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Mastering the Art of Negative Space in Logo Design

Mastering the Art of Negative Space in Logo Design

Decoding Negative Space: What It Is and Why It Matters

The Magic of Unseen Elements in Design

In the fascinating world of design, there is a special power called negative space that often goes unnoticed. This blog will take you on a journey to understand what negative space is, discover its importance, and uncover how it influences how we see and understand designs.

Understanding Negative Space:

Negative space, also known as white space, refers to the empty areas surrounding and within design elements. It’s the empty canvas that gives shape and balance to the elements of a composition. While it may seem like empty or wasted space at first glance, negative space plays a crucial role in enhancing visual communication.

The Power of Perception: How Negative Space Shapes Design

Negative space is a designer’s secret weapon for creating harmony and visual balance. By strategically manipulating negative space, designers can shape perception, direct attention, and emphasize specific elements within a design. It provides readers with subtle visual cues, guiding their eyes and making the reading experience more enjoyable and engaging.

Enhancing User Experience:

User experience is paramount in web design, and negative space plays a fundamental role in creating a positive experience for visitors. Excessive clutter or lack of breathing room can overwhelm users and make it difficult for them to navigate a website. Employing negative space effectively allows for easy legibility, improved comprehension, and a sense of calmness that ensures users stay engaged and focused. Additionally, understanding brand identity through logo becomes clearer when negative space is utilized, as it allows the logo to stand out and convey its message more effectively. This approach not only enhances visual appeal but also reinforces the brand’s identity and values.

Unleashing Creativity:

Unconventional Uses of Negative Space While it is often associated with minimalistic and clean designs, negative space can also be used in unexpected and creative ways. By consciously manipulating negative space, designers can add depth, dimension, and even hidden messages to their artworks, leaving viewers with an intriguing visual experience that sparks curiosity and invites exploration.

The Art of Balancing:

Achieving Harmony between Positive and Negative Space Finding the perfect balance between positive and negative space is a skill that every designer strives to master. When properly balanced, negative space creates a sense of order and cohesiveness, allowing the design to breathe and the elements to shine. Too much negative space can lead to a lack of substance, while too little can create a cluttered and overwhelming design. Striking the right balance is key to achieving a visually pleasing and impactful composition.

The ‘Why’ Behind Negative Space in Logos

The intentional use of negative space, often associated with minimalism, has the power to elevate a logo and make a lasting impression on its audience.

Elevating brand identity with minimalism

Negative space in logos embraces the philosophy of minimalism, where less is more. By incorporating negative space, designers can create logos that are visually striking, clean, and sophisticated. The use of space allows the logo to breathe and stand out from the clutter. This minimalist approach helps brands convey simplicity, elegance, and a sense of modernity, ultimately elevating their overall identity.

The psychological impact on the audience

Negative space in logos has a profound psychological impact on viewers. Our minds are wired to naturally seek meaning and patterns, and when negative space is cleverly utilized, it can create subtle yet powerful visual cues. Viewers engage in a process of discovering hidden elements or messages within the empty spaces, which fosters a sense of intrigue and curiosity. This engagement enhances brand recall, as people remember logos that make them think or evoke an emotional response.

Exploring the Types of Negative Space in Logos

In the world of logo design, negative space plays a crucial role in creating visually striking and effective logos. By intelligently incorporating negative space, designers can unleash the power of hidden meanings, typography, and the law of closure to create logos that captivate and intrigue their audience.

Double Entendres: A Tale of Two Meanings

Some logos utilize negative space to cleverly depict dual meanings or messages. This technique, known as a double entendre, allows for creative storytelling within the logo design itself. By integrating negative space with intention, designers can intrigue viewers, provoke thought, and create a memorable logo that carries a deeper connection or association.

Hidden Gems: Uncovering the Invisible

Uncovering the Invisible Negative space in logos can be a treasure trove of hidden elements and surprises. Designers skillfully use this space to create hidden symbols, shapes, or imagery that reveal themselves upon closer inspection. Uncovering these hidden gems within a logo can be an exciting and delightful experience for the audience, adding an extra layer of intrigue and making the logo more memorable.

The Power of Typography: Saying More with Less

Negative space can also be utilized to incorporate typography within a logo design. By intelligently spacing and arranging letters or words, designers can create visually compelling and impactful logos. This technique allows for a harmonious blend of typography and imagery, capturing attention and delivering a strong message with minimal visual clutter.

Completing the Picture: The Law of Closure

The law of closure refers to our mind’s ability to fill in gaps and perceive complete shapes or images. In logos, negative space can be strategically used to stimulate this sense of closure, inviting the viewer to complete the missing parts and create a cohesive visual. This technique adds an element of engagement and satisfaction, as the audience subconsciously completes the logo in their minds.

Iconic Examples: When Negative Space Speaks Volumes

Negative space in logo design can be an incredibly powerful tool, allowing brands to communicate complex ideas and messages with simplicity and elegance. Now we will explore a gallery of inspiring logos that effectively utilize negative space. We will also delve into how top brands leverage this design technique to create impactful visual identities.

A gallery of inspiring logos

In this section, we will showcase a collection of iconic logos that effectively employ negative space. From world-renowned brands to innovative startups, these logos demonstrate the artistry and effectiveness of utilizing negative space to create visually captivating and meaningful designs. Each logo will serve as an inspiration for designers and entrepreneurs looking to leverage negative space in their branding efforts.

How top brands leverage negative space

Top brands understand the power of negative space and how it can elevate their visual identity. In this section, we will explore various ways in which leading companies leverage negative space in their logos. We will analyze the strategies they employ to create memorable brand marks that convey meaning, evoke emotions, and establish a strong brand presence. From technology giants to fashion icons, we will uncover how these brands use negative space to craft distinctive and timeless logos.

Designing with Negative Space: Tips and Tricks

We will explore tips and tricks for designing with negative space, enabling you to create visually compelling and memorable designs.

Balancing simplicity and complexity

One of the key aspects of using negative space effectively is striking the right balance between simplicity and complexity. Too much clutter can overwhelm the design, while too much space may make it feel empty. By carefully considering the placement and amount of negative space, designers can achieve a harmonious balance that captures attention and engages the viewer.

Harnessing color and contrast

Color and contrast play an essential role in designing with negative space. Contrasting colors can make the negative space stand out and draw attention to the intended focal point of the design. Experimenting with hues, shades, and tones can create captivating visual effects. By carefully selecting and using colors, designers can amplify the impact of negative space and create a visually striking composition.

Crafting faces and shapes within spaces

Negative space provides a unique canvas to craft faces and shapes within a design. By skillfully manipulating space, designers can create intriguing visuals that evoke emotions and tell stories. The mind naturally seeks patterns and completes missing elements, making these designs memorable and thought-provoking. Careful use of negative space can create hidden images or symbols that add depth and interest to the overall composition.

The Minimalist’s Palette: Color and Contrast in Negative Space

When it comes to designing with negative space, color, and contrast play a significant role in creating visually impactful and compelling designs. Now we will talk about the minimalist’s palette, focusing on utilizing a limited color palette for maximum effect and understanding the crucial role of contrast in negative space designs.

Using a limited color palette for maximum effect

In negative space designs, a limited color palette can work wonders. By choosing a few carefully selected colors, designers can create a harmonious and cohesive visual composition. The simplicity of a limited palette allows the negative space to shine and provides an opportunity to emphasize the intended focal point of the design. By using color strategically, designers can enhance the impact of negative space and create a visually stunning design that captures attention.

The role of contrast in negative space designs

Contrast is essential in creating visually striking negative space designs. Contrast refers to the juxtaposition of different elements, such as dark and light colors, or bold and subtle tones. By incorporating contrasting elements within the negative space, designers can create a sense of depth and visual interest. Contrast helps distinguish between the intended focal point and the background, ensuring that the negative space captures the viewer’s attention.

Negative Space and Brand Identity: A Match Made in Heaven

Now we will discuss the fascinating relationship between negative space and brand identity, and how these minimalist logos can effectively convey a brand’s message and create a lasting impression.

How negative space logos enhance brand recall

Negative space logos possess a unique ability to leave a memorable impression on the viewer. By leveraging the contrast between filled and unfilled spaces within a design, these logos create a visual puzzle that intrigues and engages the audience. This element of intrigue sparks curiosity and helps build a lasting connection with the brand. When consumers encounter these minimalistic logos, their minds are stimulated to actively fill in the missing spaces, leading to enhanced brand recall and recognition.

Telling your brand’s story through hidden elements

The beauty of negative space logos lies in their intricate storytelling capabilities. By artfully incorporating hidden elements within the design, these logos provide a subtle narrative that instantly connects with the audience. These hidden elements can represent the brand’s values, aspirations, or even its history, allowing the logo to transcend its visual appeal and become a symbolic representation of the brand’s essence. This storytelling aspect not only encourages consumer engagement but also fosters a sense of intrigue and curiosity, compelling individuals to explore the brand further.

From Concept to Creation: Crafting Your Negative Space Logo

We will explore the process from concept development to final execution, as well as offer insights on finding inspiration along the way.

Step-by-step guide to creating a negative space logo

Define your brand:

Before diving into the design process, have a clear understanding of your brand’s identity, values, and the message you want to convey. This foundation will guide the creation of your negative space logo.

Sketch ideas:

Start by sketching out rough ideas that incorporate negative space. Experiment with different shapes, letterforms, and concepts until you find a design that aligns with your brand’s essence.

Explore composition:

As you refine your sketches, pay attention to the balance between the positive and negative spaces within the design. Strive for a harmonious composition that creates visual interest and engages the viewer.

Consider symbolism:

Think about the hidden elements within the negative space and how they can convey meaning or tell a story that resonates with your audience. Incorporate elements relevant to your brand or industry to add depth and intrigue.

Iterate and refine:

Continuously refine your design, experimenting with different variations and exploring new ideas. Seek feedback from peers or professionals to gain valuable insights and make necessary adjustments.

Finalize the design:

Once you are satisfied with your logo, digitize it using design software to create a polished and scalable version. Pay attention to the proportions, clean lines, and overall aesthetics.

Finding Inspiration In Shapes and Shadows

Study existing negative space logos:

Research and analyze successful negative space logos from various industries. Observe how these logos incorporate shapes and shadows to create powerful visual impact and convey meaning.

Observe everyday objects:

Look for inspiration in the world around you. Everyday objects, architecture, nature, and even simple interactions can provide unique shapes and shadows that can be translated into your logo design.

Experiment with typography:

Negative space logos can also be created using typography. Play with letterform manipulation and explore how negative spaces can be formed within the characters to create a distinctive logo that stands out.

The Unseen Animals: Negative Space in Wildlife Logos

Negative space, when employed effectively in wildlife logos, has the power to create captivating and memorable designs. By strategically utilizing empty spaces, these logos can portray hidden animal imagery, adding depth and intrigue to the overall design. We will explore the art of incorporating negative space into wildlife logos, focusing on how it enhances their impact, creates lasting impressions, and adds an extra layer of meaning.

Creating memorable Animal logos with negative space

Research and observe:

Begin by researching the specific animal you want to represent in your logo. Understand its unique characteristics, including its shape, posture, and distinguishing features. This knowledge will help you creatively incorporate negative space to reveal the animal within the design.

Experiment with forms:

Start sketching different iterations of your logo, exploring how negative space can be utilized to depict the hidden animal. Play with proportions, angles, and positioning of the negative space elements to achieve the desired effect.

Simplify without losing essence:

Negative space logos thrive on simplicity, so streamline your design without sacrificing the essence of the animal you are representing. Strive for balance between the positive and negative spaces, allowing the hidden imagery to subtly emerge and engage the viewer.

Seek feedback and refine:

Show your logo drafts to colleagues, friends, or design professionals to gather feedback. Pay attention to their interpretations and perspectives, which can help you refine the design further.

How negative space Adds depth to animal imagery

Symbolism and storytelling:

Negative space offers a unique opportunity to incorporate symbolism and storytelling into your wildlife logo design. By employing the right shapes and placement, you can convey additional meaning, such as representing the animal’s habitat, behavior, or even its endangered status.

Evoke curiosity and intrigue:

Negative space logos create an element of surprise and intrigue, as viewers are compelled to discover the hidden animal within the design. This curiosity leads to increased engagement and a lasting impression on the audience.

Enhancing visual impact:

Negative space allows designers to create visually striking logos that have a strong impact while remaining simple and elegant. The interplay between the animal and the surrounding space adds depth and complexity, elevating the overall visual appeal of the logo.

Wrapping Up: The Impact of Negative Space in Logo Design

Negative space leaves a lasting impression, enhancing recognition and brand recall. It adds subtlety and depth, creating a unique narrative intrigue in logo designs.

The Lasting Impression of Minimalistic Designs

Minimalistic logos, especially those using negative space, stand the test of time. Simplicity and clarity contribute to memorable and timeless designs.

Why Negative Space Will Continue to Dominate Logo Trends

Versatility and scalability make negative space logos suitable for various mediums. The ability to convey multiple layers of meaning ensures enduring appeal in logo trends. Logo versatility is particularly evident in how these designs adapt to different contexts, whether on business cards, websites, or large billboards. A scalable logo is essential in maintaining the integrity and recognizability of the brand across these various platforms. By incorporating negative space effectively, designers can create logos that are not only visually striking but also flexible enough to meet the demands of diverse applications.

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e=t.x,n=t.y;n<0&&!this.lockY&&Math.abs(n)>=this.scrollbar.scrollTop&&(this.scrollbar.setMomentum(0,-this.scrollbar.scrollTop),this.lockY=-1),e<0&&!this.lockX&&Math.abs(e)>=this.scrollbar.scrollLeft&&(this.scrollbar.setMomentum(-this.scrollbar.scrollLeft,0),this.lockX=-1),e>0&&!this.lockX&&Math.abs(e)>=this.scrollbar.limit.x-this.scrollbar.scrollLeft&&(this.scrollbar.setMomentum(this.scrollbar.limit.x-this.scrollbar.scrollLeft,0),this.lockX=1),n>0&&!this.lockY&&Math.abs(n)>=this.scrollbar.limit.y-this.scrollbar.scrollTop&&(this.scrollbar.setMomentum(0,this.scrollbar.limit.y-this.scrollbar.scrollTop),this.lockY=1),0===n&&(this.lockY=null),0===e&&(this.lockX=null)},i}(ja.ScrollbarPlugin);Ka.pluginName="SoftScroll";var Ja=Ka;function Qa(t,e){return(Qa=Object.setPrototypeOf?Object.setPrototypeOf.bind():function(t,e){return t.__proto__=e,t})(t,e)}/*! * SmoothScrollbar GSAP ScrollTrigger Plugin * * @version 1.0.5 * @author Artem Dordzhiev (Draft) */ Hi.registerPlugin(Ss);var 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0===e&&(e={}),this.options=Object.assign({},{el:null,container:document.body,className:"mf-cursor",innerClassName:"mf-cursor-inner",textClassName:"mf-cursor-text",mediaClassName:"mf-cursor-media",mediaBoxClassName:"mf-cursor-media-box",iconSvgClassName:"mf-svgsprite",iconSvgNamePrefix:"-",iconSvgSrc:"",dataAttr:"cursor",hiddenState:"-hidden",textState:"-text",iconState:"-icon",activeState:"-active",mediaState:"-media",stateDetection:{"-pointer":"a,button"},visible:!0,visibleOnState:!1,speed:.55,ease:"expo.out",overwrite:!0,skewing:0,skewingText:2,skewingIcon:2,skewingMedia:2,skewingDelta:.001,skewingDeltaMax:.15,stickDelta:.15,showTimeout:0,hideOnLeave:!0,hideTimeout:300,hideMediaTimeout:300,initialPos:[-window.innerWidth,-window.innerHeight]},e),this.options.visible&&null==e.stateDetection&&(this.options.stateDetection["-hidden"]="iframe"),this.gsap=t.gsap||window.gsap,this.el="string"==typeof 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t=this;this.event.mouseleave=function(){return t.hide()},this.event.mouseenter=function(){return t.show()},this.event.mousedown=function(){return t.addState(t.options.activeState)},this.event.mouseup=function(){return t.removeState(t.options.activeState)},this.event.mousemoveOnce=function(){return t.show()},this.event.mousemove=function(e){t.gsap.to(t.pos,{x:t.stick?t.stick.x-(t.stick.x-e.clientX)*t.options.stickDelta:e.clientX,y:t.stick?t.stick.y-(t.stick.y-e.clientY)*t.options.stickDelta:e.clientY,overwrite:t.options.overwrite,ease:t.options.ease,duration:t.visible?t.options.speed:0,onUpdate:function(){return t.vel={x:e.clientX-t.pos.x,y:e.clientY-t.pos.y}}})},this.event.mouseover=function(e){for(var n=e.target;n&&n!==t.container&&(!e.relatedTarget||!n.contains(e.relatedTarget));n=n.parentNode){for(var i in t.options.stateDetection)n.matches(t.options.stateDetection[i])&&t.addState(i);if(t.options.dataAttr){var 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ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this} round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this} roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this} negate(){return this.x=-this.x,this.y=-this.y,this} dot(t){return this.x*t.x+this.y*t.y} cross(t){return this.x*t.y-this.y*t.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(){return Math.atan2(-this.y,-this.x)+Math.PI} distanceTo(t){return Math.sqrt(this.distanceToSquared(t))} distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n} manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)} setLength(t){return this.normalize().multiplyScalar(t)} lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this} lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this} equals(t){return t.x===this.x&&t.y===this.y} fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this} toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t} fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this} rotateAround(t,e){const n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,o=this.y-t.y;return this.x=r*n-o*i+t.x,this.y=r*i+o*n+t.y,this} random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}} class ec{constructor(){ec.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1]} set(t,e,n,i,r,o,s,a,l){const u=this.elements;return u[0]=t,u[1]=i,u[2]=s,u[3]=e,u[4]=r,u[5]=a,u[6]=n,u[7]=o,u[8]=l,this} identity(){return this.set(1,0,0,0,1,0,0,0,1),this} copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this} extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this} setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this} multiply(t){return this.multiplyMatrices(this,t)} premultiply(t){return this.multiplyMatrices(t,this)} multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,o=n[0],s=n[3],a=n[6],l=n[1],u=n[4],c=n[7],h=n[2],d=n[5],f=n[8],p=i[0],m=i[3],g=i[6],v=i[1],_=i[4],x=i[7],y=i[2],b=i[5],w=i[8];return r[0]=o*p+s*v+a*y,r[3]=o*m+s*_+a*b,r[6]=o*g+s*x+a*w,r[1]=l*p+u*v+c*y,r[4]=l*m+u*_+c*b,r[7]=l*g+u*x+c*w,r[2]=h*p+d*v+f*y,r[5]=h*m+d*_+f*b,r[8]=h*g+d*x+f*w,this} multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this} determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],s=t[5],a=t[6],l=t[7],u=t[8];return e*o*u-e*s*l-n*r*u+n*s*a+i*r*l-i*o*a} invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],s=t[5],a=t[6],l=t[7],u=t[8],c=u*o-s*l,h=s*a-u*r,d=l*r-o*a,f=e*c+n*h+i*d;if(0===f)return this.set(0,0,0,0,0,0,0,0,0);const p=1/f;return t[0]=c*p,t[1]=(i*l-u*n)*p,t[2]=(s*n-i*o)*p,t[3]=h*p,t[4]=(u*e-i*a)*p,t[5]=(i*r-s*e)*p,t[6]=d*p,t[7]=(n*a-l*e)*p,t[8]=(o*e-n*r)*p,this} transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this} getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()} transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this} setUvTransform(t,e,n,i,r,o,s){const a=Math.cos(r),l=Math.sin(r);return this.set(n*a,n*l,-n*(a*o+l*s)+o+t,-i*l,i*a,-i*(-l*o+a*s)+s+e,0,0,1),this} scale(t,e){return this.premultiply(nc.makeScale(t,e)),this} rotate(t){return this.premultiply(nc.makeRotation(-t)),this} translate(t,e){return this.premultiply(nc.makeTranslation(t,e)),this} makeTranslation(t,e){return this.set(1,0,t,0,1,e,0,0,1),this} makeRotation(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,n,e,0,0,0,1),this} makeScale(t,e){return this.set(t,0,0,0,e,0,0,0,1),this} equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++) if(e[t]!==n[t])return!1;return!0} fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this} toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t} clone(){return(new this.constructor).fromArray(this.elements)}} const nc=new ec;function ic(t){for(let e=t.length-1;e>=0;--e) if(t[e]>=65535)return!0;return!1} Int8Array,Uint8Array,Uint8ClampedArray,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array,Float64Array;function rc(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)} function oc(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)} function sc(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055} const ac={srgb:{"srgb-linear":oc},"srgb-linear":{srgb:sc}},lc={legacyMode:!0,get workingColorSpace(){return"srgb-linear"},set workingColorSpace(t){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(t,e,n){if(this.legacyMode||e===n||!e||!n)return t;if(ac[e]&&void 0!==ac[e][n]){const i=ac[e][n];return t.r=i(t.r),t.g=i(t.g),t.b=i(t.b),t} throw new Error("Unsupported color space conversion.")},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)}},uc={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},cc={r:0,g:0,b:0},hc={h:0,s:0,l:0},dc={h:0,s:0,l:0};function fc(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t} function pc(t,e){return e.r=t.r,e.g=t.g,e.b=t.b,e} class mc{constructor(t,e,n){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)} set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this} setScalar(t){return this.r=t,this.g=t,this.b=t,this} setHex(t,e="srgb"){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,lc.toWorkingColorSpace(this,e),this} setRGB(t,e,n,i=lc.workingColorSpace){return this.r=t,this.g=e,this.b=n,lc.toWorkingColorSpace(this,i),this} setHSL(t,e,n,i=lc.workingColorSpace){if(t=Yu(t,1),e=Xu(e,0,1),n=Xu(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=fc(r,i,t+1/3),this.g=fc(r,i,t),this.b=fc(r,i,t-1/3)} return lc.toWorkingColorSpace(this,i),this} setStyle(t,e="srgb"){function n(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")} let i;if(i=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const r=i[1],o=i[2];switch(r){case "rgb":case "rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,lc.toWorkingColorSpace(this,e),n(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,lc.toWorkingColorSpace(this,e),n(t[4]),this;break;case "hsl":case "hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o)){const i=parseFloat(t[1])/360,r=parseFloat(t[2])/100,o=parseFloat(t[3])/100;return n(t[4]),this.setHSL(i,r,o,e)}}}else if(i=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=i[1],n=t.length;if(3===n)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,lc.toWorkingColorSpace(this,e),this;if(6===n)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,lc.toWorkingColorSpace(this,e),this} return t&&t.length>0?this.setColorName(t,e):this} setColorName(t,e="srgb"){const n=uc[t.toLowerCase()];return void 0!==n?this.setHex(n,e):console.warn("THREE.Color: Unknown color "+t),this} clone(){return new this.constructor(this.r,this.g,this.b)} copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this} copySRGBToLinear(t){return this.r=oc(t.r),this.g=oc(t.g),this.b=oc(t.b),this} copyLinearToSRGB(t){return this.r=sc(t.r),this.g=sc(t.g),this.b=sc(t.b),this} convertSRGBToLinear(){return this.copySRGBToLinear(this),this} convertLinearToSRGB(){return this.copyLinearToSRGB(this),this} getHex(t="srgb"){return lc.fromWorkingColorSpace(pc(this,cc),t),Xu(255*cc.r,0,255)<<16^Xu(255*cc.g,0,255)<<8^Xu(255*cc.b,0,255)<<0} getHexString(t="srgb"){return("000000"+this.getHex(t).toString(16)).slice(-6)} getHSL(t,e=lc.workingColorSpace){lc.fromWorkingColorSpace(pc(this,cc),e);const n=cc.r,i=cc.g,r=cc.b,o=Math.max(n,i,r),s=Math.min(n,i,r);let a,l;const u=(s+o)/2;if(s===o)a=0,l=0;else{const t=o-s;switch(l=u<=.5?t/(o+s):t/(2-o-s),o){case n:a=(i-r)/t+(i2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")} static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=rc("canvas");e.width=t.width,e.height=t.height;const n=e.getContext("2d");n.drawImage(t,0,0,t.width,t.height);const i=n.getImageData(0,0,t.width,t.height),r=i.data;for(let t=0;t0&&(n.userData=this.userData),e||(t.textures[this.uuid]=n),n} dispose(){this.dispatchEvent({type:"dispose"})} transformUv(t){if(300!==this.mapping)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case 1e3:t.x=t.x-Math.floor(t.x);break;case 1001:t.x=t.x<0?0:1;break;case 1002:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)} if(t.y<0||t.y>1)switch(this.wrapT){case 1e3:t.y=t.y-Math.floor(t.y);break;case 1001:t.y=t.y<0?0:1;break;case 1002:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)} return this.flipY&&(t.y=1-t.y),t} set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}} bc.DEFAULT_IMAGE=null,bc.DEFAULT_MAPPING=300,bc.DEFAULT_ANISOTROPY=1;class wc{constructor(t=0,e=0,n=0,i=1){wc.prototype.isVector4=!0,this.x=t,this.y=e,this.z=n,this.w=i} get width(){return this.z} set width(t){this.z=t} get height(){return this.w} set height(t){this.w=t} set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this} setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this} setX(t){return this.x=t,this} setY(t){return this.y=t,this} setZ(t){return this.z=t,this} setW(t){return this.w=t,this} setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)} return this} getComponent(t){switch(t){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: "+t)}} clone(){return new this.constructor(this.x,this.y,this.z,this.w)} copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this} add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this} addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this} addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this} addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this} sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this} subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this} subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this} multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this} multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this} applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,o=t.elements;return this.x=o[0]*e+o[4]*n+o[8]*i+o[12]*r,this.y=o[1]*e+o[5]*n+o[9]*i+o[13]*r,this.z=o[2]*e+o[6]*n+o[10]*i+o[14]*r,this.w=o[3]*e+o[7]*n+o[11]*i+o[15]*r,this} divideScalar(t){return this.multiplyScalar(1/t)} setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this} setAxisAngleFromRotationMatrix(t){let e,n,i,r;const o=t.elements,s=o[0],a=o[4],l=o[8],u=o[1],c=o[5],h=o[9],d=o[2],f=o[6],p=o[10];if(Math.abs(a-u)<.01&&Math.abs(l-d)<.01&&Math.abs(h-f)<.01){if(Math.abs(a+u)<.1&&Math.abs(l+d)<.1&&Math.abs(h+f)<.1&&Math.abs(s+c+p-3)<.1)return this.set(1,0,0,0),this;e=Math.PI;const t=(s+1)/2,o=(c+1)/2,m=(p+1)/2,g=(a+u)/4,v=(l+d)/4,_=(h+f)/4;return t>o&&t>m?t<.01?(n=0,i=.707106781,r=.707106781):(n=Math.sqrt(t),i=g/n,r=v/n):o>m?o<.01?(n=.707106781,i=0,r=.707106781):(i=Math.sqrt(o),n=g/i,r=_/i):m<.01?(n=.707106781,i=.707106781,r=0):(r=Math.sqrt(m),n=v/r,i=_/r),this.set(n,i,r,e),this} let m=Math.sqrt((f-h)*(f-h)+(l-d)*(l-d)+(u-a)*(u-a));return Math.abs(m)<.001&&(m=1),this.x=(f-h)/m,this.y=(l-d)/m,this.z=(u-a)/m,this.w=Math.acos((s+c+p-1)/2),this} min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this.w=Math.min(this.w,t.w),this} max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this.w=Math.max(this.w,t.w),this} clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this.w=Math.max(t.w,Math.min(e.w,this.w)),this} clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this.w=Math.max(t,Math.min(e,this.w)),this} clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))} floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this} ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this} round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this} roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w),this} negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this} dot(t){return this.x*t.x+this.y*t.y+this.z*t.z+this.w*t.w} lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w} length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)} 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(t){return this.normalize().multiplyScalar(t)} lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this.w+=(t.w-this.w)*e,this} lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this.w=t.w+(e.w-t.w)*n,this} equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z&&t.w===this.w} fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this.w=t[e+3],this} toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t[e+3]=this.w,t} fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this.w=t.getW(e),this} random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}} class Sc extends Hu{constructor(t=1,e=1,n={}){super(),this.isWebGLRenderTarget=!0,this.width=t,this.height=e,this.depth=1,this.scissor=new wc(0,0,t,e),this.scissorTest=!1,this.viewport=new wc(0,0,t,e);const i={width:t,height:e,depth:1};this.texture=new bc(i,n.mapping,n.wrapS,n.wrapT,n.magFilter,n.minFilter,n.format,n.type,n.anisotropy,n.encoding),this.texture.isRenderTargetTexture=!0,this.texture.flipY=!1,this.texture.generateMipmaps=void 0!==n.generateMipmaps&&n.generateMipmaps,this.texture.internalFormat=void 0!==n.internalFormat?n.internalFormat:null,this.texture.minFilter=void 0!==n.minFilter?n.minFilter:1006,this.depthBuffer=void 0===n.depthBuffer||n.depthBuffer,this.stencilBuffer=void 0!==n.stencilBuffer&&n.stencilBuffer,this.depthTexture=void 0!==n.depthTexture?n.depthTexture:null,this.samples=void 0!==n.samples?n.samples:0} setSize(t,e,n=1){this.width===t&&this.height===e&&this.depth===n||(this.width=t,this.height=e,this.depth=n,this.texture.image.width=t,this.texture.image.height=e,this.texture.image.depth=n,this.dispose()),this.viewport.set(0,0,t,e),this.scissor.set(0,0,t,e)} clone(){return(new this.constructor).copy(this)} copy(t){this.width=t.width,this.height=t.height,this.depth=t.depth,this.viewport.copy(t.viewport),this.texture=t.texture.clone(),this.texture.isRenderTargetTexture=!0;const e=Object.assign({},t.texture.image);return this.texture.source=new _c(e),this.depthBuffer=t.depthBuffer,this.stencilBuffer=t.stencilBuffer,null!==t.depthTexture&&(this.depthTexture=t.depthTexture.clone()),this.samples=t.samples,this} dispose(){this.dispatchEvent({type:"dispose"})}} class Mc extends bc{constructor(t=null,e=1,n=1,i=1){super(null),this.isDataArrayTexture=!0,this.image={data:t,width:e,height:n,depth:i},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}} class Dc extends bc{constructor(t=null,e=1,n=1,i=1){super(null),this.isData3DTexture=!0,this.image={data:t,width:e,height:n,depth:i},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}} class Tc{constructor(t=0,e=0,n=0,i=1){this.isQuaternion=!0,this._x=t,this._y=e,this._z=n,this._w=i} static slerpFlat(t,e,n,i,r,o,s){let a=n[i+0],l=n[i+1],u=n[i+2],c=n[i+3];const h=r[o+0],d=r[o+1],f=r[o+2],p=r[o+3];if(0===s)return t[e+0]=a,t[e+1]=l,t[e+2]=u,void(t[e+3]=c);if(1===s)return t[e+0]=h,t[e+1]=d,t[e+2]=f,void(t[e+3]=p);if(c!==p||a!==h||l!==d||u!==f){let t=1-s;const e=a*h+l*d+u*f+c*p,n=e>=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),o=Math.atan2(r,e*n);t=Math.sin(t*o)/r,s=Math.sin(s*o)/r} const r=s*n;if(a=a*t+h*r,l=l*t+d*r,u=u*t+f*r,c=c*t+p*r,t===1-s){const t=1/Math.sqrt(a*a+l*l+u*u+c*c);a*=t,l*=t,u*=t,c*=t}} t[e]=a,t[e+1]=l,t[e+2]=u,t[e+3]=c} static multiplyQuaternionsFlat(t,e,n,i,r,o){const s=n[i],a=n[i+1],l=n[i+2],u=n[i+3],c=r[o],h=r[o+1],d=r[o+2],f=r[o+3];return t[e]=s*f+u*c+a*d-l*h,t[e+1]=a*f+u*h+l*c-s*d,t[e+2]=l*f+u*d+s*h-a*c,t[e+3]=u*f-s*c-a*h-l*d,t} get x(){return this._x} set x(t){this._x=t,this._onChangeCallback()} get y(){return this._y} set y(t){this._y=t,this._onChangeCallback()} get z(){return this._z} set z(t){this._z=t,this._onChangeCallback()} get w(){return this._w} set w(t){this._w=t,this._onChangeCallback()} set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this} clone(){return new this.constructor(this._x,this._y,this._z,this._w)} copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this} setFromEuler(t,e){const n=t._x,i=t._y,r=t._z,o=t._order,s=Math.cos,a=Math.sin,l=s(n/2),u=s(i/2),c=s(r/2),h=a(n/2),d=a(i/2),f=a(r/2);switch(o){case "XYZ":this._x=h*u*c+l*d*f,this._y=l*d*c-h*u*f,this._z=l*u*f+h*d*c,this._w=l*u*c-h*d*f;break;case "YXZ":this._x=h*u*c+l*d*f,this._y=l*d*c-h*u*f,this._z=l*u*f-h*d*c,this._w=l*u*c+h*d*f;break;case "ZXY":this._x=h*u*c-l*d*f,this._y=l*d*c+h*u*f,this._z=l*u*f+h*d*c,this._w=l*u*c-h*d*f;break;case "ZYX":this._x=h*u*c-l*d*f,this._y=l*d*c+h*u*f,this._z=l*u*f-h*d*c,this._w=l*u*c+h*d*f;break;case "YZX":this._x=h*u*c+l*d*f,this._y=l*d*c+h*u*f,this._z=l*u*f-h*d*c,this._w=l*u*c-h*d*f;break;case "XZY":this._x=h*u*c-l*d*f,this._y=l*d*c-h*u*f,this._z=l*u*f+h*d*c,this._w=l*u*c+h*d*f;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+o)} return!1!==e&&this._onChangeCallback(),this} setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this} setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],o=e[1],s=e[5],a=e[9],l=e[2],u=e[6],c=e[10],h=n+s+c;if(h>0){const t=.5/Math.sqrt(h+1);this._w=.25/t,this._x=(u-a)*t,this._y=(r-l)*t,this._z=(o-i)*t}else if(n>s&&n>c){const t=2*Math.sqrt(1+n-s-c);this._w=(u-a)/t,this._x=.25*t,this._y=(i+o)/t,this._z=(r+l)/t}else if(s>c){const t=2*Math.sqrt(1+s-n-c);this._w=(r-l)/t,this._x=(i+o)/t,this._y=.25*t,this._z=(a+u)/t}else{const t=2*Math.sqrt(1+c-n-s);this._w=(o-i)/t,this._x=(r+l)/t,this._y=(a+u)/t,this._z=.25*t} return this._onChangeCallback(),this} setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()} angleTo(t){return 2*Math.acos(Math.abs(Xu(this.dot(t),-1,1)))} rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this} identity(){return this.set(0,0,0,1)} invert(){return this.conjugate()} conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this} dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w} lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w} length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)} normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this} multiply(t){return this.multiplyQuaternions(this,t)} premultiply(t){return this.multiplyQuaternions(t,this)} multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,o=t._w,s=e._x,a=e._y,l=e._z,u=e._w;return this._x=n*u+o*s+i*l-r*a,this._y=i*u+o*a+r*s-n*l,this._z=r*u+o*l+n*a-i*s,this._w=o*u-n*s-i*a-r*l,this._onChangeCallback(),this} slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,o=this._w;let s=o*t._w+n*t._x+i*t._y+r*t._z;if(s<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,s=-s):this.copy(t),s>=1)return this._w=o,this._x=n,this._y=i,this._z=r,this;const a=1-s*s;if(a<=Number.EPSILON){const t=1-e;return this._w=t*o+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this} const l=Math.sqrt(a),u=Math.atan2(l,s),c=Math.sin((1-e)*u)/l,h=Math.sin(e*u)/l;return this._w=o*c+this._w*h,this._x=n*c+this._x*h,this._y=i*c+this._y*h,this._z=r*c+this._z*h,this._onChangeCallback(),this} slerpQuaternions(t,e,n){return this.copy(t).slerp(e,n)} random(){const t=Math.random(),e=Math.sqrt(1-t),n=Math.sqrt(t),i=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(i),n*Math.sin(r),n*Math.cos(r),e*Math.sin(i))} equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w} fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this} toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t} fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this} _onChange(t){return this._onChangeCallback=t,this} _onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}} class Ec{constructor(t=0,e=0,n=0){Ec.prototype.isVector3=!0,this.x=t,this.y=e,this.z=n} set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this} setScalar(t){return this.x=t,this.y=t,this.z=t,this} setX(t){return this.x=t,this} setY(t){return this.y=t,this} setZ(t){return this.z=t,this} setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)} return this} getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}} clone(){return new this.constructor(this.x,this.y,this.z)} copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this} add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this} addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this} addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this} addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this} sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this} subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this} subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this} multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this} multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this} multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this} applyEuler(t){return this.applyQuaternion(Ac.setFromEuler(t))} applyAxisAngle(t,e){return this.applyQuaternion(Ac.setFromAxisAngle(t,e))} applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this} applyNormalMatrix(t){return this.applyMatrix3(t).normalize()} applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,o=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*o,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*o,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*o,this} applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,o=t.y,s=t.z,a=t.w,l=a*e+o*i-s*n,u=a*n+s*e-r*i,c=a*i+r*n-o*e,h=-r*e-o*n-s*i;return this.x=l*a+h*-r+u*-s-c*-o,this.y=u*a+h*-o+c*-r-l*-s,this.z=c*a+h*-s+l*-o-u*-r,this} project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)} unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)} transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()} divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this} divideScalar(t){return this.multiplyScalar(1/t)} min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this} max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this} clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this} clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this} clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))} floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this} ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this} round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this} roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this} negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this} dot(t){return this.x*t.x+this.y*t.y+this.z*t.z} lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z} length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)} manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)} normalize(){return this.divideScalar(this.length()||1)} setLength(t){return this.normalize().multiplyScalar(t)} lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this} lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this} cross(t){return this.crossVectors(this,t)} crossVectors(t,e){const n=t.x,i=t.y,r=t.z,o=e.x,s=e.y,a=e.z;return this.x=i*a-r*s,this.y=r*o-n*a,this.z=n*s-i*o,this} projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)} projectOnPlane(t){return Cc.copy(this).projectOnVector(t),this.sub(Cc)} reflect(t){return this.sub(Cc.copy(t).multiplyScalar(2*this.dot(t)))} angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(Xu(n,-1,1))} distanceTo(t){return Math.sqrt(this.distanceToSquared(t))} distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i} manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)} setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)} setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this} setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)} setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this} setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this} setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this} setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)} setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)} setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this} equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z} fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this} toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t} fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this} random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this} randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,n=Math.sqrt(1-t**2);return this.x=n*Math.cos(e),this.y=n*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}} const Cc=new Ec,Ac=new Tc;class Pc{constructor(t=new Ec(1/0,1/0,1/0),e=new Ec(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=t,this.max=e} set(t,e){return this.min.copy(t),this.max.copy(e),this} setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,s=-1/0;for(let a=0,l=t.length;ar&&(r=l),u>o&&(o=u),c>s&&(s=c)} return this.min.set(e,n,i),this.max.set(r,o,s),this} setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,s=-1/0;for(let a=0,l=t.count;ar&&(r=l),u>o&&(o=u),c>s&&(s=c)} return this.min.set(e,n,i),this.max.set(r,o,s),this} setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)} containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z} getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))} intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)} intersectsSphere(t){return this.clampPoint(t.center,Rc),Rc.distanceToSquared(t.center)<=t.radius*t.radius} intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant} intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(Bc),Vc.subVectors(this.max,Bc),Fc.subVectors(t.a,Bc),Ic.subVectors(t.b,Bc),Nc.subVectors(t.c,Bc),zc.subVectors(Ic,Fc),kc.subVectors(Nc,Ic),Uc.subVectors(Fc,Nc);let e=[0,-zc.z,zc.y,0,-kc.z,kc.y,0,-Uc.z,Uc.y,zc.z,0,-zc.x,kc.z,0,-kc.x,Uc.z,0,-Uc.x,-zc.y,zc.x,0,-kc.y,kc.x,0,-Uc.y,Uc.x,0];return!!Wc(e,Fc,Ic,Nc,Vc)&&(e=[1,0,0,0,1,0,0,0,1],!!Wc(e,Fc,Ic,Nc,Vc)&&(Hc.crossVectors(zc,kc),e=[Hc.x,Hc.y,Hc.z],Wc(e,Fc,Ic,Nc,Vc)))} clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)} distanceToPoint(t){return Rc.copy(t).clamp(this.min,this.max).sub(t).length()} getBoundingSphere(t){return this.getCenter(t.center),t.radius=.5*this.getSize(Rc).length(),t} intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this} union(t){return this.min.min(t.min),this.max.max(t.max),this} applyMatrix4(t){return this.isEmpty()||(Lc[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Lc[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Lc[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Lc[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Lc[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Lc[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Lc[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Lc[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Lc)),this} translate(t){return this.min.add(t),this.max.add(t),this} equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}} const Lc=[new Ec,new Ec,new Ec,new Ec,new Ec,new Ec,new Ec,new Ec],Rc=new Ec,Oc=new Pc,Fc=new Ec,Ic=new Ec,Nc=new Ec,zc=new Ec,kc=new Ec,Uc=new Ec,Bc=new Ec,Vc=new Ec,Hc=new Ec,Gc=new Ec;function Wc(t,e,n,i,r){for(let o=0,s=t.length-3;o<=s;o+=3){Gc.fromArray(t,o);const s=r.x*Math.abs(Gc.x)+r.y*Math.abs(Gc.y)+r.z*Math.abs(Gc.z),a=e.dot(Gc),l=n.dot(Gc),u=i.dot(Gc);if(Math.max(-Math.max(a,l,u),Math.min(a,l,u))>s)return!1} return!0} const jc=new Pc,qc=new Ec,Xc=new Ec;class Yc{constructor(t=new Ec,e=-1){this.center=t,this.radius=e} set(t,e){return this.center.copy(t),this.radius=e,this} setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):jc.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e} getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)} applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this} translate(t){return this.center.add(t),this} expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;qc.subVectors(t,this.center);const e=qc.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.addScaledVector(qc,n/t),this.radius+=n} return this} union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(Xc.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(qc.copy(t.center).add(Xc)),this.expandByPoint(qc.copy(t.center).sub(Xc))),this)} equals(t){return t.center.equals(this.center)&&t.radius===this.radius} clone(){return(new this.constructor).copy(this)}} const Zc=new Ec,Kc=new Ec,Jc=new Ec,Qc=new Ec,$c=new Ec,th=new Ec,eh=new Ec;class nh{constructor(t=new Ec,e=new Ec(0,0,-1)){this.origin=t,this.direction=e} set(t,e){return this.origin.copy(t),this.direction.copy(e),this} copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this} at(t,e){return e.copy(this.direction).multiplyScalar(t).add(this.origin)} lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this} recast(t){return this.origin.copy(this.at(t,Zc)),this} closestPointToPoint(t,e){e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)} distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))} distanceSqToPoint(t){const e=Zc.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Zc.copy(this.direction).multiplyScalar(e).add(this.origin),Zc.distanceToSquared(t))} distanceSqToSegment(t,e,n,i){Kc.copy(t).add(e).multiplyScalar(.5),Jc.copy(e).sub(t).normalize(),Qc.copy(this.origin).sub(Kc);const r=.5*t.distanceTo(e),o=-this.direction.dot(Jc),s=Qc.dot(this.direction),a=-Qc.dot(Jc),l=Qc.lengthSq(),u=Math.abs(1-o*o);let c,h,d,f;if(u>0) if(c=o*a-s,h=o*s-a,f=r*u,c>=0) if(h>=-f) if(h<=f){const t=1/u;c*=t,h*=t,d=c*(c+o*h+2*s)+h*(o*c+h+2*a)+l}else h=r,c=Math.max(0,-(o*h+s)),d=-c*c+h*(h+2*a)+l;else h=-r,c=Math.max(0,-(o*h+s)),d=-c*c+h*(h+2*a)+l;else h<=-f?(c=Math.max(0,-(-o*r+s)),h=c>0?-r:Math.min(Math.max(-r,-a),r),d=-c*c+h*(h+2*a)+l):h<=f?(c=0,h=Math.min(Math.max(-r,-a),r),d=h*(h+2*a)+l):(c=Math.max(0,-(o*r+s)),h=c>0?r:Math.min(Math.max(-r,-a),r),d=-c*c+h*(h+2*a)+l);else h=o>0?-r:r,c=Math.max(0,-(o*h+s)),d=-c*c+h*(h+2*a)+l;return n&&n.copy(this.direction).multiplyScalar(c).add(this.origin),i&&i.copy(Jc).multiplyScalar(h).add(Kc),d} intersectSphere(t,e){Zc.subVectors(t.center,this.origin);const n=Zc.dot(this.direction),i=Zc.dot(Zc)-n*n,r=t.radius*t.radius;if(i>r)return null;const o=Math.sqrt(r-i),s=n-o,a=n+o;return s<0&&a<0?null:s<0?this.at(a,e):this.at(s,e)} intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius} distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null} intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)} intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0} intersectBox(t,e){let n,i,r,o,s,a;const l=1/this.direction.x,u=1/this.direction.y,c=1/this.direction.z,h=this.origin;return l>=0?(n=(t.min.x-h.x)*l,i=(t.max.x-h.x)*l):(n=(t.max.x-h.x)*l,i=(t.min.x-h.x)*l),u>=0?(r=(t.min.y-h.y)*u,o=(t.max.y-h.y)*u):(r=(t.max.y-h.y)*u,o=(t.min.y-h.y)*u),n>o||r>i?null:((r>n||isNaN(n))&&(n=r),(o=0?(s=(t.min.z-h.z)*c,a=(t.max.z-h.z)*c):(s=(t.max.z-h.z)*c,a=(t.min.z-h.z)*c),n>a||s>i?null:((s>n||n!=n)&&(n=s),(a=0?n:i,e)))} intersectsBox(t){return null!==this.intersectBox(t,Zc)} intersectTriangle(t,e,n,i,r){$c.subVectors(e,t),th.subVectors(n,t),eh.crossVectors($c,th);let o,s=this.direction.dot(eh);if(s>0){if(i)return null;o=1}else{if(!(s<0))return null;o=-1,s=-s} Qc.subVectors(this.origin,t);const a=o*this.direction.dot(th.crossVectors(Qc,th));if(a<0)return null;const l=o*this.direction.dot($c.cross(Qc));if(l<0)return null;if(a+l>s)return null;const u=-o*Qc.dot(eh);return u<0?null:this.at(u/s,r)} applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this} equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)} clone(){return(new this.constructor).copy(this)}} class ih{constructor(){ih.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]} set(t,e,n,i,r,o,s,a,l,u,c,h,d,f,p,m){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=o,g[9]=s,g[13]=a,g[2]=l,g[6]=u,g[10]=c,g[14]=h,g[3]=d,g[7]=f,g[11]=p,g[15]=m,this} identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this} clone(){return(new ih).fromArray(this.elements)} copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this} copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this} setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this} extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this} makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this} extractRotation(t){const e=this.elements,n=t.elements,i=1/rh.setFromMatrixColumn(t,0).length(),r=1/rh.setFromMatrixColumn(t,1).length(),o=1/rh.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*o,e[9]=n[9]*o,e[10]=n[10]*o,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this} makeRotationFromEuler(t){const e=this.elements,n=t.x,i=t.y,r=t.z,o=Math.cos(n),s=Math.sin(n),a=Math.cos(i),l=Math.sin(i),u=Math.cos(r),c=Math.sin(r);if("XYZ"===t.order){const t=o*u,n=o*c,i=s*u,r=s*c;e[0]=a*u,e[4]=-a*c,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-s*a,e[2]=r-t*l,e[6]=i+n*l,e[10]=o*a}else if("YXZ"===t.order){const t=a*u,n=a*c,i=l*u,r=l*c;e[0]=t+r*s,e[4]=i*s-n,e[8]=o*l,e[1]=o*c,e[5]=o*u,e[9]=-s,e[2]=n*s-i,e[6]=r+t*s,e[10]=o*a}else if("ZXY"===t.order){const t=a*u,n=a*c,i=l*u,r=l*c;e[0]=t-r*s,e[4]=-o*c,e[8]=i+n*s,e[1]=n+i*s,e[5]=o*u,e[9]=r-t*s,e[2]=-o*l,e[6]=s,e[10]=o*a}else if("ZYX"===t.order){const t=o*u,n=o*c,i=s*u,r=s*c;e[0]=a*u,e[4]=i*l-n,e[8]=t*l+r,e[1]=a*c,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=s*a,e[10]=o*a}else if("YZX"===t.order){const t=o*a,n=o*l,i=s*a,r=s*l;e[0]=a*u,e[4]=r-t*c,e[8]=i*c+n,e[1]=c,e[5]=o*u,e[9]=-s*u,e[2]=-l*u,e[6]=n*c+i,e[10]=t-r*c}else if("XZY"===t.order){const t=o*a,n=o*l,i=s*a,r=s*l;e[0]=a*u,e[4]=-c,e[8]=l*u,e[1]=t*c+r,e[5]=o*u,e[9]=n*c-i,e[2]=i*c-n,e[6]=s*u,e[10]=r*c+t} return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this} makeRotationFromQuaternion(t){return this.compose(sh,t,ah)} lookAt(t,e,n){const i=this.elements;return ch.subVectors(t,e),0===ch.lengthSq()&&(ch.z=1),ch.normalize(),lh.crossVectors(n,ch),0===lh.lengthSq()&&(1===Math.abs(n.z)?ch.x+=1e-4:ch.z+=1e-4,ch.normalize(),lh.crossVectors(n,ch)),lh.normalize(),uh.crossVectors(ch,lh),i[0]=lh.x,i[4]=uh.x,i[8]=ch.x,i[1]=lh.y,i[5]=uh.y,i[9]=ch.y,i[2]=lh.z,i[6]=uh.z,i[10]=ch.z,this} multiply(t){return this.multiplyMatrices(this,t)} premultiply(t){return this.multiplyMatrices(t,this)} multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,o=n[0],s=n[4],a=n[8],l=n[12],u=n[1],c=n[5],h=n[9],d=n[13],f=n[2],p=n[6],m=n[10],g=n[14],v=n[3],_=n[7],x=n[11],y=n[15],b=i[0],w=i[4],S=i[8],M=i[12],D=i[1],T=i[5],E=i[9],C=i[13],A=i[2],P=i[6],L=i[10],R=i[14],O=i[3],F=i[7],I=i[11],N=i[15];return r[0]=o*b+s*D+a*A+l*O,r[4]=o*w+s*T+a*P+l*F,r[8]=o*S+s*E+a*L+l*I,r[12]=o*M+s*C+a*R+l*N,r[1]=u*b+c*D+h*A+d*O,r[5]=u*w+c*T+h*P+d*F,r[9]=u*S+c*E+h*L+d*I,r[13]=u*M+c*C+h*R+d*N,r[2]=f*b+p*D+m*A+g*O,r[6]=f*w+p*T+m*P+g*F,r[10]=f*S+p*E+m*L+g*I,r[14]=f*M+p*C+m*R+g*N,r[3]=v*b+_*D+x*A+y*O,r[7]=v*w+_*T+x*P+y*F,r[11]=v*S+_*E+x*L+y*I,r[15]=v*M+_*C+x*R+y*N,this} multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this} determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],o=t[1],s=t[5],a=t[9],l=t[13],u=t[2],c=t[6],h=t[10],d=t[14];return t[3]*(+r*a*c-i*l*c-r*s*h+n*l*h+i*s*d-n*a*d)+t[7]*(+e*a*d-e*l*h+r*o*h-i*o*d+i*l*u-r*a*u)+t[11]*(+e*l*c-e*s*d-r*o*c+n*o*d+r*s*u-n*l*u)+t[15]*(-i*s*u-e*a*c+e*s*h+i*o*c-n*o*h+n*a*u)} transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this} setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this} invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],s=t[5],a=t[6],l=t[7],u=t[8],c=t[9],h=t[10],d=t[11],f=t[12],p=t[13],m=t[14],g=t[15],v=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,_=f*h*l-u*m*l-f*a*d+o*m*d+u*a*g-o*h*g,x=u*p*l-f*c*l+f*s*d-o*p*d-u*s*g+o*c*g,y=f*c*a-u*p*a-f*s*h+o*p*h+u*s*m-o*c*m,b=e*v+n*_+i*x+r*y;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const w=1/b;return t[0]=v*w,t[1]=(p*h*r-c*m*r-p*i*d+n*m*d+c*i*g-n*h*g)*w,t[2]=(s*m*r-p*a*r+p*i*l-n*m*l-s*i*g+n*a*g)*w,t[3]=(c*a*r-s*h*r-c*i*l+n*h*l+s*i*d-n*a*d)*w,t[4]=_*w,t[5]=(u*m*r-f*h*r+f*i*d-e*m*d-u*i*g+e*h*g)*w,t[6]=(f*a*r-o*m*r-f*i*l+e*m*l+o*i*g-e*a*g)*w,t[7]=(o*h*r-u*a*r+u*i*l-e*h*l-o*i*d+e*a*d)*w,t[8]=x*w,t[9]=(f*c*r-u*p*r-f*n*d+e*p*d+u*n*g-e*c*g)*w,t[10]=(o*p*r-f*s*r+f*n*l-e*p*l-o*n*g+e*s*g)*w,t[11]=(u*s*r-o*c*r-u*n*l+e*c*l+o*n*d-e*s*d)*w,t[12]=y*w,t[13]=(u*p*i-f*c*i+f*n*h-e*p*h-u*n*m+e*c*m)*w,t[14]=(f*s*i-o*p*i-f*n*a+e*p*a+o*n*m-e*s*m)*w,t[15]=(o*c*i-u*s*i+u*n*a-e*c*a-o*n*h+e*s*h)*w,this} scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this} getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))} makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this} makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this} makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this} makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this} makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,o=t.x,s=t.y,a=t.z,l=r*o,u=r*s;return this.set(l*o+n,l*s-i*a,l*a+i*s,0,l*s+i*a,u*s+n,u*a-i*o,0,l*a-i*s,u*a+i*o,r*a*a+n,0,0,0,0,1),this} makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this} makeShear(t,e,n,i,r,o){return this.set(1,n,r,0,t,1,o,0,e,i,1,0,0,0,0,1),this} compose(t,e,n){const i=this.elements,r=e._x,o=e._y,s=e._z,a=e._w,l=r+r,u=o+o,c=s+s,h=r*l,d=r*u,f=r*c,p=o*u,m=o*c,g=s*c,v=a*l,_=a*u,x=a*c,y=n.x,b=n.y,w=n.z;return i[0]=(1-(p+g))*y,i[1]=(d+x)*y,i[2]=(f-_)*y,i[3]=0,i[4]=(d-x)*b,i[5]=(1-(h+g))*b,i[6]=(m+v)*b,i[7]=0,i[8]=(f+_)*w,i[9]=(m-v)*w,i[10]=(1-(h+p))*w,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this} decompose(t,e,n){const i=this.elements;let r=rh.set(i[0],i[1],i[2]).length();const o=rh.set(i[4],i[5],i[6]).length(),s=rh.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],oh.copy(this);const a=1/r,l=1/o,u=1/s;return oh.elements[0]*=a,oh.elements[1]*=a,oh.elements[2]*=a,oh.elements[4]*=l,oh.elements[5]*=l,oh.elements[6]*=l,oh.elements[8]*=u,oh.elements[9]*=u,oh.elements[10]*=u,e.setFromRotationMatrix(oh),n.x=r,n.y=o,n.z=s,this} makePerspective(t,e,n,i,r,o){const s=this.elements,a=2*r/(e-t),l=2*r/(n-i),u=(e+t)/(e-t),c=(n+i)/(n-i),h=-(o+r)/(o-r),d=-2*o*r/(o-r);return s[0]=a,s[4]=0,s[8]=u,s[12]=0,s[1]=0,s[5]=l,s[9]=c,s[13]=0,s[2]=0,s[6]=0,s[10]=h,s[14]=d,s[3]=0,s[7]=0,s[11]=-1,s[15]=0,this} makeOrthographic(t,e,n,i,r,o){const s=this.elements,a=1/(e-t),l=1/(n-i),u=1/(o-r),c=(e+t)*a,h=(n+i)*l,d=(o+r)*u;return s[0]=2*a,s[4]=0,s[8]=0,s[12]=-c,s[1]=0,s[5]=2*l,s[9]=0,s[13]=-h,s[2]=0,s[6]=0,s[10]=-2*u,s[14]=-d,s[3]=0,s[7]=0,s[11]=0,s[15]=1,this} equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++) if(e[t]!==n[t])return!1;return!0} fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this} toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}} const rh=new Ec,oh=new ih,sh=new Ec(0,0,0),ah=new Ec(1,1,1),lh=new Ec,uh=new Ec,ch=new Ec,hh=new ih,dh=new Tc;class fh{constructor(t=0,e=0,n=0,i=fh.DefaultOrder){this.isEuler=!0,this._x=t,this._y=e,this._z=n,this._order=i} get x(){return this._x} set x(t){this._x=t,this._onChangeCallback()} get y(){return this._y} set y(t){this._y=t,this._onChangeCallback()} get z(){return this._z} set z(t){this._z=t,this._onChangeCallback()} get order(){return this._order} set order(t){this._order=t,this._onChangeCallback()} set(t,e,n,i=this._order){return this._x=t,this._y=e,this._z=n,this._order=i,this._onChangeCallback(),this} clone(){return new this.constructor(this._x,this._y,this._z,this._order)} copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this} setFromRotationMatrix(t,e=this._order,n=!0){const i=t.elements,r=i[0],o=i[4],s=i[8],a=i[1],l=i[5],u=i[9],c=i[2],h=i[6],d=i[10];switch(e){case "XYZ":this._y=Math.asin(Xu(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(-u,d),this._z=Math.atan2(-o,r)):(this._x=Math.atan2(h,l),this._z=0);break;case "YXZ":this._x=Math.asin(-Xu(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(s,d),this._z=Math.atan2(a,l)):(this._y=Math.atan2(-c,r),this._z=0);break;case "ZXY":this._x=Math.asin(Xu(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(-c,d),this._z=Math.atan2(-o,l)):(this._y=0,this._z=Math.atan2(a,r));break;case "ZYX":this._y=Math.asin(-Xu(c,-1,1)),Math.abs(c)<.9999999?(this._x=Math.atan2(h,d),this._z=Math.atan2(a,r)):(this._x=0,this._z=Math.atan2(-o,l));break;case "YZX":this._z=Math.asin(Xu(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-u,l),this._y=Math.atan2(-c,r)):(this._x=0,this._y=Math.atan2(s,d));break;case "XZY":this._z=Math.asin(-Xu(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(h,l),this._y=Math.atan2(s,r)):(this._x=Math.atan2(-u,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)} return this._order=e,!0===n&&this._onChangeCallback(),this} setFromQuaternion(t,e,n){return hh.makeRotationFromQuaternion(t),this.setFromRotationMatrix(hh,e,n)} setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)} reorder(t){return dh.setFromEuler(this),this.setFromQuaternion(dh,t)} equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order} fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this} toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t} _onChange(t){return this._onChangeCallback=t,this} _onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order} toVector3(){console.error("THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead")}} fh.DefaultOrder="XYZ",fh.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class ph{constructor(){this.mask=1} set(t){this.mask=(1<>>0} enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(n=n.concat(r))} return n} getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)} getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(yh,t,bh),t} getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(yh,wh,t),t} getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()} raycast(){} traverse(t){t(this);const e=this.children;for(let n=0,i=e.length;n0&&(i.userData=this.userData),i.layers=this.layers.mask,i.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(i.matrixAutoUpdate=!1),this.isInstancedMesh&&(i.type="InstancedMesh",i.count=this.count,i.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(i.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?i.background=this.background.toJSON():this.background.isTexture&&(i.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(i.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){i.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const n=e.shapes;if(Array.isArray(n)) for(let e=0,i=n.length;e0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),s.length>0&&(n.images=s),a.length>0&&(n.shapes=a),l.length>0&&(n.skeletons=l),u.length>0&&(n.animations=u),c.length>0&&(n.nodes=c)} return n.object=i,n;function o(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)} return e}} clone(t){return(new this.constructor).copy(this,t)} copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e) for(let e=0;e0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)} static getBarycoord(t,e,n,i,r){Ah.subVectors(i,e),Ph.subVectors(n,e),Lh.subVectors(t,e);const o=Ah.dot(Ah),s=Ah.dot(Ph),a=Ah.dot(Lh),l=Ph.dot(Ph),u=Ph.dot(Lh),c=o*l-s*s;if(0===c)return r.set(-2,-1,-1);const h=1/c,d=(l*a-s*u)*h,f=(o*u-s*a)*h;return r.set(1-d-f,f,d)} static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,Rh),Rh.x>=0&&Rh.y>=0&&Rh.x+Rh.y<=1} static getUV(t,e,n,i,r,o,s,a){return this.getBarycoord(t,e,n,i,Rh),a.set(0,0),a.addScaledVector(r,Rh.x),a.addScaledVector(o,Rh.y),a.addScaledVector(s,Rh.z),a} static isFrontFacing(t,e,n,i){return Ah.subVectors(n,e),Ph.subVectors(t,e),Ah.cross(Ph).dot(i)<0} set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this} setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this} setFromAttributeAndIndices(t,e,n,i){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,n),this.c.fromBufferAttribute(t,i),this} clone(){return(new this.constructor).copy(this)} copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this} getArea(){return Ah.subVectors(this.c,this.b),Ph.subVectors(this.a,this.b),.5*Ah.cross(Ph).length()} getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)} getNormal(t){return Uh.getNormal(this.a,this.b,this.c,t)} getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)} getBarycoord(t,e){return Uh.getBarycoord(t,this.a,this.b,this.c,e)} getUV(t,e,n,i,r){return Uh.getUV(t,this.a,this.b,this.c,e,n,i,r)} containsPoint(t){return Uh.containsPoint(t,this.a,this.b,this.c)} isFrontFacing(t){return Uh.isFrontFacing(this.a,this.b,this.c,t)} intersectsBox(t){return t.intersectsTriangle(this)} closestPointToPoint(t,e){const n=this.a,i=this.b,r=this.c;let o,s;Oh.subVectors(i,n),Fh.subVectors(r,n),Nh.subVectors(t,n);const a=Oh.dot(Nh),l=Fh.dot(Nh);if(a<=0&&l<=0)return e.copy(n);zh.subVectors(t,i);const u=Oh.dot(zh),c=Fh.dot(zh);if(u>=0&&c<=u)return e.copy(i);const h=a*c-u*l;if(h<=0&&a>=0&&u<=0)return o=a/(a-u),e.copy(n).addScaledVector(Oh,o);kh.subVectors(t,r);const d=Oh.dot(kh),f=Fh.dot(kh);if(f>=0&&d<=f)return e.copy(r);const p=d*l-a*f;if(p<=0&&l>=0&&f<=0)return s=l/(l-f),e.copy(n).addScaledVector(Fh,s);const m=u*f-d*c;if(m<=0&&c-u>=0&&d-f>=0)return Ih.subVectors(r,i),s=(c-u)/(c-u+(d-f)),e.copy(i).addScaledVector(Ih,s);const g=1/(m+p+h);return o=p*g,s=h*g,e.copy(n).addScaledVector(Oh,o).addScaledVector(Fh,s)} equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}} let Bh=0;class Vh extends Hu{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:Bh++}),this.uuid=qu(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0} get alphaTest(){return this._alphaTest} set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t} onBuild(){} onBeforeRender(){} onBeforeCompile(){} customProgramCacheKey(){return this.onBeforeCompile.toString()} setValues(t){if(void 0!==t) for(const e in t){const n=t[e];if(void 0===n){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue} const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}} toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)} return e} if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),0!==this.side&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)} return n} clone(){return(new this.constructor).copy(this)} copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()} return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this} dispose(){this.dispatchEvent({type:"dispose"})} set needsUpdate(t){!0===t&&this.version++}} class Hh extends Vh{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new mc(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)} copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}} const Gh=new Ec,Wh=new tc;class jh{constructor(t,e,n=!1){if(Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=e,this.count=void 0!==t?t.length/e:0,this.normalized=n,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0} onUploadCallback(){} set needsUpdate(t){!0===t&&this.version++} setUsage(t){return this.usage=t,this} copy(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this} copyAt(t,e,n){t*=this.itemSize,n*=e.itemSize;for(let i=0,r=this.itemSize;i0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t} t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)} const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],o=[];for(let e=0,i=n.length;e0&&(i[e]=o,r=!0)} r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const o=this.groups;o.length>0&&(t.data.groups=JSON.parse(JSON.stringify(o)));const s=this.boundingSphere;return null!==s&&(t.data.boundingSphere={center:s.center.toArray(),radius:s.radius}),t} clone(){return(new this.constructor).copy(this)} copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))} const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;t0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;tn.far?null:{distance:u,point:md.clone(),object:t}}(t,e,n,i,sd,ad,ld,pd);if(u){r&&(hd.fromBufferAttribute(r,s),dd.fromBufferAttribute(r,a),fd.fromBufferAttribute(r,l),u.uv=Uh.getUV(pd,sd,ad,ld,hd,dd,fd,new tc)),o&&(hd.fromBufferAttribute(o,s),dd.fromBufferAttribute(o,a),fd.fromBufferAttribute(o,l),u.uv2=Uh.getUV(pd,sd,ad,ld,hd,dd,fd,new tc));const t={a:s,b:a,c:l,normal:new Ec,materialIndex:0};Uh.getNormal(sd,ad,ld,t.normal),u.face=t} return u} class _d extends nd{constructor(t=1,e=1,n=1,i=1,r=1,o=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:n,widthSegments:i,heightSegments:r,depthSegments:o};const s=this;i=Math.floor(i),r=Math.floor(r),o=Math.floor(o);const a=[],l=[],u=[],c=[];let h=0,d=0;function f(t,e,n,i,r,o,f,p,m,g,v){const _=o/m,x=f/g,y=o/2,b=f/2,w=p/2,S=m+1,M=g+1;let D=0,T=0;const E=new Ec;for(let o=0;o0?1:-1,u.push(E.x,E.y,E.z),c.push(a/m),c.push(1-o/g),D+=1}} for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}} class Md extends Ch{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new ih,this.projectionMatrix=new ih,this.projectionMatrixInverse=new ih} copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this} getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()} updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()} updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()} clone(){return(new this.constructor).copy(this)}} class Dd extends Md{constructor(t=50,e=1,n=.1,i=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()} copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this} setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*ju*Math.atan(e),this.updateProjectionMatrix()} getFocalLength(){const t=Math.tan(.5*Wu*this.fov);return.5*this.getFilmHeight()/t} getEffectiveFOV(){return 2*ju*Math.atan(Math.tan(.5*Wu*this.fov)/this.zoom)} getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)} getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)} setViewOffset(t,e,n,i,r,o){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=o,this.updateProjectionMatrix()} clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()} updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*Wu*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const o=this.view;if(null!==this.view&&this.view.enabled){const t=o.fullWidth,s=o.fullHeight;r+=o.offsetX*i/t,e-=o.offsetY*n/s,i*=o.width/t,n*=o.height/s} const s=this.filmOffset;0!==s&&(r+=t*s/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()} toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}} class Td extends Ch{constructor(t,e,n){super(),this.type="CubeCamera",this.renderTarget=n;const i=new Dd(-90,1,t,e);i.layers=this.layers,i.up.set(0,1,0),i.lookAt(1,0,0),this.add(i);const r=new Dd(-90,1,t,e);r.layers=this.layers,r.up.set(0,1,0),r.lookAt(-1,0,0),this.add(r);const o=new Dd(-90,1,t,e);o.layers=this.layers,o.up.set(0,0,-1),o.lookAt(0,1,0),this.add(o);const s=new Dd(-90,1,t,e);s.layers=this.layers,s.up.set(0,0,1),s.lookAt(0,-1,0),this.add(s);const a=new Dd(-90,1,t,e);a.layers=this.layers,a.up.set(0,1,0),a.lookAt(0,0,1),this.add(a);const l=new Dd(-90,1,t,e);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,-1),this.add(l)} update(t,e){null===this.parent&&this.updateMatrixWorld();const n=this.renderTarget,[i,r,o,s,a,l]=this.children,u=t.getRenderTarget(),c=t.toneMapping,h=t.xr.enabled;t.toneMapping=0,t.xr.enabled=!1;const d=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,o),t.setRenderTarget(n,3),t.render(e,s),t.setRenderTarget(n,4),t.render(e,a),n.texture.generateMipmaps=d,t.setRenderTarget(n,5),t.render(e,l),t.setRenderTarget(u),t.toneMapping=c,t.xr.enabled=h,n.texture.needsPMREMUpdate=!0}} class Ed extends bc{constructor(t,e,n,i,r,o,s,a,l,u){super(t=void 0!==t?t:[],e=void 0!==e?e:301,n,i,r,o,s,a,l,u),this.isCubeTexture=!0,this.flipY=!1} get images(){return this.image} set images(t){this.image=t}} class Cd extends Sc{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const n={width:t,height:t,depth:1},i=[n,n,n,n,n,n];this.texture=new Ed(i,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:1006} fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new _d(5,5,5),r=new Sd({name:"CubemapFromEquirect",uniforms:xd(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const o=new gd(i,r),s=e.minFilter;1008===e.minFilter&&(e.minFilter=1006);return new Td(1,10,this).update(t,o),e.minFilter=s,o.geometry.dispose(),o.material.dispose(),this} clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}} const Ad=new Ec,Pd=new Ec,Ld=new ec;class Rd{constructor(t=new Ec(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e} set(t,e){return this.normal.copy(t),this.constant=e,this} setComponents(t,e,n,i){return this.normal.set(t,e,n),this.constant=i,this} setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this} setFromCoplanarPoints(t,e,n){const i=Ad.subVectors(n,e).cross(Pd.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(i,t),this} copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this} normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this} negate(){return this.constant*=-1,this.normal.negate(),this} distanceToPoint(t){return this.normal.dot(t)+this.constant} distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius} projectPoint(t,e){return e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)} intersectLine(t,e){const n=t.delta(Ad),i=this.normal.dot(n);if(0===i)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:e.copy(n).multiplyScalar(r).add(t.start)} intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0} intersectsBox(t){return t.intersectsPlane(this)} intersectsSphere(t){return t.intersectsPlane(this)} coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)} applyMatrix4(t,e){const n=e||Ld.getNormalMatrix(t),i=this.coplanarPoint(Ad).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this} translate(t){return this.constant-=t.dot(this.normal),this} equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant} clone(){return(new this.constructor).copy(this)}} const Od=new Yc,Fd=new Ec;class Id{constructor(t=new Rd,e=new Rd,n=new Rd,i=new Rd,r=new Rd,o=new Rd){this.planes=[t,e,n,i,r,o]} set(t,e,n,i,r,o){const s=this.planes;return s[0].copy(t),s[1].copy(e),s[2].copy(n),s[3].copy(i),s[4].copy(r),s[5].copy(o),this} copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this} setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],o=n[2],s=n[3],a=n[4],l=n[5],u=n[6],c=n[7],h=n[8],d=n[9],f=n[10],p=n[11],m=n[12],g=n[13],v=n[14],_=n[15];return e[0].setComponents(s-i,c-a,p-h,_-m).normalize(),e[1].setComponents(s+i,c+a,p+h,_+m).normalize(),e[2].setComponents(s+r,c+l,p+d,_+g).normalize(),e[3].setComponents(s-r,c-l,p-d,_-g).normalize(),e[4].setComponents(s-o,c-u,p-f,_-v).normalize(),e[5].setComponents(s+o,c+u,p+f,_+v).normalize(),this} intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),Od.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(Od)} intersectsSprite(t){return Od.center.set(0,0,0),Od.radius=.7071067811865476,Od.applyMatrix4(t.matrixWorld),this.intersectsSphere(Od)} intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,Fd.y=i.normal.y>0?t.max.y:t.min.y,Fd.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(Fd)<0)return!1} return!0} containsPoint(t){const e=this.planes;for(let n=0;n<6;n++) if(e[n].distanceToPoint(t)<0)return!1;return!0} clone(){return(new this.constructor).copy(this)}} function Nd(){let t=null,e=!1,n=null,i=null;function r(e,o){n(e,o),i=t.requestAnimationFrame(r)} return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}} function zd(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 0.0 ) ? 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}\nfloat 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}\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",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\t return 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 R21 = R12;\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",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = 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",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_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",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};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\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}",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_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\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",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}",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, 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",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\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",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",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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, 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#if defined( 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, 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#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",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",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",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}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",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 GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, 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 GeometricContext geometry, 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",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\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\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\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, const in GeometricContext geometry, 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 GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\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 GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\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",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, 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",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",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 GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, 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",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\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 SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\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, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).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_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).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_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\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};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, 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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, 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( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, 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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\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, geometry, 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.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, 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, geometry, 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.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, 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, geometry, 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.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, 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, geometry, 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\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\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 ], geometry.normal );\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",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\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( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\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#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\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",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\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",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",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 = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).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( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",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",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",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",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.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 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",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 linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( 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 invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform 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 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 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 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 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 shadow;\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 shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying 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 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 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 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",shadowmap_vertex:"#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#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\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",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.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.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.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}",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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",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",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",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",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 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}\nvec3 CustomToneMapping( vec3 color ) { return color; }",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, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",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\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 framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef texture2DLodEXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\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 ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",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_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"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}",background_frag:"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}",backgroundCube_vert:"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}",backgroundCube_frag:"#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;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, 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}",cube_vert:"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}",cube_frag:"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}",depth_vert:"#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#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}",depth_frag:"#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 \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\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\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}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\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}",distanceRGBA_frag:"#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 \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"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}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\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}",linedashed_frag:"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 \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\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}",meshbasic_vert:"#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#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}",meshbasic_frag:"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\t#include \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\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, vUv2 );\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}",meshlambert_vert:"#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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\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\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\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\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\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\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\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\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 \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\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\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\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 \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\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\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\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\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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}",shadow_vert:"#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}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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}"},Bd={common:{diffuse:{value:new mc(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new ec},uv2Transform:{value:new ec},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new tc(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new mc(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new mc(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new ec}},sprite:{diffuse:{value:new mc(16777215)},opacity:{value:1},center:{value:new tc(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new ec}}},Vd={basic:{uniforms:yd([Bd.common,Bd.specularmap,Bd.envmap,Bd.aomap,Bd.lightmap,Bd.fog]),vertexShader:Ud.meshbasic_vert,fragmentShader:Ud.meshbasic_frag},lambert:{uniforms:yd([Bd.common,Bd.specularmap,Bd.envmap,Bd.aomap,Bd.lightmap,Bd.emissivemap,Bd.bumpmap,Bd.normalmap,Bd.displacementmap,Bd.fog,Bd.lights,{emissive:{value:new mc(0)}}]),vertexShader:Ud.meshlambert_vert,fragmentShader:Ud.meshlambert_frag},phong:{uniforms:yd([Bd.common,Bd.specularmap,Bd.envmap,Bd.aomap,Bd.lightmap,Bd.emissivemap,Bd.bumpmap,Bd.normalmap,Bd.displacementmap,Bd.fog,Bd.lights,{emissive:{value:new mc(0)},specular:{value:new mc(1118481)},shininess:{value:30}}]),vertexShader:Ud.meshphong_vert,fragmentShader:Ud.meshphong_frag},standard:{uniforms:yd([Bd.common,Bd.envmap,Bd.aomap,Bd.lightmap,Bd.emissivemap,Bd.bumpmap,Bd.normalmap,Bd.displacementmap,Bd.roughnessmap,Bd.metalnessmap,Bd.fog,Bd.lights,{emissive:{value:new mc(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Ud.meshphysical_vert,fragmentShader:Ud.meshphysical_frag},toon:{uniforms:yd([Bd.common,Bd.aomap,Bd.lightmap,Bd.emissivemap,Bd.bumpmap,Bd.normalmap,Bd.displacementmap,Bd.gradientmap,Bd.fog,Bd.lights,{emissive:{value:new mc(0)}}]),vertexShader:Ud.meshtoon_vert,fragmentShader:Ud.meshtoon_frag},matcap:{uniforms:yd([Bd.common,Bd.bumpmap,Bd.normalmap,Bd.displacementmap,Bd.fog,{matcap:{value:null}}]),vertexShader:Ud.meshmatcap_vert,fragmentShader:Ud.meshmatcap_frag},points:{uniforms:yd([Bd.points,Bd.fog]),vertexShader:Ud.points_vert,fragmentShader:Ud.points_frag},dashed:{uniforms:yd([Bd.common,Bd.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ud.linedashed_vert,fragmentShader:Ud.linedashed_frag},depth:{uniforms:yd([Bd.common,Bd.displacementmap]),vertexShader:Ud.depth_vert,fragmentShader:Ud.depth_frag},normal:{uniforms:yd([Bd.common,Bd.bumpmap,Bd.normalmap,Bd.displacementmap,{opacity:{value:1}}]),vertexShader:Ud.meshnormal_vert,fragmentShader:Ud.meshnormal_frag},sprite:{uniforms:yd([Bd.sprite,Bd.fog]),vertexShader:Ud.sprite_vert,fragmentShader:Ud.sprite_frag},background:{uniforms:{uvTransform:{value:new ec},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:Ud.background_vert,fragmentShader:Ud.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:Ud.backgroundCube_vert,fragmentShader:Ud.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Ud.cube_vert,fragmentShader:Ud.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ud.equirect_vert,fragmentShader:Ud.equirect_frag},distanceRGBA:{uniforms:yd([Bd.common,Bd.displacementmap,{referencePosition:{value:new Ec},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ud.distanceRGBA_vert,fragmentShader:Ud.distanceRGBA_frag},shadow:{uniforms:yd([Bd.lights,Bd.fog,{color:{value:new mc(0)},opacity:{value:1}}]),vertexShader:Ud.shadow_vert,fragmentShader:Ud.shadow_frag}};Vd.physical={uniforms:yd([Vd.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new tc(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new mc(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new tc},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new mc(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new mc(1,1,1)},specularColorMap:{value:null}}]),vertexShader:Ud.meshphysical_vert,fragmentShader:Ud.meshphysical_frag};const Hd={r:0,b:0,g:0};function Gd(t,e,n,i,r,o,s){const a=new mc(0);let l,u,c=!0===o?0:1,h=null,d=0,f=null;function p(e,n){e.getRGB(Hd,bd(t)),i.buffers.color.setClear(Hd.r,Hd.g,Hd.b,n,s)} return{getClearColor:function(){return a},setClearColor:function(t,e=1){a.set(t),c=e,p(a,c)},getClearAlpha:function(){return c},setClearAlpha:function(t){c=t,p(a,c)},render:function(i,o){let s=!1,m=!0===o.isScene?o.background:null;if(m&&m.isTexture){m=(o.backgroundBlurriness>0?n:e).get(m)} const g=t.xr,v=g.getSession&&g.getSession();v&&"additive"===v.environmentBlendMode&&(m=null),null===m?p(a,c):m&&m.isColor&&(p(m,1),s=!0),(t.autoClear||s)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),m&&(m.isCubeTexture||306===m.mapping)?(void 0===u&&(u=new gd(new _d(1,1,1),new Sd({name:"BackgroundCubeMaterial",uniforms:xd(Vd.backgroundCube.uniforms),vertexShader:Vd.backgroundCube.vertexShader,fragmentShader:Vd.backgroundCube.fragmentShader,side:1,depthTest:!1,depthWrite:!1,fog:!1})),u.geometry.deleteAttribute("normal"),u.geometry.deleteAttribute("uv"),u.onBeforeRender=function(t,e,n){this.matrixWorld.copyPosition(n.matrixWorld)},Object.defineProperty(u.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),r.update(u)),u.material.uniforms.envMap.value=m,u.material.uniforms.flipEnvMap.value=m.isCubeTexture&&!1===m.isRenderTargetTexture?-1:1,u.material.uniforms.backgroundBlurriness.value=o.backgroundBlurriness,u.material.uniforms.backgroundIntensity.value=o.backgroundIntensity,u.material.toneMapped=3001!==m.encoding,h===m&&d===m.version&&f===t.toneMapping||(u.material.needsUpdate=!0,h=m,d=m.version,f=t.toneMapping),u.layers.enableAll(),i.unshift(u,u.geometry,u.material,0,0,null)):m&&m.isTexture&&(void 0===l&&(l=new gd(new kd(2,2),new Sd({name:"BackgroundMaterial",uniforms:xd(Vd.background.uniforms),vertexShader:Vd.background.vertexShader,fragmentShader:Vd.background.fragmentShader,side:0,depthTest:!1,depthWrite:!1,fog:!1})),l.geometry.deleteAttribute("normal"),Object.defineProperty(l.material,"map",{get:function(){return this.uniforms.t2D.value}}),r.update(l)),l.material.uniforms.t2D.value=m,l.material.uniforms.backgroundIntensity.value=o.backgroundIntensity,l.material.toneMapped=3001!==m.encoding,!0===m.matrixAutoUpdate&&m.updateMatrix(),l.material.uniforms.uvTransform.value.copy(m.matrix),h===m&&d===m.version&&f===t.toneMapping||(l.material.needsUpdate=!0,h=m,d=m.version,f=t.toneMapping),l.layers.enableAll(),i.unshift(l,l.geometry,l.material,0,0,null))}}} function Wd(t,e,n,i){const r=t.getParameter(34921),o=i.isWebGL2?null:e.get("OES_vertex_array_object"),s=i.isWebGL2||null!==o,a={},l=f(null);let u=l,c=!1;function h(e){return i.isWebGL2?t.bindVertexArray(e):o.bindVertexArrayOES(e)} function d(e){return i.isWebGL2?t.deleteVertexArray(e):o.deleteVertexArrayOES(e)} function f(t){const e=[],n=[],i=[];for(let t=0;t=0){const n=r[e];let i=o[e];if(void 0===i&&("instanceMatrix"===e&&t.instanceMatrix&&(i=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(i=t.instanceColor)),void 0===n)return!0;if(n.attribute!==i)return!0;if(i&&n.data!==i.data)return!0;s++}} return u.attributesNum!==s||u.index!==i}(r,x,d,y),b&&function(t,e,n,i){const r={},o=e.attributes;let s=0;const a=n.getAttributes();for(const e in a){if(a[e].location>=0){let n=o[e];void 0===n&&("instanceMatrix"===e&&t.instanceMatrix&&(n=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(n=t.instanceColor));const i={};i.attribute=n,n&&n.data&&(i.data=n.data),r[e]=i,s++}} u.attributes=r,u.attributesNum=s,u.index=i}(r,x,d,y)}else{const t=!0===l.wireframe;u.geometry===x.id&&u.program===d.id&&u.wireframe===t||(u.geometry=x.id,u.program=d.id,u.wireframe=t,b=!0)} null!==y&&n.update(y,34963),(b||c)&&(c=!1,function(r,o,s,a){if(!1===i.isWebGL2&&(r.isInstancedMesh||a.isInstancedBufferGeometry)&&null===e.get("ANGLE_instanced_arrays"))return;p();const l=a.attributes,u=s.getAttributes(),c=o.defaultAttributeValues;for(const e in u){const i=u[e];if(i.location>=0){let o=l[e];if(void 0===o&&("instanceMatrix"===e&&r.instanceMatrix&&(o=r.instanceMatrix),"instanceColor"===e&&r.instanceColor&&(o=r.instanceColor)),void 0!==o){const e=o.normalized,s=o.itemSize,l=n.get(o);if(void 0===l)continue;const u=l.buffer,c=l.type,h=l.bytesPerElement;if(o.isInterleavedBufferAttribute){const n=o.data,l=n.stride,d=o.offset;if(n.isInstancedInterleavedBuffer){for(let t=0;t0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"} return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"} const o="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext||"undefined"!=typeof WebGL2ComputeRenderingContext&&t instanceof WebGL2ComputeRenderingContext;let s=void 0!==n.precision?n.precision:"highp";const a=r(s);a!==s&&(console.warn("THREE.WebGLRenderer:",s,"not supported, using",a,"instead."),s=a);const l=o||e.has("WEBGL_draw_buffers"),u=!0===n.logarithmicDepthBuffer,c=t.getParameter(34930),h=t.getParameter(35660),d=t.getParameter(3379),f=t.getParameter(34076),p=t.getParameter(34921),m=t.getParameter(36347),g=t.getParameter(36348),v=t.getParameter(36349),_=h>0,x=o||e.has("OES_texture_float");return{isWebGL2:o,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==i)return i;if(!0===e.has("EXT_texture_filter_anisotropic")){const n=e.get("EXT_texture_filter_anisotropic");i=t.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else i=0;return i},getMaxPrecision:r,precision:s,logarithmicDepthBuffer:u,maxTextures:c,maxVertexTextures:h,maxTextureSize:d,maxCubemapSize:f,maxAttributes:p,maxVertexUniforms:m,maxVaryings:g,maxFragmentUniforms:v,vertexTextures:_,floatFragmentTextures:x,floatVertexTextures:_&&x,maxSamples:o?t.getParameter(36183):0}} function Xd(t){const e=this;let n=null,i=0,r=!1,o=!1;const s=new Rd,a=new ec,l={value:null,needsUpdate:!1};function u(){l.value!==n&&(l.value=n,l.needsUpdate=i>0),e.numPlanes=i,e.numIntersection=0} function c(t,n,i,r){const o=null!==t?t.length:0;let u=null;if(0!==o){if(u=l.value,!0!==r||null===u){const e=i+4*o,r=n.matrixWorldInverse;a.getNormalMatrix(r),(null===u||u.length0){const s=new Cd(o.height/2);return s.fromEquirectangularTexture(t,r),e.set(r,s),r.addEventListener("dispose",i),n(s.texture,r.mapping)} return null}}} return r},dispose:function(){e=new WeakMap}}} class Zd extends Md{constructor(t=-1,e=1,n=1,i=-1,r=.1,o=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=n,this.bottom=i,this.near=r,this.far=o,this.updateProjectionMatrix()} copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this} setViewOffset(t,e,n,i,r,o){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=o,this.updateProjectionMatrix()} clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()} updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),n=(this.right+this.left)/2,i=(this.top+this.bottom)/2;let r=n-t,o=n+t,s=i+e,a=i-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,o=r+t*this.view.width,s-=e*this.view.offsetY,a=s-e*this.view.height} this.projectionMatrix.makeOrthographic(r,o,s,a,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()} toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}} const Kd=[.125,.215,.35,.446,.526,.582],Jd=new Zd,Qd=new mc;let $d=null;const tf=(1+Math.sqrt(5))/2,ef=1/tf,nf=[new Ec(1,1,1),new Ec(-1,1,1),new Ec(1,1,-1),new Ec(-1,1,-1),new Ec(0,tf,ef),new Ec(0,tf,-ef),new Ec(ef,0,tf),new Ec(-ef,0,tf),new Ec(tf,ef,0),new Ec(-tf,ef,0)];class rf{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)} fromScene(t,e=0,n=.1,i=100){$d=this._renderer.getRenderTarget(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,n,i,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r} fromEquirectangular(t,e=null){return this._fromTexture(t,e)} fromCubemap(t,e=null){return this._fromTexture(t,e)} compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=lf(),this._compileMaterial(this._cubemapMaterial))} compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=af(),this._compileMaterial(this._equirectMaterial))} dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()} _setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)} _dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-4?a=Kd[s-t+4-1]:0===s&&(a=0),i.push(a);const l=1/(o-2),u=-l,c=1+l,h=[u,u,c,u,c,c,u,u,c,c,u,c],d=6,f=6,p=3,m=2,g=1,v=new Float32Array(p*f*d),_=new Float32Array(m*f*d),x=new Float32Array(g*f*d);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];v.set(i,p*f*t),_.set(h,m*f*t);const r=[t,t,t,t,t,t];x.set(r,g*f*t)} const y=new nd;y.setAttribute("position",new jh(v,p)),y.setAttribute("uv",new jh(_,m)),y.setAttribute("faceIndex",new jh(x,g)),e.push(y),r>4&&r--} return{lodPlanes:e,sizeLods:n,sigmas:i}}(i)),this._blurMaterial=function(t,e,n){const i=new Float32Array(20),r=new Ec(0,1,0);return new Sd({name:"SphericalGaussianBlur",defines:{n:20,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:t+".0"},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:i},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:uf(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}(i,t,e)} return i} _compileMaterial(t){const e=new gd(this._lodPlanes[0],t);this._renderer.compile(e,Jd)} _sceneToCubeUV(t,e,n,i){const r=new Dd(90,1,e,n),o=[1,-1,1,1,1,1],s=[1,1,1,-1,-1,-1],a=this._renderer,l=a.autoClear,u=a.toneMapping;a.getClearColor(Qd),a.toneMapping=0,a.autoClear=!1;const c=new Hh({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),h=new gd(new _d,c);let d=!1;const f=t.background;f?f.isColor&&(c.color.copy(f),t.background=null,d=!0):(c.color.copy(Qd),d=!0);for(let e=0;e<6;e++){const n=e%3;0===n?(r.up.set(0,o[e],0),r.lookAt(s[e],0,0)):1===n?(r.up.set(0,0,o[e]),r.lookAt(0,s[e],0)):(r.up.set(0,o[e],0),r.lookAt(0,0,s[e]));const l=this._cubeSize;sf(i,n*l,e>2?l:0,l,l),a.setRenderTarget(i),d&&a.render(h,r),a.render(t,r)} h.geometry.dispose(),h.material.dispose(),a.toneMapping=u,a.autoClear=l,t.background=f} _textureToCubeUV(t,e){const n=this._renderer,i=301===t.mapping||302===t.mapping;i?(null===this._cubemapMaterial&&(this._cubemapMaterial=lf()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=af());const r=i?this._cubemapMaterial:this._equirectMaterial,o=new gd(this._lodPlanes[0],r);r.uniforms.envMap.value=t;const s=this._cubeSize;sf(e,0,0,3*s,2*s),n.setRenderTarget(e),n.render(o,Jd)} _applyPMREM(t){const e=this._renderer,n=e.autoClear;e.autoClear=!1;for(let e=1;e20&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${p} samples when the maximum is set to 20`);const m=[];let g=0;for(let t=0;t<20;++t){const e=t/f,n=Math.exp(-e*e/2);m.push(n),0===t?g+=n:tv-4?i-v+4:0),4*(this._cubeSize-_),3*_,2*_),a.setRenderTarget(e),a.render(u,Jd)}} function of(t,e,n){const i=new Sc(t,e,n);return i.texture.mapping=306,i.texture.name="PMREM.cubeUv",i.scissorTest=!0,i} function sf(t,e,n,i,r){t.viewport.set(e,n,i,r),t.scissor.set(e,n,i,r)} function af(){return new Sd({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:uf(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})} function lf(){return new Sd({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:uf(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})} function uf(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"} function cf(t){let e=new WeakMap,n=null;function i(t){const n=t.target;n.removeEventListener("dispose",i);const r=e.get(n);void 0!==r&&(e.delete(n),r.dispose())} return{get:function(r){if(r&&r.isTexture){const o=r.mapping,s=303===o||304===o,a=301===o||302===o;if(s||a){if(r.isRenderTargetTexture&&!0===r.needsPMREMUpdate){r.needsPMREMUpdate=!1;let i=e.get(r);return null===n&&(n=new rf(t)),i=s?n.fromEquirectangular(r,i):n.fromCubemap(r,i),e.set(r,i),i.texture} if(e.has(r))return e.get(r).texture;{const o=r.image;if(s&&o&&o.height>0||a&&o&&function(t){let e=0;for(let n=0;n<6;n++)void 0!==t[n]&&e++;return 6===e}(o)){null===n&&(n=new rf(t));const o=s?n.fromEquirectangular(r):n.fromCubemap(r);return e.set(r,o),r.addEventListener("dispose",i),o.texture} return null}}} return r},dispose:function(){e=new WeakMap,null!==n&&(n.dispose(),n=null)}}} function hf(t){const e={};function n(n){if(void 0!==e[n])return e[n];let i;switch(n){case "WEBGL_depth_texture":i=t.getExtension("WEBGL_depth_texture")||t.getExtension("MOZ_WEBGL_depth_texture")||t.getExtension("WEBKIT_WEBGL_depth_texture");break;case "EXT_texture_filter_anisotropic":i=t.getExtension("EXT_texture_filter_anisotropic")||t.getExtension("MOZ_EXT_texture_filter_anisotropic")||t.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":i=t.getExtension("WEBGL_compressed_texture_s3tc")||t.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||t.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case "WEBGL_compressed_texture_pvrtc":i=t.getExtension("WEBGL_compressed_texture_pvrtc")||t.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:i=t.getExtension(n)} return e[n]=i,i} return{has:function(t){return null!==n(t)},init:function(t){t.isWebGL2?n("EXT_color_buffer_float"):(n("WEBGL_depth_texture"),n("OES_texture_float"),n("OES_texture_half_float"),n("OES_texture_half_float_linear"),n("OES_standard_derivatives"),n("OES_element_index_uint"),n("OES_vertex_array_object"),n("ANGLE_instanced_arrays")),n("OES_texture_float_linear"),n("EXT_color_buffer_half_float"),n("WEBGL_multisampled_render_to_texture")},get:function(t){const e=n(t);return null===e&&console.warn("THREE.WebGLRenderer: "+t+" extension not supported."),e}}} function df(t,e,n,i){const r={},o=new WeakMap;function s(t){const a=t.target;null!==a.index&&e.remove(a.index);for(const t in a.attributes)e.remove(a.attributes[t]);a.removeEventListener("dispose",s),delete r[a.id];const l=o.get(a);l&&(e.remove(l),o.delete(a)),i.releaseStatesOfGeometry(a),!0===a.isInstancedBufferGeometry&&delete a._maxInstanceCount,n.memory.geometries--} function a(t){const n=[],i=t.index,r=t.attributes.position;let s=0;if(null!==i){const t=i.array;s=i.version;for(let e=0,i=t.length;ee.maxTextureSize&&(p=Math.ceil(f/e.maxTextureSize),f=e.maxTextureSize);const m=new Float32Array(f*p*4*r),g=new Mc(m,f,p,r);g.type=1015,g.needsUpdate=!0;const v=4*d;for(let e=0;e0)return t;const r=e*n;let o=Sf[r];if(void 0===o&&(o=new Float32Array(r),Sf[r]=o),0!==e){i.toArray(o,0);for(let i=1,r=0;i!==e;++i)r+=n,t[i].toArray(o,r)} return o} function Af(t,e){if(t.length!==e.length)return!1;for(let n=0,i=t.length;n" : " "} ${r}: ${n[t]}`)} return i.join("\n")}(t.getShaderSource(e),i)} return r} function Tp(t,e){const n=function(t){switch(t){case 3e3:return["Linear","( value )"];case 3001:return["sRGB","( value )"];default:return console.warn("THREE.WebGLProgram: Unsupported encoding:",t),["Linear","( value )"]}}(e);return"vec4 "+t+"( vec4 value ) { return LinearTo"+n[0]+n[1]+"; }"} function Ep(t,e){let n;switch(e){case 1:n="Linear";break;case 2:n="Reinhard";break;case 3:n="OptimizedCineon";break;case 4:n="ACESFilmic";break;case 5:n="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",e),n="Linear"} return"vec3 "+t+"( vec3 color ) { return "+n+"ToneMapping( color ); }"} function Cp(t){return""!==t} function Ap(t,e){const n=e.numSpotLightShadows+e.numSpotLightMaps-e.numSpotLightShadowsWithMaps;return t.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).replace(/NUM_SPOT_LIGHTS/g,e.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,e.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,n).replace(/NUM_RECT_AREA_LIGHTS/g,e.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,e.numPointLights).replace(/NUM_HEMI_LIGHTS/g,e.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,e.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,e.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,e.numPointLightShadows)} function Pp(t,e){return t.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)} const Lp=/^[ \t]*#include +<([\w\d./]+)>/gm;function Rp(t){return t.replace(Lp,Op)} function Op(t,e){const n=Ud[e];if(void 0===n)throw new Error("Can not resolve #include <"+e+">");return Rp(n)} const Fp=/#pragma 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morphTarget4;","\t\tattribute vec3 morphTarget5;","\t\tattribute vec3 morphTarget6;","\t\tattribute vec3 morphTarget7;","\t#endif","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;","#endif","\n"].filter(Cp).join("\n"),v=[f,zp(n),"#define SHADER_NAME "+n.shaderName,p,n.useFog&&n.fog?"#define USE_FOG":"",n.useFog&&n.fogExp2?"#define FOG_EXP2":"",n.map?"#define USE_MAP":"",n.matcap?"#define USE_MATCAP":"",n.envMap?"#define USE_ENVMAP":"",n.envMap?"#define "+u:"",n.envMap?"#define "+c:"",n.envMap?"#define "+h:"",d?"#define CUBEUV_TEXEL_WIDTH "+d.texelWidth:"",d?"#define CUBEUV_TEXEL_HEIGHT "+d.texelHeight:"",d?"#define CUBEUV_MAX_MIP "+d.maxMip+".0":"",n.lightMap?"#define USE_LIGHTMAP":"",n.aoMap?"#define USE_AOMAP":"",n.emissiveMap?"#define USE_EMISSIVEMAP":"",n.bumpMap?"#define USE_BUMPMAP":"",n.normalMap?"#define USE_NORMALMAP":"",n.normalMap&&n.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",n.normalMap&&n.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",n.clearcoat?"#define USE_CLEARCOAT":"",n.clearcoatMap?"#define USE_CLEARCOATMAP":"",n.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",n.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",n.iridescence?"#define USE_IRIDESCENCE":"",n.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",n.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",n.specularMap?"#define USE_SPECULARMAP":"",n.specularIntensityMap?"#define USE_SPECULARINTENSITYMAP":"",n.specularColorMap?"#define USE_SPECULARCOLORMAP":"",n.roughnessMap?"#define USE_ROUGHNESSMAP":"",n.metalnessMap?"#define USE_METALNESSMAP":"",n.alphaMap?"#define USE_ALPHAMAP":"",n.alphaTest?"#define USE_ALPHATEST":"",n.sheen?"#define USE_SHEEN":"",n.sheenColorMap?"#define USE_SHEENCOLORMAP":"",n.sheenRoughnessMap?"#define USE_SHEENROUGHNESSMAP":"",n.transmission?"#define USE_TRANSMISSION":"",n.transmissionMap?"#define USE_TRANSMISSIONMAP":"",n.thicknessMap?"#define USE_THICKNESSMAP":"",n.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",n.vertexTangents?"#define USE_TANGENT":"",n.vertexColors||n.instancingColor?"#define USE_COLOR":"",n.vertexAlphas?"#define USE_COLOR_ALPHA":"",n.vertexUvs?"#define USE_UV":"",n.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",n.gradientMap?"#define USE_GRADIENTMAP":"",n.flatShading?"#define FLAT_SHADED":"",n.doubleSided?"#define DOUBLE_SIDED":"",n.flipSided?"#define FLIP_SIDED":"",n.shadowMapEnabled?"#define USE_SHADOWMAP":"",n.shadowMapEnabled?"#define "+l:"",n.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",n.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":"",n.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",n.logarithmicDepthBuffer&&n.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",0!==n.toneMapping?"#define TONE_MAPPING":"",0!==n.toneMapping?Ud.tonemapping_pars_fragment:"",0!==n.toneMapping?Ep("toneMapping",n.toneMapping):"",n.dithering?"#define DITHERING":"",n.opaque?"#define OPAQUE":"",Ud.encodings_pars_fragment,Tp("linearToOutputTexel",n.outputEncoding),n.useDepthPacking?"#define DEPTH_PACKING "+n.depthPacking:"","\n"].filter(Cp).join("\n")),s=Rp(s),s=Ap(s,n),s=Pp(s,n),a=Rp(a),a=Ap(a,n),a=Pp(a,n),s=Ip(s),a=Ip(a),n.isWebGL2&&!0!==n.isRawShaderMaterial&&(_="#version 300 es\n",g=["precision mediump sampler2DArray;","#define attribute in","#define varying out","#define texture2D texture"].join("\n")+"\n"+g,v=["#define varying in","300 es"===n.glslVersion?"":"layout(location = 0) out highp vec4 pc_fragColor;","300 es"===n.glslVersion?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join("\n")+"\n"+v);const x=_+v+a,y=Sp(r,35633,_+g+s),b=Sp(r,35632,x);if(r.attachShader(m,y),r.attachShader(m,b),void 0!==n.index0AttributeName?r.bindAttribLocation(m,0,n.index0AttributeName):!0===n.morphTargets&&r.bindAttribLocation(m,0,"position"),r.linkProgram(m),t.debug.checkShaderErrors){const t=r.getProgramInfoLog(m).trim(),e=r.getShaderInfoLog(y).trim(),n=r.getShaderInfoLog(b).trim();let i=!0,o=!0;if(!1===r.getProgramParameter(m,35714)){i=!1;const e=Dp(r,y,"vertex"),n=Dp(r,b,"fragment");console.error("THREE.WebGLProgram: Shader Error "+r.getError()+" - VALIDATE_STATUS "+r.getProgramParameter(m,35715)+"\n\nProgram Info Log: "+t+"\n"+e+"\n"+n)}else ""!==t?console.warn("THREE.WebGLProgram: Program Info Log:",t):""!==e&&""!==n||(o=!1);o&&(this.diagnostics={runnable:i,programLog:t,vertexShader:{log:e,prefix:g},fragmentShader:{log:n,prefix:v}})} let w,S;return r.deleteShader(y),r.deleteShader(b),this.getUniforms=function(){return void 0===w&&(w=new wp(r,m)),w},this.getAttributes=function(){return void 0===S&&(S=function(t,e){const n={},i=t.getProgramParameter(e,35721);for(let r=0;r0,R=o.clearcoat>0,O=o.iridescence>0;return{isWebGL2:c,shaderID:w,shaderName:o.type,vertexShader:D,fragmentShader:T,defines:o.defines,customVertexShaderID:E,customFragmentShaderID:C,isRawShaderMaterial:!0===o.isRawShaderMaterial,glslVersion:o.glslVersion,precision:f,instancing:!0===g.isInstancedMesh,instancingColor:!0===g.isInstancedMesh&&null!==g.instanceColor,supportsVertexTextures:d,outputEncoding:null===P?t.outputEncoding:!0===P.isXRRenderTarget?P.texture.encoding:3e3,map:!!o.map,matcap:!!o.matcap,envMap:!!y,envMapMode:y&&y.mapping,envMapCubeUVHeight:b,lightMap:!!o.lightMap,aoMap:!!o.aoMap,emissiveMap:!!o.emissiveMap,bumpMap:!!o.bumpMap,normalMap:!!o.normalMap,objectSpaceNormalMap:1===o.normalMapType,tangentSpaceNormalMap:0===o.normalMapType,decodeVideoTexture:!!o.map&&!0===o.map.isVideoTexture&&3001===o.map.encoding,clearcoat:R,clearcoatMap:R&&!!o.clearcoatMap,clearcoatRoughnessMap:R&&!!o.clearcoatRoughnessMap,clearcoatNormalMap:R&&!!o.clearcoatNormalMap,iridescence:O,iridescenceMap:O&&!!o.iridescenceMap,iridescenceThicknessMap:O&&!!o.iridescenceThicknessMap,displacementMap:!!o.displacementMap,roughnessMap:!!o.roughnessMap,metalnessMap:!!o.metalnessMap,specularMap:!!o.specularMap,specularIntensityMap:!!o.specularIntensityMap,specularColorMap:!!o.specularColorMap,opaque:!1===o.transparent&&1===o.blending,alphaMap:!!o.alphaMap,alphaTest:L,gradientMap:!!o.gradientMap,sheen:o.sheen>0,sheenColorMap:!!o.sheenColorMap,sheenRoughnessMap:!!o.sheenRoughnessMap,transmission:o.transmission>0,transmissionMap:!!o.transmissionMap,thicknessMap:!!o.thicknessMap,combine:o.combine,vertexTangents:!!o.normalMap&&!!_.attributes.tangent,vertexColors:o.vertexColors,vertexAlphas:!0===o.vertexColors&&!!_.attributes.color&&4===_.attributes.color.itemSize,vertexUvs:!!(o.map||o.bumpMap||o.normalMap||o.specularMap||o.alphaMap||o.emissiveMap||o.roughnessMap||o.metalnessMap||o.clearcoatMap||o.clearcoatRoughnessMap||o.clearcoatNormalMap||o.iridescenceMap||o.iridescenceThicknessMap||o.displacementMap||o.transmissionMap||o.thicknessMap||o.specularIntensityMap||o.specularColorMap||o.sheenColorMap||o.sheenRoughnessMap),uvsVertexOnly:!(o.map||o.bumpMap||o.normalMap||o.specularMap||o.alphaMap||o.emissiveMap||o.roughnessMap||o.metalnessMap||o.clearcoatNormalMap||o.iridescenceMap||o.iridescenceThicknessMap||o.transmission>0||o.transmissionMap||o.thicknessMap||o.specularIntensityMap||o.specularColorMap||o.sheen>0||o.sheenColorMap||o.sheenRoughnessMap||!o.displacementMap),fog:!!v,useFog:!0===o.fog,fogExp2:v&&v.isFogExp2,flatShading:!!o.flatShading,sizeAttenuation:o.sizeAttenuation,logarithmicDepthBuffer:h,skinning:!0===g.isSkinnedMesh,morphTargets:void 0!==_.morphAttributes.position,morphNormals:void 0!==_.morphAttributes.normal,morphColors:void 0!==_.morphAttributes.color,morphTargetsCount:M,morphTextureStride:A,numDirLights:a.directional.length,numPointLights:a.point.length,numSpotLights:a.spot.length,numSpotLightMaps:a.spotLightMap.length,numRectAreaLights:a.rectArea.length,numHemiLights:a.hemi.length,numDirLightShadows:a.directionalShadowMap.length,numPointLightShadows:a.pointShadowMap.length,numSpotLightShadows:a.spotShadowMap.length,numSpotLightShadowsWithMaps:a.numSpotLightShadowsWithMaps,numClippingPlanes:s.numPlanes,numClipIntersection:s.numIntersection,dithering:o.dithering,shadowMapEnabled:t.shadowMap.enabled&&u.length>0,shadowMapType:t.shadowMap.type,toneMapping:o.toneMapped?t.toneMapping:0,physicallyCorrectLights:t.physicallyCorrectLights,premultipliedAlpha:o.premultipliedAlpha,doubleSided:2===o.side,flipSided:1===o.side,useDepthPacking:!!o.depthPacking,depthPacking:o.depthPacking||0,index0AttributeName:o.index0AttributeName,extensionDerivatives:o.extensions&&o.extensions.derivatives,extensionFragDepth:o.extensions&&o.extensions.fragDepth,extensionDrawBuffers:o.extensions&&o.extensions.drawBuffers,extensionShaderTextureLOD:o.extensions&&o.extensions.shaderTextureLOD,rendererExtensionFragDepth:c||i.has("EXT_frag_depth"),rendererExtensionDrawBuffers:c||i.has("WEBGL_draw_buffers"),rendererExtensionShaderTextureLod:c||i.has("EXT_shader_texture_lod"),customProgramCacheKey:o.customProgramCacheKey()}},getProgramCacheKey:function(e){const n=[];if(e.shaderID?n.push(e.shaderID):(n.push(e.customVertexShaderID),n.push(e.customFragmentShaderID)),void 0!==e.defines) for(const t in e.defines)n.push(t),n.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputEncoding),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.combine),t.push(e.vertexUvs),t.push(e.fogExp2),t.push(e.sizeAttenuation),t.push(e.morphTargetsCount),t.push(e.morphAttributeCount),t.push(e.numDirLights),t.push(e.numPointLights),t.push(e.numSpotLights),t.push(e.numSpotLightMaps),t.push(e.numHemiLights),t.push(e.numRectAreaLights),t.push(e.numDirLightShadows),t.push(e.numPointLightShadows),t.push(e.numSpotLightShadows),t.push(e.numSpotLightShadowsWithMaps),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(n,e),function(t,e){a.disableAll(),e.isWebGL2&&a.enable(0);e.supportsVertexTextures&&a.enable(1);e.instancing&&a.enable(2);e.instancingColor&&a.enable(3);e.map&&a.enable(4);e.matcap&&a.enable(5);e.envMap&&a.enable(6);e.lightMap&&a.enable(7);e.aoMap&&a.enable(8);e.emissiveMap&&a.enable(9);e.bumpMap&&a.enable(10);e.normalMap&&a.enable(11);e.objectSpaceNormalMap&&a.enable(12);e.tangentSpaceNormalMap&&a.enable(13);e.clearcoat&&a.enable(14);e.clearcoatMap&&a.enable(15);e.clearcoatRoughnessMap&&a.enable(16);e.clearcoatNormalMap&&a.enable(17);e.iridescence&&a.enable(18);e.iridescenceMap&&a.enable(19);e.iridescenceThicknessMap&&a.enable(20);e.displacementMap&&a.enable(21);e.specularMap&&a.enable(22);e.roughnessMap&&a.enable(23);e.metalnessMap&&a.enable(24);e.gradientMap&&a.enable(25);e.alphaMap&&a.enable(26);e.alphaTest&&a.enable(27);e.vertexColors&&a.enable(28);e.vertexAlphas&&a.enable(29);e.vertexUvs&&a.enable(30);e.vertexTangents&&a.enable(31);e.uvsVertexOnly&&a.enable(32);t.push(a.mask),a.disableAll(),e.fog&&a.enable(0);e.useFog&&a.enable(1);e.flatShading&&a.enable(2);e.logarithmicDepthBuffer&&a.enable(3);e.skinning&&a.enable(4);e.morphTargets&&a.enable(5);e.morphNormals&&a.enable(6);e.morphColors&&a.enable(7);e.premultipliedAlpha&&a.enable(8);e.shadowMapEnabled&&a.enable(9);e.physicallyCorrectLights&&a.enable(10);e.doubleSided&&a.enable(11);e.flipSided&&a.enable(12);e.useDepthPacking&&a.enable(13);e.dithering&&a.enable(14);e.specularIntensityMap&&a.enable(15);e.specularColorMap&&a.enable(16);e.transmission&&a.enable(17);e.transmissionMap&&a.enable(18);e.thicknessMap&&a.enable(19);e.sheen&&a.enable(20);e.sheenColorMap&&a.enable(21);e.sheenRoughnessMap&&a.enable(22);e.decodeVideoTexture&&a.enable(23);e.opaque&&a.enable(24);t.push(a.mask)}(n,e),n.push(t.outputEncoding)),n.push(e.customProgramCacheKey),n.join()},getUniforms:function(t){const e=p[t.type];let n;if(e){const t=Vd[e];n=wd.clone(t.uniforms)}else n=t.uniforms;return n},acquireProgram:function(e,n){let i;for(let t=0,e=u.length;t0?i.push(c):!0===s.transparent?r.push(c):n.push(c)},unshift:function(t,e,s,a,l,u){const c=o(t,e,s,a,l,u);s.transmission>0?i.unshift(c):!0===s.transparent?r.unshift(c):n.unshift(c)},finish:function(){for(let n=e,i=t.length;n1&&n.sort(t||Wp),i.length>1&&i.sort(e||jp),r.length>1&&r.sort(e||jp)}}} function Xp(){let t=new WeakMap;return{get:function(e,n){const i=t.get(e);let r;return void 0===i?(r=new qp,t.set(e,[r])):n>=i.length?(r=new qp,i.push(r)):r=i[n],r},dispose:function(){t=new WeakMap}}} function Yp(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case "DirectionalLight":n={direction:new Ec,color:new mc};break;case "SpotLight":n={position:new Ec,direction:new Ec,color:new mc,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case "PointLight":n={position:new Ec,color:new mc,distance:0,decay:0};break;case "HemisphereLight":n={direction:new Ec,skyColor:new mc,groundColor:new mc};break;case "RectAreaLight":n={color:new mc,position:new Ec,halfWidth:new Ec,halfHeight:new Ec}} return t[e.id]=n,n}}} let Zp=0;function Kp(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)} function Jp(t,e){const n=new Yp,i=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case "DirectionalLight":case "SpotLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new tc};break;case "PointLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new tc,shadowCameraNear:1,shadowCameraFar:1e3}} return t[e.id]=n,n}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0};for(let t=0;t<9;t++)r.probe.push(new Ec);const o=new Ec,s=new ih,a=new ih;return{setup:function(o,s){let a=0,l=0,u=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let c=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,_=0,x=0;o.sort(Kp);const y=!0!==s?Math.PI:1;for(let t=0,e=o.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=Bd.LTC_FLOAT_1,r.rectAreaLTC2=Bd.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=Bd.LTC_HALF_1,r.rectAreaLTC2=Bd.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=a,r.ambient[1]=l,r.ambient[2]=u;const b=r.hash;b.directionalLength===c&&b.pointLength===h&&b.spotLength===d&&b.rectAreaLength===f&&b.hemiLength===p&&b.numDirectionalShadows===m&&b.numPointShadows===g&&b.numSpotShadows===v&&b.numSpotMaps===_||(r.directional.length=c,r.spot.length=d,r.rectArea.length=f,r.point.length=h,r.hemi.length=p,r.directionalShadow.length=m,r.directionalShadowMap.length=m,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=v,r.spotShadowMap.length=v,r.directionalShadowMatrix.length=m,r.pointShadowMatrix.length=g,r.spotLightMatrix.length=v+_-x,r.spotLightMap.length=_,r.numSpotLightShadowsWithMaps=x,b.directionalLength=c,b.pointLength=h,b.spotLength=d,b.rectAreaLength=f,b.hemiLength=p,b.numDirectionalShadows=m,b.numPointShadows=g,b.numSpotShadows=v,b.numSpotMaps=_,r.version=Zp++)},setupView:function(t,e){let n=0,i=0,l=0,u=0,c=0;const h=e.matrixWorldInverse;for(let e=0,d=t.length;e=o.length?(s=new Qp(t,e),o.push(s)):s=o[r],s},dispose:function(){n=new WeakMap}}} class tm extends Vh{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)} copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}} class em extends Vh{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new Ec,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)} copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}} function nm(t,e,n){let i=new Id;const r=new tc,o=new tc,s=new wc,a=new tm({depthPacking:3201}),l=new em,u={},c=n.maxTextureSize,h={0:1,1:0,2:2},d=new Sd({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new tc},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),f=d.clone();f.defines.HORIZONTAL_PASS=1;const p=new nd;p.setAttribute("position",new jh(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const m=new gd(p,d),g=this;function v(n,i){const o=e.update(m);d.defines.VSM_SAMPLES!==n.blurSamples&&(d.defines.VSM_SAMPLES=n.blurSamples,f.defines.VSM_SAMPLES=n.blurSamples,d.needsUpdate=!0,f.needsUpdate=!0),null===n.mapPass&&(n.mapPass=new Sc(r.x,r.y)),d.uniforms.shadow_pass.value=n.map.texture,d.uniforms.resolution.value=n.mapSize,d.uniforms.radius.value=n.radius,t.setRenderTarget(n.mapPass),t.clear(),t.renderBufferDirect(i,null,o,d,m,null),f.uniforms.shadow_pass.value=n.mapPass.texture,f.uniforms.resolution.value=n.mapSize,f.uniforms.radius.value=n.radius,t.setRenderTarget(n.map),t.clear(),t.renderBufferDirect(i,null,o,f,m,null)} function _(e,n,i,r,o,s){let c=null;const d=!0===i.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==d)c=d;else if(c=!0===i.isPointLight?l:a,t.localClippingEnabled&&!0===n.clipShadows&&Array.isArray(n.clippingPlanes)&&0!==n.clippingPlanes.length||n.displacementMap&&0!==n.displacementScale||n.alphaMap&&n.alphaTest>0||n.map&&n.alphaTest>0){const t=c.uuid,e=n.uuid;let i=u[t];void 0===i&&(i={},u[t]=i);let r=i[e];void 0===r&&(r=c.clone(),i[e]=r),c=r} return c.visible=n.visible,c.wireframe=n.wireframe,c.side=3===s?null!==n.shadowSide?n.shadowSide:n.side:null!==n.shadowSide?n.shadowSide:h[n.side],c.alphaMap=n.alphaMap,c.alphaTest=n.alphaTest,c.map=n.map,c.clipShadows=n.clipShadows,c.clippingPlanes=n.clippingPlanes,c.clipIntersection=n.clipIntersection,c.displacementMap=n.displacementMap,c.displacementScale=n.displacementScale,c.displacementBias=n.displacementBias,c.wireframeLinewidth=n.wireframeLinewidth,c.linewidth=n.linewidth,!0===i.isPointLight&&!0===c.isMeshDistanceMaterial&&(c.referencePosition.setFromMatrixPosition(i.matrixWorld),c.nearDistance=r,c.farDistance=o),c} function x(n,r,o,s,a){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&3===a)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(o.matrixWorldInverse,n.matrixWorld);const i=e.update(n),r=n.material;if(Array.isArray(r)){const e=i.groups;for(let l=0,u=e.length;lc||r.y>c)&&(r.x>c&&(o.x=Math.floor(c/f.x),r.x=o.x*f.x,h.mapSize.x=o.x),r.y>c&&(o.y=Math.floor(c/f.y),r.y=o.y*f.y,h.mapSize.y=o.y)),null===h.map){const t=3!==this.type?{minFilter:1003,magFilter:1003}:{};h.map=new Sc(r.x,r.y,t),h.map.texture.name=u.name+".shadowMap",h.camera.updateProjectionMatrix()} t.setRenderTarget(h.map),t.clear();const p=h.getViewportCount();for(let t=0;t=1):-1!==L.indexOf("OpenGL ES")&&(P=parseFloat(/^OpenGL ES (\d)/.exec(L)[1]),A=P>=2);let R=null,O={};const F=t.getParameter(3088),I=t.getParameter(2978),N=(new wc).fromArray(F),z=(new wc).fromArray(I);function k(e,n,i){const r=new Uint8Array(4),o=t.createTexture();t.bindTexture(e,o),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;ei||t.height>i)&&(r=i/Math.max(t.width,t.height)),r<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const i=e?Ju:Math.floor,o=i(r*t.width),s=i(r*t.height);void 0===m&&(m=_(o,s));const a=n?_(o,s):m;a.width=o,a.height=s;return a.getContext("2d").drawImage(t,0,0,o,s),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+o+"x"+s+")."),a} return"data" in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t} return t} function y(t){return Ku(t.width)&&Ku(t.height)} function b(t,e){return t.generateMipmaps&&e&&1003!==t.minFilter&&1006!==t.minFilter} function w(e){t.generateMipmap(e)} function S(n,i,r,o,s=!1){if(!1===a)return i;if(null!==n){if(void 0!==t[n])return t[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+n+"'")} let l=i;return 6403===i&&(5126===r&&(l=33326),5131===r&&(l=33325),5121===r&&(l=33321)),33319===i&&(5126===r&&(l=33328),5131===r&&(l=33327),5121===r&&(l=33323)),6408===i&&(5126===r&&(l=34836),5131===r&&(l=34842),5121===r&&(l=3001===o&&!1===s?35907:32856),32819===r&&(l=32854),32820===r&&(l=32855)),33325!==l&&33326!==l&&33327!==l&&33328!==l&&34842!==l&&34836!==l||e.get("EXT_color_buffer_float"),l} function M(t,e,n){return!0===b(t,n)||t.isFramebufferTexture&&1003!==t.minFilter&&1006!==t.minFilter?Math.log2(Math.max(e.width,e.height))+1:void 0!==t.mipmaps&&t.mipmaps.length>0?t.mipmaps.length:t.isCompressedTexture&&Array.isArray(t.image)?e.mipmaps.length:1} function D(t){return 1003===t||1004===t||1005===t?9728:9729} function T(t){const e=t.target;e.removeEventListener("dispose",T),function(t){const e=i.get(t);if(void 0===e.__webglInit)return;const n=t.source,r=g.get(n);if(r){const i=r[e.__cacheKey];i.usedTimes--,0===i.usedTimes&&C(t),0===Object.keys(r).length&&g.delete(n)} i.remove(t)}(e),e.isVideoTexture&&p.delete(e)} function E(e){const n=e.target;n.removeEventListener("dispose",E),function(e){const n=e.texture,r=i.get(e),o=i.get(n);void 0!==o.__webglTexture&&(t.deleteTexture(o.__webglTexture),s.memory.textures--);e.depthTexture&&e.depthTexture.dispose();if(e.isWebGLCubeRenderTarget) for(let e=0;e<6;e++)t.deleteFramebuffer(r.__webglFramebuffer[e]),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer[e]);else{if(t.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&t.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer) for(let e=0;e0&&r.__version!==t.version){const n=t.image;if(null===n)console.warn("THREE.WebGLRenderer: Texture marked for update but no image data found.");else{if(!1!==n.complete)return void I(r,t,e);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}} n.bindTexture(3553,r.__webglTexture,33984+e)} const L={1e3:10497,1001:33071,1002:33648},R={1003:9728,1004:9984,1005:9986,1006:9729,1007:9985,1008:9987};function O(n,o,s){if(s?(t.texParameteri(n,10242,L[o.wrapS]),t.texParameteri(n,10243,L[o.wrapT]),32879!==n&&35866!==n||t.texParameteri(n,32882,L[o.wrapR]),t.texParameteri(n,10240,R[o.magFilter]),t.texParameteri(n,10241,R[o.minFilter])):(t.texParameteri(n,10242,33071),t.texParameteri(n,10243,33071),32879!==n&&35866!==n||t.texParameteri(n,32882,33071),1001===o.wrapS&&1001===o.wrapT||console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping."),t.texParameteri(n,10240,D(o.magFilter)),t.texParameteri(n,10241,D(o.minFilter)),1003!==o.minFilter&&1006!==o.minFilter&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.")),!0===e.has("EXT_texture_filter_anisotropic")){const s=e.get("EXT_texture_filter_anisotropic");if(1003===o.magFilter)return;if(1005!==o.minFilter&&1008!==o.minFilter)return;if(1015===o.type&&!1===e.has("OES_texture_float_linear"))return;if(!1===a&&1016===o.type&&!1===e.has("OES_texture_half_float_linear"))return;(o.anisotropy>1||i.get(o).__currentAnisotropy)&&(t.texParameterf(n,s.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(o.anisotropy,r.getMaxAnisotropy())),i.get(o).__currentAnisotropy=o.anisotropy)}} function F(e,n){let i=!1;void 0===e.__webglInit&&(e.__webglInit=!0,n.addEventListener("dispose",T));const r=n.source;let o=g.get(r);void 0===o&&(o={},g.set(r,o));const a=function(t){const e=[];return e.push(t.wrapS),e.push(t.wrapT),e.push(t.wrapR||0),e.push(t.magFilter),e.push(t.minFilter),e.push(t.anisotropy),e.push(t.internalFormat),e.push(t.format),e.push(t.type),e.push(t.generateMipmaps),e.push(t.premultiplyAlpha),e.push(t.flipY),e.push(t.unpackAlignment),e.push(t.encoding),e.join()}(n);if(a!==e.__cacheKey){void 0===o[a]&&(o[a]={texture:t.createTexture(),usedTimes:0},s.memory.textures++,i=!0),o[a].usedTimes++;const r=o[e.__cacheKey];void 0!==r&&(o[e.__cacheKey].usedTimes--,0===r.usedTimes&&C(n)),e.__cacheKey=a,e.__webglTexture=o[a].texture} return i} function I(e,r,s){let l=3553;(r.isDataArrayTexture||r.isCompressedArrayTexture)&&(l=35866),r.isData3DTexture&&(l=32879);const u=F(e,r),h=r.source;n.bindTexture(l,e.__webglTexture,33984+s);const d=i.get(h);if(h.version!==d.__version||!0===u){n.activeTexture(33984+s),t.pixelStorei(37440,r.flipY),t.pixelStorei(37441,r.premultiplyAlpha),t.pixelStorei(3317,r.unpackAlignment),t.pixelStorei(37443,0);const e=function(t){return!a&&(1001!==t.wrapS||1001!==t.wrapT||1003!==t.minFilter&&1006!==t.minFilter)}(r)&&!1===y(r.image);let i=x(r.image,e,!1,c);i=V(r,i);const f=y(i)||a,p=o.convert(r.format,r.encoding);let m,g=o.convert(r.type),v=S(r.internalFormat,p,g,r.encoding,r.isVideoTexture);O(l,r,f);const _=r.mipmaps,D=a&&!0!==r.isVideoTexture,T=void 0===d.__version||!0===u,E=M(r,i,f);if(r.isDepthTexture)v=6402,a?v=1015===r.type?36012:1014===r.type?33190:1020===r.type?35056:33189:1015===r.type&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),1026===r.format&&6402===v&&1012!==r.type&&1014!==r.type&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),r.type=1014,g=o.convert(r.type)),1027===r.format&&6402===v&&(v=34041,1020!==r.type&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),r.type=1020,g=o.convert(r.type))),T&&(D?n.texStorage2D(3553,1,v,i.width,i.height):n.texImage2D(3553,0,v,i.width,i.height,0,p,g,null));else if(r.isDataTexture) if(_.length>0&&f){D&&T&&n.texStorage2D(3553,E,v,_[0].width,_[0].height);for(let t=0,e=_.length;t>=1,e>>=1}}else if(_.length>0&&f){D&&T&&n.texStorage2D(3553,E,v,_[0].width,_[0].height);for(let t=0,e=_.length;t=34069&&l<=34074)&&t.framebufferTexture2D(36160,a,l,i.get(s).__webglTexture,0),n.bindFramebuffer(36160,null)} function z(e,n,i){if(t.bindRenderbuffer(36161,e),n.depthBuffer&&!n.stencilBuffer){let r=33189;if(i||B(n)){const e=n.depthTexture;e&&e.isDepthTexture&&(1015===e.type?r=36012:1014===e.type&&(r=33190));const i=U(n);B(n)?d.renderbufferStorageMultisampleEXT(36161,i,r,n.width,n.height):t.renderbufferStorageMultisample(36161,i,r,n.width,n.height)}else t.renderbufferStorage(36161,r,n.width,n.height);t.framebufferRenderbuffer(36160,36096,36161,e)}else if(n.depthBuffer&&n.stencilBuffer){const r=U(n);i&&!1===B(n)?t.renderbufferStorageMultisample(36161,r,35056,n.width,n.height):B(n)?d.renderbufferStorageMultisampleEXT(36161,r,35056,n.width,n.height):t.renderbufferStorage(36161,34041,n.width,n.height),t.framebufferRenderbuffer(36160,33306,36161,e)}else{const e=!0===n.isWebGLMultipleRenderTargets?n.texture:[n.texture];for(let r=0;r0&&!0===e.has("WEBGL_multisampled_render_to_texture")&&!1!==n.__useRenderToTexture} function V(t,n){const i=t.encoding,r=t.format,o=t.type;return!0===t.isCompressedTexture||!0===t.isVideoTexture||1035===t.format||3e3!==i&&(3001===i?!1===a?!0===e.has("EXT_sRGB")&&1023===r?(t.format=1035,t.minFilter=1006,t.generateMipmaps=!1):n=vc.sRGBToLinear(n):1023===r&&1009===o||console.warn("THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):console.error("THREE.WebGLTextures: Unsupported texture encoding:",i)),n} this.allocateTextureUnit=function(){const t=A;return t>=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+l),A+=1,t},this.resetTextureUnits=function(){A=0},this.setTexture2D=P,this.setTexture2DArray=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?I(r,t,e):n.bindTexture(35866,r.__webglTexture,33984+e)},this.setTexture3D=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?I(r,t,e):n.bindTexture(32879,r.__webglTexture,33984+e)},this.setTextureCube=function(e,r){const s=i.get(e);e.version>0&&s.__version!==e.version?function(e,r,s){if(6!==r.image.length)return;const l=F(e,r),c=r.source;n.bindTexture(34067,e.__webglTexture,33984+s);const h=i.get(c);if(c.version!==h.__version||!0===l){n.activeTexture(33984+s),t.pixelStorei(37440,r.flipY),t.pixelStorei(37441,r.premultiplyAlpha),t.pixelStorei(3317,r.unpackAlignment),t.pixelStorei(37443,0);const e=r.isCompressedTexture||r.image[0].isCompressedTexture,i=r.image[0]&&r.image[0].isDataTexture,d=[];for(let t=0;t<6;t++)d[t]=e||i?i?r.image[t].image:r.image[t]:x(r.image[t],!1,!0,u),d[t]=V(r,d[t]);const f=d[0],p=y(f)||a,m=o.convert(r.format,r.encoding),g=o.convert(r.type),v=S(r.internalFormat,m,g,r.encoding),_=a&&!0!==r.isVideoTexture,D=void 0===h.__version||!0===l;let T,E=M(r,f,p);if(O(34067,r,p),e){_&&D&&n.texStorage2D(34067,E,v,f.width,f.height);for(let t=0;t<6;t++){T=d[t].mipmaps;for(let e=0;e0&&E++,n.texStorage2D(34067,E,v,d[0].width,d[0].height));for(let t=0;t<6;t++) if(i){_?n.texSubImage2D(34069+t,0,0,0,d[t].width,d[t].height,m,g,d[t].data):n.texImage2D(34069+t,0,v,d[t].width,d[t].height,0,m,g,d[t].data);for(let e=0;e0&&!1===B(e)){const i=d?l:[l];u.__webglMultisampledFramebuffer=t.createFramebuffer(),u.__webglColorRenderbuffer=[],n.bindFramebuffer(36160,u.__webglMultisampledFramebuffer);for(let n=0;n0&&!1===B(e)){const r=e.isWebGLMultipleRenderTargets?e.texture:[e.texture],o=e.width,s=e.height;let a=16384;const l=[],u=e.stencilBuffer?33306:36096,c=i.get(e),h=!0===e.isWebGLMultipleRenderTargets;if(h) for(let e=0;ea+u?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&s<=a-u&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==a&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(a.matrix.fromArray(r.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),r.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(r.linearVelocity)):a.hasLinearVelocity=!1,r.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(r.angularVelocity)):a.hasAngularVelocity=!1));null!==s&&(i=e.getPose(t.targetRaySpace,n),null===i&&null!==r&&(i=r),null!==i&&(s.matrix.fromArray(i.transform.matrix),s.matrix.decompose(s.position,s.rotation,s.scale),i.linearVelocity?(s.hasLinearVelocity=!0,s.linearVelocity.copy(i.linearVelocity)):s.hasLinearVelocity=!1,i.angularVelocity?(s.hasAngularVelocity=!0,s.angularVelocity.copy(i.angularVelocity)):s.hasAngularVelocity=!1,this.dispatchEvent(lm)))} return null!==s&&(s.visible=null!==i),null!==a&&(a.visible=null!==r),null!==l&&(l.visible=null!==o),this} _getHandJoint(t,e){if(void 0===t.joints[e.jointName]){const n=new am;n.matrixAutoUpdate=!1,n.visible=!1,t.joints[e.jointName]=n,t.add(n)} return t.joints[e.jointName]}} class cm extends bc{constructor(t,e,n,i,r,o,s,a,l,u){if(1026!==(u=void 0!==u?u:1026)&&1027!==u)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===n&&1026===u&&(n=1014),void 0===n&&1027===u&&(n=1020),super(null,i,r,o,s,a,u,n,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==s?s:1003,this.minFilter=void 0!==a?a:1003,this.flipY=!1,this.generateMipmaps=!1}} class hm extends Hu{constructor(t,e){super();const n=this;let i=null,r=1,o=null,s="local-floor",a=null,l=null,u=null,c=null,h=null,d=null;const f=e.getContextAttributes();let p=null,m=null;const g=[],v=[],_=new Set,x=new Map,y=new Dd;y.layers.enable(1),y.viewport=new wc;const b=new Dd;b.layers.enable(2),b.viewport=new wc;const w=[y,b],S=new sm;S.layers.enable(1),S.layers.enable(2);let M=null,D=null;function T(t){const e=v.indexOf(t.inputSource);if(-1===e)return;const n=g[e];void 0!==n&&n.dispatchEvent({type:t.type,data:t.inputSource})} function E(){i.removeEventListener("select",T),i.removeEventListener("selectstart",T),i.removeEventListener("selectend",T),i.removeEventListener("squeeze",T),i.removeEventListener("squeezestart",T),i.removeEventListener("squeezeend",T),i.removeEventListener("end",E),i.removeEventListener("inputsourceschange",C);for(let t=0;t=0&&(v[i]=null,g[i].disconnect(n))} for(let e=0;e=v.length){v.push(n),i=t;break} if(null===v[t]){v[t]=n,i=t;break}} if(-1===i)break} const r=g[i];r&&r.connect(n)}} this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(t){let e=g[t];return void 0===e&&(e=new um,g[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=g[t];return void 0===e&&(e=new um,g[t]=e),e.getGripSpace()},this.getHand=function(t){let e=g[t];return void 0===e&&(e=new um,g[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){r=t,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){s=t,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return a||o},this.setReferenceSpace=function(t){a=t},this.getBaseLayer=function(){return null!==c?c:h},this.getBinding=function(){return u},this.getFrame=function(){return d},this.getSession=function(){return i},this.setSession=async function(l){if(i=l,null!==i){if(p=t.getRenderTarget(),i.addEventListener("select",T),i.addEventListener("selectstart",T),i.addEventListener("selectend",T),i.addEventListener("squeeze",T),i.addEventListener("squeezestart",T),i.addEventListener("squeezeend",T),i.addEventListener("end",E),i.addEventListener("inputsourceschange",C),!0!==f.xrCompatible&&await e.makeXRCompatible(),void 0===i.renderState.layers||!1===t.capabilities.isWebGL2){const n={antialias:void 0!==i.renderState.layers||f.antialias,alpha:f.alpha,depth:f.depth,stencil:f.stencil,framebufferScaleFactor:r};h=new XRWebGLLayer(i,e,n),i.updateRenderState({baseLayer:h}),m=new Sc(h.framebufferWidth,h.framebufferHeight,{format:1023,type:1009,encoding:t.outputEncoding,stencilBuffer:f.stencil})}else{let n=null,o=null,s=null;f.depth&&(s=f.stencil?35056:33190,n=f.stencil?1027:1026,o=f.stencil?1020:1014);const a={colorFormat:32856,depthFormat:s,scaleFactor:r};u=new XRWebGLBinding(i,e),c=u.createProjectionLayer(a),i.updateRenderState({layers:[c]}),m=new Sc(c.textureWidth,c.textureHeight,{format:1023,type:1009,depthTexture:new cm(c.textureWidth,c.textureHeight,o,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:f.stencil,encoding:t.outputEncoding,samples:f.antialias?4:0});t.properties.get(m).__ignoreDepthValues=c.ignoreDepthValues} m.isXRRenderTarget=!0,this.setFoveation(1),a=null,o=await i.requestReferenceSpace(s),O.setContext(i),O.start(),n.isPresenting=!0,n.dispatchEvent({type:"sessionstart"})}};const A=new Ec,P=new Ec;function L(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()} this.updateCamera=function(t){if(null===i)return;S.near=b.near=y.near=t.near,S.far=b.far=y.far=t.far,M===S.near&&D===S.far||(i.updateRenderState({depthNear:S.near,depthFar:S.far}),M=S.near,D=S.far);const e=t.parent,n=S.cameras;L(S,e);for(let t=0;te&&(x.set(t,t.lastChangedTime),n.dispatchEvent({type:"planechanged",data:t}))}else _.add(t),x.set(t,i.lastChangedTime),n.dispatchEvent({type:"planeadded",data:t})} d=null})),this.setAnimationLoop=function(t){R=t},this.dispose=function(){}}} function dm(t,e){function n(n,i){n.opacity.value=i.opacity,i.color&&n.diffuse.value.copy(i.color),i.emissive&&n.emissive.value.copy(i.emissive).multiplyScalar(i.emissiveIntensity),i.map&&(n.map.value=i.map),i.alphaMap&&(n.alphaMap.value=i.alphaMap),i.bumpMap&&(n.bumpMap.value=i.bumpMap,n.bumpScale.value=i.bumpScale,1===i.side&&(n.bumpScale.value*=-1)),i.displacementMap&&(n.displacementMap.value=i.displacementMap,n.displacementScale.value=i.displacementScale,n.displacementBias.value=i.displacementBias),i.emissiveMap&&(n.emissiveMap.value=i.emissiveMap),i.normalMap&&(n.normalMap.value=i.normalMap,n.normalScale.value.copy(i.normalScale),1===i.side&&n.normalScale.value.negate()),i.specularMap&&(n.specularMap.value=i.specularMap),i.alphaTest>0&&(n.alphaTest.value=i.alphaTest);const r=e.get(i).envMap;if(r&&(n.envMap.value=r,n.flipEnvMap.value=r.isCubeTexture&&!1===r.isRenderTargetTexture?-1:1,n.reflectivity.value=i.reflectivity,n.ior.value=i.ior,n.refractionRatio.value=i.refractionRatio),i.lightMap){n.lightMap.value=i.lightMap;const e=!0!==t.physicallyCorrectLights?Math.PI:1;n.lightMapIntensity.value=i.lightMapIntensity*e} let o,s;i.aoMap&&(n.aoMap.value=i.aoMap,n.aoMapIntensity.value=i.aoMapIntensity),i.map?o=i.map:i.specularMap?o=i.specularMap:i.displacementMap?o=i.displacementMap:i.normalMap?o=i.normalMap:i.bumpMap?o=i.bumpMap:i.roughnessMap?o=i.roughnessMap:i.metalnessMap?o=i.metalnessMap:i.alphaMap?o=i.alphaMap:i.emissiveMap?o=i.emissiveMap:i.clearcoatMap?o=i.clearcoatMap:i.clearcoatNormalMap?o=i.clearcoatNormalMap:i.clearcoatRoughnessMap?o=i.clearcoatRoughnessMap:i.iridescenceMap?o=i.iridescenceMap:i.iridescenceThicknessMap?o=i.iridescenceThicknessMap:i.specularIntensityMap?o=i.specularIntensityMap:i.specularColorMap?o=i.specularColorMap:i.transmissionMap?o=i.transmissionMap:i.thicknessMap?o=i.thicknessMap:i.sheenColorMap?o=i.sheenColorMap:i.sheenRoughnessMap&&(o=i.sheenRoughnessMap),void 0!==o&&(o.isWebGLRenderTarget&&(o=o.texture),!0===o.matrixAutoUpdate&&o.updateMatrix(),n.uvTransform.value.copy(o.matrix)),i.aoMap?s=i.aoMap:i.lightMap&&(s=i.lightMap),void 0!==s&&(s.isWebGLRenderTarget&&(s=s.texture),!0===s.matrixAutoUpdate&&s.updateMatrix(),n.uv2Transform.value.copy(s.matrix))} return{refreshFogUniforms:function(e,n){n.color.getRGB(e.fogColor.value,bd(t)),n.isFog?(e.fogNear.value=n.near,e.fogFar.value=n.far):n.isFogExp2&&(e.fogDensity.value=n.density)},refreshMaterialUniforms:function(t,i,r,o,s){i.isMeshBasicMaterial||i.isMeshLambertMaterial?n(t,i):i.isMeshToonMaterial?(n(t,i),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,i)):i.isMeshPhongMaterial?(n(t,i),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,i)):i.isMeshStandardMaterial?(n(t,i),function(t,n){t.roughness.value=n.roughness,t.metalness.value=n.metalness,n.roughnessMap&&(t.roughnessMap.value=n.roughnessMap);n.metalnessMap&&(t.metalnessMap.value=n.metalnessMap);e.get(n).envMap&&(t.envMapIntensity.value=n.envMapIntensity)}(t,i),i.isMeshPhysicalMaterial&&function(t,e,n){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,1===e.side&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=n.texture,t.transmissionSamplerSize.value.set(n.width,n.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,i,s)):i.isMeshMatcapMaterial?(n(t,i),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,i)):i.isMeshDepthMaterial?n(t,i):i.isMeshDistanceMaterial?(n(t,i),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,i)):i.isMeshNormalMaterial?n(t,i):i.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,i),i.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,i)):i.isPointsMaterial?function(t,e,n,i){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*n,t.scale.value=.5*i,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,i,r,o):i.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let n;e.map?n=e.map:e.alphaMap&&(n=e.alphaMap);void 0!==n&&(!0===n.matrixAutoUpdate&&n.updateMatrix(),t.uvTransform.value.copy(n.matrix))}(t,i):i.isShadowMaterial?(t.color.value.copy(i.color),t.opacity.value=i.opacity):i.isShaderMaterial&&(i.uniformsNeedUpdate=!1)}}} function fm(t,e,n,i){let r={},o={},s=[];const a=n.isWebGL2?t.getParameter(35375):0;function l(t,e,n){const i=t.value;if(void 0===n[e]){if("number"==typeof i)n[e]=i;else{const t=Array.isArray(i)?i:[i],r=[];for(let e=0;e0){i=n%16;const t=16-i;0!==i&&t-o.boundary<0&&(n+=16-i,r.__offset=n)} n+=o.storage} i=n%16,i>0&&(n+=16-i);t.__size=n,t.__cache={}}(n),d=function(e){const n=function(){for(let t=0;t0&&function(t,e,n){const i=G.isWebGL2;null===N&&(N=new Sc(1,1,{generateMipmaps:!0,type:H.has("EXT_color_buffer_half_float")?1016:1009,minFilter:1008,samples:i&&!0===o?4:0}));m.getDrawingBufferSize(k),i?N.setSize(k.x,k.y):N.setSize(Ju(k.x),Ju(k.y));const r=m.getRenderTarget();m.setRenderTarget(N),m.clear();const s=m.toneMapping;m.toneMapping=0,Dt(t,e,n),m.toneMapping=s,X.updateMultisampleRenderTarget(N),X.updateRenderTargetMipmap(N),m.setRenderTarget(r)}(r,e,n),i&&W.viewport(w.copy(i)),r.length>0&&Dt(r,e,n),s.length>0&&Dt(s,e,n),a.length>0&&Dt(a,e,n),W.buffers.depth.setTest(!0),W.buffers.depth.setMask(!0),W.buffers.color.setMask(!0),W.setPolygonOffset(!1)} function Dt(t,e,n){const i=!0===e.isScene?e.overrideMaterial:null;for(let r=0,o=t.length;r0?p[p.length-1]:null,f.pop(),h=f.length>0?f[f.length-1]:null},this.getActiveCubeFace=function(){return v},this.getActiveMipmapLevel=function(){return _},this.getRenderTarget=function(){return x},this.setRenderTargetTextures=function(t,e,n){q.get(t.texture).__webglTexture=e,q.get(t.depthTexture).__webglTexture=n;const i=q.get(t);i.__hasExternalTextures=!0,i.__hasExternalTextures&&(i.__autoAllocateDepthBuffer=void 0===n,i.__autoAllocateDepthBuffer||!0===H.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),i.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(t,e){const n=q.get(t);n.__webglFramebuffer=e,n.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,n=0){x=t,v=e,_=n;let i=!0,r=null,o=!1,s=!1;if(t){const n=q.get(t);void 0!==n.__useDefaultFramebuffer?(W.bindFramebuffer(36160,null),i=!1):void 0===n.__webglFramebuffer?X.setupRenderTarget(t):n.__hasExternalTextures&&X.rebindTextures(t,q.get(t.texture).__webglTexture,q.get(t.depthTexture).__webglTexture);const a=t.texture;(a.isData3DTexture||a.isDataArrayTexture||a.isCompressedArrayTexture)&&(s=!0);const l=q.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=l[e],o=!0):r=G.isWebGL2&&t.samples>0&&!1===X.useMultisampledRTT(t)?q.get(t).__webglMultisampledFramebuffer:l,w.copy(t.viewport),S.copy(t.scissor),M=t.scissorTest}else w.copy(P).multiplyScalar(E).floor(),S.copy(L).multiplyScalar(E).floor(),M=R;if(W.bindFramebuffer(36160,r)&&G.drawBuffers&&i&&W.drawBuffers(t,r),W.viewport(w),W.scissor(S),W.setScissorTest(M),o){const i=q.get(t.texture);dt.framebufferTexture2D(36160,36064,34069+e,i.__webglTexture,n)}else if(s){const i=q.get(t.texture),r=e||0;dt.framebufferTextureLayer(36160,36064,i.__webglTexture,n||0,r)} y=-1},this.readRenderTargetPixels=function(t,e,n,i,r,o,s){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let a=q.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==s&&(a=a[s]),a){W.bindFramebuffer(36160,a);try{const s=t.texture,a=s.format,l=s.type;if(1023!==a&&ut.convert(a)!==dt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const u=1016===l&&(H.has("EXT_color_buffer_half_float")||G.isWebGL2&&H.has("EXT_color_buffer_float"));if(!(1009===l||ut.convert(l)===dt.getParameter(35738)||1015===l&&(G.isWebGL2||H.has("OES_texture_float")||H.has("WEBGL_color_buffer_float"))||u))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&dt.readPixels(e,n,i,r,ut.convert(a),ut.convert(l),o)}finally{const t=null!==x?q.get(x).__webglFramebuffer:null;W.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),o=Math.floor(e.image.height*i);X.setTexture2D(e,0),dt.copyTexSubImage2D(3553,n,0,0,t.x,t.y,r,o),W.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,o=e.image.height,s=ut.convert(n.format),a=ut.convert(n.type);X.setTexture2D(n,0),dt.pixelStorei(37440,n.flipY),dt.pixelStorei(37441,n.premultiplyAlpha),dt.pixelStorei(3317,n.unpackAlignment),e.isDataTexture?dt.texSubImage2D(3553,i,t.x,t.y,r,o,s,a,e.image.data):e.isCompressedTexture?dt.compressedTexSubImage2D(3553,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,s,e.mipmaps[0].data):dt.texSubImage2D(3553,i,t.x,t.y,s,a,e.image),0===i&&n.generateMipmaps&&dt.generateMipmap(3553),W.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(m.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const o=t.max.x-t.min.x+1,s=t.max.y-t.min.y+1,a=t.max.z-t.min.z+1,l=ut.convert(i.format),u=ut.convert(i.type);let c;if(i.isData3DTexture)X.setTexture3D(i,0),c=32879;else{if(!i.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");X.setTexture2DArray(i,0),c=35866} dt.pixelStorei(37440,i.flipY),dt.pixelStorei(37441,i.premultiplyAlpha),dt.pixelStorei(3317,i.unpackAlignment);const h=dt.getParameter(3314),d=dt.getParameter(32878),f=dt.getParameter(3316),p=dt.getParameter(3315),g=dt.getParameter(32877),v=n.isCompressedTexture?n.mipmaps[0]:n.image;dt.pixelStorei(3314,v.width),dt.pixelStorei(32878,v.height),dt.pixelStorei(3316,t.min.x),dt.pixelStorei(3315,t.min.y),dt.pixelStorei(32877,t.min.z),n.isDataTexture||n.isData3DTexture?dt.texSubImage3D(c,r,e.x,e.y,e.z,o,s,a,l,u,v.data):n.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),dt.compressedTexSubImage3D(c,r,e.x,e.y,e.z,o,s,a,l,v.data)):dt.texSubImage3D(c,r,e.x,e.y,e.z,o,s,a,l,u,v),dt.pixelStorei(3314,h),dt.pixelStorei(32878,d),dt.pixelStorei(3316,f),dt.pixelStorei(3315,p),dt.pixelStorei(32877,g),0===r&&i.generateMipmaps&&dt.generateMipmap(c),W.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?X.setTextureCube(t,0):t.isData3DTexture?X.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?X.setTexture2DArray(t,0):X.setTexture2D(t,0),W.unbindTexture()},this.resetState=function(){v=0,_=0,x=null,W.reset(),ct.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}(class extends pm{}).prototype.isWebGL1Renderer=!0;class mm extends Ch{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))} copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this} toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.backgroundIntensity=this.backgroundIntensity),e} get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate} set autoUpdate(t){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=t}} class gm extends bc{constructor(t,e,n,i,r,o,s,a,l){super(t,e,n,i,r,o,s,a,l),this.isVideoTexture=!0,this.minFilter=void 0!==o?o:1006,this.magFilter=void 0!==r?r:1006,this.generateMipmaps=!1;const u=this;"requestVideoFrameCallback" in t&&t.requestVideoFrameCallback((function e(){u.needsUpdate=!0,t.requestVideoFrameCallback(e)}))} clone(){return new this.constructor(this.image).copy(this)} update(){const t=this.image;!1==="requestVideoFrameCallback" in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}} function vm(t,e,n){return xm(t)?new t.constructor(t.subarray(e,void 0!==n?n:t.length)):t.slice(e,n)} function _m(t,e,n){return!t||!n&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)} function xm(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)} class ym{constructor(t,e,n,i){this.parameterPositions=t,this._cachedIndex=0,this.resultBuffer=void 0!==i?i:new e.constructor(n),this.sampleValues=e,this.valueSize=n,this.settings=null,this.DefaultSettings_={}} evaluate(t){const e=this.parameterPositions;let n=this._cachedIndex,i=e[n],r=e[n-1];t:{e:{let o;n:{i:if(!(t=r)break t;{const s=e[1];t=r)break e} o=n,n=0}} for(;n>>1;te;)--o;if(++o,0!==r||o!==i){r>=o&&(o=Math.max(o,1),r=o-1);const t=this.getValueSize();this.times=vm(n,r,o),this.values=vm(this.values,r*t,o*t)} return this} validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let o=null;for(let e=0;e!==r;e++){const i=n[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break} if(null!==o&&o>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,o),t=!1;break} o=i} if(void 0!==i&&xm(i)) for(let e=0,n=i.length;e!==n;++e){const n=i[e];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,n),t=!1;break}} return t} optimize(){const t=vm(this.times),e=vm(this.values),n=this.getValueSize(),i=2302===this.getInterpolation(),r=t.length-1;let o=1;for(let s=1;s0){t[o]=t[r];for(let t=r*n,i=o*n,s=0;s!==n;++s)e[i+s]=e[t+s];++o} return o!==t.length?(this.times=vm(t,0,o),this.values=vm(e,0,o*n)):(this.times=t,this.values=e),this} clone(){const t=vm(this.times,0),e=vm(this.values,0),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}} Mm.prototype.TimeBufferType=Float32Array,Mm.prototype.ValueBufferType=Float32Array,Mm.prototype.DefaultInterpolation=2301;class Dm extends Mm{} Dm.prototype.ValueTypeName="bool",Dm.prototype.ValueBufferType=Array,Dm.prototype.DefaultInterpolation=2300,Dm.prototype.InterpolantFactoryMethodLinear=void 0,Dm.prototype.InterpolantFactoryMethodSmooth=void 0;class Tm extends Mm{} Tm.prototype.ValueTypeName="color";class Em extends Mm{} Em.prototype.ValueTypeName="number";class Cm extends ym{constructor(t,e,n,i){super(t,e,n,i)} interpolate_(t,e,n,i){const r=this.resultBuffer,o=this.sampleValues,s=this.valueSize,a=(n-e)/(i-e);let l=t*s;for(let t=l+s;l!==t;l+=4)Tc.slerpFlat(r,0,o,l-s,o,l,a);return r}} class Am extends Mm{InterpolantFactoryMethodLinear(t){return new Cm(this.times,this.values,this.getValueSize(),t)}} Am.prototype.ValueTypeName="quaternion",Am.prototype.DefaultInterpolation=2301,Am.prototype.InterpolantFactoryMethodSmooth=void 0;class Pm extends Mm{} Pm.prototype.ValueTypeName="string",Pm.prototype.ValueBufferType=Array,Pm.prototype.DefaultInterpolation=2300,Pm.prototype.InterpolantFactoryMethodLinear=void 0,Pm.prototype.InterpolantFactoryMethodSmooth=void 0;class Lm extends Mm{} Lm.prototype.ValueTypeName="vector";Error;class Rm{constructor(t=!0){this.autoStart=t,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1} start(){this.startTime=Om(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0} stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1} getElapsedTime(){return this.getDelta(),this.elapsedTime} getDelta(){let t=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const e=Om();t=(e-this.oldTime)/1e3,this.oldTime=e,this.elapsedTime+=t} return t}} function Om(){return("undefined"==typeof performance?Date:performance).now()} const Fm=new RegExp("[\\[\\]\\.:\\/]","g"),Im="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",Nm=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC","[^\\[\\]\\.:\\/]")+/(WCOD+)?/.source.replace("WCOD",Im)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC","[^\\[\\]\\.:\\/]")+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC","[^\\[\\]\\.:\\/]")+"$"),zm=["material","materials","bones","map"];class km{constructor(t,e,n){this.path=e,this.parsedPath=n||km.parseTrackName(e),this.node=km.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound} static create(t,e,n){return t&&t.isAnimationObjectGroup?new km.Composite(t,e,n):new km(t,e,n)} static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(Fm,"")} static parseTrackName(t){const e=Nm.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==zm.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)} if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n} static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n} if(t.children){const n=function(t){for(let i=0;i x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);"," vec4 x12 = x0.xyxy + C.xxzz;"," x12.xy -= i1;"," i = mod289(i); // Avoid truncation effects in permutation"," vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))","\t\t+ i.x + vec3(0.0, i1.x, 1.0 ));"," vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);"," m = m*m ;"," m = m*m ;"," vec3 x = 2.0 * fract(p * C.www) - 1.0;"," vec3 h = abs(x) - 0.5;"," vec3 ox = floor(x + 0.5);"," vec3 a0 = x - ox;"," m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );"," vec3 g;"," g.x = a0.x * x0.x + h.x * x0.y;"," g.yz = a0.yz * x12.xz + h.yz * x12.yw;"," return 130.0 * dot(m, g);","}","void main() {","vec2 p = vUv;","p -= vec2(0.5);","p *= 1. - (distortion * 0.03);","p += vec2(0.5);","float ty = time*speed;","float yt = p.y - ty;","float offset = snoise(vec2(yt*3.0,0.0))*0.2;","offset = offset * distortion * offset * distortion * offset;","offset += snoise(vec2(yt*50.0,0.0))*distortion2*0.001;","gl_FragColor = texture2D(tDiffuse, vec2(fract(p.x + offset), fract(p.y+ offset)));","}"].join("\n")},Qm={uniforms:{tDiffuse:{type:"t",value:null},time:{type:"f",value:0},amount:{type:"f",value:.5},size:{type:"f",value:4}},vertexShader:["varying vec2 vUv;","void main() {","vUv = uv;","gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float time;","uniform float amount;","uniform float size;","varying vec2 vUv;","float rand(vec2 co){","return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);","}","void main() {","vec2 p = vUv;","vec4 color = texture2D(tDiffuse, p);","float xs = floor(gl_FragCoord.x / size);","float ys = floor(gl_FragCoord.y / size);","vec4 snow = vec4(rand(vec2(xs * time,ys * time))*amount);","gl_FragColor = color+ snow;","}"].join("\n")};function $m(t,e){return($m=Object.setPrototypeOf?Object.setPrototypeOf.bind():function(t,e){return t.__proto__=e,t})(t,e)} var tg=new r({define:[{namespace:"layout",assign:".cb-layout",component:il},{namespace:"cursor",component:sl},{namespace:"loader",assign:".cb-loader",component:ll},{namespace:"divider",assign:".cb-divider",component:Ul},{namespace:"button",assign:".cb-btn",component:Vl},{namespace:"navbar",assign:".cb-navbar",component:Gl},{namespace:"menu",assign:".cb-menu",component:wu},{namespace:"intouch",assign:".cb-intouch",component:Mu},{namespace:"tophead",assign:".cb-tophead",component:Tu},{namespace:"overview",assign:".cb-overview",component:Iu},{namespace:"splitshow",assign:".cb-splitshow",component:zu},{namespace:"screenshot",assign:".cb-screenshot",component:Uu},{namespace:"outro",assign:".cb-outro",component:Vu},{namespace:"footer",assign:".cb-footer",component:function(t){var e,n;function i(){var e;return(e=t.apply(this,arguments)||this).header=e.el.querySelector(".cb-footer-header"),e.bgMedia=e.el.querySelector(".cb-footer-bg-media"),e.bgVideo=e.bgMedia.querySelector("video"),e.action=e.el.querySelector(".cb-footer-action"),e.actionBtn=e.action.querySelector("a"),e.tag=e.el.querySelectorAll(".cb-footer-tag"),e.link=e.el.querySelectorAll(".cb-footer-link"),e.sceneVisible=!1,e} n=t,(e=i).prototype=Object.create(n.prototype),e.prototype.constructor=e,$m(e,n);var r=i.prototype;return r.onInit=function(){try{var t=this;return Promise.resolve(t.loadScene()).then((function(){t.magicShow()}))}catch(t){return Promise.reject(t)}},r.loadScene=function(){try{var t=this;return Ss.isTouch||(t.bgVideo.style.display="none",t.bgVideo.pause(),Ss.create({trigger:t.el,onToggle:function(e){e.progress,e.direction;var n=e.isActive;t.sceneVisible=n,n?t.bgVideo.play():t.bgVideo.pause()}}),t.sceneTexture=new gm(t.bgVideo),t.sceneTexture.minFilter=1006,t.sceneTexture.magFilter=1006,t.sceneMaterial=new Hh({map:t.sceneTexture}),t.sceneGeometry=new kd(1600,900,1,1),t.scenePlane=new gd(t.sceneGeometry,t.sceneMaterial),t.scenePlane.z=0,t.sceneFov=45,t.sceneCamera=new Dd(t.sceneFov,t.bgMedia.offsetWidth/t.bgMedia.offsetHeight,20,3e3),t.sceneCamera.position.z=1e3,t.sceneMain=new mm,t.sceneMain.add(t.scenePlane),t.sceneRenderer=new pm({antialias:!1,alpha:!1,powerPreference:"high-performance"}),t.sceneRenderer.setSize(t.bgMedia.offsetWidth,t.bgMedia.offsetHeight),t.bgMedia.appendChild(t.sceneRenderer.domElement),t.sceneComposer=new Zm(t.sceneRenderer),t.sceneRenderPass=new Km(t.sceneMain,t.sceneCamera),t.sceneBadTVPass=new qm(Jm),t.sceneStaticPass=new qm(Qm),t.sceneComposer.addPass(t.sceneRenderPass),t.sceneComposer.addPass(t.sceneBadTVPass),t.sceneComposer.addPass(t.sceneStaticPass),t.sceneBadTVPass.uniforms.distortion.value=0,t.sceneBadTVPass.uniforms.distortion2.value=0,t.sceneBadTVPass.uniforms.speed.value=.22,t.sceneBadTVPass.uniforms.rollSpeed.value=0,t.sceneStaticPass.uniforms.amount.value=.03,t.sceneStaticPass.uniforms.size.value=3,Hi.ticker.add((function(e){t.sceneVisible&&(t.sceneComposer.render(.1),t.sceneBadTVPass.uniforms.time.value=e,t.sceneStaticPass.uniforms.time.value=e)})),window.addEventListener("resize",(function(){setTimeout((function(){if(t.sceneRenderer.setSize(t.bgMedia.offsetWidth,t.bgMedia.offsetHeight),t.sceneCamera.aspect=t.bgMedia.offsetWidth/t.bgMedia.offsetHeight,t.sceneCamera.updateProjectionMatrix(),t.sceneCamera.aspect>16/9){var e=Math.tan(t.sceneFov/2*Um),n=t.sceneCamera.aspect/(16/9);t.sceneCamera.fov=2*(Math.atan(e/n)*Bm)}else t.sceneCamera.fov=t.sceneFov}),1e3)})),t.actionBtn.addEventListener("mouseenter",(function(){Hi.to(t.sceneBadTVPass.uniforms.distortion,{value:5,duration:.5}),Hi.to(t.sceneStaticPass.uniforms.amount,{value:.1,duration:.5})})),t.actionBtn.addEventListener("mouseleave",(function(){Hi.to(t.sceneBadTVPass.uniforms.distortion,{value:0,duration:.5}),Hi.to(t.sceneStaticPass.uniforms.amount,{value:.03,duration:.5})}))),Promise.resolve()}catch(t){return Promise.reject(t)}},r.magicShow=function(){var t,e;this.header&&mu(this.header.firstElementChild,{type:"lines",stagger:.3}),this.actionBtn&&(t=this.actionBtn,void 0===e&&(e={}),Ss.create({trigger:t,animation:yu(t,e),once:!0})),this.tag.length&&this.link.length&&xu([this.tag,this.link])},i}(o)}]});window.app=tg,window.addEventListener("pagehide",(function(){return window.scrollTo(0,0)}))}]);-->