * sx * sa[1] + oy,
+ hz * sx * sa[2] + oz,
+ );
+
+ composer.render();
+ _raf = requestAnimationFrame(tick);
+ }
+ _raf = requestAnimationFrame(tick);
+
+ const _onResize = () => {
+ camera.aspect = innerWidth / innerHeight;
+ camera.updateProjectionMatrix();
+ renderer.setSize(innerWidth, innerHeight);
+ composer.setSize(innerWidth, innerHeight);
+ bloomPass.resolution.set(innerWidth, innerHeight);
+ // Line2's LineMaterial uses screen-space pixel widths, so it needs to
+ // know the canvas resolution to compute the correct quad expansion.
+ _viewport.set(innerWidth, innerHeight);
+ for (const s of splines) s.mat.resolution.copy(_viewport);
+ };
+ addEventListener('resize', _onResize);
+ _cleanups.push(() => removeEventListener('resize', _onResize));
+
+ return function teardown() {
+ _running = false;
+ if (_raf) cancelAnimationFrame(_raf);
+ for (const fn of _cleanups) { try { fn(); } catch (e) {} }
+ try { renderer.dispose(); } catch (e) {}
+ try { composer.dispose && composer.dispose(); } catch (e) {}
+ if (renderer.domElement && renderer.domElement.parentNode)
+ renderer.domElement.parentNode.removeChild(renderer.domElement);
+ };
+}
diff --git a/docs/assets/stylesheets/extra.css b/docs/assets/stylesheets/extra.css
index c36e78d..bf43384 100644
--- a/docs/assets/stylesheets/extra.css
+++ b/docs/assets/stylesheets/extra.css
@@ -6,6 +6,153 @@
}
}
+/* =========================================================================
+ Dark, zensical-style top nav (header + tabs).
+ The "modern" theme variant ignores the palette `primary` color, so we tint
+ the header directly. The logo wordmark + header icons use `currentColor`,
+ so setting a light foreground recolors them automatically.
+ ========================================================================= */
+.md-header {
+ /* Deep near-black like zensical. Dropping `saturate()` and raising opacity
+ kills the grey-green cast the bright hero swirl used to bleed through. */
+ background-color: rgba(10, 11, 14, 0.9);
+ -webkit-backdrop-filter: blur(14px);
+ backdrop-filter: blur(14px);
+}
+.md-header,
+.md-header__title,
+.md-tabs {
+ color: #eef1f5;
+}
+.md-logo svg {
+ color: #eef1f5;
+}
+
+/* Vertically align the brand wordmark with the "Documentation" title. The
+ wordmark's text glyphs live in the lower half of its SVG viewBox (the icon
+ mark fills the top), so the centered logo makes "Wallstreet.io" sit ~4px below
+ the centered title. Lift the header logo so the wordmark text shares the
+ title's baseline. Scoped to the header logo only, so the mobile title (where
+ the wordmark is hidden) stays centered next to the hamburger. */
+.md-header__button.md-logo svg {
+ transform: translateY(-4px);
+}
+
+/* Horizontal section tabs sitting under the header. */
+.md-tabs {
+ background-color: transparent;
+}
+.md-tabs__link {
+ color: #eef1f5;
+ opacity: 0.72;
+ transition: opacity 0.2s ease;
+}
+.md-tabs__link:hover,
+.md-tabs__link--active {
+ color: #fff;
+ opacity: 1;
+}
+
+/* Search: the header trigger is a `.md-search__button` pill (its magnifier icon
+ and "Ctrl+K" hint are pseudo-elements that inherit `currentColor`). The theme
+ default is a near-black-on-white pill, which reads as a light-grey box on our
+ dark header — so tint it to a translucent dark pill with light text instead. */
+.md-search__button {
+ background-color: rgba(255, 255, 255, 0.08);
+ color: rgba(238, 241, 245, 0.7);
+ transition:
+ background-color 0.2s ease,
+ color 0.2s ease;
+}
+.md-search__button:hover {
+ background-color: rgba(255, 255, 255, 0.13);
+ color: #eef1f5;
+}
+/* The "Ctrl+K" hint is a `::after` keycap. The theme default gives it a near-
+ white fill with light text (designed for a light header), which reads as a
+ washed-out blob on our dark header. Make it a subtle dark keycap instead. */
+.md-search__button::after {
+ background-color: rgba(255, 255, 255, 0.09);
+ color: rgba(238, 241, 245, 0.6);
+ border: 1px solid rgba(255, 255, 255, 0.14);
+}
+
+/* Brand the primary buttons (Contact support, the report-issue Submit, etc.)
+ WSIO green to match the hero CTAs, instead of Material's default indigo. The
+ green vars are defined in hero.css :root (loaded site-wide). */
+.md-typeset .md-button--primary {
+ background-color: var(--wsio-green-500, #05bc84);
+ border-color: var(--wsio-green-500, #05bc84);
+ color: #001f12;
+}
+.md-typeset .md-button--primary:hover,
+.md-typeset .md-button--primary:focus {
+ background-color: var(--wsio-green-300, #50d0a9);
+ border-color: var(--wsio-green-300, #50d0a9);
+ color: #001f12;
+}
+
+/* =========================================================================
+ Footer: copyright centered inside the prev/next nav row (see
+ overrides/partials/footer.html), instead of a separate strip below. A
+ 3-column grid keeps the copyright optically centered no matter how wide the
+ prev/next labels are.
+ ========================================================================= */
+.md-footer__inner.md-footer__inner--meta {
+ display: grid;
+ grid-template-columns: 1fr auto 1fr;
+ align-items: center;
+ gap: 0.4rem 1rem;
+ margin-top: 0;
+}
+.md-footer__inner--meta .md-footer__link {
+ width: auto;
+ padding: 0.6rem 0;
+ opacity: 0.7;
+ transition: opacity 0.2s ease;
+}
+.md-footer__inner--meta .md-footer__link:hover {
+ opacity: 1;
+}
+.md-footer__inner--meta .md-footer__link--prev {
+ grid-column: 1;
+ justify-self: start;
+}
+.md-footer__inner--meta .md-footer__link--next {
+ grid-column: 3;
+ justify-self: end;
+}
+.md-footer__inner--meta .md-footer__meta {
+ grid-column: 2;
+ text-align: center;
+}
+.md-footer__inner--meta .md-footer__meta .md-copyright {
+ margin: 0 auto;
+ text-align: center;
+}
+/* Empty placeholders just hold the side columns when a page has no prev/next. */
+.md-footer__link--placeholder {
+ pointer-events: none;
+}
+
+/* On narrow screens the three columns get cramped, so stack: prev/next share
+ the top row and the copyright centers on a row beneath them. */
+@media (max-width: 44.9375em) {
+ .md-footer__inner.md-footer__inner--meta {
+ grid-template-columns: 1fr 1fr;
+ }
+ .md-footer__inner--meta .md-footer__link--prev {
+ grid-row: 1;
+ }
+ .md-footer__inner--meta .md-footer__link--next {
+ grid-row: 1;
+ }
+ .md-footer__inner--meta .md-footer__meta {
+ grid-column: 1 / -1;
+ grid-row: 2;
+ }
+}
+
[dir=ltr] .md-typeset .md-input,
[dir=rtl] .md-typeset .md-input {
border-radius: 0.4rem;
diff --git a/docs/assets/stylesheets/hero.css b/docs/assets/stylesheets/hero.css
new file mode 100644
index 0000000..889c309
--- /dev/null
+++ b/docs/assets/stylesheets/hero.css
@@ -0,0 +1,231 @@
+/* =========================================================================
+ Homepage cinematic hero (strange-attractor background).
+ Markup lives in overrides/home.html (block hero); the WebGL engine lives in
+ assets/javascript/hero.js. Everything is scoped under .wsio-hero so it can't
+ leak into the rest of the Material theme.
+ ========================================================================= */
+
+:root {
+ /* WSIO palette (mirrors angular/src/styles/palette.scss) */
+ --wsio-black-1: #0a0c0e;
+ --wsio-black-2: #19191f;
+ --wsio-charcoal: #a9a6b8;
+ --wsio-charcoal-2: #69667d;
+ --wsio-charcoal-3: #3a3946;
+ --wsio-green-50: #e1f7f0;
+ --wsio-green-300: #50d0a9;
+ --wsio-green-400: #2bc696;
+ --wsio-green-500: #05bc84;
+ --wsio-green-700: #04ad71;
+ --wsio-green-900: #019754;
+ --wsio-green-a200: #8fffc6;
+ --wsio-green-a400: #5cffac;
+ --wsio-green-a700: #42ff9f;
+ --wsio-negative: #ff6442;
+}
+
+/* The stage: fills the first screen below the (kept) top nav. */
+.wsio-hero {
+ position: relative;
+ /* Own stacking context: keeps the hero's internal layers (vignette/grain/copy
+ at z-index 5/6/10) contained, so they can't paint over the mobile nav
+ drawer / its overlay (z-index 5) or the sticky header (z-index 4). Without
+ this, the hero copy card sat *above* the open drawer. */
+ z-index: 1;
+ width: 100%;
+ height: calc(100vh - var(--wsio-header-h, 3rem));
+ min-height: 30rem;
+ overflow: hidden;
+ background: radial-gradient(
+ ellipse at 50% 45%,
+ var(--wsio-black-2) 0%,
+ var(--wsio-black-1) 65%,
+ #050608 100%
+ );
+ font-family: "Inter", -apple-system, BlinkMacSystemFont, "Segoe UI", system-ui,
+ sans-serif;
+}
+
+.wsio-hero #attractor {
+ position: absolute;
+ inset: 0;
+ pointer-events: none;
+}
+.wsio-hero #attractor canvas {
+ display: block;
+ pointer-events: none;
+}
+
+/* Subtle film-grain + vignette overlays. */
+.wsio-hero .vignette {
+ position: absolute;
+ inset: 0;
+ pointer-events: none;
+ z-index: 5;
+ background: radial-gradient(
+ ellipse at center,
+ transparent 30%,
+ rgba(0, 0, 0, 0.7) 100%
+ );
+ mix-blend-mode: multiply;
+}
+.wsio-hero .grain {
+ position: absolute;
+ inset: 0;
+ pointer-events: none;
+ z-index: 6;
+ opacity: 0.04;
+ background-image: url("data:image/svg+xml;utf8,");
+ mix-blend-mode: overlay;
+}
+
+/* Copy geared bottom-left, zensical-style. */
+.wsio-hero .hero {
+ position: absolute;
+ inset: 0;
+ z-index: 10;
+ display: flex;
+ align-items: flex-end;
+ justify-content: flex-start;
+ pointer-events: none;
+}
+.wsio-hero .hero-scrim {
+ position: absolute;
+ left: 0;
+ right: 0;
+ bottom: 0;
+ height: 62%;
+ background: linear-gradient(
+ to top,
+ rgba(8, 10, 12, 0.88) 0%,
+ rgba(8, 10, 12, 0.55) 26%,
+ rgba(8, 10, 12, 0) 100%
+ );
+}
+.wsio-hero .hero-content {
+ position: relative;
+ text-align: left;
+ margin: 0 0 6vh 5vw;
+ max-width: 540px;
+ padding: 26px 30px 28px;
+ background: rgba(12, 14, 18, 0.42);
+ border: 1px solid rgba(255, 255, 255, 0.07);
+ border-radius: 16px;
+ backdrop-filter: blur(12px) saturate(120%);
+ -webkit-backdrop-filter: blur(12px) saturate(120%);
+ box-shadow: 0 24px 60px rgba(0, 0, 0, 0.35);
+}
+.wsio-hero .hero-badge {
+ display: inline-block;
+ padding: 6px 14px;
+ background: rgba(5, 188, 132, 0.07);
+ border: 1px solid rgba(5, 188, 132, 0.22);
+ color: var(--wsio-green-300);
+ font-size: 12px;
+ font-weight: 500;
+ letter-spacing: 0.04em;
+ border-radius: 4px;
+ margin-bottom: 18px;
+}
+.wsio-hero .hero h1 {
+ margin: 0 0 14px;
+ font-size: clamp(34px, 4.6vw, 60px);
+ line-height: 1.05;
+ letter-spacing: -0.025em;
+ font-weight: 700;
+ color: #f3fff8;
+ text-shadow: 0 2px 30px rgba(0, 0, 0, 0.5);
+}
+.wsio-hero .hero h1 em {
+ font-style: normal;
+ background: linear-gradient(
+ 135deg,
+ var(--wsio-green-a200) 0%,
+ var(--wsio-green-500) 60%,
+ var(--wsio-green-700) 100%
+ );
+ -webkit-background-clip: text;
+ background-clip: text;
+ color: transparent;
+}
+.wsio-hero .hero-sub {
+ margin: 0 0 24px;
+ font-size: clamp(15px, 1.5vw, 18px);
+ color: var(--wsio-charcoal);
+ line-height: 1.5;
+}
+.wsio-hero .hero-actions {
+ display: flex;
+ gap: 14px;
+ justify-content: flex-start;
+ flex-wrap: wrap;
+ pointer-events: auto;
+}
+.wsio-hero .hero-cta {
+ display: inline-block;
+ background: var(--wsio-green-500);
+ color: #001f12;
+ padding: 13px 28px;
+ font-size: 15px;
+ font-weight: 600;
+ border-radius: 6px;
+ text-decoration: none;
+ transition: background 0.18s ease, transform 0.18s ease;
+}
+.wsio-hero .hero-cta:hover {
+ background: var(--wsio-green-300);
+ transform: translateY(-1px);
+}
+.wsio-hero .hero-cta.ghost {
+ background: transparent;
+ color: #eafff5;
+ border: 1px solid rgba(255, 255, 255, 0.18);
+}
+.wsio-hero .hero-cta.ghost:hover {
+ background: rgba(255, 255, 255, 0.05);
+ border-color: rgba(255, 255, 255, 0.35);
+}
+
+@media (max-width: 720px) {
+ .wsio-hero .hero-content {
+ margin: 0 16px 4vh;
+ padding: 20px 22px 22px;
+ max-width: none;
+ }
+ .wsio-hero .hero h1 {
+ font-size: clamp(30px, 8vw, 40px);
+ }
+}
+
+/* Homepage is the hero and nothing else: collapse the (empty) content column
+ so the landing is exactly one screen with no trailing gap. We must NOT hide
+ `.md-main` itself — the mobile nav drawer (`.md-sidebar--primary`) lives
+ inside it, so `display:none` on this ancestor would make the hamburger menu
+ open nothing. Hiding the content column keeps the drawer working. */
+body:has(.wsio-hero) .md-content {
+ display: none;
+}
+body:has(.wsio-hero) .md-main {
+ min-height: 0;
+}
+body:has(.wsio-hero) .md-main__inner {
+ margin-top: 0;
+}
+body:has(.wsio-hero) .md-footer {
+ display: none;
+}
+
+/* Hide the light/dark theme toggle on the homepage only. The cinematic hero is
+ always dark, so a "switch to light" control there would clash with it — but
+ the toggle stays available on every content page. */
+body:has(.wsio-hero) [data-md-component="palette"] {
+ display: none;
+}
+
+/* The theme reserves a scrollbar track on (`scrollbar-gutter: stable`)
+ to avoid layout shift on scrollable pages. The hero never scrolls, so that
+ reserved track just shows a white strip on the right against the dark hero.
+ Reclaim it on the landing only (content pages keep the stable gutter). */
+html:has(.wsio-hero) {
+ scrollbar-gutter: auto;
+}
diff --git a/docs/assets/vendor/three/addons/lines/Line2.js b/docs/assets/vendor/three/addons/lines/Line2.js
new file mode 100644
index 0000000..cdd1ddf
--- /dev/null
+++ b/docs/assets/vendor/three/addons/lines/Line2.js
@@ -0,0 +1,19 @@
+import { LineSegments2 } from '../lines/LineSegments2.js';
+import { LineGeometry } from '../lines/LineGeometry.js';
+import { LineMaterial } from '../lines/LineMaterial.js';
+
+class Line2 extends LineSegments2 {
+
+ constructor( geometry = new LineGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
+
+ super( geometry, material );
+
+ this.isLine2 = true;
+
+ this.type = 'Line2';
+
+ }
+
+}
+
+export { Line2 };
diff --git a/docs/assets/vendor/three/addons/lines/LineGeometry.js b/docs/assets/vendor/three/addons/lines/LineGeometry.js
new file mode 100644
index 0000000..1314cf6
--- /dev/null
+++ b/docs/assets/vendor/three/addons/lines/LineGeometry.js
@@ -0,0 +1,79 @@
+import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
+
+class LineGeometry extends LineSegmentsGeometry {
+
+ constructor() {
+
+ super();
+
+ this.isLineGeometry = true;
+
+ this.type = 'LineGeometry';
+
+ }
+
+ setPositions( array ) {
+
+ // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format
+
+ const length = array.length - 3;
+ const points = new Float32Array( 2 * length );
+
+ for ( let i = 0; i < length; i += 3 ) {
+
+ points[ 2 * i ] = array[ i ];
+ points[ 2 * i + 1 ] = array[ i + 1 ];
+ points[ 2 * i + 2 ] = array[ i + 2 ];
+
+ points[ 2 * i + 3 ] = array[ i + 3 ];
+ points[ 2 * i + 4 ] = array[ i + 4 ];
+ points[ 2 * i + 5 ] = array[ i + 5 ];
+
+ }
+
+ super.setPositions( points );
+
+ return this;
+
+ }
+
+ setColors( array ) {
+
+ // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format
+
+ const length = array.length - 3;
+ const colors = new Float32Array( 2 * length );
+
+ for ( let i = 0; i < length; i += 3 ) {
+
+ colors[ 2 * i ] = array[ i ];
+ colors[ 2 * i + 1 ] = array[ i + 1 ];
+ colors[ 2 * i + 2 ] = array[ i + 2 ];
+
+ colors[ 2 * i + 3 ] = array[ i + 3 ];
+ colors[ 2 * i + 4 ] = array[ i + 4 ];
+ colors[ 2 * i + 5 ] = array[ i + 5 ];
+
+ }
+
+ super.setColors( colors );
+
+ return this;
+
+ }
+
+ fromLine( line ) {
+
+ const geometry = line.geometry;
+
+ this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
+
+ // set colors, maybe
+
+ return this;
+
+ }
+
+}
+
+export { LineGeometry };
diff --git a/docs/assets/vendor/three/addons/lines/LineMaterial.js b/docs/assets/vendor/three/addons/lines/LineMaterial.js
new file mode 100644
index 0000000..561b6b5
--- /dev/null
+++ b/docs/assets/vendor/three/addons/lines/LineMaterial.js
@@ -0,0 +1,603 @@
+import {
+ ShaderLib,
+ ShaderMaterial,
+ UniformsLib,
+ UniformsUtils,
+ Vector2,
+} from '../../three.module.js';
+
+UniformsLib.line = {
+
+ worldUnits: { value: 1 },
+ linewidth: { value: 1 },
+ resolution: { value: new Vector2( 1, 1 ) },
+ dashOffset: { value: 0 },
+ dashScale: { value: 1 },
+ dashSize: { value: 1 },
+ gapSize: { value: 1 } // todo FIX - maybe change to totalSize
+
+};
+
+ShaderLib[ 'line' ] = {
+
+ uniforms: UniformsUtils.merge( [
+ UniformsLib.common,
+ UniformsLib.fog,
+ UniformsLib.line
+ ] ),
+
+ vertexShader:
+ /* glsl */`
+ #include
+ #include
+ #include
+ #include
+ #include
+
+ uniform float linewidth;
+ uniform vec2 resolution;
+
+ attribute vec3 instanceStart;
+ attribute vec3 instanceEnd;
+
+ attribute vec3 instanceColorStart;
+ attribute vec3 instanceColorEnd;
+
+ #ifdef WORLD_UNITS
+
+ varying vec4 worldPos;
+ varying vec3 worldStart;
+ varying vec3 worldEnd;
+
+ #ifdef USE_DASH
+
+ varying vec2 vUv;
+
+ #endif
+
+ #else
+
+ varying vec2 vUv;
+
+ #endif
+
+ #ifdef USE_DASH
+
+ uniform float dashScale;
+ attribute float instanceDistanceStart;
+ attribute float instanceDistanceEnd;
+ varying float vLineDistance;
+
+ #endif
+
+ void trimSegment( const in vec4 start, inout vec4 end ) {
+
+ // trim end segment so it terminates between the camera plane and the near plane
+
+ // conservative estimate of the near plane
+ float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
+ float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
+ float nearEstimate = - 0.5 * b / a;
+
+ float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
+
+ end.xyz = mix( start.xyz, end.xyz, alpha );
+
+ }
+
+ void main() {
+
+ #ifdef USE_COLOR
+
+ vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
+
+ #endif
+
+ #ifdef USE_DASH
+
+ vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
+ vUv = uv;
+
+ #endif
+
+ float aspect = resolution.x / resolution.y;
+
+ // camera space
+ vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
+ vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
+
+ #ifdef WORLD_UNITS
+
+ worldStart = start.xyz;
+ worldEnd = end.xyz;
+
+ #else
+
+ vUv = uv;
+
+ #endif
+
+ // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
+ // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
+ // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
+ // perhaps there is a more elegant solution -- WestLangley
+
+ bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
+
+ if ( perspective ) {
+
+ if ( start.z < 0.0 && end.z >= 0.0 ) {
+
+ trimSegment( start, end );
+
+ } else if ( end.z < 0.0 && start.z >= 0.0 ) {
+
+ trimSegment( end, start );
+
+ }
+
+ }
+
+ // clip space
+ vec4 clipStart = projectionMatrix * start;
+ vec4 clipEnd = projectionMatrix * end;
+
+ // ndc space
+ vec3 ndcStart = clipStart.xyz / clipStart.w;
+ vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
+
+ // direction
+ vec2 dir = ndcEnd.xy - ndcStart.xy;
+
+ // account for clip-space aspect ratio
+ dir.x *= aspect;
+ dir = normalize( dir );
+
+ #ifdef WORLD_UNITS
+
+ vec3 worldDir = normalize( end.xyz - start.xyz );
+ vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
+ vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
+ vec3 worldFwd = cross( worldDir, worldUp );
+ worldPos = position.y < 0.5 ? start: end;
+
+ // height offset
+ float hw = linewidth * 0.5;
+ worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
+
+ // don't extend the line if we're rendering dashes because we
+ // won't be rendering the endcaps
+ #ifndef USE_DASH
+
+ // cap extension
+ worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
+
+ // add width to the box
+ worldPos.xyz += worldFwd * hw;
+
+ // endcaps
+ if ( position.y > 1.0 || position.y < 0.0 ) {
+
+ worldPos.xyz -= worldFwd * 2.0 * hw;
+
+ }
+
+ #endif
+
+ // project the worldpos
+ vec4 clip = projectionMatrix * worldPos;
+
+ // shift the depth of the projected points so the line
+ // segments overlap neatly
+ vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
+ clip.z = clipPose.z * clip.w;
+
+ #else
+
+ vec2 offset = vec2( dir.y, - dir.x );
+ // undo aspect ratio adjustment
+ dir.x /= aspect;
+ offset.x /= aspect;
+
+ // sign flip
+ if ( position.x < 0.0 ) offset *= - 1.0;
+
+ // endcaps
+ if ( position.y < 0.0 ) {
+
+ offset += - dir;
+
+ } else if ( position.y > 1.0 ) {
+
+ offset += dir;
+
+ }
+
+ // adjust for linewidth
+ offset *= linewidth;
+
+ // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
+ offset /= resolution.y;
+
+ // select end
+ vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
+
+ // back to clip space
+ offset *= clip.w;
+
+ clip.xy += offset;
+
+ #endif
+
+ gl_Position = clip;
+
+ vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
+
+ #include
+ #include
+ #include
+
+ }
+ `,
+
+ fragmentShader:
+ /* glsl */`
+ uniform vec3 diffuse;
+ uniform float opacity;
+ uniform float linewidth;
+
+ #ifdef USE_DASH
+
+ uniform float dashOffset;
+ uniform float dashSize;
+ uniform float gapSize;
+
+ #endif
+
+ varying float vLineDistance;
+
+ #ifdef WORLD_UNITS
+
+ varying vec4 worldPos;
+ varying vec3 worldStart;
+ varying vec3 worldEnd;
+
+ #ifdef USE_DASH
+
+ varying vec2 vUv;
+
+ #endif
+
+ #else
+
+ varying vec2 vUv;
+
+ #endif
+
+ #include
+ #include
+ #include
+ #include
+ #include
+
+ vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
+
+ float mua;
+ float mub;
+
+ vec3 p13 = p1 - p3;
+ vec3 p43 = p4 - p3;
+
+ vec3 p21 = p2 - p1;
+
+ float d1343 = dot( p13, p43 );
+ float d4321 = dot( p43, p21 );
+ float d1321 = dot( p13, p21 );
+ float d4343 = dot( p43, p43 );
+ float d2121 = dot( p21, p21 );
+
+ float denom = d2121 * d4343 - d4321 * d4321;
+
+ float numer = d1343 * d4321 - d1321 * d4343;
+
+ mua = numer / denom;
+ mua = clamp( mua, 0.0, 1.0 );
+ mub = ( d1343 + d4321 * ( mua ) ) / d4343;
+ mub = clamp( mub, 0.0, 1.0 );
+
+ return vec2( mua, mub );
+
+ }
+
+ void main() {
+
+ #include
+
+ #ifdef USE_DASH
+
+ if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
+
+ if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
+
+ #endif
+
+ float alpha = opacity;
+
+ #ifdef WORLD_UNITS
+
+ // Find the closest points on the view ray and the line segment
+ vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
+ vec3 lineDir = worldEnd - worldStart;
+ vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
+
+ vec3 p1 = worldStart + lineDir * params.x;
+ vec3 p2 = rayEnd * params.y;
+ vec3 delta = p1 - p2;
+ float len = length( delta );
+ float norm = len / linewidth;
+
+ #ifndef USE_DASH
+
+ #ifdef USE_ALPHA_TO_COVERAGE
+
+ float dnorm = fwidth( norm );
+ alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
+
+ #else
+
+ if ( norm > 0.5 ) {
+
+ discard;
+
+ }
+
+ #endif
+
+ #endif
+
+ #else
+
+ #ifdef USE_ALPHA_TO_COVERAGE
+
+ // artifacts appear on some hardware if a derivative is taken within a conditional
+ float a = vUv.x;
+ float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
+ float len2 = a * a + b * b;
+ float dlen = fwidth( len2 );
+
+ if ( abs( vUv.y ) > 1.0 ) {
+
+ alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
+
+ }
+
+ #else
+
+ if ( abs( vUv.y ) > 1.0 ) {
+
+ float a = vUv.x;
+ float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
+ float len2 = a * a + b * b;
+
+ if ( len2 > 1.0 ) discard;
+
+ }
+
+ #endif
+
+ #endif
+
+ vec4 diffuseColor = vec4( diffuse, alpha );
+
+ #include
+ #include
+
+ gl_FragColor = vec4( diffuseColor.rgb, alpha );
+
+ #include
+ #include
+ #include
+ #include
+
+ }
+ `
+};
+
+class LineMaterial extends ShaderMaterial {
+
+ constructor( parameters ) {
+
+ super( {
+
+ type: 'LineMaterial',
+
+ uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
+
+ vertexShader: ShaderLib[ 'line' ].vertexShader,
+ fragmentShader: ShaderLib[ 'line' ].fragmentShader,
+
+ clipping: true // required for clipping support
+
+ } );
+
+ this.isLineMaterial = true;
+
+ this.setValues( parameters );
+
+ }
+
+ get color() {
+
+ return this.uniforms.diffuse.value;
+
+ }
+
+ set color( value ) {
+
+ this.uniforms.diffuse.value = value;
+
+ }
+
+ get worldUnits() {
+
+ return 'WORLD_UNITS' in this.defines;
+
+ }
+
+ set worldUnits( value ) {
+
+ if ( value === true ) {
+
+ this.defines.WORLD_UNITS = '';
+
+ } else {
+
+ delete this.defines.WORLD_UNITS;
+
+ }
+
+ }
+
+ get linewidth() {
+
+ return this.uniforms.linewidth.value;
+
+ }
+
+ set linewidth( value ) {
+
+ if ( ! this.uniforms.linewidth ) return;
+ this.uniforms.linewidth.value = value;
+
+ }
+
+ get dashed() {
+
+ return 'USE_DASH' in this.defines;
+
+ }
+
+ set dashed( value ) {
+
+ if ( ( value === true ) !== this.dashed ) {
+
+ this.needsUpdate = true;
+
+ }
+
+ if ( value === true ) {
+
+ this.defines.USE_DASH = '';
+
+ } else {
+
+ delete this.defines.USE_DASH;
+
+ }
+
+ }
+
+ get dashScale() {
+
+ return this.uniforms.dashScale.value;
+
+ }
+
+ set dashScale( value ) {
+
+ this.uniforms.dashScale.value = value;
+
+ }
+
+ get dashSize() {
+
+ return this.uniforms.dashSize.value;
+
+ }
+
+ set dashSize( value ) {
+
+ this.uniforms.dashSize.value = value;
+
+ }
+
+ get dashOffset() {
+
+ return this.uniforms.dashOffset.value;
+
+ }
+
+ set dashOffset( value ) {
+
+ this.uniforms.dashOffset.value = value;
+
+ }
+
+ get gapSize() {
+
+ return this.uniforms.gapSize.value;
+
+ }
+
+ set gapSize( value ) {
+
+ this.uniforms.gapSize.value = value;
+
+ }
+
+ get opacity() {
+
+ return this.uniforms.opacity.value;
+
+ }
+
+ set opacity( value ) {
+
+ if ( ! this.uniforms ) return;
+ this.uniforms.opacity.value = value;
+
+ }
+
+ get resolution() {
+
+ return this.uniforms.resolution.value;
+
+ }
+
+ set resolution( value ) {
+
+ this.uniforms.resolution.value.copy( value );
+
+ }
+
+ get alphaToCoverage() {
+
+ return 'USE_ALPHA_TO_COVERAGE' in this.defines;
+
+ }
+
+ set alphaToCoverage( value ) {
+
+ if ( ! this.defines ) return;
+
+ if ( ( value === true ) !== this.alphaToCoverage ) {
+
+ this.needsUpdate = true;
+
+ }
+
+ if ( value === true ) {
+
+ this.defines.USE_ALPHA_TO_COVERAGE = '';
+
+ } else {
+
+ delete this.defines.USE_ALPHA_TO_COVERAGE;
+
+ }
+
+ }
+
+}
+
+export { LineMaterial };
diff --git a/docs/assets/vendor/three/addons/lines/LineSegments2.js b/docs/assets/vendor/three/addons/lines/LineSegments2.js
new file mode 100644
index 0000000..56603c1
--- /dev/null
+++ b/docs/assets/vendor/three/addons/lines/LineSegments2.js
@@ -0,0 +1,376 @@
+import {
+ Box3,
+ InstancedInterleavedBuffer,
+ InterleavedBufferAttribute,
+ Line3,
+ MathUtils,
+ Matrix4,
+ Mesh,
+ Sphere,
+ Vector3,
+ Vector4
+} from '../../three.module.js';
+import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
+import { LineMaterial } from '../lines/LineMaterial.js';
+
+const _viewport = new Vector4();
+
+const _start = new Vector3();
+const _end = new Vector3();
+
+const _start4 = new Vector4();
+const _end4 = new Vector4();
+
+const _ssOrigin = new Vector4();
+const _ssOrigin3 = new Vector3();
+const _mvMatrix = new Matrix4();
+const _line = new Line3();
+const _closestPoint = new Vector3();
+
+const _box = new Box3();
+const _sphere = new Sphere();
+const _clipToWorldVector = new Vector4();
+
+let _ray, _lineWidth;
+
+// Returns the margin required to expand by in world space given the distance from the camera,
+// line width, resolution, and camera projection
+function getWorldSpaceHalfWidth( camera, distance, resolution ) {
+
+ // transform into clip space, adjust the x and y values by the pixel width offset, then
+ // transform back into world space to get world offset. Note clip space is [-1, 1] so full
+ // width does not need to be halved.
+ _clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
+ _clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
+ _clipToWorldVector.x = _lineWidth / resolution.width;
+ _clipToWorldVector.y = _lineWidth / resolution.height;
+ _clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
+ _clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
+
+ return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
+
+}
+
+function raycastWorldUnits( lineSegments, intersects ) {
+
+ const matrixWorld = lineSegments.matrixWorld;
+ const geometry = lineSegments.geometry;
+ const instanceStart = geometry.attributes.instanceStart;
+ const instanceEnd = geometry.attributes.instanceEnd;
+ const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
+
+ for ( let i = 0, l = segmentCount; i < l; i ++ ) {
+
+ _line.start.fromBufferAttribute( instanceStart, i );
+ _line.end.fromBufferAttribute( instanceEnd, i );
+
+ _line.applyMatrix4( matrixWorld );
+
+ const pointOnLine = new Vector3();
+ const point = new Vector3();
+
+ _ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
+ const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
+
+ if ( isInside ) {
+
+ intersects.push( {
+ point,
+ pointOnLine,
+ distance: _ray.origin.distanceTo( point ),
+ object: lineSegments,
+ face: null,
+ faceIndex: i,
+ uv: null,
+ uv1: null,
+ } );
+
+ }
+
+ }
+
+}
+
+function raycastScreenSpace( lineSegments, camera, intersects ) {
+
+ const projectionMatrix = camera.projectionMatrix;
+ const material = lineSegments.material;
+ const resolution = material.resolution;
+ const matrixWorld = lineSegments.matrixWorld;
+
+ const geometry = lineSegments.geometry;
+ const instanceStart = geometry.attributes.instanceStart;
+ const instanceEnd = geometry.attributes.instanceEnd;
+ const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
+
+ const near = - camera.near;
+
+ //
+
+ // pick a point 1 unit out along the ray to avoid the ray origin
+ // sitting at the camera origin which will cause "w" to be 0 when
+ // applying the projection matrix.
+ _ray.at( 1, _ssOrigin );
+
+ // ndc space [ - 1.0, 1.0 ]
+ _ssOrigin.w = 1;
+ _ssOrigin.applyMatrix4( camera.matrixWorldInverse );
+ _ssOrigin.applyMatrix4( projectionMatrix );
+ _ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
+
+ // screen space
+ _ssOrigin.x *= resolution.x / 2;
+ _ssOrigin.y *= resolution.y / 2;
+ _ssOrigin.z = 0;
+
+ _ssOrigin3.copy( _ssOrigin );
+
+ _mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
+
+ for ( let i = 0, l = segmentCount; i < l; i ++ ) {
+
+ _start4.fromBufferAttribute( instanceStart, i );
+ _end4.fromBufferAttribute( instanceEnd, i );
+
+ _start4.w = 1;
+ _end4.w = 1;
+
+ // camera space
+ _start4.applyMatrix4( _mvMatrix );
+ _end4.applyMatrix4( _mvMatrix );
+
+ // skip the segment if it's entirely behind the camera
+ const isBehindCameraNear = _start4.z > near && _end4.z > near;
+ if ( isBehindCameraNear ) {
+
+ continue;
+
+ }
+
+ // trim the segment if it extends behind camera near
+ if ( _start4.z > near ) {
+
+ const deltaDist = _start4.z - _end4.z;
+ const t = ( _start4.z - near ) / deltaDist;
+ _start4.lerp( _end4, t );
+
+ } else if ( _end4.z > near ) {
+
+ const deltaDist = _end4.z - _start4.z;
+ const t = ( _end4.z - near ) / deltaDist;
+ _end4.lerp( _start4, t );
+
+ }
+
+ // clip space
+ _start4.applyMatrix4( projectionMatrix );
+ _end4.applyMatrix4( projectionMatrix );
+
+ // ndc space [ - 1.0, 1.0 ]
+ _start4.multiplyScalar( 1 / _start4.w );
+ _end4.multiplyScalar( 1 / _end4.w );
+
+ // screen space
+ _start4.x *= resolution.x / 2;
+ _start4.y *= resolution.y / 2;
+
+ _end4.x *= resolution.x / 2;
+ _end4.y *= resolution.y / 2;
+
+ // create 2d segment
+ _line.start.copy( _start4 );
+ _line.start.z = 0;
+
+ _line.end.copy( _end4 );
+ _line.end.z = 0;
+
+ // get closest point on ray to segment
+ const param = _line.closestPointToPointParameter( _ssOrigin3, true );
+ _line.at( param, _closestPoint );
+
+ // check if the intersection point is within clip space
+ const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
+ const isInClipSpace = zPos >= - 1 && zPos <= 1;
+
+ const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
+
+ if ( isInClipSpace && isInside ) {
+
+ _line.start.fromBufferAttribute( instanceStart, i );
+ _line.end.fromBufferAttribute( instanceEnd, i );
+
+ _line.start.applyMatrix4( matrixWorld );
+ _line.end.applyMatrix4( matrixWorld );
+
+ const pointOnLine = new Vector3();
+ const point = new Vector3();
+
+ _ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
+
+ intersects.push( {
+ point: point,
+ pointOnLine: pointOnLine,
+ distance: _ray.origin.distanceTo( point ),
+ object: lineSegments,
+ face: null,
+ faceIndex: i,
+ uv: null,
+ uv1: null,
+ } );
+
+ }
+
+ }
+
+}
+
+class LineSegments2 extends Mesh {
+
+ constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
+
+ super( geometry, material );
+
+ this.isLineSegments2 = true;
+
+ this.type = 'LineSegments2';
+
+ }
+
+ // for backwards-compatibility, but could be a method of LineSegmentsGeometry...
+
+ computeLineDistances() {
+
+ const geometry = this.geometry;
+
+ const instanceStart = geometry.attributes.instanceStart;
+ const instanceEnd = geometry.attributes.instanceEnd;
+ const lineDistances = new Float32Array( 2 * instanceStart.count );
+
+ for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
+
+ _start.fromBufferAttribute( instanceStart, i );
+ _end.fromBufferAttribute( instanceEnd, i );
+
+ lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
+ lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
+
+ }
+
+ const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
+
+ geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
+ geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
+
+ return this;
+
+ }
+
+ raycast( raycaster, intersects ) {
+
+ const worldUnits = this.material.worldUnits;
+ const camera = raycaster.camera;
+
+ if ( camera === null && ! worldUnits ) {
+
+ console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.' );
+
+ }
+
+ const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
+
+ _ray = raycaster.ray;
+
+ const matrixWorld = this.matrixWorld;
+ const geometry = this.geometry;
+ const material = this.material;
+
+ _lineWidth = material.linewidth + threshold;
+
+ // check if we intersect the sphere bounds
+ if ( geometry.boundingSphere === null ) {
+
+ geometry.computeBoundingSphere();
+
+ }
+
+ _sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
+
+ // increase the sphere bounds by the worst case line screen space width
+ let sphereMargin;
+ if ( worldUnits ) {
+
+ sphereMargin = _lineWidth * 0.5;
+
+ } else {
+
+ const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( _ray.origin ) );
+ sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, material.resolution );
+
+ }
+
+ _sphere.radius += sphereMargin;
+
+ if ( _ray.intersectsSphere( _sphere ) === false ) {
+
+ return;
+
+ }
+
+ // check if we intersect the box bounds
+ if ( geometry.boundingBox === null ) {
+
+ geometry.computeBoundingBox();
+
+ }
+
+ _box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
+
+ // increase the box bounds by the worst case line width
+ let boxMargin;
+ if ( worldUnits ) {
+
+ boxMargin = _lineWidth * 0.5;
+
+ } else {
+
+ const distanceToBox = Math.max( camera.near, _box.distanceToPoint( _ray.origin ) );
+ boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, material.resolution );
+
+ }
+
+ _box.expandByScalar( boxMargin );
+
+ if ( _ray.intersectsBox( _box ) === false ) {
+
+ return;
+
+ }
+
+ if ( worldUnits ) {
+
+ raycastWorldUnits( this, intersects );
+
+ } else {
+
+ raycastScreenSpace( this, camera, intersects );
+
+ }
+
+ }
+
+ onBeforeRender( renderer ) {
+
+ const uniforms = this.material.uniforms;
+
+ if ( uniforms && uniforms.resolution ) {
+
+ renderer.getViewport( _viewport );
+ this.material.uniforms.resolution.value.set( _viewport.z, _viewport.w );
+
+ }
+
+ }
+
+}
+
+export { LineSegments2 };
diff --git a/docs/assets/vendor/three/addons/lines/LineSegmentsGeometry.js b/docs/assets/vendor/three/addons/lines/LineSegmentsGeometry.js
new file mode 100644
index 0000000..d51f241
--- /dev/null
+++ b/docs/assets/vendor/three/addons/lines/LineSegmentsGeometry.js
@@ -0,0 +1,241 @@
+import {
+ Box3,
+ Float32BufferAttribute,
+ InstancedBufferGeometry,
+ InstancedInterleavedBuffer,
+ InterleavedBufferAttribute,
+ Sphere,
+ Vector3,
+ WireframeGeometry
+} from '../../three.module.js';
+
+const _box = new Box3();
+const _vector = new Vector3();
+
+class LineSegmentsGeometry extends InstancedBufferGeometry {
+
+ constructor() {
+
+ super();
+
+ this.isLineSegmentsGeometry = true;
+
+ this.type = 'LineSegmentsGeometry';
+
+ const positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];
+ const uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];
+ const index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];
+
+ this.setIndex( index );
+ this.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ }
+
+ applyMatrix4( matrix ) {
+
+ const start = this.attributes.instanceStart;
+ const end = this.attributes.instanceEnd;
+
+ if ( start !== undefined ) {
+
+ start.applyMatrix4( matrix );
+
+ end.applyMatrix4( matrix );
+
+ start.needsUpdate = true;
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere !== null ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ return this;
+
+ }
+
+ setPositions( array ) {
+
+ let lineSegments;
+
+ if ( array instanceof Float32Array ) {
+
+ lineSegments = array;
+
+ } else if ( Array.isArray( array ) ) {
+
+ lineSegments = new Float32Array( array );
+
+ }
+
+ const instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz
+
+ this.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz
+ this.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz
+
+ //
+
+ this.computeBoundingBox();
+ this.computeBoundingSphere();
+
+ return this;
+
+ }
+
+ setColors( array ) {
+
+ let colors;
+
+ if ( array instanceof Float32Array ) {
+
+ colors = array;
+
+ } else if ( Array.isArray( array ) ) {
+
+ colors = new Float32Array( array );
+
+ }
+
+ const instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb
+
+ this.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb
+ this.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb
+
+ return this;
+
+ }
+
+ fromWireframeGeometry( geometry ) {
+
+ this.setPositions( geometry.attributes.position.array );
+
+ return this;
+
+ }
+
+ fromEdgesGeometry( geometry ) {
+
+ this.setPositions( geometry.attributes.position.array );
+
+ return this;
+
+ }
+
+ fromMesh( mesh ) {
+
+ this.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );
+
+ // set colors, maybe
+
+ return this;
+
+ }
+
+ fromLineSegments( lineSegments ) {
+
+ const geometry = lineSegments.geometry;
+
+ this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
+
+ // set colors, maybe
+
+ return this;
+
+ }
+
+ computeBoundingBox() {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new Box3();
+
+ }
+
+ const start = this.attributes.instanceStart;
+ const end = this.attributes.instanceEnd;
+
+ if ( start !== undefined && end !== undefined ) {
+
+ this.boundingBox.setFromBufferAttribute( start );
+
+ _box.setFromBufferAttribute( end );
+
+ this.boundingBox.union( _box );
+
+ }
+
+ }
+
+ computeBoundingSphere() {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new Sphere();
+
+ }
+
+ if ( this.boundingBox === null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ const start = this.attributes.instanceStart;
+ const end = this.attributes.instanceEnd;
+
+ if ( start !== undefined && end !== undefined ) {
+
+ const center = this.boundingSphere.center;
+
+ this.boundingBox.getCenter( center );
+
+ let maxRadiusSq = 0;
+
+ for ( let i = 0, il = start.count; i < il; i ++ ) {
+
+ _vector.fromBufferAttribute( start, i );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
+
+ _vector.fromBufferAttribute( end, i );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ if ( isNaN( this.boundingSphere.radius ) ) {
+
+ console.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );
+
+ }
+
+ }
+
+ }
+
+ toJSON() {
+
+ // todo
+
+ }
+
+ applyMatrix( matrix ) {
+
+ console.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );
+
+ return this.applyMatrix4( matrix );
+
+ }
+
+}
+
+export { LineSegmentsGeometry };
diff --git a/docs/assets/vendor/three/addons/postprocessing/EffectComposer.js b/docs/assets/vendor/three/addons/postprocessing/EffectComposer.js
new file mode 100644
index 0000000..db2b4aa
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/EffectComposer.js
@@ -0,0 +1,231 @@
+import {
+ Clock,
+ HalfFloatType,
+ NoBlending,
+ Vector2,
+ WebGLRenderTarget
+} from '../../three.module.js';
+import { CopyShader } from '../shaders/CopyShader.js';
+import { ShaderPass } from './ShaderPass.js';
+import { MaskPass } from './MaskPass.js';
+import { ClearMaskPass } from './MaskPass.js';
+
+class EffectComposer {
+
+ constructor( renderer, renderTarget ) {
+
+ this.renderer = renderer;
+
+ this._pixelRatio = renderer.getPixelRatio();
+
+ if ( renderTarget === undefined ) {
+
+ const size = renderer.getSize( new Vector2() );
+ this._width = size.width;
+ this._height = size.height;
+
+ renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
+ renderTarget.texture.name = 'EffectComposer.rt1';
+
+ } else {
+
+ this._width = renderTarget.width;
+ this._height = renderTarget.height;
+
+ }
+
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+ this.renderTarget2.texture.name = 'EffectComposer.rt2';
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ this.renderToScreen = true;
+
+ this.passes = [];
+
+ this.copyPass = new ShaderPass( CopyShader );
+ this.copyPass.material.blending = NoBlending;
+
+ this.clock = new Clock();
+
+ }
+
+ swapBuffers() {
+
+ const tmp = this.readBuffer;
+ this.readBuffer = this.writeBuffer;
+ this.writeBuffer = tmp;
+
+ }
+
+ addPass( pass ) {
+
+ this.passes.push( pass );
+ pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ insertPass( pass, index ) {
+
+ this.passes.splice( index, 0, pass );
+ pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ removePass( pass ) {
+
+ const index = this.passes.indexOf( pass );
+
+ if ( index !== - 1 ) {
+
+ this.passes.splice( index, 1 );
+
+ }
+
+ }
+
+ isLastEnabledPass( passIndex ) {
+
+ for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
+
+ if ( this.passes[ i ].enabled ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+ render( deltaTime ) {
+
+ // deltaTime value is in seconds
+
+ if ( deltaTime === undefined ) {
+
+ deltaTime = this.clock.getDelta();
+
+ }
+
+ const currentRenderTarget = this.renderer.getRenderTarget();
+
+ let maskActive = false;
+
+ for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
+
+ const pass = this.passes[ i ];
+
+ if ( pass.enabled === false ) continue;
+
+ pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
+ pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
+
+ if ( pass.needsSwap ) {
+
+ if ( maskActive ) {
+
+ const context = this.renderer.getContext();
+ const stencil = this.renderer.state.buffers.stencil;
+
+ //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
+ stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
+
+ this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
+
+ //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
+ stencil.setFunc( context.EQUAL, 1, 0xffffffff );
+
+ }
+
+ this.swapBuffers();
+
+ }
+
+ if ( MaskPass !== undefined ) {
+
+ if ( pass instanceof MaskPass ) {
+
+ maskActive = true;
+
+ } else if ( pass instanceof ClearMaskPass ) {
+
+ maskActive = false;
+
+ }
+
+ }
+
+ }
+
+ this.renderer.setRenderTarget( currentRenderTarget );
+
+ }
+
+ reset( renderTarget ) {
+
+ if ( renderTarget === undefined ) {
+
+ const size = this.renderer.getSize( new Vector2() );
+ this._pixelRatio = this.renderer.getPixelRatio();
+ this._width = size.width;
+ this._height = size.height;
+
+ renderTarget = this.renderTarget1.clone();
+ renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ this.renderTarget1.dispose();
+ this.renderTarget2.dispose();
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ }
+
+ setSize( width, height ) {
+
+ this._width = width;
+ this._height = height;
+
+ const effectiveWidth = this._width * this._pixelRatio;
+ const effectiveHeight = this._height * this._pixelRatio;
+
+ this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
+ this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
+
+ for ( let i = 0; i < this.passes.length; i ++ ) {
+
+ this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
+
+ }
+
+ }
+
+ setPixelRatio( pixelRatio ) {
+
+ this._pixelRatio = pixelRatio;
+
+ this.setSize( this._width, this._height );
+
+ }
+
+ dispose() {
+
+ this.renderTarget1.dispose();
+ this.renderTarget2.dispose();
+
+ this.copyPass.dispose();
+
+ }
+
+}
+
+export { EffectComposer };
diff --git a/docs/assets/vendor/three/addons/postprocessing/MaskPass.js b/docs/assets/vendor/three/addons/postprocessing/MaskPass.js
new file mode 100644
index 0000000..b30811c
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/MaskPass.js
@@ -0,0 +1,104 @@
+import { Pass } from './Pass.js';
+
+class MaskPass extends Pass {
+
+ constructor( scene, camera ) {
+
+ super();
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.clear = true;
+ this.needsSwap = false;
+
+ this.inverse = false;
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ const context = renderer.getContext();
+ const state = renderer.state;
+
+ // don't update color or depth
+
+ state.buffers.color.setMask( false );
+ state.buffers.depth.setMask( false );
+
+ // lock buffers
+
+ state.buffers.color.setLocked( true );
+ state.buffers.depth.setLocked( true );
+
+ // set up stencil
+
+ let writeValue, clearValue;
+
+ if ( this.inverse ) {
+
+ writeValue = 0;
+ clearValue = 1;
+
+ } else {
+
+ writeValue = 1;
+ clearValue = 0;
+
+ }
+
+ state.buffers.stencil.setTest( true );
+ state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
+ state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
+ state.buffers.stencil.setClear( clearValue );
+ state.buffers.stencil.setLocked( true );
+
+ // draw into the stencil buffer
+
+ renderer.setRenderTarget( readBuffer );
+ if ( this.clear ) renderer.clear();
+ renderer.render( this.scene, this.camera );
+
+ renderer.setRenderTarget( writeBuffer );
+ if ( this.clear ) renderer.clear();
+ renderer.render( this.scene, this.camera );
+
+ // unlock color and depth buffer and make them writable for subsequent rendering/clearing
+
+ state.buffers.color.setLocked( false );
+ state.buffers.depth.setLocked( false );
+
+ state.buffers.color.setMask( true );
+ state.buffers.depth.setMask( true );
+
+ // only render where stencil is set to 1
+
+ state.buffers.stencil.setLocked( false );
+ state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
+ state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
+ state.buffers.stencil.setLocked( true );
+
+ }
+
+}
+
+class ClearMaskPass extends Pass {
+
+ constructor() {
+
+ super();
+
+ this.needsSwap = false;
+
+ }
+
+ render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
+
+ renderer.state.buffers.stencil.setLocked( false );
+ renderer.state.buffers.stencil.setTest( false );
+
+ }
+
+}
+
+export { MaskPass, ClearMaskPass };
diff --git a/docs/assets/vendor/three/addons/postprocessing/OutputPass.js b/docs/assets/vendor/three/addons/postprocessing/OutputPass.js
new file mode 100644
index 0000000..ead63d1
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/OutputPass.js
@@ -0,0 +1,97 @@
+import {
+ ColorManagement,
+ RawShaderMaterial,
+ UniformsUtils,
+ LinearToneMapping,
+ ReinhardToneMapping,
+ CineonToneMapping,
+ AgXToneMapping,
+ ACESFilmicToneMapping,
+ NeutralToneMapping,
+ SRGBTransfer
+} from '../../three.module.js';
+import { Pass, FullScreenQuad } from './Pass.js';
+import { OutputShader } from '../shaders/OutputShader.js';
+
+class OutputPass extends Pass {
+
+ constructor() {
+
+ super();
+
+ //
+
+ const shader = OutputShader;
+
+ this.uniforms = UniformsUtils.clone( shader.uniforms );
+
+ this.material = new RawShaderMaterial( {
+ name: shader.name,
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ } );
+
+ this.fsQuad = new FullScreenQuad( this.material );
+
+ // internal cache
+
+ this._outputColorSpace = null;
+ this._toneMapping = null;
+
+ }
+
+ render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
+
+ this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
+ this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
+
+ // rebuild defines if required
+
+ if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
+
+ this._outputColorSpace = renderer.outputColorSpace;
+ this._toneMapping = renderer.toneMapping;
+
+ this.material.defines = {};
+
+ if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
+
+ if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
+ else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
+ else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
+ else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
+ else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
+ else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
+
+ this.material.needsUpdate = true;
+
+ }
+
+ //
+
+ if ( this.renderToScreen === true ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( writeBuffer );
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+ this.fsQuad.render( renderer );
+
+ }
+
+ }
+
+ dispose() {
+
+ this.material.dispose();
+ this.fsQuad.dispose();
+
+ }
+
+}
+
+export { OutputPass };
diff --git a/docs/assets/vendor/three/addons/postprocessing/Pass.js b/docs/assets/vendor/three/addons/postprocessing/Pass.js
new file mode 100644
index 0000000..1c9eaca
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/Pass.js
@@ -0,0 +1,95 @@
+import {
+ BufferGeometry,
+ Float32BufferAttribute,
+ OrthographicCamera,
+ Mesh
+} from '../../three.module.js';
+
+class Pass {
+
+ constructor() {
+
+ this.isPass = true;
+
+ // if set to true, the pass is processed by the composer
+ this.enabled = true;
+
+ // if set to true, the pass indicates to swap read and write buffer after rendering
+ this.needsSwap = true;
+
+ // if set to true, the pass clears its buffer before rendering
+ this.clear = false;
+
+ // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
+ this.renderToScreen = false;
+
+ }
+
+ setSize( /* width, height */ ) {}
+
+ render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
+
+ console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
+
+ }
+
+ dispose() {}
+
+}
+
+// Helper for passes that need to fill the viewport with a single quad.
+
+const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+
+// https://github.com/mrdoob/three.js/pull/21358
+
+class FullscreenTriangleGeometry extends BufferGeometry {
+
+ constructor() {
+
+ super();
+
+ this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
+ this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
+
+ }
+
+}
+
+const _geometry = new FullscreenTriangleGeometry();
+
+class FullScreenQuad {
+
+ constructor( material ) {
+
+ this._mesh = new Mesh( _geometry, material );
+
+ }
+
+ dispose() {
+
+ this._mesh.geometry.dispose();
+
+ }
+
+ render( renderer ) {
+
+ renderer.render( this._mesh, _camera );
+
+ }
+
+ get material() {
+
+ return this._mesh.material;
+
+ }
+
+ set material( value ) {
+
+ this._mesh.material = value;
+
+ }
+
+}
+
+export { Pass, FullScreenQuad };
diff --git a/docs/assets/vendor/three/addons/postprocessing/RenderPass.js b/docs/assets/vendor/three/addons/postprocessing/RenderPass.js
new file mode 100644
index 0000000..ddbbe41
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/RenderPass.js
@@ -0,0 +1,99 @@
+import {
+ Color
+} from '../../three.module.js';
+import { Pass } from './Pass.js';
+
+class RenderPass extends Pass {
+
+ constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
+
+ super();
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.overrideMaterial = overrideMaterial;
+
+ this.clearColor = clearColor;
+ this.clearAlpha = clearAlpha;
+
+ this.clear = true;
+ this.clearDepth = false;
+ this.needsSwap = false;
+ this._oldClearColor = new Color();
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ const oldAutoClear = renderer.autoClear;
+ renderer.autoClear = false;
+
+ let oldClearAlpha, oldOverrideMaterial;
+
+ if ( this.overrideMaterial !== null ) {
+
+ oldOverrideMaterial = this.scene.overrideMaterial;
+
+ this.scene.overrideMaterial = this.overrideMaterial;
+
+ }
+
+ if ( this.clearColor !== null ) {
+
+ renderer.getClearColor( this._oldClearColor );
+ renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
+
+ }
+
+ if ( this.clearAlpha !== null ) {
+
+ oldClearAlpha = renderer.getClearAlpha();
+ renderer.setClearAlpha( this.clearAlpha );
+
+ }
+
+ if ( this.clearDepth == true ) {
+
+ renderer.clearDepth();
+
+ }
+
+ renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
+
+ if ( this.clear === true ) {
+
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+
+ }
+
+ renderer.render( this.scene, this.camera );
+
+ // restore
+
+ if ( this.clearColor !== null ) {
+
+ renderer.setClearColor( this._oldClearColor );
+
+ }
+
+ if ( this.clearAlpha !== null ) {
+
+ renderer.setClearAlpha( oldClearAlpha );
+
+ }
+
+ if ( this.overrideMaterial !== null ) {
+
+ this.scene.overrideMaterial = oldOverrideMaterial;
+
+ }
+
+ renderer.autoClear = oldAutoClear;
+
+ }
+
+}
+
+export { RenderPass };
diff --git a/docs/assets/vendor/three/addons/postprocessing/ShaderPass.js b/docs/assets/vendor/three/addons/postprocessing/ShaderPass.js
new file mode 100644
index 0000000..f3d3c4e
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/ShaderPass.js
@@ -0,0 +1,77 @@
+import {
+ ShaderMaterial,
+ UniformsUtils
+} from '../../three.module.js';
+import { Pass, FullScreenQuad } from './Pass.js';
+
+class ShaderPass extends Pass {
+
+ constructor( shader, textureID ) {
+
+ super();
+
+ this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
+
+ if ( shader instanceof ShaderMaterial ) {
+
+ this.uniforms = shader.uniforms;
+
+ this.material = shader;
+
+ } else if ( shader ) {
+
+ this.uniforms = UniformsUtils.clone( shader.uniforms );
+
+ this.material = new ShaderMaterial( {
+
+ name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
+ defines: Object.assign( {}, shader.defines ),
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+
+ } );
+
+ }
+
+ this.fsQuad = new FullScreenQuad( this.material );
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ if ( this.uniforms[ this.textureID ] ) {
+
+ this.uniforms[ this.textureID ].value = readBuffer.texture;
+
+ }
+
+ this.fsQuad.material = this.material;
+
+ if ( this.renderToScreen ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( writeBuffer );
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+ this.fsQuad.render( renderer );
+
+ }
+
+ }
+
+ dispose() {
+
+ this.material.dispose();
+
+ this.fsQuad.dispose();
+
+ }
+
+}
+
+export { ShaderPass };
diff --git a/docs/assets/vendor/three/addons/postprocessing/UnrealBloomPass.js b/docs/assets/vendor/three/addons/postprocessing/UnrealBloomPass.js
new file mode 100644
index 0000000..8add9c7
--- /dev/null
+++ b/docs/assets/vendor/three/addons/postprocessing/UnrealBloomPass.js
@@ -0,0 +1,415 @@
+import {
+ AdditiveBlending,
+ Color,
+ HalfFloatType,
+ MeshBasicMaterial,
+ ShaderMaterial,
+ UniformsUtils,
+ Vector2,
+ Vector3,
+ WebGLRenderTarget
+} from '../../three.module.js';
+import { Pass, FullScreenQuad } from './Pass.js';
+import { CopyShader } from '../shaders/CopyShader.js';
+import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
+
+/**
+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
+ * mip map chain of bloom textures and blurs them with different radii. Because
+ * of the weighted combination of mips, and because larger blurs are done on
+ * higher mips, this effect provides good quality and performance.
+ *
+ * Reference:
+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
+ */
+class UnrealBloomPass extends Pass {
+
+ constructor( resolution, strength, radius, threshold ) {
+
+ super();
+
+ this.strength = ( strength !== undefined ) ? strength : 1;
+ this.radius = radius;
+ this.threshold = threshold;
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
+
+ // create color only once here, reuse it later inside the render function
+ this.clearColor = new Color( 0, 0, 0 );
+
+ // render targets
+ this.renderTargetsHorizontal = [];
+ this.renderTargetsVertical = [];
+ this.nMips = 5;
+ let resx = Math.round( this.resolution.x / 2 );
+ let resy = Math.round( this.resolution.y / 2 );
+
+ this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
+ this.renderTargetBright.texture.generateMipmaps = false;
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
+
+ renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
+ renderTargetHorizonal.texture.generateMipmaps = false;
+
+ this.renderTargetsHorizontal.push( renderTargetHorizonal );
+
+ const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
+
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
+ renderTargetVertical.texture.generateMipmaps = false;
+
+ this.renderTargetsVertical.push( renderTargetVertical );
+
+ resx = Math.round( resx / 2 );
+
+ resy = Math.round( resy / 2 );
+
+ }
+
+ // luminosity high pass material
+
+ const highPassShader = LuminosityHighPassShader;
+ this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
+
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
+
+ this.materialHighPassFilter = new ShaderMaterial( {
+ uniforms: this.highPassUniforms,
+ vertexShader: highPassShader.vertexShader,
+ fragmentShader: highPassShader.fragmentShader
+ } );
+
+ // gaussian blur materials
+
+ this.separableBlurMaterials = [];
+ const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
+ resx = Math.round( this.resolution.x / 2 );
+ resy = Math.round( this.resolution.y / 2 );
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
+
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
+
+ resx = Math.round( resx / 2 );
+
+ resy = Math.round( resy / 2 );
+
+ }
+
+ // composite material
+
+ this.compositeMaterial = this.getCompositeMaterial( this.nMips );
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
+
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
+ this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
+
+ // blend material
+
+ const copyShader = CopyShader;
+
+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
+
+ this.blendMaterial = new ShaderMaterial( {
+ uniforms: this.copyUniforms,
+ vertexShader: copyShader.vertexShader,
+ fragmentShader: copyShader.fragmentShader,
+ blending: AdditiveBlending,
+ depthTest: false,
+ depthWrite: false,
+ transparent: true
+ } );
+
+ this.enabled = true;
+ this.needsSwap = false;
+
+ this._oldClearColor = new Color();
+ this.oldClearAlpha = 1;
+
+ this.basic = new MeshBasicMaterial();
+
+ this.fsQuad = new FullScreenQuad( null );
+
+ }
+
+ dispose() {
+
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
+
+ this.renderTargetsHorizontal[ i ].dispose();
+
+ }
+
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
+
+ this.renderTargetsVertical[ i ].dispose();
+
+ }
+
+ this.renderTargetBright.dispose();
+
+ //
+
+ for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
+
+ this.separableBlurMaterials[ i ].dispose();
+
+ }
+
+ this.compositeMaterial.dispose();
+ this.blendMaterial.dispose();
+ this.basic.dispose();
+
+ //
+
+ this.fsQuad.dispose();
+
+ }
+
+ setSize( width, height ) {
+
+ let resx = Math.round( width / 2 );
+ let resy = Math.round( height / 2 );
+
+ this.renderTargetBright.setSize( resx, resy );
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
+
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
+
+ resx = Math.round( resx / 2 );
+ resy = Math.round( resy / 2 );
+
+ }
+
+ }
+
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
+
+ renderer.getClearColor( this._oldClearColor );
+ this.oldClearAlpha = renderer.getClearAlpha();
+ const oldAutoClear = renderer.autoClear;
+ renderer.autoClear = false;
+
+ renderer.setClearColor( this.clearColor, 0 );
+
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
+
+ // Render input to screen
+
+ if ( this.renderToScreen ) {
+
+ this.fsQuad.material = this.basic;
+ this.basic.map = readBuffer.texture;
+
+ renderer.setRenderTarget( null );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ }
+
+ // 1. Extract Bright Areas
+
+ this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
+ this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
+ this.fsQuad.material = this.materialHighPassFilter;
+
+ renderer.setRenderTarget( this.renderTargetBright );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ // 2. Blur All the mips progressively
+
+ let inputRenderTarget = this.renderTargetBright;
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.fsQuad.material = this.separableBlurMaterials[ i ];
+
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ inputRenderTarget = this.renderTargetsVertical[ i ];
+
+ }
+
+ // Composite All the mips
+
+ this.fsQuad.material = this.compositeMaterial;
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
+
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ // Blend it additively over the input texture
+
+ this.fsQuad.material = this.blendMaterial;
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
+
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
+
+ if ( this.renderToScreen ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( readBuffer );
+ this.fsQuad.render( renderer );
+
+ }
+
+ // Restore renderer settings
+
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
+ renderer.autoClear = oldAutoClear;
+
+ }
+
+ getSeperableBlurMaterial( kernelRadius ) {
+
+ const coefficients = [];
+
+ for ( let i = 0; i < kernelRadius; i ++ ) {
+
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
+
+ }
+
+ return new ShaderMaterial( {
+
+ defines: {
+ 'KERNEL_RADIUS': kernelRadius
+ },
+
+ uniforms: {
+ 'colorTexture': { value: null },
+ 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
+ 'direction': { value: new Vector2( 0.5, 0.5 ) },
+ 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
+ },
+
+ vertexShader:
+ `varying vec2 vUv;
+ void main() {
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }`,
+
+ fragmentShader:
+ `#include
+ varying vec2 vUv;
+ uniform sampler2D colorTexture;
+ uniform vec2 invSize;
+ uniform vec2 direction;
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
+
+ void main() {
+ float weightSum = gaussianCoefficients[0];
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
+ float x = float(i);
+ float w = gaussianCoefficients[i];
+ vec2 uvOffset = direction * invSize * x;
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
+ diffuseSum += (sample1 + sample2) * w;
+ weightSum += 2.0 * w;
+ }
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
+ }`
+ } );
+
+ }
+
+ getCompositeMaterial( nMips ) {
+
+ return new ShaderMaterial( {
+
+ defines: {
+ 'NUM_MIPS': nMips
+ },
+
+ uniforms: {
+ 'blurTexture1': { value: null },
+ 'blurTexture2': { value: null },
+ 'blurTexture3': { value: null },
+ 'blurTexture4': { value: null },
+ 'blurTexture5': { value: null },
+ 'bloomStrength': { value: 1.0 },
+ 'bloomFactors': { value: null },
+ 'bloomTintColors': { value: null },
+ 'bloomRadius': { value: 0.0 }
+ },
+
+ vertexShader:
+ `varying vec2 vUv;
+ void main() {
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }`,
+
+ fragmentShader:
+ `varying vec2 vUv;
+ uniform sampler2D blurTexture1;
+ uniform sampler2D blurTexture2;
+ uniform sampler2D blurTexture3;
+ uniform sampler2D blurTexture4;
+ uniform sampler2D blurTexture5;
+ uniform float bloomStrength;
+ uniform float bloomRadius;
+ uniform float bloomFactors[NUM_MIPS];
+ uniform vec3 bloomTintColors[NUM_MIPS];
+
+ float lerpBloomFactor(const in float factor) {
+ float mirrorFactor = 1.2 - factor;
+ return mix(factor, mirrorFactor, bloomRadius);
+ }
+
+ void main() {
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
+ }`
+ } );
+
+ }
+
+}
+
+UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
+UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
+
+export { UnrealBloomPass };
diff --git a/docs/assets/vendor/three/addons/shaders/CopyShader.js b/docs/assets/vendor/three/addons/shaders/CopyShader.js
new file mode 100644
index 0000000..8c3f2cd
--- /dev/null
+++ b/docs/assets/vendor/three/addons/shaders/CopyShader.js
@@ -0,0 +1,45 @@
+/**
+ * Full-screen textured quad shader
+ */
+
+const CopyShader = {
+
+ name: 'CopyShader',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'opacity': { value: 1.0 }
+
+ },
+
+ vertexShader: /* glsl */`
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ uniform float opacity;
+
+ uniform sampler2D tDiffuse;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vec4 texel = texture2D( tDiffuse, vUv );
+ gl_FragColor = opacity * texel;
+
+
+ }`
+
+};
+
+export { CopyShader };
diff --git a/docs/assets/vendor/three/addons/shaders/LuminosityHighPassShader.js b/docs/assets/vendor/three/addons/shaders/LuminosityHighPassShader.js
new file mode 100644
index 0000000..70795f2
--- /dev/null
+++ b/docs/assets/vendor/three/addons/shaders/LuminosityHighPassShader.js
@@ -0,0 +1,66 @@
+import {
+ Color
+} from '../../three.module.js';
+
+/**
+ * Luminosity
+ * http://en.wikipedia.org/wiki/Luminosity
+ */
+
+const LuminosityHighPassShader = {
+
+ name: 'LuminosityHighPassShader',
+
+ shaderID: 'luminosityHighPass',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'luminosityThreshold': { value: 1.0 },
+ 'smoothWidth': { value: 1.0 },
+ 'defaultColor': { value: new Color( 0x000000 ) },
+ 'defaultOpacity': { value: 0.0 }
+
+ },
+
+ vertexShader: /* glsl */`
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ uniform sampler2D tDiffuse;
+ uniform vec3 defaultColor;
+ uniform float defaultOpacity;
+ uniform float luminosityThreshold;
+ uniform float smoothWidth;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vec4 texel = texture2D( tDiffuse, vUv );
+
+ vec3 luma = vec3( 0.299, 0.587, 0.114 );
+
+ float v = dot( texel.xyz, luma );
+
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
+
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
+
+ gl_FragColor = mix( outputColor, texel, alpha );
+
+ }`
+
+};
+
+export { LuminosityHighPassShader };
diff --git a/docs/assets/vendor/three/addons/shaders/OutputShader.js b/docs/assets/vendor/three/addons/shaders/OutputShader.js
new file mode 100644
index 0000000..ca1085d
--- /dev/null
+++ b/docs/assets/vendor/three/addons/shaders/OutputShader.js
@@ -0,0 +1,85 @@
+const OutputShader = {
+
+ name: 'OutputShader',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'toneMappingExposure': { value: 1 }
+
+ },
+
+ vertexShader: /* glsl */`
+ precision highp float;
+
+ uniform mat4 modelViewMatrix;
+ uniform mat4 projectionMatrix;
+
+ attribute vec3 position;
+ attribute vec2 uv;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ precision highp float;
+
+ uniform sampler2D tDiffuse;
+
+ #include
+ #include
+
+ varying vec2 vUv;
+
+ void main() {
+
+ gl_FragColor = texture2D( tDiffuse, vUv );
+
+ // tone mapping
+
+ #ifdef LINEAR_TONE_MAPPING
+
+ gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
+
+ #elif defined( REINHARD_TONE_MAPPING )
+
+ gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
+
+ #elif defined( CINEON_TONE_MAPPING )
+
+ gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
+
+ #elif defined( ACES_FILMIC_TONE_MAPPING )
+
+ gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
+
+ #elif defined( AGX_TONE_MAPPING )
+
+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
+
+ #elif defined( NEUTRAL_TONE_MAPPING )
+
+ gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
+
+ #endif
+
+ // color space
+
+ #ifdef SRGB_TRANSFER
+
+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
+
+ #endif
+
+ }`
+
+};
+
+export { OutputShader };
diff --git a/docs/assets/vendor/three/three.module.js b/docs/assets/vendor/three/three.module.js
new file mode 100644
index 0000000..35472f1
--- /dev/null
+++ b/docs/assets/vendor/three/three.module.js
@@ -0,0 +1,53710 @@
+/**
+ * @license
+ * Copyright 2010-2024 Three.js Authors
+ * SPDX-License-Identifier: MIT
+ */
+const REVISION = '166';
+
+const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
+const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
+const CullFaceNone = 0;
+const CullFaceBack = 1;
+const CullFaceFront = 2;
+const CullFaceFrontBack = 3;
+const BasicShadowMap = 0;
+const PCFShadowMap = 1;
+const PCFSoftShadowMap = 2;
+const VSMShadowMap = 3;
+const FrontSide = 0;
+const BackSide = 1;
+const DoubleSide = 2;
+const NoBlending = 0;
+const NormalBlending = 1;
+const AdditiveBlending = 2;
+const SubtractiveBlending = 3;
+const MultiplyBlending = 4;
+const CustomBlending = 5;
+const AddEquation = 100;
+const SubtractEquation = 101;
+const ReverseSubtractEquation = 102;
+const MinEquation = 103;
+const MaxEquation = 104;
+const ZeroFactor = 200;
+const OneFactor = 201;
+const SrcColorFactor = 202;
+const OneMinusSrcColorFactor = 203;
+const SrcAlphaFactor = 204;
+const OneMinusSrcAlphaFactor = 205;
+const DstAlphaFactor = 206;
+const OneMinusDstAlphaFactor = 207;
+const DstColorFactor = 208;
+const OneMinusDstColorFactor = 209;
+const SrcAlphaSaturateFactor = 210;
+const ConstantColorFactor = 211;
+const OneMinusConstantColorFactor = 212;
+const ConstantAlphaFactor = 213;
+const OneMinusConstantAlphaFactor = 214;
+const NeverDepth = 0;
+const AlwaysDepth = 1;
+const LessDepth = 2;
+const LessEqualDepth = 3;
+const EqualDepth = 4;
+const GreaterEqualDepth = 5;
+const GreaterDepth = 6;
+const NotEqualDepth = 7;
+const MultiplyOperation = 0;
+const MixOperation = 1;
+const AddOperation = 2;
+const NoToneMapping = 0;
+const LinearToneMapping = 1;
+const ReinhardToneMapping = 2;
+const CineonToneMapping = 3;
+const ACESFilmicToneMapping = 4;
+const CustomToneMapping = 5;
+const AgXToneMapping = 6;
+const NeutralToneMapping = 7;
+const AttachedBindMode = 'attached';
+const DetachedBindMode = 'detached';
+
+const UVMapping = 300;
+const CubeReflectionMapping = 301;
+const CubeRefractionMapping = 302;
+const EquirectangularReflectionMapping = 303;
+const EquirectangularRefractionMapping = 304;
+const CubeUVReflectionMapping = 306;
+const RepeatWrapping = 1000;
+const ClampToEdgeWrapping = 1001;
+const MirroredRepeatWrapping = 1002;
+const NearestFilter = 1003;
+const NearestMipmapNearestFilter = 1004;
+const NearestMipMapNearestFilter = 1004;
+const NearestMipmapLinearFilter = 1005;
+const NearestMipMapLinearFilter = 1005;
+const LinearFilter = 1006;
+const LinearMipmapNearestFilter = 1007;
+const LinearMipMapNearestFilter = 1007;
+const LinearMipmapLinearFilter = 1008;
+const LinearMipMapLinearFilter = 1008;
+const UnsignedByteType = 1009;
+const ByteType = 1010;
+const ShortType = 1011;
+const UnsignedShortType = 1012;
+const IntType = 1013;
+const UnsignedIntType = 1014;
+const FloatType = 1015;
+const HalfFloatType = 1016;
+const UnsignedShort4444Type = 1017;
+const UnsignedShort5551Type = 1018;
+const UnsignedInt248Type = 1020;
+const UnsignedInt5999Type = 35902;
+const AlphaFormat = 1021;
+const RGBFormat = 1022;
+const RGBAFormat = 1023;
+const LuminanceFormat = 1024;
+const LuminanceAlphaFormat = 1025;
+const DepthFormat = 1026;
+const DepthStencilFormat = 1027;
+const RedFormat = 1028;
+const RedIntegerFormat = 1029;
+const RGFormat = 1030;
+const RGIntegerFormat = 1031;
+const RGBIntegerFormat = 1032;
+const RGBAIntegerFormat = 1033;
+
+const RGB_S3TC_DXT1_Format = 33776;
+const RGBA_S3TC_DXT1_Format = 33777;
+const RGBA_S3TC_DXT3_Format = 33778;
+const RGBA_S3TC_DXT5_Format = 33779;
+const RGB_PVRTC_4BPPV1_Format = 35840;
+const RGB_PVRTC_2BPPV1_Format = 35841;
+const RGBA_PVRTC_4BPPV1_Format = 35842;
+const RGBA_PVRTC_2BPPV1_Format = 35843;
+const RGB_ETC1_Format = 36196;
+const RGB_ETC2_Format = 37492;
+const RGBA_ETC2_EAC_Format = 37496;
+const RGBA_ASTC_4x4_Format = 37808;
+const RGBA_ASTC_5x4_Format = 37809;
+const RGBA_ASTC_5x5_Format = 37810;
+const RGBA_ASTC_6x5_Format = 37811;
+const RGBA_ASTC_6x6_Format = 37812;
+const RGBA_ASTC_8x5_Format = 37813;
+const RGBA_ASTC_8x6_Format = 37814;
+const RGBA_ASTC_8x8_Format = 37815;
+const RGBA_ASTC_10x5_Format = 37816;
+const RGBA_ASTC_10x6_Format = 37817;
+const RGBA_ASTC_10x8_Format = 37818;
+const RGBA_ASTC_10x10_Format = 37819;
+const RGBA_ASTC_12x10_Format = 37820;
+const RGBA_ASTC_12x12_Format = 37821;
+const RGBA_BPTC_Format = 36492;
+const RGB_BPTC_SIGNED_Format = 36494;
+const RGB_BPTC_UNSIGNED_Format = 36495;
+const RED_RGTC1_Format = 36283;
+const SIGNED_RED_RGTC1_Format = 36284;
+const RED_GREEN_RGTC2_Format = 36285;
+const SIGNED_RED_GREEN_RGTC2_Format = 36286;
+const LoopOnce = 2200;
+const LoopRepeat = 2201;
+const LoopPingPong = 2202;
+const InterpolateDiscrete = 2300;
+const InterpolateLinear = 2301;
+const InterpolateSmooth = 2302;
+const ZeroCurvatureEnding = 2400;
+const ZeroSlopeEnding = 2401;
+const WrapAroundEnding = 2402;
+const NormalAnimationBlendMode = 2500;
+const AdditiveAnimationBlendMode = 2501;
+const TrianglesDrawMode = 0;
+const TriangleStripDrawMode = 1;
+const TriangleFanDrawMode = 2;
+const BasicDepthPacking = 3200;
+const RGBADepthPacking = 3201;
+const TangentSpaceNormalMap = 0;
+const ObjectSpaceNormalMap = 1;
+
+// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
+const NoColorSpace = '';
+const SRGBColorSpace = 'srgb';
+const LinearSRGBColorSpace = 'srgb-linear';
+const DisplayP3ColorSpace = 'display-p3';
+const LinearDisplayP3ColorSpace = 'display-p3-linear';
+
+const LinearTransfer = 'linear';
+const SRGBTransfer = 'srgb';
+
+const Rec709Primaries = 'rec709';
+const P3Primaries = 'p3';
+
+const ZeroStencilOp = 0;
+const KeepStencilOp = 7680;
+const ReplaceStencilOp = 7681;
+const IncrementStencilOp = 7682;
+const DecrementStencilOp = 7683;
+const IncrementWrapStencilOp = 34055;
+const DecrementWrapStencilOp = 34056;
+const InvertStencilOp = 5386;
+
+const NeverStencilFunc = 512;
+const LessStencilFunc = 513;
+const EqualStencilFunc = 514;
+const LessEqualStencilFunc = 515;
+const GreaterStencilFunc = 516;
+const NotEqualStencilFunc = 517;
+const GreaterEqualStencilFunc = 518;
+const AlwaysStencilFunc = 519;
+
+const NeverCompare = 512;
+const LessCompare = 513;
+const EqualCompare = 514;
+const LessEqualCompare = 515;
+const GreaterCompare = 516;
+const NotEqualCompare = 517;
+const GreaterEqualCompare = 518;
+const AlwaysCompare = 519;
+
+const StaticDrawUsage = 35044;
+const DynamicDrawUsage = 35048;
+const StreamDrawUsage = 35040;
+const StaticReadUsage = 35045;
+const DynamicReadUsage = 35049;
+const StreamReadUsage = 35041;
+const StaticCopyUsage = 35046;
+const DynamicCopyUsage = 35050;
+const StreamCopyUsage = 35042;
+
+const GLSL1 = '100';
+const GLSL3 = '300 es';
+
+const WebGLCoordinateSystem = 2000;
+const WebGPUCoordinateSystem = 2001;
+
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+class EventDispatcher {
+
+ addEventListener( type, listener ) {
+
+ if ( this._listeners === undefined ) this._listeners = {};
+
+ const listeners = this._listeners;
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ }
+
+ hasEventListener( type, listener ) {
+
+ if ( this._listeners === undefined ) return false;
+
+ const listeners = this._listeners;
+
+ return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
+
+ }
+
+ removeEventListener( type, listener ) {
+
+ if ( this._listeners === undefined ) return;
+
+ const listeners = this._listeners;
+ const listenerArray = listeners[ type ];
+
+ if ( listenerArray !== undefined ) {
+
+ const index = listenerArray.indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listenerArray.splice( index, 1 );
+
+ }
+
+ }
+
+ }
+
+ dispatchEvent( event ) {
+
+ if ( this._listeners === undefined ) return;
+
+ const listeners = this._listeners;
+ const listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ // Make a copy, in case listeners are removed while iterating.
+ const array = listenerArray.slice( 0 );
+
+ for ( let i = 0, l = array.length; i < l; i ++ ) {
+
+ array[ i ].call( this, event );
+
+ }
+
+ event.target = null;
+
+ }
+
+ }
+
+}
+
+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' ];
+
+let _seed = 1234567;
+
+
+const DEG2RAD = Math.PI / 180;
+const RAD2DEG = 180 / Math.PI;
+
+// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
+function generateUUID() {
+
+ const d0 = Math.random() * 0xffffffff | 0;
+ const d1 = Math.random() * 0xffffffff | 0;
+ const d2 = Math.random() * 0xffffffff | 0;
+ const d3 = Math.random() * 0xffffffff | 0;
+ const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
+ _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
+ _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
+ _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
+
+ // .toLowerCase() here flattens concatenated strings to save heap memory space.
+ return uuid.toLowerCase();
+
+}
+
+function clamp( value, min, max ) {
+
+ return Math.max( min, Math.min( max, value ) );
+
+}
+
+// compute euclidean modulo of m % n
+// https://en.wikipedia.org/wiki/Modulo_operation
+function euclideanModulo( n, m ) {
+
+ return ( ( n % m ) + m ) % m;
+
+}
+
+// Linear mapping from range to range
+function mapLinear( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+}
+
+// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
+function inverseLerp( x, y, value ) {
+
+ if ( x !== y ) {
+
+ return ( value - x ) / ( y - x );
+
+ } else {
+
+ return 0;
+
+ }
+
+}
+
+// https://en.wikipedia.org/wiki/Linear_interpolation
+function lerp( x, y, t ) {
+
+ return ( 1 - t ) * x + t * y;
+
+}
+
+// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
+function damp( x, y, lambda, dt ) {
+
+ return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
+
+}
+
+// https://www.desmos.com/calculator/vcsjnyz7x4
+function pingpong( x, length = 1 ) {
+
+ return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
+
+}
+
+// http://en.wikipedia.org/wiki/Smoothstep
+function smoothstep( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * ( 3 - 2 * x );
+
+}
+
+function smootherstep( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+}
+
+// Random integer from interval
+function randInt( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+}
+
+// Random float from interval
+function randFloat( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+}
+
+// Random float from <-range/2, range/2> interval
+function randFloatSpread( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+}
+
+// Deterministic pseudo-random float in the interval [ 0, 1 ]
+function seededRandom( s ) {
+
+ if ( s !== undefined ) _seed = s;
+
+ // Mulberry32 generator
+
+ let t = _seed += 0x6D2B79F5;
+
+ t = Math.imul( t ^ t >>> 15, t | 1 );
+
+ t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
+
+ return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
+
+}
+
+function degToRad( degrees ) {
+
+ return degrees * DEG2RAD;
+
+}
+
+function radToDeg( radians ) {
+
+ return radians * RAD2DEG;
+
+}
+
+function isPowerOfTwo( value ) {
+
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+}
+
+function ceilPowerOfTwo( value ) {
+
+ return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
+
+}
+
+function floorPowerOfTwo( value ) {
+
+ return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
+
+}
+
+function setQuaternionFromProperEuler( q, a, b, c, order ) {
+
+ // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
+
+ // rotations are applied to the axes in the order specified by 'order'
+ // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
+ // angles are in radians
+
+ const cos = Math.cos;
+ const sin = Math.sin;
+
+ const c2 = cos( b / 2 );
+ const s2 = sin( b / 2 );
+
+ const c13 = cos( ( a + c ) / 2 );
+ const s13 = sin( ( a + c ) / 2 );
+
+ const c1_3 = cos( ( a - c ) / 2 );
+ const s1_3 = sin( ( a - c ) / 2 );
+
+ const c3_1 = cos( ( c - a ) / 2 );
+ const s3_1 = sin( ( c - a ) / 2 );
+
+ switch ( order ) {
+
+ case 'XYX':
+ q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
+ break;
+
+ case 'YZY':
+ q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
+ break;
+
+ case 'ZXZ':
+ q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
+ break;
+
+ case 'XZX':
+ q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
+ break;
+
+ case 'YXY':
+ q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
+ break;
+
+ case 'ZYZ':
+ q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
+ break;
+
+ default:
+ console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
+
+ }
+
+}
+
+function denormalize( value, array ) {
+
+ switch ( array.constructor ) {
+
+ case Float32Array:
+
+ return value;
+
+ case Uint32Array:
+
+ return value / 4294967295.0;
+
+ case Uint16Array:
+
+ return value / 65535.0;
+
+ case Uint8Array:
+
+ return value / 255.0;
+
+ case Int32Array:
+
+ return Math.max( value / 2147483647.0, - 1.0 );
+
+ case Int16Array:
+
+ return Math.max( value / 32767.0, - 1.0 );
+
+ case Int8Array:
+
+ return Math.max( value / 127.0, - 1.0 );
+
+ default:
+
+ throw new Error( 'Invalid component type.' );
+
+ }
+
+}
+
+function normalize( value, array ) {
+
+ switch ( array.constructor ) {
+
+ case Float32Array:
+
+ return value;
+
+ case Uint32Array:
+
+ return Math.round( value * 4294967295.0 );
+
+ case Uint16Array:
+
+ return Math.round( value * 65535.0 );
+
+ case Uint8Array:
+
+ return Math.round( value * 255.0 );
+
+ case Int32Array:
+
+ return Math.round( value * 2147483647.0 );
+
+ case Int16Array:
+
+ return Math.round( value * 32767.0 );
+
+ case Int8Array:
+
+ return Math.round( value * 127.0 );
+
+ default:
+
+ throw new Error( 'Invalid component type.' );
+
+ }
+
+}
+
+const MathUtils = {
+ DEG2RAD: DEG2RAD,
+ RAD2DEG: RAD2DEG,
+ generateUUID: generateUUID,
+ clamp: clamp,
+ euclideanModulo: euclideanModulo,
+ mapLinear: mapLinear,
+ inverseLerp: inverseLerp,
+ lerp: lerp,
+ damp: damp,
+ pingpong: pingpong,
+ smoothstep: smoothstep,
+ smootherstep: smootherstep,
+ randInt: randInt,
+ randFloat: randFloat,
+ randFloatSpread: randFloatSpread,
+ seededRandom: seededRandom,
+ degToRad: degToRad,
+ radToDeg: radToDeg,
+ isPowerOfTwo: isPowerOfTwo,
+ ceilPowerOfTwo: ceilPowerOfTwo,
+ floorPowerOfTwo: floorPowerOfTwo,
+ setQuaternionFromProperEuler: setQuaternionFromProperEuler,
+ normalize: normalize,
+ denormalize: denormalize
+};
+
+class Vector2 {
+
+ constructor( x = 0, y = 0 ) {
+
+ Vector2.prototype.isVector2 = true;
+
+ this.x = x;
+ this.y = y;
+
+ }
+
+ get width() {
+
+ return this.x;
+
+ }
+
+ set width( value ) {
+
+ this.x = value;
+
+ }
+
+ get height() {
+
+ return this.y;
+
+ }
+
+ set height( value ) {
+
+ this.y = value;
+
+ }
+
+ set( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ }
+
+ setScalar( scalar ) {
+
+ this.x = scalar;
+ this.y = scalar;
+
+ return this;
+
+ }
+
+ setX( x ) {
+
+ this.x = x;
+
+ return this;
+
+ }
+
+ setY( y ) {
+
+ this.y = y;
+
+ return this;
+
+ }
+
+ setComponent( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ return this;
+
+ }
+
+ getComponent( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ }
+
+ clone() {
+
+ return new this.constructor( this.x, this.y );
+
+ }
+
+ copy( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ }
+
+ add( v ) {
+
+ this.x += v.x;
+ this.y += v.y;
+
+ return this;
+
+ }
+
+ addScalar( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ }
+
+ addVectors( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ }
+
+ addScaledVector( v, s ) {
+
+ this.x += v.x * s;
+ this.y += v.y * s;
+
+ return this;
+
+ }
+
+ sub( v ) {
+
+ this.x -= v.x;
+ this.y -= v.y;
+
+ return this;
+
+ }
+
+ subScalar( s ) {
+
+ this.x -= s;
+ this.y -= s;
+
+ return this;
+
+ }
+
+ subVectors( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ }
+
+ multiply( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+
+ return this;
+
+ }
+
+ multiplyScalar( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+
+ return this;
+
+ }
+
+ divide( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+
+ return this;
+
+ }
+
+ divideScalar( scalar ) {
+
+ return this.multiplyScalar( 1 / scalar );
+
+ }
+
+ applyMatrix3( m ) {
+
+ const x = this.x, y = this.y;
+ const e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
+
+ return this;
+
+ }
+
+ min( v ) {
+
+ this.x = Math.min( this.x, v.x );
+ this.y = Math.min( this.y, v.y );
+
+ return this;
+
+ }
+
+ max( v ) {
+
+ this.x = Math.max( this.x, v.x );
+ this.y = Math.max( this.y, v.y );
+
+ return this;
+
+ }
+
+ clamp( min, max ) {
+
+ // assumes min < max, componentwise
+
+ this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+ this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+
+ return this;
+
+ }
+
+ clampScalar( minVal, maxVal ) {
+
+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
+
+ return this;
+
+ }
+
+ clampLength( min, max ) {
+
+ const length = this.length();
+
+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+ }
+
+ floor() {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+
+ return this;
+
+ }
+
+ ceil() {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+
+ return this;
+
+ }
+
+ round() {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+
+ return this;
+
+ }
+
+ roundToZero() {
+
+ this.x = Math.trunc( this.x );
+ this.y = Math.trunc( this.y );
+
+ return this;
+
+ }
+
+ negate() {
+
+ this.x = - this.x;
+ this.y = - this.y;
+
+ return this;
+
+ }
+
+ dot( v ) {
+
+ return this.x * v.x + this.y * v.y;
+
+ }
+
+ cross( v ) {
+
+ return this.x * v.y - this.y * v.x;
+
+ }
+
+ lengthSq() {
+
+ return this.x * this.x + this.y * this.y;
+
+ }
+
+ length() {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y );
+
+ }
+
+ manhattanLength() {
+
+ return Math.abs( this.x ) + Math.abs( this.y );
+
+ }
+
+ normalize() {
+
+ return this.divideScalar( this.length() || 1 );
+
+ }
+
+ angle() {
+
+ // computes the angle in radians with respect to the positive x-axis
+
+ const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
+
+ return angle;
+
+ }
+
+ angleTo( v ) {
+
+ const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
+
+ if ( denominator === 0 ) return Math.PI / 2;
+
+ const theta = this.dot( v ) / denominator;
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( clamp( theta, - 1, 1 ) );
+
+ }
+
+ distanceTo( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ }
+
+ distanceToSquared( v ) {
+
+ const dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ }
+
+ manhattanDistanceTo( v ) {
+
+ return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
+
+ }
+
+ setLength( length ) {
+
+ return this.normalize().multiplyScalar( length );
+
+ }
+
+ lerp( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ }
+
+ lerpVectors( v1, v2, alpha ) {
+
+ this.x = v1.x + ( v2.x - v1.x ) * alpha;
+ this.y = v1.y + ( v2.y - v1.y ) * alpha;
+
+ return this;
+
+ }
+
+ equals( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+
+ return array;
+
+ }
+
+ fromBufferAttribute( attribute, index ) {
+
+ this.x = attribute.getX( index );
+ this.y = attribute.getY( index );
+
+ return this;
+
+ }
+
+ rotateAround( center, angle ) {
+
+ const c = Math.cos( angle ), s = Math.sin( angle );
+
+ const x = this.x - center.x;
+ const y = this.y - center.y;
+
+ this.x = x * c - y * s + center.x;
+ this.y = x * s + y * c + center.y;
+
+ return this;
+
+ }
+
+ random() {
+
+ this.x = Math.random();
+ this.y = Math.random();
+
+ return this;
+
+ }
+
+ *[ Symbol.iterator ]() {
+
+ yield this.x;
+ yield this.y;
+
+ }
+
+}
+
+class Matrix3 {
+
+ constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ Matrix3.prototype.isMatrix3 = true;
+
+ this.elements = [
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ ];
+
+ if ( n11 !== undefined ) {
+
+ this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
+
+ }
+
+ }
+
+ set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ const te = this.elements;
+
+ te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
+ te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
+ te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
+
+ return this;
+
+ }
+
+ identity() {
+
+ this.set(
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ copy( m ) {
+
+ const te = this.elements;
+ const me = m.elements;
+
+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
+ te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
+ te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
+
+ return this;
+
+ }
+
+ extractBasis( xAxis, yAxis, zAxis ) {
+
+ xAxis.setFromMatrix3Column( this, 0 );
+ yAxis.setFromMatrix3Column( this, 1 );
+ zAxis.setFromMatrix3Column( this, 2 );
+
+ return this;
+
+ }
+
+ setFromMatrix4( m ) {
+
+ const me = m.elements;
+
+ this.set(
+
+ me[ 0 ], me[ 4 ], me[ 8 ],
+ me[ 1 ], me[ 5 ], me[ 9 ],
+ me[ 2 ], me[ 6 ], me[ 10 ]
+
+ );
+
+ return this;
+
+ }
+
+ multiply( m ) {
+
+ return this.multiplyMatrices( this, m );
+
+ }
+
+ premultiply( m ) {
+
+ return this.multiplyMatrices( m, this );
+
+ }
+
+ multiplyMatrices( a, b ) {
+
+ const ae = a.elements;
+ const be = b.elements;
+ const te = this.elements;
+
+ const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
+ const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
+ const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
+
+ const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
+ const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
+ const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
+
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
+ te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
+ te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
+
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
+ te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
+ te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
+
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
+ te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
+ te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
+
+ return this;
+
+ }
+
+ multiplyScalar( s ) {
+
+ const te = this.elements;
+
+ te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
+ te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
+ te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
+
+ return this;
+
+ }
+
+ determinant() {
+
+ const te = this.elements;
+
+ const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
+ d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
+ g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
+
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+
+ }
+
+ invert() {
+
+ const te = this.elements,
+
+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
+ n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
+ n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
+
+ t11 = n33 * n22 - n32 * n23,
+ t12 = n32 * n13 - n33 * n12,
+ t13 = n23 * n12 - n22 * n13,
+
+ det = n11 * t11 + n21 * t12 + n31 * t13;
+
+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
+
+ const detInv = 1 / det;
+
+ te[ 0 ] = t11 * detInv;
+ te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
+ te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
+
+ te[ 3 ] = t12 * detInv;
+ te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
+ te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
+
+ te[ 6 ] = t13 * detInv;
+ te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
+ te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
+
+ return this;
+
+ }
+
+ transpose() {
+
+ let tmp;
+ const m = this.elements;
+
+ tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
+ tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
+ tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
+
+ return this;
+
+ }
+
+ getNormalMatrix( matrix4 ) {
+
+ return this.setFromMatrix4( matrix4 ).invert().transpose();
+
+ }
+
+ transposeIntoArray( r ) {
+
+ const m = this.elements;
+
+ r[ 0 ] = m[ 0 ];
+ r[ 1 ] = m[ 3 ];
+ r[ 2 ] = m[ 6 ];
+ r[ 3 ] = m[ 1 ];
+ r[ 4 ] = m[ 4 ];
+ r[ 5 ] = m[ 7 ];
+ r[ 6 ] = m[ 2 ];
+ r[ 7 ] = m[ 5 ];
+ r[ 8 ] = m[ 8 ];
+
+ return this;
+
+ }
+
+ setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
+
+ const c = Math.cos( rotation );
+ const s = Math.sin( rotation );
+
+ this.set(
+ sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
+ - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
+ 0, 0, 1
+ );
+
+ return this;
+
+ }
+
+ //
+
+ scale( sx, sy ) {
+
+ this.premultiply( _m3.makeScale( sx, sy ) );
+
+ return this;
+
+ }
+
+ rotate( theta ) {
+
+ this.premultiply( _m3.makeRotation( - theta ) );
+
+ return this;
+
+ }
+
+ translate( tx, ty ) {
+
+ this.premultiply( _m3.makeTranslation( tx, ty ) );
+
+ return this;
+
+ }
+
+ // for 2D Transforms
+
+ makeTranslation( x, y ) {
+
+ if ( x.isVector2 ) {
+
+ this.set(
+
+ 1, 0, x.x,
+ 0, 1, x.y,
+ 0, 0, 1
+
+ );
+
+ } else {
+
+ this.set(
+
+ 1, 0, x,
+ 0, 1, y,
+ 0, 0, 1
+
+ );
+
+ }
+
+ return this;
+
+ }
+
+ makeRotation( theta ) {
+
+ // counterclockwise
+
+ const c = Math.cos( theta );
+ const s = Math.sin( theta );
+
+ this.set(
+
+ c, - s, 0,
+ s, c, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeScale( x, y ) {
+
+ this.set(
+
+ x, 0, 0,
+ 0, y, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ //
+
+ equals( matrix ) {
+
+ const te = this.elements;
+ const me = matrix.elements;
+
+ for ( let i = 0; i < 9; i ++ ) {
+
+ if ( te[ i ] !== me[ i ] ) return false;
+
+ }
+
+ return true;
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ for ( let i = 0; i < 9; i ++ ) {
+
+ this.elements[ i ] = array[ i + offset ];
+
+ }
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ const te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+
+ array[ offset + 3 ] = te[ 3 ];
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+ array[ offset + 8 ] = te[ 8 ];
+
+ return array;
+
+ }
+
+ clone() {
+
+ return new this.constructor().fromArray( this.elements );
+
+ }
+
+}
+
+const _m3 = /*@__PURE__*/ new Matrix3();
+
+function arrayNeedsUint32( array ) {
+
+ // assumes larger values usually on last
+
+ for ( let i = array.length - 1; i >= 0; -- i ) {
+
+ if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
+
+ }
+
+ return false;
+
+}
+
+const TYPED_ARRAYS = {
+ Int8Array: Int8Array,
+ Uint8Array: Uint8Array,
+ Uint8ClampedArray: Uint8ClampedArray,
+ Int16Array: Int16Array,
+ Uint16Array: Uint16Array,
+ Int32Array: Int32Array,
+ Uint32Array: Uint32Array,
+ Float32Array: Float32Array,
+ Float64Array: Float64Array
+};
+
+function getTypedArray( type, buffer ) {
+
+ return new TYPED_ARRAYS[ type ]( buffer );
+
+}
+
+function createElementNS( name ) {
+
+ return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
+
+}
+
+function createCanvasElement() {
+
+ const canvas = createElementNS( 'canvas' );
+ canvas.style.display = 'block';
+ return canvas;
+
+}
+
+const _cache = {};
+
+function warnOnce( message ) {
+
+ if ( message in _cache ) return;
+
+ _cache[ message ] = true;
+
+ console.warn( message );
+
+}
+
+function probeAsync( gl, sync, interval ) {
+
+ return new Promise( function ( resolve, reject ) {
+
+ function probe() {
+
+ switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
+
+ case gl.WAIT_FAILED:
+ reject();
+ break;
+
+ case gl.TIMEOUT_EXPIRED:
+ setTimeout( probe, interval );
+ break;
+
+ default:
+ resolve();
+
+ }
+
+ }
+
+ setTimeout( probe, interval );
+
+ } );
+
+}
+
+/**
+ * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
+ * or clipping. Based on W3C specifications for sRGB and Display P3,
+ * and ICC specifications for the D50 connection space. Values in/out
+ * are _linear_ sRGB and _linear_ Display P3.
+ *
+ * Note that both sRGB and Display P3 use the sRGB transfer functions.
+ *
+ * Reference:
+ * - http://www.russellcottrell.com/photo/matrixCalculator.htm
+ */
+
+const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
+ 0.8224621, 0.177538, 0.0,
+ 0.0331941, 0.9668058, 0.0,
+ 0.0170827, 0.0723974, 0.9105199,
+);
+
+const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
+ 1.2249401, - 0.2249404, 0.0,
+ - 0.0420569, 1.0420571, 0.0,
+ - 0.0196376, - 0.0786361, 1.0982735
+);
+
+/**
+ * Defines supported color spaces by transfer function and primaries,
+ * and provides conversions to/from the Linear-sRGB reference space.
+ */
+const COLOR_SPACES = {
+ [ LinearSRGBColorSpace ]: {
+ transfer: LinearTransfer,
+ primaries: Rec709Primaries,
+ toReference: ( color ) => color,
+ fromReference: ( color ) => color,
+ },
+ [ SRGBColorSpace ]: {
+ transfer: SRGBTransfer,
+ primaries: Rec709Primaries,
+ toReference: ( color ) => color.convertSRGBToLinear(),
+ fromReference: ( color ) => color.convertLinearToSRGB(),
+ },
+ [ LinearDisplayP3ColorSpace ]: {
+ transfer: LinearTransfer,
+ primaries: P3Primaries,
+ toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
+ },
+ [ DisplayP3ColorSpace ]: {
+ transfer: SRGBTransfer,
+ primaries: P3Primaries,
+ toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
+ },
+};
+
+const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
+
+const ColorManagement = {
+
+ enabled: true,
+
+ _workingColorSpace: LinearSRGBColorSpace,
+
+ get workingColorSpace() {
+
+ return this._workingColorSpace;
+
+ },
+
+ set workingColorSpace( colorSpace ) {
+
+ if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
+
+ throw new Error( `Unsupported working color space, "${ colorSpace }".` );
+
+ }
+
+ this._workingColorSpace = colorSpace;
+
+ },
+
+ convert: function ( color, sourceColorSpace, targetColorSpace ) {
+
+ if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
+
+ return color;
+
+ }
+
+ const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
+ const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
+
+ return targetFromReference( sourceToReference( color ) );
+
+ },
+
+ fromWorkingColorSpace: function ( color, targetColorSpace ) {
+
+ return this.convert( color, this._workingColorSpace, targetColorSpace );
+
+ },
+
+ toWorkingColorSpace: function ( color, sourceColorSpace ) {
+
+ return this.convert( color, sourceColorSpace, this._workingColorSpace );
+
+ },
+
+ getPrimaries: function ( colorSpace ) {
+
+ return COLOR_SPACES[ colorSpace ].primaries;
+
+ },
+
+ getTransfer: function ( colorSpace ) {
+
+ if ( colorSpace === NoColorSpace ) return LinearTransfer;
+
+ return COLOR_SPACES[ colorSpace ].transfer;
+
+ },
+
+};
+
+
+function SRGBToLinear( c ) {
+
+ return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
+
+}
+
+function LinearToSRGB( c ) {
+
+ return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
+
+}
+
+let _canvas;
+
+class ImageUtils {
+
+ static getDataURL( image ) {
+
+ if ( /^data:/i.test( image.src ) ) {
+
+ return image.src;
+
+ }
+
+ if ( typeof HTMLCanvasElement === 'undefined' ) {
+
+ return image.src;
+
+ }
+
+ let canvas;
+
+ if ( image instanceof HTMLCanvasElement ) {
+
+ canvas = image;
+
+ } else {
+
+ if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
+
+ _canvas.width = image.width;
+ _canvas.height = image.height;
+
+ const context = _canvas.getContext( '2d' );
+
+ if ( image instanceof ImageData ) {
+
+ context.putImageData( image, 0, 0 );
+
+ } else {
+
+ context.drawImage( image, 0, 0, image.width, image.height );
+
+ }
+
+ canvas = _canvas;
+
+ }
+
+ if ( canvas.width > 2048 || canvas.height > 2048 ) {
+
+ console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
+
+ return canvas.toDataURL( 'image/jpeg', 0.6 );
+
+ } else {
+
+ return canvas.toDataURL( 'image/png' );
+
+ }
+
+ }
+
+ static sRGBToLinear( image ) {
+
+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
+
+ const canvas = createElementNS( 'canvas' );
+
+ canvas.width = image.width;
+ canvas.height = image.height;
+
+ const context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0, image.width, image.height );
+
+ const imageData = context.getImageData( 0, 0, image.width, image.height );
+ const data = imageData.data;
+
+ for ( let i = 0; i < data.length; i ++ ) {
+
+ data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
+
+ }
+
+ context.putImageData( imageData, 0, 0 );
+
+ return canvas;
+
+ } else if ( image.data ) {
+
+ const data = image.data.slice( 0 );
+
+ for ( let i = 0; i < data.length; i ++ ) {
+
+ if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
+
+ data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
+
+ } else {
+
+ // assuming float
+
+ data[ i ] = SRGBToLinear( data[ i ] );
+
+ }
+
+ }
+
+ return {
+ data: data,
+ width: image.width,
+ height: image.height
+ };
+
+ } else {
+
+ console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
+ return image;
+
+ }
+
+ }
+
+}
+
+let _sourceId = 0;
+
+class Source {
+
+ constructor( data = null ) {
+
+ this.isSource = true;
+
+ Object.defineProperty( this, 'id', { value: _sourceId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.data = data;
+ this.dataReady = true;
+
+ this.version = 0;
+
+ }
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+ toJSON( meta ) {
+
+ const isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+ if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
+
+ return meta.images[ this.uuid ];
+
+ }
+
+ const output = {
+ uuid: this.uuid,
+ url: ''
+ };
+
+ const data = this.data;
+
+ if ( data !== null ) {
+
+ let url;
+
+ if ( Array.isArray( data ) ) {
+
+ // cube texture
+
+ url = [];
+
+ for ( let i = 0, l = data.length; i < l; i ++ ) {
+
+ if ( data[ i ].isDataTexture ) {
+
+ url.push( serializeImage( data[ i ].image ) );
+
+ } else {
+
+ url.push( serializeImage( data[ i ] ) );
+
+ }
+
+ }
+
+ } else {
+
+ // texture
+
+ url = serializeImage( data );
+
+ }
+
+ output.url = url;
+
+ }
+
+ if ( ! isRootObject ) {
+
+ meta.images[ this.uuid ] = output;
+
+ }
+
+ return output;
+
+ }
+
+}
+
+function serializeImage( image ) {
+
+ if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
+
+ // default images
+
+ return ImageUtils.getDataURL( image );
+
+ } else {
+
+ if ( image.data ) {
+
+ // images of DataTexture
+
+ return {
+ data: Array.from( image.data ),
+ width: image.width,
+ height: image.height,
+ type: image.data.constructor.name
+ };
+
+ } else {
+
+ console.warn( 'THREE.Texture: Unable to serialize Texture.' );
+ return {};
+
+ }
+
+ }
+
+}
+
+let _textureId = 0;
+
+class Texture extends EventDispatcher {
+
+ constructor( 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 ) {
+
+ super();
+
+ this.isTexture = true;
+
+ Object.defineProperty( this, 'id', { value: _textureId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+
+ this.source = new Source( image );
+ this.mipmaps = [];
+
+ this.mapping = mapping;
+ this.channel = 0;
+
+ this.wrapS = wrapS;
+ this.wrapT = wrapT;
+
+ this.magFilter = magFilter;
+ this.minFilter = minFilter;
+
+ this.anisotropy = anisotropy;
+
+ this.format = format;
+ this.internalFormat = null;
+ this.type = type;
+
+ this.offset = new Vector2( 0, 0 );
+ this.repeat = new Vector2( 1, 1 );
+ this.center = new Vector2( 0, 0 );
+ this.rotation = 0;
+
+ this.matrixAutoUpdate = true;
+ this.matrix = new Matrix3();
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this.colorSpace = colorSpace;
+
+ this.userData = {};
+
+ this.version = 0;
+ this.onUpdate = null;
+
+ this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
+ this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
+
+ }
+
+ get image() {
+
+ return this.source.data;
+
+ }
+
+ set image( value = null ) {
+
+ this.source.data = value;
+
+ }
+
+ updateMatrix() {
+
+ this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( source ) {
+
+ this.name = source.name;
+
+ this.source = source.source;
+ this.mipmaps = source.mipmaps.slice( 0 );
+
+ this.mapping = source.mapping;
+ this.channel = source.channel;
+
+ this.wrapS = source.wrapS;
+ this.wrapT = source.wrapT;
+
+ this.magFilter = source.magFilter;
+ this.minFilter = source.minFilter;
+
+ this.anisotropy = source.anisotropy;
+
+ this.format = source.format;
+ this.internalFormat = source.internalFormat;
+ this.type = source.type;
+
+ this.offset.copy( source.offset );
+ this.repeat.copy( source.repeat );
+ this.center.copy( source.center );
+ this.rotation = source.rotation;
+
+ this.matrixAutoUpdate = source.matrixAutoUpdate;
+ this.matrix.copy( source.matrix );
+
+ this.generateMipmaps = source.generateMipmaps;
+ this.premultiplyAlpha = source.premultiplyAlpha;
+ this.flipY = source.flipY;
+ this.unpackAlignment = source.unpackAlignment;
+ this.colorSpace = source.colorSpace;
+
+ this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+ this.needsUpdate = true;
+
+ return this;
+
+ }
+
+ toJSON( meta ) {
+
+ const isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+ if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
+
+ return meta.textures[ this.uuid ];
+
+ }
+
+ const output = {
+
+ metadata: {
+ version: 4.6,
+ type: 'Texture',
+ generator: 'Texture.toJSON'
+ },
+
+ uuid: this.uuid,
+ name: this.name,
+
+ image: this.source.toJSON( meta ).uuid,
+
+ mapping: this.mapping,
+ channel: this.channel,
+
+ repeat: [ this.repeat.x, this.repeat.y ],
+ offset: [ this.offset.x, this.offset.y ],
+ center: [ this.center.x, this.center.y ],
+ rotation: this.rotation,
+
+ wrap: [ this.wrapS, this.wrapT ],
+
+ format: this.format,
+ internalFormat: this.internalFormat,
+ type: this.type,
+ colorSpace: this.colorSpace,
+
+ minFilter: this.minFilter,
+ magFilter: this.magFilter,
+ anisotropy: this.anisotropy,
+
+ flipY: this.flipY,
+
+ generateMipmaps: this.generateMipmaps,
+ premultiplyAlpha: this.premultiplyAlpha,
+ unpackAlignment: this.unpackAlignment
+
+ };
+
+ if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
+
+ if ( ! isRootObject ) {
+
+ meta.textures[ this.uuid ] = output;
+
+ }
+
+ return output;
+
+ }
+
+ dispose() {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+ transformUv( uv ) {
+
+ if ( this.mapping !== UVMapping ) return uv;
+
+ uv.applyMatrix3( this.matrix );
+
+ if ( uv.x < 0 || uv.x > 1 ) {
+
+ switch ( this.wrapS ) {
+
+ case RepeatWrapping:
+
+ uv.x = uv.x - Math.floor( uv.x );
+ break;
+
+ case ClampToEdgeWrapping:
+
+ uv.x = uv.x < 0 ? 0 : 1;
+ break;
+
+ case MirroredRepeatWrapping:
+
+ if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
+
+ uv.x = Math.ceil( uv.x ) - uv.x;
+
+ } else {
+
+ uv.x = uv.x - Math.floor( uv.x );
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( uv.y < 0 || uv.y > 1 ) {
+
+ switch ( this.wrapT ) {
+
+ case RepeatWrapping:
+
+ uv.y = uv.y - Math.floor( uv.y );
+ break;
+
+ case ClampToEdgeWrapping:
+
+ uv.y = uv.y < 0 ? 0 : 1;
+ break;
+
+ case MirroredRepeatWrapping:
+
+ if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
+
+ uv.y = Math.ceil( uv.y ) - uv.y;
+
+ } else {
+
+ uv.y = uv.y - Math.floor( uv.y );
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( this.flipY ) {
+
+ uv.y = 1 - uv.y;
+
+ }
+
+ return uv;
+
+ }
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) {
+
+ this.version ++;
+ this.source.needsUpdate = true;
+
+ }
+
+ }
+
+ set needsPMREMUpdate( value ) {
+
+ if ( value === true ) {
+
+ this.pmremVersion ++;
+
+ }
+
+ }
+
+}
+
+Texture.DEFAULT_IMAGE = null;
+Texture.DEFAULT_MAPPING = UVMapping;
+Texture.DEFAULT_ANISOTROPY = 1;
+
+class Vector4 {
+
+ constructor( x = 0, y = 0, z = 0, w = 1 ) {
+
+ Vector4.prototype.isVector4 = true;
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ }
+
+ get width() {
+
+ return this.z;
+
+ }
+
+ set width( value ) {
+
+ this.z = value;
+
+ }
+
+ get height() {
+
+ return this.w;
+
+ }
+
+ set height( value ) {
+
+ this.w = value;
+
+ }
+
+ set( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ }
+
+ setScalar( scalar ) {
+
+ this.x = scalar;
+ this.y = scalar;
+ this.z = scalar;
+ this.w = scalar;
+
+ return this;
+
+ }
+
+ setX( x ) {
+
+ this.x = x;
+
+ return this;
+
+ }
+
+ setY( y ) {
+
+ this.y = y;
+
+ return this;
+
+ }
+
+ setZ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ }
+
+ setW( w ) {
+
+ this.w = w;
+
+ return this;
+
+ }
+
+ setComponent( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ case 3: this.w = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ return this;
+
+ }
+
+ getComponent( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ }
+
+ clone() {
+
+ return new this.constructor( this.x, this.y, this.z, this.w );
+
+ }
+
+ copy( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
+
+ return this;
+
+ }
+
+ add( v ) {
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
+
+ return this;
+
+ }
+
+ addScalar( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
+
+ return this;
+
+ }
+
+ addVectors( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
+
+ return this;
+
+ }
+
+ addScaledVector( v, s ) {
+
+ this.x += v.x * s;
+ this.y += v.y * s;
+ this.z += v.z * s;
+ this.w += v.w * s;
+
+ return this;
+
+ }
+
+ sub( v ) {
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
+
+ return this;
+
+ }
+
+ subScalar( s ) {
+
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+ this.w -= s;
+
+ return this;
+
+ }
+
+ subVectors( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
+
+ return this;
+
+ }
+
+ multiply( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+ this.w *= v.w;
+
+ return this;
+
+ }
+
+ multiplyScalar( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
+
+ return this;
+
+ }
+
+ applyMatrix4( m ) {
+
+ const x = this.x, y = this.y, z = this.z, w = this.w;
+ const e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
+ this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
+
+ return this;
+
+ }
+
+ divideScalar( scalar ) {
+
+ return this.multiplyScalar( 1 / scalar );
+
+ }
+
+ setAxisAngleFromQuaternion( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ const s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ }
+
+ setAxisAngleFromRotationMatrix( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ let angle, x, y, z; // variables for result
+ const epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
+ ( Math.abs( m13 - m31 ) < epsilon ) &&
+ ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
+ ( Math.abs( m13 + m31 ) < epsilon2 ) &&
+ ( Math.abs( m23 + m32 ) < epsilon2 ) &&
+ ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ const xx = ( m11 + 1 ) / 2;
+ const yy = ( m22 + 1 ) / 2;
+ const zz = ( m33 + 1 ) / 2;
+ const xy = ( m12 + m21 ) / 4;
+ const xz = ( m13 + m31 ) / 4;
+ const yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) {
+
+ // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) {
+
+ // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else {
+
+ // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
+ ( m13 - m31 ) * ( m13 - m31 ) +
+ ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ }
+
+ setFromMatrixPosition( m ) {
+
+ const e = m.elements;
+
+ this.x = e[ 12 ];
+ this.y = e[ 13 ];
+ this.z = e[ 14 ];
+ this.w = e[ 15 ];
+
+ return this;
+
+ }
+
+ min( v ) {
+
+ this.x = Math.min( this.x, v.x );
+ this.y = Math.min( this.y, v.y );
+ this.z = Math.min( this.z, v.z );
+ this.w = Math.min( this.w, v.w );
+
+ return this;
+
+ }
+
+ max( v ) {
+
+ this.x = Math.max( this.x, v.x );
+ this.y = Math.max( this.y, v.y );
+ this.z = Math.max( this.z, v.z );
+ this.w = Math.max( this.w, v.w );
+
+ return this;
+
+ }
+
+ clamp( min, max ) {
+
+ // assumes min < max, componentwise
+
+ this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+ this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+ this.z = Math.max( min.z, Math.min( max.z, this.z ) );
+ this.w = Math.max( min.w, Math.min( max.w, this.w ) );
+
+ return this;
+
+ }
+
+ clampScalar( minVal, maxVal ) {
+
+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
+ this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
+ this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
+
+ return this;
+
+ }
+
+ clampLength( min, max ) {
+
+ const length = this.length();
+
+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+ }
+
+ floor() {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+ this.w = Math.floor( this.w );
+
+ return this;
+
+ }
+
+ ceil() {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+ this.w = Math.ceil( this.w );
+
+ return this;
+
+ }
+
+ round() {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+ this.w = Math.round( this.w );
+
+ return this;
+
+ }
+
+ roundToZero() {
+
+ this.x = Math.trunc( this.x );
+ this.y = Math.trunc( this.y );
+ this.z = Math.trunc( this.z );
+ this.w = Math.trunc( this.w );
+
+ return this;
+
+ }
+
+ negate() {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+ this.w = - this.w;
+
+ return this;
+
+ }
+
+ dot( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.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( length ) {
+
+ return this.normalize().multiplyScalar( length );
+
+ }
+
+ lerp( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+ this.w += ( v.w - this.w ) * alpha;
+
+ return this;
+
+ }
+
+ lerpVectors( v1, v2, alpha ) {
+
+ this.x = v1.x + ( v2.x - v1.x ) * alpha;
+ this.y = v1.y + ( v2.y - v1.y ) * alpha;
+ this.z = v1.z + ( v2.z - v1.z ) * alpha;
+ this.w = v1.w + ( v2.w - v1.w ) * alpha;
+
+ return this;
+
+ }
+
+ equals( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+ this.w = array[ offset + 3 ];
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+ array[ offset + 2 ] = this.z;
+ array[ offset + 3 ] = this.w;
+
+ return array;
+
+ }
+
+ fromBufferAttribute( attribute, index ) {
+
+ this.x = attribute.getX( index );
+ this.y = attribute.getY( index );
+ this.z = attribute.getZ( index );
+ this.w = attribute.getW( index );
+
+ return this;
+
+ }
+
+ random() {
+
+ this.x = Math.random();
+ this.y = Math.random();
+ this.z = Math.random();
+ this.w = Math.random();
+
+ return this;
+
+ }
+
+ *[ Symbol.iterator ]() {
+
+ yield this.x;
+ yield this.y;
+ yield this.z;
+ yield this.w;
+
+ }
+
+}
+
+/*
+ In options, we can specify:
+ * Texture parameters for an auto-generated target texture
+ * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
+*/
+class RenderTarget extends EventDispatcher {
+
+ constructor( width = 1, height = 1, options = {} ) {
+
+ super();
+
+ this.isRenderTarget = true;
+
+ this.width = width;
+ this.height = height;
+ this.depth = 1;
+
+ this.scissor = new Vector4( 0, 0, width, height );
+ this.scissorTest = false;
+
+ this.viewport = new Vector4( 0, 0, width, height );
+
+ const image = { width: width, height: height, depth: 1 };
+
+ options = Object.assign( {
+ generateMipmaps: false,
+ internalFormat: null,
+ minFilter: LinearFilter,
+ depthBuffer: true,
+ stencilBuffer: false,
+ resolveDepthBuffer: true,
+ resolveStencilBuffer: true,
+ depthTexture: null,
+ samples: 0,
+ count: 1
+ }, options );
+
+ const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
+
+ texture.flipY = false;
+ texture.generateMipmaps = options.generateMipmaps;
+ texture.internalFormat = options.internalFormat;
+
+ this.textures = [];
+
+ const count = options.count;
+ for ( let i = 0; i < count; i ++ ) {
+
+ this.textures[ i ] = texture.clone();
+ this.textures[ i ].isRenderTargetTexture = true;
+
+ }
+
+ this.depthBuffer = options.depthBuffer;
+ this.stencilBuffer = options.stencilBuffer;
+
+ this.resolveDepthBuffer = options.resolveDepthBuffer;
+ this.resolveStencilBuffer = options.resolveStencilBuffer;
+
+ this.depthTexture = options.depthTexture;
+
+ this.samples = options.samples;
+
+ }
+
+ get texture() {
+
+ return this.textures[ 0 ];
+
+ }
+
+ set texture( value ) {
+
+ this.textures[ 0 ] = value;
+
+ }
+
+ setSize( width, height, depth = 1 ) {
+
+ if ( this.width !== width || this.height !== height || this.depth !== depth ) {
+
+ this.width = width;
+ this.height = height;
+ this.depth = depth;
+
+ for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
+
+ this.textures[ i ].image.width = width;
+ this.textures[ i ].image.height = height;
+ this.textures[ i ].image.depth = depth;
+
+ }
+
+ this.dispose();
+
+ }
+
+ this.viewport.set( 0, 0, width, height );
+ this.scissor.set( 0, 0, width, height );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( source ) {
+
+ this.width = source.width;
+ this.height = source.height;
+ this.depth = source.depth;
+
+ this.scissor.copy( source.scissor );
+ this.scissorTest = source.scissorTest;
+
+ this.viewport.copy( source.viewport );
+
+ this.textures.length = 0;
+
+ for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
+
+ this.textures[ i ] = source.textures[ i ].clone();
+ this.textures[ i ].isRenderTargetTexture = true;
+
+ }
+
+ // ensure image object is not shared, see #20328
+
+ const image = Object.assign( {}, source.texture.image );
+ this.texture.source = new Source( image );
+
+ this.depthBuffer = source.depthBuffer;
+ this.stencilBuffer = source.stencilBuffer;
+
+ this.resolveDepthBuffer = source.resolveDepthBuffer;
+ this.resolveStencilBuffer = source.resolveStencilBuffer;
+
+ if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
+
+ this.samples = source.samples;
+
+ return this;
+
+ }
+
+ dispose() {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+}
+
+class WebGLRenderTarget extends RenderTarget {
+
+ constructor( width = 1, height = 1, options = {} ) {
+
+ super( width, height, options );
+
+ this.isWebGLRenderTarget = true;
+
+ }
+
+}
+
+class DataArrayTexture extends Texture {
+
+ constructor( data = null, width = 1, height = 1, depth = 1 ) {
+
+ super( null );
+
+ this.isDataArrayTexture = true;
+
+ this.image = { data, width, height, depth };
+
+ this.magFilter = NearestFilter;
+ this.minFilter = NearestFilter;
+
+ this.wrapR = ClampToEdgeWrapping;
+
+ this.generateMipmaps = false;
+ this.flipY = false;
+ this.unpackAlignment = 1;
+
+ this.layerUpdates = new Set();
+
+ }
+
+ addLayerUpdate( layerIndex ) {
+
+ this.layerUpdates.add( layerIndex );
+
+ }
+
+ clearLayerUpdates() {
+
+ this.layerUpdates.clear();
+
+ }
+
+}
+
+class WebGLArrayRenderTarget extends WebGLRenderTarget {
+
+ constructor( width = 1, height = 1, depth = 1, options = {} ) {
+
+ super( width, height, options );
+
+ this.isWebGLArrayRenderTarget = true;
+
+ this.depth = depth;
+
+ this.texture = new DataArrayTexture( null, width, height, depth );
+
+ this.texture.isRenderTargetTexture = true;
+
+ }
+
+}
+
+class Data3DTexture extends Texture {
+
+ constructor( data = null, width = 1, height = 1, depth = 1 ) {
+
+ // We're going to add .setXXX() methods for setting properties later.
+ // Users can still set in DataTexture3D directly.
+ //
+ // const texture = new THREE.DataTexture3D( data, width, height, depth );
+ // texture.anisotropy = 16;
+ //
+ // See #14839
+
+ super( null );
+
+ this.isData3DTexture = true;
+
+ this.image = { data, width, height, depth };
+
+ this.magFilter = NearestFilter;
+ this.minFilter = NearestFilter;
+
+ this.wrapR = ClampToEdgeWrapping;
+
+ this.generateMipmaps = false;
+ this.flipY = false;
+ this.unpackAlignment = 1;
+
+ }
+
+}
+
+class WebGL3DRenderTarget extends WebGLRenderTarget {
+
+ constructor( width = 1, height = 1, depth = 1, options = {} ) {
+
+ super( width, height, options );
+
+ this.isWebGL3DRenderTarget = true;
+
+ this.depth = depth;
+
+ this.texture = new Data3DTexture( null, width, height, depth );
+
+ this.texture.isRenderTargetTexture = true;
+
+ }
+
+}
+
+class Quaternion {
+
+ constructor( x = 0, y = 0, z = 0, w = 1 ) {
+
+ this.isQuaternion = true;
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ }
+
+ static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
+
+ // fuzz-free, array-based Quaternion SLERP operation
+
+ let x0 = src0[ srcOffset0 + 0 ],
+ y0 = src0[ srcOffset0 + 1 ],
+ z0 = src0[ srcOffset0 + 2 ],
+ w0 = src0[ srcOffset0 + 3 ];
+
+ const x1 = src1[ srcOffset1 + 0 ],
+ y1 = src1[ srcOffset1 + 1 ],
+ z1 = src1[ srcOffset1 + 2 ],
+ w1 = src1[ srcOffset1 + 3 ];
+
+ if ( t === 0 ) {
+
+ dst[ dstOffset + 0 ] = x0;
+ dst[ dstOffset + 1 ] = y0;
+ dst[ dstOffset + 2 ] = z0;
+ dst[ dstOffset + 3 ] = w0;
+ return;
+
+ }
+
+ if ( t === 1 ) {
+
+ dst[ dstOffset + 0 ] = x1;
+ dst[ dstOffset + 1 ] = y1;
+ dst[ dstOffset + 2 ] = z1;
+ dst[ dstOffset + 3 ] = w1;
+ return;
+
+ }
+
+ if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
+
+ let s = 1 - t;
+ const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
+ dir = ( cos >= 0 ? 1 : - 1 ),
+ sqrSin = 1 - cos * cos;
+
+ // Skip the Slerp for tiny steps to avoid numeric problems:
+ if ( sqrSin > Number.EPSILON ) {
+
+ const sin = Math.sqrt( sqrSin ),
+ len = Math.atan2( sin, cos * dir );
+
+ s = Math.sin( s * len ) / sin;
+ t = Math.sin( t * len ) / sin;
+
+ }
+
+ const tDir = t * dir;
+
+ x0 = x0 * s + x1 * tDir;
+ y0 = y0 * s + y1 * tDir;
+ z0 = z0 * s + z1 * tDir;
+ w0 = w0 * s + w1 * tDir;
+
+ // Normalize in case we just did a lerp:
+ if ( s === 1 - t ) {
+
+ const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
+
+ x0 *= f;
+ y0 *= f;
+ z0 *= f;
+ w0 *= f;
+
+ }
+
+ }
+
+ dst[ dstOffset ] = x0;
+ dst[ dstOffset + 1 ] = y0;
+ dst[ dstOffset + 2 ] = z0;
+ dst[ dstOffset + 3 ] = w0;
+
+ }
+
+ static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
+
+ const x0 = src0[ srcOffset0 ];
+ const y0 = src0[ srcOffset0 + 1 ];
+ const z0 = src0[ srcOffset0 + 2 ];
+ const w0 = src0[ srcOffset0 + 3 ];
+
+ const x1 = src1[ srcOffset1 ];
+ const y1 = src1[ srcOffset1 + 1 ];
+ const z1 = src1[ srcOffset1 + 2 ];
+ const w1 = src1[ srcOffset1 + 3 ];
+
+ dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
+ dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
+ dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
+ dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
+
+ return dst;
+
+ }
+
+ get x() {
+
+ return this._x;
+
+ }
+
+ set x( value ) {
+
+ this._x = value;
+ this._onChangeCallback();
+
+ }
+
+ get y() {
+
+ return this._y;
+
+ }
+
+ set y( value ) {
+
+ this._y = value;
+ this._onChangeCallback();
+
+ }
+
+ get z() {
+
+ return this._z;
+
+ }
+
+ set z( value ) {
+
+ this._z = value;
+ this._onChangeCallback();
+
+ }
+
+ get w() {
+
+ return this._w;
+
+ }
+
+ set w( value ) {
+
+ this._w = value;
+ this._onChangeCallback();
+
+ }
+
+ set( x, y, z, w ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ clone() {
+
+ return new this.constructor( this._x, this._y, this._z, this._w );
+
+ }
+
+ copy( quaternion ) {
+
+ this._x = quaternion.x;
+ this._y = quaternion.y;
+ this._z = quaternion.z;
+ this._w = quaternion.w;
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ setFromEuler( euler, update = true ) {
+
+ const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ const cos = Math.cos;
+ const sin = Math.sin;
+
+ const c1 = cos( x / 2 );
+ const c2 = cos( y / 2 );
+ const c3 = cos( z / 2 );
+
+ const s1 = sin( x / 2 );
+ const s2 = sin( y / 2 );
+ const s3 = sin( z / 2 );
+
+ switch ( order ) {
+
+ case 'XYZ':
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+ break;
+
+ case 'YXZ':
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+ break;
+
+ case 'ZXY':
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+ break;
+
+ case 'ZYX':
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+ break;
+
+ case 'YZX':
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+ break;
+
+ case 'XZY':
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+ break;
+
+ default:
+ console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
+
+ }
+
+ if ( update === true ) this._onChangeCallback();
+
+ return this;
+
+ }
+
+ setFromAxisAngle( axis, angle ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+ // assumes axis is normalized
+
+ const halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+ this._x = axis.x * s;
+ this._y = axis.y * s;
+ this._z = axis.z * s;
+ this._w = Math.cos( halfAngle );
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ setFromRotationMatrix( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ const te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
+
+ trace = m11 + m22 + m33;
+
+ if ( trace > 0 ) {
+
+ const s = 0.5 / Math.sqrt( trace + 1.0 );
+
+ this._w = 0.25 / s;
+ this._x = ( m32 - m23 ) * s;
+ this._y = ( m13 - m31 ) * s;
+ this._z = ( m21 - m12 ) * s;
+
+ } else if ( m11 > m22 && m11 > m33 ) {
+
+ const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+ this._w = ( m32 - m23 ) / s;
+ this._x = 0.25 * s;
+ this._y = ( m12 + m21 ) / s;
+ this._z = ( m13 + m31 ) / s;
+
+ } else if ( m22 > m33 ) {
+
+ const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+ this._w = ( m13 - m31 ) / s;
+ this._x = ( m12 + m21 ) / s;
+ this._y = 0.25 * s;
+ this._z = ( m23 + m32 ) / s;
+
+ } else {
+
+ const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+ this._w = ( m21 - m12 ) / s;
+ this._x = ( m13 + m31 ) / s;
+ this._y = ( m23 + m32 ) / s;
+ this._z = 0.25 * s;
+
+ }
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ setFromUnitVectors( vFrom, vTo ) {
+
+ // assumes direction vectors vFrom and vTo are normalized
+
+ let r = vFrom.dot( vTo ) + 1;
+
+ if ( r < Number.EPSILON ) {
+
+ // vFrom and vTo point in opposite directions
+
+ r = 0;
+
+ if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+ this._x = - vFrom.y;
+ this._y = vFrom.x;
+ this._z = 0;
+ this._w = r;
+
+ } else {
+
+ this._x = 0;
+ this._y = - vFrom.z;
+ this._z = vFrom.y;
+ this._w = r;
+
+ }
+
+ } else {
+
+ // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
+
+ this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
+ this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
+ this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
+ this._w = r;
+
+ }
+
+ return this.normalize();
+
+ }
+
+ angleTo( q ) {
+
+ return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );
+
+ }
+
+ rotateTowards( q, step ) {
+
+ const angle = this.angleTo( q );
+
+ if ( angle === 0 ) return this;
+
+ const t = Math.min( 1, step / angle );
+
+ this.slerp( q, t );
+
+ return this;
+
+ }
+
+ identity() {
+
+ return this.set( 0, 0, 0, 1 );
+
+ }
+
+ invert() {
+
+ // quaternion is assumed to have unit length
+
+ return this.conjugate();
+
+ }
+
+ conjugate() {
+
+ this._x *= - 1;
+ this._y *= - 1;
+ this._z *= - 1;
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ dot( v ) {
+
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._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 l = this.length();
+
+ if ( l === 0 ) {
+
+ this._x = 0;
+ this._y = 0;
+ this._z = 0;
+ this._w = 1;
+
+ } else {
+
+ l = 1 / l;
+
+ this._x = this._x * l;
+ this._y = this._y * l;
+ this._z = this._z * l;
+ this._w = this._w * l;
+
+ }
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ multiply( q ) {
+
+ return this.multiplyQuaternions( this, q );
+
+ }
+
+ premultiply( q ) {
+
+ return this.multiplyQuaternions( q, this );
+
+ }
+
+ multiplyQuaternions( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+ const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+ const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+ this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ slerp( qb, t ) {
+
+ if ( t === 0 ) return this;
+ if ( t === 1 ) return this.copy( qb );
+
+ const x = this._x, y = this._y, z = this._z, w = this._w;
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ this._w = - qb._w;
+ this._x = - qb._x;
+ this._y = - qb._y;
+ this._z = - qb._z;
+
+ cosHalfTheta = - cosHalfTheta;
+
+ } else {
+
+ this.copy( qb );
+
+ }
+
+ if ( cosHalfTheta >= 1.0 ) {
+
+ this._w = w;
+ this._x = x;
+ this._y = y;
+ this._z = z;
+
+ return this;
+
+ }
+
+ const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
+
+ if ( sqrSinHalfTheta <= Number.EPSILON ) {
+
+ const s = 1 - t;
+ this._w = s * w + t * this._w;
+ this._x = s * x + t * this._x;
+ this._y = s * y + t * this._y;
+ this._z = s * z + t * this._z;
+
+ this.normalize(); // normalize calls _onChangeCallback()
+
+ return this;
+
+ }
+
+ const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
+ const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
+ const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ this._w = ( w * ratioA + this._w * ratioB );
+ this._x = ( x * ratioA + this._x * ratioB );
+ this._y = ( y * ratioA + this._y * ratioB );
+ this._z = ( z * ratioA + this._z * ratioB );
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ slerpQuaternions( qa, qb, t ) {
+
+ return this.copy( qa ).slerp( qb, t );
+
+ }
+
+ random() {
+
+ // sets this quaternion to a uniform random unit quaternnion
+
+ // Ken Shoemake
+ // Uniform random rotations
+ // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
+
+ const theta1 = 2 * Math.PI * Math.random();
+ const theta2 = 2 * Math.PI * Math.random();
+
+ const x0 = Math.random();
+ const r1 = Math.sqrt( 1 - x0 );
+ const r2 = Math.sqrt( x0 );
+
+ return this.set(
+ r1 * Math.sin( theta1 ),
+ r1 * Math.cos( theta1 ),
+ r2 * Math.sin( theta2 ),
+ r2 * Math.cos( theta2 ),
+ );
+
+ }
+
+ equals( quaternion ) {
+
+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ this._x = array[ offset ];
+ this._y = array[ offset + 1 ];
+ this._z = array[ offset + 2 ];
+ this._w = array[ offset + 3 ];
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._w;
+
+ return array;
+
+ }
+
+ fromBufferAttribute( attribute, index ) {
+
+ this._x = attribute.getX( index );
+ this._y = attribute.getY( index );
+ this._z = attribute.getZ( index );
+ this._w = attribute.getW( index );
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ toJSON() {
+
+ return this.toArray();
+
+ }
+
+ _onChange( callback ) {
+
+ this._onChangeCallback = callback;
+
+ return this;
+
+ }
+
+ _onChangeCallback() {}
+
+ *[ Symbol.iterator ]() {
+
+ yield this._x;
+ yield this._y;
+ yield this._z;
+ yield this._w;
+
+ }
+
+}
+
+class Vector3 {
+
+ constructor( x = 0, y = 0, z = 0 ) {
+
+ Vector3.prototype.isVector3 = true;
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ }
+
+ set( x, y, z ) {
+
+ if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ }
+
+ setScalar( scalar ) {
+
+ this.x = scalar;
+ this.y = scalar;
+ this.z = scalar;
+
+ return this;
+
+ }
+
+ setX( x ) {
+
+ this.x = x;
+
+ return this;
+
+ }
+
+ setY( y ) {
+
+ this.y = y;
+
+ return this;
+
+ }
+
+ setZ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ }
+
+ setComponent( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ return this;
+
+ }
+
+ getComponent( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ }
+
+ clone() {
+
+ return new this.constructor( this.x, this.y, this.z );
+
+ }
+
+ copy( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+
+ return this;
+
+ }
+
+ add( v ) {
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+
+ return this;
+
+ }
+
+ addScalar( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+
+ return this;
+
+ }
+
+ addVectors( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+
+ return this;
+
+ }
+
+ addScaledVector( v, s ) {
+
+ this.x += v.x * s;
+ this.y += v.y * s;
+ this.z += v.z * s;
+
+ return this;
+
+ }
+
+ sub( v ) {
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+
+ return this;
+
+ }
+
+ subScalar( s ) {
+
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+
+ return this;
+
+ }
+
+ subVectors( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+
+ return this;
+
+ }
+
+ multiply( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+
+ return this;
+
+ }
+
+ multiplyScalar( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+
+ return this;
+
+ }
+
+ multiplyVectors( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ }
+
+ applyEuler( euler ) {
+
+ return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
+
+ }
+
+ applyAxisAngle( axis, angle ) {
+
+ return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
+
+ }
+
+ applyMatrix3( m ) {
+
+ const x = this.x, y = this.y, z = this.z;
+ const e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+ this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+ return this;
+
+ }
+
+ applyNormalMatrix( m ) {
+
+ return this.applyMatrix3( m ).normalize();
+
+ }
+
+ applyMatrix4( m ) {
+
+ const x = this.x, y = this.y, z = this.z;
+ const e = m.elements;
+
+ const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
+
+ this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
+ this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
+ this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
+
+ return this;
+
+ }
+
+ applyQuaternion( q ) {
+
+ // quaternion q is assumed to have unit length
+
+ const vx = this.x, vy = this.y, vz = this.z;
+ const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
+
+ // t = 2 * cross( q.xyz, v );
+ const tx = 2 * ( qy * vz - qz * vy );
+ const ty = 2 * ( qz * vx - qx * vz );
+ const tz = 2 * ( qx * vy - qy * vx );
+
+ // v + q.w * t + cross( q.xyz, t );
+ this.x = vx + qw * tx + qy * tz - qz * ty;
+ this.y = vy + qw * ty + qz * tx - qx * tz;
+ this.z = vz + qw * tz + qx * ty - qy * tx;
+
+ return this;
+
+ }
+
+ project( camera ) {
+
+ return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
+
+ }
+
+ unproject( camera ) {
+
+ return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
+
+ }
+
+ transformDirection( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
+
+ const x = this.x, y = this.y, z = this.z;
+ const e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+ return this.normalize();
+
+ }
+
+ divide( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ }
+
+ divideScalar( scalar ) {
+
+ return this.multiplyScalar( 1 / scalar );
+
+ }
+
+ min( v ) {
+
+ this.x = Math.min( this.x, v.x );
+ this.y = Math.min( this.y, v.y );
+ this.z = Math.min( this.z, v.z );
+
+ return this;
+
+ }
+
+ max( v ) {
+
+ this.x = Math.max( this.x, v.x );
+ this.y = Math.max( this.y, v.y );
+ this.z = Math.max( this.z, v.z );
+
+ return this;
+
+ }
+
+ clamp( min, max ) {
+
+ // assumes min < max, componentwise
+
+ this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+ this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+ this.z = Math.max( min.z, Math.min( max.z, this.z ) );
+
+ return this;
+
+ }
+
+ clampScalar( minVal, maxVal ) {
+
+ this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
+ this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
+ this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
+
+ return this;
+
+ }
+
+ clampLength( min, max ) {
+
+ const length = this.length();
+
+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+ }
+
+ floor() {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+
+ return this;
+
+ }
+
+ ceil() {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+
+ return this;
+
+ }
+
+ round() {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+
+ return this;
+
+ }
+
+ roundToZero() {
+
+ this.x = Math.trunc( this.x );
+ this.y = Math.trunc( this.y );
+ this.z = Math.trunc( this.z );
+
+ return this;
+
+ }
+
+ negate() {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+
+ return this;
+
+ }
+
+ dot( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ }
+
+ // TODO lengthSquared?
+
+ 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( length ) {
+
+ return this.normalize().multiplyScalar( length );
+
+ }
+
+ lerp( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+
+ return this;
+
+ }
+
+ lerpVectors( v1, v2, alpha ) {
+
+ this.x = v1.x + ( v2.x - v1.x ) * alpha;
+ this.y = v1.y + ( v2.y - v1.y ) * alpha;
+ this.z = v1.z + ( v2.z - v1.z ) * alpha;
+
+ return this;
+
+ }
+
+ cross( v ) {
+
+ return this.crossVectors( this, v );
+
+ }
+
+ crossVectors( a, b ) {
+
+ const ax = a.x, ay = a.y, az = a.z;
+ const bx = b.x, by = b.y, bz = b.z;
+
+ this.x = ay * bz - az * by;
+ this.y = az * bx - ax * bz;
+ this.z = ax * by - ay * bx;
+
+ return this;
+
+ }
+
+ projectOnVector( v ) {
+
+ const denominator = v.lengthSq();
+
+ if ( denominator === 0 ) return this.set( 0, 0, 0 );
+
+ const scalar = v.dot( this ) / denominator;
+
+ return this.copy( v ).multiplyScalar( scalar );
+
+ }
+
+ projectOnPlane( planeNormal ) {
+
+ _vector$c.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( _vector$c );
+
+ }
+
+ reflect( normal ) {
+
+ // reflect incident vector off plane orthogonal to normal
+ // normal is assumed to have unit length
+
+ return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+ }
+
+ angleTo( v ) {
+
+ const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
+
+ if ( denominator === 0 ) return Math.PI / 2;
+
+ const theta = this.dot( v ) / denominator;
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( clamp( theta, - 1, 1 ) );
+
+ }
+
+ distanceTo( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ }
+
+ distanceToSquared( v ) {
+
+ const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
+
+ return dx * dx + dy * dy + dz * dz;
+
+ }
+
+ manhattanDistanceTo( v ) {
+
+ return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
+
+ }
+
+ setFromSpherical( s ) {
+
+ return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
+
+ }
+
+ setFromSphericalCoords( radius, phi, theta ) {
+
+ const sinPhiRadius = Math.sin( phi ) * radius;
+
+ this.x = sinPhiRadius * Math.sin( theta );
+ this.y = Math.cos( phi ) * radius;
+ this.z = sinPhiRadius * Math.cos( theta );
+
+ return this;
+
+ }
+
+ setFromCylindrical( c ) {
+
+ return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
+
+ }
+
+ setFromCylindricalCoords( radius, theta, y ) {
+
+ this.x = radius * Math.sin( theta );
+ this.y = y;
+ this.z = radius * Math.cos( theta );
+
+ return this;
+
+ }
+
+ setFromMatrixPosition( m ) {
+
+ const e = m.elements;
+
+ this.x = e[ 12 ];
+ this.y = e[ 13 ];
+ this.z = e[ 14 ];
+
+ return this;
+
+ }
+
+ setFromMatrixScale( m ) {
+
+ const sx = this.setFromMatrixColumn( m, 0 ).length();
+ const sy = this.setFromMatrixColumn( m, 1 ).length();
+ const sz = this.setFromMatrixColumn( m, 2 ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+
+ }
+
+ setFromMatrixColumn( m, index ) {
+
+ return this.fromArray( m.elements, index * 4 );
+
+ }
+
+ setFromMatrix3Column( m, index ) {
+
+ return this.fromArray( m.elements, index * 3 );
+
+ }
+
+ setFromEuler( e ) {
+
+ this.x = e._x;
+ this.y = e._y;
+ this.z = e._z;
+
+ return this;
+
+ }
+
+ setFromColor( c ) {
+
+ this.x = c.r;
+ this.y = c.g;
+ this.z = c.b;
+
+ return this;
+
+ }
+
+ equals( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+ array[ offset + 2 ] = this.z;
+
+ return array;
+
+ }
+
+ fromBufferAttribute( attribute, index ) {
+
+ this.x = attribute.getX( index );
+ this.y = attribute.getY( index );
+ this.z = attribute.getZ( index );
+
+ return this;
+
+ }
+
+ random() {
+
+ this.x = Math.random();
+ this.y = Math.random();
+ this.z = Math.random();
+
+ return this;
+
+ }
+
+ randomDirection() {
+
+ // https://mathworld.wolfram.com/SpherePointPicking.html
+
+ const theta = Math.random() * Math.PI * 2;
+ const u = Math.random() * 2 - 1;
+ const c = Math.sqrt( 1 - u * u );
+
+ this.x = c * Math.cos( theta );
+ this.y = u;
+ this.z = c * Math.sin( theta );
+
+ return this;
+
+ }
+
+ *[ Symbol.iterator ]() {
+
+ yield this.x;
+ yield this.y;
+ yield this.z;
+
+ }
+
+}
+
+const _vector$c = /*@__PURE__*/ new Vector3();
+const _quaternion$4 = /*@__PURE__*/ new Quaternion();
+
+class Box3 {
+
+ constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
+
+ this.isBox3 = true;
+
+ this.min = min;
+ this.max = max;
+
+ }
+
+ set( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ }
+
+ setFromArray( array ) {
+
+ this.makeEmpty();
+
+ for ( let i = 0, il = array.length; i < il; i += 3 ) {
+
+ this.expandByPoint( _vector$b.fromArray( array, i ) );
+
+ }
+
+ return this;
+
+ }
+
+ setFromBufferAttribute( attribute ) {
+
+ this.makeEmpty();
+
+ for ( let i = 0, il = attribute.count; i < il; i ++ ) {
+
+ this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
+
+ }
+
+ return this;
+
+ }
+
+ setFromPoints( points ) {
+
+ this.makeEmpty();
+
+ for ( let i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] );
+
+ }
+
+ return this;
+
+ }
+
+ setFromCenterAndSize( center, size ) {
+
+ const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ }
+
+ setFromObject( object, precise = false ) {
+
+ this.makeEmpty();
+
+ return this.expandByObject( object, precise );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ }
+
+ makeEmpty() {
+
+ this.min.x = this.min.y = this.min.z = + Infinity;
+ this.max.x = this.max.y = this.max.z = - Infinity;
+
+ return this;
+
+ }
+
+ isEmpty() {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ }
+
+ getCenter( target ) {
+
+ return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ }
+
+ getSize( target ) {
+
+ return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
+
+ }
+
+ expandByPoint( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ }
+
+ expandByVector( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ }
+
+ expandByScalar( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ }
+
+ expandByObject( object, precise = false ) {
+
+ // Computes the world-axis-aligned bounding box of an object (including its children),
+ // accounting for both the object's, and children's, world transforms
+
+ object.updateWorldMatrix( false, false );
+
+ const geometry = object.geometry;
+
+ if ( geometry !== undefined ) {
+
+ const positionAttribute = geometry.getAttribute( 'position' );
+
+ // precise AABB computation based on vertex data requires at least a position attribute.
+ // instancing isn't supported so far and uses the normal (conservative) code path.
+
+ if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
+
+ for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
+
+ if ( object.isMesh === true ) {
+
+ object.getVertexPosition( i, _vector$b );
+
+ } else {
+
+ _vector$b.fromBufferAttribute( positionAttribute, i );
+
+ }
+
+ _vector$b.applyMatrix4( object.matrixWorld );
+ this.expandByPoint( _vector$b );
+
+ }
+
+ } else {
+
+ if ( object.boundingBox !== undefined ) {
+
+ // object-level bounding box
+
+ if ( object.boundingBox === null ) {
+
+ object.computeBoundingBox();
+
+ }
+
+ _box$4.copy( object.boundingBox );
+
+
+ } else {
+
+ // geometry-level bounding box
+
+ if ( geometry.boundingBox === null ) {
+
+ geometry.computeBoundingBox();
+
+ }
+
+ _box$4.copy( geometry.boundingBox );
+
+ }
+
+ _box$4.applyMatrix4( object.matrixWorld );
+
+ this.union( _box$4 );
+
+ }
+
+ }
+
+ const children = object.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ this.expandByObject( children[ i ], precise );
+
+ }
+
+ return this;
+
+ }
+
+ containsPoint( point ) {
+
+ return point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ||
+ point.z < this.min.z || point.z > this.max.z ? false : true;
+
+ }
+
+ containsBox( box ) {
+
+ return this.min.x <= box.min.x && box.max.x <= this.max.x &&
+ this.min.y <= box.min.y && box.max.y <= this.max.y &&
+ this.min.z <= box.min.z && box.max.z <= this.max.z;
+
+ }
+
+ getParameter( point, target ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return target.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
+ );
+
+ }
+
+ intersectsBox( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+ return box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ||
+ box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
+
+ }
+
+ intersectsSphere( sphere ) {
+
+ // Find the point on the AABB closest to the sphere center.
+ this.clampPoint( sphere.center, _vector$b );
+
+ // If that point is inside the sphere, the AABB and sphere intersect.
+ return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
+
+ }
+
+ intersectsPlane( plane ) {
+
+ // We compute the minimum and maximum dot product values. If those values
+ // are on the same side (back or front) of the plane, then there is no intersection.
+
+ let min, max;
+
+ if ( plane.normal.x > 0 ) {
+
+ min = plane.normal.x * this.min.x;
+ max = plane.normal.x * this.max.x;
+
+ } else {
+
+ min = plane.normal.x * this.max.x;
+ max = plane.normal.x * this.min.x;
+
+ }
+
+ if ( plane.normal.y > 0 ) {
+
+ min += plane.normal.y * this.min.y;
+ max += plane.normal.y * this.max.y;
+
+ } else {
+
+ min += plane.normal.y * this.max.y;
+ max += plane.normal.y * this.min.y;
+
+ }
+
+ if ( plane.normal.z > 0 ) {
+
+ min += plane.normal.z * this.min.z;
+ max += plane.normal.z * this.max.z;
+
+ } else {
+
+ min += plane.normal.z * this.max.z;
+ max += plane.normal.z * this.min.z;
+
+ }
+
+ return ( min <= - plane.constant && max >= - plane.constant );
+
+ }
+
+ intersectsTriangle( triangle ) {
+
+ if ( this.isEmpty() ) {
+
+ return false;
+
+ }
+
+ // compute box center and extents
+ this.getCenter( _center );
+ _extents.subVectors( this.max, _center );
+
+ // translate triangle to aabb origin
+ _v0$2.subVectors( triangle.a, _center );
+ _v1$7.subVectors( triangle.b, _center );
+ _v2$4.subVectors( triangle.c, _center );
+
+ // compute edge vectors for triangle
+ _f0.subVectors( _v1$7, _v0$2 );
+ _f1.subVectors( _v2$4, _v1$7 );
+ _f2.subVectors( _v0$2, _v2$4 );
+
+ // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
+ // 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
+ // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
+ let axes = [
+ 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
+ _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
+ - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
+ ];
+ if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
+
+ return false;
+
+ }
+
+ // test 3 face normals from the aabb
+ axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
+ if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
+
+ return false;
+
+ }
+
+ // finally testing the face normal of the triangle
+ // use already existing triangle edge vectors here
+ _triangleNormal.crossVectors( _f0, _f1 );
+ axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
+
+ return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
+
+ }
+
+ clampPoint( point, target ) {
+
+ return target.copy( point ).clamp( this.min, this.max );
+
+ }
+
+ distanceToPoint( point ) {
+
+ return this.clampPoint( point, _vector$b ).distanceTo( point );
+
+ }
+
+ getBoundingSphere( target ) {
+
+ if ( this.isEmpty() ) {
+
+ target.makeEmpty();
+
+ } else {
+
+ this.getCenter( target.center );
+
+ target.radius = this.getSize( _vector$b ).length() * 0.5;
+
+ }
+
+ return target;
+
+ }
+
+ intersect( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
+ if ( this.isEmpty() ) this.makeEmpty();
+
+ return this;
+
+ }
+
+ union( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ }
+
+ applyMatrix4( matrix ) {
+
+ // transform of empty box is an empty box.
+ if ( this.isEmpty() ) return this;
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.setFromPoints( _points );
+
+ return this;
+
+ }
+
+ translate( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ }
+
+ equals( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ }
+
+}
+
+const _points = [
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3(),
+ /*@__PURE__*/ new Vector3()
+];
+
+const _vector$b = /*@__PURE__*/ new Vector3();
+
+const _box$4 = /*@__PURE__*/ new Box3();
+
+// triangle centered vertices
+
+const _v0$2 = /*@__PURE__*/ new Vector3();
+const _v1$7 = /*@__PURE__*/ new Vector3();
+const _v2$4 = /*@__PURE__*/ new Vector3();
+
+// triangle edge vectors
+
+const _f0 = /*@__PURE__*/ new Vector3();
+const _f1 = /*@__PURE__*/ new Vector3();
+const _f2 = /*@__PURE__*/ new Vector3();
+
+const _center = /*@__PURE__*/ new Vector3();
+const _extents = /*@__PURE__*/ new Vector3();
+const _triangleNormal = /*@__PURE__*/ new Vector3();
+const _testAxis = /*@__PURE__*/ new Vector3();
+
+function satForAxes( axes, v0, v1, v2, extents ) {
+
+ for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
+
+ _testAxis.fromArray( axes, i );
+ // project the aabb onto the separating axis
+ const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
+ // project all 3 vertices of the triangle onto the separating axis
+ const p0 = v0.dot( _testAxis );
+ const p1 = v1.dot( _testAxis );
+ const p2 = v2.dot( _testAxis );
+ // actual test, basically see if either of the most extreme of the triangle points intersects r
+ if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
+
+ // points of the projected triangle are outside the projected half-length of the aabb
+ // the axis is separating and we can exit
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+}
+
+const _box$3 = /*@__PURE__*/ new Box3();
+const _v1$6 = /*@__PURE__*/ new Vector3();
+const _v2$3 = /*@__PURE__*/ new Vector3();
+
+class Sphere {
+
+ constructor( center = new Vector3(), radius = - 1 ) {
+
+ this.isSphere = true;
+
+ this.center = center;
+ this.radius = radius;
+
+ }
+
+ set( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+
+ }
+
+ setFromPoints( points, optionalCenter ) {
+
+ const center = this.center;
+
+ if ( optionalCenter !== undefined ) {
+
+ center.copy( optionalCenter );
+
+ } else {
+
+ _box$3.setFromPoints( points ).getCenter( center );
+
+ }
+
+ let maxRadiusSq = 0;
+
+ for ( let i = 0, il = points.length; i < il; i ++ ) {
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+ }
+
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ }
+
+ copy( sphere ) {
+
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
+
+ return this;
+
+ }
+
+ isEmpty() {
+
+ return ( this.radius < 0 );
+
+ }
+
+ makeEmpty() {
+
+ this.center.set( 0, 0, 0 );
+ this.radius = - 1;
+
+ return this;
+
+ }
+
+ containsPoint( point ) {
+
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+ }
+
+ distanceToPoint( point ) {
+
+ return ( point.distanceTo( this.center ) - this.radius );
+
+ }
+
+ intersectsSphere( sphere ) {
+
+ const radiusSum = this.radius + sphere.radius;
+
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
+
+ }
+
+ intersectsBox( box ) {
+
+ return box.intersectsSphere( this );
+
+ }
+
+ intersectsPlane( plane ) {
+
+ return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
+
+ }
+
+ clampPoint( point, target ) {
+
+ const deltaLengthSq = this.center.distanceToSquared( point );
+
+ target.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ target.sub( this.center ).normalize();
+ target.multiplyScalar( this.radius ).add( this.center );
+
+ }
+
+ return target;
+
+ }
+
+ getBoundingBox( target ) {
+
+ if ( this.isEmpty() ) {
+
+ // Empty sphere produces empty bounding box
+ target.makeEmpty();
+ return target;
+
+ }
+
+ target.set( this.center, this.center );
+ target.expandByScalar( this.radius );
+
+ return target;
+
+ }
+
+ applyMatrix4( matrix ) {
+
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ }
+
+ translate( offset ) {
+
+ this.center.add( offset );
+
+ return this;
+
+ }
+
+ expandByPoint( point ) {
+
+ if ( this.isEmpty() ) {
+
+ this.center.copy( point );
+
+ this.radius = 0;
+
+ return this;
+
+ }
+
+ _v1$6.subVectors( point, this.center );
+
+ const lengthSq = _v1$6.lengthSq();
+
+ if ( lengthSq > ( this.radius * this.radius ) ) {
+
+ // calculate the minimal sphere
+
+ const length = Math.sqrt( lengthSq );
+
+ const delta = ( length - this.radius ) * 0.5;
+
+ this.center.addScaledVector( _v1$6, delta / length );
+
+ this.radius += delta;
+
+ }
+
+ return this;
+
+ }
+
+ union( sphere ) {
+
+ if ( sphere.isEmpty() ) {
+
+ return this;
+
+ }
+
+ if ( this.isEmpty() ) {
+
+ this.copy( sphere );
+
+ return this;
+
+ }
+
+ if ( this.center.equals( sphere.center ) === true ) {
+
+ this.radius = Math.max( this.radius, sphere.radius );
+
+ } else {
+
+ _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
+
+ this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
+
+ this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
+
+ }
+
+ return this;
+
+ }
+
+ equals( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+const _vector$a = /*@__PURE__*/ new Vector3();
+const _segCenter = /*@__PURE__*/ new Vector3();
+const _segDir = /*@__PURE__*/ new Vector3();
+const _diff = /*@__PURE__*/ new Vector3();
+
+const _edge1 = /*@__PURE__*/ new Vector3();
+const _edge2 = /*@__PURE__*/ new Vector3();
+const _normal$1 = /*@__PURE__*/ new Vector3();
+
+class Ray {
+
+ constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
+
+ this.origin = origin;
+ this.direction = direction;
+
+ }
+
+ set( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ }
+
+ copy( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ }
+
+ at( t, target ) {
+
+ return target.copy( this.origin ).addScaledVector( this.direction, t );
+
+ }
+
+ lookAt( v ) {
+
+ this.direction.copy( v ).sub( this.origin ).normalize();
+
+ return this;
+
+ }
+
+ recast( t ) {
+
+ this.origin.copy( this.at( t, _vector$a ) );
+
+ return this;
+
+ }
+
+ closestPointToPoint( point, target ) {
+
+ target.subVectors( point, this.origin );
+
+ const directionDistance = target.dot( this.direction );
+
+ if ( directionDistance < 0 ) {
+
+ return target.copy( this.origin );
+
+ }
+
+ return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
+
+ }
+
+ distanceToPoint( point ) {
+
+ return Math.sqrt( this.distanceSqToPoint( point ) );
+
+ }
+
+ distanceSqToPoint( point ) {
+
+ const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
+
+ // point behind the ray
+
+ if ( directionDistance < 0 ) {
+
+ return this.origin.distanceToSquared( point );
+
+ }
+
+ _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
+
+ return _vector$a.distanceToSquared( point );
+
+ }
+
+ distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+ // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
+ // It returns the min distance between the ray and the segment
+ // defined by v0 and v1
+ // It can also set two optional targets :
+ // - The closest point on the ray
+ // - The closest point on the segment
+
+ _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
+ _segDir.copy( v1 ).sub( v0 ).normalize();
+ _diff.copy( this.origin ).sub( _segCenter );
+
+ const segExtent = v0.distanceTo( v1 ) * 0.5;
+ const a01 = - this.direction.dot( _segDir );
+ const b0 = _diff.dot( this.direction );
+ const b1 = - _diff.dot( _segDir );
+ const c = _diff.lengthSq();
+ const det = Math.abs( 1 - a01 * a01 );
+ let s0, s1, sqrDist, extDet;
+
+ if ( det > 0 ) {
+
+ // The ray and segment are not parallel.
+
+ s0 = a01 * b1 - b0;
+ s1 = a01 * b0 - b1;
+ extDet = segExtent * det;
+
+ if ( s0 >= 0 ) {
+
+ if ( s1 >= - extDet ) {
+
+ if ( s1 <= extDet ) {
+
+ // region 0
+ // Minimum at interior points of ray and segment.
+
+ const invDet = 1 / det;
+ s0 *= invDet;
+ s1 *= invDet;
+ sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 1
+
+ s1 = segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ // region 5
+
+ s1 = - segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ if ( s1 <= - extDet ) {
+
+ // region 4
+
+ s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ } else if ( s1 <= extDet ) {
+
+ // region 3
+
+ s0 = 0;
+ s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 2
+
+ s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ }
+
+ } else {
+
+ // Ray and segment are parallel.
+
+ s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ if ( optionalPointOnRay ) {
+
+ optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
+
+ }
+
+ if ( optionalPointOnSegment ) {
+
+ optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
+
+ }
+
+ return sqrDist;
+
+ }
+
+ intersectSphere( sphere, target ) {
+
+ _vector$a.subVectors( sphere.center, this.origin );
+ const tca = _vector$a.dot( this.direction );
+ const d2 = _vector$a.dot( _vector$a ) - tca * tca;
+ const radius2 = sphere.radius * sphere.radius;
+
+ if ( d2 > radius2 ) return null;
+
+ const thc = Math.sqrt( radius2 - d2 );
+
+ // t0 = first intersect point - entrance on front of sphere
+ const t0 = tca - thc;
+
+ // t1 = second intersect point - exit point on back of sphere
+ const t1 = tca + thc;
+
+ // test to see if t1 is behind the ray - if so, return null
+ if ( t1 < 0 ) return null;
+
+ // test to see if t0 is behind the ray:
+ // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
+ // in order to always return an intersect point that is in front of the ray.
+ if ( t0 < 0 ) return this.at( t1, target );
+
+ // else t0 is in front of the ray, so return the first collision point scaled by t0
+ return this.at( t0, target );
+
+ }
+
+ intersectsSphere( sphere ) {
+
+ return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
+
+ }
+
+ distanceToPlane( plane ) {
+
+ const denominator = plane.normal.dot( this.direction );
+
+ if ( denominator === 0 ) {
+
+ // line is coplanar, return origin
+ if ( plane.distanceToPoint( this.origin ) === 0 ) {
+
+ return 0;
+
+ }
+
+ // Null is preferable to undefined since undefined means.... it is undefined
+
+ return null;
+
+ }
+
+ const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ // Return if the ray never intersects the plane
+
+ return t >= 0 ? t : null;
+
+ }
+
+ intersectPlane( plane, target ) {
+
+ const t = this.distanceToPlane( plane );
+
+ if ( t === null ) {
+
+ return null;
+
+ }
+
+ return this.at( t, target );
+
+ }
+
+ intersectsPlane( plane ) {
+
+ // check if the ray lies on the plane first
+
+ const distToPoint = plane.distanceToPoint( this.origin );
+
+ if ( distToPoint === 0 ) {
+
+ return true;
+
+ }
+
+ const denominator = plane.normal.dot( this.direction );
+
+ if ( denominator * distToPoint < 0 ) {
+
+ return true;
+
+ }
+
+ // ray origin is behind the plane (and is pointing behind it)
+
+ return false;
+
+ }
+
+ intersectBox( box, target ) {
+
+ let tmin, tmax, tymin, tymax, tzmin, tzmax;
+
+ const invdirx = 1 / this.direction.x,
+ invdiry = 1 / this.direction.y,
+ invdirz = 1 / this.direction.z;
+
+ const origin = this.origin;
+
+ if ( invdirx >= 0 ) {
+
+ tmin = ( box.min.x - origin.x ) * invdirx;
+ tmax = ( box.max.x - origin.x ) * invdirx;
+
+ } else {
+
+ tmin = ( box.max.x - origin.x ) * invdirx;
+ tmax = ( box.min.x - origin.x ) * invdirx;
+
+ }
+
+ if ( invdiry >= 0 ) {
+
+ tymin = ( box.min.y - origin.y ) * invdiry;
+ tymax = ( box.max.y - origin.y ) * invdiry;
+
+ } else {
+
+ tymin = ( box.max.y - origin.y ) * invdiry;
+ tymax = ( box.min.y - origin.y ) * invdiry;
+
+ }
+
+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
+
+ if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
+
+ if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
+
+ if ( invdirz >= 0 ) {
+
+ tzmin = ( box.min.z - origin.z ) * invdirz;
+ tzmax = ( box.max.z - origin.z ) * invdirz;
+
+ } else {
+
+ tzmin = ( box.max.z - origin.z ) * invdirz;
+ tzmax = ( box.min.z - origin.z ) * invdirz;
+
+ }
+
+ if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+ if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+ if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+ //return point closest to the ray (positive side)
+
+ if ( tmax < 0 ) return null;
+
+ return this.at( tmin >= 0 ? tmin : tmax, target );
+
+ }
+
+ intersectsBox( box ) {
+
+ return this.intersectBox( box, _vector$a ) !== null;
+
+ }
+
+ intersectTriangle( a, b, c, backfaceCulling, target ) {
+
+ // Compute the offset origin, edges, and normal.
+
+ // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
+
+ _edge1.subVectors( b, a );
+ _edge2.subVectors( c, a );
+ _normal$1.crossVectors( _edge1, _edge2 );
+
+ // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+ // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+ let DdN = this.direction.dot( _normal$1 );
+ let sign;
+
+ if ( DdN > 0 ) {
+
+ if ( backfaceCulling ) return null;
+ sign = 1;
+
+ } else if ( DdN < 0 ) {
+
+ sign = - 1;
+ DdN = - DdN;
+
+ } else {
+
+ return null;
+
+ }
+
+ _diff.subVectors( this.origin, a );
+ const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
+
+ // b1 < 0, no intersection
+ if ( DdQxE2 < 0 ) {
+
+ return null;
+
+ }
+
+ const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
+
+ // b2 < 0, no intersection
+ if ( DdE1xQ < 0 ) {
+
+ return null;
+
+ }
+
+ // b1+b2 > 1, no intersection
+ if ( DdQxE2 + DdE1xQ > DdN ) {
+
+ return null;
+
+ }
+
+ // Line intersects triangle, check if ray does.
+ const QdN = - sign * _diff.dot( _normal$1 );
+
+ // t < 0, no intersection
+ if ( QdN < 0 ) {
+
+ return null;
+
+ }
+
+ // Ray intersects triangle.
+ return this.at( QdN / DdN, target );
+
+ }
+
+ applyMatrix4( matrix4 ) {
+
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.transformDirection( matrix4 );
+
+ return this;
+
+ }
+
+ equals( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+class Matrix4 {
+
+ constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ Matrix4.prototype.isMatrix4 = true;
+
+ this.elements = [
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ ];
+
+ if ( n11 !== undefined ) {
+
+ this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
+
+ }
+
+ }
+
+ set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ const te = this.elements;
+
+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
+
+ return this;
+
+ }
+
+ identity() {
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ clone() {
+
+ return new Matrix4().fromArray( this.elements );
+
+ }
+
+ copy( m ) {
+
+ const te = this.elements;
+ const me = m.elements;
+
+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
+ te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
+ te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
+ te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
+
+ return this;
+
+ }
+
+ copyPosition( m ) {
+
+ const te = this.elements, me = m.elements;
+
+ te[ 12 ] = me[ 12 ];
+ te[ 13 ] = me[ 13 ];
+ te[ 14 ] = me[ 14 ];
+
+ return this;
+
+ }
+
+ setFromMatrix3( m ) {
+
+ const me = m.elements;
+
+ this.set(
+
+ me[ 0 ], me[ 3 ], me[ 6 ], 0,
+ me[ 1 ], me[ 4 ], me[ 7 ], 0,
+ me[ 2 ], me[ 5 ], me[ 8 ], 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ extractBasis( xAxis, yAxis, zAxis ) {
+
+ xAxis.setFromMatrixColumn( this, 0 );
+ yAxis.setFromMatrixColumn( this, 1 );
+ zAxis.setFromMatrixColumn( this, 2 );
+
+ return this;
+
+ }
+
+ makeBasis( xAxis, yAxis, zAxis ) {
+
+ this.set(
+ xAxis.x, yAxis.x, zAxis.x, 0,
+ xAxis.y, yAxis.y, zAxis.y, 0,
+ xAxis.z, yAxis.z, zAxis.z, 0,
+ 0, 0, 0, 1
+ );
+
+ return this;
+
+ }
+
+ extractRotation( m ) {
+
+ // this method does not support reflection matrices
+
+ const te = this.elements;
+ const me = m.elements;
+
+ const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
+ const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
+ const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
+
+ te[ 0 ] = me[ 0 ] * scaleX;
+ te[ 1 ] = me[ 1 ] * scaleX;
+ te[ 2 ] = me[ 2 ] * scaleX;
+ te[ 3 ] = 0;
+
+ te[ 4 ] = me[ 4 ] * scaleY;
+ te[ 5 ] = me[ 5 ] * scaleY;
+ te[ 6 ] = me[ 6 ] * scaleY;
+ te[ 7 ] = 0;
+
+ te[ 8 ] = me[ 8 ] * scaleZ;
+ te[ 9 ] = me[ 9 ] * scaleZ;
+ te[ 10 ] = me[ 10 ] * scaleZ;
+ te[ 11 ] = 0;
+
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ }
+
+ makeRotationFromEuler( euler ) {
+
+ const te = this.elements;
+
+ const x = euler.x, y = euler.y, z = euler.z;
+ const a = Math.cos( x ), b = Math.sin( x );
+ const c = Math.cos( y ), d = Math.sin( y );
+ const e = Math.cos( z ), f = Math.sin( z );
+
+ if ( euler.order === 'XYZ' ) {
+
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - c * f;
+ te[ 8 ] = d;
+
+ te[ 1 ] = af + be * d;
+ te[ 5 ] = ae - bf * d;
+ te[ 9 ] = - b * c;
+
+ te[ 2 ] = bf - ae * d;
+ te[ 6 ] = be + af * d;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce + df * b;
+ te[ 4 ] = de * b - cf;
+ te[ 8 ] = a * d;
+
+ te[ 1 ] = a * f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b;
+
+ te[ 2 ] = cf * b - de;
+ te[ 6 ] = df + ce * b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce - df * b;
+ te[ 4 ] = - a * f;
+ te[ 8 ] = de + cf * b;
+
+ te[ 1 ] = cf + de * b;
+ te[ 5 ] = a * e;
+ te[ 9 ] = df - ce * b;
+
+ te[ 2 ] = - a * d;
+ te[ 6 ] = b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = be * d - af;
+ te[ 8 ] = ae * d + bf;
+
+ te[ 1 ] = c * f;
+ te[ 5 ] = bf * d + ae;
+ te[ 9 ] = af * d - be;
+
+ te[ 2 ] = - d;
+ te[ 6 ] = b * c;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = bd - ac * f;
+ te[ 8 ] = bc * f + ad;
+
+ te[ 1 ] = f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b * e;
+
+ te[ 2 ] = - d * e;
+ te[ 6 ] = ad * f + bc;
+ te[ 10 ] = ac - bd * f;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - f;
+ te[ 8 ] = d * e;
+
+ te[ 1 ] = ac * f + bd;
+ te[ 5 ] = a * e;
+ te[ 9 ] = ad * f - bc;
+
+ te[ 2 ] = bc * f - ad;
+ te[ 6 ] = b * e;
+ te[ 10 ] = bd * f + ac;
+
+ }
+
+ // bottom row
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // last column
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ }
+
+ makeRotationFromQuaternion( q ) {
+
+ return this.compose( _zero, q, _one );
+
+ }
+
+ lookAt( eye, target, up ) {
+
+ const te = this.elements;
+
+ _z.subVectors( eye, target );
+
+ if ( _z.lengthSq() === 0 ) {
+
+ // eye and target are in the same position
+
+ _z.z = 1;
+
+ }
+
+ _z.normalize();
+ _x.crossVectors( up, _z );
+
+ if ( _x.lengthSq() === 0 ) {
+
+ // up and z are parallel
+
+ if ( Math.abs( up.z ) === 1 ) {
+
+ _z.x += 0.0001;
+
+ } else {
+
+ _z.z += 0.0001;
+
+ }
+
+ _z.normalize();
+ _x.crossVectors( up, _z );
+
+ }
+
+ _x.normalize();
+ _y.crossVectors( _z, _x );
+
+ te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
+ te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
+ te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
+
+ return this;
+
+ }
+
+ multiply( m ) {
+
+ return this.multiplyMatrices( this, m );
+
+ }
+
+ premultiply( m ) {
+
+ return this.multiplyMatrices( m, this );
+
+ }
+
+ multiplyMatrices( a, b ) {
+
+ const ae = a.elements;
+ const be = b.elements;
+ const te = this.elements;
+
+ const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
+ const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
+ const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
+ const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
+
+ const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
+ const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
+ const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
+ const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
+
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ }
+
+ multiplyScalar( s ) {
+
+ const te = this.elements;
+
+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
+
+ return this;
+
+ }
+
+ determinant() {
+
+ const te = this.elements;
+
+ const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
+ const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
+ const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
+ const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n41 * (
+ + n14 * n23 * n32
+ - n13 * n24 * n32
+ - n14 * n22 * n33
+ + n12 * n24 * n33
+ + n13 * n22 * n34
+ - n12 * n23 * n34
+ ) +
+ n42 * (
+ + n11 * n23 * n34
+ - n11 * n24 * n33
+ + n14 * n21 * n33
+ - n13 * n21 * n34
+ + n13 * n24 * n31
+ - n14 * n23 * n31
+ ) +
+ n43 * (
+ + n11 * n24 * n32
+ - n11 * n22 * n34
+ - n14 * n21 * n32
+ + n12 * n21 * n34
+ + n14 * n22 * n31
+ - n12 * n24 * n31
+ ) +
+ n44 * (
+ - n13 * n22 * n31
+ - n11 * n23 * n32
+ + n11 * n22 * n33
+ + n13 * n21 * n32
+ - n12 * n21 * n33
+ + n12 * n23 * n31
+ )
+
+ );
+
+ }
+
+ transpose() {
+
+ const te = this.elements;
+ let tmp;
+
+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
+
+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
+
+ return this;
+
+ }
+
+ setPosition( x, y, z ) {
+
+ const te = this.elements;
+
+ if ( x.isVector3 ) {
+
+ te[ 12 ] = x.x;
+ te[ 13 ] = x.y;
+ te[ 14 ] = x.z;
+
+ } else {
+
+ te[ 12 ] = x;
+ te[ 13 ] = y;
+ te[ 14 ] = z;
+
+ }
+
+ return this;
+
+ }
+
+ invert() {
+
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ const te = this.elements,
+
+ n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
+ n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
+ n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
+ n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
+
+ t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
+ t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
+ t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
+ t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+
+ const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
+
+ if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
+
+ const detInv = 1 / det;
+
+ te[ 0 ] = t11 * detInv;
+ te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
+ te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
+ te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
+
+ te[ 4 ] = t12 * detInv;
+ te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
+ te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
+ te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
+
+ te[ 8 ] = t13 * detInv;
+ te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
+ te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
+ te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
+
+ te[ 12 ] = t14 * detInv;
+ te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
+ te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
+ te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
+
+ return this;
+
+ }
+
+ scale( v ) {
+
+ const te = this.elements;
+ const x = v.x, y = v.y, z = v.z;
+
+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
+
+ return this;
+
+ }
+
+ getMaxScaleOnAxis() {
+
+ const te = this.elements;
+
+ const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
+ const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
+ const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
+
+ return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
+
+ }
+
+ makeTranslation( x, y, z ) {
+
+ if ( x.isVector3 ) {
+
+ this.set(
+
+ 1, 0, 0, x.x,
+ 0, 1, 0, x.y,
+ 0, 0, 1, x.z,
+ 0, 0, 0, 1
+
+ );
+
+ } else {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ }
+
+ return this;
+
+ }
+
+ makeRotationX( theta ) {
+
+ const c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, - s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeRotationY( theta ) {
+
+ const c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ - s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeRotationZ( theta ) {
+
+ const c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, - s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeRotationAxis( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ const c = Math.cos( angle );
+ const s = Math.sin( angle );
+ const t = 1 - c;
+ const x = axis.x, y = axis.y, z = axis.z;
+ const tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeScale( x, y, z ) {
+
+ this.set(
+
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ makeShear( xy, xz, yx, yz, zx, zy ) {
+
+ this.set(
+
+ 1, yx, zx, 0,
+ xy, 1, zy, 0,
+ xz, yz, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ }
+
+ compose( position, quaternion, scale ) {
+
+ const te = this.elements;
+
+ const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
+ const x2 = x + x, y2 = y + y, z2 = z + z;
+ const xx = x * x2, xy = x * y2, xz = x * z2;
+ const yy = y * y2, yz = y * z2, zz = z * z2;
+ const wx = w * x2, wy = w * y2, wz = w * z2;
+
+ const sx = scale.x, sy = scale.y, sz = scale.z;
+
+ te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
+ te[ 1 ] = ( xy + wz ) * sx;
+ te[ 2 ] = ( xz - wy ) * sx;
+ te[ 3 ] = 0;
+
+ te[ 4 ] = ( xy - wz ) * sy;
+ te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
+ te[ 6 ] = ( yz + wx ) * sy;
+ te[ 7 ] = 0;
+
+ te[ 8 ] = ( xz + wy ) * sz;
+ te[ 9 ] = ( yz - wx ) * sz;
+ te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
+ te[ 11 ] = 0;
+
+ te[ 12 ] = position.x;
+ te[ 13 ] = position.y;
+ te[ 14 ] = position.z;
+ te[ 15 ] = 1;
+
+ return this;
+
+ }
+
+ decompose( position, quaternion, scale ) {
+
+ const te = this.elements;
+
+ let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+ const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+ const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+ // if determine is negative, we need to invert one scale
+ const det = this.determinant();
+ if ( det < 0 ) sx = - sx;
+
+ position.x = te[ 12 ];
+ position.y = te[ 13 ];
+ position.z = te[ 14 ];
+
+ // scale the rotation part
+ _m1$4.copy( this );
+
+ const invSX = 1 / sx;
+ const invSY = 1 / sy;
+ const invSZ = 1 / sz;
+
+ _m1$4.elements[ 0 ] *= invSX;
+ _m1$4.elements[ 1 ] *= invSX;
+ _m1$4.elements[ 2 ] *= invSX;
+
+ _m1$4.elements[ 4 ] *= invSY;
+ _m1$4.elements[ 5 ] *= invSY;
+ _m1$4.elements[ 6 ] *= invSY;
+
+ _m1$4.elements[ 8 ] *= invSZ;
+ _m1$4.elements[ 9 ] *= invSZ;
+ _m1$4.elements[ 10 ] *= invSZ;
+
+ quaternion.setFromRotationMatrix( _m1$4 );
+
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
+
+ return this;
+
+ }
+
+ makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
+
+ const te = this.elements;
+ const x = 2 * near / ( right - left );
+ const y = 2 * near / ( top - bottom );
+
+ const a = ( right + left ) / ( right - left );
+ const b = ( top + bottom ) / ( top - bottom );
+
+ let c, d;
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ c = - ( far + near ) / ( far - near );
+ d = ( - 2 * far * near ) / ( far - near );
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ c = - far / ( far - near );
+ d = ( - far * near ) / ( far - near );
+
+ } else {
+
+ throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
+
+ return this;
+
+ }
+
+ makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
+
+ const te = this.elements;
+ const w = 1.0 / ( right - left );
+ const h = 1.0 / ( top - bottom );
+ const p = 1.0 / ( far - near );
+
+ const x = ( right + left ) * w;
+ const y = ( top + bottom ) * h;
+
+ let z, zInv;
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ z = ( far + near ) * p;
+ zInv = - 2 * p;
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ z = near * p;
+ zInv = - 1 * p;
+
+ } else {
+
+ throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
+ te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
+
+ return this;
+
+ }
+
+ equals( matrix ) {
+
+ const te = this.elements;
+ const me = matrix.elements;
+
+ for ( let i = 0; i < 16; i ++ ) {
+
+ if ( te[ i ] !== me[ i ] ) return false;
+
+ }
+
+ return true;
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ for ( let i = 0; i < 16; i ++ ) {
+
+ this.elements[ i ] = array[ i + offset ];
+
+ }
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ const te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+ array[ offset + 3 ] = te[ 3 ];
+
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+
+ array[ offset + 8 ] = te[ 8 ];
+ array[ offset + 9 ] = te[ 9 ];
+ array[ offset + 10 ] = te[ 10 ];
+ array[ offset + 11 ] = te[ 11 ];
+
+ array[ offset + 12 ] = te[ 12 ];
+ array[ offset + 13 ] = te[ 13 ];
+ array[ offset + 14 ] = te[ 14 ];
+ array[ offset + 15 ] = te[ 15 ];
+
+ return array;
+
+ }
+
+}
+
+const _v1$5 = /*@__PURE__*/ new Vector3();
+const _m1$4 = /*@__PURE__*/ new Matrix4();
+const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
+const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
+const _x = /*@__PURE__*/ new Vector3();
+const _y = /*@__PURE__*/ new Vector3();
+const _z = /*@__PURE__*/ new Vector3();
+
+const _matrix$2 = /*@__PURE__*/ new Matrix4();
+const _quaternion$3 = /*@__PURE__*/ new Quaternion();
+
+class Euler {
+
+ constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
+
+ this.isEuler = true;
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order;
+
+ }
+
+ get x() {
+
+ return this._x;
+
+ }
+
+ set x( value ) {
+
+ this._x = value;
+ this._onChangeCallback();
+
+ }
+
+ get y() {
+
+ return this._y;
+
+ }
+
+ set y( value ) {
+
+ this._y = value;
+ this._onChangeCallback();
+
+ }
+
+ get z() {
+
+ return this._z;
+
+ }
+
+ set z( value ) {
+
+ this._z = value;
+ this._onChangeCallback();
+
+ }
+
+ get order() {
+
+ return this._order;
+
+ }
+
+ set order( value ) {
+
+ this._order = value;
+ this._onChangeCallback();
+
+ }
+
+ set( x, y, z, order = this._order ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order;
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ clone() {
+
+ return new this.constructor( this._x, this._y, this._z, this._order );
+
+ }
+
+ copy( euler ) {
+
+ this._x = euler._x;
+ this._y = euler._y;
+ this._z = euler._z;
+ this._order = euler._order;
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ setFromRotationMatrix( m, order = this._order, update = true ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ const te = m.elements;
+ const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
+ const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
+ const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ switch ( order ) {
+
+ case 'XYZ':
+
+ this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+ if ( Math.abs( m13 ) < 0.9999999 ) {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._z = Math.atan2( - m12, m11 );
+
+ } else {
+
+ this._x = Math.atan2( m32, m22 );
+ this._z = 0;
+
+ }
+
+ break;
+
+ case 'YXZ':
+
+ this._x = Math.asin( - clamp( m23, - 1, 1 ) );
+
+ if ( Math.abs( m23 ) < 0.9999999 ) {
+
+ this._y = Math.atan2( m13, m33 );
+ this._z = Math.atan2( m21, m22 );
+
+ } else {
+
+ this._y = Math.atan2( - m31, m11 );
+ this._z = 0;
+
+ }
+
+ break;
+
+ case 'ZXY':
+
+ this._x = Math.asin( clamp( m32, - 1, 1 ) );
+
+ if ( Math.abs( m32 ) < 0.9999999 ) {
+
+ this._y = Math.atan2( - m31, m33 );
+ this._z = Math.atan2( - m12, m22 );
+
+ } else {
+
+ this._y = 0;
+ this._z = Math.atan2( m21, m11 );
+
+ }
+
+ break;
+
+ case 'ZYX':
+
+ this._y = Math.asin( - clamp( m31, - 1, 1 ) );
+
+ if ( Math.abs( m31 ) < 0.9999999 ) {
+
+ this._x = Math.atan2( m32, m33 );
+ this._z = Math.atan2( m21, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._z = Math.atan2( - m12, m22 );
+
+ }
+
+ break;
+
+ case 'YZX':
+
+ this._z = Math.asin( clamp( m21, - 1, 1 ) );
+
+ if ( Math.abs( m21 ) < 0.9999999 ) {
+
+ this._x = Math.atan2( - m23, m22 );
+ this._y = Math.atan2( - m31, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._y = Math.atan2( m13, m33 );
+
+ }
+
+ break;
+
+ case 'XZY':
+
+ this._z = Math.asin( - clamp( m12, - 1, 1 ) );
+
+ if ( Math.abs( m12 ) < 0.9999999 ) {
+
+ this._x = Math.atan2( m32, m22 );
+ this._y = Math.atan2( m13, m11 );
+
+ } else {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._y = 0;
+
+ }
+
+ break;
+
+ default:
+
+ console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
+
+ }
+
+ this._order = order;
+
+ if ( update === true ) this._onChangeCallback();
+
+ return this;
+
+ }
+
+ setFromQuaternion( q, order, update ) {
+
+ _matrix$2.makeRotationFromQuaternion( q );
+
+ return this.setFromRotationMatrix( _matrix$2, order, update );
+
+ }
+
+ setFromVector3( v, order = this._order ) {
+
+ return this.set( v.x, v.y, v.z, order );
+
+ }
+
+ reorder( newOrder ) {
+
+ // WARNING: this discards revolution information -bhouston
+
+ _quaternion$3.setFromEuler( this );
+
+ return this.setFromQuaternion( _quaternion$3, newOrder );
+
+ }
+
+ equals( euler ) {
+
+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+ }
+
+ fromArray( array ) {
+
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+ this._onChangeCallback();
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._order;
+
+ return array;
+
+ }
+
+ _onChange( callback ) {
+
+ this._onChangeCallback = callback;
+
+ return this;
+
+ }
+
+ _onChangeCallback() {}
+
+ *[ Symbol.iterator ]() {
+
+ yield this._x;
+ yield this._y;
+ yield this._z;
+ yield this._order;
+
+ }
+
+}
+
+Euler.DEFAULT_ORDER = 'XYZ';
+
+class Layers {
+
+ constructor() {
+
+ this.mask = 1 | 0;
+
+ }
+
+ set( channel ) {
+
+ this.mask = ( 1 << channel | 0 ) >>> 0;
+
+ }
+
+ enable( channel ) {
+
+ this.mask |= 1 << channel | 0;
+
+ }
+
+ enableAll() {
+
+ this.mask = 0xffffffff | 0;
+
+ }
+
+ toggle( channel ) {
+
+ this.mask ^= 1 << channel | 0;
+
+ }
+
+ disable( channel ) {
+
+ this.mask &= ~ ( 1 << channel | 0 );
+
+ }
+
+ disableAll() {
+
+ this.mask = 0;
+
+ }
+
+ test( layers ) {
+
+ return ( this.mask & layers.mask ) !== 0;
+
+ }
+
+ isEnabled( channel ) {
+
+ return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
+
+ }
+
+}
+
+let _object3DId = 0;
+
+const _v1$4 = /*@__PURE__*/ new Vector3();
+const _q1 = /*@__PURE__*/ new Quaternion();
+const _m1$3 = /*@__PURE__*/ new Matrix4();
+const _target = /*@__PURE__*/ new Vector3();
+
+const _position$3 = /*@__PURE__*/ new Vector3();
+const _scale$2 = /*@__PURE__*/ new Vector3();
+const _quaternion$2 = /*@__PURE__*/ new Quaternion();
+
+const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
+const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
+const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
+
+const _addedEvent = { type: 'added' };
+const _removedEvent = { type: 'removed' };
+
+const _childaddedEvent = { type: 'childadded', child: null };
+const _childremovedEvent = { type: 'childremoved', child: null };
+
+class Object3D extends EventDispatcher {
+
+ constructor() {
+
+ super();
+
+ this.isObject3D = true;
+
+ Object.defineProperty( this, 'id', { value: _object3DId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+ this.type = 'Object3D';
+
+ this.parent = null;
+ this.children = [];
+
+ this.up = Object3D.DEFAULT_UP.clone();
+
+ const position = new Vector3();
+ const rotation = new Euler();
+ const quaternion = new Quaternion();
+ const scale = new Vector3( 1, 1, 1 );
+
+ function onRotationChange() {
+
+ quaternion.setFromEuler( rotation, false );
+
+ }
+
+ function onQuaternionChange() {
+
+ rotation.setFromQuaternion( quaternion, undefined, false );
+
+ }
+
+ rotation._onChange( onRotationChange );
+ quaternion._onChange( onQuaternionChange );
+
+ Object.defineProperties( this, {
+ position: {
+ configurable: true,
+ enumerable: true,
+ value: position
+ },
+ rotation: {
+ configurable: true,
+ enumerable: true,
+ value: rotation
+ },
+ quaternion: {
+ configurable: true,
+ enumerable: true,
+ value: quaternion
+ },
+ scale: {
+ configurable: true,
+ enumerable: true,
+ value: scale
+ },
+ modelViewMatrix: {
+ value: new Matrix4()
+ },
+ normalMatrix: {
+ value: new Matrix3()
+ }
+ } );
+
+ this.matrix = new Matrix4();
+ this.matrixWorld = new Matrix4();
+
+ this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
+
+ this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
+ this.matrixWorldNeedsUpdate = false;
+
+ this.layers = new Layers();
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+ this.renderOrder = 0;
+
+ this.animations = [];
+
+ this.userData = {};
+
+ }
+
+ onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
+
+ onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
+
+ onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
+
+ onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
+
+ applyMatrix4( matrix ) {
+
+ if ( this.matrixAutoUpdate ) this.updateMatrix();
+
+ this.matrix.premultiply( matrix );
+
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+ }
+
+ applyQuaternion( q ) {
+
+ this.quaternion.premultiply( q );
+
+ return this;
+
+ }
+
+ setRotationFromAxisAngle( axis, angle ) {
+
+ // assumes axis is normalized
+
+ this.quaternion.setFromAxisAngle( axis, angle );
+
+ }
+
+ setRotationFromEuler( euler ) {
+
+ this.quaternion.setFromEuler( euler, true );
+
+ }
+
+ setRotationFromMatrix( m ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ this.quaternion.setFromRotationMatrix( m );
+
+ }
+
+ setRotationFromQuaternion( q ) {
+
+ // assumes q is normalized
+
+ this.quaternion.copy( q );
+
+ }
+
+ rotateOnAxis( axis, angle ) {
+
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
+
+ _q1.setFromAxisAngle( axis, angle );
+
+ this.quaternion.multiply( _q1 );
+
+ return this;
+
+ }
+
+ rotateOnWorldAxis( axis, angle ) {
+
+ // rotate object on axis in world space
+ // axis is assumed to be normalized
+ // method assumes no rotated parent
+
+ _q1.setFromAxisAngle( axis, angle );
+
+ this.quaternion.premultiply( _q1 );
+
+ return this;
+
+ }
+
+ rotateX( angle ) {
+
+ return this.rotateOnAxis( _xAxis, angle );
+
+ }
+
+ rotateY( angle ) {
+
+ return this.rotateOnAxis( _yAxis, angle );
+
+ }
+
+ rotateZ( angle ) {
+
+ return this.rotateOnAxis( _zAxis, angle );
+
+ }
+
+ translateOnAxis( axis, distance ) {
+
+ // translate object by distance along axis in object space
+ // axis is assumed to be normalized
+
+ _v1$4.copy( axis ).applyQuaternion( this.quaternion );
+
+ this.position.add( _v1$4.multiplyScalar( distance ) );
+
+ return this;
+
+ }
+
+ translateX( distance ) {
+
+ return this.translateOnAxis( _xAxis, distance );
+
+ }
+
+ translateY( distance ) {
+
+ return this.translateOnAxis( _yAxis, distance );
+
+ }
+
+ translateZ( distance ) {
+
+ return this.translateOnAxis( _zAxis, distance );
+
+ }
+
+ localToWorld( vector ) {
+
+ this.updateWorldMatrix( true, false );
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ }
+
+ worldToLocal( vector ) {
+
+ this.updateWorldMatrix( true, false );
+
+ return vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() );
+
+ }
+
+ lookAt( x, y, z ) {
+
+ // This method does not support objects having non-uniformly-scaled parent(s)
+
+ if ( x.isVector3 ) {
+
+ _target.copy( x );
+
+ } else {
+
+ _target.set( x, y, z );
+
+ }
+
+ const parent = this.parent;
+
+ this.updateWorldMatrix( true, false );
+
+ _position$3.setFromMatrixPosition( this.matrixWorld );
+
+ if ( this.isCamera || this.isLight ) {
+
+ _m1$3.lookAt( _position$3, _target, this.up );
+
+ } else {
+
+ _m1$3.lookAt( _target, _position$3, this.up );
+
+ }
+
+ this.quaternion.setFromRotationMatrix( _m1$3 );
+
+ if ( parent ) {
+
+ _m1$3.extractRotation( parent.matrixWorld );
+ _q1.setFromRotationMatrix( _m1$3 );
+ this.quaternion.premultiply( _q1.invert() );
+
+ }
+
+ }
+
+ add( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( let i = 0; i < arguments.length; i ++ ) {
+
+ this.add( arguments[ i ] );
+
+ }
+
+ return this;
+
+ }
+
+ if ( object === this ) {
+
+ console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
+ return this;
+
+ }
+
+ if ( object && object.isObject3D ) {
+
+ object.removeFromParent();
+ object.parent = this;
+ this.children.push( object );
+
+ object.dispatchEvent( _addedEvent );
+
+ _childaddedEvent.child = object;
+ this.dispatchEvent( _childaddedEvent );
+ _childaddedEvent.child = null;
+
+ } else {
+
+ console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
+
+ }
+
+ return this;
+
+ }
+
+ remove( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( let i = 0; i < arguments.length; i ++ ) {
+
+ this.remove( arguments[ i ] );
+
+ }
+
+ return this;
+
+ }
+
+ const index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = null;
+ this.children.splice( index, 1 );
+
+ object.dispatchEvent( _removedEvent );
+
+ _childremovedEvent.child = object;
+ this.dispatchEvent( _childremovedEvent );
+ _childremovedEvent.child = null;
+
+ }
+
+ return this;
+
+ }
+
+ removeFromParent() {
+
+ const parent = this.parent;
+
+ if ( parent !== null ) {
+
+ parent.remove( this );
+
+ }
+
+ return this;
+
+ }
+
+ clear() {
+
+ return this.remove( ... this.children );
+
+ }
+
+ attach( object ) {
+
+ // adds object as a child of this, while maintaining the object's world transform
+
+ // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
+
+ this.updateWorldMatrix( true, false );
+
+ _m1$3.copy( this.matrixWorld ).invert();
+
+ if ( object.parent !== null ) {
+
+ object.parent.updateWorldMatrix( true, false );
+
+ _m1$3.multiply( object.parent.matrixWorld );
+
+ }
+
+ object.applyMatrix4( _m1$3 );
+
+ object.removeFromParent();
+ object.parent = this;
+ this.children.push( object );
+
+ object.updateWorldMatrix( false, true );
+
+ object.dispatchEvent( _addedEvent );
+
+ _childaddedEvent.child = object;
+ this.dispatchEvent( _childaddedEvent );
+ _childaddedEvent.child = null;
+
+ return this;
+
+ }
+
+ getObjectById( id ) {
+
+ return this.getObjectByProperty( 'id', id );
+
+ }
+
+ getObjectByName( name ) {
+
+ return this.getObjectByProperty( 'name', name );
+
+ }
+
+ getObjectByProperty( name, value ) {
+
+ if ( this[ name ] === value ) return this;
+
+ for ( let i = 0, l = this.children.length; i < l; i ++ ) {
+
+ const child = this.children[ i ];
+ const object = child.getObjectByProperty( name, value );
+
+ if ( object !== undefined ) {
+
+ return object;
+
+ }
+
+ }
+
+ return undefined;
+
+ }
+
+ getObjectsByProperty( name, value, result = [] ) {
+
+ if ( this[ name ] === value ) result.push( this );
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ children[ i ].getObjectsByProperty( name, value, result );
+
+ }
+
+ return result;
+
+ }
+
+ getWorldPosition( target ) {
+
+ this.updateWorldMatrix( true, false );
+
+ return target.setFromMatrixPosition( this.matrixWorld );
+
+ }
+
+ getWorldQuaternion( target ) {
+
+ this.updateWorldMatrix( true, false );
+
+ this.matrixWorld.decompose( _position$3, target, _scale$2 );
+
+ return target;
+
+ }
+
+ getWorldScale( target ) {
+
+ this.updateWorldMatrix( true, false );
+
+ this.matrixWorld.decompose( _position$3, _quaternion$2, target );
+
+ return target;
+
+ }
+
+ getWorldDirection( target ) {
+
+ this.updateWorldMatrix( true, false );
+
+ const e = this.matrixWorld.elements;
+
+ return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
+
+ }
+
+ raycast( /* raycaster, intersects */ ) {}
+
+ traverse( callback ) {
+
+ callback( this );
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ children[ i ].traverse( callback );
+
+ }
+
+ }
+
+ traverseVisible( callback ) {
+
+ if ( this.visible === false ) return;
+
+ callback( this );
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ children[ i ].traverseVisible( callback );
+
+ }
+
+ }
+
+ traverseAncestors( callback ) {
+
+ const parent = this.parent;
+
+ if ( parent !== null ) {
+
+ callback( parent );
+
+ parent.traverseAncestors( callback );
+
+ }
+
+ }
+
+ updateMatrix() {
+
+ this.matrix.compose( this.position, this.quaternion, this.scale );
+
+ this.matrixWorldNeedsUpdate = true;
+
+ }
+
+ updateMatrixWorld( force ) {
+
+ if ( this.matrixAutoUpdate ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.matrixWorldAutoUpdate === true ) {
+
+ if ( this.parent === null ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // make sure descendants are updated if required
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ const child = children[ i ];
+
+ child.updateMatrixWorld( force );
+
+ }
+
+ }
+
+ updateWorldMatrix( updateParents, updateChildren ) {
+
+ const parent = this.parent;
+
+ if ( updateParents === true && parent !== null ) {
+
+ parent.updateWorldMatrix( true, false );
+
+ }
+
+ if ( this.matrixAutoUpdate ) this.updateMatrix();
+
+ if ( this.matrixWorldAutoUpdate === true ) {
+
+ if ( this.parent === null ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ }
+
+ // make sure descendants are updated
+
+ if ( updateChildren === true ) {
+
+ const children = this.children;
+
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
+
+ const child = children[ i ];
+
+ child.updateWorldMatrix( false, true );
+
+ }
+
+ }
+
+ }
+
+ toJSON( meta ) {
+
+ // meta is a string when called from JSON.stringify
+ const isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+ const output = {};
+
+ // meta is a hash used to collect geometries, materials.
+ // not providing it implies that this is the root object
+ // being serialized.
+ if ( isRootObject ) {
+
+ // initialize meta obj
+ meta = {
+ geometries: {},
+ materials: {},
+ textures: {},
+ images: {},
+ shapes: {},
+ skeletons: {},
+ animations: {},
+ nodes: {}
+ };
+
+ output.metadata = {
+ version: 4.6,
+ type: 'Object',
+ generator: 'Object3D.toJSON'
+ };
+
+ }
+
+ // standard Object3D serialization
+
+ const object = {};
+
+ object.uuid = this.uuid;
+ object.type = this.type;
+
+ if ( this.name !== '' ) object.name = this.name;
+ if ( this.castShadow === true ) object.castShadow = true;
+ if ( this.receiveShadow === true ) object.receiveShadow = true;
+ if ( this.visible === false ) object.visible = false;
+ if ( this.frustumCulled === false ) object.frustumCulled = false;
+ if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
+ if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
+
+ object.layers = this.layers.mask;
+ object.matrix = this.matrix.toArray();
+ object.up = this.up.toArray();
+
+ if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
+
+ // object specific properties
+
+ if ( this.isInstancedMesh ) {
+
+ object.type = 'InstancedMesh';
+ object.count = this.count;
+ object.instanceMatrix = this.instanceMatrix.toJSON();
+ if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
+
+ }
+
+ if ( this.isBatchedMesh ) {
+
+ object.type = 'BatchedMesh';
+ object.perObjectFrustumCulled = this.perObjectFrustumCulled;
+ object.sortObjects = this.sortObjects;
+
+ object.drawRanges = this._drawRanges;
+ object.reservedRanges = this._reservedRanges;
+
+ object.visibility = this._visibility;
+ object.active = this._active;
+ object.bounds = this._bounds.map( bound => ( {
+ boxInitialized: bound.boxInitialized,
+ boxMin: bound.box.min.toArray(),
+ boxMax: bound.box.max.toArray(),
+
+ sphereInitialized: bound.sphereInitialized,
+ sphereRadius: bound.sphere.radius,
+ sphereCenter: bound.sphere.center.toArray()
+ } ) );
+
+ object.maxInstanceCount = this._maxInstanceCount;
+ object.maxVertexCount = this._maxVertexCount;
+ object.maxIndexCount = this._maxIndexCount;
+
+ object.geometryInitialized = this._geometryInitialized;
+ object.geometryCount = this._geometryCount;
+
+ object.matricesTexture = this._matricesTexture.toJSON( meta );
+
+ if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
+
+ if ( this.boundingSphere !== null ) {
+
+ object.boundingSphere = {
+ center: object.boundingSphere.center.toArray(),
+ radius: object.boundingSphere.radius
+ };
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ object.boundingBox = {
+ min: object.boundingBox.min.toArray(),
+ max: object.boundingBox.max.toArray()
+ };
+
+ }
+
+ }
+
+ //
+
+ function serialize( library, element ) {
+
+ if ( library[ element.uuid ] === undefined ) {
+
+ library[ element.uuid ] = element.toJSON( meta );
+
+ }
+
+ return element.uuid;
+
+ }
+
+ if ( this.isScene ) {
+
+ if ( this.background ) {
+
+ if ( this.background.isColor ) {
+
+ object.background = this.background.toJSON();
+
+ } else if ( this.background.isTexture ) {
+
+ object.background = this.background.toJSON( meta ).uuid;
+
+ }
+
+ }
+
+ if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
+
+ object.environment = this.environment.toJSON( meta ).uuid;
+
+ }
+
+ } else if ( this.isMesh || this.isLine || this.isPoints ) {
+
+ object.geometry = serialize( meta.geometries, this.geometry );
+
+ const parameters = this.geometry.parameters;
+
+ if ( parameters !== undefined && parameters.shapes !== undefined ) {
+
+ const shapes = parameters.shapes;
+
+ if ( Array.isArray( shapes ) ) {
+
+ for ( let i = 0, l = shapes.length; i < l; i ++ ) {
+
+ const shape = shapes[ i ];
+
+ serialize( meta.shapes, shape );
+
+ }
+
+ } else {
+
+ serialize( meta.shapes, shapes );
+
+ }
+
+ }
+
+ }
+
+ if ( this.isSkinnedMesh ) {
+
+ object.bindMode = this.bindMode;
+ object.bindMatrix = this.bindMatrix.toArray();
+
+ if ( this.skeleton !== undefined ) {
+
+ serialize( meta.skeletons, this.skeleton );
+
+ object.skeleton = this.skeleton.uuid;
+
+ }
+
+ }
+
+ if ( this.material !== undefined ) {
+
+ if ( Array.isArray( this.material ) ) {
+
+ const uuids = [];
+
+ for ( let i = 0, l = this.material.length; i < l; i ++ ) {
+
+ uuids.push( serialize( meta.materials, this.material[ i ] ) );
+
+ }
+
+ object.material = uuids;
+
+ } else {
+
+ object.material = serialize( meta.materials, this.material );
+
+ }
+
+ }
+
+ //
+
+ if ( this.children.length > 0 ) {
+
+ object.children = [];
+
+ for ( let i = 0; i < this.children.length; i ++ ) {
+
+ object.children.push( this.children[ i ].toJSON( meta ).object );
+
+ }
+
+ }
+
+ //
+
+ if ( this.animations.length > 0 ) {
+
+ object.animations = [];
+
+ for ( let i = 0; i < this.animations.length; i ++ ) {
+
+ const animation = this.animations[ i ];
+
+ object.animations.push( serialize( meta.animations, animation ) );
+
+ }
+
+ }
+
+ if ( isRootObject ) {
+
+ const geometries = extractFromCache( meta.geometries );
+ const materials = extractFromCache( meta.materials );
+ const textures = extractFromCache( meta.textures );
+ const images = extractFromCache( meta.images );
+ const shapes = extractFromCache( meta.shapes );
+ const skeletons = extractFromCache( meta.skeletons );
+ const animations = extractFromCache( meta.animations );
+ const nodes = extractFromCache( meta.nodes );
+
+ if ( geometries.length > 0 ) output.geometries = geometries;
+ if ( materials.length > 0 ) output.materials = materials;
+ if ( textures.length > 0 ) output.textures = textures;
+ if ( images.length > 0 ) output.images = images;
+ if ( shapes.length > 0 ) output.shapes = shapes;
+ if ( skeletons.length > 0 ) output.skeletons = skeletons;
+ if ( animations.length > 0 ) output.animations = animations;
+ if ( nodes.length > 0 ) output.nodes = nodes;
+
+ }
+
+ output.object = object;
+
+ return output;
+
+ // extract data from the cache hash
+ // remove metadata on each item
+ // and return as array
+ function extractFromCache( cache ) {
+
+ const values = [];
+ for ( const key in cache ) {
+
+ const data = cache[ key ];
+ delete data.metadata;
+ values.push( data );
+
+ }
+
+ return values;
+
+ }
+
+ }
+
+ clone( recursive ) {
+
+ return new this.constructor().copy( this, recursive );
+
+ }
+
+ copy( source, recursive = true ) {
+
+ this.name = source.name;
+
+ this.up.copy( source.up );
+
+ this.position.copy( source.position );
+ this.rotation.order = source.rotation.order;
+ this.quaternion.copy( source.quaternion );
+ this.scale.copy( source.scale );
+
+ this.matrix.copy( source.matrix );
+ this.matrixWorld.copy( source.matrixWorld );
+
+ this.matrixAutoUpdate = source.matrixAutoUpdate;
+
+ this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
+ this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
+
+ this.layers.mask = source.layers.mask;
+ this.visible = source.visible;
+
+ this.castShadow = source.castShadow;
+ this.receiveShadow = source.receiveShadow;
+
+ this.frustumCulled = source.frustumCulled;
+ this.renderOrder = source.renderOrder;
+
+ this.animations = source.animations.slice();
+
+ this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+ if ( recursive === true ) {
+
+ for ( let i = 0; i < source.children.length; i ++ ) {
+
+ const child = source.children[ i ];
+ this.add( child.clone() );
+
+ }
+
+ }
+
+ return this;
+
+ }
+
+}
+
+Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
+Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
+Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
+
+const _v0$1 = /*@__PURE__*/ new Vector3();
+const _v1$3 = /*@__PURE__*/ new Vector3();
+const _v2$2 = /*@__PURE__*/ new Vector3();
+const _v3$2 = /*@__PURE__*/ new Vector3();
+
+const _vab = /*@__PURE__*/ new Vector3();
+const _vac = /*@__PURE__*/ new Vector3();
+const _vbc = /*@__PURE__*/ new Vector3();
+const _vap = /*@__PURE__*/ new Vector3();
+const _vbp = /*@__PURE__*/ new Vector3();
+const _vcp = /*@__PURE__*/ new Vector3();
+
+class Triangle {
+
+ constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ }
+
+ static getNormal( a, b, c, target ) {
+
+ target.subVectors( c, b );
+ _v0$1.subVectors( a, b );
+ target.cross( _v0$1 );
+
+ const targetLengthSq = target.lengthSq();
+ if ( targetLengthSq > 0 ) {
+
+ return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
+
+ }
+
+ return target.set( 0, 0, 0 );
+
+ }
+
+ // static/instance method to calculate barycentric coordinates
+ // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+ static getBarycoord( point, a, b, c, target ) {
+
+ _v0$1.subVectors( c, a );
+ _v1$3.subVectors( b, a );
+ _v2$2.subVectors( point, a );
+
+ const dot00 = _v0$1.dot( _v0$1 );
+ const dot01 = _v0$1.dot( _v1$3 );
+ const dot02 = _v0$1.dot( _v2$2 );
+ const dot11 = _v1$3.dot( _v1$3 );
+ const dot12 = _v1$3.dot( _v2$2 );
+
+ const denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ // collinear or singular triangle
+ if ( denom === 0 ) {
+
+ target.set( 0, 0, 0 );
+ return null;
+
+ }
+
+ const invDenom = 1 / denom;
+ const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycentric coordinates must always sum to 1
+ return target.set( 1 - u - v, v, u );
+
+ }
+
+ static containsPoint( point, a, b, c ) {
+
+ // if the triangle is degenerate then we can't contain a point
+ if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
+
+ return false;
+
+ }
+
+ return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
+
+ }
+
+ static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
+
+ if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
+
+ target.x = 0;
+ target.y = 0;
+ if ( 'z' in target ) target.z = 0;
+ if ( 'w' in target ) target.w = 0;
+ return null;
+
+ }
+
+ target.setScalar( 0 );
+ target.addScaledVector( v1, _v3$2.x );
+ target.addScaledVector( v2, _v3$2.y );
+ target.addScaledVector( v3, _v3$2.z );
+
+ return target;
+
+ }
+
+ static isFrontFacing( a, b, c, direction ) {
+
+ _v0$1.subVectors( c, b );
+ _v1$3.subVectors( a, b );
+
+ // strictly front facing
+ return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
+
+ }
+
+ set( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ }
+
+ setFromPointsAndIndices( points, i0, i1, i2 ) {
+
+ this.a.copy( points[ i0 ] );
+ this.b.copy( points[ i1 ] );
+ this.c.copy( points[ i2 ] );
+
+ return this;
+
+ }
+
+ setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
+
+ this.a.fromBufferAttribute( attribute, i0 );
+ this.b.fromBufferAttribute( attribute, i1 );
+ this.c.fromBufferAttribute( attribute, i2 );
+
+ return this;
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ }
+
+ getArea() {
+
+ _v0$1.subVectors( this.c, this.b );
+ _v1$3.subVectors( this.a, this.b );
+
+ return _v0$1.cross( _v1$3 ).length() * 0.5;
+
+ }
+
+ getMidpoint( target ) {
+
+ return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+ }
+
+ getNormal( target ) {
+
+ return Triangle.getNormal( this.a, this.b, this.c, target );
+
+ }
+
+ getPlane( target ) {
+
+ return target.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ }
+
+ getBarycoord( point, target ) {
+
+ return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
+
+ }
+
+ getInterpolation( point, v1, v2, v3, target ) {
+
+ return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
+
+ }
+
+ containsPoint( point ) {
+
+ return Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ }
+
+ isFrontFacing( direction ) {
+
+ return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
+
+ }
+
+ intersectsBox( box ) {
+
+ return box.intersectsTriangle( this );
+
+ }
+
+ closestPointToPoint( p, target ) {
+
+ const a = this.a, b = this.b, c = this.c;
+ let v, w;
+
+ // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
+ // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
+ // under the accompanying license; see chapter 5.1.5 for detailed explanation.
+ // basically, we're distinguishing which of the voronoi regions of the triangle
+ // the point lies in with the minimum amount of redundant computation.
+
+ _vab.subVectors( b, a );
+ _vac.subVectors( c, a );
+ _vap.subVectors( p, a );
+ const d1 = _vab.dot( _vap );
+ const d2 = _vac.dot( _vap );
+ if ( d1 <= 0 && d2 <= 0 ) {
+
+ // vertex region of A; barycentric coords (1, 0, 0)
+ return target.copy( a );
+
+ }
+
+ _vbp.subVectors( p, b );
+ const d3 = _vab.dot( _vbp );
+ const d4 = _vac.dot( _vbp );
+ if ( d3 >= 0 && d4 <= d3 ) {
+
+ // vertex region of B; barycentric coords (0, 1, 0)
+ return target.copy( b );
+
+ }
+
+ const vc = d1 * d4 - d3 * d2;
+ if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
+
+ v = d1 / ( d1 - d3 );
+ // edge region of AB; barycentric coords (1-v, v, 0)
+ return target.copy( a ).addScaledVector( _vab, v );
+
+ }
+
+ _vcp.subVectors( p, c );
+ const d5 = _vab.dot( _vcp );
+ const d6 = _vac.dot( _vcp );
+ if ( d6 >= 0 && d5 <= d6 ) {
+
+ // vertex region of C; barycentric coords (0, 0, 1)
+ return target.copy( c );
+
+ }
+
+ const vb = d5 * d2 - d1 * d6;
+ if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
+
+ w = d2 / ( d2 - d6 );
+ // edge region of AC; barycentric coords (1-w, 0, w)
+ return target.copy( a ).addScaledVector( _vac, w );
+
+ }
+
+ const va = d3 * d6 - d5 * d4;
+ if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
+
+ _vbc.subVectors( c, b );
+ w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
+ // edge region of BC; barycentric coords (0, 1-w, w)
+ return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
+
+ }
+
+ // face region
+ const denom = 1 / ( va + vb + vc );
+ // u = va * denom
+ v = vb * denom;
+ w = vc * denom;
+
+ return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
+
+ }
+
+ equals( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ }
+
+}
+
+const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+ 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+ 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+ 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+ 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+ 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+ 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+ 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+ 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+ 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+ 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+ 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+ 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+ 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+ 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+ 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+ 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+ 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+ 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+ 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+ 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+ 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+ 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+ 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
+const _hslA = { h: 0, s: 0, l: 0 };
+const _hslB = { h: 0, s: 0, l: 0 };
+
+function hue2rgb( p, q, t ) {
+
+ if ( t < 0 ) t += 1;
+ if ( t > 1 ) t -= 1;
+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+ if ( t < 1 / 2 ) return q;
+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+ return p;
+
+}
+
+class Color {
+
+ constructor( r, g, b ) {
+
+ this.isColor = true;
+
+ this.r = 1;
+ this.g = 1;
+ this.b = 1;
+
+ return this.set( r, g, b );
+
+ }
+
+ set( r, g, b ) {
+
+ if ( g === undefined && b === undefined ) {
+
+ // r is THREE.Color, hex or string
+
+ const value = r;
+
+ if ( value && value.isColor ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ } else {
+
+ this.setRGB( r, g, b );
+
+ }
+
+ return this;
+
+ }
+
+ setScalar( scalar ) {
+
+ this.r = scalar;
+ this.g = scalar;
+ this.b = scalar;
+
+ return this;
+
+ }
+
+ setHex( hex, colorSpace = SRGBColorSpace ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ ColorManagement.toWorkingColorSpace( this, colorSpace );
+
+ return this;
+
+ }
+
+ setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ ColorManagement.toWorkingColorSpace( this, colorSpace );
+
+ return this;
+
+ }
+
+ setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+ h = euclideanModulo( h, 1 );
+ s = clamp( s, 0, 1 );
+ l = clamp( l, 0, 1 );
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+ const q = ( 2 * l ) - p;
+
+ this.r = hue2rgb( q, p, h + 1 / 3 );
+ this.g = hue2rgb( q, p, h );
+ this.b = hue2rgb( q, p, h - 1 / 3 );
+
+ }
+
+ ColorManagement.toWorkingColorSpace( this, colorSpace );
+
+ return this;
+
+ }
+
+ setStyle( style, colorSpace = SRGBColorSpace ) {
+
+ function handleAlpha( string ) {
+
+ if ( string === undefined ) return;
+
+ if ( parseFloat( string ) < 1 ) {
+
+ console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
+
+ }
+
+ }
+
+
+ let m;
+
+ if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
+
+ // rgb / hsl
+
+ let color;
+ const name = m[ 1 ];
+ const components = m[ 2 ];
+
+ switch ( name ) {
+
+ case 'rgb':
+ case 'rgba':
+
+ if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
+
+ // rgb(255,0,0) rgba(255,0,0,0.5)
+
+ handleAlpha( color[ 4 ] );
+
+ return this.setRGB(
+ Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
+ Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
+ Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
+ colorSpace
+ );
+
+ }
+
+ if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
+
+ // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
+
+ handleAlpha( color[ 4 ] );
+
+ return this.setRGB(
+ Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
+ Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
+ Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
+ colorSpace
+ );
+
+ }
+
+ break;
+
+ case 'hsl':
+ case 'hsla':
+
+ if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
+
+ // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
+
+ handleAlpha( color[ 4 ] );
+
+ return this.setHSL(
+ parseFloat( color[ 1 ] ) / 360,
+ parseFloat( color[ 2 ] ) / 100,
+ parseFloat( color[ 3 ] ) / 100,
+ colorSpace
+ );
+
+ }
+
+ break;
+
+ default:
+
+ console.warn( 'THREE.Color: Unknown color model ' + style );
+
+ }
+
+ } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
+
+ // hex color
+
+ const hex = m[ 1 ];
+ const size = hex.length;
+
+ if ( size === 3 ) {
+
+ // #ff0
+ return this.setRGB(
+ parseInt( hex.charAt( 0 ), 16 ) / 15,
+ parseInt( hex.charAt( 1 ), 16 ) / 15,
+ parseInt( hex.charAt( 2 ), 16 ) / 15,
+ colorSpace
+ );
+
+ } else if ( size === 6 ) {
+
+ // #ff0000
+ return this.setHex( parseInt( hex, 16 ), colorSpace );
+
+ } else {
+
+ console.warn( 'THREE.Color: Invalid hex color ' + style );
+
+ }
+
+ } else if ( style && style.length > 0 ) {
+
+ return this.setColorName( style, colorSpace );
+
+ }
+
+ return this;
+
+ }
+
+ setColorName( style, colorSpace = SRGBColorSpace ) {
+
+ // color keywords
+ const hex = _colorKeywords[ style.toLowerCase() ];
+
+ if ( hex !== undefined ) {
+
+ // red
+ this.setHex( hex, colorSpace );
+
+ } else {
+
+ // unknown color
+ console.warn( 'THREE.Color: Unknown color ' + style );
+
+ }
+
+ return this;
+
+ }
+
+ clone() {
+
+ return new this.constructor( this.r, this.g, this.b );
+
+ }
+
+ copy( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ }
+
+ copySRGBToLinear( color ) {
+
+ this.r = SRGBToLinear( color.r );
+ this.g = SRGBToLinear( color.g );
+ this.b = SRGBToLinear( color.b );
+
+ return this;
+
+ }
+
+ copyLinearToSRGB( color ) {
+
+ this.r = LinearToSRGB( color.r );
+ this.g = LinearToSRGB( color.g );
+ this.b = LinearToSRGB( color.b );
+
+ return this;
+
+ }
+
+ convertSRGBToLinear() {
+
+ this.copySRGBToLinear( this );
+
+ return this;
+
+ }
+
+ convertLinearToSRGB() {
+
+ this.copyLinearToSRGB( this );
+
+ return this;
+
+ }
+
+ getHex( colorSpace = SRGBColorSpace ) {
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ return 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 ) );
+
+ }
+
+ getHexString( colorSpace = SRGBColorSpace ) {
+
+ return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
+
+ }
+
+ getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ const r = _color.r, g = _color.g, b = _color.b;
+
+ const max = Math.max( r, g, b );
+ const min = Math.min( r, g, b );
+
+ let hue, saturation;
+ const lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ const delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ target.h = hue;
+ target.s = saturation;
+ target.l = lightness;
+
+ return target;
+
+ }
+
+ getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ target.r = _color.r;
+ target.g = _color.g;
+ target.b = _color.b;
+
+ return target;
+
+ }
+
+ getStyle( colorSpace = SRGBColorSpace ) {
+
+ ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
+
+ const r = _color.r, g = _color.g, b = _color.b;
+
+ if ( colorSpace !== SRGBColorSpace ) {
+
+ // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
+ return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
+
+ }
+
+ return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
+
+ }
+
+ offsetHSL( h, s, l ) {
+
+ this.getHSL( _hslA );
+
+ return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
+
+ }
+
+ add( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ }
+
+ addColors( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ }
+
+ addScalar( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ }
+
+ sub( color ) {
+
+ this.r = Math.max( 0, this.r - color.r );
+ this.g = Math.max( 0, this.g - color.g );
+ this.b = Math.max( 0, this.b - color.b );
+
+ return this;
+
+ }
+
+ multiply( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ }
+
+ multiplyScalar( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ }
+
+ lerp( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ }
+
+ lerpColors( color1, color2, alpha ) {
+
+ this.r = color1.r + ( color2.r - color1.r ) * alpha;
+ this.g = color1.g + ( color2.g - color1.g ) * alpha;
+ this.b = color1.b + ( color2.b - color1.b ) * alpha;
+
+ return this;
+
+ }
+
+ lerpHSL( color, alpha ) {
+
+ this.getHSL( _hslA );
+ color.getHSL( _hslB );
+
+ const h = lerp( _hslA.h, _hslB.h, alpha );
+ const s = lerp( _hslA.s, _hslB.s, alpha );
+ const l = lerp( _hslA.l, _hslB.l, alpha );
+
+ this.setHSL( h, s, l );
+
+ return this;
+
+ }
+
+ setFromVector3( v ) {
+
+ this.r = v.x;
+ this.g = v.y;
+ this.b = v.z;
+
+ return this;
+
+ }
+
+ applyMatrix3( m ) {
+
+ const r = this.r, g = this.g, b = this.b;
+ const e = m.elements;
+
+ this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
+ this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
+ this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
+
+ return this;
+
+ }
+
+ equals( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ }
+
+ fromArray( array, offset = 0 ) {
+
+ this.r = array[ offset ];
+ this.g = array[ offset + 1 ];
+ this.b = array[ offset + 2 ];
+
+ return this;
+
+ }
+
+ toArray( array = [], offset = 0 ) {
+
+ array[ offset ] = this.r;
+ array[ offset + 1 ] = this.g;
+ array[ offset + 2 ] = this.b;
+
+ return array;
+
+ }
+
+ fromBufferAttribute( attribute, index ) {
+
+ this.r = attribute.getX( index );
+ this.g = attribute.getY( index );
+ this.b = attribute.getZ( index );
+
+ return this;
+
+ }
+
+ toJSON() {
+
+ return this.getHex();
+
+ }
+
+ *[ Symbol.iterator ]() {
+
+ yield this.r;
+ yield this.g;
+ yield this.b;
+
+ }
+
+}
+
+const _color = /*@__PURE__*/ new Color();
+
+Color.NAMES = _colorKeywords;
+
+let _materialId = 0;
+
+class Material extends EventDispatcher {
+
+ constructor() {
+
+ super();
+
+ this.isMaterial = true;
+
+ Object.defineProperty( this, 'id', { value: _materialId ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+ this.type = 'Material';
+
+ this.blending = NormalBlending;
+ this.side = FrontSide;
+ this.vertexColors = false;
+
+ this.opacity = 1;
+ this.transparent = false;
+ this.alphaHash = false;
+
+ this.blendSrc = SrcAlphaFactor;
+ this.blendDst = OneMinusSrcAlphaFactor;
+ this.blendEquation = AddEquation;
+ this.blendSrcAlpha = null;
+ this.blendDstAlpha = null;
+ this.blendEquationAlpha = null;
+ this.blendColor = new Color( 0, 0, 0 );
+ this.blendAlpha = 0;
+
+ this.depthFunc = LessEqualDepth;
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.stencilWriteMask = 0xff;
+ this.stencilFunc = AlwaysStencilFunc;
+ this.stencilRef = 0;
+ this.stencilFuncMask = 0xff;
+ this.stencilFail = KeepStencilOp;
+ this.stencilZFail = KeepStencilOp;
+ this.stencilZPass = KeepStencilOp;
+ this.stencilWrite = false;
+
+ this.clippingPlanes = null;
+ this.clipIntersection = false;
+ this.clipShadows = false;
+
+ this.shadowSide = null;
+
+ this.colorWrite = true;
+
+ this.precision = null; // override the renderer's default precision for this material
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.dithering = false;
+
+ this.alphaToCoverage = false;
+ this.premultipliedAlpha = false;
+ this.forceSinglePass = false;
+
+ this.visible = true;
+
+ this.toneMapped = true;
+
+ this.userData = {};
+
+ this.version = 0;
+
+ this._alphaTest = 0;
+
+ }
+
+ get alphaTest() {
+
+ return this._alphaTest;
+
+ }
+
+ set alphaTest( value ) {
+
+ if ( this._alphaTest > 0 !== value > 0 ) {
+
+ this.version ++;
+
+ }
+
+ this._alphaTest = value;
+
+ }
+
+ onBeforeCompile( /* shaderobject, renderer */ ) {}
+
+ customProgramCacheKey() {
+
+ return this.onBeforeCompile.toString();
+
+ }
+
+ setValues( values ) {
+
+ if ( values === undefined ) return;
+
+ for ( const key in values ) {
+
+ const newValue = values[ key ];
+
+ if ( newValue === undefined ) {
+
+ console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
+ continue;
+
+ }
+
+ const currentValue = this[ key ];
+
+ if ( currentValue === undefined ) {
+
+ console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
+ continue;
+
+ }
+
+ if ( currentValue && currentValue.isColor ) {
+
+ currentValue.set( newValue );
+
+ } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
+
+ currentValue.copy( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+ toJSON( meta ) {
+
+ const isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+ if ( isRootObject ) {
+
+ meta = {
+ textures: {},
+ images: {}
+ };
+
+ }
+
+ const data = {
+ metadata: {
+ version: 4.6,
+ type: 'Material',
+ generator: 'Material.toJSON'
+ }
+ };
+
+ // standard Material serialization
+ data.uuid = this.uuid;
+ data.type = this.type;
+
+ if ( this.name !== '' ) data.name = this.name;
+
+ if ( this.color && this.color.isColor ) data.color = this.color.getHex();
+
+ if ( this.roughness !== undefined ) data.roughness = this.roughness;
+ if ( this.metalness !== undefined ) data.metalness = this.metalness;
+
+ if ( this.sheen !== undefined ) data.sheen = this.sheen;
+ if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
+ if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
+ if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
+ if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
+
+ if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
+ if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
+ if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
+ if ( this.shininess !== undefined ) data.shininess = this.shininess;
+ if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
+ if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
+
+ if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
+
+ data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
+
+ data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
+
+ data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
+ data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
+
+ }
+
+ if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
+
+ if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
+ if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
+ if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
+
+ if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
+
+ data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
+
+ data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
+ if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
+
+ if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
+
+ data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
+ if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
+ if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
+
+ if ( this.lightMap && this.lightMap.isTexture ) {
+
+ data.lightMap = this.lightMap.toJSON( meta ).uuid;
+ data.lightMapIntensity = this.lightMapIntensity;
+
+ }
+
+ if ( this.aoMap && this.aoMap.isTexture ) {
+
+ data.aoMap = this.aoMap.toJSON( meta ).uuid;
+ data.aoMapIntensity = this.aoMapIntensity;
+
+ }
+
+ if ( this.bumpMap && this.bumpMap.isTexture ) {
+
+ data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
+ data.bumpScale = this.bumpScale;
+
+ }
+
+ if ( this.normalMap && this.normalMap.isTexture ) {
+
+ data.normalMap = this.normalMap.toJSON( meta ).uuid;
+ data.normalMapType = this.normalMapType;
+ data.normalScale = this.normalScale.toArray();
+
+ }
+
+ if ( this.displacementMap && this.displacementMap.isTexture ) {
+
+ data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
+ data.displacementScale = this.displacementScale;
+ data.displacementBias = this.displacementBias;
+
+ }
+
+ if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
+ if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
+
+ if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
+ if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
+ if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
+ if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
+
+ if ( this.envMap && this.envMap.isTexture ) {
+
+ data.envMap = this.envMap.toJSON( meta ).uuid;
+
+ if ( this.combine !== undefined ) data.combine = this.combine;
+
+ }
+
+ if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
+ if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
+ if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
+ if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
+
+ if ( this.gradientMap && this.gradientMap.isTexture ) {
+
+ data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
+
+ }
+
+ if ( this.transmission !== undefined ) data.transmission = this.transmission;
+ if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
+ if ( this.thickness !== undefined ) data.thickness = this.thickness;
+ if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
+ if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
+ if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
+
+ if ( this.size !== undefined ) data.size = this.size;
+ if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
+ if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
+
+ if ( this.blending !== NormalBlending ) data.blending = this.blending;
+ if ( this.side !== FrontSide ) data.side = this.side;
+ if ( this.vertexColors === true ) data.vertexColors = true;
+
+ if ( this.opacity < 1 ) data.opacity = this.opacity;
+ if ( this.transparent === true ) data.transparent = true;
+
+ if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
+ if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
+ if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
+ if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
+ if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
+ if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
+ if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
+ if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
+
+ if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
+ if ( this.depthTest === false ) data.depthTest = this.depthTest;
+ if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
+ if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
+
+ if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
+ if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
+ if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
+ if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
+ if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
+ if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
+ if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
+ if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
+
+ // rotation (SpriteMaterial)
+ if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
+
+ if ( this.polygonOffset === true ) data.polygonOffset = true;
+ if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
+ if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
+
+ if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
+ if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
+ if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
+ if ( this.scale !== undefined ) data.scale = this.scale;
+
+ if ( this.dithering === true ) data.dithering = true;
+
+ if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
+ if ( this.alphaHash === true ) data.alphaHash = true;
+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
+ if ( this.forceSinglePass === true ) data.forceSinglePass = true;
+
+ if ( this.wireframe === true ) data.wireframe = true;
+ if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
+ if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
+ if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
+
+ if ( this.flatShading === true ) data.flatShading = true;
+
+ if ( this.visible === false ) data.visible = false;
+
+ if ( this.toneMapped === false ) data.toneMapped = false;
+
+ if ( this.fog === false ) data.fog = false;
+
+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
+
+ // TODO: Copied from Object3D.toJSON
+
+ function extractFromCache( cache ) {
+
+ const values = [];
+
+ for ( const key in cache ) {
+
+ const data = cache[ key ];
+ delete data.metadata;
+ values.push( data );
+
+ }
+
+ return values;
+
+ }
+
+ if ( isRootObject ) {
+
+ const textures = extractFromCache( meta.textures );
+ const images = extractFromCache( meta.images );
+
+ if ( textures.length > 0 ) data.textures = textures;
+ if ( images.length > 0 ) data.images = images;
+
+ }
+
+ return data;
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( source ) {
+
+ this.name = source.name;
+
+ this.blending = source.blending;
+ this.side = source.side;
+ this.vertexColors = source.vertexColors;
+
+ this.opacity = source.opacity;
+ this.transparent = source.transparent;
+
+ this.blendSrc = source.blendSrc;
+ this.blendDst = source.blendDst;
+ this.blendEquation = source.blendEquation;
+ this.blendSrcAlpha = source.blendSrcAlpha;
+ this.blendDstAlpha = source.blendDstAlpha;
+ this.blendEquationAlpha = source.blendEquationAlpha;
+ this.blendColor.copy( source.blendColor );
+ this.blendAlpha = source.blendAlpha;
+
+ this.depthFunc = source.depthFunc;
+ this.depthTest = source.depthTest;
+ this.depthWrite = source.depthWrite;
+
+ this.stencilWriteMask = source.stencilWriteMask;
+ this.stencilFunc = source.stencilFunc;
+ this.stencilRef = source.stencilRef;
+ this.stencilFuncMask = source.stencilFuncMask;
+ this.stencilFail = source.stencilFail;
+ this.stencilZFail = source.stencilZFail;
+ this.stencilZPass = source.stencilZPass;
+ this.stencilWrite = source.stencilWrite;
+
+ const srcPlanes = source.clippingPlanes;
+ let dstPlanes = null;
+
+ if ( srcPlanes !== null ) {
+
+ const n = srcPlanes.length;
+ dstPlanes = new Array( n );
+
+ for ( let i = 0; i !== n; ++ i ) {
+
+ dstPlanes[ i ] = srcPlanes[ i ].clone();
+
+ }
+
+ }
+
+ this.clippingPlanes = dstPlanes;
+ this.clipIntersection = source.clipIntersection;
+ this.clipShadows = source.clipShadows;
+
+ this.shadowSide = source.shadowSide;
+
+ this.colorWrite = source.colorWrite;
+
+ this.precision = source.precision;
+
+ this.polygonOffset = source.polygonOffset;
+ this.polygonOffsetFactor = source.polygonOffsetFactor;
+ this.polygonOffsetUnits = source.polygonOffsetUnits;
+
+ this.dithering = source.dithering;
+
+ this.alphaTest = source.alphaTest;
+ this.alphaHash = source.alphaHash;
+ this.alphaToCoverage = source.alphaToCoverage;
+ this.premultipliedAlpha = source.premultipliedAlpha;
+ this.forceSinglePass = source.forceSinglePass;
+
+ this.visible = source.visible;
+
+ this.toneMapped = source.toneMapped;
+
+ this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+ return this;
+
+ }
+
+ dispose() {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+ onBuild( /* shaderobject, renderer */ ) {
+
+ console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
+
+ }
+
+ onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {
+
+ console.warn( 'Material: onBeforeRender() has been removed.' ); // @deprecated, r166
+
+ }
+
+
+}
+
+class MeshBasicMaterial extends Material {
+
+ constructor( parameters ) {
+
+ super();
+
+ this.isMeshBasicMaterial = true;
+
+ this.type = 'MeshBasicMaterial';
+
+ this.color = new Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+ this.lightMapIntensity = 1.0;
+
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.envMapRotation = new Euler();
+ this.combine = MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.color.copy( source.color );
+
+ this.map = source.map;
+
+ this.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
+
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
+
+ this.specularMap = source.specularMap;
+
+ this.alphaMap = source.alphaMap;
+
+ this.envMap = source.envMap;
+ this.envMapRotation.copy( source.envMapRotation );
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
+
+ this.fog = source.fog;
+
+ return this;
+
+ }
+
+}
+
+// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
+
+const _tables = /*@__PURE__*/ _generateTables();
+
+function _generateTables() {
+
+ // float32 to float16 helpers
+
+ const buffer = new ArrayBuffer( 4 );
+ const floatView = new Float32Array( buffer );
+ const uint32View = new Uint32Array( buffer );
+
+ const baseTable = new Uint32Array( 512 );
+ const shiftTable = new Uint32Array( 512 );
+
+ for ( let i = 0; i < 256; ++ i ) {
+
+ const e = i - 127;
+
+ // very small number (0, -0)
+
+ if ( e < - 27 ) {
+
+ baseTable[ i ] = 0x0000;
+ baseTable[ i | 0x100 ] = 0x8000;
+ shiftTable[ i ] = 24;
+ shiftTable[ i | 0x100 ] = 24;
+
+ // small number (denorm)
+
+ } else if ( e < - 14 ) {
+
+ baseTable[ i ] = 0x0400 >> ( - e - 14 );
+ baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
+ shiftTable[ i ] = - e - 1;
+ shiftTable[ i | 0x100 ] = - e - 1;
+
+ // normal number
+
+ } else if ( e <= 15 ) {
+
+ baseTable[ i ] = ( e + 15 ) << 10;
+ baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
+ shiftTable[ i ] = 13;
+ shiftTable[ i | 0x100 ] = 13;
+
+ // large number (Infinity, -Infinity)
+
+ } else if ( e < 128 ) {
+
+ baseTable[ i ] = 0x7c00;
+ baseTable[ i | 0x100 ] = 0xfc00;
+ shiftTable[ i ] = 24;
+ shiftTable[ i | 0x100 ] = 24;
+
+ // stay (NaN, Infinity, -Infinity)
+
+ } else {
+
+ baseTable[ i ] = 0x7c00;
+ baseTable[ i | 0x100 ] = 0xfc00;
+ shiftTable[ i ] = 13;
+ shiftTable[ i | 0x100 ] = 13;
+
+ }
+
+ }
+
+ // float16 to float32 helpers
+
+ const mantissaTable = new Uint32Array( 2048 );
+ const exponentTable = new Uint32Array( 64 );
+ const offsetTable = new Uint32Array( 64 );
+
+ for ( let i = 1; i < 1024; ++ i ) {
+
+ let m = i << 13; // zero pad mantissa bits
+ let e = 0; // zero exponent
+
+ // normalized
+ while ( ( m & 0x00800000 ) === 0 ) {
+
+ m <<= 1;
+ e -= 0x00800000; // decrement exponent
+
+ }
+
+ m &= ~ 0x00800000; // clear leading 1 bit
+ e += 0x38800000; // adjust bias
+
+ mantissaTable[ i ] = m | e;
+
+ }
+
+ for ( let i = 1024; i < 2048; ++ i ) {
+
+ mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
+
+ }
+
+ for ( let i = 1; i < 31; ++ i ) {
+
+ exponentTable[ i ] = i << 23;
+
+ }
+
+ exponentTable[ 31 ] = 0x47800000;
+ exponentTable[ 32 ] = 0x80000000;
+
+ for ( let i = 33; i < 63; ++ i ) {
+
+ exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
+
+ }
+
+ exponentTable[ 63 ] = 0xc7800000;
+
+ for ( let i = 1; i < 64; ++ i ) {
+
+ if ( i !== 32 ) {
+
+ offsetTable[ i ] = 1024;
+
+ }
+
+ }
+
+ return {
+ floatView: floatView,
+ uint32View: uint32View,
+ baseTable: baseTable,
+ shiftTable: shiftTable,
+ mantissaTable: mantissaTable,
+ exponentTable: exponentTable,
+ offsetTable: offsetTable
+ };
+
+}
+
+// float32 to float16
+
+function toHalfFloat( val ) {
+
+ if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
+
+ val = clamp( val, - 65504, 65504 );
+
+ _tables.floatView[ 0 ] = val;
+ const f = _tables.uint32View[ 0 ];
+ const e = ( f >> 23 ) & 0x1ff;
+ return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
+
+}
+
+// float16 to float32
+
+function fromHalfFloat( val ) {
+
+ const m = val >> 10;
+ _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
+ return _tables.floatView[ 0 ];
+
+}
+
+const DataUtils = {
+ toHalfFloat: toHalfFloat,
+ fromHalfFloat: fromHalfFloat,
+};
+
+const _vector$9 = /*@__PURE__*/ new Vector3();
+const _vector2$1 = /*@__PURE__*/ new Vector2();
+
+class BufferAttribute {
+
+ constructor( array, itemSize, normalized = false ) {
+
+ if ( Array.isArray( array ) ) {
+
+ throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
+
+ }
+
+ this.isBufferAttribute = true;
+
+ this.name = '';
+
+ this.array = array;
+ this.itemSize = itemSize;
+ this.count = array !== undefined ? array.length / itemSize : 0;
+ this.normalized = normalized;
+
+ this.usage = StaticDrawUsage;
+ this._updateRange = { offset: 0, count: - 1 };
+ this.updateRanges = [];
+ this.gpuType = FloatType;
+
+ this.version = 0;
+
+ }
+
+ onUploadCallback() {}
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+ get updateRange() {
+
+ warnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159
+ return this._updateRange;
+
+ }
+
+ setUsage( value ) {
+
+ this.usage = value;
+
+ return this;
+
+ }
+
+ addUpdateRange( start, count ) {
+
+ this.updateRanges.push( { start, count } );
+
+ }
+
+ clearUpdateRanges() {
+
+ this.updateRanges.length = 0;
+
+ }
+
+ copy( source ) {
+
+ this.name = source.name;
+ this.array = new source.array.constructor( source.array );
+ this.itemSize = source.itemSize;
+ this.count = source.count;
+ this.normalized = source.normalized;
+
+ this.usage = source.usage;
+ this.gpuType = source.gpuType;
+
+ return this;
+
+ }
+
+ copyAt( index1, attribute, index2 ) {
+
+ index1 *= this.itemSize;
+ index2 *= attribute.itemSize;
+
+ for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
+
+ this.array[ index1 + i ] = attribute.array[ index2 + i ];
+
+ }
+
+ return this;
+
+ }
+
+ copyArray( array ) {
+
+ this.array.set( array );
+
+ return this;
+
+ }
+
+ applyMatrix3( m ) {
+
+ if ( this.itemSize === 2 ) {
+
+ for ( let i = 0, l = this.count; i < l; i ++ ) {
+
+ _vector2$1.fromBufferAttribute( this, i );
+ _vector2$1.applyMatrix3( m );
+
+ this.setXY( i, _vector2$1.x, _vector2$1.y );
+
+ }
+
+ } else if ( this.itemSize === 3 ) {
+
+ for ( let i = 0, l = this.count; i < l; i ++ ) {
+
+ _vector$9.fromBufferAttribute( this, i );
+ _vector$9.applyMatrix3( m );
+
+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
+
+ }
+
+ }
+
+ return this;
+
+ }
+
+ applyMatrix4( m ) {
+
+ for ( let i = 0, l = this.count; i < l; i ++ ) {
+
+ _vector$9.fromBufferAttribute( this, i );
+
+ _vector$9.applyMatrix4( m );
+
+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
+
+ }
+
+ return this;
+
+ }
+
+ applyNormalMatrix( m ) {
+
+ for ( let i = 0, l = this.count; i < l; i ++ ) {
+
+ _vector$9.fromBufferAttribute( this, i );
+
+ _vector$9.applyNormalMatrix( m );
+
+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
+
+ }
+
+ return this;
+
+ }
+
+ transformDirection( m ) {
+
+ for ( let i = 0, l = this.count; i < l; i ++ ) {
+
+ _vector$9.fromBufferAttribute( this, i );
+
+ _vector$9.transformDirection( m );
+
+ this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
+
+ }
+
+ return this;
+
+ }
+
+ set( value, offset = 0 ) {
+
+ // Matching BufferAttribute constructor, do not normalize the array.
+ this.array.set( value, offset );
+
+ return this;
+
+ }
+
+ getComponent( index, component ) {
+
+ let value = this.array[ index * this.itemSize + component ];
+
+ if ( this.normalized ) value = denormalize( value, this.array );
+
+ return value;
+
+ }
+
+ setComponent( index, component, value ) {
+
+ if ( this.normalized ) value = normalize( value, this.array );
+
+ this.array[ index * this.itemSize + component ] = value;
+
+ return this;
+
+ }
+
+ getX( index ) {
+
+ let x = this.array[ index * this.itemSize ];
+
+ if ( this.normalized ) x = denormalize( x, this.array );
+
+ return x;
+
+ }
+
+ setX( index, x ) {
+
+ if ( this.normalized ) x = normalize( x, this.array );
+
+ this.array[ index * this.itemSize ] = x;
+
+ return this;
+
+ }
+
+ getY( index ) {
+
+ let y = this.array[ index * this.itemSize + 1 ];
+
+ if ( this.normalized ) y = denormalize( y, this.array );
+
+ return y;
+
+ }
+
+ setY( index, y ) {
+
+ if ( this.normalized ) y = normalize( y, this.array );
+
+ this.array[ index * this.itemSize + 1 ] = y;
+
+ return this;
+
+ }
+
+ getZ( index ) {
+
+ let z = this.array[ index * this.itemSize + 2 ];
+
+ if ( this.normalized ) z = denormalize( z, this.array );
+
+ return z;
+
+ }
+
+ setZ( index, z ) {
+
+ if ( this.normalized ) z = normalize( z, this.array );
+
+ this.array[ index * this.itemSize + 2 ] = z;
+
+ return this;
+
+ }
+
+ getW( index ) {
+
+ let w = this.array[ index * this.itemSize + 3 ];
+
+ if ( this.normalized ) w = denormalize( w, this.array );
+
+ return w;
+
+ }
+
+ setW( index, w ) {
+
+ if ( this.normalized ) w = normalize( w, this.array );
+
+ this.array[ index * this.itemSize + 3 ] = w;
+
+ return this;
+
+ }
+
+ setXY( index, x, y ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+
+ }
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+
+ return this;
+
+ }
+
+ setXYZ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+
+ }
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+
+ return this;
+
+ }
+
+ setXYZW( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+ w = normalize( w, this.array );
+
+ }
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+ this.array[ index + 3 ] = w;
+
+ return this;
+
+ }
+
+ onUpload( callback ) {
+
+ this.onUploadCallback = callback;
+
+ return this;
+
+ }
+
+ clone() {
+
+ return new this.constructor( this.array, this.itemSize ).copy( this );
+
+ }
+
+ toJSON() {
+
+ const data = {
+ itemSize: this.itemSize,
+ type: this.array.constructor.name,
+ array: Array.from( this.array ),
+ normalized: this.normalized
+ };
+
+ if ( this.name !== '' ) data.name = this.name;
+ if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
+
+ return data;
+
+ }
+
+}
+
+//
+
+class Int8BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Int8Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint8BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint8Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint8ClampedBufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint8ClampedArray( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Int16BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Int16Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint16BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint16Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Int32BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Int32Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Uint32BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint32Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+class Float16BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Uint16Array( array ), itemSize, normalized );
+
+ this.isFloat16BufferAttribute = true;
+
+ }
+
+ getX( index ) {
+
+ let x = fromHalfFloat( this.array[ index * this.itemSize ] );
+
+ if ( this.normalized ) x = denormalize( x, this.array );
+
+ return x;
+
+ }
+
+ setX( index, x ) {
+
+ if ( this.normalized ) x = normalize( x, this.array );
+
+ this.array[ index * this.itemSize ] = toHalfFloat( x );
+
+ return this;
+
+ }
+
+ getY( index ) {
+
+ let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
+
+ if ( this.normalized ) y = denormalize( y, this.array );
+
+ return y;
+
+ }
+
+ setY( index, y ) {
+
+ if ( this.normalized ) y = normalize( y, this.array );
+
+ this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
+
+ return this;
+
+ }
+
+ getZ( index ) {
+
+ let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
+
+ if ( this.normalized ) z = denormalize( z, this.array );
+
+ return z;
+
+ }
+
+ setZ( index, z ) {
+
+ if ( this.normalized ) z = normalize( z, this.array );
+
+ this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
+
+ return this;
+
+ }
+
+ getW( index ) {
+
+ let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
+
+ if ( this.normalized ) w = denormalize( w, this.array );
+
+ return w;
+
+ }
+
+ setW( index, w ) {
+
+ if ( this.normalized ) w = normalize( w, this.array );
+
+ this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
+
+ return this;
+
+ }
+
+ setXY( index, x, y ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+
+ }
+
+ this.array[ index + 0 ] = toHalfFloat( x );
+ this.array[ index + 1 ] = toHalfFloat( y );
+
+ return this;
+
+ }
+
+ setXYZ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+
+ }
+
+ this.array[ index + 0 ] = toHalfFloat( x );
+ this.array[ index + 1 ] = toHalfFloat( y );
+ this.array[ index + 2 ] = toHalfFloat( z );
+
+ return this;
+
+ }
+
+ setXYZW( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ if ( this.normalized ) {
+
+ x = normalize( x, this.array );
+ y = normalize( y, this.array );
+ z = normalize( z, this.array );
+ w = normalize( w, this.array );
+
+ }
+
+ this.array[ index + 0 ] = toHalfFloat( x );
+ this.array[ index + 1 ] = toHalfFloat( y );
+ this.array[ index + 2 ] = toHalfFloat( z );
+ this.array[ index + 3 ] = toHalfFloat( w );
+
+ return this;
+
+ }
+
+}
+
+
+class Float32BufferAttribute extends BufferAttribute {
+
+ constructor( array, itemSize, normalized ) {
+
+ super( new Float32Array( array ), itemSize, normalized );
+
+ }
+
+}
+
+let _id$2 = 0;
+
+const _m1$2 = /*@__PURE__*/ new Matrix4();
+const _obj = /*@__PURE__*/ new Object3D();
+const _offset = /*@__PURE__*/ new Vector3();
+const _box$2 = /*@__PURE__*/ new Box3();
+const _boxMorphTargets = /*@__PURE__*/ new Box3();
+const _vector$8 = /*@__PURE__*/ new Vector3();
+
+class BufferGeometry extends EventDispatcher {
+
+ constructor() {
+
+ super();
+
+ this.isBufferGeometry = true;
+
+ Object.defineProperty( this, 'id', { value: _id$2 ++ } );
+
+ this.uuid = generateUUID();
+
+ this.name = '';
+ this.type = 'BufferGeometry';
+
+ this.index = null;
+ this.attributes = {};
+
+ this.morphAttributes = {};
+ this.morphTargetsRelative = false;
+
+ this.groups = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.drawRange = { start: 0, count: Infinity };
+
+ this.userData = {};
+
+ }
+
+ getIndex() {
+
+ return this.index;
+
+ }
+
+ setIndex( index ) {
+
+ if ( Array.isArray( index ) ) {
+
+ this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
+
+ } else {
+
+ this.index = index;
+
+ }
+
+ return this;
+
+ }
+
+ getAttribute( name ) {
+
+ return this.attributes[ name ];
+
+ }
+
+ setAttribute( name, attribute ) {
+
+ this.attributes[ name ] = attribute;
+
+ return this;
+
+ }
+
+ deleteAttribute( name ) {
+
+ delete this.attributes[ name ];
+
+ return this;
+
+ }
+
+ hasAttribute( name ) {
+
+ return this.attributes[ name ] !== undefined;
+
+ }
+
+ addGroup( start, count, materialIndex = 0 ) {
+
+ this.groups.push( {
+
+ start: start,
+ count: count,
+ materialIndex: materialIndex
+
+ } );
+
+ }
+
+ clearGroups() {
+
+ this.groups = [];
+
+ }
+
+ setDrawRange( start, count ) {
+
+ this.drawRange.start = start;
+ this.drawRange.count = count;
+
+ }
+
+ applyMatrix4( matrix ) {
+
+ const position = this.attributes.position;
+
+ if ( position !== undefined ) {
+
+ position.applyMatrix4( matrix );
+
+ position.needsUpdate = true;
+
+ }
+
+ const normal = this.attributes.normal;
+
+ if ( normal !== undefined ) {
+
+ const normalMatrix = new Matrix3().getNormalMatrix( matrix );
+
+ normal.applyNormalMatrix( normalMatrix );
+
+ normal.needsUpdate = true;
+
+ }
+
+ const tangent = this.attributes.tangent;
+
+ if ( tangent !== undefined ) {
+
+ tangent.transformDirection( matrix );
+
+ tangent.needsUpdate = true;
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere !== null ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ return this;
+
+ }
+
+ applyQuaternion( q ) {
+
+ _m1$2.makeRotationFromQuaternion( q );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ rotateX( angle ) {
+
+ // rotate geometry around world x-axis
+
+ _m1$2.makeRotationX( angle );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ rotateY( angle ) {
+
+ // rotate geometry around world y-axis
+
+ _m1$2.makeRotationY( angle );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ rotateZ( angle ) {
+
+ // rotate geometry around world z-axis
+
+ _m1$2.makeRotationZ( angle );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ translate( x, y, z ) {
+
+ // translate geometry
+
+ _m1$2.makeTranslation( x, y, z );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ scale( x, y, z ) {
+
+ // scale geometry
+
+ _m1$2.makeScale( x, y, z );
+
+ this.applyMatrix4( _m1$2 );
+
+ return this;
+
+ }
+
+ lookAt( vector ) {
+
+ _obj.lookAt( vector );
+
+ _obj.updateMatrix();
+
+ this.applyMatrix4( _obj.matrix );
+
+ return this;
+
+ }
+
+ center() {
+
+ this.computeBoundingBox();
+
+ this.boundingBox.getCenter( _offset ).negate();
+
+ this.translate( _offset.x, _offset.y, _offset.z );
+
+ return this;
+
+ }
+
+ setFromPoints( points ) {
+
+ const position = [];
+
+ for ( let i = 0, l = points.length; i < l; i ++ ) {
+
+ const point = points[ i ];
+ position.push( point.x, point.y, point.z || 0 );
+
+ }
+
+ this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
+
+ return this;
+
+ }
+
+ computeBoundingBox() {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new Box3();
+
+ }
+
+ const position = this.attributes.position;
+ const morphAttributesPosition = this.morphAttributes.position;
+
+ if ( position && position.isGLBufferAttribute ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
+
+ this.boundingBox.set(
+ new Vector3( - Infinity, - Infinity, - Infinity ),
+ new Vector3( + Infinity, + Infinity, + Infinity )
+ );
+
+ return;
+
+ }
+
+ if ( position !== undefined ) {
+
+ this.boundingBox.setFromBufferAttribute( position );
+
+ // process morph attributes if present
+
+ if ( morphAttributesPosition ) {
+
+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
+
+ const morphAttribute = morphAttributesPosition[ i ];
+ _box$2.setFromBufferAttribute( morphAttribute );
+
+ if ( this.morphTargetsRelative ) {
+
+ _vector$8.addVectors( this.boundingBox.min, _box$2.min );
+ this.boundingBox.expandByPoint( _vector$8 );
+
+ _vector$8.addVectors( this.boundingBox.max, _box$2.max );
+ this.boundingBox.expandByPoint( _vector$8 );
+
+ } else {
+
+ this.boundingBox.expandByPoint( _box$2.min );
+ this.boundingBox.expandByPoint( _box$2.max );
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ this.boundingBox.makeEmpty();
+
+ }
+
+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
+
+ }
+
+ }
+
+ computeBoundingSphere() {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new Sphere();
+
+ }
+
+ const position = this.attributes.position;
+ const morphAttributesPosition = this.morphAttributes.position;
+
+ if ( position && position.isGLBufferAttribute ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
+
+ this.boundingSphere.set( new Vector3(), Infinity );
+
+ return;
+
+ }
+
+ if ( position ) {
+
+ // first, find the center of the bounding sphere
+
+ const center = this.boundingSphere.center;
+
+ _box$2.setFromBufferAttribute( position );
+
+ // process morph attributes if present
+
+ if ( morphAttributesPosition ) {
+
+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
+
+ const morphAttribute = morphAttributesPosition[ i ];
+ _boxMorphTargets.setFromBufferAttribute( morphAttribute );
+
+ if ( this.morphTargetsRelative ) {
+
+ _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
+ _box$2.expandByPoint( _vector$8 );
+
+ _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
+ _box$2.expandByPoint( _vector$8 );
+
+ } else {
+
+ _box$2.expandByPoint( _boxMorphTargets.min );
+ _box$2.expandByPoint( _boxMorphTargets.max );
+
+ }
+
+ }
+
+ }
+
+ _box$2.getCenter( center );
+
+ // second, try to find a boundingSphere with a radius smaller than the
+ // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+
+ let maxRadiusSq = 0;
+
+ for ( let i = 0, il = position.count; i < il; i ++ ) {
+
+ _vector$8.fromBufferAttribute( position, i );
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
+
+ }
+
+ // process morph attributes if present
+
+ if ( morphAttributesPosition ) {
+
+ for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
+
+ const morphAttribute = morphAttributesPosition[ i ];
+ const morphTargetsRelative = this.morphTargetsRelative;
+
+ for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
+
+ _vector$8.fromBufferAttribute( morphAttribute, j );
+
+ if ( morphTargetsRelative ) {
+
+ _offset.fromBufferAttribute( position, j );
+ _vector$8.add( _offset );
+
+ }
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
+
+ }
+
+ }
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ if ( isNaN( this.boundingSphere.radius ) ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
+
+ }
+
+ }
+
+ }
+
+ computeTangents() {
+
+ const index = this.index;
+ const attributes = this.attributes;
+
+ // based on http://www.terathon.com/code/tangent.html
+ // (per vertex tangents)
+
+ if ( index === null ||
+ attributes.position === undefined ||
+ attributes.normal === undefined ||
+ attributes.uv === undefined ) {
+
+ console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
+ return;
+
+ }
+
+ const positionAttribute = attributes.position;
+ const normalAttribute = attributes.normal;
+ const uvAttribute = attributes.uv;
+
+ if ( this.hasAttribute( 'tangent' ) === false ) {
+
+ this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
+
+ }
+
+ const tangentAttribute = this.getAttribute( 'tangent' );
+
+ const tan1 = [], tan2 = [];
+
+ for ( let i = 0; i < positionAttribute.count; i ++ ) {
+
+ tan1[ i ] = new Vector3();
+ tan2[ i ] = new Vector3();
+
+ }
+
+ const vA = new Vector3(),
+ vB = new Vector3(),
+ vC = new Vector3(),
+
+ uvA = new Vector2(),
+ uvB = new Vector2(),
+ uvC = new Vector2(),
+
+ sdir = new Vector3(),
+ tdir = new Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ vA.fromBufferAttribute( positionAttribute, a );
+ vB.fromBufferAttribute( positionAttribute, b );
+ vC.fromBufferAttribute( positionAttribute, c );
+
+ uvA.fromBufferAttribute( uvAttribute, a );
+ uvB.fromBufferAttribute( uvAttribute, b );
+ uvC.fromBufferAttribute( uvAttribute, c );
+
+ vB.sub( vA );
+ vC.sub( vA );
+
+ uvB.sub( uvA );
+ uvC.sub( uvA );
+
+ const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
+
+ // silently ignore degenerate uv triangles having coincident or colinear vertices
+
+ if ( ! isFinite( r ) ) return;
+
+ sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
+ tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ let groups = this.groups;
+
+ if ( groups.length === 0 ) {
+
+ groups = [ {
+ start: 0,
+ count: index.count
+ } ];
+
+ }
+
+ for ( let i = 0, il = groups.length; i < il; ++ i ) {
+
+ const group = groups[ i ];
+
+ const start = group.start;
+ const count = group.count;
+
+ for ( let j = start, jl = start + count; j < jl; j += 3 ) {
+
+ handleTriangle(
+ index.getX( j + 0 ),
+ index.getX( j + 1 ),
+ index.getX( j + 2 )
+ );
+
+ }
+
+ }
+
+ const tmp = new Vector3(), tmp2 = new Vector3();
+ const n = new Vector3(), n2 = new Vector3();
+
+ function handleVertex( v ) {
+
+ n.fromBufferAttribute( normalAttribute, v );
+ n2.copy( n );
+
+ const t = tan1[ v ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( n2, t );
+ const test = tmp2.dot( tan2[ v ] );
+ const w = ( test < 0.0 ) ? - 1.0 : 1.0;
+
+ tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ for ( let i = 0, il = groups.length; i < il; ++ i ) {
+
+ const group = groups[ i ];
+
+ const start = group.start;
+ const count = group.count;
+
+ for ( let j = start, jl = start + count; j < jl; j += 3 ) {
+
+ handleVertex( index.getX( j + 0 ) );
+ handleVertex( index.getX( j + 1 ) );
+ handleVertex( index.getX( j + 2 ) );
+
+ }
+
+ }
+
+ }
+
+ computeVertexNormals() {
+
+ const index = this.index;
+ const positionAttribute = this.getAttribute( 'position' );
+
+ if ( positionAttribute !== undefined ) {
+
+ let normalAttribute = this.getAttribute( 'normal' );
+
+ if ( normalAttribute === undefined ) {
+
+ normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
+ this.setAttribute( 'normal', normalAttribute );
+
+ } else {
+
+ // reset existing normals to zero
+
+ for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
+
+ normalAttribute.setXYZ( i, 0, 0, 0 );
+
+ }
+
+ }
+
+ const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
+ const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
+ const cb = new Vector3(), ab = new Vector3();
+
+ // indexed elements
+
+ if ( index ) {
+
+ for ( let i = 0, il = index.count; i < il; i += 3 ) {
+
+ const vA = index.getX( i + 0 );
+ const vB = index.getX( i + 1 );
+ const vC = index.getX( i + 2 );
+
+ pA.fromBufferAttribute( positionAttribute, vA );
+ pB.fromBufferAttribute( positionAttribute, vB );
+ pC.fromBufferAttribute( positionAttribute, vC );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ nA.fromBufferAttribute( normalAttribute, vA );
+ nB.fromBufferAttribute( normalAttribute, vB );
+ nC.fromBufferAttribute( normalAttribute, vC );
+
+ nA.add( cb );
+ nB.add( cb );
+ nC.add( cb );
+
+ normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
+ normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
+ normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
+
+ }
+
+ } else {
+
+ // non-indexed elements (unconnected triangle soup)
+
+ for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
+
+ pA.fromBufferAttribute( positionAttribute, i + 0 );
+ pB.fromBufferAttribute( positionAttribute, i + 1 );
+ pC.fromBufferAttribute( positionAttribute, i + 2 );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
+ normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
+ normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
+
+ }
+
+ }
+
+ this.normalizeNormals();
+
+ normalAttribute.needsUpdate = true;
+
+ }
+
+ }
+
+ normalizeNormals() {
+
+ const normals = this.attributes.normal;
+
+ for ( let i = 0, il = normals.count; i < il; i ++ ) {
+
+ _vector$8.fromBufferAttribute( normals, i );
+
+ _vector$8.normalize();
+
+ normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
+
+ }
+
+ }
+
+ toNonIndexed() {
+
+ function convertBufferAttribute( attribute, indices ) {
+
+ const array = attribute.array;
+ const itemSize = attribute.itemSize;
+ const normalized = attribute.normalized;
+
+ const array2 = new array.constructor( indices.length * itemSize );
+
+ let index = 0, index2 = 0;
+
+ for ( let i = 0, l = indices.length; i < l; i ++ ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) {
+
+ index = indices[ i ] * attribute.data.stride + attribute.offset;
+
+ } else {
+
+ index = indices[ i ] * itemSize;
+
+ }
+
+ for ( let j = 0; j < itemSize; j ++ ) {
+
+ array2[ index2 ++ ] = array[ index ++ ];
+
+ }
+
+ }
+
+ return new BufferAttribute( array2, itemSize, normalized );
+
+ }
+
+ //
+
+ if ( this.index === null ) {
+
+ console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
+ return this;
+
+ }
+
+ const geometry2 = new BufferGeometry();
+
+ const indices = this.index.array;
+ const attributes = this.attributes;
+
+ // attributes
+
+ for ( const name in attributes ) {
+
+ const attribute = attributes[ name ];
+
+ const newAttribute = convertBufferAttribute( attribute, indices );
+
+ geometry2.setAttribute( name, newAttribute );
+
+ }
+
+ // morph attributes
+
+ const morphAttributes = this.morphAttributes;
+
+ for ( const name in morphAttributes ) {
+
+ const morphArray = [];
+ const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
+
+ for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
+
+ const attribute = morphAttribute[ i ];
+
+ const newAttribute = convertBufferAttribute( attribute, indices );
+
+ morphArray.push( newAttribute );
+
+ }
+
+ geometry2.morphAttributes[ name ] = morphArray;
+
+ }
+
+ geometry2.morphTargetsRelative = this.morphTargetsRelative;
+
+ // groups
+
+ const groups = this.groups;
+
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
+
+ const group = groups[ i ];
+ geometry2.addGroup( group.start, group.count, group.materialIndex );
+
+ }
+
+ return geometry2;
+
+ }
+
+ toJSON() {
+
+ const data = {
+ metadata: {
+ version: 4.6,
+ type: 'BufferGeometry',
+ generator: 'BufferGeometry.toJSON'
+ }
+ };
+
+ // standard BufferGeometry serialization
+
+ data.uuid = this.uuid;
+ data.type = this.type;
+ if ( this.name !== '' ) data.name = this.name;
+ if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
+
+ if ( this.parameters !== undefined ) {
+
+ const parameters = this.parameters;
+
+ for ( const key in parameters ) {
+
+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
+
+ }
+
+ return data;
+
+ }
+
+ // for simplicity the code assumes attributes are not shared across geometries, see #15811
+
+ data.data = { attributes: {} };
+
+ const index = this.index;
+
+ if ( index !== null ) {
+
+ data.data.index = {
+ type: index.array.constructor.name,
+ array: Array.prototype.slice.call( index.array )
+ };
+
+ }
+
+ const attributes = this.attributes;
+
+ for ( const key in attributes ) {
+
+ const attribute = attributes[ key ];
+
+ data.data.attributes[ key ] = attribute.toJSON( data.data );
+
+ }
+
+ const morphAttributes = {};
+ let hasMorphAttributes = false;
+
+ for ( const key in this.morphAttributes ) {
+
+ const attributeArray = this.morphAttributes[ key ];
+
+ const array = [];
+
+ for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
+
+ const attribute = attributeArray[ i ];
+
+ array.push( attribute.toJSON( data.data ) );
+
+ }
+
+ if ( array.length > 0 ) {
+
+ morphAttributes[ key ] = array;
+
+ hasMorphAttributes = true;
+
+ }
+
+ }
+
+ if ( hasMorphAttributes ) {
+
+ data.data.morphAttributes = morphAttributes;
+ data.data.morphTargetsRelative = this.morphTargetsRelative;
+
+ }
+
+ const groups = this.groups;
+
+ if ( groups.length > 0 ) {
+
+ data.data.groups = JSON.parse( JSON.stringify( groups ) );
+
+ }
+
+ const boundingSphere = this.boundingSphere;
+
+ if ( boundingSphere !== null ) {
+
+ data.data.boundingSphere = {
+ center: boundingSphere.center.toArray(),
+ radius: boundingSphere.radius
+ };
+
+ }
+
+ return data;
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+ copy( source ) {
+
+ // reset
+
+ this.index = null;
+ this.attributes = {};
+ this.morphAttributes = {};
+ this.groups = [];
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ // used for storing cloned, shared data
+
+ const data = {};
+
+ // name
+
+ this.name = source.name;
+
+ // index
+
+ const index = source.index;
+
+ if ( index !== null ) {
+
+ this.setIndex( index.clone( data ) );
+
+ }
+
+ // attributes
+
+ const attributes = source.attributes;
+
+ for ( const name in attributes ) {
+
+ const attribute = attributes[ name ];
+ this.setAttribute( name, attribute.clone( data ) );
+
+ }
+
+ // morph attributes
+
+ const morphAttributes = source.morphAttributes;
+
+ for ( const name in morphAttributes ) {
+
+ const array = [];
+ const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
+
+ for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
+
+ array.push( morphAttribute[ i ].clone( data ) );
+
+ }
+
+ this.morphAttributes[ name ] = array;
+
+ }
+
+ this.morphTargetsRelative = source.morphTargetsRelative;
+
+ // groups
+
+ const groups = source.groups;
+
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
+
+ const group = groups[ i ];
+ this.addGroup( group.start, group.count, group.materialIndex );
+
+ }
+
+ // bounding box
+
+ const boundingBox = source.boundingBox;
+
+ if ( boundingBox !== null ) {
+
+ this.boundingBox = boundingBox.clone();
+
+ }
+
+ // bounding sphere
+
+ const boundingSphere = source.boundingSphere;
+
+ if ( boundingSphere !== null ) {
+
+ this.boundingSphere = boundingSphere.clone();
+
+ }
+
+ // draw range
+
+ this.drawRange.start = source.drawRange.start;
+ this.drawRange.count = source.drawRange.count;
+
+ // user data
+
+ this.userData = source.userData;
+
+ return this;
+
+ }
+
+ dispose() {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+}
+
+const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
+const _ray$3 = /*@__PURE__*/ new Ray();
+const _sphere$6 = /*@__PURE__*/ new Sphere();
+const _sphereHitAt = /*@__PURE__*/ new Vector3();
+
+const _vA$1 = /*@__PURE__*/ new Vector3();
+const _vB$1 = /*@__PURE__*/ new Vector3();
+const _vC$1 = /*@__PURE__*/ new Vector3();
+
+const _tempA = /*@__PURE__*/ new Vector3();
+const _morphA = /*@__PURE__*/ new Vector3();
+
+const _uvA$1 = /*@__PURE__*/ new Vector2();
+const _uvB$1 = /*@__PURE__*/ new Vector2();
+const _uvC$1 = /*@__PURE__*/ new Vector2();
+
+const _normalA = /*@__PURE__*/ new Vector3();
+const _normalB = /*@__PURE__*/ new Vector3();
+const _normalC = /*@__PURE__*/ new Vector3();
+
+const _intersectionPoint = /*@__PURE__*/ new Vector3();
+const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
+
+class Mesh extends Object3D {
+
+ constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
+
+ super();
+
+ this.isMesh = true;
+
+ this.type = 'Mesh';
+
+ this.geometry = geometry;
+ this.material = material;
+
+ this.updateMorphTargets();
+
+ }
+
+ copy( source, recursive ) {
+
+ super.copy( source, recursive );
+
+ if ( source.morphTargetInfluences !== undefined ) {
+
+ this.morphTargetInfluences = source.morphTargetInfluences.slice();
+
+ }
+
+ if ( source.morphTargetDictionary !== undefined ) {
+
+ this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
+
+ }
+
+ this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
+ this.geometry = source.geometry;
+
+ return this;
+
+ }
+
+ updateMorphTargets() {
+
+ const geometry = this.geometry;
+
+ const morphAttributes = geometry.morphAttributes;
+ const keys = Object.keys( morphAttributes );
+
+ if ( keys.length > 0 ) {
+
+ const morphAttribute = morphAttributes[ keys[ 0 ] ];
+
+ if ( morphAttribute !== undefined ) {
+
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
+
+ const name = morphAttribute[ m ].name || String( m );
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ name ] = m;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ getVertexPosition( index, target ) {
+
+ const geometry = this.geometry;
+ const position = geometry.attributes.position;
+ const morphPosition = geometry.morphAttributes.position;
+ const morphTargetsRelative = geometry.morphTargetsRelative;
+
+ target.fromBufferAttribute( position, index );
+
+ const morphInfluences = this.morphTargetInfluences;
+
+ if ( morphPosition && morphInfluences ) {
+
+ _morphA.set( 0, 0, 0 );
+
+ for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
+
+ const influence = morphInfluences[ i ];
+ const morphAttribute = morphPosition[ i ];
+
+ if ( influence === 0 ) continue;
+
+ _tempA.fromBufferAttribute( morphAttribute, index );
+
+ if ( morphTargetsRelative ) {
+
+ _morphA.addScaledVector( _tempA, influence );
+
+ } else {
+
+ _morphA.addScaledVector( _tempA.sub( target ), influence );
+
+ }
+
+ }
+
+ target.add( _morphA );
+
+ }
+
+ return target;
+
+ }
+
+ raycast( raycaster, intersects ) {
+
+ const geometry = this.geometry;
+ const material = this.material;
+ const matrixWorld = this.matrixWorld;
+
+ if ( material === undefined ) return;
+
+ // test with bounding sphere in world space
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ _sphere$6.copy( geometry.boundingSphere );
+ _sphere$6.applyMatrix4( matrixWorld );
+
+ // check distance from ray origin to bounding sphere
+
+ _ray$3.copy( raycaster.ray ).recast( raycaster.near );
+
+ if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
+
+ if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
+
+ if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
+
+ }
+
+ // convert ray to local space of mesh
+
+ _inverseMatrix$3.copy( matrixWorld ).invert();
+ _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
+
+ // test with bounding box in local space
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
+
+ }
+
+ // test for intersections with geometry
+
+ this._computeIntersections( raycaster, intersects, _ray$3 );
+
+ }
+
+ _computeIntersections( raycaster, intersects, rayLocalSpace ) {
+
+ let intersection;
+
+ const geometry = this.geometry;
+ const material = this.material;
+
+ const index = geometry.index;
+ const position = geometry.attributes.position;
+ const uv = geometry.attributes.uv;
+ const uv1 = geometry.attributes.uv1;
+ const normal = geometry.attributes.normal;
+ const groups = geometry.groups;
+ const drawRange = geometry.drawRange;
+
+ if ( index !== null ) {
+
+ // indexed buffer geometry
+
+ if ( Array.isArray( material ) ) {
+
+ for ( let i = 0, il = groups.length; i < il; i ++ ) {
+
+ const group = groups[ i ];
+ const groupMaterial = material[ group.materialIndex ];
+
+ const start = Math.max( group.start, drawRange.start );
+ const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
+
+ for ( let j = start, jl = end; j < jl; j += 3 ) {
+
+ const a = index.getX( j );
+ const b = index.getX( j + 1 );
+ const c = index.getX( j + 2 );
+
+ intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
+ intersection.face.materialIndex = group.materialIndex;
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ const start = Math.max( 0, drawRange.start );
+ const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
+
+ for ( let i = start, il = end; i < il; i += 3 ) {
+
+ const a = index.getX( i );
+ const b = index.getX( i + 1 );
+ const c = index.getX( i + 2 );
+
+ intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ } else if ( position !== undefined ) {
+
+ // non-indexed buffer geometry
+
+ if ( Array.isArray( material ) ) {
+
+ for ( let i = 0, il = groups.length; i < il; i ++ ) {
+
+ const group = groups[ i ];
+ const groupMaterial = material[ group.materialIndex ];
+
+ const start = Math.max( group.start, drawRange.start );
+ const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
+
+ for ( let j = start, jl = end; j < jl; j += 3 ) {
+
+ const a = j;
+ const b = j + 1;
+ const c = j + 2;
+
+ intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
+ intersection.face.materialIndex = group.materialIndex;
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ const start = Math.max( 0, drawRange.start );
+ const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
+
+ for ( let i = start, il = end; i < il; i += 3 ) {
+
+ const a = i;
+ const b = i + 1;
+ const c = i + 2;
+
+ intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+}
+
+function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
+
+ let intersect;
+
+ if ( material.side === BackSide ) {
+
+ intersect = ray.intersectTriangle( pC, pB, pA, true, point );
+
+ } else {
+
+ intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
+
+ }
+
+ if ( intersect === null ) return null;
+
+ _intersectionPointWorld.copy( point );
+ _intersectionPointWorld.applyMatrix4( object.matrixWorld );
+
+ const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) return null;
+
+ return {
+ distance: distance,
+ point: _intersectionPointWorld.clone(),
+ object: object
+ };
+
+}
+
+function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
+
+ object.getVertexPosition( a, _vA$1 );
+ object.getVertexPosition( b, _vB$1 );
+ object.getVertexPosition( c, _vC$1 );
+
+ const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
+
+ if ( intersection ) {
+
+ if ( uv ) {
+
+ _uvA$1.fromBufferAttribute( uv, a );
+ _uvB$1.fromBufferAttribute( uv, b );
+ _uvC$1.fromBufferAttribute( uv, c );
+
+ intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
+
+ }
+
+ if ( uv1 ) {
+
+ _uvA$1.fromBufferAttribute( uv1, a );
+ _uvB$1.fromBufferAttribute( uv1, b );
+ _uvC$1.fromBufferAttribute( uv1, c );
+
+ intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
+
+ }
+
+ if ( normal ) {
+
+ _normalA.fromBufferAttribute( normal, a );
+ _normalB.fromBufferAttribute( normal, b );
+ _normalC.fromBufferAttribute( normal, c );
+
+ intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );
+
+ if ( intersection.normal.dot( ray.direction ) > 0 ) {
+
+ intersection.normal.multiplyScalar( - 1 );
+
+ }
+
+ }
+
+ const face = {
+ a: a,
+ b: b,
+ c: c,
+ normal: new Vector3(),
+ materialIndex: 0
+ };
+
+ Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
+
+ intersection.face = face;
+
+ }
+
+ return intersection;
+
+}
+
+class BoxGeometry extends BufferGeometry {
+
+ constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
+
+ super();
+
+ this.type = 'BoxGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ depth: depth,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ depthSegments: depthSegments
+ };
+
+ const scope = this;
+
+ // segments
+
+ widthSegments = Math.floor( widthSegments );
+ heightSegments = Math.floor( heightSegments );
+ depthSegments = Math.floor( depthSegments );
+
+ // buffers
+
+ const indices = [];
+ const vertices = [];
+ const normals = [];
+ const uvs = [];
+
+ // helper variables
+
+ let numberOfVertices = 0;
+ let groupStart = 0;
+
+ // build each side of the box geometry
+
+ buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
+ buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
+ buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
+ buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
+ buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
+ buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
+
+ const segmentWidth = width / gridX;
+ const segmentHeight = height / gridY;
+
+ const widthHalf = width / 2;
+ const heightHalf = height / 2;
+ const depthHalf = depth / 2;
+
+ const gridX1 = gridX + 1;
+ const gridY1 = gridY + 1;
+
+ let vertexCounter = 0;
+ let groupCount = 0;
+
+ const vector = new Vector3();
+
+ // generate vertices, normals and uvs
+
+ for ( let iy = 0; iy < gridY1; iy ++ ) {
+
+ const y = iy * segmentHeight - heightHalf;
+
+ for ( let ix = 0; ix < gridX1; ix ++ ) {
+
+ const x = ix * segmentWidth - widthHalf;
+
+ // set values to correct vector component
+
+ vector[ u ] = x * udir;
+ vector[ v ] = y * vdir;
+ vector[ w ] = depthHalf;
+
+ // now apply vector to vertex buffer
+
+ vertices.push( vector.x, vector.y, vector.z );
+
+ // set values to correct vector component
+
+ vector[ u ] = 0;
+ vector[ v ] = 0;
+ vector[ w ] = depth > 0 ? 1 : - 1;
+
+ // now apply vector to normal buffer
+
+ normals.push( vector.x, vector.y, vector.z );
+
+ // uvs
+
+ uvs.push( ix / gridX );
+ uvs.push( 1 - ( iy / gridY ) );
+
+ // counters
+
+ vertexCounter += 1;
+
+ }
+
+ }
+
+ // indices
+
+ // 1. you need three indices to draw a single face
+ // 2. a single segment consists of two faces
+ // 3. so we need to generate six (2*3) indices per segment
+
+ for ( let iy = 0; iy < gridY; iy ++ ) {
+
+ for ( let ix = 0; ix < gridX; ix ++ ) {
+
+ const a = numberOfVertices + ix + gridX1 * iy;
+ const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
+ const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
+ const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ // increase counter
+
+ groupCount += 6;
+
+ }
+
+ }
+
+ // add a group to the geometry. this will ensure multi material support
+
+ scope.addGroup( groupStart, groupCount, materialIndex );
+
+ // calculate new start value for groups
+
+ groupStart += groupCount;
+
+ // update total number of vertices
+
+ numberOfVertices += vertexCounter;
+
+ }
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.parameters = Object.assign( {}, source.parameters );
+
+ return this;
+
+ }
+
+ static fromJSON( data ) {
+
+ return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
+
+ }
+
+}
+
+/**
+ * Uniform Utilities
+ */
+
+function cloneUniforms( src ) {
+
+ const dst = {};
+
+ for ( const u in src ) {
+
+ dst[ u ] = {};
+
+ for ( const p in src[ u ] ) {
+
+ const property = src[ u ][ p ];
+
+ if ( property && ( property.isColor ||
+ property.isMatrix3 || property.isMatrix4 ||
+ property.isVector2 || property.isVector3 || property.isVector4 ||
+ property.isTexture || property.isQuaternion ) ) {
+
+ if ( property.isRenderTargetTexture ) {
+
+ console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
+ dst[ u ][ p ] = null;
+
+ } else {
+
+ dst[ u ][ p ] = property.clone();
+
+ }
+
+ } else if ( Array.isArray( property ) ) {
+
+ dst[ u ][ p ] = property.slice();
+
+ } else {
+
+ dst[ u ][ p ] = property;
+
+ }
+
+ }
+
+ }
+
+ return dst;
+
+}
+
+function mergeUniforms( uniforms ) {
+
+ const merged = {};
+
+ for ( let u = 0; u < uniforms.length; u ++ ) {
+
+ const tmp = cloneUniforms( uniforms[ u ] );
+
+ for ( const p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+}
+
+function cloneUniformsGroups( src ) {
+
+ const dst = [];
+
+ for ( let u = 0; u < src.length; u ++ ) {
+
+ dst.push( src[ u ].clone() );
+
+ }
+
+ return dst;
+
+}
+
+function getUnlitUniformColorSpace( renderer ) {
+
+ const currentRenderTarget = renderer.getRenderTarget();
+
+ if ( currentRenderTarget === null ) {
+
+ // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
+ return renderer.outputColorSpace;
+
+ }
+
+ // https://github.com/mrdoob/three.js/issues/27868
+ if ( currentRenderTarget.isXRRenderTarget === true ) {
+
+ return currentRenderTarget.texture.colorSpace;
+
+ }
+
+ return ColorManagement.workingColorSpace;
+
+}
+
+// Legacy
+
+const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
+
+var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
+
+var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
+
+class ShaderMaterial extends Material {
+
+ constructor( parameters ) {
+
+ super();
+
+ this.isShaderMaterial = true;
+
+ this.type = 'ShaderMaterial';
+
+ this.defines = {};
+ this.uniforms = {};
+ this.uniformsGroups = [];
+
+ this.vertexShader = default_vertex;
+ this.fragmentShader = default_fragment;
+
+ this.linewidth = 1;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+ this.lights = false; // set to use scene lights
+ this.clipping = false; // set to use user-defined clipping planes
+
+ this.forceSinglePass = true;
+
+ this.extensions = {
+ clipCullDistance: false, // set to use vertex shader clipping
+ multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
+ };
+
+ // When rendered geometry doesn't include these attributes but the material does,
+ // use these default values in WebGL. This avoids errors when buffer data is missing.
+ this.defaultAttributeValues = {
+ 'color': [ 1, 1, 1 ],
+ 'uv': [ 0, 0 ],
+ 'uv1': [ 0, 0 ]
+ };
+
+ this.index0AttributeName = undefined;
+ this.uniformsNeedUpdate = false;
+
+ this.glslVersion = null;
+
+ if ( parameters !== undefined ) {
+
+ this.setValues( parameters );
+
+ }
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.fragmentShader = source.fragmentShader;
+ this.vertexShader = source.vertexShader;
+
+ this.uniforms = cloneUniforms( source.uniforms );
+ this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
+
+ this.defines = Object.assign( {}, source.defines );
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+
+ this.fog = source.fog;
+ this.lights = source.lights;
+ this.clipping = source.clipping;
+
+ this.extensions = Object.assign( {}, source.extensions );
+
+ this.glslVersion = source.glslVersion;
+
+ return this;
+
+ }
+
+ toJSON( meta ) {
+
+ const data = super.toJSON( meta );
+
+ data.glslVersion = this.glslVersion;
+ data.uniforms = {};
+
+ for ( const name in this.uniforms ) {
+
+ const uniform = this.uniforms[ name ];
+ const value = uniform.value;
+
+ if ( value && value.isTexture ) {
+
+ data.uniforms[ name ] = {
+ type: 't',
+ value: value.toJSON( meta ).uuid
+ };
+
+ } else if ( value && value.isColor ) {
+
+ data.uniforms[ name ] = {
+ type: 'c',
+ value: value.getHex()
+ };
+
+ } else if ( value && value.isVector2 ) {
+
+ data.uniforms[ name ] = {
+ type: 'v2',
+ value: value.toArray()
+ };
+
+ } else if ( value && value.isVector3 ) {
+
+ data.uniforms[ name ] = {
+ type: 'v3',
+ value: value.toArray()
+ };
+
+ } else if ( value && value.isVector4 ) {
+
+ data.uniforms[ name ] = {
+ type: 'v4',
+ value: value.toArray()
+ };
+
+ } else if ( value && value.isMatrix3 ) {
+
+ data.uniforms[ name ] = {
+ type: 'm3',
+ value: value.toArray()
+ };
+
+ } else if ( value && value.isMatrix4 ) {
+
+ data.uniforms[ name ] = {
+ type: 'm4',
+ value: value.toArray()
+ };
+
+ } else {
+
+ data.uniforms[ name ] = {
+ value: value
+ };
+
+ // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
+
+ }
+
+ }
+
+ if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
+
+ data.vertexShader = this.vertexShader;
+ data.fragmentShader = this.fragmentShader;
+
+ data.lights = this.lights;
+ data.clipping = this.clipping;
+
+ const extensions = {};
+
+ for ( const key in this.extensions ) {
+
+ if ( this.extensions[ key ] === true ) extensions[ key ] = true;
+
+ }
+
+ if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
+
+ return data;
+
+ }
+
+}
+
+class Camera extends Object3D {
+
+ constructor() {
+
+ super();
+
+ this.isCamera = true;
+
+ this.type = 'Camera';
+
+ this.matrixWorldInverse = new Matrix4();
+
+ this.projectionMatrix = new Matrix4();
+ this.projectionMatrixInverse = new Matrix4();
+
+ this.coordinateSystem = WebGLCoordinateSystem;
+
+ }
+
+ copy( source, recursive ) {
+
+ super.copy( source, recursive );
+
+ this.matrixWorldInverse.copy( source.matrixWorldInverse );
+
+ this.projectionMatrix.copy( source.projectionMatrix );
+ this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
+
+ this.coordinateSystem = source.coordinateSystem;
+
+ return this;
+
+ }
+
+ getWorldDirection( target ) {
+
+ return super.getWorldDirection( target ).negate();
+
+ }
+
+ updateMatrixWorld( force ) {
+
+ super.updateMatrixWorld( force );
+
+ this.matrixWorldInverse.copy( this.matrixWorld ).invert();
+
+ }
+
+ updateWorldMatrix( updateParents, updateChildren ) {
+
+ super.updateWorldMatrix( updateParents, updateChildren );
+
+ this.matrixWorldInverse.copy( this.matrixWorld ).invert();
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+const _v3$1 = /*@__PURE__*/ new Vector3();
+const _minTarget = /*@__PURE__*/ new Vector2();
+const _maxTarget = /*@__PURE__*/ new Vector2();
+
+
+class PerspectiveCamera extends Camera {
+
+ constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
+
+ super();
+
+ this.isPerspectiveCamera = true;
+
+ this.type = 'PerspectiveCamera';
+
+ this.fov = fov;
+ this.zoom = 1;
+
+ this.near = near;
+ this.far = far;
+ this.focus = 10;
+
+ this.aspect = aspect;
+ this.view = null;
+
+ this.filmGauge = 35; // width of the film (default in millimeters)
+ this.filmOffset = 0; // horizontal film offset (same unit as gauge)
+
+ this.updateProjectionMatrix();
+
+ }
+
+ copy( source, recursive ) {
+
+ super.copy( source, recursive );
+
+ this.fov = source.fov;
+ this.zoom = source.zoom;
+
+ this.near = source.near;
+ this.far = source.far;
+ this.focus = source.focus;
+
+ this.aspect = source.aspect;
+ this.view = source.view === null ? null : Object.assign( {}, source.view );
+
+ this.filmGauge = source.filmGauge;
+ this.filmOffset = source.filmOffset;
+
+ return this;
+
+ }
+
+ /**
+ * Sets the FOV by focal length in respect to the current .filmGauge.
+ *
+ * The default film gauge is 35, so that the focal length can be specified for
+ * a 35mm (full frame) camera.
+ *
+ * Values for focal length and film gauge must have the same unit.
+ */
+ setFocalLength( focalLength ) {
+
+ /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
+ const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
+
+ this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
+ this.updateProjectionMatrix();
+
+ }
+
+ /**
+ * Calculates the focal length from the current .fov and .filmGauge.
+ */
+ getFocalLength() {
+
+ const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
+
+ return 0.5 * this.getFilmHeight() / vExtentSlope;
+
+ }
+
+ getEffectiveFOV() {
+
+ return RAD2DEG * 2 * Math.atan(
+ Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
+
+ }
+
+ getFilmWidth() {
+
+ // film not completely covered in portrait format (aspect < 1)
+ return this.filmGauge * Math.min( this.aspect, 1 );
+
+ }
+
+ getFilmHeight() {
+
+ // film not completely covered in landscape format (aspect > 1)
+ return this.filmGauge / Math.max( this.aspect, 1 );
+
+ }
+
+ /**
+ * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
+ * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
+ */
+ getViewBounds( distance, minTarget, maxTarget ) {
+
+ _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
+
+ minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
+
+ _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
+
+ maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
+
+ }
+
+ /**
+ * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
+ * Copies the result into the target Vector2, where x is width and y is height.
+ */
+ getViewSize( distance, target ) {
+
+ this.getViewBounds( distance, _minTarget, _maxTarget );
+
+ return target.subVectors( _maxTarget, _minTarget );
+
+ }
+
+ /**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * const w = 1920;
+ * const h = 1080;
+ * const fullWidth = w * 3;
+ * const fullHeight = h * 2;
+ *
+ * --A--
+ * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ * --B--
+ * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ * --C--
+ * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ * --D--
+ * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ * --E--
+ * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ * --F--
+ * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ * Note there is no reason monitors have to be the same size or in a grid.
+ */
+ setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.aspect = fullWidth / fullHeight;
+
+ if ( this.view === null ) {
+
+ this.view = {
+ enabled: true,
+ fullWidth: 1,
+ fullHeight: 1,
+ offsetX: 0,
+ offsetY: 0,
+ width: 1,
+ height: 1
+ };
+
+ }
+
+ this.view.enabled = true;
+ this.view.fullWidth = fullWidth;
+ this.view.fullHeight = fullHeight;
+ this.view.offsetX = x;
+ this.view.offsetY = y;
+ this.view.width = width;
+ this.view.height = height;
+
+ this.updateProjectionMatrix();
+
+ }
+
+ clearViewOffset() {
+
+ if ( this.view !== null ) {
+
+ this.view.enabled = false;
+
+ }
+
+ this.updateProjectionMatrix();
+
+ }
+
+ updateProjectionMatrix() {
+
+ const near = this.near;
+ let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
+ let height = 2 * top;
+ let width = this.aspect * height;
+ let left = - 0.5 * width;
+ const view = this.view;
+
+ if ( this.view !== null && this.view.enabled ) {
+
+ const fullWidth = view.fullWidth,
+ fullHeight = view.fullHeight;
+
+ left += view.offsetX * width / fullWidth;
+ top -= view.offsetY * height / fullHeight;
+ width *= view.width / fullWidth;
+ height *= view.height / fullHeight;
+
+ }
+
+ const skew = this.filmOffset;
+ if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
+
+ this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
+
+ this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
+
+ }
+
+ toJSON( meta ) {
+
+ const data = super.toJSON( meta );
+
+ data.object.fov = this.fov;
+ data.object.zoom = this.zoom;
+
+ data.object.near = this.near;
+ data.object.far = this.far;
+ data.object.focus = this.focus;
+
+ data.object.aspect = this.aspect;
+
+ if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
+
+ data.object.filmGauge = this.filmGauge;
+ data.object.filmOffset = this.filmOffset;
+
+ return data;
+
+ }
+
+}
+
+const fov = - 90; // negative fov is not an error
+const aspect = 1;
+
+class CubeCamera extends Object3D {
+
+ constructor( near, far, renderTarget ) {
+
+ super();
+
+ this.type = 'CubeCamera';
+
+ this.renderTarget = renderTarget;
+ this.coordinateSystem = null;
+ this.activeMipmapLevel = 0;
+
+ const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.layers = this.layers;
+ this.add( cameraPX );
+
+ const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.layers = this.layers;
+ this.add( cameraNX );
+
+ const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.layers = this.layers;
+ this.add( cameraPY );
+
+ const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.layers = this.layers;
+ this.add( cameraNY );
+
+ const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.layers = this.layers;
+ this.add( cameraPZ );
+
+ const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.layers = this.layers;
+ this.add( cameraNZ );
+
+ }
+
+ updateCoordinateSystem() {
+
+ const coordinateSystem = this.coordinateSystem;
+
+ const cameras = this.children.concat();
+
+ const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
+
+ for ( const camera of cameras ) this.remove( camera );
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ cameraPX.up.set( 0, 1, 0 );
+ cameraPX.lookAt( 1, 0, 0 );
+
+ cameraNX.up.set( 0, 1, 0 );
+ cameraNX.lookAt( - 1, 0, 0 );
+
+ cameraPY.up.set( 0, 0, - 1 );
+ cameraPY.lookAt( 0, 1, 0 );
+
+ cameraNY.up.set( 0, 0, 1 );
+ cameraNY.lookAt( 0, - 1, 0 );
+
+ cameraPZ.up.set( 0, 1, 0 );
+ cameraPZ.lookAt( 0, 0, 1 );
+
+ cameraNZ.up.set( 0, 1, 0 );
+ cameraNZ.lookAt( 0, 0, - 1 );
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ cameraPX.up.set( 0, - 1, 0 );
+ cameraPX.lookAt( - 1, 0, 0 );
+
+ cameraNX.up.set( 0, - 1, 0 );
+ cameraNX.lookAt( 1, 0, 0 );
+
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( 0, 1, 0 );
+
+ cameraNY.up.set( 0, 0, - 1 );
+ cameraNY.lookAt( 0, - 1, 0 );
+
+ cameraPZ.up.set( 0, - 1, 0 );
+ cameraPZ.lookAt( 0, 0, 1 );
+
+ cameraNZ.up.set( 0, - 1, 0 );
+ cameraNZ.lookAt( 0, 0, - 1 );
+
+ } else {
+
+ throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ for ( const camera of cameras ) {
+
+ this.add( camera );
+
+ camera.updateMatrixWorld();
+
+ }
+
+ }
+
+ update( renderer, scene ) {
+
+ if ( this.parent === null ) this.updateMatrixWorld();
+
+ const { renderTarget, activeMipmapLevel } = this;
+
+ if ( this.coordinateSystem !== renderer.coordinateSystem ) {
+
+ this.coordinateSystem = renderer.coordinateSystem;
+
+ this.updateCoordinateSystem();
+
+ }
+
+ const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
+
+ const currentRenderTarget = renderer.getRenderTarget();
+ const currentActiveCubeFace = renderer.getActiveCubeFace();
+ const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
+
+ const currentXrEnabled = renderer.xr.enabled;
+
+ renderer.xr.enabled = false;
+
+ const generateMipmaps = renderTarget.texture.generateMipmaps;
+
+ renderTarget.texture.generateMipmaps = false;
+
+ renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
+ renderer.render( scene, cameraPX );
+
+ renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
+ renderer.render( scene, cameraNX );
+
+ renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
+ renderer.render( scene, cameraPY );
+
+ renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
+ renderer.render( scene, cameraNY );
+
+ renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
+ renderer.render( scene, cameraPZ );
+
+ // mipmaps are generated during the last call of render()
+ // at this point, all sides of the cube render target are defined
+
+ renderTarget.texture.generateMipmaps = generateMipmaps;
+
+ renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
+ renderer.render( scene, cameraNZ );
+
+ renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
+
+ renderer.xr.enabled = currentXrEnabled;
+
+ renderTarget.texture.needsPMREMUpdate = true;
+
+ }
+
+}
+
+class CubeTexture extends Texture {
+
+ constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
+
+ images = images !== undefined ? images : [];
+ mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
+
+ super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
+
+ this.isCubeTexture = true;
+
+ this.flipY = false;
+
+ }
+
+ get images() {
+
+ return this.image;
+
+ }
+
+ set images( value ) {
+
+ this.image = value;
+
+ }
+
+}
+
+class WebGLCubeRenderTarget extends WebGLRenderTarget {
+
+ constructor( size = 1, options = {} ) {
+
+ super( size, size, options );
+
+ this.isWebGLCubeRenderTarget = true;
+
+ const image = { width: size, height: size, depth: 1 };
+ const images = [ image, image, image, image, image, image ];
+
+ this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
+
+ // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
+ // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
+ // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
+
+ // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
+ // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
+ // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
+
+ this.texture.isRenderTargetTexture = true;
+
+ this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
+ this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
+
+ }
+
+ fromEquirectangularTexture( renderer, texture ) {
+
+ this.texture.type = texture.type;
+ this.texture.colorSpace = texture.colorSpace;
+
+ this.texture.generateMipmaps = texture.generateMipmaps;
+ this.texture.minFilter = texture.minFilter;
+ this.texture.magFilter = texture.magFilter;
+
+ const shader = {
+
+ uniforms: {
+ tEquirect: { value: null },
+ },
+
+ vertexShader: /* glsl */`
+
+ 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: /* glsl */`
+
+ uniform sampler2D tEquirect;
+
+ varying vec3 vWorldDirection;
+
+ #include
+
+ void main() {
+
+ vec3 direction = normalize( vWorldDirection );
+
+ vec2 sampleUV = equirectUv( direction );
+
+ gl_FragColor = texture2D( tEquirect, sampleUV );
+
+ }
+ `
+ };
+
+ const geometry = new BoxGeometry( 5, 5, 5 );
+
+ const material = new ShaderMaterial( {
+
+ name: 'CubemapFromEquirect',
+
+ uniforms: cloneUniforms( shader.uniforms ),
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader,
+ side: BackSide,
+ blending: NoBlending
+
+ } );
+
+ material.uniforms.tEquirect.value = texture;
+
+ const mesh = new Mesh( geometry, material );
+
+ const currentMinFilter = texture.minFilter;
+
+ // Avoid blurred poles
+ if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
+
+ const camera = new CubeCamera( 1, 10, this );
+ camera.update( renderer, mesh );
+
+ texture.minFilter = currentMinFilter;
+
+ mesh.geometry.dispose();
+ mesh.material.dispose();
+
+ return this;
+
+ }
+
+ clear( renderer, color, depth, stencil ) {
+
+ const currentRenderTarget = renderer.getRenderTarget();
+
+ for ( let i = 0; i < 6; i ++ ) {
+
+ renderer.setRenderTarget( this, i );
+
+ renderer.clear( color, depth, stencil );
+
+ }
+
+ renderer.setRenderTarget( currentRenderTarget );
+
+ }
+
+}
+
+const _vector1 = /*@__PURE__*/ new Vector3();
+const _vector2 = /*@__PURE__*/ new Vector3();
+const _normalMatrix = /*@__PURE__*/ new Matrix3();
+
+class Plane {
+
+ constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
+
+ this.isPlane = true;
+
+ // normal is assumed to be normalized
+
+ this.normal = normal;
+ this.constant = constant;
+
+ }
+
+ set( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ }
+
+ setComponents( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ }
+
+ setFromNormalAndCoplanarPoint( normal, point ) {
+
+ this.normal.copy( normal );
+ this.constant = - point.dot( this.normal );
+
+ return this;
+
+ }
+
+ setFromCoplanarPoints( a, b, c ) {
+
+ const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
+
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+ this.setFromNormalAndCoplanarPoint( normal, a );
+
+ return this;
+
+ }
+
+ copy( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ }
+
+ normalize() {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ const inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ }
+
+ negate() {
+
+ this.constant *= - 1;
+ this.normal.negate();
+
+ return this;
+
+ }
+
+ distanceToPoint( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ }
+
+ distanceToSphere( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ }
+
+ projectPoint( point, target ) {
+
+ return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
+
+ }
+
+ intersectLine( line, target ) {
+
+ const direction = line.delta( _vector1 );
+
+ const denominator = this.normal.dot( direction );
+
+ if ( denominator === 0 ) {
+
+ // line is coplanar, return origin
+ if ( this.distanceToPoint( line.start ) === 0 ) {
+
+ return target.copy( line.start );
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return null;
+
+ }
+
+ const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+ if ( t < 0 || t > 1 ) {
+
+ return null;
+
+ }
+
+ return target.copy( line.start ).addScaledVector( direction, t );
+
+ }
+
+ intersectsLine( line ) {
+
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+ const startSign = this.distanceToPoint( line.start );
+ const endSign = this.distanceToPoint( line.end );
+
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+ }
+
+ intersectsBox( box ) {
+
+ return box.intersectsPlane( this );
+
+ }
+
+ intersectsSphere( sphere ) {
+
+ return sphere.intersectsPlane( this );
+
+ }
+
+ coplanarPoint( target ) {
+
+ return target.copy( this.normal ).multiplyScalar( - this.constant );
+
+ }
+
+ applyMatrix4( matrix, optionalNormalMatrix ) {
+
+ const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
+
+ const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
+
+ const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
+
+ this.constant = - referencePoint.dot( normal );
+
+ return this;
+
+ }
+
+ translate( offset ) {
+
+ this.constant -= offset.dot( this.normal );
+
+ return this;
+
+ }
+
+ equals( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+const _sphere$5 = /*@__PURE__*/ new Sphere();
+const _vector$7 = /*@__PURE__*/ new Vector3();
+
+class Frustum {
+
+ constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
+
+ this.planes = [ p0, p1, p2, p3, p4, p5 ];
+
+ }
+
+ set( p0, p1, p2, p3, p4, p5 ) {
+
+ const planes = this.planes;
+
+ planes[ 0 ].copy( p0 );
+ planes[ 1 ].copy( p1 );
+ planes[ 2 ].copy( p2 );
+ planes[ 3 ].copy( p3 );
+ planes[ 4 ].copy( p4 );
+ planes[ 5 ].copy( p5 );
+
+ return this;
+
+ }
+
+ copy( frustum ) {
+
+ const planes = this.planes;
+
+ for ( let i = 0; i < 6; i ++ ) {
+
+ planes[ i ].copy( frustum.planes[ i ] );
+
+ }
+
+ return this;
+
+ }
+
+ setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
+
+ const planes = this.planes;
+ const me = m.elements;
+ const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
+ const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
+ const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
+ const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+
+ if ( coordinateSystem === WebGLCoordinateSystem ) {
+
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
+
+ planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
+
+ } else {
+
+ throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
+
+ }
+
+ return this;
+
+ }
+
+ intersectsObject( object ) {
+
+ if ( object.boundingSphere !== undefined ) {
+
+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
+
+ _sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
+
+ } else {
+
+ const geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ _sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
+
+ }
+
+ return this.intersectsSphere( _sphere$5 );
+
+ }
+
+ intersectsSprite( sprite ) {
+
+ _sphere$5.center.set( 0, 0, 0 );
+ _sphere$5.radius = 0.7071067811865476;
+ _sphere$5.applyMatrix4( sprite.matrixWorld );
+
+ return this.intersectsSphere( _sphere$5 );
+
+ }
+
+ intersectsSphere( sphere ) {
+
+ const planes = this.planes;
+ const center = sphere.center;
+ const negRadius = - sphere.radius;
+
+ for ( let i = 0; i < 6; i ++ ) {
+
+ const distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+ intersectsBox( box ) {
+
+ const planes = this.planes;
+
+ for ( let i = 0; i < 6; i ++ ) {
+
+ const plane = planes[ i ];
+
+ // corner at max distance
+
+ _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+ _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+ _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+ if ( plane.distanceToPoint( _vector$7 ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+ containsPoint( point ) {
+
+ const planes = this.planes;
+
+ for ( let i = 0; i < 6; i ++ ) {
+
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+ clone() {
+
+ return new this.constructor().copy( this );
+
+ }
+
+}
+
+function WebGLAnimation() {
+
+ let context = null;
+ let isAnimating = false;
+ let animationLoop = null;
+ let requestId = null;
+
+ function onAnimationFrame( time, frame ) {
+
+ animationLoop( time, frame );
+
+ requestId = context.requestAnimationFrame( onAnimationFrame );
+
+ }
+
+ return {
+
+ start: function () {
+
+ if ( isAnimating === true ) return;
+ if ( animationLoop === null ) return;
+
+ requestId = context.requestAnimationFrame( onAnimationFrame );
+
+ isAnimating = true;
+
+ },
+
+ stop: function () {
+
+ context.cancelAnimationFrame( requestId );
+
+ isAnimating = false;
+
+ },
+
+ setAnimationLoop: function ( callback ) {
+
+ animationLoop = callback;
+
+ },
+
+ setContext: function ( value ) {
+
+ context = value;
+
+ }
+
+ };
+
+}
+
+function WebGLAttributes( gl ) {
+
+ const buffers = new WeakMap();
+
+ function createBuffer( attribute, bufferType ) {
+
+ const array = attribute.array;
+ const usage = attribute.usage;
+ const size = array.byteLength;
+
+ const buffer = gl.createBuffer();
+
+ gl.bindBuffer( bufferType, buffer );
+ gl.bufferData( bufferType, array, usage );
+
+ attribute.onUploadCallback();
+
+ let type;
+
+ if ( array instanceof Float32Array ) {
+
+ type = gl.FLOAT;
+
+ } else if ( array instanceof Uint16Array ) {
+
+ if ( attribute.isFloat16BufferAttribute ) {
+
+ type = gl.HALF_FLOAT;
+
+ } else {
+
+ type = gl.UNSIGNED_SHORT;
+
+ }
+
+ } else if ( array instanceof Int16Array ) {
+
+ type = gl.SHORT;
+
+ } else if ( array instanceof Uint32Array ) {
+
+ type = gl.UNSIGNED_INT;
+
+ } else if ( array instanceof Int32Array ) {
+
+ type = gl.INT;
+
+ } else if ( array instanceof Int8Array ) {
+
+ type = gl.BYTE;
+
+ } else if ( array instanceof Uint8Array ) {
+
+ type = gl.UNSIGNED_BYTE;
+
+ } else if ( array instanceof Uint8ClampedArray ) {
+
+ type = gl.UNSIGNED_BYTE;
+
+ } else {
+
+ throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );
+
+ }
+
+ return {
+ buffer: buffer,
+ type: type,
+ bytesPerElement: array.BYTES_PER_ELEMENT,
+ version: attribute.version,
+ size: size
+ };
+
+ }
+
+ function updateBuffer( buffer, attribute, bufferType ) {
+
+ const array = attribute.array;
+ const updateRange = attribute._updateRange; // @deprecated, r159
+ const updateRanges = attribute.updateRanges;
+
+ gl.bindBuffer( bufferType, buffer );
+
+ if ( updateRange.count === - 1 && updateRanges.length === 0 ) {
+
+ // Not using update ranges
+ gl.bufferSubData( bufferType, 0, array );
+
+ }
+
+ if ( updateRanges.length !== 0 ) {
+
+ for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
+
+ const range = updateRanges[ i ];
+
+ gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
+ array, range.start, range.count );
+
+ }
+
+ attribute.clearUpdateRanges();
+
+ }
+
+ // @deprecated, r159
+ if ( updateRange.count !== - 1 ) {
+
+ gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
+ array, updateRange.offset, updateRange.count );
+
+ updateRange.count = - 1; // reset range
+
+ }
+
+ attribute.onUploadCallback();
+
+ }
+
+ //
+
+ function get( attribute ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ return buffers.get( attribute );
+
+ }
+
+ function remove( attribute ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ const data = buffers.get( attribute );
+
+ if ( data ) {
+
+ gl.deleteBuffer( data.buffer );
+
+ buffers.delete( attribute );
+
+ }
+
+ }
+
+ function update( attribute, bufferType ) {
+
+ if ( attribute.isGLBufferAttribute ) {
+
+ const cached = buffers.get( attribute );
+
+ if ( ! cached || cached.version < attribute.version ) {
+
+ buffers.set( attribute, {
+ buffer: attribute.buffer,
+ type: attribute.type,
+ bytesPerElement: attribute.elementSize,
+ version: attribute.version
+ } );
+
+ }
+
+ return;
+
+ }
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ const data = buffers.get( attribute );
+
+ if ( data === undefined ) {
+
+ buffers.set( attribute, createBuffer( attribute, bufferType ) );
+
+ } else if ( data.version < attribute.version ) {
+
+ if ( data.size !== attribute.array.byteLength ) {
+
+ throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );
+
+ }
+
+ updateBuffer( data.buffer, attribute, bufferType );
+
+ data.version = attribute.version;
+
+ }
+
+ }
+
+ return {
+
+ get: get,
+ remove: remove,
+ update: update
+
+ };
+
+}
+
+class PlaneGeometry extends BufferGeometry {
+
+ constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
+
+ super();
+
+ this.type = 'PlaneGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
+
+ const width_half = width / 2;
+ const height_half = height / 2;
+
+ const gridX = Math.floor( widthSegments );
+ const gridY = Math.floor( heightSegments );
+
+ const gridX1 = gridX + 1;
+ const gridY1 = gridY + 1;
+
+ const segment_width = width / gridX;
+ const segment_height = height / gridY;
+
+ //
+
+ const indices = [];
+ const vertices = [];
+ const normals = [];
+ const uvs = [];
+
+ for ( let iy = 0; iy < gridY1; iy ++ ) {
+
+ const y = iy * segment_height - height_half;
+
+ for ( let ix = 0; ix < gridX1; ix ++ ) {
+
+ const x = ix * segment_width - width_half;
+
+ vertices.push( x, - y, 0 );
+
+ normals.push( 0, 0, 1 );
+
+ uvs.push( ix / gridX );
+ uvs.push( 1 - ( iy / gridY ) );
+
+ }
+
+ }
+
+ for ( let iy = 0; iy < gridY; iy ++ ) {
+
+ for ( let ix = 0; ix < gridX; ix ++ ) {
+
+ const a = ix + gridX1 * iy;
+ const b = ix + gridX1 * ( iy + 1 );
+ const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ const d = ( ix + 1 ) + gridX1 * iy;
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ this.setIndex( indices );
+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ }
+
+ copy( source ) {
+
+ super.copy( source );
+
+ this.parameters = Object.assign( {}, source.parameters );
+
+ return this;
+
+ }
+
+ static fromJSON( data ) {
+
+ return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
+
+ }
+
+}
+
+var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif";
+
+var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\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\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\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\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\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\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\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\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif";
+
+var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif";
+
+var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+
+var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif";
+
+var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
+
+var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
+
+var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
+
+var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
+
+var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";
+
+var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";
+
+var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
+
+var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\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\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated";
+
+var iridescence_fragment = "#ifdef USE_IRIDESCENCE\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\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\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\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\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\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\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\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\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\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\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\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\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif";
+
+var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\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\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
+
+var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif";
+
+var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
+
+var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
+
+var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
+
+var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
+
+var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
+
+var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec3 vColor;\n#endif";
+
+var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif";
+
+var common = "#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#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\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 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#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\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\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\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";
+
+var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
+
+var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
+
+var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
+
+var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif";
+
+var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
+
+var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
+
+var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
+
+var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( 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}\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn sRGBTransferOETF( value );\n}";
+
+var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
+
+var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\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";
+
+var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
+
+var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
+
+var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
+
+var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
+
+var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";
+
+var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
+
+var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
+
+var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\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\t#endif\n}";
+
+var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
+
+var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
+
+var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
+
+var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\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\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\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\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\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\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\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\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\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
+
+var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\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\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\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\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
+
+var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
+
+var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";
+
+var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
+
+var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
+
+var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\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\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
+
+var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\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\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\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\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\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\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 return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\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\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\t\treturn saturate(v);\n\t}\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\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\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\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\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\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\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\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\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\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\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\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\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\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\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\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\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\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\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\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\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\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\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\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\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\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\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
+
+var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\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.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\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\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\t\t#undef SPOT_LIGHT_MAP_INDEX\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.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\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.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
+
+var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
+
+var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
+
+var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
+
+var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
+
+var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
+
+var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";
+
+var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\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\tdiffuseColor *= sampledDiffuseColor;\n#endif";
+
+var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
+
+var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
+
+var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+
+var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
+
+var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
+
+var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif";
+
+var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif";
+
+var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
+
+var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif";
+
+var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
+
+var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\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\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
+
+var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
+
+var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
+
+var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
+
+var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";
+
+var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\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\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";
+
+var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
+
+var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";
+
+var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif";
+
+var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif";
+
+var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
+
+var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}";
+
+var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
+
+var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
+
+var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
+
+var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
+
+var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
+
+var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
+
+var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\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\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\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 );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\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\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\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\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\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\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\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\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\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif";
+
+var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\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\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
+
+var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\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\t}\n\t#pragma unroll_loop_end\n#endif";
+
+var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
+
+var skinbase_vertex = "#ifdef USE_SKINNING\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#endif";
+
+var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif";
+
+var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\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\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
+
+var skinnormal_vertex = "#ifdef USE_SKINNING\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\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
+
+var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
+
+var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
+
+var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
+
+var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\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}\nvec3 RRTAndODTFit( vec3 v ) {\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}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
+
+var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
+
+var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\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\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\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\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\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\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\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\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\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 dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t\n\t\t#else\n\t\t\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif";
+
+var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";
+
+var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";
+
+var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif";
+
+var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
+
+const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
+
+const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}";
+
+const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}";
+
+const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}";
+
+const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}";
+
+const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}";
+
+const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}";
+
+const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
+
+const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}";
+
+const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
+
+const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}";
+
+const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}";
+
+const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\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}";
+
+const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\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}";
+
+const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\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 \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\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\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\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 \nvoid main() {\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\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}";
+
+const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include