A&&H.z0&&Q.z<1){z=O[C]=O[C]||new THREE.RenderableParticle;z.x=Q.x/Q.w;z.y=Q.y/Q.w;z.z=Q.z;z.rotation=I.rotation.z;z.scale.x=I.scale.x*Math.abs(z.x-(Q.x+o.projectionMatrix.n11)/(Q.w+o.projectionMatrix.n14));
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-N.color.__styleString;N=U.scale.x*s;B=U.scale.y*m;E.set(y.x-N,y.y-B,y.x+N,y.y+B);if(X.instersects(E)){L=u.__styleString;if(S!=L)p.fillStyle=S=L;p.save();p.translate(y.x,y.y);p.rotate(-U.rotation);p.scale(N,B);p.beginPath();p.arc(0,0,1,0,Na,true);p.closePath();p.fill();p.restore()}}}}function Qa(y,U,N,B){if(B.opacity!=0){a(B.opacity);c(B.blending);p.beginPath();p.moveTo(y.positionScreen.x,y.positionScreen.y);p.lineTo(U.positionScreen.x,U.positionScreen.y);p.closePath();if(B instanceof THREE.LineBasicMaterial){u.__styleString=
-B.color.__styleString;y=B.linewidth;if(Q!=y)p.lineWidth=Q=y;y=u.__styleString;if(O!=y)p.strokeStyle=O=y;p.stroke();E.inflate(B.linewidth*2)}}}function Ja(y,U,N,B,L,$){if(L.opacity!=0){a(L.opacity);c(L.blending);r=y.positionScreen.x;n=y.positionScreen.y;t=U.positionScreen.x;l=U.positionScreen.y;o=N.positionScreen.x;x=N.positionScreen.y;p.beginPath();p.moveTo(r,n);p.lineTo(t,l);p.lineTo(o,x);p.lineTo(r,n);p.closePath();if(L instanceof THREE.MeshBasicMaterial)if(L.map)L.map.image.loaded&&L.map.mapping instanceof
-THREE.UVMapping&&wa(r,n,t,l,o,x,L.map.image,B.uvs[0].u,B.uvs[0].v,B.uvs[1].u,B.uvs[1].v,B.uvs[2].u,B.uvs[2].v);else if(L.env_map){if(L.env_map.image.loaded)if(L.env_map.mapping instanceof THREE.SphericalReflectionMapping){y=na.matrix;aa.copy(B.vertexNormalsWorld[0]);V=(aa.x*y.n11+aa.y*y.n12+aa.z*y.n13)*0.5+0.5;I=-(aa.x*y.n21+aa.y*y.n22+aa.z*y.n23)*0.5+0.5;aa.copy(B.vertexNormalsWorld[1]);M=(aa.x*y.n11+aa.y*y.n12+aa.z*y.n13)*0.5+0.5;R=-(aa.x*y.n21+aa.y*y.n22+aa.z*y.n23)*0.5+0.5;aa.copy(B.vertexNormalsWorld[2]);
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-B.vertexNormalsWorld.length==3){A.r=w.r=v.r=ga.r;A.g=w.g=v.g=ga.g;A.b=w.b=v.b=ga.b;Aa($,B.v1.positionWorld,B.vertexNormalsWorld[0],A);Aa($,B.v2.positionWorld,B.vertexNormalsWorld[1],w);Aa($,B.v3.positionWorld,B.vertexNormalsWorld[2],v);G.r=(w.r+v.r)*0.5;G.g=(w.g+v.g)*0.5;G.b=(w.b+v.b)*0.5;T=Ka(A,w,v,G);wa(r,n,t,l,o,x,T,0,0,1,0,0,1)}else{Y.r=ga.r;Y.g=ga.g;Y.b=ga.b;Aa($,B.centroidWorld,B.normalWorld,Y);u.r=L.color.r*Y.r;u.g=L.color.g*Y.g;u.b=L.color.b*Y.b;u.updateStyleString();L.wireframe?Ba(u.__styleString,
-L.wireframe_linewidth):Ca(u.__styleString)}else L.wireframe?Ba(L.color.__styleString,L.wireframe_linewidth):Ca(L.color.__styleString)}else if(L instanceof THREE.MeshDepthMaterial){Z=na.near;H=na.far;A.r=A.g=A.b=1-Fa(y.positionScreen.z,Z,H);w.r=w.g=w.b=1-Fa(U.positionScreen.z,Z,H);v.r=v.g=v.b=1-Fa(N.positionScreen.z,Z,H);G.r=(w.r+v.r)*0.5;G.g=(w.g+v.g)*0.5;G.b=(w.b+v.b)*0.5;T=Ka(A,w,v,G);wa(r,n,t,l,o,x,T,0,0,1,0,0,1)}else if(L instanceof THREE.MeshNormalMaterial){u.r=Ga(B.normalWorld.x);u.g=Ga(B.normalWorld.y);
-u.b=Ga(B.normalWorld.z);u.updateStyleString();L.wireframe?Ba(u.__styleString,L.wireframe_linewidth):Ca(u.__styleString)}}}function Ba(y,U){if(O!=y)p.strokeStyle=O=y;if(Q!=U)p.lineWidth=Q=U;p.stroke();E.inflate(U*2)}function Ca(y){if(S!=y)p.fillStyle=S=y;p.fill()}function wa(y,U,N,B,L,$,ca,ea,fa,ka,ia,la,xa){var qa,ma;qa=ca.width-1;ma=ca.height-1;ea*=qa;fa*=ma;ka*=qa;ia*=ma;la*=qa;xa*=ma;N-=y;B-=U;L-=y;$-=U;ka-=ea;ia-=fa;la-=ea;xa-=fa;ma=1/(ka*xa-la*ia);qa=(xa*N-ia*L)*ma;ia=(xa*B-ia*$)*ma;N=(ka*L-
-la*N)*ma;B=(ka*$-la*B)*ma;y=y-qa*ea-N*fa;U=U-ia*ea-B*fa;p.save();p.transform(qa,ia,N,B,y,U);p.clip();p.drawImage(ca,0,0);p.restore()}function Ka(y,U,N,B){var L=~~(y.r*255),$=~~(y.g*255);y=~~(y.b*255);var ca=~~(U.r*255),ea=~~(U.g*255);U=~~(U.b*255);var fa=~~(N.r*255),ka=~~(N.g*255);N=~~(N.b*255);var ia=~~(B.r*255),la=~~(B.g*255);B=~~(B.b*255);ha[0]=L<0?0:L>255?255:L;ha[1]=$<0?0:$>255?255:$;ha[2]=y<0?0:y>255?255:y;ha[4]=ca<0?0:ca>255?255:ca;ha[5]=ea<0?0:ea>255?255:ea;ha[6]=U<0?0:U>255?255:U;ha[8]=fa<
-0?0:fa>255?255:fa;ha[9]=ka<0?0:ka>255?255:ka;ha[10]=N<0?0:N>255?255:N;ha[12]=ia<0?0:ia>255?255:ia;ha[13]=la<0?0:la>255?255:la;ha[14]=B<0?0:B>255?255:B;ua.putImageData(Ea,0,0);za.drawImage(ta,0,0);return va}function Fa(y,U,N){y=(y-U)/(N-U);return y*y*(3-2*y)}function Ga(y){y=(y+1)*0.5;return y<0?0:y>1?1:y}function Ha(y,U){var N=U.x-y.x,B=U.y-y.y,L=1/Math.sqrt(N*N+B*B);N*=L;B*=L;U.x+=N;U.y+=B;y.x-=N;y.y-=B}var Da,La,ba,ja,sa,Ia,Ma,ya;p.setTransform(1,0,0,-1,s,m);this.autoClear&&this.clear();f=e.projectScene(da,
-na,this.sortElements);(P=da.lights.length>0)&&Oa(da);Da=0;for(La=f.length;Da0){M.r+=J.color.r*X;M.g+=J.color.g*X;M.b+=J.color.b*X}}else if(J instanceof THREE.PointLight){x.sub(J.position,I.centroidWorld);x.normalize();X=I.normalWorld.dot(x)*J.intensity;if(X>0){M.r+=J.color.r*X;M.g+=J.color.g*X;M.b+=J.color.b*X}}}}function c(V,I,M,R,K,J){v=e(G++);v.setAttribute("d","M "+V.positionScreen.x+
-" "+V.positionScreen.y+" L "+I.positionScreen.x+" "+I.positionScreen.y+" L "+M.positionScreen.x+","+M.positionScreen.y+"z");if(K instanceof THREE.MeshBasicMaterial)j.__styleString=K.color.__styleString;else if(K instanceof THREE.MeshLambertMaterial)if(h){r.r=n.r;r.g=n.g;r.b=n.b;a(J,R,r);j.r=K.color.r*r.r;j.g=K.color.g*r.g;j.b=K.color.b*r.b;j.updateStyleString()}else j.__styleString=K.color.__styleString;else if(K instanceof THREE.MeshDepthMaterial){o=1-K.__2near/(K.__farPlusNear-R.z*K.__farMinusNear);
-j.setRGB(o,o,o)}else K instanceof THREE.MeshNormalMaterial&&j.setRGB(i(R.normalWorld.x),i(R.normalWorld.y),i(R.normalWorld.z));K.wireframe?v.setAttribute("style","fill: none; stroke: "+j.__styleString+"; stroke-width: "+K.wireframe_linewidth+"; stroke-opacity: "+K.opacity+"; stroke-linecap: "+K.wireframe_linecap+"; stroke-linejoin: "+K.wireframe_linejoin):v.setAttribute("style","fill: "+j.__styleString+"; fill-opacity: "+K.opacity);s.appendChild(v)}function f(V,I,M,R,K,J,X){v=e(G++);v.setAttribute("d",
-"M "+V.positionScreen.x+" "+V.positionScreen.y+" L "+I.positionScreen.x+" "+I.positionScreen.y+" L "+M.positionScreen.x+","+M.positionScreen.y+" L "+R.positionScreen.x+","+R.positionScreen.y+"z");if(J instanceof THREE.MeshBasicMaterial)j.__styleString=J.color.__styleString;else if(J instanceof THREE.MeshLambertMaterial)if(h){r.r=n.r;r.g=n.g;r.b=n.b;a(X,K,r);j.r=J.color.r*r.r;j.g=J.color.g*r.g;j.b=J.color.b*r.b;j.updateStyleString()}else j.__styleString=J.color.__styleString;else if(J instanceof THREE.MeshDepthMaterial){o=
-1-J.__2near/(J.__farPlusNear-K.z*J.__farMinusNear);j.setRGB(o,o,o)}else J instanceof THREE.MeshNormalMaterial&&j.setRGB(i(K.normalWorld.x),i(K.normalWorld.y),i(K.normalWorld.z));J.wireframe?v.setAttribute("style","fill: none; stroke: "+j.__styleString+"; stroke-width: "+J.wireframe_linewidth+"; stroke-opacity: "+J.opacity+"; stroke-linecap: "+J.wireframe_linecap+"; stroke-linejoin: "+J.wireframe_linejoin):v.setAttribute("style","fill: "+j.__styleString+"; fill-opacity: "+J.opacity);s.appendChild(v)}
-function e(V){if(u[V]==null){u[V]=document.createElementNS("http://www.w3.org/2000/svg","path");T==0&&u[V].setAttribute("shape-rendering","crispEdges");return u[V]}return u[V]}function i(V){return V<0?Math.min((1+V)*0.5,0.5):0.5+Math.min(V*0.5,0.5)}var k=null,d=new THREE.Projector,s=document.createElementNS("http://www.w3.org/2000/svg","svg"),m,p,D,F,z,C,O,S,Q=new THREE.Rectangle,q=new THREE.Rectangle,h=false,j=new THREE.Color(16777215),r=new THREE.Color(16777215),n=new THREE.Color(0),t=new THREE.Color(0),
-l=new THREE.Color(0),o,x=new THREE.Vector3,u=[],A=[],w=[],v,G,Z,H,T=1;this.domElement=s;this.sortElements=this.sortObjects=this.autoClear=true;this.setQuality=function(V){switch(V){case "high":T=1;break;case "low":T=0}};this.setSize=function(V,I){m=V;p=I;D=m/2;F=p/2;s.setAttribute("viewBox",-D+" "+-F+" "+m+" "+p);s.setAttribute("width",m);s.setAttribute("height",p);Q.set(-D,-F,D,F)};this.clear=function(){for(;s.childNodes.length>0;)s.removeChild(s.childNodes[0])};this.render=function(V,I){var M,R,
-K,J,X,W,E,P;this.autoClear&&this.clear();k=d.projectScene(V,I,this.sortElements);H=Z=G=0;if(h=V.lights.length>0){E=V.lights;n.setRGB(0,0,0);t.setRGB(0,0,0);l.setRGB(0,0,0);M=0;for(R=E.length;M0){R.__webGLUVBuffer=d.createBuffer();d.bindBuffer(d.ARRAY_BUFFER,R.__webGLUVBuffer);d.bufferData(d.ARRAY_BUFFER,
-new Float32Array(I),d.STATIC_DRAW)}R.__webGLFaceBuffer=d.createBuffer();d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,R.__webGLFaceBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,new Uint16Array(G),d.STATIC_DRAW);R.__webGLLineBuffer=d.createBuffer();d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,R.__webGLLineBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,new Uint16Array(Z),d.STATIC_DRAW);R.__webGLFaceCount=G.length;R.__webGLLineCount=Z.length}};this.renderBuffer=function(h,j,r,n,t){var l,o,x,u;if(!n.program){if(n instanceof
-THREE.MeshDepthMaterial){c(n,THREE.ShaderLib.depth);n.uniforms.mNear.value=h.near;n.uniforms.mFar.value=h.far}else if(n instanceof THREE.MeshNormalMaterial)c(n,THREE.ShaderLib.normal);else if(n instanceof THREE.MeshBasicMaterial){c(n,THREE.ShaderLib.basic);f(n,r)}else if(n instanceof THREE.MeshLambertMaterial){c(n,THREE.ShaderLib.lambert);f(n,r)}else if(n instanceof THREE.MeshPhongMaterial){c(n,THREE.ShaderLib.phong);f(n,r)}if(scene){var A,w,v;A=u=o=0;for(w=j.length;A0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+u.maxDirLights,"#define MAX_POINT_LIGHTS "+u.maxPointLights,u.map?"#define USE_MAP":"",u.env_map?"#define USE_ENVMAP":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n"].join("\n");
-d.attachShader(w,e("fragment",v+o));d.attachShader(w,e("vertex",u+A));d.linkProgram(w);d.getProgramParameter(w,d.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+d.getProgramParameter(w,d.VALIDATE_STATUS)+", gl error ["+d.getError()+"]");w.uniforms={};w.attributes={};n.program=w;o=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition"];for(l in n.uniforms)o.push(l);l=n.program;A=0;for(w=o.length;A=0){d.bindBuffer(d.ARRAY_BUFFER,t.__webGLNormalBuffer);d.vertexAttribPointer(x.normal,
-3,d.FLOAT,false,0,0);d.enableVertexAttribArray(x.normal)}if(x.tangent>=0){d.bindBuffer(d.ARRAY_BUFFER,t.__webGLTangentBuffer);d.vertexAttribPointer(x.tangent,4,d.FLOAT,false,0,0);d.enableVertexAttribArray(x.tangent)}if(x.uv>=0)if(t.__webGLUVBuffer){d.bindBuffer(d.ARRAY_BUFFER,t.__webGLUVBuffer);d.vertexAttribPointer(x.uv,2,d.FLOAT,false,0,0);d.enableVertexAttribArray(x.uv)}else d.disableVertexAttribArray(x.uv);if(n.wireframe){d.lineWidth(n.wireframe_linewidth);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,
-t.__webGLLineBuffer);d.drawElements(d.LINES,t.__webGLLineCount,d.UNSIGNED_SHORT,0)}else{d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,t.__webGLFaceBuffer);d.drawElements(d.TRIANGLES,t.__webGLFaceCount,d.UNSIGNED_SHORT,0)}};this.renderPass=function(h,j,r,n,t,l,o){var x,u,A,w,v;A=0;for(w=n.materials.length;A=0;r--){n=h.__webGLObjects[r].object;j==n&&h.__webGLObjects.splice(r,
-1)}};this.setupMatrices=function(h,j){h.autoUpdateMatrix&&h.updateMatrix();m.multiply(j.matrix,h.matrix);F.set(m.flatten());p=THREE.Matrix4.makeInvert3x3(m).transpose();C.set(p.m);O.set(h.matrix.flatten())};this.loadMatrices=function(h){d.uniformMatrix4fv(h.uniforms.viewMatrix,false,D);d.uniformMatrix4fv(h.uniforms.modelViewMatrix,false,F);d.uniformMatrix4fv(h.uniforms.projectionMatrix,false,z);d.uniformMatrix3fv(h.uniforms.normalMatrix,false,C);d.uniformMatrix4fv(h.uniforms.objectMatrix,false,O)};
-this.loadCamera=function(h,j){d.uniform3f(h.uniforms.cameraPosition,j.position.x,j.position.y,j.position.z)};this.setBlending=function(h){switch(h){case THREE.AdditiveBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.ONE,d.ONE);break;case THREE.SubtractiveBlending:d.blendFunc(d.DST_COLOR,d.ZERO);break;default:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.ONE,d.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=function(h,j){if(h){!j||j=="ccw"?d.frontFace(d.CCW):d.frontFace(d.CW);if(h=="back")d.cullFace(d.BACK);
-else h=="front"?d.cullFace(d.FRONT):d.cullFace(d.FRONT_AND_BACK);d.enable(d.CULL_FACE)}else d.disable(d.CULL_FACE)};this.supportsVertexTextures=function(){return d.getParameter(d.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0}};
-THREE.Snippets={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, 1.0 ), fogFactor );\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube env_map;\nuniform int combine;\n#endif",
-envmap_fragment:"#ifdef USE_ENVMAP\ncubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refraction_ratio;\nuniform bool useRefract;\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",
-map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\n#endif",map_fragment:"#ifdef USE_MAP\nmapColor = texture2D( map, vUv );\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\n#endif",
-lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );\nfloat pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting;\n#ifdef PHONG\nvPointLightVector[ i ] = pointLightVector;\n#endif\n}\n#endif\n}",
-lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec3 pointVector = normalize( vPointLightVector[ i ] );\nvec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight;\npointSpecular += mSpecular * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif"};
-THREE.UniformsLib={common:{color:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},env_map:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refraction_ratio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",
-value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]}}};
-THREE.ShaderLib={depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3}},fragment_shader:"uniform float mNear;\nuniform float mFar;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), 1.0 );\n}",vertex_shader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{},fragment_shader:"varying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, 1.0 );\n}",
-vertex_shader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragment_shader:["uniform vec3 color;\nuniform float opacity;",THREE.Snippets.map_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\nvec4 mColor = vec4( color, opacity );\nvec4 mapColor = vec4( 1.0 );\nvec4 cubeColor = vec4( 1.0 );",
-THREE.Snippets.map_fragment,"gl_FragColor = mColor * mapColor;",THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:[THREE.Snippets.map_pars_vertex,THREE.Snippets.envmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.envmap_vertex,"gl_Position = projectionMatrix * mvPosition;\n}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),fragment_shader:["uniform vec3 color;\nuniform float opacity;\nvarying vec3 vLightWeighting;",
-THREE.Snippets.map_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\nvec4 mColor = vec4( color, opacity );\nvec4 mapColor = vec4( 1.0 );\nvec4 cubeColor = vec4( 1.0 );",THREE.Snippets.map_fragment,"gl_FragColor = mColor * mapColor * vec4( vLightWeighting, 1.0 );",THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["varying vec3 vLightWeighting;",THREE.Snippets.map_pars_vertex,THREE.Snippets.envmap_pars_vertex,
-THREE.Snippets.lights_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.envmap_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.Snippets.lights_vertex,"gl_Position = projectionMatrix * mvPosition;\n}"].join("\n")},phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},
-shininess:{type:"f",value:30}}]),fragment_shader:["uniform vec3 color;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.Snippets.map_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,THREE.Snippets.lights_pars_fragment,"void main() {\nvec4 mColor = vec4( color, opacity );\nvec4 mapColor = vec4( 1.0 );\nvec4 cubeColor = vec4( 1.0 );",THREE.Snippets.map_fragment,THREE.Snippets.lights_fragment,
-"gl_FragColor = mapColor * totalLight * vec4( vLightWeighting, 1.0 );",THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.Snippets.map_pars_vertex,THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.envmap_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",
-THREE.Snippets.lights_vertex,"gl_Position = projectionMatrix * mvPosition;\n}"].join("\n")}};THREE.RenderableObject=function(){this.z=this.object=null};THREE.RenderableFace3=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.v3=new THREE.Vertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[];this.faceMaterials=this.meshMaterials=null;this.overdraw=false;this.uvs=[null,null,null]};
-THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.materials=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.materials=null};
diff --git a/backend/resources/3d/WebGLRenderer.js b/backend/resources/3d/WebGLRenderer.js
deleted file mode 100644
index d7645cd..0000000
--- a/backend/resources/3d/WebGLRenderer.js
+++ /dev/null
@@ -1,4024 +0,0 @@
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.WebGLRenderer = function ( parameters ) {
-
- // Currently you can use just up to 4 directional / point lights total.
- // Chrome barfs on shader linking when there are more than 4 lights :(
-
- // The problem comes from shader using too many varying vectors.
-
- // This is not GPU limitation as the same shader works ok in Firefox
- // and Chrome with "--use-gl=desktop" flag.
-
- // Difference comes from Chrome on Windows using by default ANGLE,
- // thus going DirectX9 route (while FF uses OpenGL).
-
- // See http://code.google.com/p/chromium/issues/detail?id=63491
-
- var _canvas = document.createElement( 'canvas' ), _gl,
- _oldProgram = null,
- _oldFramebuffer = null,
-
- _this = this,
-
- // gl state cache
-
- _oldDoubleSided = null,
- _oldFlipSided = null,
- _oldBlending = null,
- _oldDepth = null,
-
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = 0,
- _viewportHeight = 0,
-
- // camera matrices caches
-
- _frustum = [
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4()
- ],
-
- _projScreenMatrix = new THREE.Matrix4(),
- _projectionMatrixArray = new Float32Array( 16 ),
- _viewMatrixArray = new Float32Array( 16 ),
-
- _vector3 = new THREE.Vector4(),
-
- // light arrays cache
-
- _lights = {
-
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: new Array(), positions: new Array() },
- point: { length: 0, colors: new Array(), positions: new Array() }
-
- },
-
- // parameters defaults
-
- antialias = true,
- clearColor = new THREE.Color( 0x000000 ),
- clearAlpha = 0;
-
- if ( parameters ) {
-
- if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
- if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
- if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
-
- }
-
- this.domElement = _canvas;
- this.autoClear = true;
- this.sortObjects = true;
-
- initGL( antialias, clearColor, clearAlpha );
-
- this.context = _gl;
-
- //alert( dumpObject( getGLParams() ) );
-
- this.setSize = function ( width, height ) {
-
- _canvas.width = width;
- _canvas.height = height;
-
- this.setViewport( 0, 0, _canvas.width, _canvas.height );
-
- };
-
- this.setViewport = function ( x, y, width, height ) {
-
- _viewportX = x;
- _viewportY = y;
-
- _viewportWidth = width;
- _viewportHeight = height;
-
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- };
-
- this.setScissor = function ( x, y, width, height ) {
-
- _gl.scissor( x, y, width, height );
-
- };
-
- this.enableScissorTest = function ( enable ) {
-
- if ( enable )
- _gl.enable( _gl.SCISSOR_TEST );
- else
- _gl.disable( _gl.SCISSOR_TEST );
-
- };
-
- this.enableDepthBufferWrite = function ( enable ) {
-
- _gl.depthMask( enable );
-
- };
-
- this.setClearColorHex = function ( hex, alpha ) {
-
- var color = new THREE.Color( hex );
- _gl.clearColor( color.r, color.g, color.b, alpha );
-
- };
-
- this.setClearColor = function ( color, alpha ) {
-
- _gl.clearColor( color.r, color.g, color.b, alpha );
-
- };
-
- this.clear = function () {
-
- _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
-
- };
-
-
- function setupLights ( program, lights ) {
-
- var l, ll, light, r = 0, g = 0, b = 0,
- color, position, intensity,
-
- zlights = _lights,
-
- dcolors = zlights.directional.colors,
- dpositions = zlights.directional.positions,
-
- pcolors = zlights.point.colors,
- ppositions = zlights.point.positions,
-
- dlength = 0,
- plength = 0,
-
- doffset = 0,
- poffset = 0;
-
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
-
- light = lights[ l ];
- color = light.color;
- position = light.position;
- intensity = light.intensity;
-
- if ( light instanceof THREE.AmbientLight ) {
-
- r += color.r;
- g += color.g;
- b += color.b;
-
- } else if ( light instanceof THREE.DirectionalLight ) {
-
- doffset = dlength * 3;
-
- dcolors[ doffset ] = color.r * intensity;
- dcolors[ doffset + 1 ] = color.g * intensity;
- dcolors[ doffset + 2 ] = color.b * intensity;
-
- dpositions[ doffset ] = position.x;
- dpositions[ doffset + 1 ] = position.y;
- dpositions[ doffset + 2 ] = position.z;
-
- dlength += 1;
-
- } else if( light instanceof THREE.PointLight ) {
-
- poffset = plength * 3;
-
- pcolors[ poffset ] = color.r * intensity;
- pcolors[ poffset + 1 ] = color.g * intensity;
- pcolors[ poffset + 2 ] = color.b * intensity;
-
- ppositions[ poffset ] = position.x;
- ppositions[ poffset + 1 ] = position.y;
- ppositions[ poffset + 2 ] = position.z;
-
- plength += 1;
-
- }
-
- }
-
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
-
- for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
- for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
-
- zlights.point.length = plength;
- zlights.directional.length = dlength;
-
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
-
- };
-
- function createParticleBuffers ( geometry ) {
-
- geometry.__webGLVertexBuffer = _gl.createBuffer();
- geometry.__webGLColorBuffer = _gl.createBuffer();
-
- };
-
- function createLineBuffers ( geometry ) {
-
- geometry.__webGLVertexBuffer = _gl.createBuffer();
- geometry.__webGLColorBuffer = _gl.createBuffer();
-
- };
-
- function createRibbonBuffers ( geometry ) {
-
- geometry.__webGLVertexBuffer = _gl.createBuffer();
- geometry.__webGLColorBuffer = _gl.createBuffer();
-
- };
-
- function createMeshBuffers ( geometryGroup ) {
-
- geometryGroup.__webGLVertexBuffer = _gl.createBuffer();
- geometryGroup.__webGLNormalBuffer = _gl.createBuffer();
- geometryGroup.__webGLTangentBuffer = _gl.createBuffer();
- geometryGroup.__webGLColorBuffer = _gl.createBuffer();
- geometryGroup.__webGLUVBuffer = _gl.createBuffer();
- geometryGroup.__webGLUV2Buffer = _gl.createBuffer();
-
- geometryGroup.__webGLSkinVertexABuffer = _gl.createBuffer();
- geometryGroup.__webGLSkinVertexBBuffer = _gl.createBuffer();
- geometryGroup.__webGLSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webGLSkinWeightsBuffer = _gl.createBuffer();
-
- geometryGroup.__webGLFaceBuffer = _gl.createBuffer();
- geometryGroup.__webGLLineBuffer = _gl.createBuffer();
-
- };
-
- function initLineBuffers ( geometry ) {
-
- var nvertices = geometry.vertices.length;
-
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
-
- geometry.__webGLLineCount = nvertices;
-
- };
-
- function initRibbonBuffers ( geometry ) {
-
- var nvertices = geometry.vertices.length;
-
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
-
- geometry.__webGLVertexCount = nvertices;
-
- };
-
- function initParticleBuffers ( geometry ) {
-
- var nvertices = geometry.vertices.length;
-
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
-
- geometry.__sortArray = [];
-
- geometry.__webGLParticleCount = nvertices;
-
- };
-
- function initMeshBuffers ( geometryGroup, object ) {
-
- var f, fl, nvertices = 0, ntris = 0, nlines = 0,
- obj_faces = object.geometry.faces,
- chunk_faces = geometryGroup.faces;
-
- for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
-
- fi = chunk_faces[ f ];
- face = obj_faces[ fi ];
-
- if ( face instanceof THREE.Face3 ) {
-
- nvertices += 3;
- ntris += 1;
- nlines += 3;
-
- } else if ( face instanceof THREE.Face4 ) {
-
- nvertices += 4;
- ntris += 2;
- nlines += 4;
-
- }
-
- }
-
- // TODO: only create arrays for attributes existing in the object
-
- geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
- geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
- geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
- geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
- geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
-
- geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
-
- geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
- geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
-
- geometryGroup.__needsSmoothNormals = bufferNeedsSmoothNormals ( geometryGroup, object );
-
- geometryGroup.__webGLFaceCount = ntris * 3;
- geometryGroup.__webGLLineCount = nlines * 2;
-
- };
-
- function setMeshBuffers ( geometryGroup, object, hint ) {
-
- var f, fl, fi, face, vertexNormals, faceNormal, normal,
- uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
- c1, c2, c3, c4,
- sw1, sw2, sw3, sw4,
- si1, si2, si3, si4,
- sa1, sa2, sa3, sa4,
- sb1, sb2, sb3, sb4,
- m, ml, i,
- vn, uvi, uv2i,
-
- vertexIndex = 0,
-
- offset = 0,
- offset_uv = 0,
- offset_uv2 = 0,
- offset_face = 0,
- offset_normal = 0,
- offset_tangent = 0,
- offset_line = 0,
- offset_color = 0,
- offset_skin = 0,
-
- vertexArray = geometryGroup.__vertexArray,
- uvArray = geometryGroup.__uvArray,
- uv2Array = geometryGroup.__uv2Array,
- normalArray = geometryGroup.__normalArray,
- tangentArray = geometryGroup.__tangentArray,
- colorArray = geometryGroup.__colorArray,
-
- skinVertexAArray = geometryGroup.__skinVertexAArray,
- skinVertexBArray = geometryGroup.__skinVertexBArray,
- skinIndexArray = geometryGroup.__skinIndexArray,
- skinWeightArray = geometryGroup.__skinWeightArray,
-
- faceArray = geometryGroup.__faceArray,
- lineArray = geometryGroup.__lineArray,
-
- needsSmoothNormals = geometryGroup.__needsSmoothNormals,
-
- geometry = object.geometry, // this is shared for all chunks
-
- dirtyVertices = geometry.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyUvs = geometry.__dirtyUvs,
- dirtyNormals = geometry.__dirtyNormals,
- dirtyTangents = geometry.__dirtyTangents,
- dirtyColors = geometry.__dirtyColors,
-
- vertices = geometry.vertices,
- chunk_faces = geometryGroup.faces,
- obj_faces = geometry.faces,
- obj_uvs = geometry.uvs,
- obj_uvs2 = geometry.uvs2,
- obj_colors = geometry.colors,
-
- obj_skinVerticesA = geometry.skinVerticesA,
- obj_skinVerticesB = geometry.skinVerticesB,
- obj_skinIndices = geometry.skinIndices,
- obj_skinWeights = geometry.skinWeights;
-
- for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
-
- fi = chunk_faces[ f ];
- face = obj_faces[ fi ];
- uv = obj_uvs[ fi ];
- uv2 = obj_uvs2[ fi ];
-
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
-
- if ( face instanceof THREE.Face3 ) {
-
- if ( dirtyVertices ) {
-
- v1 = vertices[ face.a ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
-
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
-
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
-
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
-
- offset += 9;
-
- }
-
- if ( obj_skinWeights.length ) {
-
- // weights
-
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
-
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
- // indices
-
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
-
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
-
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
-
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
-
- // vertices A
-
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
-
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
-
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
-
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
-
- // vertices B
-
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
-
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
-
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
-
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
-
- offset_skin += 12;
-
- }
-
- if ( dirtyColors && obj_colors.length ) {
-
- c1 = obj_colors[ face.a ];
- c2 = obj_colors[ face.b ];
- c3 = obj_colors[ face.c ];
-
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
-
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
-
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
-
- offset_color += 9;
-
- }
-
- if ( dirtyTangents && geometry.hasTangents ) {
-
- t1 = vertices[ face.a ].tangent;
- t2 = vertices[ face.b ].tangent;
- t3 = vertices[ face.c ].tangent;
-
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
-
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
-
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
-
- offset_tangent += 12;
-
- }
-
- if ( dirtyNormals ) {
-
- if ( vertexNormals.length == 3 && needsSmoothNormals ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- vn = vertexNormals[ i ];
-
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
-
- offset_normal += 3;
-
- }
-
- } else {
-
- for ( i = 0; i < 3; i ++ ) {
-
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
-
- offset_normal += 3;
-
- }
-
- }
-
- }
-
- if ( dirtyUvs && uv ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- uvi = uv[ i ];
-
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
-
- offset_uv += 2;
-
- }
-
- }
-
- if ( dirtyUvs && uv2 ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- uv2i = uv2[ i ];
-
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
-
- offset_uv2 += 2;
-
- }
-
- }
-
- if( dirtyElements ) {
-
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
-
- offset_face += 3;
-
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 2;
-
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
- offset_line += 6;
-
- vertexIndex += 3;
-
- }
-
-
- } else if ( face instanceof THREE.Face4 ) {
-
- if ( dirtyVertices ) {
-
- v1 = vertices[ face.a ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- v4 = vertices[ face.d ].position;
-
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
-
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
-
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
-
- vertexArray[ offset + 9 ] = v4.x;
- vertexArray[ offset + 10 ] = v4.y;
- vertexArray[ offset + 11 ] = v4.z;
-
- offset += 12;
-
- }
-
- if ( obj_skinWeights.length ) {
-
- // weights
-
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- sw4 = obj_skinWeights[ face.d ];
-
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
- skinWeightArray[ offset_skin + 12 ] = sw4.x;
- skinWeightArray[ offset_skin + 13 ] = sw4.y;
- skinWeightArray[ offset_skin + 14 ] = sw4.z;
- skinWeightArray[ offset_skin + 15 ] = sw4.w;
-
- // indices
-
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- si4 = obj_skinIndices[ face.d ];
-
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
-
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
-
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
-
- skinIndexArray[ offset_skin + 12 ] = si4.x;
- skinIndexArray[ offset_skin + 13 ] = si4.y;
- skinIndexArray[ offset_skin + 14 ] = si4.z;
- skinIndexArray[ offset_skin + 15 ] = si4.w;
-
- // vertices A
-
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- sa4 = obj_skinVerticesA[ face.d ];
-
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
-
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
-
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
-
- skinVertexAArray[ offset_skin + 12 ] = sa4.x;
- skinVertexAArray[ offset_skin + 13 ] = sa4.y;
- skinVertexAArray[ offset_skin + 14 ] = sa4.z;
- skinVertexAArray[ offset_skin + 15 ] = 1;
-
- // vertices B
-
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- sb4 = obj_skinVerticesB[ face.d ];
-
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
-
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
-
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
-
- skinVertexBArray[ offset_skin + 12 ] = sb4.x;
- skinVertexBArray[ offset_skin + 13 ] = sb4.y;
- skinVertexBArray[ offset_skin + 14 ] = sb4.z;
- skinVertexBArray[ offset_skin + 15 ] = 1;
-
- offset_skin += 16;
-
- }
-
- if ( dirtyColors && obj_colors.length ) {
-
- c1 = obj_colors[ face.a ];
- c2 = obj_colors[ face.b ];
- c3 = obj_colors[ face.c ];
- c4 = obj_colors[ face.d ];
-
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
-
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
-
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
-
- colorArray[ offset_color + 9 ] = c4.r;
- colorArray[ offset_color + 10 ] = c4.g;
- colorArray[ offset_color + 11 ] = c4.b;
-
- offset_color += 12;
-
- }
-
- if ( dirtyTangents && geometry.hasTangents ) {
-
- t1 = vertices[ face.a ].tangent;
- t2 = vertices[ face.b ].tangent;
- t3 = vertices[ face.c ].tangent;
- t4 = vertices[ face.d ].tangent;
-
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
-
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
-
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
-
- tangentArray[ offset_tangent + 12 ] = t4.x;
- tangentArray[ offset_tangent + 13 ] = t4.y;
- tangentArray[ offset_tangent + 14 ] = t4.z;
- tangentArray[ offset_tangent + 15 ] = t4.w;
-
- offset_tangent += 16;
-
- }
-
- if( dirtyNormals ) {
-
- if ( vertexNormals.length == 4 && needsSmoothNormals ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- vn = vertexNormals[ i ];
-
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
-
- offset_normal += 3;
-
- }
-
- } else {
-
- for ( i = 0; i < 4; i ++ ) {
-
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
-
- offset_normal += 3;
-
- }
-
- }
-
- }
-
- if ( dirtyUvs && uv ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- uvi = uv[ i ];
-
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
-
- offset_uv += 2;
-
- }
-
- }
-
- if ( dirtyUvs && uv2 ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- uv2i = uv2[ i ];
-
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
-
- offset_uv2 += 2;
-
- }
-
- }
-
- if ( dirtyElements ) {
-
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
-
- faceArray[ offset_face + 3 ] = vertexIndex;
- faceArray[ offset_face + 4 ] = vertexIndex + 2;
- faceArray[ offset_face + 5 ] = vertexIndex + 3;
-
- offset_face += 6;
-
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 3;
-
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
- lineArray[ offset_line + 6 ] = vertexIndex + 2;
- lineArray[ offset_line + 7 ] = vertexIndex + 3;
-
- offset_line += 8;
-
- vertexIndex += 4;
-
- }
-
- }
-
- }
-
- if ( dirtyVertices ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyColors && obj_colors.length ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- if ( dirtyNormals ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
-
- }
-
- if ( dirtyTangents && geometry.hasTangents ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
-
- }
-
- if ( dirtyUvs && offset_uv > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
-
- }
-
- if ( dirtyUvs && offset_uv2 > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
-
- }
-
- if ( dirtyElements ) {
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
-
- }
-
- if ( offset_skin > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
-
- }
-
- };
-
- function setLineBuffers ( geometry, hint ) {
-
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
-
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
-
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
-
- if ( dirtyVertices ) {
-
- for ( v = 0; v < vl; v++ ) {
-
- vertex = vertices[ v ].position;
-
- offset = v * 3;
-
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyColors ) {
-
- for ( c = 0; c < cl; c++ ) {
-
- color = colors[ c ];
-
- offset = c * 3;
-
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- };
-
- function setRibbonBuffers ( geometry, hint ) {
-
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
-
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
-
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
-
- if ( dirtyVertices ) {
-
- for ( v = 0; v < vl; v++ ) {
-
- vertex = vertices[ v ].position;
-
- offset = v * 3;
-
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyColors ) {
-
- for ( c = 0; c < cl; c++ ) {
-
- color = colors[ c ];
-
- offset = c * 3;
-
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- };
-
- function setParticleBuffers ( geometry, hint, object ) {
-
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- vl = vertices.length,
-
- colors = geometry.colors,
- cl = colors.length,
-
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
-
- sortArray = geometry.__sortArray,
-
- dirtyVertices = geometry.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyColors = geometry.__dirtyColors;
-
- if ( object.sortParticles ) {
-
- _projScreenMatrix.multiplySelf( object.matrixWorld );
-
- for ( v = 0; v < vl; v++ ) {
-
- vertex = vertices[ v ].position;
-
- _vector3.copy( vertex );
- _projScreenMatrix.multiplyVector3( _vector3 );
-
- sortArray[ v ] = [ _vector3.z, v ];
-
- }
-
- sortArray.sort( function(a,b) { return b[0] - a[0]; } );
-
- for ( v = 0; v < vl; v++ ) {
-
- vertex = vertices[ sortArray[v][1] ].position;
-
- offset = v * 3;
-
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
-
- }
-
- for ( c = 0; c < cl; c++ ) {
-
- offset = c * 3;
-
- color = colors[ sortArray[c][1] ];
-
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
-
- }
-
-
- } else {
-
- if ( dirtyVertices ) {
-
- for ( v = 0; v < vl; v++ ) {
-
- vertex = vertices[ v ].position;
-
- offset = v * 3;
-
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
-
- }
-
- }
-
- if ( dirtyColors ) {
-
- for ( c = 0; c < cl; c++ ) {
-
- color = colors[ c ];
-
- offset = c * 3;
-
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
-
- }
-
- }
-
- }
-
- if ( dirtyVertices || object.sortParticles ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyColors || object.sortParticles ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- };
-
- function setMaterialShaders ( material, shaders ) {
-
- material.fragmentShader = shaders.fragmentShader;
- material.vertexShader = shaders.vertexShader;
- material.uniforms = Uniforms.clone( shaders.uniforms );
-
- };
-
- function refreshUniformsCommon ( uniforms, material ) {
-
- // premultiply alpha
- uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
-
- // pure color
- //uniforms.color.value.setHex( material.color.hex );
-
- uniforms.opacity.value = material.opacity;
- uniforms.map.texture = material.map;
-
- uniforms.lightMap.texture = material.lightMap;
-
- uniforms.envMap.texture = material.envMap;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- uniforms.combine.value = material.combine;
- uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
-
- };
-
- function refreshUniformsLine ( uniforms, material ) {
-
- uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
- uniforms.opacity.value = material.opacity;
-
- };
-
- function refreshUniformsParticle ( uniforms, material ) {
-
- uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- uniforms.map.texture = material.map;
-
- };
-
- function refreshUniformsFog ( uniforms, fog ) {
-
- uniforms.fogColor.value.setHex( fog.color.hex );
-
- if ( fog instanceof THREE.Fog ) {
-
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
-
- } else if ( fog instanceof THREE.FogExp2 ) {
-
- uniforms.fogDensity.value = fog.density;
-
- }
-
- };
-
- function refreshUniformsPhong ( uniforms, material ) {
-
- //uniforms.ambient.value.setHex( material.ambient.hex );
- //uniforms.specular.value.setHex( material.specular.hex );
- uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
- uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
- uniforms.shininess.value = material.shininess;
-
- };
-
-
- function refreshUniformsLights ( uniforms, lights ) {
-
- uniforms.enableLighting.value = lights.directional.length + lights.point.length;
- uniforms.ambientLightColor.value = lights.ambient;
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
-
- };
-
- this.initMaterial = function ( material, lights, fog, object ) {
-
- var u, identifiers, parameters, maxLightCount, maxBones;
-
- if ( material instanceof THREE.MeshDepthMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
-
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
-
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
-
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
-
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
-
- } else if ( material instanceof THREE.LineBasicMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
-
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
-
- setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
-
- }
-
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
-
- maxLightCount = allocateLights( lights, 4 );
-
- maxBones = allocateBones( object );
-
- parameters = {
- fog: fog, map: material.map, envMap: material.envMap,
- lightMap: material.lightMap, vertexColors: material.vertexColors,
- sizeAttenuation: material.sizeAttenuation, skinning: material.skinning,
- maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
- maxBones: maxBones
- };
-
- material.program = buildProgram( material.fragmentShader, material.vertexShader, parameters );
-
- identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
- 'cameraInverseMatrix', 'boneGlobalMatrices'
- ];
-
- for( u in material.uniforms ) {
-
- identifiers.push(u);
-
- }
-
- cacheUniformLocations( material.program, identifiers );
- cacheAttributeLocations( material.program, [ "position", "normal", "uv", "uv2", "tangent", "color",
- "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ] );
-
- var attributes = material.program.attributes;
-
- _gl.enableVertexAttribArray( attributes.position );
-
- if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
- if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
- if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
-
- if ( material.skinning &&
- attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
- _gl.enableVertexAttribArray( attributes.skinVertexA );
- _gl.enableVertexAttribArray( attributes.skinVertexB );
- _gl.enableVertexAttribArray( attributes.skinIndex );
- _gl.enableVertexAttribArray( attributes.skinWeight );
-
- }
-
- };
-
- function setProgram ( camera, lights, fog, material, object ) {
-
- if ( !material.program ) _this.initMaterial( material, lights, fog, object );
-
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms;
-
- if( program != _oldProgram ) {
-
- _gl.useProgram( program );
- _oldProgram = program;
-
- }
-
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
-
- // refresh uniforms common to several materials
-
- if ( fog && (
- material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.LineBasicMaterial ||
- material instanceof THREE.ParticleBasicMaterial )
- ) {
-
- refreshUniformsFog( m_uniforms, fog );
-
- }
-
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ) {
-
- setupLights( program, lights );
- refreshUniformsLights( m_uniforms, _lights );
-
- }
-
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
-
- refreshUniformsCommon( m_uniforms, material );
-
- }
-
- // refresh single material specific uniforms
-
- if ( material instanceof THREE.LineBasicMaterial ) {
-
- refreshUniformsLine( m_uniforms, material );
-
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
-
- refreshUniformsParticle( m_uniforms, material );
-
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
-
- refreshUniformsPhong( m_uniforms, material );
-
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
-
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
-
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
-
- m_uniforms.opacity.value = material.opacity;
-
- }
-
- // load common uniforms
-
- loadUniformsGeneric( program, m_uniforms );
- loadUniformsMatrices( p_uniforms, object );
-
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
-
- if ( material instanceof THREE.MeshShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap ) {
-
- _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
-
- }
-
- if ( material instanceof THREE.MeshShaderMaterial ||
- material.envMap ||
- material.skinning ) {
-
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
-
- }
-
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshShaderMaterial ||
- material.skinning ) {
-
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
-
- }
-
- if ( material.skinning ) {
-
- loadUniformsSkinning( p_uniforms, object );
-
- }
-
- return program;
-
- };
-
- function renderBuffer ( camera, lights, fog, material, geometryGroup, object ) {
-
- var program, attributes, linewidth, primitives;
-
- program = setProgram( camera, lights, fog, material, object );
-
- attributes = program.attributes;
-
- // vertices
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- // colors
-
- if ( attributes.color >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // normals
-
- if ( attributes.normal >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // tangents
-
- if ( attributes.tangent >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // uvs
-
- if ( attributes.uv >= 0 ) {
-
- if ( geometryGroup.__webGLUVBuffer ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
- _gl.enableVertexAttribArray( attributes.uv );
-
- } else {
-
- _gl.disableVertexAttribArray( attributes.uv );
-
- }
-
- }
-
- if ( attributes.uv2 >= 0 ) {
-
- if ( geometryGroup.__webGLUV2Buffer ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
-
- _gl.enableVertexAttribArray( attributes.uv2 );
-
- } else {
-
- _gl.disableVertexAttribArray( attributes.uv2 );
-
- }
-
- }
-
- if ( material.skinning &&
- attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
- _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
- _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // render mesh
-
- if ( object instanceof THREE.Mesh ) {
-
- // wireframe
-
- if ( material.wireframe ) {
-
- _gl.lineWidth( material.wireframeLinewidth );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
-
- // triangles
-
- } else {
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
-
- }
-
- // render lines
-
- } else if ( object instanceof THREE.Line ) {
-
- primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
- _gl.lineWidth( material.linewidth );
- _gl.drawArrays( primitives, 0, geometryGroup.__webGLLineCount );
-
- // render particles
-
- } else if ( object instanceof THREE.ParticleSystem ) {
-
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webGLParticleCount );
-
- // render ribbon
-
- } else if ( object instanceof THREE.Ribbon ) {
-
- _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webGLVertexCount );
-
- }
-
- };
-
- function renderBufferImmediate ( object, program ) {
-
- if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
- if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
-
- if ( object.hasPos ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.position );
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasNormal ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.normal );
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
- object.count = 0;
-
- };
-
- function setObjectFaces ( object ) {
-
- if ( _oldDoubleSided != object.doubleSided ) {
-
- if( object.doubleSided ) {
-
- _gl.disable( _gl.CULL_FACE );
-
- } else {
-
- _gl.enable( _gl.CULL_FACE );
-
- }
-
- _oldDoubleSided = object.doubleSided;
-
- }
-
- if ( _oldFlipSided != object.flipSided ) {
-
- if( object.flipSided ) {
-
- _gl.frontFace( _gl.CW );
-
- } else {
-
- _gl.frontFace( _gl.CCW );
-
- }
-
- _oldFlipSided = object.flipSided;
-
- }
-
- };
-
- function setDepthTest ( test ) {
-
- if ( _oldDepth != test ) {
-
- if( test ) {
-
- _gl.enable( _gl.DEPTH_TEST );
-
- } else {
-
- _gl.disable( _gl.DEPTH_TEST );
-
- }
-
- _oldDepth = test;
-
- }
-
- };
-
- function computeFrustum ( m ) {
-
- _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
- _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
- _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
- _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
- _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
- _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
-
- var i, plane;
-
- for ( i = 0; i < 6; i ++ ) {
-
- plane = _frustum[ i ];
- plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
-
- }
-
- };
-
- function isInFrustum ( object ) {
-
- var distance, matrix = object.matrixWorld,
- radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
-
- for ( var i = 0; i < 6; i ++ ) {
-
- distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
- if ( distance <= radius ) return false;
-
- }
-
- return true;
-
- };
-
- function addToFixedArray ( where, what ) {
-
- where.list[ where.count ] = what;
- where.count += 1;
-
- };
-
- function unrollImmediateBufferMaterials ( globject ) {
-
- var i, l, m, ml, material,
- object = globject.object,
- opaque = globject.opaque,
- transparent = globject.transparent;
-
- transparent.count = 0;
- opaque.count = 0;
-
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
-
- material = object.materials[ m ];
-
- if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
- addToFixedArray( transparent, material );
- else
- addToFixedArray( opaque, material );
-
- }
-
- };
-
- function unrollBufferMaterials ( globject ) {
-
- var i, l, m, ml, material, meshMaterial,
- object = globject.object,
- buffer = globject.buffer,
- opaque = globject.opaque,
- transparent = globject.transparent;
-
- transparent.count = 0;
- opaque.count = 0;
-
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
-
- meshMaterial = object.materials[ m ];
-
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
-
- for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
-
- material = buffer.materials[ i ];
-
- if ( material ) {
-
- if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
- addToFixedArray( transparent, material );
- else
- addToFixedArray( opaque, material );
-
- }
-
- }
-
- } else {
-
- material = meshMaterial;
-
- if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending ) {
-
- addToFixedArray( transparent, material );
-
- } else {
-
- addToFixedArray( opaque, material );
-
- }
-
- }
-
- }
-
- };
-
-
- function painterSort ( a, b ) {
-
- return b.z - a.z;
-
- };
-
- this.render = function ( scene, camera, renderTarget, forceClear ) {
-
- var i, program, opaque, transparent, material,
- o, ol, oil, webglObject, object, buffer,
- lights = scene.lights,
- fog = scene.fog,
- ol;
-
- camera.matrixAutoUpdate && camera.update();
-
- camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
- camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
-
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- computeFrustum( _projScreenMatrix );
-
- scene.update( undefined, false, camera );
-
- this.initWebGLObjects( scene );
-
- setRenderTarget( renderTarget );
-
- if ( this.autoClear || forceClear ) {
-
- this.clear();
-
- }
-
- // set matrices
-
- ol = scene.__webglObjects.length;
-
- for ( o = 0; o < ol; o++ ) {
-
- webglObject = scene.__webglObjects[ o ];
- object = webglObject.object;
-
- if ( object.visible ) {
-
- if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
-
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
-
- setupMatrices( object, camera );
-
- unrollBufferMaterials( webglObject );
-
- webglObject.render = true;
-
- if ( this.sortObjects ) {
-
- _vector3.copy( object.position );
- _projScreenMatrix.multiplyVector3( _vector3 );
-
- webglObject.z = _vector3.z;
-
- }
-
- } else {
-
- webglObject.render = false;
-
- }
-
- } else {
-
- webglObject.render = false;
-
- }
-
- }
-
- if ( this.sortObjects ) {
-
- scene.__webglObjects.sort( painterSort );
-
- }
-
- oil = scene.__webglObjectsImmediate.length;
-
- for ( o = 0; o < oil; o++ ) {
-
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
-
- if ( object.visible ) {
-
- if( object.matrixAutoUpdate ) {
-
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
-
- }
-
- setupMatrices( object, camera );
-
- unrollImmediateBufferMaterials( webglObject );
-
- }
-
- }
-
- // opaque pass
-
- setBlending( THREE.NormalBlending );
-
- for ( o = 0; o < ol; o++ ) {
-
- webglObject = scene.__webglObjects[ o ];
-
- if ( webglObject.render ) {
-
- object = webglObject.object;
- buffer = webglObject.buffer;
- opaque = webglObject.opaque;
-
- setObjectFaces( object );
-
- for( i = 0; i < opaque.count; i++ ) {
-
- material = opaque.list[ i ];
-
- setDepthTest( material.depthTest );
- renderBuffer( camera, lights, fog, material, buffer, object );
-
- }
-
- }
-
- }
-
- // opaque pass (immediate simulator)
-
- for ( o = 0; o < oil; o++ ) {
-
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
-
- if ( object.visible ) {
-
- opaque = webglObject.opaque;
-
- setObjectFaces( object );
-
- for( i = 0; i < opaque.count; i++ ) {
-
- material = opaque.list[ i ];
-
- setDepthTest( material.depthTest );
-
- program = setProgram( camera, lights, fog, material, object );
- object.render( function( object ) { renderBufferImmediate( object, program ); } );
-
- }
-
- }
-
- }
-
- // transparent pass
-
- for ( o = 0; o < ol; o++ ) {
-
- webglObject = scene.__webglObjects[ o ];
-
- if ( webglObject.render ) {
-
- object = webglObject.object;
- buffer = webglObject.buffer;
- transparent = webglObject.transparent;
-
- setObjectFaces( object );
-
- for( i = 0; i < transparent.count; i++ ) {
-
- material = transparent.list[ i ];
-
- setBlending( material.blending );
- setDepthTest( material.depthTest );
-
- renderBuffer( camera, lights, fog, material, buffer, object );
-
- }
-
- }
-
- }
-
- // transparent pass (immediate simulator)
-
- for ( o = 0; o < oil; o++ ) {
-
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
-
- if ( object.visible ) {
-
- transparent = webglObject.transparent;
-
- setObjectFaces( object );
-
- for( i = 0; i < transparent.count; i++ ) {
-
- material = transparent.list[ i ];
-
- setBlending( material.blending );
- setDepthTest( material.depthTest );
-
- program = setProgram( camera, lights, fog, material, object );
- object.render( function( object ) { renderBufferImmediate( object, program ); } );
-
- }
-
- }
-
- }
-
- // Generate mipmap if we're using any kind of mipmap filtering
-
- if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
-
- updateRenderTargetMipmap( renderTarget );
-
- }
-
- };
-
- function setupMatrices ( object, camera ) {
-
- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
- THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
-
- };
-
- this.initWebGLObjects = function ( scene ) {
-
- if ( !scene.__webglObjects ) {
-
- scene.__webglObjects = [];
- scene.__webglObjectsImmediate = [];
-
- }
-
- while ( scene.__objectsAdded.length ) {
-
- addObject( scene.__objectsAdded[ 0 ], scene );
- scene.__objectsAdded.splice( 0, 1 );
-
- }
-
- while ( scene.__objectsRemoved.length ) {
-
- removeObject( scene.__objectsRemoved[ 0 ], scene );
- scene.__objectsRemoved.splice( 0, 1 );
-
- }
-
- // update must be called after objects adding / removal
-
- for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
-
- updateObject( scene.__webglObjects[ o ].object, scene );
-
- }
-
- };
-
- function addObject ( object, scene ) {
-
- var g, geometry, geometryGroup;
-
- if ( object._modelViewMatrix == undefined ) {
-
- object._modelViewMatrix = new THREE.Matrix4();
-
- object._normalMatrixArray = new Float32Array( 9 );
- object._modelViewMatrixArray = new Float32Array( 16 );
- object._objectMatrixArray = new Float32Array( 16 );
-
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
-
- }
-
- if ( object instanceof THREE.Mesh ) {
-
- geometry = object.geometry;
-
- if ( geometry.geometryGroups == undefined ) {
-
- sortFacesByMaterial( geometry );
-
- }
-
- // create separate VBOs per geometry chunk
-
- for ( g in geometry.geometryGroups ) {
-
- geometryGroup = geometry.geometryGroups[ g ];
-
- // initialise VBO on the first access
-
- if ( ! geometryGroup.__webGLVertexBuffer ) {
-
- createMeshBuffers( geometryGroup );
- initMeshBuffers( geometryGroup, object );
-
- geometry.__dirtyVertices = true;
- geometry.__dirtyElements = true;
- geometry.__dirtyUvs = true;
- geometry.__dirtyNormals = true;
- geometry.__dirtyTangents = true;
- geometry.__dirtyColors = true;
-
- }
-
- // create separate wrapper per each use of VBO
-
- addBuffer( scene.__webglObjects, geometryGroup, object );
-
- }
-
- } else if ( object instanceof THREE.Ribbon ) {
-
- geometry = object.geometry;
-
- if( ! geometry.__webGLVertexBuffer ) {
-
- createRibbonBuffers( geometry );
- initRibbonBuffers( geometry );
-
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
-
- }
-
- addBuffer( scene.__webglObjects, geometry, object );
-
- } else if ( object instanceof THREE.Line ) {
-
- geometry = object.geometry;
-
- if( ! geometry.__webGLVertexBuffer ) {
-
- createLineBuffers( geometry );
- initLineBuffers( geometry );
-
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
-
- }
-
- addBuffer( scene.__webglObjects, geometry, object );
-
- } else if ( object instanceof THREE.ParticleSystem ) {
-
- geometry = object.geometry;
-
- if ( ! geometry.__webGLVertexBuffer ) {
-
- createParticleBuffers( geometry );
- initParticleBuffers( geometry );
-
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
-
- }
-
- addBuffer( scene.__webglObjects, geometry, object );
-
- } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
-
- addBufferImmediate( scene.__webglObjectsImmediate, object );
-
- }/*else if ( object instanceof THREE.Particle ) {
-
- }*/
-
- };
-
- function updateObject ( object, scene ) {
-
- var g, geometry, geometryGroup;
-
- if ( object instanceof THREE.Mesh ) {
-
- geometry = object.geometry;
-
- // check all geometry groups
-
- for ( g in geometry.geometryGroups ) {
-
- geometryGroup = geometry.geometryGroups[ g ];
-
- if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
- geometry.__dirtyUvs || geometry.__dirtyNormals ||
- geometry.__dirtyColors || geometry.__dirtyTangents ) {
-
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
-
- }
-
- }
-
- geometry.__dirtyVertices = false;
- geometry.__dirtyElements = false;
- geometry.__dirtyUvs = false;
- geometry.__dirtyNormals = false;
- geometry.__dirtyTangents = false;
- geometry.__dirtyColors = false;
-
- } else if ( object instanceof THREE.Ribbon ) {
-
- geometry = object.geometry;
-
- if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
-
- setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
-
- }
-
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
-
- } else if ( object instanceof THREE.Line ) {
-
- geometry = object.geometry;
-
- if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
-
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
-
- }
-
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
-
- } else if ( object instanceof THREE.ParticleSystem ) {
-
- geometry = object.geometry;
-
- if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
-
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
-
- }
-
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
-
- }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
-
- // it updates itself in render callback
-
- } else if ( object instanceof THREE.Particle ) {
-
- }*/
-
- };
-
- function removeObject ( object, scene ) {
-
- var o, ol, zobject;
-
- for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
-
- zobject = scene.__webglObjects[ o ].object;
-
- if ( object == zobject ) {
-
- scene.__webglObjects.splice( o, 1 );
-
- }
-
- }
-
- };
-
- function sortFacesByMaterial ( geometry ) {
-
- // TODO
- // Should optimize by grouping faces with ColorFill / ColorStroke materials
- // which could then use vertex color attributes instead of each being
- // in its separate VBO
-
- var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
-
- geometry.geometryGroups = {};
-
- function materialHash( material ) {
-
- var hash_array = [];
-
- for ( i = 0, l = material.length; i < l; i++ ) {
-
- if ( material[ i ] == undefined ) {
-
- hash_array.push( "undefined" );
-
- } else {
-
- hash_array.push( material[ i ].id );
-
- }
-
- }
-
- return hash_array.join( '_' );
-
- }
-
- for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
-
- face = geometry.faces[ f ];
- materials = face.materials;
-
- mhash = materialHash( materials );
-
- if ( hash_map[ mhash ] == undefined ) {
-
- hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
-
- }
-
- ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
-
- if ( geometry.geometryGroups[ ghash ] == undefined ) {
-
- geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0 };
-
- }
-
- vertices = face instanceof THREE.Face3 ? 3 : 4;
-
- if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
-
- hash_map[ mhash ].counter += 1;
- ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
-
- if ( geometry.geometryGroups[ ghash ] == undefined ) {
-
- geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0 };
-
- }
-
- }
-
- geometry.geometryGroups[ ghash ].faces.push( f );
- geometry.geometryGroups[ ghash ].vertices += vertices;
-
- }
-
- };
-
- function addBuffer ( objlist, buffer, object ) {
-
- objlist.push( { buffer: buffer, object: object,
- opaque: { list: [], count: 0 },
- transparent: { list: [], count: 0 }
- } );
-
- };
-
- function addBufferImmediate ( objlist, object ) {
-
- objlist.push( { object: object,
- opaque: { list: [], count: 0 },
- transparent: { list: [], count: 0 }
- } );
-
- };
-
- this.setFaceCulling = function ( cullFace, frontFace ) {
-
- if ( cullFace ) {
-
- if ( !frontFace || frontFace == "ccw" ) {
-
- _gl.frontFace( _gl.CCW );
-
- } else {
-
- _gl.frontFace( _gl.CW );
-
- }
-
- if( cullFace == "back" ) {
-
- _gl.cullFace( _gl.BACK );
-
- } else if( cullFace == "front" ) {
-
- _gl.cullFace( _gl.FRONT );
-
- } else {
-
- _gl.cullFace( _gl.FRONT_AND_BACK );
-
- }
-
- _gl.enable( _gl.CULL_FACE );
-
- } else {
-
- _gl.disable( _gl.CULL_FACE );
-
- }
-
- };
-
- this.supportsVertexTextures = function () {
-
- return maxVertexTextures() > 0;
-
- };
-
- function maxVertexTextures () {
-
- return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
-
- };
-
- function initGL ( antialias, clearColor, clearAlpha ) {
-
- try {
-
- if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } ) ) ) {
-
- throw 'Error creating WebGL context.';
-
- }
-
- } catch ( e ) {
-
- console.error( e );
-
- }
-
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
-
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
-
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
-
- _gl.enable( _gl.BLEND );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
-
- _cullEnabled = true;
-
- };
-
- function buildProgram ( fragmentShader, vertexShader, parameters ) {
-
- var program = _gl.createProgram(),
-
- prefix_fragment = [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
-
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-
- parameters.fog ? "#define USE_FOG" : "",
- parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
-
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
-
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
- ].join("\n"),
-
- prefix_vertex = [
- maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
-
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-
- "#define MAX_BONES " + parameters.maxBones,
-
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.skinning ? "#define USE_SKINNING" : "",
-
- parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
-
- "uniform mat4 objectMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat3 normalMatrix;",
- "uniform vec3 cameraPosition;",
-
- "uniform mat4 cameraInverseMatrix;",
-
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec3 color;",
- "attribute vec2 uv;",
- "attribute vec2 uv2;",
-
- "attribute vec4 skinVertexA;",
- "attribute vec4 skinVertexB;",
- "attribute vec4 skinIndex;",
- "attribute vec4 skinWeight;",
- ""
- ].join("\n");
-
- _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
- _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
-
- _gl.linkProgram( program );
-
- if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
-
- alert( "Could not initialise shaders\n"+
- "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
-
- //console.log( prefix_fragment + fragmentShader );
- //console.log( prefix_vertex + vertexShader );
-
- }
-
- //console.log( prefix_fragment + fragmentShader );
- //console.log( prefix_vertex + vertexShader );
-
- program.uniforms = {};
- program.attributes = {};
-
- return program;
-
- };
-
- function loadUniformsSkinning ( uniforms, object ) {
-
- _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
- _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
-
- };
-
- function loadUniformsMatrices ( uniforms, object ) {
-
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
-
- };
-
- function loadUniformsGeneric ( program, uniforms ) {
-
- var u, uniform, value, type, location, texture;
-
- for( u in uniforms ) {
-
- location = program.uniforms[u];
- if ( !location ) continue;
-
- uniform = uniforms[u];
-
- type = uniform.type;
- value = uniform.value;
-
- if( type == "i" ) {
-
- _gl.uniform1i( location, value );
-
- } else if( type == "f" ) {
-
- _gl.uniform1f( location, value );
-
- } else if( type == "fv1" ) {
-
- _gl.uniform1fv( location, value );
-
- } else if( type == "fv" ) {
-
- _gl.uniform3fv( location, value );
-
- } else if( type == "v2" ) {
-
- _gl.uniform2f( location, value.x, value.y );
-
- } else if( type == "v3" ) {
-
- _gl.uniform3f( location, value.x, value.y, value.z );
-
- } else if( type == "c" ) {
-
- _gl.uniform3f( location, value.r, value.g, value.b );
-
- } else if( type == "t" ) {
-
- _gl.uniform1i( location, value );
-
- texture = uniform.texture;
-
- if ( !texture ) continue;
-
- if ( texture.image instanceof Array && texture.image.length == 6 ) {
-
- setCubeTexture( texture, value );
-
- } else {
-
- setTexture( texture, value );
-
- }
-
- }
-
- }
-
- };
-
- function setBlending ( blending ) {
-
- if ( blending != _oldBlending ) {
-
- switch ( blending ) {
-
- case THREE.AdditiveBlending:
-
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ONE, _gl.ONE );
-
- break;
-
- case THREE.SubtractiveBlending:
-
- //_gl.blendEquation( _gl.FUNC_SUBTRACT );
- _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
-
- break;
-
- case THREE.BillboardBlending:
-
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
-
- break;
-
- case THREE.ReverseSubtractiveBlending:
-
- _gl.blendEquation( _gl.FUNC_REVERSE_SUBTRACT );
- _gl.blendFunc( _gl.ONE, _gl.ONE );
-
- break;
- default:
-
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
-
- break;
-
- }
-
- _oldBlending = blending;
-
- }
-
- };
-
- function setTextureParameters ( textureType, texture, image ) {
-
- if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
-
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
-
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
-
- _gl.generateMipmap( textureType );
-
- } else {
-
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
-
- }
-
- };
-
- function setTexture ( texture, slot ) {
-
- if ( texture.needsUpdate ) {
-
- if ( !texture.__wasSetOnce ) {
-
- texture.__webGLTexture = _gl.createTexture();
-
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
-
- texture.__wasSetOnce = true;
-
- } else {
-
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
- _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
-
- }
-
- setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
-
- texture.needsUpdate = false;
-
- }
-
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
-
- };
-
- function setCubeTexture ( texture, slot ) {
-
- if ( texture.image.length == 6 ) {
-
- if ( texture.needsUpdate ) {
-
- if ( !texture.__wasSetOnce ) {
-
- texture.image.__webGLTextureCube = _gl.createTexture();
-
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
-
- for ( var i = 0; i < 6; ++i ) {
-
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
-
- }
-
- texture.__wasSetOnce = true;
-
- } else {
-
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
-
- for ( var i = 0; i < 6; ++i ) {
-
- _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
-
- }
-
- }
-
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
- texture.needsUpdate = false;
-
- }
-
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
-
- }
-
- };
-
- function setRenderTarget ( renderTexture ) {
-
- if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
-
- renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
- renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
- renderTexture.__webGLTexture = _gl.createTexture();
-
- // Setup renderbuffer
-
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
-
- // Setup texture
-
- _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
-
- // Setup framebuffer
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
-
- // Release everything
-
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
-
- }
-
- var framebuffer, width, height;
-
- if ( renderTexture ) {
-
- framebuffer = renderTexture.__webGLFramebuffer;
- width = renderTexture.width;
- height = renderTexture.height;
-
- } else {
-
- framebuffer = null;
- width = _viewportWidth;
- height = _viewportHeight;
-
- }
-
- if( framebuffer != _oldFramebuffer ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( _viewportX, _viewportY, width, height );
-
- _oldFramebuffer = framebuffer;
-
- }
-
- };
-
- function updateRenderTargetMipmap ( renderTarget ) {
-
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
-
- };
-
- function cacheUniformLocations ( program, identifiers ) {
-
- var i, l, id;
-
- for( i = 0, l = identifiers.length; i < l; i++ ) {
-
- id = identifiers[ i ];
- program.uniforms[ id ] = _gl.getUniformLocation( program, id );
-
- }
-
- };
-
- function cacheAttributeLocations ( program, identifiers ) {
-
- var i, l, id;
-
- for( i = 0, l = identifiers.length; i < l; i++ ) {
-
- id = identifiers[ i ];
- program.attributes[ id ] = _gl.getAttribLocation( program, id );
-
- }
-
- };
-
- function getShader ( type, string ) {
-
- var shader;
-
- if ( type == "fragment" ) {
-
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
-
- } else if ( type == "vertex" ) {
-
- shader = _gl.createShader( _gl.VERTEX_SHADER );
-
- }
-
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
-
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
-
- alert( _gl.getShaderInfoLog( shader ) );
- return null;
-
- }
-
- return shader;
-
- };
-
- // fallback filters for non-power-of-2 textures
-
- function filterFallback ( f ) {
-
- switch ( f ) {
-
- case THREE.NearestFilter:
- case THREE.NearestMipMapNearestFilter:
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
-
- case THREE.LinearFilter:
- case THREE.LinearMipMapNearestFilter:
- case THREE.LinearMipMapLinearFilter: return _gl.LINEAR; break;
-
- }
-
- };
-
- function paramThreeToGL ( p ) {
-
- switch ( p ) {
-
- case THREE.RepeatWrapping: return _gl.REPEAT; break;
- case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
- case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
-
- case THREE.NearestFilter: return _gl.NEAREST; break;
- case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
-
- case THREE.LinearFilter: return _gl.LINEAR; break;
- case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
- case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
-
- case THREE.ByteType: return _gl.BYTE; break;
- case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
- case THREE.ShortType: return _gl.SHORT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
- case THREE.IntType: return _gl.INT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
- case THREE.FloatType: return _gl.FLOAT; break;
-
- case THREE.AlphaFormat: return _gl.ALPHA; break;
- case THREE.RGBFormat: return _gl.RGB; break;
- case THREE.RGBAFormat: return _gl.RGBA; break;
- case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
- case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
-
- }
-
- return 0;
-
- };
-
- function isPowerOfTwo ( value ) {
-
- return ( value & ( value - 1 ) ) == 0;
-
- };
-
- function materialNeedsSmoothNormals ( material ) {
-
- return material && material.shading != undefined && material.shading == THREE.SmoothShading;
-
- };
-
- function bufferNeedsSmoothNormals ( geometryGroup, object ) {
-
- var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
-
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
-
- meshMaterial = object.materials[ m ];
-
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
-
- for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
-
- if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
-
- needsSmoothNormals = true;
- break;
-
- }
-
- }
-
- } else {
-
- if ( materialNeedsSmoothNormals( meshMaterial ) ) {
-
- needsSmoothNormals = true;
- break;
-
- }
-
- }
-
- if ( needsSmoothNormals ) break;
-
- }
-
- return needsSmoothNormals;
-
- };
-
- function allocateBones ( object ) {
-
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
-
- var maxBones = 50;
-
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
-
- maxBones = object.bones.length;
-
- }
-
- return maxBones;
-
- };
-
- function allocateLights ( lights, maxLights ) {
-
- var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
- dirLights = pointLights = maxDirLights = maxPointLights = 0;
-
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
-
- light = lights[ l ];
-
- if ( light instanceof THREE.DirectionalLight ) dirLights++;
- if ( light instanceof THREE.PointLight ) pointLights++;
-
- }
-
- if ( ( pointLights + dirLights ) <= maxLights ) {
-
- maxDirLights = dirLights;
- maxPointLights = pointLights;
-
- } else {
-
- maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
- maxPointLights = maxLights - maxDirLights;
-
- }
-
- return { 'directional' : maxDirLights, 'point' : maxPointLights };
-
- };
-
- /* DEBUG
- function getGLParams() {
-
- var params = {
-
- 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
- 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
-
- 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
- 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
-
- 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
- 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
- }
-
- return params;
- };
-
- function dumpObject( obj ) {
-
- var p, str = "";
- for ( p in obj ) {
-
- str += p + ": " + obj[p] + "\n";
-
- }
-
- return str;
- }
- */
-
-};
-
-THREE.Snippets = {
-
- // FOG
-
- fog_pars_fragment: [
-
- "#ifdef USE_FOG",
-
- "uniform vec3 fogColor;",
-
- "#ifdef FOG_EXP2",
- "uniform float fogDensity;",
- "#else",
- "uniform float fogNear;",
- "uniform float fogFar;",
- "#endif",
-
- "#endif"
-
- ].join("\n"),
-
- fog_fragment: [
-
- "#ifdef USE_FOG",
-
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
- "#ifdef FOG_EXP2",
- "const float LOG2 = 1.442695;",
- "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
- "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
- "#else",
- "float fogFactor = smoothstep( fogNear, fogFar, depth );",
- "#endif",
-
- "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
-
- "#endif"
-
- ].join("\n"),
-
- // ENVIRONMENT MAP
-
- envmap_pars_fragment: [
-
- "#ifdef USE_ENVMAP",
-
- "varying vec3 vReflect;",
- "uniform float reflectivity;",
- "uniform samplerCube envMap;",
- "uniform int combine;",
-
- "#endif"
-
- ].join("\n"),
-
- envmap_fragment: [
-
- "#ifdef USE_ENVMAP",
-
- "vec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );",
-
- "if ( combine == 1 ) {",
-
- //"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
- "gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
-
- "} else {",
-
- "gl_FragColor = gl_FragColor * cubeColor;",
-
- "}",
-
- "#endif"
-
- ].join("\n"),
-
- envmap_pars_vertex: [
-
- "#ifdef USE_ENVMAP",
-
- "varying vec3 vReflect;",
- "uniform float refractionRatio;",
- "uniform bool useRefract;",
-
- "#endif"
-
- ].join("\n"),
-
- envmap_vertex : [
-
- "#ifdef USE_ENVMAP",
-
- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
- "vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
-
- "if ( useRefract ) {",
-
- "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
-
- "} else {",
-
- "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
-
- "}",
-
- "#endif"
-
- ].join("\n"),
-
- // COLOR MAP (particles)
-
- map_particle_pars_fragment: [
-
- "#ifdef USE_MAP",
-
- "uniform sampler2D map;",
-
- "#endif"
-
- ].join("\n"),
-
-
- map_particle_fragment: [
-
- "#ifdef USE_MAP",
-
- "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
-
- "#endif"
-
- ].join("\n"),
-
- // COLOR MAP (triangles)
-
- map_pars_fragment: [
-
- "#ifdef USE_MAP",
-
- "varying vec2 vUv;",
- "uniform sampler2D map;",
-
- "#endif"
-
- ].join("\n"),
-
- map_pars_vertex: [
-
- "#ifdef USE_MAP",
-
- "varying vec2 vUv;",
-
- "#endif"
-
- ].join("\n"),
-
- map_fragment: [
-
- "#ifdef USE_MAP",
-
- "gl_FragColor = gl_FragColor * texture2D( map, vUv );",
-
- "#endif"
-
- ].join("\n"),
-
- map_vertex: [
-
- "#ifdef USE_MAP",
-
- "vUv = uv;",
-
- "#endif"
-
- ].join("\n"),
-
- // LIGHT MAP
-
- lightmap_pars_fragment: [
-
- "#ifdef USE_LIGHTMAP",
-
- "varying vec2 vUv2;",
- "uniform sampler2D lightMap;",
-
- "#endif"
-
- ].join("\n"),
-
- lightmap_pars_vertex: [
-
- "#ifdef USE_LIGHTMAP",
-
- "varying vec2 vUv2;",
-
- "#endif"
-
- ].join("\n"),
-
- lightmap_fragment: [
-
- "#ifdef USE_LIGHTMAP",
-
- "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
-
- "#endif"
-
- ].join("\n"),
-
- lightmap_vertex: [
-
- "#ifdef USE_LIGHTMAP",
-
- "vUv2 = uv2;",
-
- "#endif"
-
- ].join("\n"),
-
- lights_pars_vertex: [
-
- "uniform bool enableLighting;",
- "uniform vec3 ambientLightColor;",
-
- "#if MAX_DIR_LIGHTS > 0",
-
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
- "#endif",
-
- "#if MAX_POINT_LIGHTS > 0",
-
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-
- "#ifdef PHONG",
- "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
- "#endif",
-
- "#endif"
-
- ].join("\n"),
-
- // LIGHTS
-
- lights_vertex: [
-
- "if ( !enableLighting ) {",
-
- "vLightWeighting = vec3( 1.0 );",
-
- "} else {",
-
- "vLightWeighting = ambientLightColor;",
-
- "#if MAX_DIR_LIGHTS > 0",
-
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
- "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
-
- "}",
-
- "#endif",
-
- "#if MAX_POINT_LIGHTS > 0",
-
- "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
-
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
- "float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
- "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
-
- "#ifdef PHONG",
- "vPointLightVector[ i ] = pointLightVector;",
- "#endif",
-
- "}",
-
- "#endif",
-
- "}"
-
- ].join("\n"),
-
- lights_pars_fragment: [
-
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
-
- "#if MAX_POINT_LIGHTS > 0",
- "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
- "#endif",
-
- "varying vec3 vViewPosition;",
- "varying vec3 vNormal;"
-
- ].join("\n"),
-
- lights_fragment: [
-
- "vec3 normal = normalize( vNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
-
- "vec4 mColor = vec4( diffuse, opacity );",
- "vec4 mSpecular = vec4( specular, opacity );",
-
- "#if MAX_POINT_LIGHTS > 0",
-
- "vec4 pointDiffuse = vec4( 0.0 );",
- "vec4 pointSpecular = vec4( 0.0 );",
-
- "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
-
- "vec3 pointVector = normalize( vPointLightVector[ i ] );",
- "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",
-
- "float pointDotNormalHalf = dot( normal, pointHalfVector );",
- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
- "float pointSpecularWeight = 0.0;",
- "if ( pointDotNormalHalf >= 0.0 )",
- "pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
-
- "pointDiffuse += mColor * pointDiffuseWeight;",
- "pointSpecular += mSpecular * pointSpecularWeight;",
-
- "}",
-
- "#endif",
-
- "#if MAX_DIR_LIGHTS > 0",
-
- "vec4 dirDiffuse = vec4( 0.0 );",
- "vec4 dirSpecular = vec4( 0.0 );" ,
-
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-
- "vec3 dirVector = normalize( lDirection.xyz );",
- "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
-
- "float dirDotNormalHalf = dot( normal, dirHalfVector );",
-
- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
- "float dirSpecularWeight = 0.0;",
- "if ( dirDotNormalHalf >= 0.0 )",
- "dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
-
- "dirDiffuse += mColor * dirDiffuseWeight;",
- "dirSpecular += mSpecular * dirSpecularWeight;",
-
- "}",
-
- "#endif",
-
- "vec4 totalLight = vec4( ambient, opacity );",
-
- "#if MAX_DIR_LIGHTS > 0",
- "totalLight += dirDiffuse + dirSpecular;",
- "#endif",
-
- "#if MAX_POINT_LIGHTS > 0",
- "totalLight += pointDiffuse + pointSpecular;",
- "#endif",
-
- "gl_FragColor = gl_FragColor * totalLight;"
-
- ].join("\n"),
-
- // VERTEX COLORS
-
- color_pars_fragment: [
-
- "#ifdef USE_COLOR",
-
- "varying vec3 vColor;",
-
- "#endif"
-
- ].join("\n"),
-
-
- color_fragment: [
-
- "#ifdef USE_COLOR",
-
- "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
-
- "#endif"
-
- ].join("\n"),
-
- color_pars_vertex: [
-
- "#ifdef USE_COLOR",
-
- "varying vec3 vColor;",
-
- "#endif"
-
- ].join("\n"),
-
-
- color_vertex: [
-
- "#ifdef USE_COLOR",
-
- "vColor = color;",
-
- "#endif"
-
- ].join("\n"),
-
- // skinning
-
- skinning_pars_vertex: [
-
- "#ifdef USE_SKINNING",
-
- "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
-
- "#endif"
-
- ].join("\n"),
-
- skinning_vertex: [
-
- "#ifdef USE_SKINNING",
-
- "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
- "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
-
- // this doesn't work, no idea why
- //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
-
- "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
-
- "#else",
-
- "gl_Position = projectionMatrix * mvPosition;",
-
- "#endif"
-
- ].join("\n")
-
-};
-
-THREE.UniformsLib = {
-
- common: {
-
- "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: 0, texture: null },
-
- "lightMap" : { type: "t", value: 2, texture: null },
-
- "envMap" : { type: "t", value: 1, texture: null },
- "useRefract" : { type: "i", value: 0 },
- "reflectivity" : { type: "f", value: 1.0 },
- "refractionRatio": { type: "f", value: 0.98 },
- "combine" : { type: "i", value: 0 },
-
- "fogDensity": { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
- },
-
- lights: {
-
- "enableLighting" : { type: "i", value: 1 },
- "ambientLightColor" : { type: "fv", value: [] },
- "directionalLightDirection" : { type: "fv", value: [] },
- "directionalLightColor" : { type: "fv", value: [] },
- "pointLightPosition" : { type: "fv", value: [] },
- "pointLightColor" : { type: "fv", value: [] }
-
- },
-
- particle: {
-
- "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "size" : { type: "f", value: 1.0 },
- "scale" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: 0, texture: null },
-
- "fogDensity": { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
- }
-
-};
-
-THREE.ShaderLib = {
-
- 'depth': {
-
- uniforms: { "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
- },
-
- fragmentShader: [
-
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
-
- "void main() {",
-
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "float color = 1.0 - smoothstep( mNear, mFar, depth );",
- "gl_FragColor = vec4( vec3( color ), opacity );",
-
- "}"
-
- ].join("\n"),
-
- vertexShader: [
-
- "void main() {",
-
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
- "}"
-
- ].join("\n")
-
- },
-
- 'normal': {
-
- uniforms: { "opacity" : { type: "f", value: 1.0 } },
-
- fragmentShader: [
-
- "uniform float opacity;",
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
- "}"
-
- ].join("\n"),
-
- vertexShader: [
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalize( normalMatrix * normal );",
-
- "gl_Position = projectionMatrix * mvPosition;",
-
- "}"
-
- ].join("\n")
-
- },
-
- 'basic': {
-
- uniforms: THREE.UniformsLib[ "common" ],
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- THREE.Snippets[ "color_pars_fragment" ],
- THREE.Snippets[ "map_pars_fragment" ],
- THREE.Snippets[ "lightmap_pars_fragment" ],
- THREE.Snippets[ "envmap_pars_fragment" ],
- THREE.Snippets[ "fog_pars_fragment" ],
-
- "void main() {",
-
- "gl_FragColor = vec4( diffuse, opacity );",
-
- THREE.Snippets[ "map_fragment" ],
- THREE.Snippets[ "lightmap_fragment" ],
- THREE.Snippets[ "color_fragment" ],
- THREE.Snippets[ "envmap_fragment" ],
- THREE.Snippets[ "fog_fragment" ],
-
- "}"
-
- ].join("\n"),
-
- vertexShader: [
-
- THREE.Snippets[ "map_pars_vertex" ],
- THREE.Snippets[ "lightmap_pars_vertex" ],
- THREE.Snippets[ "envmap_pars_vertex" ],
- THREE.Snippets[ "color_pars_vertex" ],
- THREE.Snippets[ "skinning_pars_vertex" ],
-
- "void main() {",
-
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.Snippets[ "map_vertex" ],
- THREE.Snippets[ "lightmap_vertex" ],
- THREE.Snippets[ "envmap_vertex" ],
- THREE.Snippets[ "color_vertex" ],
- THREE.Snippets[ "skinning_vertex" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- 'lambert': {
-
- uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "lights" ] ] ),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- "varying vec3 vLightWeighting;",
-
- THREE.Snippets[ "color_pars_fragment" ],
- THREE.Snippets[ "map_pars_fragment" ],
- THREE.Snippets[ "lightmap_pars_fragment" ],
- THREE.Snippets[ "envmap_pars_fragment" ],
- THREE.Snippets[ "fog_pars_fragment" ],
-
- "void main() {",
-
- "gl_FragColor = vec4( diffuse, opacity );",
- "gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
-
- THREE.Snippets[ "map_fragment" ],
- THREE.Snippets[ "lightmap_fragment" ],
- THREE.Snippets[ "color_fragment" ],
- THREE.Snippets[ "envmap_fragment" ],
- THREE.Snippets[ "fog_fragment" ],
-
- "}"
-
- ].join("\n"),
-
- vertexShader: [
-
- "varying vec3 vLightWeighting;",
-
- THREE.Snippets[ "map_pars_vertex" ],
- THREE.Snippets[ "lightmap_pars_vertex" ],
- THREE.Snippets[ "envmap_pars_vertex" ],
- THREE.Snippets[ "lights_pars_vertex" ],
- THREE.Snippets[ "color_pars_vertex" ],
- THREE.Snippets[ "skinning_pars_vertex" ],
-
- "void main() {",
-
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.Snippets[ "map_vertex" ],
- THREE.Snippets[ "lightmap_vertex" ],
- THREE.Snippets[ "envmap_vertex" ],
- THREE.Snippets[ "color_vertex" ],
-
- "vec3 transformedNormal = normalize( normalMatrix * normal );",
-
- THREE.Snippets[ "lights_vertex" ],
- THREE.Snippets[ "skinning_vertex" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- 'phong': {
-
- uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "lights" ],
-
- { "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
- "shininess": { type: "f", value: 30 }
- }
-
- ] ),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- "uniform vec3 ambient;",
- "uniform vec3 specular;",
- "uniform float shininess;",
-
- "varying vec3 vLightWeighting;",
-
- THREE.Snippets[ "color_pars_fragment" ],
- THREE.Snippets[ "map_pars_fragment" ],
- THREE.Snippets[ "lightmap_pars_fragment" ],
- THREE.Snippets[ "envmap_pars_fragment" ],
- THREE.Snippets[ "fog_pars_fragment" ],
- THREE.Snippets[ "lights_pars_fragment" ],
-
- "void main() {",
-
- "gl_FragColor = vec4( vLightWeighting, 1.0 );",
- THREE.Snippets[ "lights_fragment" ],
-
- THREE.Snippets[ "map_fragment" ],
- THREE.Snippets[ "lightmap_fragment" ],
- THREE.Snippets[ "color_fragment" ],
- THREE.Snippets[ "envmap_fragment" ],
- THREE.Snippets[ "fog_fragment" ],
-
- "}"
-
- ].join("\n"),
-
- vertexShader: [
-
- "#define PHONG",
-
- "varying vec3 vLightWeighting;",
- "varying vec3 vViewPosition;",
- "varying vec3 vNormal;",
-
- THREE.Snippets[ "map_pars_vertex" ],
- THREE.Snippets[ "lightmap_pars_vertex" ],
- THREE.Snippets[ "envmap_pars_vertex" ],
- THREE.Snippets[ "lights_pars_vertex" ],
- THREE.Snippets[ "color_pars_vertex" ],
- THREE.Snippets[ "skinning_pars_vertex" ],
-
- "void main() {",
-
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.Snippets[ "map_vertex" ],
- THREE.Snippets[ "lightmap_vertex" ],
- THREE.Snippets[ "envmap_vertex" ],
- THREE.Snippets[ "color_vertex" ],
-
- "#ifndef USE_ENVMAP",
- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
- "#endif",
-
- "vViewPosition = cameraPosition - mPosition.xyz;",
-
- "vec3 transformedNormal = normalize( normalMatrix * normal );",
- "vNormal = transformedNormal;",
-
- THREE.Snippets[ "lights_vertex" ],
- THREE.Snippets[ "skinning_vertex" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- 'particle_basic': {
-
- uniforms: THREE.UniformsLib[ "particle" ],
-
- fragmentShader: [
-
- "uniform vec3 psColor;",
- "uniform float opacity;",
-
- THREE.Snippets[ "color_pars_fragment" ],
- THREE.Snippets[ "map_particle_pars_fragment" ],
- THREE.Snippets[ "fog_pars_fragment" ],
-
- "void main() {",
-
- "gl_FragColor = vec4( psColor, opacity );",
-
- THREE.Snippets[ "map_particle_fragment" ],
- THREE.Snippets[ "color_fragment" ],
- THREE.Snippets[ "fog_fragment" ],
-
- "}"
-
- ].join("\n"),
-
- vertexShader: [
-
- "uniform float size;",
- "uniform float scale;",
-
- THREE.Snippets[ "color_pars_vertex" ],
-
- "void main() {",
-
- THREE.Snippets[ "color_vertex" ],
-
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
- "#ifdef USE_SIZEATTENUATION",
- "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
- "#else",
- "gl_PointSize = size;",
- "#endif",
-
- "gl_Position = projectionMatrix * mvPosition;",
-
- "}"
-
- ].join("\n")
-
- }
-
-};
\ No newline at end of file
diff --git a/backend/rmdir.php b/backend/rmdir.php
deleted file mode 100644
index d84d094..0000000
--- a/backend/rmdir.php
+++ /dev/null
@@ -1,14 +0,0 @@
-
\ No newline at end of file
diff --git a/iframe.html b/iframe.html
deleted file mode 100644
index 7a6428e..0000000
--- a/iframe.html
+++ /dev/null
@@ -1,20 +0,0 @@
-
-
-
-
-Untitled Document
-
-
-
-200x200
-
-
-
-
-
-
-same page, but with 600x600 and webgl
-
-
-
-
\ No newline at end of file
diff --git a/images/Thumbs.db b/images/Thumbs.db
new file mode 100644
index 0000000..6cc96da
Binary files /dev/null and b/images/Thumbs.db differ
diff --git a/images/bg_line.png b/images/bg_line.png
deleted file mode 100644
index 7a82a56..0000000
Binary files a/images/bg_line.png and /dev/null differ
diff --git a/images/bg_stone.png b/images/bg_stone.png
new file mode 100644
index 0000000..67946aa
Binary files /dev/null and b/images/bg_stone.png differ
diff --git a/images/skins/.gitignore b/images/skins/.gitignore
deleted file mode 100644
index c96a04f..0000000
--- a/images/skins/.gitignore
+++ /dev/null
@@ -1,2 +0,0 @@
-*
-!.gitignore
\ No newline at end of file
diff --git a/index.html b/index.html
new file mode 100644
index 0000000..b1df192
--- /dev/null
+++ b/index.html
@@ -0,0 +1,1013 @@
+
+
+
+
+
+3d tests
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/index.php b/index.php
deleted file mode 100644
index 3aa7af7..0000000
--- a/index.php
+++ /dev/null
@@ -1,130 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-3d minecraft body test v1.0
-
-
-
-
-
-
-
diff --git a/js/2dskin.js b/js/2dskin.js
new file mode 100644
index 0000000..25867ba
--- /dev/null
+++ b/js/2dskin.js
@@ -0,0 +1,259 @@
+/*
+ A hodgepodge of random scripts to aid in rendering Minecraft skins
+ Copyright (C) 2014 Kent Rasmussen
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+*/
+// Latest code should be available at https://github.com/earthiverse
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the overlays transparent if they have no transparent pixels (how Minecraft does it)
+function FixOverlay(context) {
+ FixHead2(context);
+ FixBody2(context);
+ FixRightArm2(context);
+ FixLeftArm2(context);
+ FixRightLeg2(context);
+ FixLeftLeg2(context);
+}
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the head overlay transparent if it is has no transparent pixels (how Minecraft does it)
+function FixHead2(context) {
+ // Front
+ if(HasTransparency(context, 40, 8, 8, 8)) return;
+
+ console.log("Hi");
+
+ // Top, Bottom, Right, Left, Back
+ if(HasTransparency(context, 40, 0, 8, 8)) return;
+ if(HasTransparency(context, 48, 0, 8, 8)) return;
+ if(HasTransparency(context, 32, 8, 8, 8)) return;
+ if(HasTransparency(context, 48, 8, 8, 8)) return;
+ if(HasTransparency(context, 56, 8, 8, 8)) return;
+
+ console.log("Hi Again");
+
+ // Didn't have transparency, clearing the head overlay area.
+ context.clearRect(40, 0, 8, 8);
+ context.clearRect(48, 0, 8, 8);
+ context.clearRect(32, 8, 8, 8);
+ context.clearRect(40, 8, 8, 8);
+ context.clearRect(48, 8, 8, 8);
+ context.clearRect(56, 8, 8, 8);
+}
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the body overlay transparent if it is has no transparent pixels (how Minecraft does it)
+function FixBody2(context) {
+ // Front
+ if(HasTransparency(context, 20, 36, 8, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(HasTransparency(context, 20, 32, 8, 4)) return;
+ if(HasTransparency(context, 28, 32, 8, 4)) return;
+ if(HasTransparency(context, 16, 36, 4, 12)) return;
+ if(HasTransparency(context, 28, 36, 4, 12)) return;
+ if(HasTransparency(context, 32, 36, 8, 12)) return;
+
+ // Didn't have transparency, clearing the body overlay area.
+ context.clearRect(20, 32, 8, 4);
+ context.clearRect(28, 32, 8, 4);
+ context.clearRect(16, 36, 4, 12);
+ context.clearRect(20, 36, 8, 12);
+ context.clearRect(28, 36, 4, 12);
+ context.clearRect(32, 36, 8, 12);
+}
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the right arm overlay transparent if it is has no transparent pixels (how Minecraft does it)
+function FixRightArm2(context) {
+ // Front
+ if(HasTransparency(context, 44, 36, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(HasTransparency(context, 44, 32, 4, 4)) return;
+ if(HasTransparency(context, 48, 32, 4, 4)) return;
+ if(HasTransparency(context, 40, 36, 4, 12)) return;
+ if(HasTransparency(context, 48, 36, 4, 12)) return;
+ if(HasTransparency(context, 52, 36, 4, 12)) return;
+
+ // Didn't have transparency, clearing the right arm overlay area.
+ context.clearRect(44, 32, 4, 4);
+ context.clearRect(48, 32, 4, 4);
+ context.clearRect(40, 36, 4, 12);
+ context.clearRect(44, 36, 4, 12);
+ context.clearRect(48, 36, 4, 12);
+ context.clearRect(52, 36, 4, 12);
+}
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the left arm overlay transparent if it is has no transparent pixels (how Minecraft does it)
+function FixLeftArm2(context) {
+ // Front
+ if(HasTransparency(context, 52, 52, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(HasTransparency(context, 52, 48, 4, 4)) return;
+ if(HasTransparency(context, 56, 48, 4, 4)) return;
+ if(HasTransparency(context, 48, 52, 4, 12)) return;
+ if(HasTransparency(context, 56, 52, 4, 12)) return;
+ if(HasTransparency(context, 60, 52, 4, 12)) return;
+
+ // Didn't have transparency, clearing the left arm overlay area.
+ context.clearRect(52, 48, 4, 4);
+ context.clearRect(56, 48, 4, 4);
+ context.clearRect(48, 52, 4, 12);
+ context.clearRect(52, 52, 4, 12);
+ context.clearRect(56, 52, 4, 12);
+ context.clearRect(60, 52, 4, 12);
+}
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the right overlay transparent if it is has no transparent pixels (how Minecraft does it)
+function FixRightLeg2(context) {
+ // Front
+ if(HasTransparency(context, 4, 36, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(HasTransparency(context, 4, 32, 4, 4)) return;
+ if(HasTransparency(context, 8, 32, 4, 4)) return;
+ if(HasTransparency(context, 0, 36, 4, 12)) return;
+ if(HasTransparency(context, 8, 36, 4, 12)) return;
+ if(HasTransparency(context, 12, 36, 4, 12)) return;
+
+ // Didn't have transparency, clearing the right leg overlay area.
+ context.clearRect(4, 32, 4, 4);
+ context.clearRect(8, 32, 4, 4);
+ context.clearRect(0, 36, 4, 12);
+ context.clearRect(4, 36, 4, 12);
+ context.clearRect(8, 36, 4, 12);
+ context.clearRect(12, 36, 4, 12);
+}
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the left overlay transparent if it is has no transparent pixels (how Minecraft does it)
+function FixLeftLeg2(context) {
+ // Front
+ if(HasTransparency(context, 4, 52, 4, 12)) return;
+
+ // Top, Bottom, Right, Left, Back
+ if(HasTransparency(context, 4, 48, 4, 4)) return;
+ if(HasTransparency(context, 8, 48, 4, 4)) return;
+ if(HasTransparency(context, 0, 52, 4, 12)) return;
+ if(HasTransparency(context, 8, 52, 4, 12)) return;
+ if(HasTransparency(context, 12, 52, 4, 12)) return;
+
+ // Didn't have transparency, clearing the left leg overlay area.
+ context.clearRect(4, 48, 4, 4);
+ context.clearRect(8, 48, 4, 4);
+ context.clearRect(0, 52, 4, 12);
+ context.clearRect(4, 52, 4, 12);
+ context.clearRect(8, 52, 4, 12);
+ context.clearRect(12, 52, 4, 12);
+}
+
+// Expects a canvas with a 64x32 Minecraft skin drawn in the very top left corner (0,0)
+// Your canvas should be 64x64 in size to show the skin parts that were converted
+function Convert6432To6464(context) {
+ // Convert old format to new format
+ Copy(context, 4, 16, 4, 4, 20, 48, true); // Top Leg
+ Copy(context, 8, 16, 4, 4, 24, 48, true); // Bottom Leg
+ Copy(context, 0, 20, 4, 12, 24, 52, true); // Outer Leg
+ Copy(context, 4, 20, 4, 12, 20, 52, true); // Front Leg
+ Copy(context, 8, 20, 4, 12, 16, 52, true); // Inner Leg
+ Copy(context, 12, 20, 4, 12, 28, 52, true); // Back Leg
+
+ Copy(context, 44, 16, 4, 4, 36, 48, true); // Top Arm
+ Copy(context, 48, 16, 4, 4, 40, 48, true); // Bottom Arm
+ Copy(context, 40, 20, 4, 12, 40, 52, true); // Outer Arm
+ Copy(context, 44, 20, 4, 12, 36, 52, true); // Front Arm
+ Copy(context, 48, 20, 4, 12, 32, 52, true); // Inner Arm
+ Copy(context, 52, 20, 4, 12, 44, 52, true); // Back Arm
+}
+
+// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
+// Makes the non-visible parts of the Minecraft skin transparent
+function FixNonVisible(context) {
+ // 64x32 and 64x64 skin parts
+ context.clearRect(0, 0, 8, 8);
+ context.clearRect(24, 0, 16, 8);
+ context.clearRect(56, 0, 8, 8);
+ context.clearRect(0, 16, 4, 4);
+ context.clearRect(12, 16, 8, 4);
+ context.clearRect(36, 16, 8, 4);
+ context.clearRect(52, 16, 4, 4);
+ context.clearRect(56, 16, 8, 32);
+
+ // 64x64 skin parts
+ context.clearRect(0, 32, 4, 4);
+ context.clearRect(12, 32, 8, 4);
+ context.clearRect(36, 32, 8, 4);
+ context.clearRect(52, 32, 4, 4);
+ context.clearRect(0, 48, 4, 4);
+ context.clearRect(12, 48, 8, 4);
+ context.clearRect(28, 48, 8, 4);
+ context.clearRect(44, 48, 8, 4);
+ context.clearRect(60, 48, 8, 4);
+}
+
+// Checks if the given part of the canvas contains a pixel with 0 alpha value (transparent)
+function HasTransparency(context, x, y, w, h) {
+ var imgData = context.getImageData(x, y, w, h);
+
+ for(y = 0; y < h; y++) {
+ for(x = 0; x < w; x++) {
+ var index = (x + y * w) * 4;
+ if(imgData.data[index + 3] == 0) return true; // Has transparency
+ }
+ }
+
+ return false;
+}
+
+// Copies one part of the canvas to another, with the option of flipping it horizontally
+function Copy(context, sX, sY, w, h, dX, dY, flipHorizontal) {
+ var imgData = context.getImageData(sX, sY, w, h);
+
+ if(flipHorizontal)
+ {
+ // Flip horizontal
+ for(y = 0; y < h; y++) {
+ for(x = 0; x < (w / 2); x++) {
+ index = (x + y * w) * 4;
+ index2 = ((w - x - 1) + y * w) * 4;
+ var pA1 = imgData.data[index];
+ var pA2 = imgData.data[index+1];
+ var pA3 = imgData.data[index+2];
+ var pA4 = imgData.data[index+3];
+
+ var pB1 = imgData.data[index2];
+ var pB2 = imgData.data[index2+1];
+ var pB3 = imgData.data[index2+2];
+ var pB4 = imgData.data[index2+3];
+
+ imgData.data[index] = pB1;
+ imgData.data[index+1] = pB2;
+ imgData.data[index+2] = pB3;
+ imgData.data[index+3] = pB4;
+
+ imgData.data[index2] = pA1;
+ imgData.data[index2+1] = pA2;
+ imgData.data[index2+2] = pA3;
+ imgData.data[index2+3] = pA4;
+ }
+ }
+ }
+
+ context.putImageData(imgData,dX,dY);
+}
\ No newline at end of file
diff --git a/js/three.min.js b/js/three.min.js
new file mode 100644
index 0000000..945992c
--- /dev/null
+++ b/js/three.min.js
@@ -0,0 +1,738 @@
+// three.js / threejs.org/license
+'use strict';var THREE={REVISION:"67"};self.console=self.console||{info:function(){},log:function(){},debug:function(){},warn:function(){},error:function(){}};
+(function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=0.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r=
+Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g=
+a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<<
+8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f,f=0.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=0.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=
+(d-h)/c,this._x=(a+e)/c,this._y=0.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=0.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;this.normalize();return this}}(),inverse:function(){this.conjugate().normalize();
+return this},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==
+b?(console.warn("DEPRECATED: Quaternion's .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,l=b._w;this._x=c*l+f*g+d*k-e*h;this._y=d*l+f*h+e*g-c*k;this._z=e*l+f*k+c*h-d*g;this._w=f*l-c*g-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");
+return a.applyQuaternion(this)},slerp:function(a,b){var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(0.001>Math.abs(k))return this._w=0.5*(f+this._w),this._x=0.5*(c+this._x),this._y=0.5*(d+this._y),this._z=0.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h=Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=
+c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];this._w=a[3];this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._w]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,
+this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0};
+THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,
+b){if(void 0!==b)return console.warn("DEPRECATED: Vector2's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector2's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=
+a.y;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);
+return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},
+distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a){this.x=a[0];this.y=a[1];return this},toArray:function(){return[this.x,this.y]},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0};
+THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+
+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),
+this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x*
+b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a;return function(b){!1===b instanceof THREE.Euler&&console.error("ERROR: Vector3's .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),
+applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=
+(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},
+divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.z<
+a.z?this.z=a.z:this.z>b.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);
+return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return Math.abs(this.x)+
+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector3's .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=
+d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this},projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;
+return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("REMOVED: Vector3's setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.")},
+setEulerFromQuaternion:function(a,b){console.error("REMOVED: Vector3's setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.")},getPositionFromMatrix:function(a){console.warn("DEPRECATED: Vector3's .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code.");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("DEPRECATED: Vector3's .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code.");
+return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("DEPRECATED: Vector3's .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code.");return this.setFromMatrixColumn(a,b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();
+a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];return this},toArray:function(){return[this.x,this.y,this.z]},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1};
+THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;
+case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector4's .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},
+addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},sub:function(a,b){if(void 0!==b)return console.warn("DEPRECATED: Vector4's .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},
+applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,
+this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var l=a[10];if(0.01>Math.abs(d-g)&&0.01>Math.abs(f-c)&&0.01>Math.abs(k-b)){if(0.1>Math.abs(d+g)&&0.1>Math.abs(f+c)&&0.1>Math.abs(k+b)&&0.1>Math.abs(e+h+l-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;l=(l+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>l?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>l?0.01>
+h?(b=0.707106781,c=0,d=0.707106781):(c=Math.sqrt(h),b=d/c,d=k/c):0.01>l?(c=b=0.707106781,d=0):(d=Math.sqrt(l),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));0.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+l-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=
+Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):
+Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length())},
+setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];this.w=a[3];return this},toArray:function(){return[this.x,this.y,this.z,this.w]},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,
+this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ";
+THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x=
+a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],l=d[9],n=d[2],q=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(g,-1,1)),0.99999>Math.abs(g)?(this._x=Math.atan2(-l,d),this._z=Math.atan2(-f,e)):(this._x=Math.atan2(q,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(l,-1,1)),0.99999>Math.abs(l)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):
+(this._y=Math.atan2(-n,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(q,-1,1)),0.99999>Math.abs(q)?(this._y=Math.atan2(-n,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(n,-1,1)),0.99999>Math.abs(n)?(this._x=Math.atan2(q,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),0.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-n,e)):(this._x=0,this._y=Math.atan2(g,d))):"XZY"===b?(this._z=
+Math.asin(-c(f,-1,1)),0.99999>Math.abs(f)?(this._x=Math.atan2(q,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-l,d),this._y=0)):console.warn("WARNING: Euler.setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,f=a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2*
+(a.z*a.w-a.x*a.y),h+e-f-g)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):"YZX"===
+b?(this._x=Math.atan2(2*(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("WARNING: Euler.setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this);
+this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}};THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3};
+THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(0.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a,
+b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);
+this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)};
+THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0this.max.x&&(this.max.x=b.x),b.ythis.max.y&&(this.max.y=b.y)}else this.makeEmpty();return this},setFromCenterAndSize:function(){var a=new THREE.Vector2;return function(b,c){var d=a.copy(c).multiplyScalar(0.5);
+this.min.copy(b).sub(d);this.max.copy(b).add(d);return this}}(),copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this},empty:function(){return this.max.xthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),
+(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);
+return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)};
+THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},addPoint:function(a){a.xthis.max.x&&(this.max.x=a.x);a.ythis.max.y&&(this.max.y=a.y);a.zthis.max.z&&(this.max.z=a.z);return this},setFromPoints:function(a){if(0this.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,
+b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,
+this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=0.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];
+return function(b){a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();
+this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(a,b,c,d,e,f,g,h,k){var l=this.elements=new Float32Array(9);l[0]=void 0!==a?a:1;l[3]=b||0;l[6]=c||0;l[1]=d||0;l[4]=void 0!==e?e:1;l[7]=f||0;l[2]=g||0;l[5]=h||0;l[8]=void 0!==k?k:1};
+THREE.Matrix3.prototype={constructor:THREE.Matrix3,set:function(a,b,c,d,e,f,g,h,k){var l=this.elements;l[0]=a;l[3]=b;l[6]=c;l[1]=d;l[4]=e;l[7]=f;l[2]=g;l[5]=h;l[8]=k;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},multiplyVector3:function(a){console.warn("DEPRECATED: Matrix3's .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.");return a.applyMatrix3(this)},
+multiplyVector3Array:function(a){console.warn("DEPRECATED: Matrix3's .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.");return this.applyToVector3Array(a)},applyToVector3Array:function(){var a=new THREE.Vector3;return function(b,c,d){void 0===c&&(c=0);void 0===d&&(d=b.length);for(var e=0;ethis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);
+c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,
+b,c,d){a=c*Math.tan(THREE.Math.degToRad(0.5*a));var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,l=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/l;g[14]=-((f+e)/l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],
+a[12],a[13],a[14],a[15]]},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3};
+THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin);
+var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(0.5),f=b.clone().sub(a).normalize(),g=0.5*a.distanceTo(b),
+h=this.origin.clone().sub(e);a=-this.direction.dot(f);b=h.dot(this.direction);var k=-h.dot(f),l=h.lengthSq(),n=Math.abs(1-a*a),q,p;0<=n?(h=a*k-b,q=a*b-k,p=g*n,0<=h?q>=-p?q<=p?(g=1/n,h*=g,q*=g,a=h*(h+a*q+2*b)+q*(a*h+q+2*k)+l):(q=g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+l):(q=-g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+l):q<=-p?(h=Math.max(0,-(-a*g+b)),q=0a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?
+0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3;return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=
+a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0<
+f){if(h)return null;h=1}else if(0>f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},
+clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0};
+THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=
+this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius);
+return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}};THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]};
+THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],n=c[8],q=c[9],p=c[10],s=c[11],t=c[12],r=c[13],v=c[14],c=c[15];b[0].setComponents(f-a,l-g,s-n,c-t).normalize();b[1].setComponents(f+
+a,l+g,s+n,c+t).normalize();b[2].setComponents(f+d,l+h,s+q,c+r).normalize();b[3].setComponents(f-d,l-h,s-q,c-r).normalize();b[4].setComponents(f-e,l-k,s-p,c-v).normalize();b[5].setComponents(f+e,l+k,s+p,c+v).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,
+c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),
+containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0};
+THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,
+c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a,
+b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return 0>a?-1:0this.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:
+f+2;l=this.points[c[0]];n=this.points[c[1]];q=this.points[c[2]];p=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,n.x,q.x,p.x,g,h,k);d.y=b(l.y,n.y,q.y,p.y,g,h,k);d.z=b(l.z,n.z,q.z,p.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}();
+THREE.Triangle.prototype={constructor:THREE.Triangle,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return 0.5*a.cross(b).length()}}(),midpoint:function(a){return(a||
+new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)},
+clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Vertex=function(a){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.");return a};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1};
+THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now(),
+a=0.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){};
+THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&&
+c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(a){if(void 0!==this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=[],d=b.length,e=0;ef.scale.x)return s;s.push({distance:t,point:f.position,face:null,object:f})}else if(f instanceof
+a.LOD)d.setFromMatrixPosition(f.matrixWorld),t=n.ray.origin.distanceTo(d),l(f.getObjectForDistance(t),n,s);else if(f instanceof a.Mesh){var r=f.geometry;null===r.boundingSphere&&r.computeBoundingSphere();b.copy(r.boundingSphere);b.applyMatrix4(f.matrixWorld);if(!1===n.ray.isIntersectionSphere(b))return s;e.getInverse(f.matrixWorld);c.copy(n.ray).applyMatrix4(e);if(null!==r.boundingBox&&!1===c.isIntersectionBox(r.boundingBox))return s;if(r instanceof a.BufferGeometry){var v=f.material;if(void 0===
+v)return s;var w=r.attributes,u,y,L=n.precision;if(void 0!==w.index){var x=w.index.array,N=w.position.array,J=r.offsets;0===J.length&&(J=[{start:0,count:N.length,index:0}]);for(var B=0,K=J.length;Bn.far||s.push({distance:t,point:D,indices:[w,u,y],face:null,faceIndex:null,object:f}))}}else for(N=w.position.array,r=0,G=w.position.array.length;rn.far||s.push({distance:t,point:D,indices:[w,u,y],face:null,faceIndex:null,object:f}))}else if(r instanceof a.Geometry)for(N=f.material instanceof a.MeshFaceMaterial,J=!0===N?f.material.materials:null,L=n.precision,x=r.vertices,B=0,K=r.faces.length;Bn.far||s.push({distance:t,point:D,face:A,
+faceIndex:B,object:f}))}}else if(f instanceof a.Line){L=n.linePrecision;v=L*L;r=f.geometry;null===r.boundingSphere&&r.computeBoundingSphere();b.copy(r.boundingSphere);b.applyMatrix4(f.matrixWorld);if(!1===n.ray.isIntersectionSphere(b))return s;e.getInverse(f.matrixWorld);c.copy(n.ray).applyMatrix4(e);if(r instanceof a.Geometry)for(x=r.vertices,L=x.length,w=new a.Vector3,u=new a.Vector3,y=f.type===a.LineStrip?1:2,r=0;rv||(t=c.origin.distanceTo(u),t<
+n.near||t>n.far||s.push({distance:t,point:w.clone().applyMatrix4(f.matrixWorld),face:null,faceIndex:null,object:f}))}},n=function(a,b,c){a=a.getDescendants();for(var d=0,e=a.length;de&&0>f||0>g&&
+0>h)return!1;0>e?c=Math.max(c,e/(e-f)):0>f&&(d=Math.min(d,e/(e-f)));0>g?c=Math.max(c,g/(g-h)):0>h&&(d=Math.min(d,g/(g-h)));if(d=c.x&&-1<=c.y&&1>=c.y&&-1<=c.z&&1>=c.z},n=function(a,b,c){if(!0===a.visible||!0===b.visible||!0===c.visible)return!0;E[0]=a.positionScreen;
+E[1]=b.positionScreen;E[2]=c.positionScreen;return z.isIntersectionBox(H.setFromPoints(E))},r=function(a,b,c){return 0>(c.positionScreen.x-a.positionScreen.x)*(b.positionScreen.y-a.positionScreen.y)-(c.positionScreen.y-a.positionScreen.y)*(b.positionScreen.x-a.positionScreen.x)};return{setObject:function(a){f=a;g=f.material;h.getNormalMatrix(f.matrixWorld);d.length=0;e.length=0},projectVertex:k,checkTriangleVisibility:n,checkBackfaceCulling:r,pushVertex:function(b,c,d){l=a();l.position.set(b,c,d);
+k(l)},pushNormal:function(a,b,c){d.push(a,b,c)},pushUv:function(a,b){e.push(a,b)},pushLine:function(a,b){var d=q[a],e=q[b];w=c();w.id=f.id;w.v1.copy(d);w.v2.copy(e);w.z=(d.positionScreen.z+e.positionScreen.z)/2;w.material=f.material;K.elements.push(w)},pushTriangle:function(a,c,k){var l=q[a],p=q[c],t=q[k];if(!1!==n(l,p,t)&&(g.side===THREE.DoubleSide||!0===r(l,p,t))){s=b();s.id=f.id;s.v1.copy(l);s.v2.copy(p);s.v3.copy(t);s.z=(l.positionScreen.z+p.positionScreen.z+t.positionScreen.z)/3;for(l=0;3>l;l++)p=
+3*arguments[l],t=s.vertexNormalsModel[l],t.set(d[p],d[p+1],d[p+2]),t.applyMatrix3(h).normalize(),p=2*arguments[l],s.uvs[l].set(e[p],e[p+1]);s.vertexNormalsLength=3;s.material=f.material;K.elements.push(s)}}}};this.projectScene=function(f,h,k,l){var r,p,v,y,L,C,z,E;N=u=t=0;K.elements.length=0;!0===f.autoUpdate&&f.updateMatrixWorld();void 0===h.parent&&h.updateMatrixWorld();Q.copy(h.matrixWorldInverse.getInverse(h.matrixWorld));Y.multiplyMatrices(h.projectionMatrix,Q);R.setFromMatrix(Y);g=0;K.objects.length=
+0;K.lights.length=0;V(f);!0===k&&K.objects.sort(d);f=0;for(k=K.objects.length;fL;L++)s.uvs[L].copy(ya[L]);s.color=v.color;s.material=
+ma;s.z=(ia.positionScreen.z+Z.positionScreen.z+qa.positionScreen.z)/3;K.elements.push(s)}}}}}else if(r instanceof THREE.Line)if(p instanceof THREE.BufferGeometry){if(C=p.attributes,void 0!==C.position){z=C.position.array;p=0;for(y=z.length;p=F.z&&(N===B?(y=new THREE.RenderableSprite,J.push(y),B++,N++,x=y):x=J[N++],x.id=r.id,x.x=F.x*p,x.y=F.y*p,x.z=F.z,x.object=r,x.rotation=r.rotation,x.scale.x=r.scale.x*Math.abs(x.x-(F.x+h.projectionMatrix.elements[0])/(F.w+h.projectionMatrix.elements[12])),x.scale.y=r.scale.y*Math.abs(x.y-(F.y+h.projectionMatrix.elements[5])/
+(F.w+h.projectionMatrix.elements[13])),x.material=r.material,K.elements.push(x)));!0===l&&K.elements.sort(d);return K}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0};
+THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;bb.max.x&&(b.max.x=e);fb.max.y&&(b.max.y=f);gb.max.z&&(b.max.z=g)}}if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){var a=new THREE.Box3,b=new THREE.Vector3;return function(){null===this.boundingSphere&&(this.boundingSphere=new THREE.Sphere);var c=this.attributes.position.array;if(c){a.makeEmpty();for(var d=this.boundingSphere.center,e=0,f=c.length;eGa?-1:1;h[4*a]=wa.x;h[4*a+1]=wa.y;h[4*a+2]=wa.z;h[4*a+3]=Ia}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var c=this.attributes.index.array,d=this.attributes.position.array,
+e=this.attributes.normal.array,f=this.attributes.uv.array,g=d.length/3;void 0===this.attributes.tangent&&(this.attributes.tangent={itemSize:4,array:new Float32Array(4*g)});for(var h=this.attributes.tangent.array,k=[],l=[],n=0;nr;r++)t=a[3*c+r],-1==p[t]?(q[2*r]=t,q[2*r+1]=-1,n++):p[t]k.index+b)for(k={start:f,count:0,index:g},h.push(k),n=0;6>n;n+=2)r=q[n+1],-1n;n+=2)t=q[n],r=q[n+1],-1===r&&(r=g++),p[t]=r,s[r]=t,e[f++]=r-k.index,k.count++}this.reorderBuffers(e,s,g);
+return this.offsets=h},merge:function(){console.log("BufferGeometry.merge(): TODO")},normalizeNormals:function(){for(var a=this.attributes.normal.array,b,c,d,e=0,f=a.length;ed?-1:1,e.vertexTangents[c]=new THREE.Vector4(L.x,L.y,L.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;cc&&(h[f].counter+=1,g=h[f].hash+"_"+h[f].counter,g in this.geometryGroups||(this.geometryGroups[g]={faces3:[],materialIndex:f,vertices:0,numMorphTargets:k,numMorphNormals:l})),this.geometryGroups[g].faces3.push(d),
+this.geometryGroups[g].vertices+=3;this.geometryGroupsList=[];for(var n in this.geometryGroups)this.geometryGroups[n].id=a++,this.geometryGroupsList.push(this.geometryGroups[n])}}(),clone:function(){for(var a=new THREE.Geometry,b=this.vertices,c=0,d=b.length;ca.opacity)h.transparent=a.transparent;void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide);void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&
+(h.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"===a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=e(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=e(a.colorSpecular));a.colorAmbient&&(h.ambient=e(a.colorAmbient));a.colorEmissive&&(h.emissive=e(a.colorEmissive));a.transparency&&(h.opacity=a.transparency);a.specularCoef&&(h.shininess=a.specularCoef);a.mapDiffuse&&b&&d(h,"map",a.mapDiffuse,
+a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&d(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(h,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,
+a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormal?(g=THREE.ShaderLib.normalmap,k=THREE.UniformsUtils.clone(g.uniforms),k.tNormal.value=h.normalMap,a.mapNormalFactor&&k.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),h.map&&(k.tDiffuse.value=h.map,k.enableDiffuse.value=!0),h.specularMap&&(k.tSpecular.value=h.specularMap,k.enableSpecular.value=!0),h.lightMap&&(k.tAO.value=h.lightMap,k.enableAO.value=!0),k.diffuse.value.setHex(h.color),k.specular.value.setHex(h.specular),
+k.ambient.value.setHex(h.ambient),k.shininess.value=h.shininess,void 0!==h.opacity&&(k.opacity.value=h.opacity),g=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:k,lights:!0,fog:!0}),h.transparent&&(g.transparent=!0)):g=new THREE[g](h);void 0!==a.DbgName&&(g.name=a.DbgName);return g}};THREE.XHRLoader=function(a){this.cache=new THREE.Cache;this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
+THREE.XHRLoader.prototype={constructor:THREE.XHRLoader,load:function(a,b,c,d){var e=this,f=e.cache.get(a);void 0!==f?b(f):(f=new XMLHttpRequest,void 0!==b&&f.addEventListener("load",function(c){e.cache.add(a,c.target.responseText);b(c.target.responseText);e.manager.itemEnd(a)},!1),void 0!==c&&f.addEventListener("progress",function(a){c(a)},!1),void 0!==d&&f.addEventListener("error",function(a){d(a)},!1),void 0!==this.crossOrigin&&(f.crossOrigin=this.crossOrigin),f.open("GET",a,!0),f.send(null),e.manager.itemStart(a))},
+setCrossOrigin:function(a){this.crossOrigin=a}};THREE.ImageLoader=function(a){this.cache=new THREE.Cache;this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
+THREE.ImageLoader.prototype={constructor:THREE.ImageLoader,load:function(a,b,c,d){var e=this,f=e.cache.get(a);if(void 0!==f)b(f);else return f=document.createElement("img"),void 0!==b&&f.addEventListener("load",function(c){e.cache.add(a,this);b(this);e.manager.itemEnd(a)},!1),void 0!==c&&f.addEventListener("progress",function(a){c(a)},!1),void 0!==d&&f.addEventListener("error",function(a){d(a)},!1),void 0!==this.crossOrigin&&(f.crossOrigin=this.crossOrigin),f.src=a,e.manager.itemStart(a),f},setCrossOrigin:function(a){this.crossOrigin=
+a}};THREE.JSONLoader=function(a){THREE.Loader.call(this,a);this.withCredentials=!1};THREE.JSONLoader.prototype=Object.create(THREE.Loader.prototype);THREE.JSONLoader.prototype.load=function(a,b,c){c=c&&"string"===typeof c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)};
+THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,g=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(200===f.status||0===f.status){if(f.responseText){var h=JSON.parse(f.responseText);if(void 0!==h.metadata&&"scene"===h.metadata.type){console.error('THREE.JSONLoader: "'+b+'" seems to be a Scene. Use THREE.SceneLoader instead.');return}h=a.parse(h,d);c(h.geometry,h.materials)}else console.error('THREE.JSONLoader: "'+b+'" seems to be unreachable or the file is empty.');
+a.onLoadComplete()}else console.error("THREE.JSONLoader: Couldn't load \""+b+'" ('+f.status+")");else f.readyState===f.LOADING?e&&(0===g&&(g=f.getResponseHeader("Content-Length")),e({total:g,loaded:f.responseText.length})):f.readyState===f.HEADERS_RECEIVED&&void 0!==e&&(g=f.getResponseHeader("Content-Length"))};f.open("GET",b,!0);f.withCredentials=this.withCredentials;f.send(null)};
+THREE.JSONLoader.prototype.parse=function(a,b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:1;(function(b){var d,g,h,k,l,n,q,p,s,t,r,v,w,u=a.faces;n=a.vertices;var y=a.normals,L=a.colors,x=0;if(void 0!==a.uvs){for(d=0;dg;g++)p=u[k++],w=v[2*p],p=v[2*p+1],w=new THREE.Vector2(w,p),2!==g&&c.faceVertexUvs[d][h].push(w),0!==g&&c.faceVertexUvs[d][h+1].push(w);q&&(q=3*u[k++],s.normal.set(y[q++],y[q++],y[q]),r.normal.copy(s.normal));if(t)for(d=0;4>d;d++)q=3*u[k++],t=new THREE.Vector3(y[q++],
+y[q++],y[q]),2!==d&&s.vertexNormals.push(t),0!==d&&r.vertexNormals.push(t);n&&(n=u[k++],n=L[n],s.color.setHex(n),r.color.setHex(n));if(b)for(d=0;4>d;d++)n=u[k++],n=L[n],2!==d&&s.vertexColors.push(new THREE.Color(n)),0!==d&&r.vertexColors.push(new THREE.Color(n));c.faces.push(s);c.faces.push(r)}else{s=new THREE.Face3;s.a=u[k++];s.b=u[k++];s.c=u[k++];h&&(h=u[k++],s.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)p=u[k++],w=v[2*p],p=v[2*p+1],
+w=new THREE.Vector2(w,p),c.faceVertexUvs[d][h].push(w);q&&(q=3*u[k++],s.normal.set(y[q++],y[q++],y[q]));if(t)for(d=0;3>d;d++)q=3*u[k++],t=new THREE.Vector3(y[q++],y[q++],y[q]),s.vertexNormals.push(t);n&&(n=u[k++],s.color.setHex(L[n]));if(b)for(d=0;3>d;d++)n=u[k++],s.vertexColors.push(new THREE.Color(L[n]));c.faces.push(s)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dz.parameters.opacity&&(z.parameters.transparent=!0);z.parameters.normalMap?(G=THREE.ShaderLib.normalmap,C=THREE.UniformsUtils.clone(G.uniforms),
+u=z.parameters.color,F=z.parameters.specular,w=z.parameters.ambient,D=z.parameters.shininess,C.tNormal.value=B.textures[z.parameters.normalMap],z.parameters.normalScale&&C.uNormalScale.value.set(z.parameters.normalScale[0],z.parameters.normalScale[1]),z.parameters.map&&(C.tDiffuse.value=z.parameters.map,C.enableDiffuse.value=!0),z.parameters.envMap&&(C.tCube.value=z.parameters.envMap,C.enableReflection.value=!0,C.reflectivity.value=z.parameters.reflectivity),z.parameters.lightMap&&(C.tAO.value=z.parameters.lightMap,
+C.enableAO.value=!0),z.parameters.specularMap&&(C.tSpecular.value=B.textures[z.parameters.specularMap],C.enableSpecular.value=!0),z.parameters.displacementMap&&(C.tDisplacement.value=B.textures[z.parameters.displacementMap],C.enableDisplacement.value=!0,C.uDisplacementBias.value=z.parameters.displacementBias,C.uDisplacementScale.value=z.parameters.displacementScale),C.diffuse.value.setHex(u),C.specular.value.setHex(F),C.ambient.value.setHex(w),C.shininess.value=D,z.parameters.opacity&&(C.opacity.value=
+z.parameters.opacity),r=new THREE.ShaderMaterial({fragmentShader:G.fragmentShader,vertexShader:G.vertexShader,uniforms:C,lights:!0,fog:!0})):r=new THREE[z.type](z.parameters);r.name=H;B.materials[H]=r}for(H in A.materials)if(z=A.materials[H],z.parameters.materials){E=[];for(u=0;uh.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b};
+THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):console.warn("animation["+a+"] undefined")};
+THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&&
+(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};
+THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.objects=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);b=Math.abs(b);for(var c=0;c=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;dD&&A.clearRect(Z.min.x|0,Z.min.y|0,Z.max.x-Z.min.x|0,Z.max.y-Z.min.y|0),0R.positionScreen.z||1I.positionScreen.z||1da.positionScreen.z||1=F||(F*=Q.intensity,H.add(Ea.multiplyScalar(F)))):Q instanceof THREE.PointLight&&(D=Da.setFromMatrixPosition(Q.matrixWorld),F=m.dot(Da.subVectors(D,G).normalize()),
+0>=F||(F*=0==Q.distance?1:1-Math.min(G.distanceTo(D)/Q.distance,1),0!=F&&(F*=Q.intensity,H.add(Ea.multiplyScalar(F)))));fa.multiply(za).add(Ia);!0===z.wireframe?b(fa,z.wireframeLinewidth,z.wireframeLinecap,z.wireframeLinejoin):c(fa)}else z instanceof THREE.MeshBasicMaterial||z instanceof THREE.MeshLambertMaterial||z instanceof THREE.MeshPhongMaterial?null!==z.map?z.map.mapping instanceof THREE.UVMapping&&(ha=E.uvs,f(V,X,P,ga,wa,Ha,ha[0].x,ha[0].y,ha[1].x,ha[1].y,ha[2].x,ha[2].y,z.map)):null!==z.envMap?
+z.envMap.mapping instanceof THREE.SphericalReflectionMapping?(ja.copy(E.vertexNormalsModel[0]).applyMatrix3(ra),Oa=0.5*ja.x+0.5,Ra=0.5*ja.y+0.5,ja.copy(E.vertexNormalsModel[1]).applyMatrix3(ra),Sa=0.5*ja.x+0.5,Fa=0.5*ja.y+0.5,ja.copy(E.vertexNormalsModel[2]).applyMatrix3(ra),ia=0.5*ja.x+0.5,ma=0.5*ja.y+0.5,f(V,X,P,ga,wa,Ha,Oa,Ra,Sa,Fa,ia,ma,z.envMap)):z.envMap.mapping instanceof THREE.SphericalRefractionMapping&&(ja.copy(E.vertexNormalsModel[0]).applyMatrix3(ra),Oa=-0.5*ja.x+0.5,Ra=-0.5*ja.y+0.5,
+ja.copy(E.vertexNormalsModel[1]).applyMatrix3(ra),Sa=-0.5*ja.x+0.5,Fa=-0.5*ja.y+0.5,ja.copy(E.vertexNormalsModel[2]).applyMatrix3(ra),ia=-0.5*ja.x+0.5,ma=-0.5*ja.y+0.5,f(V,X,P,ga,wa,Ha,Oa,Ra,Sa,Fa,ia,ma,z.envMap)):(fa.copy(z.color),z.vertexColors===THREE.FaceColors&&fa.multiply(E.color),!0===z.wireframe?b(fa,z.wireframeLinewidth,z.wireframeLinecap,z.wireframeLinejoin):c(fa)):(z instanceof THREE.MeshDepthMaterial?fa.r=fa.g=fa.b=1-r(G.positionScreen.z*G.positionScreen.w,W.near,W.far):z instanceof THREE.MeshNormalMaterial?
+(ja.copy(E.normalModel).applyMatrix3(ra),fa.setRGB(ja.x,ja.y,ja.z).multiplyScalar(0.5).addScalar(0.5)):fa.setRGB(1,1,1),!0===z.wireframe?b(fa,z.wireframeLinewidth,z.wireframeLinecap,z.wireframeLinejoin):c(fa))}}Z.union(qa)}}}}};THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\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",fog_fragment:"#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tconst float LOG2 = 1.442695;\n\t\tfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif",
+envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\tuniform samplerCube envMap;\n\tuniform float flipEnvMap;\n\tuniform int combine;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\t\tuniform bool useRefract;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\n\tvec3 reflectVec;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\t\tif ( useRefract ) {\n\t\t\treflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t} else { \n\t\t\treflectVec = reflect( cameraToVertex, worldNormal );\n\t\t}\n\t#else\n\t\treflectVec = vReflect;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\t\tvec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#endif\n\t#ifdef GAMMA_INPUT\n\t\tcubeColor.xyz *= cubeColor.xyz;\n\t#endif\n\tif ( combine == 1 ) {\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\t} else if ( combine == 2 ) {\n\t\tgl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\t} else {\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\t}\n#endif",
+envmap_pars_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\tvarying vec3 vReflect;\n\tuniform float refractionRatio;\n\tuniform bool useRefract;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#endif\n\t#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\t\tvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\t#endif\n\t#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\t#endif\n#endif",
+envmap_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\tvec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n\tworldNormal = normalize( worldNormal );\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\tif ( useRefract ) {\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t} else {\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t}\n#endif",
+map_particle_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#ifdef USE_MAP\n\tgl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n#endif",map_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",
+map_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\t#ifdef GAMMA_INPUT\n\t\ttexelColor.xyz *= texelColor.xyz;\n\t#endif\n\tgl_FragColor = gl_FragColor * texelColor;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tvarying vec2 vUv2;\n\tuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\n\tvarying vec2 vUv2;\n#endif",
+lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tgl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\n\tvUv2 = uv2;\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 ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\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 );\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",
+normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\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 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif",
+specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\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",lights_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif",
+lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\tvec3 dirVector = normalize( lDirection.xyz );\n\tfloat dotProduct = dot( transformedNormal, dirVector );\n\tvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\t#ifdef DOUBLE_SIDED\n\t\tvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\t\t#ifdef WRAP_AROUND\n\t\t\tvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t#endif\n\t#endif\n\t#ifdef WRAP_AROUND\n\t\tvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\tdirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tdirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\t\t#endif\n\t#endif\n\tvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\t#ifdef DOUBLE_SIDED\n\t\tvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\t#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\t\tfloat lDistance = 1.0;\n\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\tlVector = normalize( lVector );\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\t\tvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\t#endif\n\t\t#endif\n\t\t#ifdef WRAP_AROUND\n\t\t\tvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\tpointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\t\t\t#ifdef DOUBLE_SIDED\n\t\t\t\tpointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\t\t\t#endif\n\t\t#endif\n\t\tvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\t\t#endif\n\t}\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\tspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n\t\t\tfloat lDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tlVector = normalize( lVector );\n\t\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\t\t\tvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\t\t\t#ifdef DOUBLE_SIDED\n\t\t\t\tvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\t\tspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\t\t\t\t#ifdef DOUBLE_SIDED\n\t\t\t\t\tspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\tvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\t\t\t#ifdef DOUBLE_SIDED\n\t\t\t\tvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\t\t\t#endif\n\t\t}\n\t}\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\tfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\t\t#endif\n\t}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\n\tvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif",
+lights_phong_pars_vertex:"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\tvarying vec3 vWorldPosition;\n#endif",lights_phong_vertex:"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\tvWorldPosition = worldPosition.xyz;\n#endif",lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\tvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",
+lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\n\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tvec3 pointDiffuse = vec3( 0.0 );\n\tvec3 pointSpecular = vec3( 0.0 );\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\t\tfloat lDistance = 1.0;\n\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\tlVector = normalize( lVector );\n\t\tfloat dotProduct = dot( normal, lVector );\n\t\t#ifdef WRAP_AROUND\n\t\t\tfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t#else\n\t\t\tfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n\t\t#endif\n\t\tpointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\t\tvec3 pointHalfVector = normalize( lVector + viewPosition );\n\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\tfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\t}\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tvec3 spotDiffuse = vec3( 0.0 );\n\tvec3 spotSpecular = vec3( 0.0 );\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\t\tfloat lDistance = 1.0;\n\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\tlVector = normalize( lVector );\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\tspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n\t\t\t#endif\n\t\t\tspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\t\t\tvec3 spotHalfVector = normalize( lVector + viewPosition );\n\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\tfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\t\t}\n\t}\n#endif\n#if MAX_DIR_LIGHTS > 0\n\tvec3 dirDiffuse = vec3( 0.0 );\n\tvec3 dirSpecular = vec3( 0.0 );\n\tfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\tfloat dotProduct = dot( normal, dirVector );\n\t\t#ifdef WRAP_AROUND\n\t\t\tfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\t\t\tvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\t\t#else\n\t\t\tfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n\t\t#endif\n\t\tdirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\tfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t}\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tvec3 hemiDiffuse = vec3( 0.0 );\n\tvec3 hemiSpecular = vec3( 0.0 );\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\tfloat dotProduct = dot( normal, lVector );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\themiDiffuse += diffuse * hemiColor;\n\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\tfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\n\t\tvec3 lVectorGround = -lVector;\n\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\tfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\n\ttotalDiffuse += dirDiffuse;\n\ttotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\ttotalDiffuse += hemiDiffuse;\n\ttotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\n\ttotalDiffuse += pointDiffuse;\n\ttotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\ttotalDiffuse += spotDiffuse;\n\ttotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\n\tgl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\n\tgl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif",
+color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tgl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\t#ifdef GAMMA_INPUT\n\t\tvColor = color * color;\n\t#else\n\t\tvColor = color;\n\t#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",
+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_vertex:"#ifdef USE_SKINNING\n\t#ifdef USE_MORPHTARGETS\n\tvec4 skinVertex = vec4( morphed, 1.0 );\n\t#else\n\tvec4 skinVertex = vec4( position, 1.0 );\n\t#endif\n\tvec4 skinned = boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n#endif",
+morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\tvec3 morphed = vec3( 0.0 );\n\tmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\tmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\tmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\tmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\tmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\tmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\tmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\tmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n\tmorphed += position;\n#endif",
+default_vertex:"vec4 mvPosition;\n#ifdef USE_SKINNING\n\tmvPosition = modelViewMatrix * skinned;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\tmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\tmvPosition = modelViewMatrix * vec4( position, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tvec3 morphedNormal = vec3( 0.0 );\n\tmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\tmorphedNormal += normal;\n#endif",
+skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = skinWeight.x * boneMatX;\n\tskinMatrix \t+= skinWeight.y * boneMatY;\n\tskinMatrix \t+= skinWeight.z * boneMatZ;\n\tskinMatrix \t+= skinWeight.w * boneMatW;\n\t#ifdef USE_MORPHNORMALS\n\tvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\t#else\n\tvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\t#endif\n#endif",defaultnormal_vertex:"vec3 objectNormal;\n#ifdef USE_SKINNING\n\tobjectNormal = skinnedNormal.xyz;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\tobjectNormal = morphedNormal;\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\tobjectNormal = normal;\n#endif\n#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;",
+shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\t\tconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\t}\n#endif",
+shadowmap_fragment:"#ifdef USE_SHADOWMAP\n\t#ifdef SHADOWMAP_DEBUG\n\t\tvec3 frustumColors[3];\n\t\tfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n\t\tfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n\t\tfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\t#endif\n\t#ifdef SHADOWMAP_CASCADE\n\t\tint inFrustumCount = 0;\n\t#endif\n\tfloat fDepth;\n\tvec3 shadowColor = vec3( 1.0 );\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\t#ifdef SHADOWMAP_CASCADE\n\t\t\tinFrustumCount += int( inFrustum );\n\t\t\tbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\t\t#else\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\t#endif\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\t\tfloat shadow = 0.0;\n\t\t\t\tconst float shadowDelta = 1.0 / 9.0;\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\t\t\t\tfloat dx0 = -1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\t\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\t\tfloat shadow = 0.0;\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\t\t\t\tfloat dx0 = -1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\t\t\t\tdepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n\t\t\t\tshadowKernel[0] *= vec3(0.25);\n\t\t\t\tshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n\t\t\t\tshadowKernel[1] *= vec3(0.25);\n\t\t\t\tshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n\t\t\t\tshadowKernel[2] *= vec3(0.25);\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\t\t\t\tshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n\t\t\t\tshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) );\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\t\t\t#else\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\tshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\t\t\t#endif\n\t\t}\n\t\t#ifdef SHADOWMAP_DEBUG\n\t\t\t#ifdef SHADOWMAP_CASCADE\n\t\t\t\tif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\t\t\t#else\n\t\t\t\tif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\t\t\t#endif\n\t\t#endif\n\t}\n\t#ifdef GAMMA_OUTPUT\n\t\tshadowColor *= shadowColor;\n\t#endif\n\tgl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif",
+shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif",linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\n\tgl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif",
+logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif",logdepthbuf_pars_fragment:"#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\t#extension GL_EXT_frag_depth : enable\n\t\tvarying float vFragDepth;\n\t#endif\n#endif",logdepthbuf_fragment:"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"};THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b dashSize ) {\n\t\tdiscard;\n\t}\n\tgl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.morphtarget_vertex,
+THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float mNear;\nuniform float mFar;\nuniform float opacity;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},
+normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},
+tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},diffuse:{type:"c",value:new THREE.Color(16777215)},specular:{type:"c",value:new THREE.Color(1118481)},ambient:{type:"c",value:new THREE.Color(16777215)},shininess:{type:"f",value:30},opacity:{type:"f",value:1},useRefract:{type:"i",value:0},refractionRatio:{type:"f",value:0.98},reflectivity:{type:"f",value:0.5},uOffset:{type:"v2",value:new THREE.Vector2(0,
+0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float refractionRatio;\nuniform float reflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
+THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\tgl_FragColor = vec4( vec3( 1.0 ), opacity );\n\tvec3 specularTex = vec3( 1.0 );\n\tvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\n\tnormalTex.xy *= uNormalScale;\n\tnormalTex = normalize( normalTex );\n\tif( enableDiffuse ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 texelColor = texture2D( tDiffuse, vUv );\n\t\t\ttexelColor.xyz *= texelColor.xyz;\n\t\t\tgl_FragColor = gl_FragColor * texelColor;\n\t\t#else\n\t\t\tgl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n\t\t#endif\n\t}\n\tif( enableAO ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 aoColor = texture2D( tAO, vUv );\n\t\t\taoColor.xyz *= aoColor.xyz;\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n\t\t#else\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n\t\t#endif\n\t}\n\tif( enableSpecular )\n\t\tspecularTex = texture2D( tSpecular, vUv ).xyz;\n\tmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\n\tvec3 finalNormal = tsb * normalTex;\n\t#ifdef FLIP_SIDED\n\t\tfinalNormal = -finalNormal;\n\t#endif\n\tvec3 normal = normalize( finalNormal );\n\tvec3 viewPosition = normalize( vViewPosition );\n\t#if MAX_POINT_LIGHTS > 0\n\t\tvec3 pointDiffuse = vec3( 0.0 );\n\t\tvec3 pointSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\t\tvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat pointDistance = 1.0;\n\t\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\t\tpointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\t\tpointVector = normalize( pointVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\n\t\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n\t\t\t#endif\n\t\t\tpointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\n\t\t\tvec3 pointHalfVector = normalize( pointVector + viewPosition );\n\t\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\t\tfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\n\t\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\tvec3 spotDiffuse = vec3( 0.0 );\n\t\tvec3 spotSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\t\tvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat spotDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tspotVector = normalize( spotVector );\n\t\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\t\tspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\n\t\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t\t#else\n\t\t\t\t\tfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t#endif\n\t\t\t\tspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\n\t\t\t\tvec3 spotHalfVector = normalize( spotVector + viewPosition );\n\t\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\t\tfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\n\t\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n\t\t\t}\n\t\t}\n\t#endif\n\t#if MAX_DIR_LIGHTS > 0\n\t\tvec3 dirDiffuse = vec3( 0.0 );\n\t\tvec3 dirSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\n\t\t\t\tfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n\t\t\t#endif\n\t\t\tdirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\n\t\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\t\tfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\n\t\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\tvec3 hemiDiffuse = vec3( 0.0 );\n\t\tvec3 hemiSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t\themiDiffuse += diffuse * hemiColor;\n\t\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\t\tfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\n\t\t\tvec3 lVectorGround = -lVector;\n\t\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\t\tfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n\t\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\t\tfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\n\t\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\n\t\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\n\t\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t\t}\n\t#endif\n\tvec3 totalDiffuse = vec3( 0.0 );\n\tvec3 totalSpecular = vec3( 0.0 );\n\t#if MAX_DIR_LIGHTS > 0\n\t\ttotalDiffuse += dirDiffuse;\n\t\ttotalSpecular += dirSpecular;\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\ttotalDiffuse += hemiDiffuse;\n\t\ttotalSpecular += hemiSpecular;\n\t#endif\n\t#if MAX_POINT_LIGHTS > 0\n\t\ttotalDiffuse += pointDiffuse;\n\t\ttotalSpecular += pointSpecular;\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\ttotalDiffuse += spotDiffuse;\n\t\ttotalSpecular += spotSpecular;\n\t#endif\n\t#ifdef METAL\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\t#else\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\t#endif\n\tif ( enableReflection ) {\n\t\tvec3 vReflect;\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tif ( useRefract ) {\n\t\t\tvReflect = refract( cameraToVertex, normal, refractionRatio );\n\t\t} else {\n\t\t\tvReflect = reflect( cameraToVertex, normal );\n\t\t}\n\t\tvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n\t\t#ifdef GAMMA_INPUT\n\t\t\tcubeColor.xyz *= cubeColor.xyz;\n\t\t#endif\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\n\t}",
+THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\n\tuniform sampler2D tDisplacement;\n\tuniform float uDisplacementScale;\n\tuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
+THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"\t#ifdef USE_SKINNING\n\t\tvNormal = normalize( normalMatrix * skinnedNormal.xyz );\n\t\tvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\n\t\tvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n\t#else\n\t\tvNormal = normalize( normalMatrix * normal );\n\t\tvTangent = normalize( normalMatrix * tangent.xyz );\n\t#endif\n\tvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\n\tvUv = uv * uRepeat + uOffset;\n\tvec3 displacedPosition;\n\t#ifdef VERTEX_TEXTURES\n\t\tif ( enableDisplacement ) {\n\t\t\tvec3 dv = texture2D( tDisplacement, uv ).xyz;\n\t\t\tfloat df = uDisplacementScale * dv.x + uDisplacementBias;\n\t\t\tdisplacedPosition = position + normalize( normal ) * df;\n\t\t} else {\n\t\t\t#ifdef USE_SKINNING\n\t\t\t\tvec4 skinVertex = vec4( position, 1.0 );\n\t\t\t\tvec4 skinned = boneMatX * skinVertex * skinWeight.x;\n\t\t\t\tskinned \t += boneMatY * skinVertex * skinWeight.y;\n\t\t\t\tskinned \t += boneMatZ * skinVertex * skinWeight.z;\n\t\t\t\tskinned \t += boneMatW * skinVertex * skinWeight.w;\n\t\t\t\tdisplacedPosition = skinned.xyz;\n\t\t\t#else\n\t\t\t\tdisplacedPosition = position;\n\t\t\t#endif\n\t\t}\n\t#else\n\t\t#ifdef USE_SKINNING\n\t\t\tvec4 skinVertex = vec4( position, 1.0 );\n\t\t\tvec4 skinned = boneMatX * skinVertex * skinWeight.x;\n\t\t\tskinned \t += boneMatY * skinVertex * skinWeight.y;\n\t\t\tskinned \t += boneMatZ * skinVertex * skinWeight.z;\n\t\t\tskinned \t += boneMatW * skinVertex * skinWeight.w;\n\t\t\tdisplacedPosition = skinned.xyz;\n\t\t#else\n\t\t\tdisplacedPosition = position;\n\t\t#endif\n\t#endif\n\tvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\n\tvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;",
+THREE.ShaderChunk.logdepthbuf_vertex,"\tvWorldPosition = worldPosition.xyz;\n\tvViewPosition = -mvPosition.xyz;\n\t#ifdef USE_SHADOWMAP\n\t\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t\t}\n\t#endif\n}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\tvWorldPosition = worldPosition.xyz;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,
+"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:[THREE.ShaderChunk.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {",
+THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")}};THREE.WebGLRenderer=function(a){function b(a,b){var c=a.vertices.length,d=b.material;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var e in d.attributes){var f=d.attributes[e];if(!f.__webglInitialized||f.createUniqueBuffers){f.__webglInitialized=!0;var g=1;"v2"===f.type?g=2:"v3"===f.type?g=3:"v4"===f.type?g=4:"c"===f.type&&(g=3);f.size=g;f.array=new Float32Array(c*g);f.buffer=m.createBuffer();f.buffer.belongsToAttribute=e;f.needsUpdate=!0}a.__webglCustomAttributesList.push(f)}}}
+function c(a,b){var c=b.geometry,g=a.faces3,h=3*g.length,k=1*g.length,l=3*g.length,g=d(b,a),n=f(g),p=e(g),q=g.vertexColors?g.vertexColors:!1;a.__vertexArray=new Float32Array(3*h);p&&(a.__normalArray=new Float32Array(3*h));c.hasTangents&&(a.__tangentArray=new Float32Array(4*h));q&&(a.__colorArray=new Float32Array(3*h));n&&(0p;p++)P.autoScaleCubemaps&&!f?(q=l,u=p,w=c.image[p],y=dc,w.width<=y&&w.height<=y||(A=Math.max(w.width,w.height),v=Math.floor(w.width*y/A),y=Math.floor(w.height*y/A),A=document.createElement("canvas"),A.width=v,A.height=y,A.getContext("2d").drawImage(w,0,0,w.width,w.height,0,0,v,y),w=A),q[u]=w):l[p]=c.image[p];p=l[0];q=THREE.Math.isPowerOfTwo(p.width)&&THREE.Math.isPowerOfTwo(p.height);u=z(c.format);w=z(c.type);D(m.TEXTURE_CUBE_MAP,c,q);
+for(p=0;6>p;p++)if(f)for(y=l[p].mipmaps,A=0,L=y.length;A=Cb&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+Cb);Ea+=1;return a}function B(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function K(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function A(a){a!==ua&&(m.lineWidth(a),ua=a)}function G(a,b,c){ya!==a&&(a?m.enable(m.POLYGON_OFFSET_FILL):m.disable(m.POLYGON_OFFSET_FILL),ya=a);!a||Z===b&&qa===c||(m.polygonOffset(b,c),Z=b,qa=c)}function D(a,
+b,c){c?(m.texParameteri(a,m.TEXTURE_WRAP_S,z(b.wrapS)),m.texParameteri(a,m.TEXTURE_WRAP_T,z(b.wrapT)),m.texParameteri(a,m.TEXTURE_MAG_FILTER,z(b.magFilter)),m.texParameteri(a,m.TEXTURE_MIN_FILTER,z(b.minFilter))):(m.texParameteri(a,m.TEXTURE_WRAP_S,m.CLAMP_TO_EDGE),m.texParameteri(a,m.TEXTURE_WRAP_T,m.CLAMP_TO_EDGE),m.texParameteri(a,m.TEXTURE_MAG_FILTER,F(b.magFilter)),m.texParameteri(a,m.TEXTURE_MIN_FILTER,F(b.minFilter)));db&&b.type!==THREE.FloatType&&(1b;b++)m.deleteFramebuffer(a.__webglFramebuffer[b]),m.deleteRenderbuffer(a.__webglRenderbuffer[b]);else m.deleteFramebuffer(a.__webglFramebuffer),m.deleteRenderbuffer(a.__webglRenderbuffer);P.info.memory.textures--},Sb=function(a){a=a.target;a.removeEventListener("dispose",Sb);Fb(a)},Qb=function(a){void 0!==a.__webglVertexBuffer&&
+m.deleteBuffer(a.__webglVertexBuffer);void 0!==a.__webglNormalBuffer&&m.deleteBuffer(a.__webglNormalBuffer);void 0!==a.__webglTangentBuffer&&m.deleteBuffer(a.__webglTangentBuffer);void 0!==a.__webglColorBuffer&&m.deleteBuffer(a.__webglColorBuffer);void 0!==a.__webglUVBuffer&&m.deleteBuffer(a.__webglUVBuffer);void 0!==a.__webglUV2Buffer&&m.deleteBuffer(a.__webglUV2Buffer);void 0!==a.__webglSkinIndicesBuffer&&m.deleteBuffer(a.__webglSkinIndicesBuffer);void 0!==a.__webglSkinWeightsBuffer&&m.deleteBuffer(a.__webglSkinWeightsBuffer);
+void 0!==a.__webglFaceBuffer&&m.deleteBuffer(a.__webglFaceBuffer);void 0!==a.__webglLineBuffer&&m.deleteBuffer(a.__webglLineBuffer);void 0!==a.__webglLineDistanceBuffer&&m.deleteBuffer(a.__webglLineDistanceBuffer);if(void 0!==a.__webglCustomAttributesList)for(var b in a.__webglCustomAttributesList)m.deleteBuffer(a.__webglCustomAttributesList[b].buffer);P.info.memory.geometries--},Fb=function(a){var b=a.program;if(void 0!==b){a.program=void 0;var c,d,e=!1;a=0;for(c=ga.length;ad.numSupportedMorphTargets?(p.sort(q),p.length=d.numSupportedMorphTargets):p.length>
+d.numSupportedMorphNormals?p.sort(q):0===p.length&&p.push([0,0]);for(n=0;nha;ha++)Fa=U[ha],tb[eb]=Fa.x,tb[eb+1]=Fa.y,
+tb[eb+2]=Fa.z,eb+=3;else for(ha=0;3>ha;ha++)tb[eb]=fa.x,tb[eb+1]=fa.y,tb[eb+2]=fa.z,eb+=3;m.bindBuffer(m.ARRAY_BUFFER,x.__webglNormalBuffer);m.bufferData(m.ARRAY_BUFFER,tb,C)}if(xb&&Bb&&N){D=0;for(F=ea.length;Dha;ha++)Ca=V[ha],cb[Ra]=Ca.x,cb[Ra+1]=Ca.y,Ra+=2;0ha;ha++)Da=W[ha],db[Sa]=
+Da.x,db[Sa+1]=Da.y,Sa+=2;0f;f++){a.__webglFramebuffer[f]=m.createFramebuffer();a.__webglRenderbuffer[f]=m.createRenderbuffer();m.texImage2D(m.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=m.TEXTURE_CUBE_MAP_POSITIVE_X+f;m.bindFramebuffer(m.FRAMEBUFFER,a.__webglFramebuffer[f]);m.framebufferTexture2D(m.FRAMEBUFFER,m.COLOR_ATTACHMENT0,h,g.__webglTexture,0);C(a.__webglRenderbuffer[f],a)}c&&m.generateMipmap(m.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=m.createFramebuffer(),
+a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:m.createRenderbuffer(),m.bindTexture(m.TEXTURE_2D,a.__webglTexture),D(m.TEXTURE_2D,a,c),m.texImage2D(m.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=m.TEXTURE_2D,m.bindFramebuffer(m.FRAMEBUFFER,a.__webglFramebuffer),m.framebufferTexture2D(m.FRAMEBUFFER,m.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_ATTACHMENT,m.RENDERBUFFER,a.__webglRenderbuffer):
+a.depthBuffer&&a.stencilBuffer&&m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_STENCIL_ATTACHMENT,m.RENDERBUFFER,a.__webglRenderbuffer):C(a.__webglRenderbuffer,a),c&&m.generateMipmap(m.TEXTURE_2D);b?m.bindTexture(m.TEXTURE_CUBE_MAP,null):m.bindTexture(m.TEXTURE_2D,null);m.bindRenderbuffer(m.RENDERBUFFER,null);m.bindFramebuffer(m.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=Da,a=Ja,d=Ca,e=va);b!==Ha&&(m.bindFramebuffer(m.FRAMEBUFFER,
+b),m.viewport(d,e,c,a),Ha=b);ja=c;ra=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)};THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format:
+THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null};
+THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){this.width=a;this.height=b},clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps;
+a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.WebGLProgram=function(){var a=0;return function(b,c,d,e){var f=b.context,g=d.fragmentShader,h=d.vertexShader,k=d.uniforms,l=d.attributes,n=d.defines,q=d.index0AttributeName;void 0===q&&!0===e.morphTargets&&(q="position");var p="SHADOWMAP_TYPE_BASIC";e.shadowMapType===THREE.PCFShadowMap?p="SHADOWMAP_TYPE_PCF":e.shadowMapType===THREE.PCFSoftShadowMap&&(p="SHADOWMAP_TYPE_PCF_SOFT");var s,t;s=[];for(var r in n)t=n[r],!1!==t&&(t="#define "+r+" "+t,s.push(t));s=s.join("\n");n=f.createProgram();d instanceof
+THREE.RawShaderMaterial?b=d="":(d=["precision "+e.precision+" float;","precision "+e.precision+" int;",s,e.supportsVertexTextures?"#define VERTEX_TEXTURES":"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+e.maxBones,e.map?"#define USE_MAP":
+"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.useVertexTexture?"#define BONE_TEXTURE":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.morphNormals?"#define USE_MORPHNORMALS":"",e.wrapAround?"#define WRAP_AROUND":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":
+"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+p:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\n\tattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\n\tattribute vec3 morphTarget0;\n\tattribute vec3 morphTarget1;\n\tattribute vec3 morphTarget2;\n\tattribute vec3 morphTarget3;\n\t#ifdef USE_MORPHNORMALS\n\t\tattribute vec3 morphNormal0;\n\t\tattribute vec3 morphNormal1;\n\t\tattribute vec3 morphNormal2;\n\t\tattribute vec3 morphNormal3;\n\t#else\n\t\tattribute vec3 morphTarget4;\n\t\tattribute vec3 morphTarget5;\n\t\tattribute vec3 morphTarget6;\n\t\tattribute vec3 morphTarget7;\n\t#endif\n#endif\n#ifdef USE_SKINNING\n\tattribute vec4 skinIndex;\n\tattribute vec4 skinWeight;\n#endif\n"].join("\n"),
+b=["precision "+e.precision+" float;","precision "+e.precision+" int;",e.bumpMap||e.normalMap?"#extension GL_OES_standard_derivatives : enable":"",s,"#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"",e.useFog&&e.fog?"#define USE_FOG":
+"",e.useFog&&e.fogExp?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.wrapAround?"#define WRAP_AROUND":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?
+"#define "+p:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"));h=new THREE.WebGLShader(f,f.VERTEX_SHADER,d+h);g=new THREE.WebGLShader(f,f.FRAGMENT_SHADER,b+g);f.attachShader(n,h);f.attachShader(n,g);void 0!==q&&f.bindAttribLocation(n,0,q);f.linkProgram(n);!1===f.getProgramParameter(n,f.LINK_STATUS)&&(console.error("Could not initialise shader"),
+console.error("gl.VALIDATE_STATUS",f.getProgramParameter(n,f.VALIDATE_STATUS)),console.error("gl.getError()",f.getError()));""!==f.getProgramInfoLog(n)&&console.error("gl.getProgramInfoLog()",f.getProgramInfoLog(n));f.deleteShader(h);f.deleteShader(g);q="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences".split(" ");e.useVertexTexture?(q.push("boneTexture"),q.push("boneTextureWidth"),q.push("boneTextureHeight")):q.push("boneGlobalMatrices");e.logarithmicDepthBuffer&&
+q.push("logDepthBufFC");for(var v in k)q.push(v);k=q;v={};q=0;for(b=k.length;qa?b(c,e-1):l[e]>8&255,l>>16&255,l>>24&255)),e}e.mipmapCount=1;k[2]&131072&&!1!==b&&(e.mipmapCount=Math.max(1,k[7]));e.isCubemap=k[28]&512?!0:!1;e.width=k[4];e.height=k[3];for(var k=k[1]+4,g=e.width,h=e.height,l=e.isCubemap?6:1,q=0;qq-1?0:q-1,s=q+1>e-1?e-1:q+1,t=0>n-1?0:n-1,r=n+1>d-1?d-1:n+1,v=[],w=[0,0,h[4*(q*d+n)]/255*b];v.push([-1,0,h[4*(q*d+t)]/255*b]);v.push([-1,-1,h[4*(p*d+t)]/255*b]);v.push([0,-1,h[4*(p*d+n)]/255*b]);v.push([1,-1,h[4*(p*d+r)]/255*b]);v.push([1,0,h[4*(q*d+r)]/255*b]);v.push([1,1,h[4*(s*d+r)]/255*b]);v.push([0,1,h[4*(s*d+n)]/255*b]);v.push([-1,1,h[4*(s*d+t)]/255*b]);p=[];t=v.length;for(s=0;se)return null;var f=[],g=[],h=[],k,l,n;if(0=q--){console.log("Warning, unable to triangulate polygon!");break}k=l;e<=k&&(k=0);l=k+1;e<=l&&(l=0);n=l+1;e<=n&&(n=0);var p;a:{var s=p=void 0,t=void 0,r=void 0,v=void 0,w=void 0,u=void 0,y=void 0,L=
+void 0,s=a[g[k]].x,t=a[g[k]].y,r=a[g[l]].x,v=a[g[l]].y,w=a[g[n]].x,u=a[g[n]].y;if(1E-10>(r-s)*(u-t)-(v-t)*(w-s))p=!1;else{var x=void 0,N=void 0,J=void 0,B=void 0,K=void 0,A=void 0,G=void 0,D=void 0,C=void 0,F=void 0,C=D=G=L=y=void 0,x=w-r,N=u-v,J=s-w,B=t-u,K=r-s,A=v-t;for(p=0;pk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]};
+THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c};
+THREE.Path.prototype.toShapes=function(a,b){function c(a){for(var b=[],c=0,d=a.length;cl&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y==g.y){if(a.x==g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0==e)return!0;0>e||(d=!d)}}else if(a.y==g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=
+h.x))return!0}return d}var e=function(a){var b,c,d,e,f=[],g=new THREE.Path;b=0;for(c=a.length;bB||B>J)return[];k=l*n-k*q;if(0>k||k>J)return[]}else{if(0d?[]:k==d?f?[]:[g]:a<=d?[g,h]:
+[g,l]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return 1E-10f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1;
+d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cF){console.log("Infinite Loop! Holes left:"+
+l.length+", Probably Hole outside Shape!");break}for(q=A;qh;h++)l=k[h].x+":"+k[h].y,
+l=n[l],void 0!==l&&(k[h]=l);return q.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a,
+b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};
+THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};
+THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e-=a;c[0]=0==a?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b};THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);
+THREE.EllipseCurve.prototype.getPoint=function(a){var b;b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);b=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)};THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)});THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)});THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;a*=d.length-1;e=Math.floor(a);a-=e;c[0]=0==e?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b});THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e-=a;a+=0a.hierarchy[c].keys[d].time&&
+(a.hierarchy[c].keys[d].time=0),void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var h=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=(new THREE.Quaternion).fromArray(h)}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){h={};for(d=0;dd;d++){for(var e=this.keyTypes[d],f=this.data.hierarchy[a].keys[0],g=this.getNextKeyWith(e,a,1);g.timef.index;)f=g,g=this.getNextKeyWith(e,a,g.index+1);c.prevKey[e]=f;c.nextKey[e]=g}}};
+THREE.Animation.prototype.update=function(){var a=[],b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Quaternion,e=function(a,b){var c=[],d=[],e,q,p,s,t,r;e=(a.length-1)*b;q=Math.floor(e);e-=q;c[0]=0===q?q:q-1;c[1]=q;c[2]=q>a.length-2?q:q+1;c[3]=q>a.length-3?q:q+2;q=a[c[0]];s=a[c[1]];t=a[c[2]];r=a[c[3]];c=e*e;p=e*c;d[0]=f(q[0],s[0],t[0],r[0],e,c,p);d[1]=f(q[1],s[1],t[1],r[1],e,c,p);d[2]=f(q[2],s[2],t[2],r[2],e,c,p);return d},f=function(a,b,c,d,e,f,p){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*
+p+(-3*(b-c)-2*a-d)*f+a*e+b};return function(f){if(!1!==this.isPlaying&&(this.currentTime+=f*this.timeScale,0!==this.weight)){var h;f=this.data.length;if(!0===this.loop&&this.currentTime>f)this.currentTime%=f,this.reset();else if(!1===this.loop&&this.currentTime>f){this.stop();return}f=0;for(var k=this.hierarchy.length;fq;q++){h=this.keyTypes[q];var p=n.prevKey[h],s=n.nextKey[h];if(s.time<=this.currentTime){p=this.data.hierarchy[f].keys[0];
+for(s=this.getNextKeyWith(h,f,1);s.timep.index;)p=s,s=this.getNextKeyWith(h,f,s.index+1);n.prevKey[h]=p;n.nextKey[h]=s}l.matrixAutoUpdate=!0;l.matrixWorldNeedsUpdate=!0;var t=(this.currentTime-p.time)/(s.time-p.time),r=p[h],v=s[h];0>t&&(t=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;af.index;)f=g,g=e[f.index+1];d.prevKey=
+f;d.nextKey=g}g.time>=this.currentTime?f.interpolate(g,this.currentTime):f.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);c=this.duration/this.frames;var d=Math.floor(this.currentTime/c);d!=b&&(this.mesh.morphTargetInfluences[a]=0,this.mesh.morphTargetInfluences[b]=1,this.mesh.morphTargetInfluences[d]=
+0,a=b,b=d);this.mesh.morphTargetInfluences[d]=this.currentTime%c/c;this.mesh.morphTargetInfluences[a]=1-this.mesh.morphTargetInfluences[d]}}}()};THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90,
+1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var k=new THREE.PerspectiveCamera(90,1,a,b);k.up.set(0,-1,0);k.lookAt(new THREE.Vector3(0,0,-1));this.add(k);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,p=c.generateMipmaps;c.generateMipmaps=!1;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace=
+2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=p;c.activeCubeFace=5;a.render(b,k,c)}};THREE.CubeCamera.prototype=Object.create(THREE.Object3D.prototype);THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()};THREE.CombinedCamera.prototype=Object.create(THREE.Camera.prototype);
+THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPerspectiveMode=!0;this.inOrthographicMode=!1};
+THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPerspectiveMode=!1;this.inOrthographicMode=!0};
+THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){this.inPerspectiveMode?this.toPerspective():(this.toPerspective(),this.toOrthographic())};
+THREE.CombinedCamera.prototype.setLens=function(a,b){void 0===b&&(b=24);var c=2*THREE.Math.radToDeg(Math.atan(b/(2*a)));this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};
+THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=!1};
+THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,r){var v,w=h.widthSegments,u=h.heightSegments,y=e/2,L=f/2,x=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)v="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)v="y",u=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)v="x",w=h.depthSegments;var N=w+1,J=u+1,B=e/w,K=f/u,A=new THREE.Vector3;A[v]=0=e)return new THREE.Vector2(c,a);e=Math.sqrt(e/2)}else a=!1,1E-10e?-1E-10>g&&
+(a=!0):d(f)==d(h)&&(a=!0),a?(c=-f,a=e,e=Math.sqrt(k)):(c=e,a=f,e=Math.sqrt(k/2));return new THREE.Vector2(c/e,a/e)}function e(c,d){var e,f;for(I=c.length;0<=--I;){e=I;f=I-1;0>f&&(f=c.length-1);for(var g=0,h=s+2*n,g=0;gMath.abs(c-k)?[new THREE.Vector2(b,1-e),new THREE.Vector2(d,1-f),new THREE.Vector2(l,1-g),new THREE.Vector2(q,1-a)]:[new THREE.Vector2(c,1-e),new THREE.Vector2(k,1-f),new THREE.Vector2(n,1-g),new THREE.Vector2(p,1-a)]}};THREE.ExtrudeGeometry.__v1=new THREE.Vector2;THREE.ExtrudeGeometry.__v2=new THREE.Vector2;THREE.ExtrudeGeometry.__v3=new THREE.Vector2;THREE.ExtrudeGeometry.__v4=new THREE.Vector2;
+THREE.ExtrudeGeometry.__v5=new THREE.Vector2;THREE.ExtrudeGeometry.__v6=new THREE.Vector2;THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);!1===a instanceof Array&&(a=[a]);this.shapebb=a[a.length-1].getBoundingBox();this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/
+Math.PI+0.5,a.y));return a.clone()}THREE.Geometry.call(this);c=c||1;d=d||0;for(var k=this,l=0,n=a.length;ls&&(0.2>d&&(b[0].x+=1),0.2>a&&(b[1].x+=1),0.2>q&&(b[2].x+=1));l=0;for(n=this.vertices.length;lc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();
+THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=0.2*a);void 0===c&&(c=0.2*b);this.line.scale.set(1,a,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)};THREE.BoxHelper=function(a){var b=[new THREE.Vector3(1,1,1),new THREE.Vector3(-1,1,1),new THREE.Vector3(-1,-1,1),new THREE.Vector3(1,-1,1),new THREE.Vector3(1,1,-1),new THREE.Vector3(-1,1,-1),new THREE.Vector3(-1,-1,-1),new THREE.Vector3(1,-1,-1)];this.vertices=b;var c=new THREE.Geometry;c.vertices.push(b[0],b[1],b[1],b[2],b[2],b[3],b[3],b[0],b[4],b[5],b[5],b[6],b[6],b[7],b[7],b[4],b[0],b[4],b[1],b[5],b[2],b[6],b[3],b[7]);THREE.Line.call(this,c,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);
+void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype);
+THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.vertices;d[0].set(b.x,b.y,b.z);d[1].set(c.x,b.y,b.z);d[2].set(c.x,c.y,b.z);d[3].set(b.x,c.y,b.z);d[4].set(b.x,b.y,c.z);d[5].set(c.x,b.y,c.z);d[6].set(c.x,c.y,c.z);d[7].set(b.x,c.y,c.z);this.geometry.computeBoundingSphere();this.geometry.verticesNeedUpdate=!0;this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)};THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200);
+b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()};
+THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype);
+THREE.CameraHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Camera,c=new THREE.Projector;return function(){function d(d,g,h,k){a.set(g,h,k);c.unprojectVector(a,b);d=e.pointMap[d];if(void 0!==d)for(g=0,h=d.length;gt;t++){d[0]=s[g[t]];d[1]=s[g[(t+1)%3]];d.sort(f);var r=d.toString();void 0===e[r]?(e[r]={vert1:d[0],vert2:d[1],face1:q,face2:void 0},n++):e[r].face2=q}h.addAttribute("position",new THREE.Float32Attribute(2*n,3));d=h.attributes.position.array;
+f=0;for(r in e)if(g=e[r],void 0===g.face2||0.9999>k[g.face1].normal.dot(k[g.face2].normal))n=l[g.vert1],d[f++]=n.x,d[f++]=n.y,d[f++]=n.z,n=l[g.vert2],d[f++]=n.x,d[f++]=n.y,d[f++]=n.z;THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype);THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var e=this.object.geometry.faces.length;cb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere);
+this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()};
+THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}();THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrixWorld=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()};
+THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};THREE.SkeletonHelper=function(a){for(var b=a.skeleton,c=new THREE.Geometry,d=0;dr;r++){d[0]=t[g[r]];d[1]=t[g[(r+1)%3]];d.sort(f);var v=d.toString();void 0===e[v]&&(q[2*n]=d[0],q[2*n+1]=d[1],e[v]=!0,n++)}h.addAttribute("position",new THREE.Float32Attribute(2*n,3));d=
+h.attributes.position.array;p=0;for(s=n;pr;r++)n=k[q[2*p+r]],g=6*p+3*r,d[g+0]=n.x,d[g+1]=n.y,d[g+2]=n.z}else if(a.geometry instanceof THREE.BufferGeometry&&void 0!==a.geometry.attributes.index){for(var k=a.geometry.attributes.position.array,s=a.geometry.attributes.index.array,l=a.geometry.offsets,n=0,q=new Uint32Array(2*s.length),t=0,w=l.length;tr;r++)d[0]=g+s[p+r],d[1]=g+s[p+(r+1)%3],d.sort(f),v=d.toString(),
+void 0===e[v]&&(q[2*n]=d[0],q[2*n+1]=d[1],e[v]=!0,n++);h.addAttribute("position",new THREE.Float32Attribute(2*n,3));d=h.attributes.position.array;p=0;for(s=n;pr;r++)g=6*p+3*r,n=3*q[2*p+r],d[g+0]=k[n],d[g+1]=k[n+1],d[g+2]=k[n+2]}else if(a.geometry instanceof THREE.BufferGeometry)for(k=a.geometry.attributes.position.array,n=k.length/3,q=n/3,h.addAttribute("position",new THREE.Float32Attribute(2*n,3)),d=h.attributes.position.array,p=0,s=q;pr;r++)g=18*p+6*r,q=9*p+3*r,
+d[g+0]=k[q],d[g+1]=k[q+1],d[g+2]=k[q+2],n=9*p+(r+1)%3*3,d[g+3]=k[n],d[g+4]=k[n+1],d[g+5]=k[n+2];THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype);
+THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})};
+THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;ah.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c};
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};
+THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};
+THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};
+THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight;
+f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}};THREE.LensFlarePlugin=function(){function a(a,c){var d=b.createProgram(),e=b.createShader(b.FRAGMENT_SHADER),f=b.createShader(b.VERTEX_SHADER),g="precision "+c+" float;\n";b.shaderSource(e,g+a.fragmentShader);b.shaderSource(f,g+a.vertexShader);b.compileShader(e);b.compileShader(f);b.attachShader(d,e);b.attachShader(d,f);b.linkProgram(d);return d}var b,c,d,e,f,g,h,k,l,n,q,p,s;this.init=function(t){b=t.context;c=t;d=t.getPrecision();e=new Float32Array(16);f=new Uint16Array(6);t=0;e[t++]=-1;e[t++]=-1;
+e[t++]=0;e[t++]=0;e[t++]=1;e[t++]=-1;e[t++]=1;e[t++]=0;e[t++]=1;e[t++]=1;e[t++]=1;e[t++]=1;e[t++]=-1;e[t++]=1;e[t++]=0;e[t++]=1;t=0;f[t++]=0;f[t++]=1;f[t++]=2;f[t++]=0;f[t++]=2;f[t++]=3;g=b.createBuffer();h=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,g);b.bufferData(b.ARRAY_BUFFER,e,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.bufferData(b.ELEMENT_ARRAY_BUFFER,f,b.STATIC_DRAW);k=b.createTexture();l=b.createTexture();b.bindTexture(b.TEXTURE_2D,k);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,
+0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,l);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);
+b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);0>=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(n=!1,q=a(THREE.ShaderFlares.lensFlare,d)):(n=!0,q=a(THREE.ShaderFlares.lensFlareVertexTexture,d));p={};s={};p.vertex=b.getAttribLocation(q,"position");p.uv=b.getAttribLocation(q,"uv");s.renderType=b.getUniformLocation(q,"renderType");s.map=b.getUniformLocation(q,"map");s.occlusionMap=b.getUniformLocation(q,"occlusionMap");s.opacity=
+b.getUniformLocation(q,"opacity");s.color=b.getUniformLocation(q,"color");s.scale=b.getUniformLocation(q,"scale");s.rotation=b.getUniformLocation(q,"rotation");s.screenPosition=b.getUniformLocation(q,"screenPosition")};this.render=function(a,d,e,f){a=a.__webglFlares;var u=a.length;if(u){var y=new THREE.Vector3,L=f/e,x=0.5*e,N=0.5*f,J=16/f,B=new THREE.Vector2(J*L,J),K=new THREE.Vector3(1,1,0),A=new THREE.Vector2(1,1),G=s,J=p;b.useProgram(q);b.enableVertexAttribArray(p.vertex);b.enableVertexAttribArray(p.uv);
+b.uniform1i(G.occlusionMap,0);b.uniform1i(G.map,1);b.bindBuffer(b.ARRAY_BUFFER,g);b.vertexAttribPointer(J.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(J.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.disable(b.CULL_FACE);b.depthMask(!1);var D,C,F,z,H;for(D=0;DL;L++)B[L]=new THREE.Vector3,u[L]=new THREE.Vector3;B=x.shadowCascadeNearZ[y];x=x.shadowCascadeFarZ[y];u[0].set(-1,-1,B);u[1].set(1,-1,B);u[2].set(-1,
+1,B);u[3].set(1,1,B);u[4].set(-1,-1,x);u[5].set(1,-1,x);u[6].set(-1,1,x);u[7].set(1,1,x);J.originalCamera=p;u=new THREE.Gyroscope;u.position.copy(r.shadowCascadeOffset);u.add(J);u.add(J.target);p.add(u);r.shadowCascadeArray[w]=J;console.log("Created virtualLight",J)}y=r;B=w;x=y.shadowCascadeArray[B];x.position.copy(y.position);x.target.position.copy(y.target.position);x.lookAt(x.target);x.shadowCameraVisible=y.shadowCameraVisible;x.shadowDarkness=y.shadowDarkness;x.shadowBias=y.shadowCascadeBias[B];
+u=y.shadowCascadeNearZ[B];y=y.shadowCascadeFarZ[B];x=x.pointsFrustum;x[0].z=u;x[1].z=u;x[2].z=u;x[3].z=u;x[4].z=y;x[5].z=y;x[6].z=y;x[7].z=y;N[v]=J;v++}else N[v]=r,v++;s=0;for(t=N.length;sy;y++)B=x[y],B.copy(u[y]),THREE.ShadowMapPlugin.__projector.unprojectVector(B,w),B.applyMatrix4(v.matrixWorldInverse),B.xl.x&&(l.x=B.x),B.yl.y&&(l.y=B.y),B.zl.z&&(l.z=B.z);v.left=k.x;v.right=l.x;v.top=l.y;v.bottom=k.y;v.updateProjectionMatrix()}v=r.shadowMap;u=r.shadowMatrix;w=r.shadowCamera;w.position.setFromMatrixPosition(r.matrixWorld);n.setFromMatrixPosition(r.target.matrixWorld);w.lookAt(n);w.updateMatrixWorld();w.matrixWorldInverse.getInverse(w.matrixWorld);r.cameraHelper&&(r.cameraHelper.visible=r.shadowCameraVisible);r.shadowCameraVisible&&r.cameraHelper.update();u.set(0.5,0,0,0.5,0,0.5,0,0.5,
+0,0,0.5,0.5,0,0,0,1);u.multiply(w.projectionMatrix);u.multiply(w.matrixWorldInverse);h.multiplyMatrices(w.projectionMatrix,w.matrixWorldInverse);g.setFromMatrix(h);b.setRenderTarget(v);b.clear();x=q.__webglObjects;r=0;for(v=x.length;r 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n"));
+u.compileShader(G);u.compileShader(D);u.attachShader(w,G);u.attachShader(w,D);u.linkProgram(w);K=w;r=u.getAttribLocation(K,"position");v=u.getAttribLocation(K,"uv");a=u.getUniformLocation(K,"uvOffset");b=u.getUniformLocation(K,"uvScale");c=u.getUniformLocation(K,"rotation");d=u.getUniformLocation(K,"scale");e=u.getUniformLocation(K,"color");f=u.getUniformLocation(K,"map");g=u.getUniformLocation(K,"opacity");h=u.getUniformLocation(K,"modelViewMatrix");k=u.getUniformLocation(K,"projectionMatrix");l=
+u.getUniformLocation(K,"fogType");n=u.getUniformLocation(K,"fogDensity");q=u.getUniformLocation(K,"fogNear");p=u.getUniformLocation(K,"fogFar");s=u.getUniformLocation(K,"fogColor");t=u.getUniformLocation(K,"alphaTest");w=document.createElement("canvas");w.width=8;w.height=8;G=w.getContext("2d");G.fillStyle="#ffffff";G.fillRect(0,0,w.width,w.height);L=new THREE.Texture(w);L.needsUpdate=!0};this.render=function(A,x,D,C){D=A.__webglSprites;if(C=D.length){u.useProgram(K);u.enableVertexAttribArray(r);
+u.enableVertexAttribArray(v);u.disable(u.CULL_FACE);u.enable(u.BLEND);u.bindBuffer(u.ARRAY_BUFFER,J);u.vertexAttribPointer(r,2,u.FLOAT,!1,16,0);u.vertexAttribPointer(v,2,u.FLOAT,!1,16,8);u.bindBuffer(u.ELEMENT_ARRAY_BUFFER,B);u.uniformMatrix4fv(k,!1,x.projectionMatrix.elements);u.activeTexture(u.TEXTURE0);u.uniform1i(f,0);var F=0,z=0,H=A.fog;H?(u.uniform3f(s,H.color.r,H.color.g,H.color.b),H instanceof THREE.Fog?(u.uniform1f(q,H.near),u.uniform1f(p,H.far),u.uniform1i(l,1),z=F=1):H instanceof THREE.FogExp2&&
+(u.uniform1f(n,H.density),u.uniform1i(l,2),z=F=2)):(u.uniform1i(l,0),z=F=0);for(var E,N=[],H=0;H
+ Everyone is permitted to copy and distribute verbatim copies
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+
+ Nothing in this License shall be construed as excluding or limiting
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+
+ 12. No Surrender of Others' Freedom.
+
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+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
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+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
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+
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+
+ If the Program specifies that a proxy can decide which future
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+
+ 17. Interpretation of Sections 15 and 16.
+
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+an absolute waiver of all civil liability in connection with the
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+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
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+state the exclusion of warranty; and each file should have at least
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+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/style.css b/style.css
deleted file mode 100644
index 5c276c8..0000000
--- a/style.css
+++ /dev/null
@@ -1,14 +0,0 @@
-/*
- earthiverse.ath.cx
- Kent Rasmussen
- hyprkookeez@gmail.com
-*/
-
-/* Elements */
-body {
- background-image:url(images/bg_line.png);
- background-position:top center;
- background-repeat:repeat;
- margin:0;
- padding:0;
-}
\ No newline at end of file