c.far||d.push({distance:l,distanceToRay:Math.sqrt(f),point:h.clone(),index:e,face:null,object:g})}}var g=this,f=g.geometry,h=c.params.Points.threshold;a.getInverse(this.matrixWorld);b.copy(c.ray).applyMatrix4(a);if(null===f.boundingBox||!1!==
-b.isIntersectionBox(f.boundingBox)){var h=h/((this.scale.x+this.scale.y+this.scale.z)/3),k=h*h,h=new THREE.Vector3;if(f instanceof THREE.BufferGeometry){var l=f.index,f=f.attributes.position.array;if(null!==l)for(var n=l.array,l=0,p=n.length;lg||(n.applyMatrix4(this.matrixWorld),r=d.ray.origin.distanceTo(n),rd.far||e.push({distance:r,point:l.clone().applyMatrix4(this.matrixWorld),index:m,face:null,faceIndex:null,object:this}))}else for(q=q.position.array,m=0,t=q.length/3-1;mg||(n.applyMatrix4(this.matrixWorld),r=d.ray.origin.distanceTo(n),rd.far||e.push({distance:r,point:l.clone().applyMatrix4(this.matrixWorld),index:m,face:null,faceIndex:null,object:this}))}else if(f instanceof THREE.Geometry)for(h=f.vertices,k=h.length,m=0;mg||(n.applyMatrix4(this.matrixWorld),r=d.ray.origin.distanceTo(n),rd.far||e.push({distance:r,point:l.clone().applyMatrix4(this.matrixWorld),
-index:m,face:null,faceIndex:null,object:this}))}}}();THREE.Line.prototype.clone=function(){return(new this.constructor(this.geometry,this.material)).copy(this)};
-THREE.Line.prototype.toJSON=function(a){var b=THREE.Object3D.prototype.toJSON.call(this,a);void 0===a.geometries[this.geometry.uuid]&&(a.geometries[this.geometry.uuid]=this.geometry.toJSON());void 0===a.materials[this.material.uuid]&&(a.materials[this.material.uuid]=this.material.toJSON());b.object.geometry=this.geometry.uuid;b.object.material=this.material.uuid;return b};THREE.LineStrip=0;THREE.LinePieces=1;THREE.LineSegments=function(a,b){THREE.Line.call(this,a,b);this.type="LineSegments"};
-THREE.LineSegments.prototype=Object.create(THREE.Line.prototype);THREE.LineSegments.prototype.constructor=THREE.LineSegments;THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype);THREE.Mesh.prototype.constructor=THREE.Mesh;
-THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0q.far)){var F;void 0!==v.uv&&(F=v.uv.array,n.fromArray(F,2*x),p.fromArray(F,2*H),m.fromArray(F,2*I),F=a(t,e,g,f,n,p,m));w.push({distance:C,point:r.clone(),uv:F,face:new THREE.Face3(x,
-H,I,THREE.Triangle.normal(e,g,f)),faceIndex:Math.floor(G/3),object:this})}}else for(D=v.position.array,G=0,O=D.length;Gq.far||(void 0!==v.uv&&(F=v.uv.array,n.fromArray(F,G),p.fromArray(F,G+2),m.fromArray(F,
-G+4),F=a(t,e,g,f,n,p,m)),x=G/3,H=x+1,I=x+2,w.push({distance:C,point:r.clone(),uv:F,face:new THREE.Face3(x,H,I,THREE.Triangle.normal(e,g,f)),index:x,object:this}))}else if(v instanceof THREE.Geometry)for(var z=B instanceof THREE.MeshFaceMaterial,D=!0===z?B.materials:null,G=v.vertices,O=v.faces,K=0,L=O.length;Kq.far||
-(0h.end&&(h.end=e);b||(b=f)}}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("THREE.MorphAnimMesh: animation["+a+"] undefined in .playAnimation()")};
-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);var c=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a=this.morphTargetInfluences;
-c!==this.currentKeyframe&&(a[this.lastKeyframe]=0,a[this.currentKeyframe]=1,a[c]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=c);b=this.time%b/b;this.directionBackwards&&(b=1-b);a[this.currentKeyframe]=b;a[this.lastKeyframe]=1-b};THREE.MorphAnimMesh.prototype.interpolateTargets=function(a,b,c){for(var d=this.morphTargetInfluences,e=0,g=d.length;e=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ethis.scale.x*this.scale.y||c.push({distance:Math.sqrt(d),point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(){return(new this.constructor(this.material)).copy(this)};
-THREE.Sprite.prototype.toJSON=function(a){var b=THREE.Object3D.prototype.toJSON.call(this,a);void 0===a.materials[this.material.uuid]&&(a.materials[this.material.uuid]=this.material.toJSON());b.object.material=this.material.uuid;return b};THREE.Particle=THREE.Sprite;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.constructor=THREE.LensFlare;THREE.LensFlare.prototype.add=function(a,b,c,d,e,g){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===g&&(g=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:0,opacity:g,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;a 0.0 ) {\n\n\t return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n\t}\n\n\treturn 1.0;\n\n}\n\nvec3 F_Schlick( in vec3 specularColor, in float dotLH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t//;float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\n\tfloat fresnel = exp2( ( -5.55437 * dotLH - 6.98316 ) * dotLH );\n\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {\n\n\t// geometry term is (n\u22c5l)(n\u22c5v) / 4(n\u22c5l)(n\u22c5v)\n\n\treturn 0.25;\n\n}\n\nfloat D_BlinnPhong( in float shininess, in float dotNH ) {\n\n\t// factor of 1/PI in distribution term omitted\n\n\treturn ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal, in vec3 lightDir, in vec3 viewDir ) {\n\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\t//float dotNL = saturate( dot( normal, lightDir ) );\n\t//float dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( lightDir, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\n\treturn F * G * D;\n\n}\n\nvec3 inputToLinear( in vec3 a ) {\n\n\t#ifdef GAMMA_INPUT\n\n\t\treturn pow( a, vec3( float( GAMMA_FACTOR ) ) );\n\n\t#else\n\n\t\treturn a;\n\n\t#endif\n\n}\n\nvec3 linearToOutput( in vec3 a ) {\n\n\t#ifdef GAMMA_OUTPUT\n\n\t\treturn pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n\n\t#else\n\n\t\treturn a;\n\n\t#endif\n\n}\n";
-THREE.ShaderChunk.defaultnormal_vertex="#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";THREE.ShaderChunk.displacementmap_vertex="#ifdef USE_DISPLACEMENTMAP\n\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n\n#endif\n";THREE.ShaderChunk.displacementmap_pars_vertex="#ifdef USE_DISPLACEMENTMAP\n\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n\n#endif\n";
-THREE.ShaderChunk.emissivemap_fragment="#ifdef USE_EMISSIVEMAP\n\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n\temissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n\n\ttotalEmissiveLight *= emissiveColor.rgb;\n\n#endif\n";THREE.ShaderChunk.emissivemap_pars_fragment="#ifdef USE_EMISSIVEMAP\n\n\tuniform sampler2D emissiveMap;\n\n#endif\n";THREE.ShaderChunk.envmap_fragment="#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#endif\n\n\tenvColor.xyz = inputToLinear( envColor.xyz );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n";
-THREE.ShaderChunk.envmap_pars_fragment="#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n";THREE.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n";
-THREE.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n";
-THREE.ShaderChunk.fog_fragment="#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\t\n\toutgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
-THREE.ShaderChunk.fog_pars_fragment="#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif";THREE.ShaderChunk.lightmap_fragment="#ifdef USE_LIGHTMAP\n\n\ttotalAmbientLight += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\n#endif\n";THREE.ShaderChunk.lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n\n#endif";
-THREE.ShaderChunk.lights_lambert_pars_vertex="uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\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\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n";
-THREE.ShaderChunk.lights_lambert_vertex="vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vec3( 0.0 );\n\n#endif\n\nvec3 normal = normalize( transformedNormal );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = pointLightColor[ i ];\n\n\t\tvec3 lVector = pointLightPosition[ i ] - mvPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\t// attenuation\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tvLightFront += lightColor * attenuation * saturate( dotProduct );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = spotLightColor[ i ];\n\n\t\tvec3 lightPosition = spotLightPosition[ i ];\n\t\tvec3 lVector = lightPosition - mvPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\t\t\t// attenuation\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tattenuation *= spotEffect;\n\n\t\t\t// diffuse\n\n\t\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\t\tvLightFront += lightColor * attenuation * saturate( dotProduct );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n\t\t\t#endif\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = directionalLightColor[ i ];\n\n\t\tvec3 lightDir = directionalLightDirection[ i ];\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tvLightFront += lightColor * saturate( dotProduct );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += lightColor * saturate( - dotProduct );\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lightDir = hemisphereLightDirection[ i ];\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tfloat hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;\n\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n\t\t#endif\n\n\t}\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack += ambientLightColor;\n\n#endif\n";
-THREE.ShaderChunk.lights_phong_fragment="#ifndef FLAT_SHADED\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n\t#endif\n\n#else\n\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 viewDir = normalize( vViewPosition );\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = pointLightColor[ i ];\n\n\t\tvec3 lightPosition = pointLightPosition[ i ];\n\t\tvec3 lVector = lightPosition + vViewPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\t// attenuation\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\t\t// diffuse\n\n\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\ttotalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\t\t// specular\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = spotLightColor[ i ];\n\n\t\tvec3 lightPosition = spotLightPosition[ i ];\n\t\tvec3 lVector = lightPosition + vViewPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\t\t\t// attenuation\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tattenuation *= spotEffect;\n\n\t\t\t// diffuse\n\n\t\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\t\ttotalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\t\t\t// specular\n\n\t\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\t\ttotalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = directionalLightColor[ i ];\n\n\t\tvec3 lightDir = directionalLightDirection[ i ];\n\n\t\t// diffuse\n\n\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\ttotalDiffuseLight += lightColor * cosineTerm;\n\n\t\t// specular\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lightDir = hemisphereLightDirection[ i ];\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvec3 lightColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\ttotalDiffuseLight += lightColor;\n\n\t\t// specular (sky term only)\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * max( dotProduct, 0.0 );\n\n\t}\n\n#endif\n\n#ifdef METAL\n\n\toutgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) * specular + totalSpecularLight + totalEmissiveLight;\n\n#else\n\n\toutgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;\n\n#endif\n";
-THREE.ShaderChunk.lights_phong_pars_fragment="uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\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\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n";
-THREE.ShaderChunk.lights_phong_pars_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n";THREE.ShaderChunk.lights_phong_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif\n";THREE.ShaderChunk.linear_to_gamma_fragment="\n\toutgoingLight = linearToOutput( outgoingLight );\n";THREE.ShaderChunk.logdepthbuf_fragment="#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
-THREE.ShaderChunk.logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif\n";THREE.ShaderChunk.logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif";THREE.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif";
-THREE.ShaderChunk.map_fragment="#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor.xyz = inputToLinear( texelColor.xyz );\n\n\tdiffuseColor *= texelColor;\n\n#endif\n";THREE.ShaderChunk.map_pars_fragment="#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";THREE.ShaderChunk.map_particle_fragment="#ifdef USE_MAP\n\n\tdiffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
-THREE.ShaderChunk.map_particle_pars_fragment="#ifdef USE_MAP\n\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n\n#endif\n";THREE.ShaderChunk.morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n#endif\n";
-THREE.ShaderChunk.morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif";THREE.ShaderChunk.morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n";
-THREE.ShaderChunk.normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n\t// Per-Pixel Tangent Space Normal Mapping\n\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\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\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\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\n\t}\n\n#endif\n";
-THREE.ShaderChunk.project_vertex="#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";THREE.ShaderChunk.shadowmap_fragment="#ifdef USE_SHADOWMAP\n\n\t#ifdef SHADOWMAP_DEBUG\n\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\n\t#endif\n\n\tfloat fDepth;\n\tvec3 shadowColor = vec3( 1.0 );\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\t\t\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t/*\n\t\t\t\t\t\t// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n\t\t\t\t\t\t// must enroll loop manually\n\n\t\t\t\tfor ( float y = -1.25; y <= 1.25; y += 1.25 )\n\t\t\t\t\tfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n\t\t\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n\t\t\t\t\t\t\t\t// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n\t\t\t\t\t\t\t\t//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n\t\t\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\t\t\tshadow += 1.0;\n\n\t\t\t\t}\n\n\t\t\t\tshadow /= 9.0;\n\n\t\t*/\n\n\t\t\t\tconst float shadowDelta = 1.0 / 9.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\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\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\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\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\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\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\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\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\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\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\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\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\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\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\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\n\t\t\t\tshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n\t\t\t\tshadowKernel[1] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n\t\t\t\tshadowKernel[2] *= vec3(0.25);\n\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\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\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\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) );\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#else\n\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\n\t\t// spot with multiple shadows is darker\n\n\t\t\t\t\tshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n\t\t// spot with multiple shadows has the same color as single shadow spot\n\n\t\t// \t\t\t\t\tshadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n\t\t\t#endif\n\n\t\t}\n\n\n\t\t#ifdef SHADOWMAP_DEBUG\n\n\t\t\tif ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n\t\t#endif\n\n\t}\n\n\toutgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
-THREE.ShaderChunk.shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\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\n\t}\n\n#endif";
-THREE.ShaderChunk.shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";THREE.ShaderChunk.shadowmap_vertex="#ifdef USE_SHADOWMAP\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n\t}\n\n#endif";THREE.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
-THREE.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n";
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-this.clearDepth=function(){s.clear(s.DEPTH_BUFFER_BIT)};this.clearStencil=function(){s.clear(s.STENCIL_BUFFER_BIT)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.resetGLState=d;this.dispose=function(){C.removeEventListener("webglcontextlost",e,!1)};this.renderBufferImmediate=function(a,b,c){M.initAttributes();var d=Y.get(a);a.hasPositions&&!d.position&&(d.position=s.createBuffer());a.hasNormals&&!d.normal&&(d.normal=s.createBuffer());a.hasUvs&&!d.uv&&(d.uv=s.createBuffer());
-a.hasColors&&!d.color&&(d.color=s.createBuffer());b=b.getAttributes();a.hasPositions&&(s.bindBuffer(s.ARRAY_BUFFER,d.position),s.bufferData(s.ARRAY_BUFFER,a.positionArray,s.DYNAMIC_DRAW),M.enableAttribute(b.position),s.vertexAttribPointer(b.position,3,s.FLOAT,!1,0,0));if(a.hasNormals){s.bindBuffer(s.ARRAY_BUFFER,d.normal);if("MeshPhongMaterial"!==c.type&&c.shading===THREE.FlatShading)for(var e=0,f=3*a.count;eh;h++)c.__webglFramebuffer[h]=s.createFramebuffer(),c.__webglRenderbuffer[h]=s.createRenderbuffer(),
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-null)}a?(c=Y.get(a),b=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=ta,a=ua,d=Ja,e=Ka);b!==Aa&&(s.bindFramebuffer(s.FRAMEBUFFER,b),s.viewport(d,e,c,a),Aa=b);bb=c;cb=a};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!(a instanceof THREE.WebGLRenderTarget))console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else if(Y.get(a).__webglFramebuffer)if(a.format!==THREE.RGBAFormat)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.");
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-return X.get("OES_texture_float")};this.supportsHalfFloatTextures=function(){console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' ).");return X.get("OES_texture_half_float")};this.supportsStandardDerivatives=function(){console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' ).");return X.get("OES_standard_derivatives")};this.supportsCompressedTextureS3TC=function(){console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' ).");
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-this.updateShadowMap=function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")};Object.defineProperties(this,{shadowMapEnabled:{get:function(){return ga.enabled},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.");ga.enabled=a}},shadowMapType:{get:function(){return ga.type},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.");ga.type=a}},shadowMapCullFace:{get:function(){return ga.cullFace},
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-THREE.WebGLRenderTarget=function(a,b,c){this.uuid=THREE.Math.generateUUID();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=void 0!==c.shareDepthFrom?c.shareDepthFrom:null};
-THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose()},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.format=a.format;this.type=a.type;this.depthBuffer=
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-THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;
-THREE.WebGLBufferRenderer=function(a,b,c){var d;this.setMode=function(a){d=a};this.render=function(b,g){a.drawArrays(d,b,g);c.calls++;c.vertices+=g;d===a.TRIANGLES&&(c.faces+=g/3)};this.renderInstances=function(a){var c=b.get("ANGLE_instanced_arrays");if(null===c)console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{var f=a.attributes.position;f instanceof THREE.InterleavedBufferAttribute?c.drawArraysInstancedANGLE(d,
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-THREE.WebGLIndexedBufferRenderer=function(a,b,c){var d,e,g;this.setMode=function(a){d=a};this.setIndex=function(c){c.array instanceof Uint32Array&&b.get("OES_element_index_uint")?(e=a.UNSIGNED_INT,g=4):(e=a.UNSIGNED_SHORT,g=2)};this.render=function(b,h){a.drawElements(d,h,e,b*g);c.calls++;c.vertices+=h;d===a.TRIANGLES&&(c.faces+=h/3)};this.renderInstances=function(a){var c=b.get("ANGLE_instanced_arrays");null===c?console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays."):
-c.drawElementsInstancedANGLE(d,a.index.array.length,e,0,a.maxInstancedCount)}};
-THREE.WebGLExtensions=function(a){var b={};this.get=function(c){if(void 0!==b[c])return b[c];var d;switch(c){case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");
-break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:d=a.getExtension(c)}null===d&&console.warn("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}};
-THREE.WebGLCapabilities=function(a,b,c){function d(b){if("highp"===b){if(0c){var d=b;b=c;c=d}d=a[b];return void 0===d?(a[b]=[c],!0):-1===d.indexOf(c)?(d.push(c),!0):!1}var g=new THREE.WebGLGeometries(a,b,c);this.getAttributeBuffer=function(a){return a instanceof THREE.InterleavedBufferAttribute?b.get(a.data).__webglBuffer:b.get(a).__webglBuffer};this.getWireframeAttribute=
-function(c){var g=b.get(c);if(void 0!==g.wireframe)return g.wireframe;var k=[],l=c.index,n=c.attributes;c=n.position;if(null!==l)for(var n={},l=l.array,p=0,m=l.length;p 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;\nfogFactor = 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"));
-x.compileShader(J);x.compileShader(y);x.attachShader(E,J);x.attachShader(E,y);x.linkProgram(E);D=E;w=x.getAttribLocation(D,"position");v=x.getAttribLocation(D,"uv");c=x.getUniformLocation(D,"uvOffset");d=x.getUniformLocation(D,"uvScale");e=x.getUniformLocation(D,"rotation");g=x.getUniformLocation(D,"scale");f=x.getUniformLocation(D,"color");h=x.getUniformLocation(D,"map");k=x.getUniformLocation(D,"opacity");l=x.getUniformLocation(D,"modelViewMatrix");n=x.getUniformLocation(D,"projectionMatrix");p=
-x.getUniformLocation(D,"fogType");m=x.getUniformLocation(D,"fogDensity");q=x.getUniformLocation(D,"fogNear");t=x.getUniformLocation(D,"fogFar");r=x.getUniformLocation(D,"fogColor");u=x.getUniformLocation(D,"alphaTest");E=document.createElement("canvas");E.width=8;E.height=8;J=E.getContext("2d");J.fillStyle="white";J.fillRect(0,0,8,8);G=new THREE.Texture(E);G.needsUpdate=!0}x.useProgram(D);H.initAttributes();H.enableAttribute(w);H.enableAttribute(v);H.disableUnusedAttributes();H.disable(x.CULL_FACE);
-H.enable(x.BLEND);x.bindBuffer(x.ARRAY_BUFFER,I);x.vertexAttribPointer(w,2,x.FLOAT,!1,16,0);x.vertexAttribPointer(v,2,x.FLOAT,!1,16,8);x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,z);x.uniformMatrix4fv(n,!1,L.projectionMatrix.elements);H.activeTexture(x.TEXTURE0);x.uniform1i(h,0);J=E=0;(y=K.fog)?(x.uniform3f(r,y.color.r,y.color.g,y.color.b),y instanceof THREE.Fog?(x.uniform1f(q,y.near),x.uniform1f(t,y.far),x.uniform1i(p,1),J=E=1):y instanceof THREE.FogExp2&&(x.uniform1f(m,y.density),x.uniform1i(p,2),J=E=2)):
-(x.uniform1i(p,0),J=E=0);for(var y=0,P=b.length;yp-1?0:p-1,q=p+1>e-1?e-1:p+1,t=0>n-1?0:n-1,r=n+1>d-1?d-1:n+1,u=[],w=[0,0,h[4*(p*d+n)]/255*b];u.push([-1,0,h[4*(p*d+t)]/255*b]);u.push([-1,-1,h[4*(m*d+t)]/255*b]);u.push([0,-1,h[4*(m*d+n)]/255*b]);u.push([1,-1,h[4*(m*d+r)]/255*b]);u.push([1,0,h[4*(p*d+r)]/255*b]);u.push([1,1,h[4*(q*d+r)]/255*b]);u.push([0,1,h[4*(q*d+n)]/255*
-b]);u.push([-1,1,h[4*(q*d+t)]/255*b]);m=[];t=u.length;for(q=0;qe)return null;var g=[],f=[],h=[],k,l,n;if(0=p--){console.warn("THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()");break}k=l;e<=k&&(k=0);l=k+1;e<=l&&(l=0);n=l+1;e<=n&&(n=0);var m;a:{var q=m=void 0,t=void 0,r=void 0,
-u=void 0,w=void 0,v=void 0,B=void 0,x=void 0,q=a[f[k]].x,t=a[f[k]].y,r=a[f[l]].x,u=a[f[l]].y,w=a[f[n]].x,v=a[f[n]].y;if(1E-10>(r-q)*(v-t)-(u-t)*(w-q))m=!1;else{var H=void 0,I=void 0,z=void 0,D=void 0,G=void 0,O=void 0,C=void 0,F=void 0,K=void 0,L=void 0,K=F=C=x=B=void 0,H=w-r,I=v-u,z=q-w,D=t-v,G=r-q,O=u-t;for(m=0;mk)f=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;bD||D>z)return[];k=l*n-k*p;if(0>k||k>z)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;cL){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(p=O;ph;h++)l=k[h].x+":"+k[h].y,l=n[l],void 0!==l&&(k[h]=l);return p.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.constructor=THREE.LineCurve;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.constructor=THREE.QuadraticBezierCurve;
-THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b=new THREE.Vector2;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return b};THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b=new THREE.Vector2;b.x=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);return b.normalize()};
-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.constructor=THREE.CubicBezierCurve;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.constructor=THREE.SplineCurve;
-THREE.SplineCurve.prototype.getPoint=function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0===c?c:c-1],e=b[c],g=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector2;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,g.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,g.y,b.y,a);return c};
-THREE.EllipseCurve=function(a,b,c,d,e,g,f,h){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=g;this.aClockwise=f;this.aRotation=h||0};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.constructor=THREE.EllipseCurve;
-THREE.EllipseCurve.prototype.getPoint=function(a){var 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);var c=this.aY+this.yRadius*Math.sin(b);if(0!==this.aRotation){var b=Math.cos(this.aRotation),d=Math.sin(this.aRotation),e=a;a=(e-this.aX)*b-(c-this.aY)*d+this.aX;c=(e-this.aX)*d+(c-this.aY)*b+this.aY}return new THREE.Vector2(a,c)};
-THREE.ArcCurve=function(a,b,c,d,e,g){THREE.EllipseCurve.call(this,a,b,c,c,d,e,g)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;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=new THREE.Vector3;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);b.z=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return b});
-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=new THREE.Vector3;b.x=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b.y=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b.z=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return b});
-THREE.SplineCurve3=THREE.Curve.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3");this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],g=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector3;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,g.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,g.y,b.y,a);c.z=THREE.Curve.Utils.interpolate(d.z,e.z,g.z,
-b.z,a);return c});
-THREE.CatmullRomCurve3=function(){function a(){}var b=new THREE.Vector3,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom=function(a,b,c,d,e,n,p){a=((b-a)/e-(c-a)/(e+n)+(c-b)/n)*n;d=((c-b)/n-(d-b)/(n+p)+(d-c)/p)*n;this.init(b,c,a,d)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc=function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3*
-b*a};return THREE.Curve.create(function(a){this.points=a||[]},function(a){var f=this.points,h,k;k=f.length;2>k&&console.log("duh, you need at least 2 points");a*=k-1;h=Math.floor(a);a-=h;0===a&&h===k-1&&(h=k-2,a=1);var l,n,p;0===h?(b.subVectors(f[0],f[1]).add(f[0]),l=b):l=f[h-1];n=f[h];p=f[h+1];h+2h&&(h=1);1E-4>k&&(k=h);1E-4>m&&(m=h);c.initNonuniformCatmullRom(l.x,n.x,p.x,f.x,k,h,m);d.initNonuniformCatmullRom(l.y,n.y,p.y,f.y,k,h,m);e.initNonuniformCatmullRom(l.z,n.z,p.z,f.z,k,h,m)}else"catmullrom"===this.type&&(k=void 0!==this.tension?this.tension:.5,c.initCatmullRom(l.x,n.x,p.x,f.x,k),d.initCatmullRom(l.y,n.y,p.y,f.y,k),e.initCatmullRom(l.z,n.z,p.z,f.z,k));return new THREE.Vector3(c.calc(a),d.calc(a),e.calc(a))})}();
-THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0a.hierarchy[b].keys[c].time&&(a.hierarchy[b].keys[c].time=
-0),void 0!==a.hierarchy[b].keys[c].rot&&!(a.hierarchy[b].keys[c].rot instanceof THREE.Quaternion)){var d=a.hierarchy[b].keys[c].rot;a.hierarchy[b].keys[c].rot=(new THREE.Quaternion).fromArray(d)}if(a.hierarchy[b].keys.length&&void 0!==a.hierarchy[b].keys[0].morphTargets){d={};for(c=0;cc;c++){for(var d=this.keyTypes[c],e=this.data.hierarchy[a].keys[0],f=this.getNextKeyWith(d,a,1);f.timee.index;)e=f,f=this.getNextKeyWith(d,a,f.index+1);g.prevKey[d]=e;g.nextKey[d]=f}}},resetBlendWeights:function(){for(var a=0,b=this.hierarchy.length;aa.length-2?p:p+1;c[3]=p>a.length-3?p:p+2;p=a[c[0]];q=a[c[1]];t=a[c[2]];r=a[c[3]];c=e*e;m=e*c;d[0]=g(p[0],q[0],t[0],r[0],e,c,m);d[1]=g(p[1],q[1],t[1],r[1],e,c,m);d[2]=g(p[2],q[2],t[2],r[2],e,c,m);return d},g=function(a,b,c,d,
-e,g,m){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*m+(-3*(b-c)-2*a-d)*g+a*e+b};return function(f){if(!1!==this.isPlaying&&(this.currentTime+=f*this.timeScale,0!==this.weight)){f=this.data.length;if(this.currentTime>f||0>this.currentTime)this.loop?(this.currentTime%=f,0>this.currentTime&&(this.currentTime+=f),this.reset()):this.stop();f=0;for(var g=this.hierarchy.length;fp;p++){var m=this.keyTypes[p],
-q=l.prevKey[m],t=l.nextKey[m];if(0this.timeScale&&q.time>=this.currentTime){q=this.data.hierarchy[f].keys[0];for(t=this.getNextKeyWith(m,f,1);t.timeq.index;)q=t,t=this.getNextKeyWith(m,f,t.index+1);l.prevKey[m]=q;l.nextKey[m]=t}var r=(this.currentTime-q.time)/(t.time-q.time),u=q[m],w=t[m];0>r&&(r=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;ag.index;)g=f,f=e[g.index+1];d.prevKey=g;d.nextKey=f}f.time>=this.currentTime?g.interpolate(f,this.currentTime):
-g.interpolate(f,f.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}},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);var b=this.duration/this.frames;a=Math.floor(this.currentTime/b);var c=this.mesh.morphTargetInfluences;a!==this.currentFrame&&(c[this.lastFrame]=0,c[this.currentFrame]=
-1,c[a]=0,this.lastFrame=this.currentFrame,this.currentFrame=a);b=this.currentTime%b/b;c[a]=b;c[this.lastFrame]=1-b}}};
-THREE.BoxGeometry=function(a,b,c,d,e,g){function f(a,b,c,d,e,f,g,r){var u,w=h.widthSegments,v=h.heightSegments,B=e/2,x=f/2,H=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)u="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)u="y",v=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)u="x",w=h.depthSegments;var I=w+1,z=v+1,D=e/w,G=f/v,O=new THREE.Vector3;O[u]=0m;m++){d[0]=p[f[m]];d[1]=p[f[(m+1)%3]];d.sort(g);var q=d.toString();void 0===e[q]?e[q]={vert1:d[0],vert2:d[1],face1:l,
-face2:void 0}:e[q].face2=l}d=[];for(q in e)if(g=e[q],void 0===g.face2||h[g.face1].normal.dot(h[g.face2].normal)<=c)f=k[g.vert1],d.push(f.x),d.push(f.y),d.push(f.z),f=k[g.vert2],d.push(f.x),d.push(f.y),d.push(f.z);this.addAttribute("position",new THREE.BufferAttribute(new Float32Array(d),3))};THREE.EdgesGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);THREE.EdgesGeometry.prototype.constructor=THREE.EdgesGeometry;
-THREE.ExtrudeGeometry=function(a,b){"undefined"!==typeof a&&(THREE.Geometry.call(this),this.type="ExtrudeGeometry",a=Array.isArray(a)?a:[a],this.addShapeList(a,b),this.computeFaceNormals())};THREE.ExtrudeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ExtrudeGeometry.prototype.constructor=THREE.ExtrudeGeometry;THREE.ExtrudeGeometry.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;d=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,1E-10d?-1E-10>f&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(A=a.length;0<=--A;){c=A;d=A-1;0>d&&(d=a.length-1);for(var e=0,f=q+2*n,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y,
-1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===Array.isArray(a)&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.constructor=THREE.ShapeGeometry;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+.5,a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,l=0,n=a.length;lq&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>p&&(b[2].x+=1));l=0;for(n=this.vertices.length;lp;p++){b[0]=n[e[p]];b[1]=n[e[(p+1)%3]];b.sort(d);var m=b.toString();void 0===c[m]&&(k[2*h]=b[0],k[2*h+1]=b[1],c[m]=!0,h++)}b=new Float32Array(6*h);a=0;for(l=h;ap;p++)c=g[k[2*a+p]],h=6*a+3*p,b[h+0]=c.x,b[h+1]=c.y,
-b[h+2]=c.z;this.addAttribute("position",new THREE.BufferAttribute(b,3))}else if(a instanceof THREE.BufferGeometry){if(null!==a.index){l=a.index.array;g=a.attributes.position;e=a.drawcalls;h=0;0===e.length&&a.addDrawCall(0,l.length);k=new Uint32Array(2*l.length);f=0;for(n=e.length;fp;p++)b[0]=l[a+p],b[1]=l[a+(p+1)%3],b.sort(d),m=b.toString(),void 0===c[m]&&(k[2*h]=b[0],k[2*h+1]=b[1],c[m]=!0,h++)}b=new Float32Array(6*h);a=0;for(l=
-h;ap;p++)h=6*a+3*p,c=k[2*a+p],b[h+0]=g.getX(c),b[h+1]=g.getY(c),b[h+2]=g.getZ(c)}else for(g=a.attributes.position.array,h=g.length/3,k=h/3,b=new Float32Array(6*h),a=0,l=k;ap;p++)h=18*a+6*p,k=9*a+3*p,b[h+0]=g[k],b[h+1]=g[k+1],b[h+2]=g[k+2],c=9*a+(p+1)%3*3,b[h+3]=g[c],b[h+4]=g[c+1],b[h+5]=g[c+2];this.addAttribute("position",new THREE.BufferAttribute(b,3))}};THREE.WireframeGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);
-THREE.WireframeGeometry.prototype.constructor=THREE.WireframeGeometry;THREE.AxisHelper=function(a){a=a||1;var b=new Float32Array([0,0,0,a,0,0,0,0,0,0,a,0,0,0,0,0,0,a]),c=new Float32Array([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1]);a=new THREE.BufferGeometry;a.addAttribute("position",new THREE.BufferAttribute(b,3));a.addAttribute("color",new THREE.BufferAttribute(c,3));b=new THREE.LineBasicMaterial({vertexColors:THREE.VertexColors});THREE.LineSegments.call(this,a,b)};THREE.AxisHelper.prototype=Object.create(THREE.LineSegments.prototype);
-THREE.AxisHelper.prototype.constructor=THREE.AxisHelper;
-THREE.ArrowHelper=function(){var a=new THREE.Geometry;a.vertices.push(new THREE.Vector3(0,0,0),new THREE.Vector3(0,1,0));var b=new THREE.CylinderGeometry(0,.5,1,5,1);b.translate(0,-.5,0);return function(c,d,e,g,f,h){THREE.Object3D.call(this);void 0===g&&(g=16776960);void 0===e&&(e=1);void 0===f&&(f=.2*e);void 0===h&&(h=.2*f);this.position.copy(d);fc.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=.2*a);void 0===c&&(c=.2*b);bd;d++)c.faces[d].color=this.colors[4>d?0:1];d=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(c,d);this.add(this.lightSphere);this.update()};
-THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.constructor=THREE.HemisphereLightHelper;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.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.constructor=THREE.PointLightHelper;
-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){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;ch.end&&(h.end=g);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("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};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;b