From aeda3ca8d5f85fa5df978f9a0da1886b7a4a2a7d Mon Sep 17 00:00:00 2001 From: Brian Beck Date: Thu, 11 Dec 2025 22:07:29 -0800 Subject: [PATCH] WaterBlock tiling to match T2/Torque, improve CLAUDE.md --- CLAUDE.md | 231 ++++++++--- docs/404.html | 2 +- docs/404/index.html | 2 +- docs/_next/static/chunks/16bd4fe75afcb969.js | 1 - docs/_next/static/chunks/440c894c0d872ba4.js | 1 + docs/_next/static/chunks/7251a2126000b924.js | 1 + docs/_next/static/chunks/a99c02adf7563d85.js | 1 - ...9f75d30e4f6ac74.js => c3ce0157f6850d44.js} | 2 +- docs/_next/static/chunks/ceb4ad0dd35367ed.js | 1 + docs/_next/static/chunks/f863efae27259b81.js | 1 - .../_buildManifest.js | 0 .../_clientMiddlewareManifest.json | 0 .../_ssgManifest.js | 0 .../interiors/Starfallen.glb | Bin 423456 -> 423456 bytes .../interiors/bbase_ccb5.glb | Bin 153700 -> 153700 bytes .../interiors/bbase_nefhillside.glb | Bin 295520 -> 295520 bytes .../Classic_maps_v1.vl2/interiors/bbunke.glb | Bin 35096 -> 35096 bytes 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165768 -> 165768 bytes .../Euro4_Dissention_dox_bb_hangar_x2.glb | Bin 209924 -> 209924 bytes ...4_Dissention_rilke_whitedwarf_mainbase.glb | Bin 210808 -> 210808 bytes ...uro4_FrozenHope_inf_butch_fhope_base47.glb | Bin 163960 -> 163960 bytes ...Euro4_FrozenHope_inf_butch_fhope_flag6.glb | Bin 20512 -> 20512 bytes ...o4_FrozenHope_inf_butch_fhope_turret12.glb | Bin 25120 -> 25120 bytes .../interiors/TL_bmiscpan_ruind.glb | Bin 7448 -> 7448 bytes .../interiors/TL_btowr9.glb | Bin 156992 -> 156992 bytes .../interiors/TL_drorck-base.glb | Bin 92700 -> 92700 bytes .../interiors/TL_magnumbase.glb | Bin 116452 -> 116452 bytes .../interiors/TL_magnumflag.glb | Bin 10236 -> 10236 bytes .../interiors/TL_magnummisc.glb | Bin 9544 -> 9544 bytes .../interiors/TL_magnumturret.glb | Bin 7368 -> 7368 bytes .../interiors/TL_magnumvs.glb | Bin 21504 -> 21504 bytes .../interiors/btowr_ccb1.glb | Bin 92464 -> 92464 bytes .../interiors/ccb_be_tower1b_x2.glb | Bin 119464 -> 119464 bytes 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bytes .../interiors/inf_butch_iceturretbase9.glb | Bin 10700 -> 10700 bytes .../interiors/inf_butch_icevehicle11.glb | Bin 54228 -> 54228 bytes .../interiors/jagged_base3.glb | Bin 119268 -> 119268 bytes .../interiors/kif_skylightbase.glb | Bin 95524 -> 95524 bytes .../interiors/kif_skylightfs.glb | Bin 13520 -> 13520 bytes .../interiors/magnum_vehicle_stop.glb | Bin 2800 -> 2800 bytes .../TWL2-MapPackEDIT.vl2/interiors/mmbase.glb | Bin 94732 -> 94732 bytes .../interiors/mmbridge.glb | Bin 12636 -> 12636 bytes .../interiors/muddyswampstand.glb | Bin 19768 -> 19768 bytes .../interiors/ocular-flagstand.glb | Bin 14360 -> 14360 bytes .../interiors/peach_lush_bunker1.glb | Bin 115364 -> 115364 bytes .../interiors/tes_flagbase_x2.glb | Bin 56088 -> 56088 bytes .../interiors/tes_flyingvehicle_x2.glb | Bin 85824 -> 85824 bytes .../interiors/underhillmidbalancedfnl.glb | Bin 136580 -> 136580 bytes .../interiors/underhillsideonefnl.glb | Bin 193088 -> 193088 bytes 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-> 93492 bytes .../interiors/Xtra_Malignant_slsusbr1.glb | Bin 94200 -> 94200 bytes .../interiors/Xtra_Malignant_slvehramp1.glb | Bin 2504 -> 2504 bytes ...ctX_tribalma5ters_coyboybebop_basecom1.glb | Bin 394144 -> 394144 bytes .../interiors/Xtra_ProjectX_tunneloflove.glb | Bin 50452 -> 50452 bytes .../interiors/Xtra_SR_eepbridge4.glb | Bin 100056 -> 100056 bytes .../interiors/Xtra_SR_eepbridge4b.glb | Bin 64832 -> 64832 bytes .../interiors/Xtra_SR_eepbridgeh4b.glb | Bin 137232 -> 137232 bytes .../interiors/Xtra_SR_eepsab3.glb | Bin 290564 -> 290564 bytes .../interiors/Xtra_SR_eepsab4.glb | Bin 286184 -> 286184 bytes .../interiors/Xtra_Torrent_kif_bigbase.glb | Bin 268808 -> 268808 bytes .../Xtra_Torrent_kif_torrent_turret_tower.glb | Bin 9420 -> 9420 bytes .../interiors/Xtra_Vestige_attackgate.glb | Bin 38564 -> 38564 bytes .../interiors/Xtra_Vestige_base.glb | Bin 284836 -> 284836 bytes .../interiors/Xtra_Vestige_gate.glb | Bin 22248 -> 22248 bytes 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| Bin 22220 -> 22220 bytes .../interiors/bmiscpan_ruind.glb | Bin 7428 -> 7428 bytes .../interiors/bmiscpan_ruine.glb | Bin 22168 -> 22168 bytes .../interiors/bmiscpan_ruinf.glb | Bin 35460 -> 35460 bytes .../interiors/bmiscpan_ruing.glb | Bin 6764 -> 6764 bytes .../interiors/bmiscpan_ruinh.glb | Bin 6832 -> 6832 bytes .../interiors/bmiscpan_ruini.glb | Bin 25404 -> 25404 bytes .../interiors/bmiscpan_tower1.glb | Bin 20612 -> 20612 bytes .../interiors/bmiscpan_tower2.glb | Bin 24312 -> 24312 bytes .../interiors/btf_turretplatform_x2.glb | Bin 18644 -> 18644 bytes .../interiors/btowr5-Lava.glb | Bin 96892 -> 96892 bytes .../zDMP-4.7.3DX.vl2/interiors/cctower.glb | Bin 11768 -> 11768 bytes .../interiors/dbase_-nefbase1_x.glb | Bin 107528 -> 107528 bytes .../interiors/dbase_-nefbase1_x2.glb | Bin 107572 -> 107572 bytes .../interiors/dbase_-nefbase2_x.glb | Bin 59312 -> 59312 bytes .../interiors/dbase_-nefbase2_x2.glb | Bin 59340 -> 59340 bytes .../zDMP-4.7.3DX.vl2/interiors/dbunk_rf04.glb | Bin 35212 -> 35212 bytes .../interiors/dmisc_-nefflagstand1_x.glb | Bin 13160 -> 13160 bytes .../interiors/dmisc_-nefflagstand1_x2.glb | Bin 13164 -> 13164 bytes .../interiors/dtowr_classic1.glb | Bin 49932 -> 49932 bytes .../zDMP-4.7.3DX.vl2/interiors/idmiddle.glb | Bin 10468 -> 10468 bytes .../interiors/inf_butch_lava_flagbase06.glb | Bin 89572 -> 89572 bytes .../interiors/inf_butch_lava_plat6.glb | Bin 19132 -> 19132 bytes .../interiors/inf_butch_lava_sensor12.glb | Bin 24832 -> 24832 bytes .../interiors/kif_cinereousfs.glb | Bin 23308 -> 23308 bytes .../interiors/kif_cinereousinv.glb | Bin 15796 -> 15796 bytes .../interiors/kif_cinereousplat1.glb | Bin 20380 -> 20380 bytes .../interiors/kif_cinereoustt.glb | Bin 8744 -> 8744 bytes .../zDMP-4.7.3DX.vl2/interiors/rail1.glb | Bin 8408 -> 8408 bytes .../rilke_bombscare_flagstand_x2.glb | Bin 47748 -> 47748 bytes .../interiors/rilke_ctm1_sensorbunker1_x2.glb | Bin 84204 -> 84204 bytes .../interiors/rilke_ctm1_sensorbunker2_x2.glb | Bin 141976 -> 141976 bytes .../interiors/rilke_whitedwarf_bridge2_x2.glb | Bin 24844 -> 24844 bytes .../rilke_whitedwarf_bridgebase1_x2.glb | Bin 167940 -> 167940 bytes .../interiors/rilke_whitedwarf_bunker2_x2.glb | Bin 95164 -> 95164 bytes .../rilke_whitedwarf_platform2_x2.glb | Bin 22396 -> 22396 bytes .../rilke_whitedwarf_platform3_x2.glb | Bin 22396 -> 22396 bytes .../rilke_whitedwarf_towerbunker2_x2.glb | Bin 132088 -> 132088 bytes .../rilke_whitedwarf_vehiclepad_x2.glb | Bin 54912 -> 54912 bytes .../interiors/rst_FaceBase.glb | Bin 220036 -> 220036 bytes .../interiors/rst_FaceBase2.glb | Bin 220088 -> 220088 bytes .../interiors/rst_FaceBase_VehFix.glb | Bin 221996 -> 221996 bytes .../interiors/rst_FaceStand.glb | Bin 20092 -> 20092 bytes .../zDMP-4.7.3DX.vl2/interiors/rst_SEbase.glb | Bin 157236 -> 157236 bytes .../interiors/rst_SEcave1_part1.glb | Bin 17772 -> 17772 bytes .../interiors/rst_SEcave1_part2.glb | Bin 17464 -> 17464 bytes .../interiors/rst_SEcave1_part3.glb | Bin 109324 -> 109324 bytes .../interiors/rst_SEcave2.glb | Bin 21256 -> 21256 bytes .../interiors/rst_SEtower.glb | Bin 349156 -> 349156 bytes .../interiors/rst_SimpleFlagArena.glb | Bin 585908 -> 585908 bytes .../interiors/rst_agroleonbase.glb | Bin 170828 -> 170828 bytes .../interiors/rst_agroleonstand.glb | Bin 26428 -> 26428 bytes .../interiors/rst_arenalight.glb | Bin 35864 -> 35864 bytes .../interiors/rst_astro_bunker.glb | Bin 48508 -> 48508 bytes .../interiors/rst_astro_stand.glb | Bin 14108 -> 14108 bytes .../interiors/rst_barrier1.glb | Bin 20360 -> 20360 bytes .../interiors/rst_barrier2.glb | Bin 6656 -> 6656 bytes .../interiors/rst_beagleship.glb | Bin 129564 -> 129564 bytes .../interiors/rst_bitterbase.glb | Bin 100128 -> 100128 bytes .../interiors/rst_bitterbunker.glb | Bin 66648 -> 66648 bytes .../interiors/rst_bitterbunker2.glb | Bin 71220 -> 71220 bytes .../interiors/rst_bitterbunker3.glb | Bin 73312 -> 73312 bytes .../interiors/rst_bitterstand.glb | Bin 16616 -> 16616 bytes .../interiors/rst_debris1.glb | Bin 73540 -> 73540 bytes .../interiors/rst_debris2.glb | Bin 12560 -> 12560 bytes .../interiors/rst_derm_building1.glb | Bin 83592 -> 83592 bytes .../interiors/rst_derm_building2.glb | Bin 32012 -> 32012 bytes .../interiors/rst_derm_building3.glb | Bin 44636 -> 44636 bytes .../interiors/rst_derm_building4.glb | Bin 173372 -> 173372 bytes .../interiors/rst_derm_building5.glb | Bin 45900 -> 45900 bytes .../interiors/rst_derm_building6.glb | Bin 71816 -> 71816 bytes .../interiors/rst_derm_building7.glb | Bin 74644 -> 74644 bytes .../interiors/rst_derm_building8.glb | Bin 221528 -> 221528 bytes .../interiors/rst_derm_citybase.glb | Bin 353092 -> 353092 bytes .../interiors/rst_derm_citybridge.glb | Bin 3512 -> 3512 bytes .../interiors/rst_derm_midfield.glb | Bin 98656 -> 98656 bytes .../interiors/rst_islebase.glb | Bin 146464 -> 146464 bytes .../interiors/rst_islebase2.glb | Bin 142944 -> 142944 bytes .../interiors/rst_lighthouse.glb | Bin 81712 -> 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src/components/Sky.tsx | 115 ++++-- src/components/TerrainProvider.tsx | 89 +++++ src/components/TerrainTile.tsx | 37 +- src/components/WaterBlock.tsx | 377 ++++++++++++------ src/components/usePositionTracker.ts | 25 ++ src/file.vert | 112 ++++++ src/fogShader.ts | 14 + src/globalFogUniforms.ts | 4 + src/interiorMaterial.ts | 16 +- src/skyMaterial.ts | 127 ++++++ src/terrainMaterial.ts | 12 +- src/torqueScript/index.ts | 45 +-- src/waterMaterial.ts | 2 + 940 files changed, 1207 insertions(+), 337 deletions(-) delete mode 100644 docs/_next/static/chunks/16bd4fe75afcb969.js create mode 100644 docs/_next/static/chunks/440c894c0d872ba4.js create mode 100644 docs/_next/static/chunks/7251a2126000b924.js delete mode 100644 docs/_next/static/chunks/a99c02adf7563d85.js rename docs/_next/static/chunks/{49f75d30e4f6ac74.js => c3ce0157f6850d44.js} (99%) create mode 100644 docs/_next/static/chunks/ceb4ad0dd35367ed.js delete mode 100644 docs/_next/static/chunks/f863efae27259b81.js rename docs/_next/static/{nuFCeK7OZLd9PDcpp99Xm => mO1QzAw7Pu83u0Fl2zAEJ}/_buildManifest.js (100%) rename docs/_next/static/{nuFCeK7OZLd9PDcpp99Xm => mO1QzAw7Pu83u0Fl2zAEJ}/_clientMiddlewareManifest.json (100%) rename docs/_next/static/{nuFCeK7OZLd9PDcpp99Xm => mO1QzAw7Pu83u0Fl2zAEJ}/_ssgManifest.js (100%) create mode 120000 reference/TorqueEngineResources create mode 100644 src/colorUtils.ts create mode 100644 src/components/TerrainProvider.tsx create mode 100644 src/components/usePositionTracker.ts create mode 100644 src/file.vert create mode 100644 src/skyMaterial.ts diff --git a/CLAUDE.md b/CLAUDE.md index ddca4d81..5de22334 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,67 +1,170 @@ -- Keep track of what your current working directory is, and consider it when - running shell commands. Running a command in a directory you didn't expect can - potentially be catastrophic. Always use the correct relative paths to files - based on the current directory you are in. -- Some scripts may expect the current working directory of the process to be - a specific path. For example, most scripts in the `scripts` folder expect to - be run from the root of the repository, so file and directory paths are - relative to that. -- Always write new scripts in TypeScript. Use ES6 import and export, never - `require()` or `createRequire()`. -- If you think you need to use `require()` to get something working, try - changing how you are importing it instead (like importing the default export, - `import * as ...`, or other strategies). +## Introduction + +This project implements Tribes 2 map rendering using Three.js. Since we have +access to partial Tribes 2 source code and the open source Torque3D engine, as +well as the original game assets, the game's rendering pipeline can be reproduced +almost exactly. The primary concept demonstrated in this project is that a Torque +mission file (which defines an object tree similar to a scene graph) can be mapped +to a React component tree. + +## Technologies + +- Node.js +- npm +- TypeScript +- React +- Next.js +- Three.js +- react-three-fiber (r3f) +- TanStack Query +- Peggy (formerly PEG.js) +- Vitest + +## Project Structure + +- **app/** - Next.js application. +- **docs/** - Build output from Next.js static export. It's only called "docs" + because that's where GitHub Pages will look for it. NOT intended for actual + docs. Don't add or look for documentation here! +- **docs/base/** - Game files from Tribes 2, including extracted .vl2 contents. + Missions/scripts (.mis, .cs), models/shapes (.dif, .dts, and their .glb + conversions), textures (.png, .bmp, .ifl), and more. This folder is actually + very helpful to explore, especially when debugging specific maps. +- **src/** - Core implementation. +- **src/components/** - React components and hooks. +- **src/torqueScript/** - TorqueScript transpiler and runtime. +- **scripts/** - Helper scripts. TypeScript files can be run directly with `tsx`. + Python scripts are intended for use with Blender's headless background script + mode, and should not be executed with Python directly. +- **generated/** - Generated code, like the Peggy parser. +- **reference/** - Reference materials like docs, plans, screenshots, and more. +- **reference/TorqueEngineResources/** - A symlink to a "Torque Engine Resources" + folder, which may or may not exist for different developers. Developers can + use this to point to additional materials that provide context about Tribes 2, + Torque, and how it works (like the engine source code, books, user manuals, + game files, and conversion utilities). Use this to answer questions about the + engine. +- **public/** - Static files for the Next.js app. + +### Three.js + +- Keep colorspace conversions in mind so that we're never passing incorrect + color values or mixing colors incorrectly. Tribes 2 specifies all colors in + sRGB, and thus all color operations assume sRGB. Three.js, on the other hand, + expects linear color values in most circumstances. Pay attention to which + colorspace different shaders expect (which may differ depending on the type, + like standard vs. Lambert vs. custom). + +### React + +- Scenes should render progressively rather than requiring all resources to be + ready up-front. For example, we can render the terrain even if other objects + in the scene aren't ready. TanStack Query and Suspense boundaries are used to + show placeholders and prevent blocking or "waterfalling" where possible. + +### Tribes 2: Torque Engine / Torque3D / V12 + +- Tribes 2 uses an early version of the Torque3D engine known as V12. Thus, it + is common to refer to Tribes, Torque, and V12 interchangeably. When in doubt, + we're interested in Tribes 2's version of the engine specifically. + +- This is an old game. Some of its file formats are now obsolete and thus + difficult to find tooling for, especially 3D model formats like DIF (interiors) + and DTS (shapes). + +- The terms "map" and "mission" are used interchangeably. + +### TorqueScript + +- Do not make any assumptions about how TorqueScript works; it has some very + uncommon syntax and semantics (like case insensitivity, barewords strings, and + more). Refer to official documentation or the actual Torque3D SDK, which + contains the official grammar and source code. Check the `TorqueEngineResources` + folder for related materials. + +## Code Conventions + +### General Rules + +- Write new scripts in TypeScript unless instructed otherwise. +- Keep code well-formatted. This project uses Prettier, but it may not necessarily + handle all languages (like shaders/GLSL or TorqueScript). Run Prettier to format + code for you. - Despite preferring TypeScript, it's OK if some code generation tools output - .js, .cjs, or .mjs files. For example, Peggy (formerly PEG.js) generated - parsers are JavaScript. Likewise with .js files that were generated by the - TorqueScript transpiler. -- TypeScript can be executed using `tsx`. + JavaScript files. For example, Peggy generates JavaScript parsers. Likewise + with .js files generated by the TorqueScript transpiler. Don't attempt to + convert or format these unless requested. + +### Imports and Exports + +- Use ES6 import and export, never `require()` or `createRequire()`. +- If you think you need to use `require()` to get something working, try + changing how you're importing it instead (like importing the default export, + `import * as …`, or other strategies). +- Import Node's built-in modules using the `node:` prefix. +- Use Promise-based APIs when available. For example, prefer using `node:fs/promises` + over `node:fs`. +- For `node:fs` and `node:path`, prefer importing the whole module rather than + individual functions, since they contain many exports and short, generic names. + It looks nicer to reference them in code like `fs.readFile`, `path.join`, and + so on. +- Don't add new npm dependencies without explicit confirmation. + +### Comments and Documentation + +- Don't add excessive code comments. Prefer being concise when writing JSDoc style + comments. Don't over-explain; assume your code and comments will be read by a + competent programmer. +- Don't remove existing comments unless they're redundant, incorrect, or outdated. +- Exclude `@param` and `@returns` from JSDoc comments, instead preferring + self-descriptive TypeScript types and parameter names. Let the function names, + class names, argument/parameter names, and types do most of the talking. Prefer + only writing the description and occasional `@example` blocks in JSDoc comments. + Only include examples if the usage is complex. +- JSDoc comments may be beneficial for documenting the public API of a module, + not just for people reading the code. For example, some documentation generator + tools extract JSDoc comments, and IDEs often show JSDoc content in popups to + assist the developer. +- Only write inline/single line comments around code if it's tricky and non-obvious, + to clarify the motivation for doing something. +- When in doubt, use existing code to gauge the number of comments to write and + their level of detail. +- Don't add long Markdown files documenting your plans unless requested. It's + better to have documentation of a system in its final state rather than every + detail of your planning. + +## Shell Commands and Scripts + +- TypeScript can be executed directly using `tsx`. +- Keep track of your current working directory, and consider it when running + shell commands. Running a command in the wrong directory can be catastrophic. + Always use the correct relative paths to files based on the directory you're in. +- Some scripts may expect the current working directory to be a specific path. + For example, most scripts in the `scripts` folder expect to be run from the + repository root, so file and directory paths are relative to that. +- You are most likely running on a macOS system. Therefore, some command line + tools (like `awk`, `grep`, and others) may NOT be POSIX compliant. Before + running commands for the first time, determine what type of system you're on, + what versions it has, and what shell you're executing commands in (like bash + vs. zsh). This will prevent failures due to incorrect shell syntax, arguments, + or other assumptions. +- Don't run the `build` script to verify whether a change actually worked. + Building the project has the potential to be destructive, since it cleans out + existing build artifacts. Additionally, it's much slower than simply running + `typecheck`, and it interferes with the dev server. +- Don't run the dev server to verify changes. The dev server is probably already + running. +- The TorqueScript grammar written in Peggy can be rebuilt with the `build:parser` + npm script. +- Typechecking can be done with `typecheck` npm script or by running `tsc` + directly. +- The `scripts/screenshot.ts` tool lets you screenshot a specific camera's + viewpoint on a specific mission. It's very useful for verifying visual changes, + iterating, and debugging rendering. + +## Git + - Don't commit to git (or change any git history) unless requested. I will review your changes and decide when (and whether) to commit. -- Import Node built-in modules using the `node:` prefix. -- Use Promise-based APIs when available. For example, prefer using - `node:fs/promises` over `node:fs`. -- For `node:fs` and `node:path`, prefer importing the whole module rather than - individual functions, since they contain a lot of exports with short names. - It often looks nicer to refer to them in code like `fs.readFile`, `path.join`, - and so on. -- Format code according to my Prettier settings. If there is no Prettier config - defined, use Prettier's default settings. After any code additions or changes, - running Prettier on the code should not produce any changes. Instead of - memorizing how to format code correctly, you may run Prettier itself as a tool - to do formatting for you. -- The TorqueScript grammar written in Peggy (formerly PEG.js) can be rebuilt - by running `npm run build:parser`. -- Typechecking can be done with `npm run typecheck`. -- Game files and .vl2 contents (like .mis, .cs, shapes like .dif and .dts, - textures like .png and .ifl, and more) can all be found in the `docs/base` - folder relative to the repository root. -- You are most likely running on a macOS system, therefore some command line - tools (like `awk` and others) may NOT be POSIX compliant. Before executing any - commands for the first time, determine what type of system you are on and what - type of shell you are executing within. This will prevent failures due to - incorrect shell syntax, arguments, or other assumptions. -- Do not write excessive comments, and prefer being concise when writing JSDoc - style comments. Assume your code will be read by a competent programmer and - don't over-explain. Prefer excluding `@param` and `@returns` from JSDoc - comments, as TypeScript type annotations and parameter names are often - sufficient - let the function names, class names, argument/parameter names, - and types do much of the talking. Prefer only writing the description and - occasional `@example` blocks in JSDoc comments (and only include examples if - the usage is somewhat complex). -- JSDoc comments are more likely to be needed as documentation for the public - API of the codebase. This is useful for people reading docs (which may be - extracted from the JSDoc comments) or importing the code (if their IDE - shows the JSDoc description). You should therefore prioritize writing JSDoc - comments for exports (as opposed to internal helpers). -- When in doubt, use the already existing code to gauge the number of comments - to write and their level of detail. -- As for single-line and inline comments, only write them around code if it's - tricky and non-obvious, to clarify the motivation for doing something. -- Don't write long Markdown (.md) files documenting your plans unless requested. - It is much better to have documentation of the system in its final state - rather than every detail of your planning. -- Do not make any assumptions about how TorqueScript works, as it has some - uncommon syntax and semantics. Instead, reference documentation on the web, or - the code for the Torque3D SDK, which contains the official grammar and source - code. +- Unless requested, only use non-destructive git commands (e.g. `diff`, `show`, + `log`). Commands like `checkout` and `reset` could result in data loss! diff --git a/docs/404.html b/docs/404.html index 6fb44f78..efe5fa9a 100644 --- a/docs/404.html +++ b/docs/404.html @@ -1 +1 @@ -404: This page could not be found.MapGenius – Explore maps for Tribes 2

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a?a.colorSpace=n:a.encoding=n===tz?3001:3e3),e[t]=a,a})}assignFinalMaterial(e){let t=e.geometry,r=e.material,n=void 0===t.attributes.tangent,i=void 0!==t.attributes.color,a=void 0===t.attributes.normal;if(e.isPoints){let e="PointsMaterial:"+r.uuid,t=this.cache.get(e);t||(t=new tV.PointsMaterial,tV.Material.prototype.copy.call(t,r),t.color.copy(r.color),t.map=r.map,t.sizeAttenuation=!1,this.cache.add(e,t)),r=t}else if(e.isLine){let e="LineBasicMaterial:"+r.uuid,t=this.cache.get(e);t||(t=new tV.LineBasicMaterial,tV.Material.prototype.copy.call(t,r),t.color.copy(r.color),t.map=r.map,this.cache.add(e,t)),r=t}if(n||i||a){let e="ClonedMaterial:"+r.uuid+":";n&&(e+="derivative-tangents:"),i&&(e+="vertex-colors:"),a&&(e+="flat-shading:");let t=this.cache.get(e);t||(t=r.clone(),i&&(t.vertexColors=!0),a&&(t.flatShading=!0),n&&(t.normalScale&&(t.normalScale.y*=-1),t.clearcoatNormalScale&&(t.clearcoatNormalScale.y*=-1)),this.cache.add(e,t),this.associations.set(t,this.associations.get(r))),r=t}e.material=r}getMaterialType(){return tV.MeshStandardMaterial}loadMaterial(e){let t,r=this,n=this.json,i=this.extensions,a=n.materials[e],o={},s=a.extensions||{},l=[];if(s[t1.KHR_MATERIALS_UNLIT]){let e=i[t1.KHR_MATERIALS_UNLIT];t=e.getMaterialType(),l.push(e.extendParams(o,a,r))}else{let n=a.pbrMetallicRoughness||{};if(o.color=new tV.Color(1,1,1),o.opacity=1,Array.isArray(n.baseColorFactor)){let e=n.baseColorFactor;o.color.setRGB(e[0],e[1],e[2],tZ),o.opacity=e[3]}void 0!==n.baseColorTexture&&l.push(r.assignTexture(o,"map",n.baseColorTexture,tz)),o.metalness=void 0!==n.metallicFactor?n.metallicFactor:1,o.roughness=void 0!==n.roughnessFactor?n.roughnessFactor:1,void 0!==n.metallicRoughnessTexture&&(l.push(r.assignTexture(o,"metalnessMap",n.metallicRoughnessTexture)),l.push(r.assignTexture(o,"roughnessMap",n.metallicRoughnessTexture))),t=this._invokeOne(function(t){return t.getMaterialType&&t.getMaterialType(e)}),l.push(Promise.all(this._invokeAll(function(t){return t.extendMaterialParams&&t.extendMaterialParams(e,o)})))}!0===a.doubleSided&&(o.side=tV.DoubleSide);let u=a.alphaMode||rS.OPAQUE;if(u===rS.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,u===rS.MASK&&(o.alphaTest=void 0!==a.alphaCutoff?a.alphaCutoff:.5)),void 0!==a.normalTexture&&t!==tV.MeshBasicMaterial&&(l.push(r.assignTexture(o,"normalMap",a.normalTexture)),o.normalScale=new tV.Vector2(1,1),void 0!==a.normalTexture.scale)){let e=a.normalTexture.scale;o.normalScale.set(e,e)}if(void 0!==a.occlusionTexture&&t!==tV.MeshBasicMaterial&&(l.push(r.assignTexture(o,"aoMap",a.occlusionTexture)),void 0!==a.occlusionTexture.strength&&(o.aoMapIntensity=a.occlusionTexture.strength)),void 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r=n.associations.get(e);null!=r&&t.set(e,r)}),t})(i),i})}_createAnimationTracks(e,t,r,n,i){let a,o=[],s=e.name?e.name:e.uuid,l=[];switch(rE[i.path]===rE.weights?e.traverse(function(e){e.morphTargetInfluences&&l.push(e.name?e.name:e.uuid)}):l.push(s),rE[i.path]){case rE.weights:a=tV.NumberKeyframeTrack;break;case rE.rotation:a=tV.QuaternionKeyframeTrack;break;case rE.position:case rE.scale:a=tV.VectorKeyframeTrack;break;default:a=1===r.itemSize?tV.NumberKeyframeTrack:tV.VectorKeyframeTrack}let u=void 0!==n.interpolation?rF[n.interpolation]:tV.InterpolateLinear,c=this._getArrayFromAccessor(r);for(let e=0,r=l.length;e-1)?navigator.userAgent.match(/Firefox\/([0-9]+)\./)[1]:-1),"undefined"==typeof createImageBitmap||r||n&&i<98?this.textureLoader=new tV.TextureLoader(this.options.manager):this.textureLoader=new 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n=rk.toString(),i=["/* draco decoder */",r,"\n/* worker */",n.substring(n.indexOf("{")+1,n.lastIndexOf("}"))].join("\n");this.workerSourceURL=URL.createObjectURL(new Blob([i]))}),this.decoderPending}_getWorker(e,t){return this._initDecoder().then(()=>{if(this.workerPool.lengtht._taskLoad?-1:1});let r=this.workerPool[this.workerPool.length-1];return r._taskCosts[e]=t,r._taskLoad+=t,r})}_releaseTask(e,t){e._taskLoad-=e._taskCosts[t],delete e._callbacks[t],delete e._taskCosts[t]}debug(){console.log("Task load: ",this.workerPool.map(e=>e._taskLoad))}dispose(){for(let e=0;e{let t=e.draco,r=new t.Decoder,o=new t.DecoderBuffer;o.Init(new Int8Array(i),i.byteLength);try{let e=function(e,t,r,n){let i,a,o=n.attributeIDs,s=n.attributeTypes,l=t.GetEncodedGeometryType(r);if(l===e.TRIANGULAR_MESH)i=new e.Mesh,a=t.DecodeBufferToMesh(r,i);else if(l===e.POINT_CLOUD)i=new e.PointCloud,a=t.DecodeBufferToPointCloud(r,i);else throw Error("THREE.DRACOLoader: Unexpected geometry 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tG(e){let{displacementMap:t,visibilityMask:r,textureNames:n,alphaTextures:i,detailTextureName:a,lightmap:o}=e,{debugMode:s}=(0,tw.useDebug)(),l=(0,tT.useTexture)(n.map(e=>(0,tM.terrainTextureToUrl)(e)),e=>{e.forEach(e=>(0,tS.setupColor)(e))}),u=a?(0,tM.textureToUrl)(a):null,c=(0,tT.useTexture)(null!=u?u:tM.FALLBACK_TEXTURE_URL,e=>{(0,tS.setupColor)(e)}),d=(0,el.useCallback)(e=>{!function(e){let{shader:t,baseTextures:r,alphaTextures:n,visibilityMask:i,tiling:a,detailTexture:o=null,lightmap:s=null}=e,l=r.length;if(r.forEach((e,r)=>{t.uniforms["albedo".concat(r)]={value:e}}),n.forEach((e,r)=>{r>0&&(t.uniforms["mask".concat(r)]={value:e})}),i&&(t.uniforms.visibilityMask={value:i}),r.forEach((e,r)=>{var n;t.uniforms["tiling".concat(r)]={value:null!=(n=a[r])?n:32}}),s&&(t.uniforms.terrainLightmap={value:s}),o&&(t.uniforms.detailTexture={value:o},t.uniforms.detailTiling={value:64},t.uniforms.detailFadeDistance={value:150},t.vertexShader=t.vertexShader.replace("#include ","#include \nvarying 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(visibility < 0.5) {\n discard;\n }\n "))}t.fragmentShader=t.fragmentShader.replace("#include ","\n // Sample base albedo layers (sRGB textures auto-decoded to linear by Three.js)\n vec2 baseUv = vMapUv;\n vec3 c0 = texture2D(albedo0, baseUv * vec2(tiling0)).rgb;\n ".concat(l>1?"vec3 c1 = texture2D(albedo1, baseUv * vec2(tiling1)).rgb;":"","\n ").concat(l>2?"vec3 c2 = texture2D(albedo2, baseUv * vec2(tiling2)).rgb;":"","\n ").concat(l>3?"vec3 c3 = texture2D(albedo3, baseUv * vec2(tiling3)).rgb;":"","\n ").concat(l>4?"vec3 c4 = texture2D(albedo4, baseUv * vec2(tiling4)).rgb;":"","\n ").concat(l>5?"vec3 c5 = texture2D(albedo5, baseUv * vec2(tiling5)).rgb;":"","\n\n // Sample linear masks (use R channel)\n // Add +0.5 texel offset: Torque samples alpha at grid corners (integer indices),\n // but GPU linear filtering samples at texel centers. 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t=this.cache.get(e);t||(t=r.clone(),i&&(t.vertexColors=!0),a&&(t.flatShading=!0),n&&(t.normalScale&&(t.normalScale.y*=-1),t.clearcoatNormalScale&&(t.clearcoatNormalScale.y*=-1)),this.cache.add(e,t),this.associations.set(t,this.associations.get(r))),r=t}e.material=r}getMaterialType(){return tV.MeshStandardMaterial}loadMaterial(e){let t,r=this,n=this.json,i=this.extensions,a=n.materials[e],o={},s=a.extensions||{},l=[];if(s[t1.KHR_MATERIALS_UNLIT]){let e=i[t1.KHR_MATERIALS_UNLIT];t=e.getMaterialType(),l.push(e.extendParams(o,a,r))}else{let n=a.pbrMetallicRoughness||{};if(o.color=new tV.Color(1,1,1),o.opacity=1,Array.isArray(n.baseColorFactor)){let e=n.baseColorFactor;o.color.setRGB(e[0],e[1],e[2],tZ),o.opacity=e[3]}void 0!==n.baseColorTexture&&l.push(r.assignTexture(o,"map",n.baseColorTexture,tz)),o.metalness=void 0!==n.metallicFactor?n.metallicFactor:1,o.roughness=void 0!==n.roughnessFactor?n.roughnessFactor:1,void 0!==n.metallicRoughnessTexture&&(l.push(r.assignTexture(o,"metalnessMap",n.metallicRoughnessTexture)),l.push(r.assignTexture(o,"roughnessMap",n.metallicRoughnessTexture))),t=this._invokeOne(function(t){return t.getMaterialType&&t.getMaterialType(e)}),l.push(Promise.all(this._invokeAll(function(t){return t.extendMaterialParams&&t.extendMaterialParams(e,o)})))}!0===a.doubleSided&&(o.side=tV.DoubleSide);let u=a.alphaMode||rS.OPAQUE;if(u===rS.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,u===rS.MASK&&(o.alphaTest=void 0!==a.alphaCutoff?a.alphaCutoff:.5)),void 0!==a.normalTexture&&t!==tV.MeshBasicMaterial&&(l.push(r.assignTexture(o,"normalMap",a.normalTexture)),o.normalScale=new tV.Vector2(1,1),void 0!==a.normalTexture.scale)){let e=a.normalTexture.scale;o.normalScale.set(e,e)}if(void 0!==a.occlusionTexture&&t!==tV.MeshBasicMaterial&&(l.push(r.assignTexture(o,"aoMap",a.occlusionTexture)),void 0!==a.occlusionTexture.strength&&(o.aoMapIntensity=a.occlusionTexture.strength)),void 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n=r_.toString(),i=["/* draco decoder */",r,"\n/* worker */",n.substring(n.indexOf("{")+1,n.lastIndexOf("}"))].join("\n");this.workerSourceURL=URL.createObjectURL(new Blob([i]))}),this.decoderPending}_getWorker(e,t){return this._initDecoder().then(()=>{if(this.workerPool.lengtht._taskLoad?-1:1});let r=this.workerPool[this.workerPool.length-1];return r._taskCosts[e]=t,r._taskLoad+=t,r})}_releaseTask(e,t){e._taskLoad-=e._taskCosts[t],delete e._callbacks[t],delete e._taskCosts[t]}debug(){console.log("Task load: ",this.workerPool.map(e=>e._taskLoad))}dispose(){for(let e=0;e{let t=e.draco,r=new t.Decoder,o=new t.DecoderBuffer;o.Init(new Int8Array(i),i.byteLength);try{let e=function(e,t,r,n){let i,a,o=n.attributeIDs,s=n.attributeTypes,l=t.GetEncodedGeometryType(r);if(l===e.TRIANGULAR_MESH)i=new e.Mesh,a=t.DecodeBufferToMesh(r,i);else if(l===e.POINT_CLOUD)i=new e.PointCloud,a=t.DecodeBufferToPointCloud(r,i);else throw Error("THREE.DRACOLoader: Unexpected geometry 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t=Math.sqrt(this.lengthSq()*e.lengthSq());return 0===t?Math.PI/2:Math.acos(nk(this.dot(e)/t,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){let t=this.x-e.x,n=this.y-e.y;return t*t+n*n}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this}lerpVectors(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this}equals(e){return e.x===this.x&&e.y===this.y}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.x=e[t],this.y=e[t+1],this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.x,e[t+1]=this.y,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this}rotateAround(e,t){let n=Math.cos(t),r=Math.sin(t),i=this.x-e.x,a=this.y-e.y;return this.x=i*n-a*r+e.x,this.y=i*r+a*n+e.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}constructor(e=0,t=0){nW.prototype.isVector2=!0,this.x=e,this.y=t}}class nj{static slerpFlat(e,t,n,r,i,a,s){let o=n[r+0],l=n[r+1],u=n[r+2],c=n[r+3],h=i[a+0],d=i[a+1],p=i[a+2],f=i[a+3];if(0===s){e[t+0]=o,e[t+1]=l,e[t+2]=u,e[t+3]=c;return}if(1===s){e[t+0]=h,e[t+1]=d,e[t+2]=p,e[t+3]=f;return}if(c!==f||o!==h||l!==d||u!==p){let e=1-s,t=o*h+l*d+u*p+c*f,n=t>=0?1:-1,r=1-t*t;if(r>Number.EPSILON){let i=Math.sqrt(r),a=Math.atan2(i,t*n);e=Math.sin(e*a)/i,s=Math.sin(s*a)/i}let i=s*n;if(o=o*e+h*i,l=l*e+d*i,u=u*e+p*i,c=c*e+f*i,e===1-s){let e=1/Math.sqrt(o*o+l*l+u*u+c*c);o*=e,l*=e,u*=e,c*=e}}e[t]=o,e[t+1]=l,e[t+2]=u,e[t+3]=c}static multiplyQuaternionsFlat(e,t,n,r,i,a){let s=n[r],o=n[r+1],l=n[r+2],u=n[r+3],c=i[a],h=i[a+1],d=i[a+2],p=i[a+3];return e[t]=s*p+u*c+o*d-l*h,e[t+1]=o*p+u*h+l*c-s*d,e[t+2]=l*p+u*d+s*h-o*c,e[t+3]=u*p-s*c-o*h-l*d,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,t,n,r){return this._x=e,this._y=t,this._z=n,this._w=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e){let t=!(arguments.length>1)||void 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this._x=e.x*r,this._y=e.y*r,this._z=e.z*r,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(e){let t=e.elements,n=t[0],r=t[4],i=t[8],a=t[1],s=t[5],o=t[9],l=t[2],u=t[6],c=t[10],h=n+s+c;if(h>0){let e=.5/Math.sqrt(h+1);this._w=.25/e,this._x=(u-o)*e,this._y=(i-l)*e,this._z=(a-r)*e}else if(n>s&&n>c){let e=2*Math.sqrt(1+n-s-c);this._w=(u-o)/e,this._x=.25*e,this._y=(r+a)/e,this._z=(i+l)/e}else if(s>c){let e=2*Math.sqrt(1+s-n-c);this._w=(i-l)/e,this._x=(r+a)/e,this._y=.25*e,this._z=(o+u)/e}else{let e=2*Math.sqrt(1+c-n-s);this._w=(a-r)/e,this._x=(i+l)/e,this._y=(o+u)/e,this._z=.25*e}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let n=e.dot(t)+1;return n<1e-8?(n=0,Math.abs(e.x)>Math.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0):(this._x=0,this._y=-e.z,this._z=e.y)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x),this._w=n,this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(nk(this.dot(e),-1,1)))}rotateTowards(e,t){let n=this.angleTo(e);if(0===n)return this;let r=Math.min(1,t/n);return this.slerp(e,r),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e){return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){let n=e._x,r=e._y,i=e._z,a=e._w,s=t._x,o=t._y,l=t._z,u=t._w;return this._x=n*u+a*s+r*l-i*o,this._y=r*u+a*o+i*s-n*l,this._z=i*u+a*l+n*o-r*s,this._w=a*u-n*s-r*o-i*l,this._onChangeCallback(),this}slerp(e,t){if(0===t)return this;if(1===t)return this.copy(e);let n=this._x,r=this._y,i=this._z,a=this._w,s=a*e._w+n*e._x+r*e._y+i*e._z;if(s<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,s=-s):this.copy(e),s>=1)return this._w=a,this._x=n,this._y=r,this._z=i,this;let o=1-s*s;if(o<=Number.EPSILON){let e=1-t;return this._w=e*a+t*this._w,this._x=e*n+t*this._x,this._y=e*r+t*this._y,this._z=e*i+t*this._z,this.normalize(),this}let l=Math.sqrt(o),u=Math.atan2(l,s),c=Math.sin((1-t)*u)/l,h=Math.sin(t*u)/l;return this._w=a*c+this._w*h,this._x=n*c+this._x*h,this._y=r*c+this._y*h,this._z=i*c+this._z*h,this._onChangeCallback(),this}slerpQuaternions(e,t,n){return this.copy(e).slerp(t,n)}random(){let e=2*Math.PI*Math.random(),t=2*Math.PI*Math.random(),n=Math.random(),r=Math.sqrt(1-n),i=Math.sqrt(n);return this.set(r*Math.sin(e),r*Math.cos(e),i*Math.sin(t),i*Math.cos(t))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}constructor(e=0,t=0,n=0,r=1){this.isQuaternion=!0,this._x=e,this._y=t,this._z=n,this._w=r}}class nX{set(e,t,n){return void 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this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}applyEuler(e){return this.applyQuaternion(nY.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(nY.setFromAxisAngle(e,t))}applyMatrix3(e){let t=this.x,n=this.y,r=this.z,i=e.elements;return this.x=i[0]*t+i[3]*n+i[6]*r,this.y=i[1]*t+i[4]*n+i[7]*r,this.z=i[2]*t+i[5]*n+i[8]*r,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){let t=this.x,n=this.y,r=this.z,i=e.elements,a=1/(i[3]*t+i[7]*n+i[11]*r+i[15]);return this.x=(i[0]*t+i[4]*n+i[8]*r+i[12])*a,this.y=(i[1]*t+i[5]*n+i[9]*r+i[13])*a,this.z=(i[2]*t+i[6]*n+i[10]*r+i[14])*a,this}applyQuaternion(e){let t=this.x,n=this.y,r=this.z,i=e.x,a=e.y,s=e.z,o=e.w,l=2*(a*r-s*n),u=2*(s*t-i*r),c=2*(i*n-a*t);return this.x=t+o*l+a*c-s*u,this.y=n+o*u+s*l-i*c,this.z=r+o*c+i*u-a*l,this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){let t=this.x,n=this.y,r=this.z,i=e.elements;return this.x=i[0]*t+i[4]*n+i[8]*r,this.y=i[1]*t+i[5]*n+i[9]*r,this.z=i[2]*t+i[6]*n+i[10]*r,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,t){return this.x=nk(this.x,e.x,t.x),this.y=nk(this.y,e.y,t.y),this.z=nk(this.z,e.z,t.z),this}clampScalar(e,t){return this.x=nk(this.x,e,t),this.y=nk(this.y,e,t),this.z=nk(this.z,e,t),this}clampLength(e,t){let n=this.length();return this.divideScalar(n||1).multiplyScalar(nk(n,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}lerpVectors(e,t,n){return 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this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=nk(this.x,e.x,t.x),this.y=nk(this.y,e.y,t.y),this.z=nk(this.z,e.z,t.z),this.w=nk(this.w,e.w,t.w),this}clampScalar(e,t){return this.x=nk(this.x,e,t),this.y=nk(this.y,e,t),this.z=nk(this.z,e,t),this.w=nk(this.w,e,t),this}clampLength(e,t){let n=this.length();return this.divideScalar(n||1).multiplyScalar(nk(n,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this.w=Math.trunc(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this.z=e.z+(t.z-e.z)*n,this.w=e.w+(t.w-e.w)*n,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}constructor(e=0,t=0,n=0,r=1){ro.prototype.isVector4=!0,this.x=e,this.y=t,this.z=n,this.w=r}}class rl extends nL{_setTextureOptions(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t={minFilter:eD,generateMipmaps:!1,flipY:!1,internalFormat:null};void 0!==e.mapping&&(t.mapping=e.mapping),void 0!==e.wrapS&&(t.wrapS=e.wrapS),void 0!==e.wrapT&&(t.wrapT=e.wrapT),void 0!==e.wrapR&&(t.wrapR=e.wrapR),void 0!==e.magFilter&&(t.magFilter=e.magFilter),void 0!==e.minFilter&&(t.minFilter=e.minFilter),void 0!==e.format&&(t.format=e.format),void 0!==e.type&&(t.type=e.type),void 0!==e.anisotropy&&(t.anisotropy=e.anisotropy),void 0!==e.colorSpace&&(t.colorSpace=e.colorSpace),void 0!==e.flipY&&(t.flipY=e.flipY),void 0!==e.generateMipmaps&&(t.generateMipmaps=e.generateMipmaps),void 0!==e.internalFormat&&(t.internalFormat=e.internalFormat);for(let e=0;e2&&void 0!==arguments[2]?arguments[2]:1;if(this.width!==e||this.height!==t||this.depth!==n){this.width=e,this.height=t,this.depth=n;for(let r=0,i=this.textures.length;r1;this.dispose()}this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.scissor.copy(e.scissor),this.scissorTest=e.scissorTest,this.viewport.copy(e.viewport),this.textures.length=0;for(let t=0,n=e.textures.length;t1&&void 0!==arguments[1]&&arguments[1];return this.makeEmpty(),this.expandByObject(e,t)}clone(){return new this.constructor().copy(this)}copy(e){return this.min.copy(e.min),this.max.copy(e.max),this}makeEmpty(){return this.min.x=this.min.y=this.min.z=Infinity,this.max.x=this.max.y=this.max.z=-1/0,this}isEmpty(){return this.max.x1&&void 0!==arguments[1]&&arguments[1];e.updateWorldMatrix(!1,!1);let n=e.geometry;if(void 0!==n){let r=n.getAttribute("position");if(!0===t&&void 0!==r&&!0!==e.isInstancedMesh)for(let t=0,n=r.count;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y&&e.z>=this.min.z&&e.z<=this.max.z}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y&&e.max.z>=this.min.z&&e.min.z<=this.max.z}intersectsSphere(e){return this.clampPoint(e.center,rg),rg.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,n;return e.normal.x>0?(t=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),t<=-e.constant&&n>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(rw),rE.subVectors(this.max,rw),ry.subVectors(e.a,rw),r_.subVectors(e.b,rw),rx.subVectors(e.c,rw),rb.subVectors(r_,ry),rS.subVectors(rx,r_),rM.subVectors(ry,rx);let t=[0,-rb.z,rb.y,0,-rS.z,rS.y,0,-rM.z,rM.y,rb.z,0,-rb.x,rS.z,0,-rS.x,rM.z,0,-rM.x,-rb.y,rb.x,0,-rS.y,rS.x,0,-rM.y,rM.x,0];return!!rC(t,ry,r_,rx,rE)&&!!rC(t=[1,0,0,0,1,0,0,0,1],ry,r_,rx,rE)&&(rT.crossVectors(rb,rS),rC(t=[rT.x,rT.y,rT.z],ry,r_,rx,rE))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,rg).distanceTo(e)}getBoundingSphere(e){return this.isEmpty()?e.makeEmpty():(this.getCenter(e.center),e.radius=.5*this.getSize(rg).length()),e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()||(rm[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),rm[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),rm[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),rm[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),rm[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),rm[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),rm[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),rm[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(rm)),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}toJSON(){return{min:this.min.toArray(),max:this.max.toArray()}}fromJSON(e){return this.min.fromArray(e.min),this.max.fromArray(e.max),this}constructor(e=new nX(Infinity,Infinity,Infinity),t=new nX(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=e,this.max=t}}let rm=[new nX,new nX,new nX,new nX,new nX,new nX,new nX,new nX],rg=new nX,rv=new rf,ry=new nX,r_=new nX,rx=new nX,rb=new nX,rS=new nX,rM=new nX,rw=new nX,rE=new nX,rT=new nX,rA=new nX;function rC(e,t,n,r,i){for(let a=0,s=e.length-3;a<=s;a+=3){rA.fromArray(e,a);let s=i.x*Math.abs(rA.x)+i.y*Math.abs(rA.y)+i.z*Math.abs(rA.z),o=t.dot(rA),l=n.dot(rA),u=r.dot(rA);if(Math.max(-Math.max(o,l,u),Math.min(o,l,u))>s)return!1}return!0}let rR=new rf,rP=new nX,rI=new nX;class rL{set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){let n=this.center;void 0!==t?n.copy(t):rR.setFromPoints(e).getCenter(n);let r=0;for(let t=0,i=e.length;tthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?e.makeEmpty():(e.set(this.center,this.center),e.expandByScalar(this.radius)),e}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;rP.subVectors(e,this.center);let t=rP.lengthSq();if(t>this.radius*this.radius){let e=Math.sqrt(t),n=(e-this.radius)*.5;this.center.addScaledVector(rP,n/e),this.radius+=n}return this}union(e){return e.isEmpty()||(this.isEmpty()?this.copy(e):!0===this.center.equals(e.center)?this.radius=Math.max(this.radius,e.radius):(rI.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(rP.copy(e.center).add(rI)),this.expandByPoint(rP.copy(e.center).sub(rI)))),this}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}toJSON(){return{radius:this.radius,center:this.center.toArray()}}fromJSON(e){return this.radius=e.radius,this.center.fromArray(e.center),this}constructor(e=new nX,t=-1){this.isSphere=!0,this.center=e,this.radius=t}}let rN=new nX,rD=new nX,rU=new nX,rO=new nX,rF=new nX,rk=new nX,rz=new nX;class rB{set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.origin).addScaledVector(this.direction,e)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,rN)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);let n=t.dot(this.direction);return n<0?t.copy(this.origin):t.copy(this.origin).addScaledVector(this.direction,n)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){let t=rN.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(rN.copy(this.origin).addScaledVector(this.direction,t),rN.distanceToSquared(e))}distanceSqToSegment(e,t,n,r){let i,a,s,o;rD.copy(e).add(t).multiplyScalar(.5),rU.copy(t).sub(e).normalize(),rO.copy(this.origin).sub(rD);let l=.5*e.distanceTo(t),u=-this.direction.dot(rU),c=rO.dot(this.direction),h=-rO.dot(rU),d=rO.lengthSq(),p=Math.abs(1-u*u);if(p>0)if(i=u*h-c,a=u*c-h,o=l*p,i>=0)if(a>=-o)if(a<=o){let e=1/p;i*=e,a*=e,s=i*(i+u*a+2*c)+a*(u*i+a+2*h)+d}else s=-(i=Math.max(0,-(u*(a=l)+c)))*i+a*(a+2*h)+d;else s=-(i=Math.max(0,-(u*(a=-l)+c)))*i+a*(a+2*h)+d;else a<=-o?(a=(i=Math.max(0,-(-u*l+c)))>0?-l:Math.min(Math.max(-l,-h),l),s=-i*i+a*(a+2*h)+d):a<=o?(i=0,s=(a=Math.min(Math.max(-l,-h),l))*(a+2*h)+d):(a=(i=Math.max(0,-(u*l+c)))>0?l:Math.min(Math.max(-l,-h),l),s=-i*i+a*(a+2*h)+d);else a=u>0?-l:l,s=-(i=Math.max(0,-(u*a+c)))*i+a*(a+2*h)+d;return n&&n.copy(this.origin).addScaledVector(this.direction,i),r&&r.copy(rD).addScaledVector(rU,a),s}intersectSphere(e,t){rN.subVectors(e.center,this.origin);let n=rN.dot(this.direction),r=rN.dot(rN)-n*n,i=e.radius*e.radius;if(r>i)return null;let a=Math.sqrt(i-r),s=n-a,o=n+a;return o<0?null:s<0?this.at(o,t):this.at(s,t)}intersectsSphere(e){return!(e.radius<0)&&this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){let t=e.normal.dot(this.direction);if(0===t)return 0===e.distanceToPoint(this.origin)?0:null;let n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null}intersectPlane(e,t){let n=this.distanceToPlane(e);return null===n?null:this.at(n,t)}intersectsPlane(e){let t=e.distanceToPoint(this.origin);return!!(0===t||e.normal.dot(this.direction)*t<0)}intersectBox(e,t){let n,r,i,a,s,o,l=1/this.direction.x,u=1/this.direction.y,c=1/this.direction.z,h=this.origin;return(l>=0?(n=(e.min.x-h.x)*l,r=(e.max.x-h.x)*l):(n=(e.max.x-h.x)*l,r=(e.min.x-h.x)*l),u>=0?(i=(e.min.y-h.y)*u,a=(e.max.y-h.y)*u):(i=(e.max.y-h.y)*u,a=(e.min.y-h.y)*u),n>a||i>r||((i>n||isNaN(n))&&(n=i),(a=0?(s=(e.min.z-h.z)*c,o=(e.max.z-h.z)*c):(s=(e.max.z-h.z)*c,o=(e.min.z-h.z)*c),n>o||s>r||((s>n||n!=n)&&(n=s),(o=0?n:r,t)}intersectsBox(e){return null!==this.intersectBox(e,rN)}intersectTriangle(e,t,n,r,i){let a;rF.subVectors(t,e),rk.subVectors(n,e),rz.crossVectors(rF,rk);let s=this.direction.dot(rz);if(s>0){if(r)return null;a=1}else{if(!(s<0))return null;a=-1,s=-s}rO.subVectors(this.origin,e);let o=a*this.direction.dot(rk.crossVectors(rO,rk));if(o<0)return null;let l=a*this.direction.dot(rF.cross(rO));if(l<0||o+l>s)return null;let u=-a*rO.dot(rz);return u<0?null:this.at(u/s,i)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}constructor(e=new nX,t=new nX(0,0,-1)){this.origin=e,this.direction=t}}class rH{set(e,t,n,r,i,a,s,o,l,u,c,h,d,p,f,m){let g=this.elements;return g[0]=e,g[4]=t,g[8]=n,g[12]=r,g[1]=i,g[5]=a,g[9]=s,g[13]=o,g[2]=l,g[6]=u,g[10]=c,g[14]=h,g[3]=d,g[7]=p,g[11]=f,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new rH().fromArray(this.elements)}copy(e){let t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],t[9]=n[9],t[10]=n[10],t[11]=n[11],t[12]=n[12],t[13]=n[13],t[14]=n[14],t[15]=n[15],this}copyPosition(e){let t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this}setFromMatrix3(e){let t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this}extractRotation(e){let t=this.elements,n=e.elements,r=1/rV.setFromMatrixColumn(e,0).length(),i=1/rV.setFromMatrixColumn(e,1).length(),a=1/rV.setFromMatrixColumn(e,2).length();return t[0]=n[0]*r,t[1]=n[1]*r,t[2]=n[2]*r,t[3]=0,t[4]=n[4]*i,t[5]=n[5]*i,t[6]=n[6]*i,t[7]=0,t[8]=n[8]*a,t[9]=n[9]*a,t[10]=n[10]*a,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){let t=this.elements,n=e.x,r=e.y,i=e.z,a=Math.cos(n),s=Math.sin(n),o=Math.cos(r),l=Math.sin(r),u=Math.cos(i),c=Math.sin(i);if("XYZ"===e.order){let e=a*u,n=a*c,r=s*u,i=s*c;t[0]=o*u,t[4]=-o*c,t[8]=l,t[1]=n+r*l,t[5]=e-i*l,t[9]=-s*o,t[2]=i-e*l,t[6]=r+n*l,t[10]=a*o}else if("YXZ"===e.order){let e=o*u,n=o*c,r=l*u,i=l*c;t[0]=e+i*s,t[4]=r*s-n,t[8]=a*l,t[1]=a*c,t[5]=a*u,t[9]=-s,t[2]=n*s-r,t[6]=i+e*s,t[10]=a*o}else if("ZXY"===e.order){let e=o*u,n=o*c,r=l*u,i=l*c;t[0]=e-i*s,t[4]=-a*c,t[8]=r+n*s,t[1]=n+r*s,t[5]=a*u,t[9]=i-e*s,t[2]=-a*l,t[6]=s,t[10]=a*o}else if("ZYX"===e.order){let e=a*u,n=a*c,r=s*u,i=s*c;t[0]=o*u,t[4]=r*l-n,t[8]=e*l+i,t[1]=o*c,t[5]=i*l+e,t[9]=n*l-r,t[2]=-l,t[6]=s*o,t[10]=a*o}else if("YZX"===e.order){let e=a*o,n=a*l,r=s*o,i=s*l;t[0]=o*u,t[4]=i-e*c,t[8]=r*c+n,t[1]=c,t[5]=a*u,t[9]=-s*u,t[2]=-l*u,t[6]=n*c+r,t[10]=e-i*c}else if("XZY"===e.order){let e=a*o,n=a*l,r=s*o,i=s*l;t[0]=o*u,t[4]=-c,t[8]=l*u,t[1]=e*c+i,t[5]=a*u,t[9]=n*c-r,t[2]=r*c-n,t[6]=s*u,t[10]=i*c+e}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(rW,e,rj)}lookAt(e,t,n){let r=this.elements;return rY.subVectors(e,t),0===rY.lengthSq()&&(rY.z=1),rY.normalize(),rX.crossVectors(n,rY),0===rX.lengthSq()&&(1===Math.abs(n.z)?rY.x+=1e-4:rY.z+=1e-4,rY.normalize(),rX.crossVectors(n,rY)),rX.normalize(),rq.crossVectors(rY,rX),r[0]=rX.x,r[4]=rq.x,r[8]=rY.x,r[1]=rX.y,r[5]=rq.y,r[9]=rY.y,r[2]=rX.z,r[6]=rq.z,r[10]=rY.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){let n=e.elements,r=t.elements,i=this.elements,a=n[0],s=n[4],o=n[8],l=n[12],u=n[1],c=n[5],h=n[9],d=n[13],p=n[2],f=n[6],m=n[10],g=n[14],v=n[3],y=n[7],_=n[11],x=n[15],b=r[0],S=r[4],M=r[8],w=r[12],E=r[1],T=r[5],A=r[9],C=r[13],R=r[2],P=r[6],I=r[10],L=r[14],N=r[3],D=r[7],U=r[11],O=r[15];return i[0]=a*b+s*E+o*R+l*N,i[4]=a*S+s*T+o*P+l*D,i[8]=a*M+s*A+o*I+l*U,i[12]=a*w+s*C+o*L+l*O,i[1]=u*b+c*E+h*R+d*N,i[5]=u*S+c*T+h*P+d*D,i[9]=u*M+c*A+h*I+d*U,i[13]=u*w+c*C+h*L+d*O,i[2]=p*b+f*E+m*R+g*N,i[6]=p*S+f*T+m*P+g*D,i[10]=p*M+f*A+m*I+g*U,i[14]=p*w+f*C+m*L+g*O,i[3]=v*b+y*E+_*R+x*N,i[7]=v*S+y*T+_*P+x*D,i[11]=v*M+y*A+_*I+x*U,i[15]=v*w+y*C+_*L+x*O,this}multiplyScalar(e){let t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){let e=this.elements,t=e[0],n=e[4],r=e[8],i=e[12],a=e[1],s=e[5],o=e[9],l=e[13],u=e[2],c=e[6],h=e[10],d=e[14],p=e[3],f=e[7];return p*(i*o*c-r*l*c-i*s*h+n*l*h+r*s*d-n*o*d)+f*(t*o*d-t*l*h+i*a*h-r*a*d+r*l*u-i*o*u)+e[11]*(t*l*c-t*s*d-i*a*c+n*a*d+i*s*u-n*l*u)+e[15]*(-r*s*u-t*o*c+t*s*h+r*a*c-n*a*h+n*o*u)}transpose(){let e,t=this.elements;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(e,t,n){let r=this.elements;return e.isVector3?(r[12]=e.x,r[13]=e.y,r[14]=e.z):(r[12]=e,r[13]=t,r[14]=n),this}invert(){let e=this.elements,t=e[0],n=e[1],r=e[2],i=e[3],a=e[4],s=e[5],o=e[6],l=e[7],u=e[8],c=e[9],h=e[10],d=e[11],p=e[12],f=e[13],m=e[14],g=e[15],v=c*m*l-f*h*l+f*o*d-s*m*d-c*o*g+s*h*g,y=p*h*l-u*m*l-p*o*d+a*m*d+u*o*g-a*h*g,_=u*f*l-p*c*l+p*s*d-a*f*d-u*s*g+a*c*g,x=p*c*o-u*f*o-p*s*h+a*f*h+u*s*m-a*c*m,b=t*v+n*y+r*_+i*x;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);let S=1/b;return e[0]=v*S,e[1]=(f*h*i-c*m*i-f*r*d+n*m*d+c*r*g-n*h*g)*S,e[2]=(s*m*i-f*o*i+f*r*l-n*m*l-s*r*g+n*o*g)*S,e[3]=(c*o*i-s*h*i-c*r*l+n*h*l+s*r*d-n*o*d)*S,e[4]=y*S,e[5]=(u*m*i-p*h*i+p*r*d-t*m*d-u*r*g+t*h*g)*S,e[6]=(p*o*i-a*m*i-p*r*l+t*m*l+a*r*g-t*o*g)*S,e[7]=(a*h*i-u*o*i+u*r*l-t*h*l-a*r*d+t*o*d)*S,e[8]=_*S,e[9]=(p*c*i-u*f*i-p*n*d+t*f*d+u*n*g-t*c*g)*S,e[10]=(a*f*i-p*s*i+p*n*l-t*f*l-a*n*g+t*s*g)*S,e[11]=(u*s*i-a*c*i-u*n*l+t*c*l+a*n*d-t*s*d)*S,e[12]=x*S,e[13]=(u*f*r-p*c*r+p*n*h-t*f*h-u*n*m+t*c*m)*S,e[14]=(p*s*r-a*f*r-p*n*o+t*f*o+a*n*m-t*s*m)*S,e[15]=(a*c*r-u*s*r+u*n*o-t*c*o-a*n*h+t*s*h)*S,this}scale(e){let t=this.elements,n=e.x,r=e.y,i=e.z;return t[0]*=n,t[4]*=r,t[8]*=i,t[1]*=n,t[5]*=r,t[9]*=i,t[2]*=n,t[6]*=r,t[10]*=i,t[3]*=n,t[7]*=r,t[11]*=i,this}getMaxScaleOnAxis(){let e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2];return Math.sqrt(Math.max(t,e[4]*e[4]+e[5]*e[5]+e[6]*e[6],e[8]*e[8]+e[9]*e[9]+e[10]*e[10]))}makeTranslation(e,t,n){return e.isVector3?this.set(1,0,0,e.x,0,1,0,e.y,0,0,1,e.z,0,0,0,1):this.set(1,0,0,e,0,1,0,t,0,0,1,n,0,0,0,1),this}makeRotationX(e){let t=Math.cos(e),n=Math.sin(e);return this.set(1,0,0,0,0,t,-n,0,0,n,t,0,0,0,0,1),this}makeRotationY(e){let t=Math.cos(e),n=Math.sin(e);return this.set(t,0,n,0,0,1,0,0,-n,0,t,0,0,0,0,1),this}makeRotationZ(e){let t=Math.cos(e),n=Math.sin(e);return this.set(t,-n,0,0,n,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){let n=Math.cos(t),r=Math.sin(t),i=1-n,a=e.x,s=e.y,o=e.z,l=i*a,u=i*s;return this.set(l*a+n,l*s-r*o,l*o+r*s,0,l*s+r*o,u*s+n,u*o-r*a,0,l*o-r*s,u*o+r*a,i*o*o+n,0,0,0,0,1),this}makeScale(e,t,n){return this.set(e,0,0,0,0,t,0,0,0,0,n,0,0,0,0,1),this}makeShear(e,t,n,r,i,a){return this.set(1,n,i,0,e,1,a,0,t,r,1,0,0,0,0,1),this}compose(e,t,n){let r=this.elements,i=t._x,a=t._y,s=t._z,o=t._w,l=i+i,u=a+a,c=s+s,h=i*l,d=i*u,p=i*c,f=a*u,m=a*c,g=s*c,v=o*l,y=o*u,_=o*c,x=n.x,b=n.y,S=n.z;return r[0]=(1-(f+g))*x,r[1]=(d+_)*x,r[2]=(p-y)*x,r[3]=0,r[4]=(d-_)*b,r[5]=(1-(h+g))*b,r[6]=(m+v)*b,r[7]=0,r[8]=(p+y)*S,r[9]=(m-v)*S,r[10]=(1-(h+f))*S,r[11]=0,r[12]=e.x,r[13]=e.y,r[14]=e.z,r[15]=1,this}decompose(e,t,n){let r=this.elements,i=rV.set(r[0],r[1],r[2]).length(),a=rV.set(r[4],r[5],r[6]).length(),s=rV.set(r[8],r[9],r[10]).length();0>this.determinant()&&(i=-i),e.x=r[12],e.y=r[13],e.z=r[14],rG.copy(this);let o=1/i,l=1/a,u=1/s;return rG.elements[0]*=o,rG.elements[1]*=o,rG.elements[2]*=o,rG.elements[4]*=l,rG.elements[5]*=l,rG.elements[6]*=l,rG.elements[8]*=u,rG.elements[9]*=u,rG.elements[10]*=u,t.setFromRotationMatrix(rG),n.x=i,n.y=a,n.z=s,this}makePerspective(e,t,n,r,i,a){let s,o,l=arguments.length>6&&void 0!==arguments[6]?arguments[6]:nA,u=arguments.length>7&&void 0!==arguments[7]&&arguments[7],c=this.elements;if(u)s=i/(a-i),o=a*i/(a-i);else if(l===nA)s=-(a+i)/(a-i),o=-2*a*i/(a-i);else if(l===nC)s=-a/(a-i),o=-a*i/(a-i);else throw Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+l);return c[0]=2*i/(t-e),c[4]=0,c[8]=(t+e)/(t-e),c[12]=0,c[1]=0,c[5]=2*i/(n-r),c[9]=(n+r)/(n-r),c[13]=0,c[2]=0,c[6]=0,c[10]=s,c[14]=o,c[3]=0,c[7]=0,c[11]=-1,c[15]=0,this}makeOrthographic(e,t,n,r,i,a){let s,o,l=arguments.length>6&&void 0!==arguments[6]?arguments[6]:nA,u=arguments.length>7&&void 0!==arguments[7]&&arguments[7],c=this.elements;if(u)s=1/(a-i),o=a/(a-i);else if(l===nA)s=-2/(a-i),o=-(a+i)/(a-i);else if(l===nC)s=-1/(a-i),o=-i/(a-i);else throw Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+l);return c[0]=2/(t-e),c[4]=0,c[8]=0,c[12]=-(t+e)/(t-e),c[1]=0,c[5]=2/(n-r),c[9]=0,c[13]=-(n+r)/(n-r),c[2]=0,c[6]=0,c[10]=s,c[14]=o,c[3]=0,c[7]=0,c[11]=0,c[15]=1,this}equals(e){let t=this.elements,n=e.elements;for(let e=0;e<16;e++)if(t[e]!==n[e])return!1;return!0}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;for(let n=0;n<16;n++)this.elements[n]=e[n+t];return this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=this.elements;return e[t]=n[0],e[t+1]=n[1],e[t+2]=n[2],e[t+3]=n[3],e[t+4]=n[4],e[t+5]=n[5],e[t+6]=n[6],e[t+7]=n[7],e[t+8]=n[8],e[t+9]=n[9],e[t+10]=n[10],e[t+11]=n[11],e[t+12]=n[12],e[t+13]=n[13],e[t+14]=n[14],e[t+15]=n[15],e}constructor(e,t,n,r,i,a,s,o,l,u,c,h,d,p,f,m){rH.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],void 0!==e&&this.set(e,t,n,r,i,a,s,o,l,u,c,h,d,p,f,m)}}let rV=new nX,rG=new rH,rW=new nX(0,0,0),rj=new nX(1,1,1),rX=new nX,rq=new nX,rY=new nX,rJ=new rH,rZ=new nj;class rK{get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,n){let r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:this._order;return this._x=e,this._y=t,this._z=n,this._order=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:this._order,n=!(arguments.length>2)||void 0===arguments[2]||arguments[2],r=e.elements,i=r[0],a=r[4],s=r[8],o=r[1],l=r[5],u=r[9],c=r[2],h=r[6],d=r[10];switch(t){case"XYZ":this._y=Math.asin(nk(s,-1,1)),.9999999>Math.abs(s)?(this._x=Math.atan2(-u,d),this._z=Math.atan2(-a,i)):(this._x=Math.atan2(h,l),this._z=0);break;case"YXZ":this._x=Math.asin(-nk(u,-1,1)),.9999999>Math.abs(u)?(this._y=Math.atan2(s,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-c,i),this._z=0);break;case"ZXY":this._x=Math.asin(nk(h,-1,1)),.9999999>Math.abs(h)?(this._y=Math.atan2(-c,d),this._z=Math.atan2(-a,l)):(this._y=0,this._z=Math.atan2(o,i));break;case"ZYX":this._y=Math.asin(-nk(c,-1,1)),.9999999>Math.abs(c)?(this._x=Math.atan2(h,d),this._z=Math.atan2(o,i)):(this._x=0,this._z=Math.atan2(-a,l));break;case"YZX":this._z=Math.asin(nk(o,-1,1)),.9999999>Math.abs(o)?(this._x=Math.atan2(-u,l),this._y=Math.atan2(-c,i)):(this._x=0,this._y=Math.atan2(s,d));break;case"XZY":this._z=Math.asin(-nk(a,-1,1)),.9999999>Math.abs(a)?(this._x=Math.atan2(h,l),this._y=Math.atan2(s,i)):(this._x=Math.atan2(-u,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,!0===n&&this._onChangeCallback(),this}setFromQuaternion(e,t,n){return rJ.makeRotationFromQuaternion(e),this.setFromRotationMatrix(rJ,t,n)}setFromVector3(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:this._order;return this.set(e.x,e.y,e.z,t)}reorder(e){return rZ.setFromEuler(this),this.setFromQuaternion(rZ,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}constructor(e=0,t=0,n=0,r=rK.DEFAULT_ORDER){this.isEuler=!0,this._x=e,this._y=t,this._z=n,this._order=r}}rK.DEFAULT_ORDER="XYZ";class r${set(e){this.mask=1<>>0}enable(e){this.mask|=1<1){for(let e=0;e1){for(let e=0;e2&&void 0!==arguments[2]?arguments[2]:[];this[e]===t&&n.push(this);let r=this.children;for(let i=0,a=r.length;i0&&(r.userData=this.userData),r.layers=this.layers.mask,r.matrix=this.matrix.toArray(),r.up=this.up.toArray(),!1===this.matrixAutoUpdate&&(r.matrixAutoUpdate=!1),this.isInstancedMesh&&(r.type="InstancedMesh",r.count=this.count,r.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(r.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(r.type="BatchedMesh",r.perObjectFrustumCulled=this.perObjectFrustumCulled,r.sortObjects=this.sortObjects,r.drawRanges=this._drawRanges,r.reservedRanges=this._reservedRanges,r.geometryInfo=this._geometryInfo.map(e=>({...e,boundingBox:e.boundingBox?e.boundingBox.toJSON():void 0,boundingSphere:e.boundingSphere?e.boundingSphere.toJSON():void 0})),r.instanceInfo=this._instanceInfo.map(e=>({...e})),r.availableInstanceIds=this._availableInstanceIds.slice(),r.availableGeometryIds=this._availableGeometryIds.slice(),r.nextIndexStart=this._nextIndexStart,r.nextVertexStart=this._nextVertexStart,r.geometryCount=this._geometryCount,r.maxInstanceCount=this._maxInstanceCount,r.maxVertexCount=this._maxVertexCount,r.maxIndexCount=this._maxIndexCount,r.geometryInitialized=this._geometryInitialized,r.matricesTexture=this._matricesTexture.toJSON(e),r.indirectTexture=this._indirectTexture.toJSON(e),null!==this._colorsTexture&&(r.colorsTexture=this._colorsTexture.toJSON(e)),null!==this.boundingSphere&&(r.boundingSphere=this.boundingSphere.toJSON()),null!==this.boundingBox&&(r.boundingBox=this.boundingBox.toJSON())),this.isScene)this.background&&(this.background.isColor?r.background=this.background.toJSON():this.background.isTexture&&(r.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(r.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){r.geometry=i(e.geometries,this.geometry);let t=this.geometry.parameters;if(void 0!==t&&void 0!==t.shapes){let n=t.shapes;if(Array.isArray(n))for(let t=0,r=n.length;t0){r.children=[];for(let t=0;t0){r.animations=[];for(let t=0;t0&&(n.geometries=t),r.length>0&&(n.materials=r),i.length>0&&(n.textures=i),s.length>0&&(n.images=s),o.length>0&&(n.shapes=o),l.length>0&&(n.skeletons=l),u.length>0&&(n.animations=u),c.length>0&&(n.nodes=c)}return n.object=r,n;function a(e){let t=[];for(let n in e){let r=e[n];delete r.metadata,t.push(r)}return t}}clone(e){return new this.constructor().copy(this,e)}copy(e){let t=!(arguments.length>1)||void 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o=ic.dot(ip),l=ih.dot(ip);if(o<=0&&l<=0)return t.copy(i);im.subVectors(e,a);let u=ic.dot(im),c=ih.dot(im);if(u>=0&&c<=u)return t.copy(a);let h=o*c-u*l;if(h<=0&&o>=0&&u<=0)return n=o/(o-u),t.copy(i).addScaledVector(ic,n);ig.subVectors(e,s);let d=ic.dot(ig),p=ih.dot(ig);if(p>=0&&d<=p)return t.copy(s);let f=d*l-o*p;if(f<=0&&l>=0&&p<=0)return r=l/(l-p),t.copy(i).addScaledVector(ih,r);let m=u*p-d*c;if(m<=0&&c-u>=0&&d-p>=0)return id.subVectors(s,a),r=(c-u)/(c-u+(d-p)),t.copy(a).addScaledVector(id,r);let g=1/(m+f+h);return n=f*g,r=h*g,t.copy(i).addScaledVector(ic,n).addScaledVector(ih,r)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}constructor(e=new nX,t=new nX,n=new nX){this.a=e,this.b=t,this.c=n}}let ib={aliceblue:0xf0f8ff,antiquewhite:0xfaebd7,aqua:65535,aquamarine:8388564,azure:0xf0ffff,beige:0xf5f5dc,bisque:0xffe4c4,black:0,blanchedalmond:0xffebcd,blue:255,blueviolet:9055202,brown:0xa52a2a,burlywood:0xdeb887,cadetblue:6266528,chartreuse:8388352,chocolate:0xd2691e,coral:0xff7f50,cornflowerblue:6591981,cornsilk:0xfff8dc,crimson:0xdc143c,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:0xb8860b,darkgray:0xa9a9a9,darkgreen:25600,darkgrey:0xa9a9a9,darkkhaki:0xbdb76b,darkmagenta:9109643,darkolivegreen:5597999,darkorange:0xff8c00,darkorchid:0x9932cc,darkred:9109504,darksalmon:0xe9967a,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:0xff1493,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:0xb22222,floralwhite:0xfffaf0,forestgreen:2263842,fuchsia:0xff00ff,gainsboro:0xdcdcdc,ghostwhite:0xf8f8ff,gold:0xffd700,goldenrod:0xdaa520,gray:8421504,green:32768,greenyellow:0xadff2f,grey:8421504,honeydew:0xf0fff0,hotpink:0xff69b4,indianred:0xcd5c5c,indigo:4915330,ivory:0xfffff0,khaki:0xf0e68c,lavender:0xe6e6fa,lavenderblush:0xfff0f5,lawngreen:8190976,lemonchiffon:0xfffacd,lightblue:0xadd8e6,lightcoral:0xf08080,lightcyan:0xe0ffff,lightgoldenrodyellow:0xfafad2,lightgray:0xd3d3d3,lightgreen:9498256,lightgrey:0xd3d3d3,lightpink:0xffb6c1,lightsalmon:0xffa07a,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:0xb0c4de,lightyellow:0xffffe0,lime:65280,limegreen:3329330,linen:0xfaf0e6,magenta:0xff00ff,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:0xba55d3,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:0xc71585,midnightblue:1644912,mintcream:0xf5fffa,mistyrose:0xffe4e1,moccasin:0xffe4b5,navajowhite:0xffdead,navy:128,oldlace:0xfdf5e6,olive:8421376,olivedrab:7048739,orange:0xffa500,orangered:0xff4500,orchid:0xda70d6,palegoldenrod:0xeee8aa,palegreen:0x98fb98,paleturquoise:0xafeeee,palevioletred:0xdb7093,papayawhip:0xffefd5,peachpuff:0xffdab9,peru:0xcd853f,pink:0xffc0cb,plum:0xdda0dd,powderblue:0xb0e0e6,purple:8388736,rebeccapurple:6697881,red:0xff0000,rosybrown:0xbc8f8f,royalblue:4286945,saddlebrown:9127187,salmon:0xfa8072,sandybrown:0xf4a460,seagreen:3050327,seashell:0xfff5ee,sienna:0xa0522d,silver:0xc0c0c0,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:0xfffafa,springgreen:65407,steelblue:4620980,tan:0xd2b48c,teal:32896,thistle:0xd8bfd8,tomato:0xff6347,turquoise:4251856,violet:0xee82ee,wheat:0xf5deb3,white:0xffffff,whitesmoke:0xf5f5f5,yellow:0xffff00,yellowgreen:0x9acd32},iS={h:0,s:0,l:0},iM={h:0,s:0,l:0};function iw(e,t,n){return(n<0&&(n+=1),n>1&&(n-=1),n<1/6)?e+(t-e)*6*n:n<.5?t:n<2/3?e+(t-e)*6*(2/3-n):e}class iE{set(e,t,n){return void 0===t&&void 0===n?e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e):this.setRGB(e,t,n),this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:t$;return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(255&e)/255,n8.colorSpaceToWorking(this,t),this}setRGB(e,t,n){let r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:n8.workingColorSpace;return this.r=e,this.g=t,this.b=n,n8.colorSpaceToWorking(this,r),this}setHSL(e,t,n){let r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:n8.workingColorSpace;if(e=nz(e,1),t=nk(t,0,1),n=nk(n,0,1),0===t)this.r=this.g=this.b=n;else{let r=n<=.5?n*(1+t):n+t-n*t,i=2*n-r;this.r=iw(i,r,e+1/3),this.g=iw(i,r,e),this.b=iw(i,r,e-1/3)}return n8.colorSpaceToWorking(this,r),this}setStyle(e){let t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:t$;function r(t){void 0!==t&&1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}if(t=/^(\w+)\(([^\)]*)\)/.exec(e)){let i,a=t[1],s=t[2];switch(a){case"rgb":case"rgba":if(i=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(i[4]),this.setRGB(Math.min(255,parseInt(i[1],10))/255,Math.min(255,parseInt(i[2],10))/255,Math.min(255,parseInt(i[3],10))/255,n);if(i=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(i[4]),this.setRGB(Math.min(100,parseInt(i[1],10))/100,Math.min(100,parseInt(i[2],10))/100,Math.min(100,parseInt(i[3],10))/100,n);break;case"hsl":case"hsla":if(i=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(i[4]),this.setHSL(parseFloat(i[1])/360,parseFloat(i[2])/100,parseFloat(i[3])/100,n);break;default:console.warn("THREE.Color: Unknown color model "+e)}}else if(t=/^\#([A-Fa-f\d]+)$/.exec(e)){let r=t[1],i=r.length;if(3===i)return this.setRGB(parseInt(r.charAt(0),16)/15,parseInt(r.charAt(1),16)/15,parseInt(r.charAt(2),16)/15,n);if(6===i)return this.setHex(parseInt(r,16),n);console.warn("THREE.Color: Invalid hex color "+e)}else if(e&&e.length>0)return this.setColorName(e,n);return this}setColorName(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:t$,n=ib[e.toLowerCase()];return void 0!==n?this.setHex(n,t):console.warn("THREE.Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=n9(e.r),this.g=n9(e.g),this.b=n9(e.b),this}copyLinearToSRGB(e){return this.r=n7(e.r),this.g=n7(e.g),this.b=n7(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:t$;return n8.workingToColorSpace(iT.copy(this),e),65536*Math.round(nk(255*iT.r,0,255))+256*Math.round(nk(255*iT.g,0,255))+Math.round(nk(255*iT.b,0,255))}getHexString(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:t$;return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e){let t,n,r=arguments.length>1&&void 0!==arguments[1]?arguments[1]:n8.workingColorSpace;n8.workingToColorSpace(iT.copy(this),r);let i=iT.r,a=iT.g,s=iT.b,o=Math.max(i,a,s),l=Math.min(i,a,s),u=(l+o)/2;if(l===o)t=0,n=0;else{let e=o-l;switch(n=u<=.5?e/(o+l):e/(2-o-l),o){case i:t=(a-s)/e+6*(a1&&void 0!==arguments[1]?arguments[1]:n8.workingColorSpace;return n8.workingToColorSpace(iT.copy(this),t),e.r=iT.r,e.g=iT.g,e.b=iT.b,e}getStyle(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:t$;n8.workingToColorSpace(iT.copy(this),e);let t=iT.r,n=iT.g,r=iT.b;return e!==t$?"color(".concat(e," ").concat(t.toFixed(3)," ").concat(n.toFixed(3)," ").concat(r.toFixed(3),")"):"rgb(".concat(Math.round(255*t),",").concat(Math.round(255*n),",").concat(Math.round(255*r),")")}offsetHSL(e,t,n){return this.getHSL(iS),this.setHSL(iS.h+e,iS.s+t,iS.l+n)}add(e){return this.r+=e.r,this.g+=e.g,this.b+=e.b,this}addColors(e,t){return this.r=e.r+t.r,this.g=e.g+t.g,this.b=e.b+t.b,this}addScalar(e){return this.r+=e,this.g+=e,this.b+=e,this}sub(e){return this.r=Math.max(0,this.r-e.r),this.g=Math.max(0,this.g-e.g),this.b=Math.max(0,this.b-e.b),this}multiply(e){return this.r*=e.r,this.g*=e.g,this.b*=e.b,this}multiplyScalar(e){return this.r*=e,this.g*=e,this.b*=e,this}lerp(e,t){return this.r+=(e.r-this.r)*t,this.g+=(e.g-this.g)*t,this.b+=(e.b-this.b)*t,this}lerpColors(e,t,n){return this.r=e.r+(t.r-e.r)*n,this.g=e.g+(t.g-e.g)*n,this.b=e.b+(t.b-e.b)*n,this}lerpHSL(e,t){this.getHSL(iS),e.getHSL(iM);let n=nB(iS.h,iM.h,t),r=nB(iS.s,iM.s,t),i=nB(iS.l,iM.l,t);return this.setHSL(n,r,i),this}setFromVector3(e){return this.r=e.x,this.g=e.y,this.b=e.z,this}applyMatrix3(e){let t=this.r,n=this.g,r=this.b,i=e.elements;return this.r=i[0]*t+i[3]*n+i[6]*r,this.g=i[1]*t+i[4]*n+i[7]*r,this.b=i[2]*t+i[5]*n+i[8]*r,this}equals(e){return e.r===this.r&&e.g===this.g&&e.b===this.b}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.r=e[t],this.g=e[t+1],this.b=e[t+2],this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.r,e[t+1]=this.g,e[t+2]=this.b,e}fromBufferAttribute(e,t){return this.r=e.getX(t),this.g=e.getY(t),this.b=e.getZ(t),this}toJSON(){return this.getHex()}*[Symbol.iterator](){yield this.r,yield this.g,yield this.b}constructor(e,t,n){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(e,t,n)}}let iT=new iE;iE.NAMES=ib;let iA=0;class iC extends nL{get alphaTest(){return this._alphaTest}set alphaTest(e){this._alphaTest>0!=e>0&&this.version++,this._alphaTest=e}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(void 0!==e)for(let t in e){let n=e[t];if(void 0===n){console.warn("THREE.Material: parameter '".concat(t,"' has value of undefined."));continue}let r=this[t];if(void 0===r){console.warn("THREE.Material: '".concat(t,"' is not a property of THREE.").concat(this.type,"."));continue}r&&r.isColor?r.set(n):r&&r.isVector3&&n&&n.isVector3?r.copy(n):this[t]=n}}toJSON(e){let t=void 0===e||"string"==typeof e;t&&(e={textures:{},images:{}});let n={metadata:{version:4.7,type:"Material",generator:"Material.toJSON"}};function r(e){let t=[];for(let n in e){let r=e[n];delete r.metadata,t.push(r)}return t}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),void 0!==this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.sheenColorMap&&this.sheenColorMap.isTexture&&(n.sheenColorMap=this.sheenColorMap.toJSON(e).uuid),this.sheenRoughnessMap&&this.sheenRoughnessMap.isTexture&&(n.sheenRoughnessMap=this.sheenRoughnessMap.toJSON(e).uuid),void 0!==this.dispersion&&(n.dispersion=this.dispersion),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),void 0!==this.anisotropy&&(n.anisotropy=this.anisotropy),void 0!==this.anisotropyRotation&&(n.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(n.anisotropyMap=this.anisotropyMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(e).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapRotation&&(n.envMapRotation=this.envMapRotation.toArray()),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==C&&(n.blending=this.blending),this.side!==w&&(n.side=this.side),!0===this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=!0),this.blendSrc!==V&&(n.blendSrc=this.blendSrc),this.blendDst!==G&&(n.blendDst=this.blendDst),this.blendEquation!==N&&(n.blendEquation=this.blendEquation),null!==this.blendSrcAlpha&&(n.blendSrcAlpha=this.blendSrcAlpha),null!==this.blendDstAlpha&&(n.blendDstAlpha=this.blendDstAlpha),null!==this.blendEquationAlpha&&(n.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(n.blendColor=this.blendColor.getHex()),0!==this.blendAlpha&&(n.blendAlpha=this.blendAlpha),this.depthFunc!==en&&(n.depthFunc=this.depthFunc),!1===this.depthTest&&(n.depthTest=this.depthTest),!1===this.depthWrite&&(n.depthWrite=this.depthWrite),!1===this.colorWrite&&(n.colorWrite=this.colorWrite),255!==this.stencilWriteMask&&(n.stencilWriteMask=this.stencilWriteMask),this.stencilFunc!==no&&(n.stencilFunc=this.stencilFunc),0!==this.stencilRef&&(n.stencilRef=this.stencilRef),255!==this.stencilFuncMask&&(n.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==t3&&(n.stencilFail=this.stencilFail),this.stencilZFail!==t3&&(n.stencilZFail=this.stencilZFail),this.stencilZPass!==t3&&(n.stencilZPass=this.stencilZPass),!0===this.stencilWrite&&(n.stencilWrite=this.stencilWrite),void 0!==this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaHash&&(n.alphaHash=!0),!0===this.alphaToCoverage&&(n.alphaToCoverage=!0),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=!0),!0===this.forceSinglePass&&(n.forceSinglePass=!0),!0===this.wireframe&&(n.wireframe=!0),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(n.flatShading=!0),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),t){let t=r(e.textures),i=r(e.images);t.length>0&&(n.textures=t),i.length>0&&(n.images=i)}return n}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.blendColor.copy(e.blendColor),this.blendAlpha=e.blendAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;let t=e.clippingPlanes,n=null;if(null!==t){let e=t.length;n=Array(e);for(let r=0;r!==e;++r)n[r]=t[r].clone()}return this.clippingPlanes=n,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaHash=e.alphaHash,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){!0===e&&this.version++}constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:iA++}),this.uuid=nF(),this.name="",this.type="Material",this.blending=C,this.side=w,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.alphaHash=!1,this.blendSrc=V,this.blendDst=G,this.blendEquation=N,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.blendColor=new iE(0,0,0),this.blendAlpha=0,this.depthFunc=en,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=no,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=t3,this.stencilZFail=t3,this.stencilZPass=t3,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.forceSinglePass=!1,this.allowOverride=!0,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}}class iR extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}constructor(e){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new iE(0xffffff),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new rK,this.combine=eo,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}}let iP=function(){let e=new ArrayBuffer(4),t=new Float32Array(e),n=new Uint32Array(e),r=new Uint32Array(512),i=new Uint32Array(512);for(let e=0;e<256;++e){let t=e-127;t<-27?(r[e]=0,r[256|e]=32768,i[e]=24,i[256|e]=24):t<-14?(r[e]=1024>>-t-14,r[256|e]=1024>>-t-14|32768,i[e]=-t-1,i[256|e]=-t-1):t<=15?(r[e]=t+15<<10,r[256|e]=t+15<<10|32768,i[e]=13,i[256|e]=13):t<128?(r[e]=31744,r[256|e]=64512,i[e]=24,i[256|e]=24):(r[e]=31744,r[256|e]=64512,i[e]=13,i[256|e]=13)}let a=new Uint32Array(2048),s=new Uint32Array(64),o=new Uint32Array(64);for(let e=1;e<1024;++e){let t=e<<13,n=0;for(;(8388608&t)==0;)t<<=1,n-=8388608;t&=-8388609,n+=0x38800000,a[e]=t|n}for(let e=1024;e<2048;++e)a[e]=0x38000000+(e-1024<<13);for(let e=1;e<31;++e)s[e]=e<<23;s[31]=0x47800000,s[32]=0x80000000;for(let e=33;e<63;++e)s[e]=0x80000000+(e-32<<23);s[63]=0xc7800000;for(let e=1;e<64;++e)32!==e&&(o[e]=1024);return{floatView:t,uint32View:n,baseTable:r,shiftTable:i,mantissaTable:a,exponentTable:s,offsetTable:o}}();function iI(e){Math.abs(e)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),e=nk(e,-65504,65504),iP.floatView[0]=e;let t=iP.uint32View[0],n=t>>23&511;return iP.baseTable[n]+((8388607&t)>>iP.shiftTable[n])}function iL(e){let t=e>>10;return iP.uint32View[0]=iP.mantissaTable[iP.offsetTable[t]+(1023&e)]+iP.exponentTable[t],iP.floatView[0]}class iN{static toHalfFloat(e){return iI(e)}static fromHalfFloat(e){return iL(e)}}let iD=new nX,iU=new nW,iO=0;class iF{onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this.gpuType=e.gpuType,this}copyAt(e,t,n){e*=this.itemSize,n*=t.itemSize;for(let r=0,i=this.itemSize;r1&&void 0!==arguments[1]?arguments[1]:0;return this.array.set(e,t),this}getComponent(e,t){let n=this.array[e*this.itemSize+t];return this.normalized&&(n=nH(n,this.array)),n}setComponent(e,t,n){return this.normalized&&(n=nV(n,this.array)),this.array[e*this.itemSize+t]=n,this}getX(e){let t=this.array[e*this.itemSize];return this.normalized&&(t=nH(t,this.array)),t}setX(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize]=t,this}getY(e){let t=this.array[e*this.itemSize+1];return this.normalized&&(t=nH(t,this.array)),t}setY(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+1]=t,this}getZ(e){let t=this.array[e*this.itemSize+2];return this.normalized&&(t=nH(t,this.array)),t}setZ(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+2]=t,this}getW(e){let t=this.array[e*this.itemSize+3];return this.normalized&&(t=nH(t,this.array)),t}setW(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+3]=t,this}setXY(e,t,n){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array)),this.array[e+0]=t,this.array[e+1]=n,this}setXYZ(e,t,n,r){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array)),this.array[e+0]=t,this.array[e+1]=n,this.array[e+2]=r,this}setXYZW(e,t,n,r,i){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array),i=nV(i,this.array)),this.array[e+0]=t,this.array[e+1]=n,this.array[e+2]=r,this.array[e+3]=i,this}onUpload(e){return this.onUploadCallback=e,this}clone(){return new this.constructor(this.array,this.itemSize).copy(this)}toJSON(){let e={itemSize:this.itemSize,type:this.array.constructor.name,array:Array.from(this.array),normalized:this.normalized};return""!==this.name&&(e.name=this.name),this.usage!==ng&&(e.usage=this.usage),e}constructor(e,t,n=!1){if(Array.isArray(e))throw TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,Object.defineProperty(this,"id",{value:iO++}),this.name="",this.array=e,this.itemSize=t,this.count=void 0!==e?e.length/t:0,this.normalized=n,this.usage=ng,this.updateRanges=[],this.gpuType=ej,this.version=0}}class ik extends iF{constructor(e,t,n){super(new Int8Array(e),t,n)}}class iz extends iF{constructor(e,t,n){super(new Uint8Array(e),t,n)}}class iB extends iF{constructor(e,t,n){super(new Uint8ClampedArray(e),t,n)}}class iH extends iF{constructor(e,t,n){super(new Int16Array(e),t,n)}}class iV extends iF{constructor(e,t,n){super(new Uint16Array(e),t,n)}}class iG extends iF{constructor(e,t,n){super(new Int32Array(e),t,n)}}class iW extends iF{constructor(e,t,n){super(new Uint32Array(e),t,n)}}class ij extends iF{getX(e){let t=iL(this.array[e*this.itemSize]);return this.normalized&&(t=nH(t,this.array)),t}setX(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize]=iI(t),this}getY(e){let t=iL(this.array[e*this.itemSize+1]);return this.normalized&&(t=nH(t,this.array)),t}setY(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+1]=iI(t),this}getZ(e){let t=iL(this.array[e*this.itemSize+2]);return this.normalized&&(t=nH(t,this.array)),t}setZ(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+2]=iI(t),this}getW(e){let t=iL(this.array[e*this.itemSize+3]);return this.normalized&&(t=nH(t,this.array)),t}setW(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+3]=iI(t),this}setXY(e,t,n){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array)),this.array[e+0]=iI(t),this.array[e+1]=iI(n),this}setXYZ(e,t,n,r){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array)),this.array[e+0]=iI(t),this.array[e+1]=iI(n),this.array[e+2]=iI(r),this}setXYZW(e,t,n,r,i){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array),i=nV(i,this.array)),this.array[e+0]=iI(t),this.array[e+1]=iI(n),this.array[e+2]=iI(r),this.array[e+3]=iI(i),this}constructor(e,t,n){super(new Uint16Array(e),t,n),this.isFloat16BufferAttribute=!0}}class iX extends iF{constructor(e,t,n){super(new Float32Array(e),t,n)}}let iq=0,iY=new rH,iJ=new ia,iZ=new nX,iK=new rf,i$=new rf,iQ=new nX;class i0 extends nL{getIndex(){return this.index}setIndex(e){return Array.isArray(e)?this.index=new(nK(e)?iW:iV)(e,1):this.index=e,this}setIndirect(e){return this.indirect=e,this}getIndirect(){return this.indirect}getAttribute(e){return this.attributes[e]}setAttribute(e,t){return this.attributes[e]=t,this}deleteAttribute(e){return delete this.attributes[e],this}hasAttribute(e){return void 0!==this.attributes[e]}addGroup(e,t){let n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0;this.groups.push({start:e,count:t,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(e,t){this.drawRange.start=e,this.drawRange.count=t}applyMatrix4(e){let t=this.attributes.position;void 0!==t&&(t.applyMatrix4(e),t.needsUpdate=!0);let n=this.attributes.normal;if(void 0!==n){let t=new nJ().getNormalMatrix(e);n.applyNormalMatrix(t),n.needsUpdate=!0}let r=this.attributes.tangent;return void 0!==r&&(r.transformDirection(e),r.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}applyQuaternion(e){return iY.makeRotationFromQuaternion(e),this.applyMatrix4(iY),this}rotateX(e){return iY.makeRotationX(e),this.applyMatrix4(iY),this}rotateY(e){return iY.makeRotationY(e),this.applyMatrix4(iY),this}rotateZ(e){return iY.makeRotationZ(e),this.applyMatrix4(iY),this}translate(e,t,n){return iY.makeTranslation(e,t,n),this.applyMatrix4(iY),this}scale(e,t,n){return iY.makeScale(e,t,n),this.applyMatrix4(iY),this}lookAt(e){return iJ.lookAt(e),iJ.updateMatrix(),this.applyMatrix4(iJ.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(iZ).negate(),this.translate(iZ.x,iZ.y,iZ.z),this}setFromPoints(e){let t=this.getAttribute("position");if(void 0===t){let t=[];for(let n=0,r=e.length;nt.count&&console.warn("THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry."),t.needsUpdate=!0}return this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new rf);let e=this.attributes.position,t=this.morphAttributes.position;if(e&&e.isGLBufferAttribute){console.error("THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.",this),this.boundingBox.set(new nX(-1/0,-1/0,-1/0),new nX(Infinity,Infinity,Infinity));return}if(void 0!==e){if(this.boundingBox.setFromBufferAttribute(e),t)for(let e=0,n=t.length;e0&&(e.userData=this.userData),void 0!==this.parameters){let t=this.parameters;for(let n in t)void 0!==t[n]&&(e[n]=t[n]);return e}e.data={attributes:{}};let t=this.index;null!==t&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});let n=this.attributes;for(let t in n){let r=n[t];e.data.attributes[t]=r.toJSON(e.data)}let r={},i=!1;for(let t in this.morphAttributes){let n=this.morphAttributes[t],a=[];for(let t=0,r=n.length;t0&&(r[t]=a,i=!0)}i&&(e.data.morphAttributes=r,e.data.morphTargetsRelative=this.morphTargetsRelative);let a=this.groups;a.length>0&&(e.data.groups=JSON.parse(JSON.stringify(a)));let s=this.boundingSphere;return null!==s&&(e.data.boundingSphere=s.toJSON()),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;let t={};this.name=e.name;let n=e.index;null!==n&&this.setIndex(n.clone());let r=e.attributes;for(let e in r){let n=r[e];this.setAttribute(e,n.clone(t))}let i=e.morphAttributes;for(let e in i){let n=[],r=i[e];for(let e=0,i=r.length;e0){let n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,t=n.length;e(e.far-e.near)**2)||(i1.copy(i).invert(),i2.copy(e.ray).applyMatrix4(i1),(null===n.boundingBox||!1!==i2.intersectsBox(n.boundingBox))&&this._computeIntersections(e,t,i2))}_computeIntersections(e,t,n){let r,i=this.geometry,a=this.material,s=i.index,o=i.attributes.position,l=i.attributes.uv,u=i.attributes.uv1,c=i.attributes.normal,h=i.groups,d=i.drawRange;if(null!==s)if(Array.isArray(a))for(let i=0,o=h.length;in.far?null:{distance:l,point:at.clone(),object:e}}(e,t,n,r,i5,i6,i8,ae);if(c){let e=new nX;ix.getBarycoord(ae,i5,i6,i8,e),i&&(c.uv=ix.getInterpolatedAttribute(i,o,l,u,e,new nW)),a&&(c.uv1=ix.getInterpolatedAttribute(a,o,l,u,e,new nW)),s&&(c.normal=ix.getInterpolatedAttribute(s,o,l,u,e,new nX),c.normal.dot(r.direction)>0&&c.normal.multiplyScalar(-1));let t={a:o,b:l,c:u,normal:new nX,materialIndex:0};ix.getNormal(i5,i6,i8,t.normal),c.face=t,c.barycoord=e}return c}class ai extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}static fromJSON(e){return new ai(e.width,e.height,e.depth,e.widthSegments,e.heightSegments,e.depthSegments)}constructor(e=1,t=1,n=1,r=1,i=1,a=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:t,depth:n,widthSegments:r,heightSegments:i,depthSegments:a};let s=this;r=Math.floor(r),i=Math.floor(i);let o=[],l=[],u=[],c=[],h=0,d=0;function p(e,t,n,r,i,a,p,f,m,g,v){let y=a/m,_=p/g,x=a/2,b=p/2,S=f/2,M=m+1,w=g+1,E=0,T=0,A=new nX;for(let a=0;a0?1:-1,u.push(A.x,A.y,A.z),c.push(o/m),c.push(1-a/g),E+=1}}for(let e=0;e0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;let n={};for(let e in this.extensions)!0===this.extensions[e]&&(n[e]=!0);return Object.keys(n).length>0&&(t.extensions=n),t}constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader="void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={clipCullDistance:!1,multiDraw:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,void 0!==e&&this.setValues(e)}}class ac extends ia{get reversedDepth(){return this._reversedDepth}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){return super.getWorldDirection(e).negate()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new rH,this.projectionMatrix=new rH,this.projectionMatrixInverse=new rH,this.coordinateSystem=nA,this._reversedDepth=!1}}let ah=new nX,ad=new nW,ap=new nW;class af extends ac{copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=null===e.view?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){let t=.5*this.getFilmHeight()/e;this.fov=2*nO*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(.5*nU*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return 2*nO*Math.atan(Math.tan(.5*nU*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,n){ah.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(ah.x,ah.y).multiplyScalar(-e/ah.z),ah.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),n.set(ah.x,ah.y).multiplyScalar(-e/ah.z)}getViewSize(e,t){return this.getViewBounds(e,ad,ap),t.subVectors(ap,ad)}setViewOffset(e,t,n,r,i,a){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=r,this.view.width=i,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,t=e*Math.tan(.5*nU*this.fov)/this.zoom,n=2*t,r=this.aspect*n,i=-.5*r,a=this.view;if(null!==this.view&&this.view.enabled){let e=a.fullWidth,s=a.fullHeight;i+=a.offsetX*r/e,t-=a.offsetY*n/s,r*=a.width/e,n*=a.height/s}let s=this.filmOffset;0!==s&&(i+=e*s/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+r,t,t-n,e,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}constructor(e=50,t=1,n=.1,r=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=r,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}}class am extends ia{updateCoordinateSystem(){let e=this.coordinateSystem,t=this.children.concat(),[n,r,i,a,s,o]=t;for(let e of t)this.remove(e);if(e===nA)n.up.set(0,1,0),n.lookAt(1,0,0),r.up.set(0,1,0),r.lookAt(-1,0,0),i.up.set(0,0,-1),i.lookAt(0,1,0),a.up.set(0,0,1),a.lookAt(0,-1,0),s.up.set(0,1,0),s.lookAt(0,0,1),o.up.set(0,1,0),o.lookAt(0,0,-1);else if(e===nC)n.up.set(0,-1,0),n.lookAt(-1,0,0),r.up.set(0,-1,0),r.lookAt(1,0,0),i.up.set(0,0,1),i.lookAt(0,1,0),a.up.set(0,0,-1),a.lookAt(0,-1,0),s.up.set(0,-1,0),s.lookAt(0,0,1),o.up.set(0,-1,0),o.lookAt(0,0,-1);else throw Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+e);for(let e of t)this.add(e),e.updateMatrixWorld()}update(e,t){null===this.parent&&this.updateMatrixWorld();let{renderTarget:n,activeMipmapLevel:r}=this;this.coordinateSystem!==e.coordinateSystem&&(this.coordinateSystem=e.coordinateSystem,this.updateCoordinateSystem());let[i,a,s,o,l,u]=this.children,c=e.getRenderTarget(),h=e.getActiveCubeFace(),d=e.getActiveMipmapLevel(),p=e.xr.enabled;e.xr.enabled=!1;let f=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,e.setRenderTarget(n,0,r),e.render(t,i),e.setRenderTarget(n,1,r),e.render(t,a),e.setRenderTarget(n,2,r),e.render(t,s),e.setRenderTarget(n,3,r),e.render(t,o),e.setRenderTarget(n,4,r),e.render(t,l),n.texture.generateMipmaps=f,e.setRenderTarget(n,5,r),e.render(t,u),e.setRenderTarget(c,h,d),e.xr.enabled=p,n.texture.needsPMREMUpdate=!0}constructor(e,t,n){super(),this.type="CubeCamera",this.renderTarget=n,this.coordinateSystem=null,this.activeMipmapLevel=0;let r=new af(-90,1,e,t);r.layers=this.layers,this.add(r);let i=new af(-90,1,e,t);i.layers=this.layers,this.add(i);let a=new af(-90,1,e,t);a.layers=this.layers,this.add(a);let s=new af(-90,1,e,t);s.layers=this.layers,this.add(s);let o=new af(-90,1,e,t);o.layers=this.layers,this.add(o);let l=new af(-90,1,e,t);l.layers=this.layers,this.add(l)}}class ag extends rs{get images(){return this.image}set images(e){this.image=e}constructor(e=[],t=eb,n,r,i,a,s,o,l,u){super(e,t,n,r,i,a,s,o,l,u),this.isCubeTexture=!0,this.flipY=!1}}class av extends ru{fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;let n=new ai(5,5,5),r=new au({name:"CubemapFromEquirect",uniforms:aa({tEquirect:{value:null}}),vertexShader:"\n\n varying vec3 vWorldDirection;\n\n vec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n }\n\n void main() {\n\n vWorldDirection = transformDirection( position, modelMatrix );\n\n #include \n #include \n\n }\n ",fragmentShader:"\n\n uniform sampler2D tEquirect;\n\n varying vec3 vWorldDirection;\n\n #include \n\n void main() {\n\n vec3 direction = normalize( vWorldDirection );\n\n vec2 sampleUV = equirectUv( direction );\n\n gl_FragColor = texture2D( tEquirect, sampleUV );\n\n }\n ",side:E,blending:A});r.uniforms.tEquirect.value=t;let i=new an(n,r),a=t.minFilter;return t.minFilter===eF&&(t.minFilter=eD),new am(1,10,this).update(e,i),t.minFilter=a,i.geometry.dispose(),i.material.dispose(),this}clear(e){let t=!(arguments.length>1)||void 0===arguments[1]||arguments[1],n=!(arguments.length>2)||void 0===arguments[2]||arguments[2],r=!(arguments.length>3)||void 0===arguments[3]||arguments[3],i=e.getRenderTarget();for(let i=0;i<6;i++)e.setRenderTarget(this,i),e.clear(t,n,r);e.setRenderTarget(i)}constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;let n={width:e,height:e,depth:1};this.texture=new ag([n,n,n,n,n,n]),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}}class ay extends ia{constructor(){super(),this.isGroup=!0,this.type="Group"}}let a_={type:"move"};class ax{getHandSpace(){return null===this._hand&&(this._hand=new ay,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return null===this._targetRay&&(this._targetRay=new ay,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new nX,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new nX),this._targetRay}getGripSpace(){return null===this._grip&&(this._grip=new ay,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new nX,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new nX),this._grip}dispatchEvent(e){return null!==this._targetRay&&this._targetRay.dispatchEvent(e),null!==this._grip&&this._grip.dispatchEvent(e),null!==this._hand&&this._hand.dispatchEvent(e),this}connect(e){if(e&&e.hand){let t=this._hand;if(t)for(let n of e.hand.values())this._getHandJoint(t,n)}return this.dispatchEvent({type:"connected",data:e}),this}disconnect(e){return this.dispatchEvent({type:"disconnected",data:e}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this}update(e,t,n){let r=null,i=null,a=null,s=this._targetRay,o=this._grip,l=this._hand;if(e&&"visible-blurred"!==t.session.visibilityState){if(l&&e.hand){for(let r of(a=!0,e.hand.values())){let e=t.getJointPose(r,n),i=this._getHandJoint(l,r);null!==e&&(i.matrix.fromArray(e.transform.matrix),i.matrix.decompose(i.position,i.rotation,i.scale),i.matrixWorldNeedsUpdate=!0,i.jointRadius=e.radius),i.visible=null!==e}let r=l.joints["index-finger-tip"],i=l.joints["thumb-tip"],s=r.position.distanceTo(i.position);l.inputState.pinching&&s>.025?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!l.inputState.pinching&&s<=.015&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else null!==o&&e.gripSpace&&null!==(i=t.getPose(e.gripSpace,n))&&(o.matrix.fromArray(i.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,i.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(i.linearVelocity)):o.hasLinearVelocity=!1,i.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(i.angularVelocity)):o.hasAngularVelocity=!1);null!==s&&(null===(r=t.getPose(e.targetRaySpace,n))&&null!==i&&(r=i),null!==r&&(s.matrix.fromArray(r.transform.matrix),s.matrix.decompose(s.position,s.rotation,s.scale),s.matrixWorldNeedsUpdate=!0,r.linearVelocity?(s.hasLinearVelocity=!0,s.linearVelocity.copy(r.linearVelocity)):s.hasLinearVelocity=!1,r.angularVelocity?(s.hasAngularVelocity=!0,s.angularVelocity.copy(r.angularVelocity)):s.hasAngularVelocity=!1,this.dispatchEvent(a_)))}return null!==s&&(s.visible=null!==r),null!==o&&(o.visible=null!==i),null!==l&&(l.visible=null!==a),this}_getHandJoint(e,t){if(void 0===e.joints[t.jointName]){let n=new ay;n.matrixAutoUpdate=!1,n.visible=!1,e.joints[t.jointName]=n,e.add(n)}return e.joints[t.jointName]}constructor(){this._targetRay=null,this._grip=null,this._hand=null}}class ab{clone(){return new ab(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}constructor(e,t=25e-5){this.isFogExp2=!0,this.name="",this.color=new iE(e),this.density=t}}class aS{clone(){return new aS(this.color,this.near,this.far)}toJSON(){return{type:"Fog",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}constructor(e,t=1,n=1e3){this.isFog=!0,this.name="",this.color=new iE(e),this.near=t,this.far=n}}class aM extends ia{copy(e,t){return super.copy(e,t),null!==e.background&&(this.background=e.background.clone()),null!==e.environment&&(this.environment=e.environment.clone()),null!==e.fog&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,this.backgroundRotation.copy(e.backgroundRotation),this.environmentIntensity=e.environmentIntensity,this.environmentRotation.copy(e.environmentRotation),null!==e.overrideMaterial&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){let t=super.toJSON(e);return null!==this.fog&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(t.object.backgroundIntensity=this.backgroundIntensity),t.object.backgroundRotation=this.backgroundRotation.toArray(),1!==this.environmentIntensity&&(t.object.environmentIntensity=this.environmentIntensity),t.object.environmentRotation=this.environmentRotation.toArray(),t}constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new rK,this.environmentIntensity=1,this.environmentRotation=new rK,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}}class aw{onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,n){e*=this.stride,n*=t.stride;for(let r=0,i=this.stride;r1&&void 0!==arguments[1]?arguments[1]:0;return this.array.set(e,t),this}clone(e){void 0===e.arrayBuffers&&(e.arrayBuffers={}),void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=nF()),void 0===e.arrayBuffers[this.array.buffer._uuid]&&(e.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);let t=new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]),n=new this.constructor(t,this.stride);return n.setUsage(this.usage),n}onUpload(e){return this.onUploadCallback=e,this}toJSON(e){return void 0===e.arrayBuffers&&(e.arrayBuffers={}),void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=nF()),void 0===e.arrayBuffers[this.array.buffer._uuid]&&(e.arrayBuffers[this.array.buffer._uuid]=Array.from(new Uint32Array(this.array.buffer))),{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=void 0!==e?e.length/t:0,this.usage=ng,this.updateRanges=[],this.version=0,this.uuid=nF()}}let aE=new nX;class aT{get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(e){this.data.needsUpdate=e}applyMatrix4(e){for(let t=0,n=this.data.count;te.far||t.push({distance:o,point:aC.clone(),uv:ix.getInterpolation(aC,aD,aU,aO,aF,ak,az,new nW),face:null,object:this})}copy(e,t){return super.copy(e,t),void 0!==e.center&&this.center.copy(e.center),this.material=e.material,this}constructor(e=new aA){if(super(),this.isSprite=!0,this.type="Sprite",void 0===n){n=new i0;let e=new aw(new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),5);n.setIndex([0,1,2,0,2,3]),n.setAttribute("position",new aT(e,3,0,!1)),n.setAttribute("uv",new aT(e,2,3,!1))}this.geometry=n,this.material=e,this.center=new nW(.5,.5),this.count=1}}function aH(e,t,n,r,i,a){aI.subVectors(e,n).addScalar(.5).multiply(r),void 0!==i?(aL.x=a*aI.x-i*aI.y,aL.y=i*aI.x+a*aI.y):aL.copy(aI),e.copy(t),e.x+=aL.x,e.y+=aL.y,e.applyMatrix4(aN)}let aV=new nX,aG=new nX;class aW extends ia{copy(e){super.copy(e,!1);let t=e.levels;for(let e=0,n=t.length;e1&&void 0!==arguments[1]?arguments[1]:0,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0;n=Math.abs(n);let i=this.levels;for(t=0;t0){let n,r;for(n=1,r=t.length;n0){aV.setFromMatrixPosition(this.matrixWorld);let n=e.ray.origin.distanceTo(aV);this.getObjectForDistance(n).raycast(e,t)}}update(e){let t=this.levels;if(t.length>1){let n,r;aV.setFromMatrixPosition(e.matrixWorld),aG.setFromMatrixPosition(this.matrixWorld);let i=aV.distanceTo(aG)/e.zoom;for(n=1,t[0].object.visible=!0,r=t.length;n=e)t[n-1].object.visible=!1,t[n].object.visible=!0;else break}for(this._currentLevel=n-1;n1?null:t.copy(e.start).addScaledVector(n,i)}intersectsLine(e){let t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){let n=t||so.getNormalMatrix(e),r=this.coplanarPoint(sa).applyMatrix4(e),i=this.normal.applyMatrix3(n).normalize();return this.constant=-r.dot(i),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}constructor(e=new nX(1,0,0),t=0){this.isPlane=!0,this.normal=e,this.constant=t}}let su=new rL,sc=new nW(.5,.5),sh=new nX;class sd{set(e,t,n,r,i,a){let s=this.planes;return s[0].copy(e),s[1].copy(t),s[2].copy(n),s[3].copy(r),s[4].copy(i),s[5].copy(a),this}copy(e){let t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:nA,n=arguments.length>2&&void 0!==arguments[2]&&arguments[2],r=this.planes,i=e.elements,a=i[0],s=i[1],o=i[2],l=i[3],u=i[4],c=i[5],h=i[6],d=i[7],p=i[8],f=i[9],m=i[10],g=i[11],v=i[12],y=i[13],_=i[14],x=i[15];if(r[0].setComponents(l-a,d-u,g-p,x-v).normalize(),r[1].setComponents(l+a,d+u,g+p,x+v).normalize(),r[2].setComponents(l+s,d+c,g+f,x+y).normalize(),r[3].setComponents(l-s,d-c,g-f,x-y).normalize(),n)r[4].setComponents(o,h,m,_).normalize(),r[5].setComponents(l-o,d-h,g-m,x-_).normalize();else if(r[4].setComponents(l-o,d-h,g-m,x-_).normalize(),t===nA)r[5].setComponents(l+o,d+h,g+m,x+_).normalize();else if(t===nC)r[5].setComponents(o,h,m,_).normalize();else throw Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(void 0!==e.boundingSphere)null===e.boundingSphere&&e.computeBoundingSphere(),su.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{let t=e.geometry;null===t.boundingSphere&&t.computeBoundingSphere(),su.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(su)}intersectsSprite(e){return su.center.set(0,0,0),su.radius=.7071067811865476+sc.distanceTo(e.center),su.applyMatrix4(e.matrixWorld),this.intersectsSphere(su)}intersectsSphere(e){let t=this.planes,n=e.center,r=-e.radius;for(let e=0;e<6;e++)if(t[e].distanceToPoint(n)0?e.max.x:e.min.x,sh.y=r.normal.y>0?e.max.y:e.min.y,sh.z=r.normal.z>0?e.max.z:e.min.z,0>r.distanceToPoint(sh))return!1}return!0}containsPoint(e){let t=this.planes;for(let n=0;n<6;n++)if(0>t[n].distanceToPoint(e))return!1;return!0}clone(){return new this.constructor().copy(this)}constructor(e=new sl,t=new sl,n=new sl,r=new sl,i=new sl,a=new sl){this.planes=[e,t,n,r,i,a]}}let sp=new rH,sf=new sd;class sm{intersectsObject(e,t){if(!t.isArrayCamera||0===t.cameras.length)return!1;for(let n=0;n=i.length&&i.push({start:-1,count:-1,z:-1,index:-1});let s=i[this.index];a.push(s),this.index++,s.start=e,s.count=t,s.z=n,s.index=r}reset(){this.list.length=0,this.index=0}constructor(){this.index=0,this.pool=[],this.list=[]}},sR=new an,sP=[];function sI(e,t){if(e.constructor!==t.constructor){let n=Math.min(e.length,t.length);for(let r=0;r65535?new Uint32Array(r):new Uint16Array(r);t.setIndex(new iF(e,1))}this._geometryInitialized=!0}}_validateGeometry(e){let t=this.geometry;if(!!e.getIndex()!=!!t.getIndex())throw Error('THREE.BatchedMesh: All geometries must consistently have "index".');for(let n in t.attributes){if(!e.hasAttribute(n))throw Error('THREE.BatchedMesh: Added geometry missing "'.concat(n,'". All geometries must have consistent attributes.'));let r=e.getAttribute(n),i=t.getAttribute(n);if(r.itemSize!==i.itemSize||r.normalized!==i.normalized)throw Error("THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.")}}validateInstanceId(e){let t=this._instanceInfo;if(e<0||e>=t.length||!1===t[e].active)throw Error("THREE.BatchedMesh: Invalid instanceId ".concat(e,". Instance is either out of range or has been deleted."))}validateGeometryId(e){let t=this._geometryInfo;if(e<0||e>=t.length||!1===t[e].active)throw Error("THREE.BatchedMesh: Invalid geometryId ".concat(e,". Geometry is either out of range or has been deleted."))}setCustomSort(e){return this.customSort=e,this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new rf);let e=this.boundingBox,t=this._instanceInfo;e.makeEmpty();for(let n=0,r=t.length;n=this.maxInstanceCount&&0===this._availableInstanceIds.length)throw Error("THREE.BatchedMesh: Maximum item count reached.");let t={visible:!0,active:!0,geometryIndex:e},n=null;this._availableInstanceIds.length>0?(this._availableInstanceIds.sort(sg),n=this._availableInstanceIds.shift(),this._instanceInfo[n]=t):(n=this._instanceInfo.length,this._instanceInfo.push(t));let r=this._matricesTexture;s_.identity().toArray(r.image.data,16*n),r.needsUpdate=!0;let i=this._colorsTexture;return i&&(sx.toArray(i.image.data,4*n),i.needsUpdate=!0),this._visibilityChanged=!0,n}addGeometry(e){let t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:-1,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:-1;this._initializeGeometry(e),this._validateGeometry(e);let i={vertexStart:-1,vertexCount:-1,reservedVertexCount:-1,indexStart:-1,indexCount:-1,reservedIndexCount:-1,start:-1,count:-1,boundingBox:null,boundingSphere:null,active:!0},a=this._geometryInfo;i.vertexStart=this._nextVertexStart,i.reservedVertexCount=-1===n?e.getAttribute("position").count:n;let s=e.getIndex();if(null!==s&&(i.indexStart=this._nextIndexStart,i.reservedIndexCount=-1===r?s.count:r),-1!==i.indexStart&&i.indexStart+i.reservedIndexCount>this._maxIndexCount||i.vertexStart+i.reservedVertexCount>this._maxVertexCount)throw Error("THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.");return this._availableGeometryIds.length>0?(this._availableGeometryIds.sort(sg),a[t=this._availableGeometryIds.shift()]=i):(t=this._geometryCount,this._geometryCount++,a.push(i)),this.setGeometryAt(t,e),this._nextIndexStart=i.indexStart+i.reservedIndexCount,this._nextVertexStart=i.vertexStart+i.reservedVertexCount,t}setGeometryAt(e,t){if(e>=this._geometryCount)throw Error("THREE.BatchedMesh: Maximum geometry count reached.");this._validateGeometry(t);let n=this.geometry,r=null!==n.getIndex(),i=n.getIndex(),a=t.getIndex(),s=this._geometryInfo[e];if(r&&a.count>s.reservedIndexCount||t.attributes.position.count>s.reservedVertexCount)throw Error("THREE.BatchedMesh: Reserved space not large enough for provided geometry.");let o=s.vertexStart,l=s.reservedVertexCount;for(let e in s.vertexCount=t.getAttribute("position").count,n.attributes){let r=t.getAttribute(e),i=n.getAttribute(e);!function(e,t){let n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0,r=t.itemSize;if(e.isInterleavedBufferAttribute||e.array.constructor!==t.array.constructor){let i=e.count;for(let a=0;a=t.length||!1===t[e].active)return this;let n=this._instanceInfo;for(let t=0,r=n.length;tt).sort((e,t)=>n[e].vertexStart-n[t].vertexStart),i=this.geometry;for(let a=0,s=n.length;a=this._geometryCount)return null;let n=this.geometry,r=this._geometryInfo[e];if(null===r.boundingBox){let e=new rf,t=n.index,i=n.attributes.position;for(let n=r.start,a=r.start+r.count;n=this._geometryCount)return null;let n=this.geometry,r=this._geometryInfo[e];if(null===r.boundingSphere){let t=new rL;this.getBoundingBoxAt(e,sM),sM.getCenter(t.center);let i=n.index,a=n.attributes.position,s=0;for(let e=r.start,n=r.start+r.count;e1&&void 0!==arguments[1]?arguments[1]:{};this.validateGeometryId(e);let n=this._geometryInfo[e];return t.vertexStart=n.vertexStart,t.vertexCount=n.vertexCount,t.reservedVertexCount=n.reservedVertexCount,t.indexStart=n.indexStart,t.indexCount=n.indexCount,t.reservedIndexCount=n.reservedIndexCount,t.start=n.start,t.count=n.count,t}setInstanceCount(e){let t=this._availableInstanceIds,n=this._instanceInfo;for(t.sort(sg);t[t.length-1]===n.length-1;)n.pop(),t.pop();if(ee.active);if(Math.max(...n.map(e=>e.vertexStart+e.reservedVertexCount))>e)throw Error("BatchedMesh: Geometry vertex values are being used outside the range ".concat(t,". Cannot shrink further."));if(this.geometry.index&&Math.max(...n.map(e=>e.indexStart+e.reservedIndexCount))>t)throw Error("BatchedMesh: Geometry index values are being used outside the range ".concat(t,". Cannot shrink further."));let r=this.geometry;r.dispose(),this._maxVertexCount=e,this._maxIndexCount=t,this._geometryInitialized&&(this._geometryInitialized=!1,this.geometry=new i0,this._initializeGeometry(r));let i=this.geometry;for(let e in r.index&&sI(r.index.array,i.index.array),r.attributes)sI(r.attributes[e].array,i.attributes[e].array)}raycast(e,t){let n=this._instanceInfo,r=this._geometryInfo,i=this.matrixWorld,a=this.geometry;sR.material=this.material,sR.geometry.index=a.index,sR.geometry.attributes=a.attributes,null===sR.geometry.boundingBox&&(sR.geometry.boundingBox=new rf),null===sR.geometry.boundingSphere&&(sR.geometry.boundingSphere=new rL);for(let a=0,s=n.length;a({...e,boundingBox:null!==e.boundingBox?e.boundingBox.clone():null,boundingSphere:null!==e.boundingSphere?e.boundingSphere.clone():null})),this._instanceInfo=e._instanceInfo.map(e=>({...e})),this._availableInstanceIds=e._availableInstanceIds.slice(),this._availableGeometryIds=e._availableGeometryIds.slice(),this._nextIndexStart=e._nextIndexStart,this._nextVertexStart=e._nextVertexStart,this._geometryCount=e._geometryCount,this._maxInstanceCount=e._maxInstanceCount,this._maxVertexCount=e._maxVertexCount,this._maxIndexCount=e._maxIndexCount,this._geometryInitialized=e._geometryInitialized,this._multiDrawCounts=e._multiDrawCounts.slice(),this._multiDrawStarts=e._multiDrawStarts.slice(),this._indirectTexture=e._indirectTexture.clone(),this._indirectTexture.image.data=this._indirectTexture.image.data.slice(),this._matricesTexture=e._matricesTexture.clone(),this._matricesTexture.image.data=this._matricesTexture.image.data.slice(),null!==this._colorsTexture&&(this._colorsTexture=e._colorsTexture.clone(),this._colorsTexture.image.data=this._colorsTexture.image.data.slice()),this}dispose(){this.geometry.dispose(),this._matricesTexture.dispose(),this._matricesTexture=null,this._indirectTexture.dispose(),this._indirectTexture=null,null!==this._colorsTexture&&(this._colorsTexture.dispose(),this._colorsTexture=null)}onBeforeRender(e,t,n,r,i){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;let a=r.getIndex(),s=null===a?1:a.array.BYTES_PER_ELEMENT,o=this._instanceInfo,l=this._multiDrawStarts,u=this._multiDrawCounts,c=this._geometryInfo,h=this.perObjectFrustumCulled,d=this._indirectTexture,p=d.image.data,f=n.isArrayCamera?sS:sb;h&&!n.isArrayCamera&&(s_.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse).multiply(this.matrixWorld),sb.setFromProjectionMatrix(s_,n.coordinateSystem,n.reversedDepth));let m=0;if(this.sortObjects){s_.copy(this.matrixWorld).invert(),sE.setFromMatrixPosition(n.matrixWorld).applyMatrix4(s_),sT.set(0,0,-1).transformDirection(n.matrixWorld).transformDirection(s_);for(let e=0,t=o.length;e0){let n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,t=n.length;er)return;sz.applyMatrix4(e.matrixWorld);let l=t.ray.origin.distanceTo(sz);if(!(lt.far))return{distance:l,point:sB.clone().applyMatrix4(e.matrixWorld),index:s,face:null,faceIndex:null,barycoord:null,object:e}}let sG=new nX,sW=new nX;class sj extends sH{computeLineDistances(){let e=this.geometry;if(null===e.index){let t=e.attributes.position,n=[];for(let e=0,r=t.count;e0){let n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,t=n.length;ei.far)return;a.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:t,face:null,faceIndex:null,barycoord:null,object:s})}}class s0 extends rs{clone(){return new this.constructor(this.image).copy(this)}update(){let e=this.image;!1=="requestVideoFrameCallback"in e&&e.readyState>=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}dispose(){0!==this._requestVideoFrameCallbackId&&this.source.data.cancelVideoFrameCallback(this._requestVideoFrameCallbackId),super.dispose()}constructor(e,t,n,r,i=eD,a=eD,s,o,l){super(e,t,n,r,i,a,s,o,l),this.isVideoTexture=!0,this.generateMipmaps=!1,this._requestVideoFrameCallbackId=0;let u=this;"requestVideoFrameCallback"in e&&(this._requestVideoFrameCallbackId=e.requestVideoFrameCallback(function t(){u.needsUpdate=!0,u._requestVideoFrameCallbackId=e.requestVideoFrameCallback(t)}))}}class s1 extends s0{update(){}clone(){return new this.constructor().copy(this)}setFrame(e){this.image=e,this.needsUpdate=!0}constructor(e,t,n,r,i,a,s,o){super({},e,t,n,r,i,a,s,o),this.isVideoFrameTexture=!0}}class s2 extends rs{constructor(e,t){super({width:e,height:t}),this.isFramebufferTexture=!0,this.magFilter=eR,this.minFilter=eR,this.generateMipmaps=!1,this.needsUpdate=!0}}class s3 extends rs{constructor(e,t,n,r,i,a,s,o,l,u,c,h){super(null,a,s,o,l,u,r,i,c,h),this.isCompressedTexture=!0,this.image={width:t,height:n},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}}class s4 extends s3{addLayerUpdate(e){this.layerUpdates.add(e)}clearLayerUpdates(){this.layerUpdates.clear()}constructor(e,t,n,r,i,a){super(e,t,n,i,a),this.isCompressedArrayTexture=!0,this.image.depth=r,this.wrapR=eA,this.layerUpdates=new Set}}class s5 extends s3{constructor(e,t,n){super(void 0,e[0].width,e[0].height,t,n,eb),this.isCompressedCubeTexture=!0,this.isCubeTexture=!0,this.image=e}}class s6 extends rs{constructor(e,t,n,r,i,a,s,o,l){super(e,t,n,r,i,a,s,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}}class s8 extends rs{copy(e){return super.copy(e),this.source=new rn(Object.assign({},e.image)),this.compareFunction=e.compareFunction,this}toJSON(e){let t=super.toJSON(e);return null!==this.compareFunction&&(t.compareFunction=this.compareFunction),t}constructor(e,t,n=eW,r,i,a,s=eR,o=eR,l,u=e1,c=1){if(u!==e1&&u!==e2)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");super({width:e,height:t,depth:c},r,i,a,s,o,u,n,l),this.isDepthTexture=!0,this.flipY=!1,this.generateMipmaps=!1,this.compareFunction=null}}class s9 extends rs{copy(e){return super.copy(e),this.sourceTexture=e.sourceTexture,this}constructor(e=null){super(),this.sourceTexture=e,this.isExternalTexture=!0}}class s7 extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}static fromJSON(e){return new s7(e.radius,e.height,e.capSegments,e.radialSegments,e.heightSegments)}constructor(e=1,t=1,n=4,r=8,i=1){super(),this.type="CapsuleGeometry",this.parameters={radius:e,height:t,capSegments:n,radialSegments:r,heightSegments:i},t=Math.max(0,t),n=Math.max(1,Math.floor(n)),r=Math.max(3,Math.floor(r));let a=[],s=[],o=[],l=[],u=t/2,c=Math.PI/2*e,h=t,d=2*c+h,p=2*n+(i=Math.max(1,Math.floor(i))),f=r+1,m=new nX,g=new nX;for(let v=0;v<=p;v++){let y=0,_=0,x=0,b=0;if(v<=n){let t=v/n,r=t*Math.PI/2;_=-u-e*Math.cos(r),x=e*Math.sin(r),b=-e*Math.cos(r),y=t*c}else if(v<=n+i){let r=(v-n)/i;_=-u+r*t,x=e,b=0,y=c+r*h}else{let t=(v-n-i)/n,r=t*Math.PI/2;_=u+e*Math.sin(r),x=e*Math.cos(r),b=e*Math.sin(r),y=c+h+t*c}let S=Math.max(0,Math.min(1,y/d)),M=0;0===v?M=.5/r:v===p&&(M=-.5/r);for(let e=0;e<=r;e++){let t=e/r,n=t*Math.PI*2,i=Math.sin(n),a=Math.cos(n);g.x=-x*a,g.y=_,g.z=x*i,s.push(g.x,g.y,g.z),m.set(-x*a,b,x*i),m.normalize(),o.push(m.x,m.y,m.z),l.push(t+M,S)}if(v>0){let e=(v-1)*f;for(let t=0;t0||0!==r)&&(u.push(a,s,l),y+=3),(t>0||r!==i-1)&&(u.push(s,o,l),y+=3)}l.addGroup(g,y,0),g+=y})(),!1===a&&(e>0&&v(!0),t>0&&v(!1)),this.setIndex(u),this.setAttribute("position",new iX(c,3)),this.setAttribute("normal",new iX(h,3)),this.setAttribute("uv",new iX(d,2))}}class on extends ot{static fromJSON(e){return new on(e.radius,e.height,e.radialSegments,e.heightSegments,e.openEnded,e.thetaStart,e.thetaLength)}constructor(e=1,t=1,n=32,r=1,i=!1,a=0,s=2*Math.PI){super(0,e,t,n,r,i,a,s),this.type="ConeGeometry",this.parameters={radius:e,height:t,radialSegments:n,heightSegments:r,openEnded:i,thetaStart:a,thetaLength:s}}}class or extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}static fromJSON(e){return new or(e.vertices,e.indices,e.radius,e.details)}constructor(e=[],t=[],n=1,r=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:e,indices:t,radius:n,detail:r};let i=[],a=[];function s(e){i.push(e.x,e.y,e.z)}function o(t,n){let r=3*t;n.x=e[r+0],n.y=e[r+1],n.z=e[r+2]}function l(e,t,n,r){r<0&&1===e.x&&(a[t]=e.x-1),0===n.x&&0===n.z&&(a[t]=r/2/Math.PI+.5)}function u(e){return Math.atan2(e.z,-e.x)}(function(e){let n=new nX,r=new nX,i=new nX;for(let a=0;a.9&&s<.1&&(t<.2&&(a[e+0]+=1),n<.2&&(a[e+2]+=1),r<.2&&(a[e+4]+=1))}}()}(),this.setAttribute("position",new iX(i,3)),this.setAttribute("normal",new iX(i.slice(),3)),this.setAttribute("uv",new iX(a,2)),0===r?this.computeVertexNormals():this.normalizeNormals()}}class oi extends or{static fromJSON(e){return new oi(e.radius,e.detail)}constructor(e=1,t=0){let n=(1+Math.sqrt(5))/2,r=1/n;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-r,-n,0,-r,n,0,r,-n,0,r,n,-r,-n,0,-r,n,0,r,-n,0,r,n,0,-n,0,-r,n,0,-r,-n,0,r,n,0,r],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,t),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t}}}let oa=new nX,os=new nX,oo=new nX,ol=new ix;class ou extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}constructor(e=null,t=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:e,thresholdAngle:t},null!==e){let n=Math.cos(nU*t),r=e.getIndex(),i=e.getAttribute("position"),a=r?r.count:i.count,s=[0,0,0],o=["a","b","c"],l=[,,,],u={},c=[];for(let e=0;e0&&void 0!==arguments[0]?arguments[0]:5,t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));return t}getSpacedPoints(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:5,t=[];for(let n=0;n<=e;n++)t.push(this.getPointAt(n/e));return t}getLength(){let e=this.getLengths();return e[e.length-1]}getLengths(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:this.arcLengthDivisions;if(this.cacheArcLengths&&this.cacheArcLengths.length===e+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;let t=[],n,r=this.getPoint(0),i=0;t.push(0);for(let a=1;a<=e;a++)t.push(i+=(n=this.getPoint(a/e)).distanceTo(r)),r=n;return this.cacheArcLengths=t,t}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(e){let t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:null,r=this.getLengths(),i=0,a=r.length;t=n||e*r[a-1];let s=0,o=a-1,l;for(;s<=o;)if((l=r[i=Math.floor(s+(o-s)/2)]-t)<0)s=i+1;else if(l>0)o=i-1;else{o=i;break}if(r[i=o]===t)return i/(a-1);let u=r[i],c=r[i+1];return(i+(t-u)/(c-u))/(a-1)}getTangent(e,t){let n=e-1e-4,r=e+1e-4;n<0&&(n=0),r>1&&(r=1);let i=this.getPoint(n),a=this.getPoint(r),s=t||(i.isVector2?new nW:new nX);return s.copy(a).sub(i).normalize(),s}getTangentAt(e,t){let n=this.getUtoTmapping(e);return this.getTangent(n,t)}computeFrenetFrames(e){let t=arguments.length>1&&void 0!==arguments[1]&&arguments[1],n=new nX,r=[],i=[],a=[],s=new nX,o=new rH;for(let t=0;t<=e;t++){let n=t/e;r[t]=this.getTangentAt(n,new nX)}i[0]=new nX,a[0]=new nX;let l=Number.MAX_VALUE,u=Math.abs(r[0].x),c=Math.abs(r[0].y),h=Math.abs(r[0].z);u<=l&&(l=u,n.set(1,0,0)),c<=l&&(l=c,n.set(0,1,0)),h<=l&&n.set(0,0,1),s.crossVectors(r[0],n).normalize(),i[0].crossVectors(r[0],s),a[0].crossVectors(r[0],i[0]);for(let t=1;t<=e;t++){if(i[t]=i[t-1].clone(),a[t]=a[t-1].clone(),s.crossVectors(r[t-1],r[t]),s.length()>Number.EPSILON){s.normalize();let e=Math.acos(nk(r[t-1].dot(r[t]),-1,1));i[t].applyMatrix4(o.makeRotationAxis(s,e))}a[t].crossVectors(r[t],i[t])}if(!0===t){let t=Math.acos(nk(i[0].dot(i[e]),-1,1));t/=e,r[0].dot(s.crossVectors(i[0],i[e]))>0&&(t=-t);for(let n=1;n<=e;n++)i[n].applyMatrix4(o.makeRotationAxis(r[n],t*n)),a[n].crossVectors(r[n],i[n])}return{tangents:r,normals:i,binormals:a}}clone(){return new this.constructor().copy(this)}copy(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}toJSON(){let e={metadata:{version:4.7,type:"Curve",generator:"Curve.toJSON"}};return e.arcLengthDivisions=this.arcLengthDivisions,e.type=this.type,e}fromJSON(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}constructor(){this.type="Curve",this.arcLengthDivisions=200,this.needsUpdate=!1,this.cacheArcLengths=null}}class oh extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW,n=2*Math.PI,r=this.aEndAngle-this.aStartAngle,i=Math.abs(r)n;)r-=n;r1&&void 0!==arguments[1]?arguments[1]:new nX,i=this.points,a=i.length,s=(a-!this.closed)*e,o=Math.floor(s),l=s-o;this.closed?o+=o>0?0:(Math.floor(Math.abs(o)/a)+1)*a:0===l&&o===a-1&&(o=a-2,l=1),this.closed||o>0?t=i[(o-1)%a]:(of.subVectors(i[0],i[1]).add(i[0]),t=of);let u=i[o%a],c=i[(o+1)%a];if(this.closed||o+21&&void 0!==arguments[1]?arguments[1]:new nW,n=this.v0,r=this.v1,i=this.v2,a=this.v3;return t.set(ob(e,n.x,r.x,i.x,a.x),ob(e,n.y,r.y,i.y,a.y)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this.v3.copy(e.v3),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e.v3=this.v3.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this.v3.fromArray(e.v3),this}constructor(e=new nW,t=new nW,n=new nW,r=new nW){super(),this.isCubicBezierCurve=!0,this.type="CubicBezierCurve",this.v0=e,this.v1=t,this.v2=n,this.v3=r}}class oM extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX,n=this.v0,r=this.v1,i=this.v2,a=this.v3;return t.set(ob(e,n.x,r.x,i.x,a.x),ob(e,n.y,r.y,i.y,a.y),ob(e,n.z,r.z,i.z,a.z)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this.v3.copy(e.v3),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e.v3=this.v3.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this.v3.fromArray(e.v3),this}constructor(e=new nX,t=new nX,n=new nX,r=new nX){super(),this.isCubicBezierCurve3=!0,this.type="CubicBezierCurve3",this.v0=e,this.v1=t,this.v2=n,this.v3=r}}class ow extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW;return 1===e?t.copy(this.v2):(t.copy(this.v2).sub(this.v1),t.multiplyScalar(e).add(this.v1)),t}getPointAt(e,t){return this.getPoint(e,t)}getTangent(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW;return t.subVectors(this.v2,this.v1).normalize()}getTangentAt(e,t){return this.getTangent(e,t)}copy(e){return super.copy(e),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nW,t=new nW){super(),this.isLineCurve=!0,this.type="LineCurve",this.v1=e,this.v2=t}}class oE extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX;return 1===e?t.copy(this.v2):(t.copy(this.v2).sub(this.v1),t.multiplyScalar(e).add(this.v1)),t}getPointAt(e,t){return this.getPoint(e,t)}getTangent(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX;return t.subVectors(this.v2,this.v1).normalize()}getTangentAt(e,t){return this.getTangent(e,t)}copy(e){return super.copy(e),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nX,t=new nX){super(),this.isLineCurve3=!0,this.type="LineCurve3",this.v1=e,this.v2=t}}class oT extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW,n=this.v0,r=this.v1,i=this.v2;return t.set(ox(e,n.x,r.x,i.x),ox(e,n.y,r.y,i.y)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nW,t=new nW,n=new nW){super(),this.isQuadraticBezierCurve=!0,this.type="QuadraticBezierCurve",this.v0=e,this.v1=t,this.v2=n}}class oA extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX,n=this.v0,r=this.v1,i=this.v2;return t.set(ox(e,n.x,r.x,i.x),ox(e,n.y,r.y,i.y),ox(e,n.z,r.z,i.z)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nX,t=new nX,n=new nX){super(),this.isQuadraticBezierCurve3=!0,this.type="QuadraticBezierCurve3",this.v0=e,this.v1=t,this.v2=n}}class oC extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW,n=this.points,r=(n.length-1)*e,i=Math.floor(r),a=r-i,s=n[0===i?i:i-1],o=n[i],l=n[i>n.length-2?n.length-1:i+1],u=n[i>n.length-3?n.length-1:i+2];return t.set(o_(a,s.x,o.x,l.x,u.x),o_(a,s.y,o.y,l.y,u.y)),t}copy(e){super.copy(e),this.points=[];for(let t=0,n=e.points.length;t=n){let e=r[i]-n,a=this.curves[i],s=a.getLength(),o=0===s?0:1-e/s;return a.getPointAt(o,t)}i++}return null}getLength(){let e=this.getCurveLengths();return e[e.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;let e=[],t=0;for(let n=0,r=this.curves.length;n0&&void 0!==arguments[0]?arguments[0]:40,t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));return this.autoClose&&t.push(t[0]),t}getPoints(){let e,t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:12,n=[];for(let r=0,i=this.curves;r1&&!n[n.length-1].equals(n[0])&&n.push(n[0]),n}copy(e){super.copy(e),this.curves=[];for(let t=0,n=e.curves.length;t0){let e=l.getPoint(0);e.equals(this.currentPoint)||this.lineTo(e.x,e.y)}this.curves.push(l);let u=l.getPoint(1);return this.currentPoint.copy(u),this}copy(e){return super.copy(e),this.currentPoint.copy(e.currentPoint),this}toJSON(){let e=super.toJSON();return e.currentPoint=this.currentPoint.toArray(),e}fromJSON(e){return super.fromJSON(e),this.currentPoint.fromArray(e.currentPoint),this}constructor(e){super(),this.type="Path",this.currentPoint=new nW,e&&this.setFromPoints(e)}}class oL extends oI{getPointsHoles(e){let t=[];for(let n=0,r=this.holes.length;n0)for(let i=t;i=t;i-=r)a=oX(i/r|0,e[i],e[i+1],a);return a&&oB(a,a.next)&&(oq(a),a=a.next),a}function oD(e,t){if(!e)return e;t||(t=e);let n=e,r;do if(r=!1,!n.steiner&&(oB(n,n.next)||0===oz(n.prev,n,n.next))){if(oq(n),(n=t=n.prev)===n.next)break;r=!0}else n=n.next;while(r||n!==t)return t}function oU(e,t){let n=e.x-t.x;return 0===n&&0==(n=e.y-t.y)&&(n=(e.next.y-e.y)/(e.next.x-e.x)-(t.next.y-t.y)/(t.next.x-t.x)),n}function 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n=oY(e.i,e.x,e.y),r=oY(t.i,t.x,t.y),i=e.next,a=t.prev;return e.next=t,t.prev=e,n.next=i,i.prev=n,r.next=n,n.prev=r,a.next=r,r.prev=a,r}function oX(e,t,n,r){let i=oY(e,t,n);return r?(i.next=r.next,i.prev=r,r.next.prev=i,r.next=i):(i.prev=i,i.next=i),i}function oq(e){e.next.prev=e.prev,e.prev.next=e.next,e.prevZ&&(e.prevZ.nextZ=e.nextZ),e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function oY(e,t,n){return{i:e,x:t,y:n,prev:null,next:null,z:0,prevZ:null,nextZ:null,steiner:!1}}class oJ{static triangulate(e,t){let n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:2;return function(e,t){let n,r,i,a=arguments.length>2&&void 0!==arguments[2]?arguments[2]:2,s=t&&t.length,o=s?t[0]*a:e.length,l=oN(e,0,o,a,!0),u=[];if(!l||l.next===l.prev)return u;if(s&&(l=function(e,t,n,r){let i=[];for(let n=0,a=t.length;n=r.next.y&&r.next.y!==r.y){let 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s=i.x,o=e.x,l=a.x,u=i.y,c=e.y,h=a.y,d=Math.min(s,o,l),p=Math.min(u,c,h),f=Math.max(s,o,l),m=Math.max(u,c,h),g=oO(d,p,t,n,r),v=oO(f,m,t,n,r),y=e.prevZ,_=e.nextZ;for(;y&&y.z>=g&&_&&_.z<=v;){if(y.x>=d&&y.x<=f&&y.y>=p&&y.y<=m&&y!==i&&y!==a&&ok(s,u,o,c,l,h,y.x,y.y)&&oz(y.prev,y,y.next)>=0||(y=y.prevZ,_.x>=d&&_.x<=f&&_.y>=p&&_.y<=m&&_!==i&&_!==a&&ok(s,u,o,c,l,h,_.x,_.y)&&oz(_.prev,_,_.next)>=0))return!1;_=_.nextZ}for(;y&&y.z>=g;){if(y.x>=d&&y.x<=f&&y.y>=p&&y.y<=m&&y!==i&&y!==a&&ok(s,u,o,c,l,h,y.x,y.y)&&oz(y.prev,y,y.next)>=0)return!1;y=y.prevZ}for(;_&&_.z<=v;){if(_.x>=d&&_.x<=f&&_.y>=p&&_.y<=m&&_!==i&&_!==a&&ok(s,u,o,c,l,h,_.x,_.y)&&oz(_.prev,_,_.next)>=0)return!1;_=_.nextZ}return!0}(t,i,a,s):function(e){let t=e.prev,n=e.next;if(oz(t,e,n)>=0)return!1;let r=t.x,i=e.x,a=n.x,s=t.y,o=e.y,l=n.y,u=Math.min(r,i,a),c=Math.min(s,o,l),h=Math.max(r,i,a),d=Math.max(s,o,l),p=n.next;for(;p!==t;){if(p.x>=u&&p.x<=h&&p.y>=c&&p.y<=d&&ok(r,s,i,o,a,l,p.x,p.y)&&oz(p.prev,p,p.next)>=0)return!1;p=p.next}return!0}(t)){n.push(u.i,t.i,c.i),oq(t),t=c.next,l=c.next;continue}if((t=c)===l){o?1===o?e(t=function(e,t){let n=e;do{let r=n.prev,i=n.next.next;!oB(r,i)&&oH(r,n,n.next,i)&&oW(r,i)&&oW(i,r)&&(t.push(r.i,n.i,i.i),oq(n),oq(n.next),n=e=i),n=n.next}while(n!==e)return oD(n)}(oD(t),n),n,r,i,a,s,2):2===o&&function(t,n,r,i,a,s){let o=t;do{let t=o.next.next;for(;t!==o.prev;){var l,u;if(o.i!==t.i&&(l=o,u=t,l.next.i!==u.i&&l.prev.i!==u.i&&!function(e,t){let n=e;do{if(n.i!==e.i&&n.next.i!==e.i&&n.i!==t.i&&n.next.i!==t.i&&oH(n,n.next,e,t))return!0;n=n.next}while(n!==e)return!1}(l,u)&&(oW(l,u)&&oW(u,l)&&function(e,t){let n=e,r=!1,i=(e.x+t.x)/2,a=(e.y+t.y)/2;do n.y>a!=n.next.y>a&&n.next.y!==n.y&&i<(n.next.x-n.x)*(a-n.y)/(n.next.y-n.y)+n.x&&(r=!r),n=n.next;while(n!==e)return r}(l,u)&&(oz(l.prev,l,u.prev)||oz(l,u.prev,u))||oB(l,u)&&oz(l.prev,l,l.next)>0&&oz(u.prev,u,u.next)>0))){let l=oj(o,t);o=oD(o,o.next),l=oD(l,l.next),e(o,n,r,i,a,s,0),e(l,n,r,i,a,s,0);return}t=t.next}o=o.next}while(o!==t)}(t,n,r,i,a,s):e(oD(t),n,r,i,a,s,1);break}}}(l,u,a,n,r,i,0),u}(e,t,n)}}class oZ{static area(e){let t=e.length,n=0;for(let r=t-1,i=0;ioZ.area(e)}static triangulateShape(e,t){let n=[],r=[],i=[];oK(e),o$(n,e);let a=e.length;t.forEach(oK);for(let e=0;e2&&e[t-1].equals(e[0])&&e.pop()}function o$(e,t){for(let n=0;nNumber.EPSILON){let h=Math.sqrt(c),d=Math.sqrt(l*l+u*u),p=t.x-o/h,f=t.y+s/h,m=((n.x-u/d-p)*u-(n.y+l/d-f)*l)/(s*u-o*l),g=(r=p+s*m-e.x)*r+(i=f+o*m-e.y)*i;if(g<=2)return new nW(r,i);a=Math.sqrt(g/2)}else{let e=!1;s>Number.EPSILON?l>Number.EPSILON&&(e=!0):s<-Number.EPSILON?l<-Number.EPSILON&&(e=!0):Math.sign(o)===Math.sign(u)&&(e=!0),e?(r=-o,i=s,a=Math.sqrt(c)):(r=s,i=o,a=Math.sqrt(c/2))}return new nW(r/a,i/a)}let L=[];for(let e=0,t=C.length,n=t-1,r=e+1;e=0;e--){let t=e/y,n=m*Math.cos(t*Math.PI/2),r=g*Math.sin(t*Math.PI/2)+v;for(let e=0,t=C.length;e=0;){let a=i,s=i-1;s<0&&(s=e.length-1);for(let e=0,i=d+2*y;e0)&&d.push(t,i,l),(e!==n-1||o0!=e>0&&this.version++,this._anisotropy=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get iridescence(){return this._iridescence}set iridescence(e){this._iridescence>0!=e>0&&this.version++,this._iridescence=e}get dispersion(){return this._dispersion}set dispersion(e){this._dispersion>0!=e>0&&this.version++,this._dispersion=e}get sheen(){return this._sheen}set sheen(e){this._sheen>0!=e>0&&this.version++,this._sheen=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.anisotropy=e.anisotropy,this.anisotropyRotation=e.anisotropyRotation,this.anisotropyMap=e.anisotropyMap,this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.dispersion=e.dispersion,this.ior=e.ior,this.iridescence=e.iridescence,this.iridescenceMap=e.iridescenceMap,this.iridescenceIOR=e.iridescenceIOR,this.iridescenceThicknessRange=[...e.iridescenceThicknessRange],this.iridescenceThicknessMap=e.iridescenceThicknessMap,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}constructor(e){super(),this.isMeshPhysicalMaterial=!0,this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.anisotropyRotation=0,this.anisotropyMap=null,this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new nW(1,1),this.clearcoatNormalMap=null,this.ior=1.5,Object.defineProperty(this,"reflectivity",{get:function(){return nk(2.5*(this.ior-1)/(this.ior+1),0,1)},set:function(e){this.ior=(1+.4*e)/(1-.4*e)}}),this.iridescenceMap=null,this.iridescenceIOR=1.3,this.iridescenceThicknessRange=[100,400],this.iridescenceThicknessMap=null,this.sheenColor=new iE(0),this.sheenColorMap=null,this.sheenRoughness=1,this.sheenRoughnessMap=null,this.transmissionMap=null,this.thickness=0,this.thicknessMap=null,this.attenuationDistance=1/0,this.attenuationColor=new iE(1,1,1),this.specularIntensity=1,this.specularIntensityMap=null,this.specularColor=new iE(1,1,1),this.specularColorMap=null,this._anisotropy=0,this._clearcoat=0,this._dispersion=0,this._iridescence=0,this._sheen=0,this._transmission=0,this.setValues(e)}}class lu extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}constructor(e){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new iE(0xffffff),this.specular=new iE(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new iE(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new rK,this.combine=eo,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}}class lc extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}constructor(e){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new iE(0xffffff),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new iE(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}}class lh extends iC{copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}constructor(e){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(e)}}class ld extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}constructor(e){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new iE(0xffffff),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new iE(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new rK,this.combine=eo,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}}class lp extends iC{copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}constructor(e){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=tj,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(e)}}class lf extends iC{copy(e){return super.copy(e),this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}constructor(e){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(e)}}class lm extends iC{copy(e){return super.copy(e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.flatShading=e.flatShading,this.fog=e.fog,this}constructor(e){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new iE(0xffffff),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(e)}}class lg extends sN{copy(e){return super.copy(e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this}constructor(e){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}}function lv(e,t){return e&&e.constructor!==t?"number"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e):e}function ly(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)}function l_(e){let t=e.length,n=Array(t);for(let e=0;e!==t;++e)n[e]=e;return n.sort(function(t,n){return e[t]-e[n]}),n}function lx(e,t,n){let r=e.length,i=new e.constructor(r);for(let a=0,s=0;s!==r;++a){let r=n[a]*t;for(let n=0;n!==t;++n)i[s++]=e[r+n]}return i}function lb(e,t,n,r){let i=1,a=e[0];for(;void 0!==a&&void 0===a[r];)a=e[i++];if(void 0===a)return;let s=a[r];if(void 0!==s)if(Array.isArray(s))do void 0!==(s=a[r])&&(t.push(a.time),n.push(...s)),a=e[i++];while(void 0!==a)else if(void 0!==s.toArray)do void 0!==(s=a[r])&&(t.push(a.time),s.toArray(n,n.length)),a=e[i++];while(void 0!==a)else do void 0!==(s=a[r])&&(t.push(a.time),n.push(s)),a=e[i++];while(void 0!==a)}class lS{static convertArray(e,t){return lv(e,t)}static isTypedArray(e){return ly(e)}static getKeyframeOrder(e){return l_(e)}static sortedArray(e,t,n){return lx(e,t,n)}static flattenJSON(e,t,n,r){lb(e,t,n,r)}static subclip(e,t,n,r){let i=arguments.length>4&&void 0!==arguments[4]?arguments[4]:30;return function(e,t,n,r){let i=arguments.length>4&&void 0!==arguments[4]?arguments[4]:30,a=e.clone();a.name=t;let s=[];for(let e=0;e=r)){l.push(t.times[e]);for(let n=0;na.tracks[e].times[0]&&(o=a.tracks[e].times[0]);for(let e=0;e1&&void 0!==arguments[1]?arguments[1]:0,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:e,r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:30;return function(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:e,r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:30;r<=0&&(r=30);let i=n.tracks.length,a=t/r;for(let t=0;t=i.times[d]){let e=d*u+l,t=e+u-l;r=i.values.slice(e,t)}else{let e=i.createInterpolant(),t=l,n=u-l;e.evaluate(a),r=e.resultBuffer.slice(t,n)}"quaternion"===s&&new nj().fromArray(r).normalize().conjugate().toArray(r);let p=o.times.length;for(let e=0;e=i)){let s=t[1];e=(i=t[--n-1]))break r}a=n,n=0;break i}break n}for(;n>>1;et;)--a;if(++a,0!==i||a!==r){i>=a&&(i=(a=Math.max(a,1))-1);let e=this.getValueSize();this.times=n.slice(i,a),this.values=this.values.slice(i*e,a*e)}return this}validate(){let e=!0,t=this.getValueSize();t-Math.floor(t)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);let n=this.times,r=this.values,i=n.length;0===i&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);let a=null;for(let t=0;t!==i;t++){let r=n[t];if("number"==typeof r&&isNaN(r)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,t,r),e=!1;break}if(null!==a&&a>r){console.error("THREE.KeyframeTrack: Out of order keys.",this,t,r,a),e=!1;break}a=r}if(void 0!==r&&ly(r))for(let t=0,n=r.length;t!==n;++t){let n=r[t];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,t,n),e=!1;break}}return e}optimize(){let e=this.times.slice(),t=this.values.slice(),n=this.getValueSize(),r=this.getInterpolation()===tO,i=e.length-1,a=1;for(let s=1;s0){e[a]=e[i];for(let e=i*n,r=a*n,s=0;s!==n;++s)t[r+s]=t[e+s];++a}return a!==e.length?(this.times=e.slice(0,a),this.values=t.slice(0,a*n)):(this.times=e,this.values=t),this}clone(){let e=this.times.slice(),t=this.values.slice(),n=new this.constructor(this.name,e,t);return n.createInterpolant=this.createInterpolant,n}constructor(e,t,n,r){if(void 0===e)throw Error("THREE.KeyframeTrack: track name is undefined");if(void 0===t||0===t.length)throw Error("THREE.KeyframeTrack: no keyframes in track named "+e);this.name=e,this.times=lv(t,this.TimeBufferType),this.values=lv(n,this.ValueBufferType),this.setInterpolation(r||this.DefaultInterpolation)}}lA.prototype.ValueTypeName="",lA.prototype.TimeBufferType=Float32Array,lA.prototype.ValueBufferType=Float32Array,lA.prototype.DefaultInterpolation=tU;class lC extends lA{constructor(e,t,n){super(e,t,n)}}lC.prototype.ValueTypeName="bool",lC.prototype.ValueBufferType=Array,lC.prototype.DefaultInterpolation=tD,lC.prototype.InterpolantFactoryMethodLinear=void 0,lC.prototype.InterpolantFactoryMethodSmooth=void 0;class lR extends lA{constructor(e,t,n,r){super(e,t,n,r)}}lR.prototype.ValueTypeName="color";class lP extends lA{constructor(e,t,n,r){super(e,t,n,r)}}lP.prototype.ValueTypeName="number";class lI extends lM{interpolate_(e,t,n,r){let i=this.resultBuffer,a=this.sampleValues,s=this.valueSize,o=(n-t)/(r-t),l=e*s;for(let e=l+s;l!==e;l+=4)nj.slerpFlat(i,0,a,l-s,a,l,o);return i}constructor(e,t,n,r){super(e,t,n,r)}}class lL extends lA{InterpolantFactoryMethodLinear(e){return new lI(this.times,this.values,this.getValueSize(),e)}constructor(e,t,n,r){super(e,t,n,r)}}lL.prototype.ValueTypeName="quaternion",lL.prototype.InterpolantFactoryMethodSmooth=void 0;class lN extends lA{constructor(e,t,n){super(e,t,n)}}lN.prototype.ValueTypeName="string",lN.prototype.ValueBufferType=Array,lN.prototype.DefaultInterpolation=tD,lN.prototype.InterpolantFactoryMethodLinear=void 0,lN.prototype.InterpolantFactoryMethodSmooth=void 0;class lD extends lA{constructor(e,t,n,r){super(e,t,n,r)}}lD.prototype.ValueTypeName="vector";class lU{static parse(e){let t=[],n=e.tracks,r=1/(e.fps||1);for(let e=0,i=n.length;e!==i;++e)t.push((function(e){if(void 0===e.type)throw Error("THREE.KeyframeTrack: track type undefined, can not parse");let t=function(e){switch(e.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return lP;case"vector":case"vector2":case"vector3":case"vector4":return lD;case"color":return lR;case"quaternion":return lL;case"bool":case"boolean":return lC;case"string":return lN}throw Error("THREE.KeyframeTrack: Unsupported typeName: "+e)}(e.type);if(void 0===e.times){let t=[],n=[];lb(e.keys,t,n,"value"),e.times=t,e.values=n}return void 0!==t.parse?t.parse(e):new t(e.name,e.times,e.values,e.interpolation)})(n[e]).scale(r));let i=new this(e.name,e.duration,t,e.blendMode);return i.uuid=e.uuid,i.userData=JSON.parse(e.userData||"{}"),i}static toJSON(e){let t=[],n=e.tracks,r={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode,userData:JSON.stringify(e.userData)};for(let e=0,r=n.length;e!==r;++e)t.push(lA.toJSON(n[e]));return r}static CreateFromMorphTargetSequence(e,t,n,r){let i=t.length,a=[];for(let e=0;e1){let e=a[1],t=r[e];t||(r[e]=t=[]),t.push(n)}}let a=[];for(let e in r)a.push(this.CreateFromMorphTargetSequence(e,r[e],t,n));return a}static parseAnimation(e,t){if(console.warn("THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185"),!e)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;let n=function(e,t,n,r,i){if(0!==n.length){let a=[],s=[];lb(n,a,s,r),0!==a.length&&i.push(new e(t,a,s))}},r=[],i=e.name||"default",a=e.fps||30,s=e.blendMode,o=e.length||-1,l=e.hierarchy||[];for(let e=0;e{t&&t(i),this.manager.itemEnd(e)},0),i;if(void 0!==lB[e])return void lB[e].push({onLoad:t,onProgress:n,onError:r});lB[e]=[],lB[e].push({onLoad:t,onProgress:n,onError:r});let a=new Request(e,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin",signal:"function"==typeof AbortSignal.any?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal}),s=this.mimeType,o=this.responseType;fetch(a).then(t=>{if(200===t.status||0===t.status){if(0===t.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===t.body||void 0===t.body.getReader)return t;let n=lB[e],r=t.body.getReader(),i=t.headers.get("X-File-Size")||t.headers.get("Content-Length"),a=i?parseInt(i):0,s=0!==a,o=0;return new Response(new ReadableStream({start(e){!function t(){r.read().then(r=>{let{done:i,value:l}=r;if(i)e.close();else{let r=new ProgressEvent("progress",{lengthComputable:s,loaded:o+=l.byteLength,total:a});for(let e=0,t=n.length;e{e.error(t)})}()}}))}throw new lH('fetch for "'.concat(t.url,'" responded with ').concat(t.status,": ").concat(t.statusText),t)}).then(e=>{switch(o){case"arraybuffer":return e.arrayBuffer();case"blob":return e.blob();case"document":return e.text().then(e=>new DOMParser().parseFromString(e,s));case"json":return e.json();default:if(""===s)return e.text();{let t=/charset="?([^;"\s]*)"?/i.exec(s),n=new TextDecoder(t&&t[1]?t[1].toLowerCase():void 0);return e.arrayBuffer().then(e=>n.decode(e))}}}).then(t=>{lO.add("file:".concat(e),t);let n=lB[e];delete lB[e];for(let e=0,r=n.length;e{let n=lB[e];if(void 0===n)throw this.manager.itemError(e),t;delete lB[e];for(let e=0,r=n.length;e{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}constructor(e){super(e),this.mimeType="",this.responseType="",this._abortController=new AbortController}}class lG extends lz{load(e,t,n,r){let i=this,a=new lV(this.manager);a.setPath(this.path),a.setRequestHeader(this.requestHeader),a.setWithCredentials(this.withCredentials),a.load(e,function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t),i.manager.itemError(e)}},n,r)}parse(e){let t=[];for(let n=0;n1&&void 0!==arguments[1]?arguments[1]:0,n=this.camera,r=this.matrix,i=e.distance||n.far;i!==n.far&&(n.far=i,n.updateProjectionMatrix()),l5.setFromMatrixPosition(e.matrixWorld),n.position.copy(l5),l6.copy(n.position),l6.add(this._cubeDirections[t]),n.up.copy(this._cubeUps[t]),n.lookAt(l6),n.updateMatrixWorld(),r.makeTranslation(-l5.x,-l5.y,-l5.z),l4.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse),this._frustum.setFromProjectionMatrix(l4,n.coordinateSystem,n.reversedDepth)}constructor(){super(new af(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new nW(4,2),this._viewportCount=6,this._viewports=[new ro(2,1,1,1),new ro(0,1,1,1),new ro(3,1,1,1),new ro(1,1,1,1),new ro(3,0,1,1),new ro(1,0,1,1)],this._cubeDirections=[new nX(1,0,0),new nX(-1,0,0),new nX(0,0,1),new nX(0,0,-1),new nX(0,1,0),new nX(0,-1,0)],this._cubeUps=[new nX(0,1,0),new nX(0,1,0),new nX(0,1,0),new nX(0,1,0),new nX(0,0,1),new nX(0,0,-1)]}}class l9 extends lZ{get power(){return 4*this.intensity*Math.PI}set power(e){this.intensity=e/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(e,t){return super.copy(e,t),this.distance=e.distance,this.decay=e.decay,this.shadow=e.shadow.clone(),this}constructor(e,t,n=0,r=2){super(e,t),this.isPointLight=!0,this.type="PointLight",this.distance=n,this.decay=r,this.shadow=new l8}}class l7 extends ac{copy(e,t){return super.copy(e,t),this.left=e.left,this.right=e.right,this.top=e.top,this.bottom=e.bottom,this.near=e.near,this.far=e.far,this.zoom=e.zoom,this.view=null===e.view?null:Object.assign({},e.view),this}setViewOffset(e,t,n,r,i,a){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=r,this.view.width=i,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=(this.right-this.left)/(2*this.zoom),t=(this.top-this.bottom)/(2*this.zoom),n=(this.right+this.left)/2,r=(this.top+this.bottom)/2,i=n-e,a=n+e,s=r+t,o=r-t;if(null!==this.view&&this.view.enabled){let e=(this.right-this.left)/this.view.fullWidth/this.zoom,t=(this.top-this.bottom)/this.view.fullHeight/this.zoom;i+=e*this.view.offsetX,a=i+e*this.view.width,s-=t*this.view.offsetY,o=s-t*this.view.height}this.projectionMatrix.makeOrthographic(i,a,s,o,this.near,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let t=super.toJSON(e);return t.object.zoom=this.zoom,t.object.left=this.left,t.object.right=this.right,t.object.top=this.top,t.object.bottom=this.bottom,t.object.near=this.near,t.object.far=this.far,null!==this.view&&(t.object.view=Object.assign({},this.view)),t}constructor(e=-1,t=1,n=1,r=-1,i=.1,a=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=e,this.right=t,this.top=n,this.bottom=r,this.near=i,this.far=a,this.updateProjectionMatrix()}}class ue extends l1{constructor(){super(new l7(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class ut extends lZ{dispose(){this.shadow.dispose()}copy(e){return super.copy(e),this.target=e.target.clone(),this.shadow=e.shadow.clone(),this}constructor(e,t){super(e,t),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(ia.DEFAULT_UP),this.updateMatrix(),this.target=new ia,this.shadow=new ue}}class un extends lZ{constructor(e,t){super(e,t),this.isAmbientLight=!0,this.type="AmbientLight"}}class ur extends lZ{get power(){return this.intensity*this.width*this.height*Math.PI}set power(e){this.intensity=e/(this.width*this.height*Math.PI)}copy(e){return super.copy(e),this.width=e.width,this.height=e.height,this}toJSON(e){let t=super.toJSON(e);return t.object.width=this.width,t.object.height=this.height,t}constructor(e,t,n=10,r=10){super(e,t),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=n,this.height=r}}class ui{set(e){for(let t=0;t<9;t++)this.coefficients[t].copy(e[t]);return this}zero(){for(let e=0;e<9;e++)this.coefficients[e].set(0,0,0);return this}getAt(e,t){let n=e.x,r=e.y,i=e.z,a=this.coefficients;return t.copy(a[0]).multiplyScalar(.282095),t.addScaledVector(a[1],.488603*r),t.addScaledVector(a[2],.488603*i),t.addScaledVector(a[3],.488603*n),t.addScaledVector(a[4],n*r*1.092548),t.addScaledVector(a[5],r*i*1.092548),t.addScaledVector(a[6],.315392*(3*i*i-1)),t.addScaledVector(a[7],n*i*1.092548),t.addScaledVector(a[8],.546274*(n*n-r*r)),t}getIrradianceAt(e,t){let n=e.x,r=e.y,i=e.z,a=this.coefficients;return t.copy(a[0]).multiplyScalar(.886227),t.addScaledVector(a[1],1.023328*r),t.addScaledVector(a[2],1.023328*i),t.addScaledVector(a[3],1.023328*n),t.addScaledVector(a[4],.858086*n*r),t.addScaledVector(a[5],.858086*r*i),t.addScaledVector(a[6],.743125*i*i-.247708),t.addScaledVector(a[7],.858086*n*i),t.addScaledVector(a[8],.429043*(n*n-r*r)),t}add(e){for(let t=0;t<9;t++)this.coefficients[t].add(e.coefficients[t]);return this}addScaledSH(e,t){for(let n=0;n<9;n++)this.coefficients[n].addScaledVector(e.coefficients[n],t);return this}scale(e){for(let t=0;t<9;t++)this.coefficients[t].multiplyScalar(e);return this}lerp(e,t){for(let n=0;n<9;n++)this.coefficients[n].lerp(e.coefficients[n],t);return this}equals(e){for(let t=0;t<9;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return!1;return!0}copy(e){return this.set(e.coefficients)}clone(){return new this.constructor().copy(this)}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=this.coefficients;for(let r=0;r<9;r++)n[r].fromArray(e,t+3*r);return this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=this.coefficients;for(let r=0;r<9;r++)n[r].toArray(e,t+3*r);return e}static getBasisAt(e,t){let n=e.x,r=e.y,i=e.z;t[0]=.282095,t[1]=.488603*r,t[2]=.488603*i,t[3]=.488603*n,t[4]=1.092548*n*r,t[5]=1.092548*r*i,t[6]=.315392*(3*i*i-1),t[7]=1.092548*n*i,t[8]=.546274*(n*n-r*r)}constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let e=0;e<9;e++)this.coefficients.push(new nX)}}class ua extends lZ{copy(e){return super.copy(e),this.sh.copy(e.sh),this}fromJSON(e){return this.intensity=e.intensity,this.sh.fromArray(e.sh),this}toJSON(e){let t=super.toJSON(e);return t.object.sh=this.sh.toArray(),t}constructor(e=new ui,t=1){super(void 0,t),this.isLightProbe=!0,this.sh=e}}class us extends lz{load(e,t,n,r){let i=this,a=new lV(i.manager);a.setPath(i.path),a.setRequestHeader(i.requestHeader),a.setWithCredentials(i.withCredentials),a.load(e,function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t),i.manager.itemError(e)}},n,r)}parse(e){let t=this.textures;function n(e){return void 0===t[e]&&console.warn("THREE.MaterialLoader: Undefined texture",e),t[e]}let r=this.createMaterialFromType(e.type);if(void 0!==e.uuid&&(r.uuid=e.uuid),void 0!==e.name&&(r.name=e.name),void 0!==e.color&&void 0!==r.color&&r.color.setHex(e.color),void 0!==e.roughness&&(r.roughness=e.roughness),void 0!==e.metalness&&(r.metalness=e.metalness),void 0!==e.sheen&&(r.sheen=e.sheen),void 0!==e.sheenColor&&(r.sheenColor=new iE().setHex(e.sheenColor)),void 0!==e.sheenRoughness&&(r.sheenRoughness=e.sheenRoughness),void 0!==e.emissive&&void 0!==r.emissive&&r.emissive.setHex(e.emissive),void 0!==e.specular&&void 0!==r.specular&&r.specular.setHex(e.specular),void 0!==e.specularIntensity&&(r.specularIntensity=e.specularIntensity),void 0!==e.specularColor&&void 0!==r.specularColor&&r.specularColor.setHex(e.specularColor),void 0!==e.shininess&&(r.shininess=e.shininess),void 0!==e.clearcoat&&(r.clearcoat=e.clearcoat),void 0!==e.clearcoatRoughness&&(r.clearcoatRoughness=e.clearcoatRoughness),void 0!==e.dispersion&&(r.dispersion=e.dispersion),void 0!==e.iridescence&&(r.iridescence=e.iridescence),void 0!==e.iridescenceIOR&&(r.iridescenceIOR=e.iridescenceIOR),void 0!==e.iridescenceThicknessRange&&(r.iridescenceThicknessRange=e.iridescenceThicknessRange),void 0!==e.transmission&&(r.transmission=e.transmission),void 0!==e.thickness&&(r.thickness=e.thickness),void 0!==e.attenuationDistance&&(r.attenuationDistance=e.attenuationDistance),void 0!==e.attenuationColor&&void 0!==r.attenuationColor&&r.attenuationColor.setHex(e.attenuationColor),void 0!==e.anisotropy&&(r.anisotropy=e.anisotropy),void 0!==e.anisotropyRotation&&(r.anisotropyRotation=e.anisotropyRotation),void 0!==e.fog&&(r.fog=e.fog),void 0!==e.flatShading&&(r.flatShading=e.flatShading),void 0!==e.blending&&(r.blending=e.blending),void 0!==e.combine&&(r.combine=e.combine),void 0!==e.side&&(r.side=e.side),void 0!==e.shadowSide&&(r.shadowSide=e.shadowSide),void 0!==e.opacity&&(r.opacity=e.opacity),void 0!==e.transparent&&(r.transparent=e.transparent),void 0!==e.alphaTest&&(r.alphaTest=e.alphaTest),void 0!==e.alphaHash&&(r.alphaHash=e.alphaHash),void 0!==e.depthFunc&&(r.depthFunc=e.depthFunc),void 0!==e.depthTest&&(r.depthTest=e.depthTest),void 0!==e.depthWrite&&(r.depthWrite=e.depthWrite),void 0!==e.colorWrite&&(r.colorWrite=e.colorWrite),void 0!==e.blendSrc&&(r.blendSrc=e.blendSrc),void 0!==e.blendDst&&(r.blendDst=e.blendDst),void 0!==e.blendEquation&&(r.blendEquation=e.blendEquation),void 0!==e.blendSrcAlpha&&(r.blendSrcAlpha=e.blendSrcAlpha),void 0!==e.blendDstAlpha&&(r.blendDstAlpha=e.blendDstAlpha),void 0!==e.blendEquationAlpha&&(r.blendEquationAlpha=e.blendEquationAlpha),void 0!==e.blendColor&&void 0!==r.blendColor&&r.blendColor.setHex(e.blendColor),void 0!==e.blendAlpha&&(r.blendAlpha=e.blendAlpha),void 0!==e.stencilWriteMask&&(r.stencilWriteMask=e.stencilWriteMask),void 0!==e.stencilFunc&&(r.stencilFunc=e.stencilFunc),void 0!==e.stencilRef&&(r.stencilRef=e.stencilRef),void 0!==e.stencilFuncMask&&(r.stencilFuncMask=e.stencilFuncMask),void 0!==e.stencilFail&&(r.stencilFail=e.stencilFail),void 0!==e.stencilZFail&&(r.stencilZFail=e.stencilZFail),void 0!==e.stencilZPass&&(r.stencilZPass=e.stencilZPass),void 0!==e.stencilWrite&&(r.stencilWrite=e.stencilWrite),void 0!==e.wireframe&&(r.wireframe=e.wireframe),void 0!==e.wireframeLinewidth&&(r.wireframeLinewidth=e.wireframeLinewidth),void 0!==e.wireframeLinecap&&(r.wireframeLinecap=e.wireframeLinecap),void 0!==e.wireframeLinejoin&&(r.wireframeLinejoin=e.wireframeLinejoin),void 0!==e.rotation&&(r.rotation=e.rotation),void 0!==e.linewidth&&(r.linewidth=e.linewidth),void 0!==e.dashSize&&(r.dashSize=e.dashSize),void 0!==e.gapSize&&(r.gapSize=e.gapSize),void 0!==e.scale&&(r.scale=e.scale),void 0!==e.polygonOffset&&(r.polygonOffset=e.polygonOffset),void 0!==e.polygonOffsetFactor&&(r.polygonOffsetFactor=e.polygonOffsetFactor),void 0!==e.polygonOffsetUnits&&(r.polygonOffsetUnits=e.polygonOffsetUnits),void 0!==e.dithering&&(r.dithering=e.dithering),void 0!==e.alphaToCoverage&&(r.alphaToCoverage=e.alphaToCoverage),void 0!==e.premultipliedAlpha&&(r.premultipliedAlpha=e.premultipliedAlpha),void 0!==e.forceSinglePass&&(r.forceSinglePass=e.forceSinglePass),void 0!==e.visible&&(r.visible=e.visible),void 0!==e.toneMapped&&(r.toneMapped=e.toneMapped),void 0!==e.userData&&(r.userData=e.userData),void 0!==e.vertexColors&&("number"==typeof e.vertexColors?r.vertexColors=e.vertexColors>0:r.vertexColors=e.vertexColors),void 0!==e.uniforms)for(let t in e.uniforms){let i=e.uniforms[t];switch(r.uniforms[t]={},i.type){case"t":r.uniforms[t].value=n(i.value);break;case"c":r.uniforms[t].value=new iE().setHex(i.value);break;case"v2":r.uniforms[t].value=new nW().fromArray(i.value);break;case"v3":r.uniforms[t].value=new nX().fromArray(i.value);break;case"v4":r.uniforms[t].value=new ro().fromArray(i.value);break;case"m3":r.uniforms[t].value=new nJ().fromArray(i.value);break;case"m4":r.uniforms[t].value=new rH().fromArray(i.value);break;default:r.uniforms[t].value=i.value}}if(void 0!==e.defines&&(r.defines=e.defines),void 0!==e.vertexShader&&(r.vertexShader=e.vertexShader),void 0!==e.fragmentShader&&(r.fragmentShader=e.fragmentShader),void 0!==e.glslVersion&&(r.glslVersion=e.glslVersion),void 0!==e.extensions)for(let t in e.extensions)r.extensions[t]=e.extensions[t];if(void 0!==e.lights&&(r.lights=e.lights),void 0!==e.clipping&&(r.clipping=e.clipping),void 0!==e.size&&(r.size=e.size),void 0!==e.sizeAttenuation&&(r.sizeAttenuation=e.sizeAttenuation),void 0!==e.map&&(r.map=n(e.map)),void 0!==e.matcap&&(r.matcap=n(e.matcap)),void 0!==e.alphaMap&&(r.alphaMap=n(e.alphaMap)),void 0!==e.bumpMap&&(r.bumpMap=n(e.bumpMap)),void 0!==e.bumpScale&&(r.bumpScale=e.bumpScale),void 0!==e.normalMap&&(r.normalMap=n(e.normalMap)),void 0!==e.normalMapType&&(r.normalMapType=e.normalMapType),void 0!==e.normalScale){let t=e.normalScale;!1===Array.isArray(t)&&(t=[t,t]),r.normalScale=new nW().fromArray(t)}return void 0!==e.displacementMap&&(r.displacementMap=n(e.displacementMap)),void 0!==e.displacementScale&&(r.displacementScale=e.displacementScale),void 0!==e.displacementBias&&(r.displacementBias=e.displacementBias),void 0!==e.roughnessMap&&(r.roughnessMap=n(e.roughnessMap)),void 0!==e.metalnessMap&&(r.metalnessMap=n(e.metalnessMap)),void 0!==e.emissiveMap&&(r.emissiveMap=n(e.emissiveMap)),void 0!==e.emissiveIntensity&&(r.emissiveIntensity=e.emissiveIntensity),void 0!==e.specularMap&&(r.specularMap=n(e.specularMap)),void 0!==e.specularIntensityMap&&(r.specularIntensityMap=n(e.specularIntensityMap)),void 0!==e.specularColorMap&&(r.specularColorMap=n(e.specularColorMap)),void 0!==e.envMap&&(r.envMap=n(e.envMap)),void 0!==e.envMapRotation&&r.envMapRotation.fromArray(e.envMapRotation),void 0!==e.envMapIntensity&&(r.envMapIntensity=e.envMapIntensity),void 0!==e.reflectivity&&(r.reflectivity=e.reflectivity),void 0!==e.refractionRatio&&(r.refractionRatio=e.refractionRatio),void 0!==e.lightMap&&(r.lightMap=n(e.lightMap)),void 0!==e.lightMapIntensity&&(r.lightMapIntensity=e.lightMapIntensity),void 0!==e.aoMap&&(r.aoMap=n(e.aoMap)),void 0!==e.aoMapIntensity&&(r.aoMapIntensity=e.aoMapIntensity),void 0!==e.gradientMap&&(r.gradientMap=n(e.gradientMap)),void 0!==e.clearcoatMap&&(r.clearcoatMap=n(e.clearcoatMap)),void 0!==e.clearcoatRoughnessMap&&(r.clearcoatRoughnessMap=n(e.clearcoatRoughnessMap)),void 0!==e.clearcoatNormalMap&&(r.clearcoatNormalMap=n(e.clearcoatNormalMap)),void 0!==e.clearcoatNormalScale&&(r.clearcoatNormalScale=new nW().fromArray(e.clearcoatNormalScale)),void 0!==e.iridescenceMap&&(r.iridescenceMap=n(e.iridescenceMap)),void 0!==e.iridescenceThicknessMap&&(r.iridescenceThicknessMap=n(e.iridescenceThicknessMap)),void 0!==e.transmissionMap&&(r.transmissionMap=n(e.transmissionMap)),void 0!==e.thicknessMap&&(r.thicknessMap=n(e.thicknessMap)),void 0!==e.anisotropyMap&&(r.anisotropyMap=n(e.anisotropyMap)),void 0!==e.sheenColorMap&&(r.sheenColorMap=n(e.sheenColorMap)),void 0!==e.sheenRoughnessMap&&(r.sheenRoughnessMap=n(e.sheenRoughnessMap)),r}setTextures(e){return this.textures=e,this}createMaterialFromType(e){return us.createMaterialFromType(e)}static createMaterialFromType(e){return new({ShadowMaterial:la,SpriteMaterial:aA,RawShaderMaterial:ls,ShaderMaterial:au,PointsMaterial:sq,MeshPhysicalMaterial:ll,MeshStandardMaterial:lo,MeshPhongMaterial:lu,MeshToonMaterial:lc,MeshNormalMaterial:lh,MeshLambertMaterial:ld,MeshDepthMaterial:lp,MeshDistanceMaterial:lf,MeshBasicMaterial:iR,MeshMatcapMaterial:lm,LineDashedMaterial:lg,LineBasicMaterial:sN,Material:iC})[e]}constructor(e){super(e),this.textures={}}}class uo{static extractUrlBase(e){let t=e.lastIndexOf("/");return -1===t?"./":e.slice(0,t+1)}static resolveURL(e,t){return"string"!=typeof e||""===e?"":(/^https?:\/\//i.test(t)&&/^\//.test(e)&&(t=t.replace(/(^https?:\/\/[^\/]+).*/i,"$1")),/^(https?:)?\/\//i.test(e)||/^data:.*,.*$/i.test(e)||/^blob:.*$/i.test(e))?e:t+e}}class ul extends i0{copy(e){return super.copy(e),this.instanceCount=e.instanceCount,this}toJSON(){let e=super.toJSON();return e.instanceCount=this.instanceCount,e.isInstancedBufferGeometry=!0,e}constructor(){super(),this.isInstancedBufferGeometry=!0,this.type="InstancedBufferGeometry",this.instanceCount=1/0}}class uu extends lz{load(e,t,n,r){let i=this,a=new lV(i.manager);a.setPath(i.path),a.setRequestHeader(i.requestHeader),a.setWithCredentials(i.withCredentials),a.load(e,function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t),i.manager.itemError(e)}},n,r)}parse(e){let t={},n={};function r(e,r){if(void 0!==t[r])return t[r];let i=e.interleavedBuffers[r],a=function(e,t){if(void 0!==n[t])return n[t];let r=new Uint32Array(e.arrayBuffers[t]).buffer;return n[t]=r,r}(e,i.buffer),s=new aw(nQ(i.type,a),i.stride);return s.uuid=i.uuid,t[r]=s,s}let i=e.isInstancedBufferGeometry?new ul:new i0,a=e.data.index;if(void 0!==a){let e=nQ(a.type,a.array);i.setIndex(new iF(e,1))}let s=e.data.attributes;for(let t in s){let n,a=s[t];if(a.isInterleavedBufferAttribute)n=new aT(r(e.data,a.data),a.itemSize,a.offset,a.normalized);else{let e=nQ(a.type,a.array);n=new(a.isInstancedBufferAttribute?a6:iF)(e,a.itemSize,a.normalized)}void 0!==a.name&&(n.name=a.name),void 0!==a.usage&&n.setUsage(a.usage),i.setAttribute(t,n)}let o=e.data.morphAttributes;if(o)for(let t in o){let n=o[t],a=[];for(let t=0,i=n.length;t0){(n=new lX(new lF(t))).setCrossOrigin(this.crossOrigin);for(let t=0,n=e.length;t0){(t=new lX(this.manager)).setCrossOrigin(this.crossOrigin);for(let t=0,n=e.length;t{let t=null,n=null;return void 0!==e.boundingBox&&(t=new rf().fromJSON(e.boundingBox)),void 0!==e.boundingSphere&&(n=new rL().fromJSON(e.boundingSphere)),{...e,boundingBox:t,boundingSphere:n}}),a._instanceInfo=e.instanceInfo,a._availableInstanceIds=e._availableInstanceIds,a._availableGeometryIds=e._availableGeometryIds,a._nextIndexStart=e.nextIndexStart,a._nextVertexStart=e.nextVertexStart,a._geometryCount=e.geometryCount,a._maxInstanceCount=e.maxInstanceCount,a._maxVertexCount=e.maxVertexCount,a._maxIndexCount=e.maxIndexCount,a._geometryInitialized=e.geometryInitialized,a._matricesTexture=c(e.matricesTexture.uuid),a._indirectTexture=c(e.indirectTexture.uuid),void 0!==e.colorsTexture&&(a._colorsTexture=c(e.colorsTexture.uuid)),void 0!==e.boundingSphere&&(a.boundingSphere=new rL().fromJSON(e.boundingSphere)),void 0!==e.boundingBox&&(a.boundingBox=new rf().fromJSON(e.boundingBox));break;case"LOD":a=new aW;break;case"Line":a=new sH(l(e.geometry),u(e.material));break;case"LineLoop":a=new sX(l(e.geometry),u(e.material));break;case"LineSegments":a=new sj(l(e.geometry),u(e.material));break;case"PointCloud":case"Points":a=new s$(l(e.geometry),u(e.material));break;case"Sprite":a=new aB(u(e.material));break;case"Group":a=new ay;break;case"Bone":a=new a1;break;default:a=new ia}if(a.uuid=e.uuid,void 0!==e.name&&(a.name=e.name),void 0!==e.matrix?(a.matrix.fromArray(e.matrix),void 0!==e.matrixAutoUpdate&&(a.matrixAutoUpdate=e.matrixAutoUpdate),a.matrixAutoUpdate&&a.matrix.decompose(a.position,a.quaternion,a.scale)):(void 0!==e.position&&a.position.fromArray(e.position),void 0!==e.rotation&&a.rotation.fromArray(e.rotation),void 0!==e.quaternion&&a.quaternion.fromArray(e.quaternion),void 0!==e.scale&&a.scale.fromArray(e.scale)),void 0!==e.up&&a.up.fromArray(e.up),void 0!==e.castShadow&&(a.castShadow=e.castShadow),void 0!==e.receiveShadow&&(a.receiveShadow=e.receiveShadow),e.shadow&&(void 0!==e.shadow.intensity&&(a.shadow.intensity=e.shadow.intensity),void 0!==e.shadow.bias&&(a.shadow.bias=e.shadow.bias),void 0!==e.shadow.normalBias&&(a.shadow.normalBias=e.shadow.normalBias),void 0!==e.shadow.radius&&(a.shadow.radius=e.shadow.radius),void 0!==e.shadow.mapSize&&a.shadow.mapSize.fromArray(e.shadow.mapSize),void 0!==e.shadow.camera&&(a.shadow.camera=this.parseObject(e.shadow.camera))),void 0!==e.visible&&(a.visible=e.visible),void 0!==e.frustumCulled&&(a.frustumCulled=e.frustumCulled),void 0!==e.renderOrder&&(a.renderOrder=e.renderOrder),void 0!==e.userData&&(a.userData=e.userData),void 0!==e.layers&&(a.layers.mask=e.layers),void 0!==e.children){let s=e.children;for(let e=0;e{if(!0!==uf.has(a))return t&&t(n),i.manager.itemEnd(e),n;r&&r(uf.get(a)),i.manager.itemError(e),i.manager.itemEnd(e)}):(setTimeout(function(){t&&t(a),i.manager.itemEnd(e)},0),a);let s={};s.credentials="anonymous"===this.crossOrigin?"same-origin":"include",s.headers=this.requestHeader,s.signal="function"==typeof AbortSignal.any?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal;let o=fetch(e,s).then(function(e){return e.blob()}).then(function(e){return createImageBitmap(e,Object.assign(i.options,{colorSpaceConversion:"none"}))}).then(function(n){return lO.add("image-bitmap:".concat(e),n),t&&t(n),i.manager.itemEnd(e),n}).catch(function(t){r&&r(t),uf.set(o,t),lO.remove("image-bitmap:".concat(e)),i.manager.itemError(e),i.manager.itemEnd(e)});lO.add("image-bitmap:".concat(e),o),i.manager.itemStart(e)}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}constructor(e){super(e),this.isImageBitmapLoader=!0,"undefined"==typeof createImageBitmap&&console.warn("THREE.ImageBitmapLoader: createImageBitmap() not supported."),"undefined"==typeof fetch&&console.warn("THREE.ImageBitmapLoader: fetch() not supported."),this.options={premultiplyAlpha:"none"},this._abortController=new AbortController}}class ug{static getContext(){return void 0===r&&(r=new(window.AudioContext||window.webkitAudioContext)),r}static setContext(e){r=e}}class uv extends lz{load(e,t,n,r){let i=this,a=new lV(this.manager);function s(t){r?r(t):console.error(t),i.manager.itemError(e)}a.setResponseType("arraybuffer"),a.setPath(this.path),a.setRequestHeader(this.requestHeader),a.setWithCredentials(this.withCredentials),a.load(e,function(e){try{let n=e.slice(0);ug.getContext().decodeAudioData(n,function(e){t(e)}).catch(s)}catch(e){s(e)}},n,r)}constructor(e){super(e)}}let uy=new rH,u_=new rH,ux=new rH;class ub{update(e){let t=this._cache;if(t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep){let n,r;t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep,ux.copy(e.projectionMatrix);let i=t.eyeSep/2,a=i*t.near/t.focus,s=t.near*Math.tan(nU*t.fov*.5)/t.zoom;u_.elements[12]=-i,uy.elements[12]=i,n=-s*t.aspect+a,r=s*t.aspect+a,ux.elements[0]=2*t.near/(r-n),ux.elements[8]=(r+n)/(r-n),this.cameraL.projectionMatrix.copy(ux),n=-s*t.aspect-a,r=s*t.aspect-a,ux.elements[0]=2*t.near/(r-n),ux.elements[8]=(r+n)/(r-n),this.cameraR.projectionMatrix.copy(ux)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(u_),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(uy)}constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new af,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new af,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}}class uS extends af{constructor(e=[]){super(),this.isArrayCamera=!0,this.isMultiViewCamera=!1,this.cameras=e}}class uM{start(){this.startTime=performance.now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){let t=performance.now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}constructor(e=!0){this.autoStart=e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}}let uw=new nX,uE=new nj,uT=new nX,uA=new nX,uC=new nX;class uR extends ia{getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(e){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this}updateMatrixWorld(e){super.updateMatrixWorld(e);let t=this.context.listener;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(uw,uE,uT),uA.set(0,0,-1).applyQuaternion(uE),uC.set(0,1,0).applyQuaternion(uE),t.positionX){let e=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(uw.x,e),t.positionY.linearRampToValueAtTime(uw.y,e),t.positionZ.linearRampToValueAtTime(uw.z,e),t.forwardX.linearRampToValueAtTime(uA.x,e),t.forwardY.linearRampToValueAtTime(uA.y,e),t.forwardZ.linearRampToValueAtTime(uA.z,e),t.upX.linearRampToValueAtTime(uC.x,e),t.upY.linearRampToValueAtTime(uC.y,e),t.upZ.linearRampToValueAtTime(uC.z,e)}else t.setPosition(uw.x,uw.y,uw.z),t.setOrientation(uA.x,uA.y,uA.z,uC.x,uC.y,uC.z)}constructor(){super(),this.type="AudioListener",this.context=ug.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new uM}}class uP extends ia{getOutput(){return this.gain}setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this}setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this}setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this}setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this}play(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0;if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+e;let t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this)}stop(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0;return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(this._progress=0,null!==this.source&&(this.source.stop(this.context.currentTime+e),this.source.onended=null),this.isPlaying=!1,this)}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let e=1,t=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(let e=1,t=this.filters.length;e0&&this._mixBufferRegionAdditive(n,r,this._addIndex*t,1,t);for(let e=t,i=t+t;e!==i;++e)if(n[e]!==n[e+t]){s.setValue(n,r);break}}saveOriginalState(){let e=this.binding,t=this.buffer,n=this.valueSize,r=n*this._origIndex;e.getValue(t,r);for(let e=n;e!==r;++e)t[e]=t[r+e%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){let e=3*this.valueSize;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){let e=this._addIndex*this.valueSize,t=e+this.valueSize;for(let n=e;n=.5)for(let r=0;r!==i;++r)e[t+r]=e[n+r]}_slerp(e,t,n,r){nj.slerpFlat(e,t,e,t,e,n,r)}_slerpAdditive(e,t,n,r,i){let a=this._workIndex*i;nj.multiplyQuaternionsFlat(e,a,e,t,e,n),nj.slerpFlat(e,t,e,t,e,a,r)}_lerp(e,t,n,r,i){let a=1-r;for(let s=0;s!==i;++s){let i=t+s;e[i]=e[i]*a+e[n+s]*r}}_lerpAdditive(e,t,n,r,i){for(let a=0;a!==i;++a){let i=t+a;e[i]=e[i]+e[n+a]*r}}constructor(e,t,n){let r,i,a;switch(this.binding=e,this.valueSize=n,t){case"quaternion":r=this._slerp,i=this._slerpAdditive,a=this._setAdditiveIdentityQuaternion,this.buffer=new Float64Array(6*n),this._workIndex=5;break;case"string":case"bool":r=this._select,i=this._select,a=this._setAdditiveIdentityOther,this.buffer=Array(5*n);break;default:r=this._lerp,i=this._lerpAdditive,a=this._setAdditiveIdentityNumeric,this.buffer=new Float64Array(5*n)}this._mixBufferRegion=r,this._mixBufferRegionAdditive=i,this._setIdentity=a,this._origIndex=3,this._addIndex=4,this.cumulativeWeight=0,this.cumulativeWeightAdditive=0,this.useCount=0,this.referenceCount=0}}let uk="\\[\\]\\.:\\/",uz=RegExp("["+uk+"]","g"),uB="[^"+uk+"]",uH="[^"+uk.replace("\\.","")+"]",uV=/((?:WC+[\/:])*)/.source.replace("WC",uB),uG=/(WCOD+)?/.source.replace("WCOD",uH),uW=RegExp("^"+uV+uG+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",uB)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",uB)+"$"),uj=["material","materials","bones","map"];class uX{static create(e,t,n){return e&&e.isAnimationObjectGroup?new uX.Composite(e,t,n):new uX(e,t,n)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(uz,"")}static parseTrackName(e){let t=uW.exec(e);if(null===t)throw Error("PropertyBinding: Cannot parse trackName: "+e);let n={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},r=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==r&&-1!==r){let e=n.nodeName.substring(r+1);-1!==uj.indexOf(e)&&(n.nodeName=n.nodeName.substring(0,r),n.objectName=e)}if(null===n.propertyName||0===n.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+e);return n}static findNode(e,t){if(void 0===t||""===t||"."===t||-1===t||t===e.name||t===e.uuid)return e;if(e.skeleton){let n=e.skeleton.getBoneByName(t);if(void 0!==n)return n}if(e.children){let n=function(e){for(let r=0;r=i){let a=i++,u=e[a];t[u.uuid]=l,e[l]=u,t[o]=a,e[a]=s;for(let e=0;e!==r;++e){let t=n[e],r=t[a],i=t[l];t[l]=r,t[a]=i}}}this.nCachedObjects_=i}uncache(){let e=this._objects,t=this._indicesByUUID,n=this._bindings,r=n.length,i=this.nCachedObjects_,a=e.length;for(let s=0,o=arguments.length;s!==o;++s){let o=arguments[s],l=o.uuid,u=t[l];if(void 0!==u)if(delete t[l],u0&&(t[s.uuid]=u),e[u]=s,e.pop();for(let e=0;e!==r;++e){let t=n[e];t[u]=t[i],t.pop()}}}this.nCachedObjects_=i}subscribe_(e,t){let n=this._bindingsIndicesByPath,r=n[e],i=this._bindings;if(void 0!==r)return i[r];let a=this._paths,s=this._parsedPaths,o=this._objects,l=o.length,u=this.nCachedObjects_,c=Array(l);r=i.length,n[e]=r,a.push(e),s.push(t),i.push(c);for(let n=u,r=o.length;n!==r;++n){let r=o[n];c[n]=new uX(r,e,t)}return c}unsubscribe_(e){let t=this._bindingsIndicesByPath,n=t[e];if(void 0!==n){let r=this._paths,i=this._parsedPaths,a=this._bindings,s=a.length-1,o=a[s];t[e[s]]=n,a[n]=o,a.pop(),i[n]=i[s],i.pop(),r[n]=r[s],r.pop()}}constructor(){this.isAnimationObjectGroup=!0,this.uuid=nF(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;let e={};this._indicesByUUID=e;for(let t=0,n=arguments.length;t!==n;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};let t=this;this.stats={objects:{get total(){return t._objects.length},get inUse(){return this.total-t.nCachedObjects_}},get bindingsPerObject(){return t._bindings.length}}}}class uY{play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(e){return this._startTime=e,this}setLoop(e,t){return this.loop=e,this.repetitions=t,this}setEffectiveWeight(e){return this.weight=e,this._effectiveWeight=this.enabled?e:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(e){return this._scheduleFading(e,0,1)}fadeOut(e){return this._scheduleFading(e,1,0)}crossFadeFrom(e,t){let n=arguments.length>2&&void 0!==arguments[2]&&arguments[2];if(e.fadeOut(t),this.fadeIn(t),!0===n){let n=this._clip.duration,r=e._clip.duration;e.warp(1,r/n,t),this.warp(n/r,1,t)}return this}crossFadeTo(e,t){let n=arguments.length>2&&void 0!==arguments[2]&&arguments[2];return e.crossFadeFrom(this,t,n)}stopFading(){let e=this._weightInterpolant;return null!==e&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}setEffectiveTimeScale(e){return this.timeScale=e,this._effectiveTimeScale=this.paused?0:e,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(e){return this.timeScale=this._clip.duration/e,this.stopWarping()}syncWith(e){return this.time=e.time,this.timeScale=e.timeScale,this.stopWarping()}halt(e){return this.warp(this._effectiveTimeScale,0,e)}warp(e,t,n){let r=this._mixer,i=r.time,a=this.timeScale,s=this._timeScaleInterpolant;null===s&&(s=r._lendControlInterpolant(),this._timeScaleInterpolant=s);let o=s.parameterPositions,l=s.sampleValues;return o[0]=i,o[1]=i+n,l[0]=e/a,l[1]=t/a,this}stopWarping(){let e=this._timeScaleInterpolant;return null!==e&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(e,t,n,r){if(!this.enabled)return void this._updateWeight(e);let i=this._startTime;if(null!==i){let r=(e-i)*n;r<0||0===n?t=0:(this._startTime=null,t=n*r)}t*=this._updateTimeScale(e);let a=this._updateTime(t),s=this._updateWeight(e);if(s>0){let e=this._interpolants,t=this._propertyBindings;if(this.blendMode===tH)for(let n=0,r=e.length;n!==r;++n)e[n].evaluate(a),t[n].accumulateAdditive(s);else for(let n=0,i=e.length;n!==i;++n)e[n].evaluate(a),t[n].accumulate(r,s)}}_updateWeight(e){let t=0;if(this.enabled){t=this.weight;let n=this._weightInterpolant;if(null!==n){let r=n.evaluate(e)[0];t*=r,e>n.parameterPositions[1]&&(this.stopFading(),0===r&&(this.enabled=!1))}}return this._effectiveWeight=t,t}_updateTimeScale(e){let t=0;if(!this.paused){t=this.timeScale;let n=this._timeScaleInterpolant;null!==n&&(t*=n.evaluate(e)[0],e>n.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t))}return this._effectiveTimeScale=t,t}_updateTime(e){let t=this._clip.duration,n=this.loop,r=this.time+e,i=this._loopCount,a=n===tN;if(0===e)return -1===i?r:a&&(1&i)==1?t-r:r;if(n===tI){-1===i&&(this._loopCount=0,this._setEndings(!0,!0,!1));s:{if(r>=t)r=t;else if(r<0)r=0;else{this.time=r;break s}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=r,this._mixer.dispatchEvent({type:"finished",action:this,direction:e<0?-1:1})}}else{if(-1===i&&(e>=0?(i=0,this._setEndings(!0,0===this.repetitions,a)):this._setEndings(0===this.repetitions,!0,a)),r>=t||r<0){let n=Math.floor(r/t);r-=t*n,i+=Math.abs(n);let s=this.repetitions-i;if(s<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,r=e>0?t:0,this.time=r,this._mixer.dispatchEvent({type:"finished",action:this,direction:e>0?1:-1});else{if(1===s){let t=e<0;this._setEndings(t,!t,a)}else this._setEndings(!1,!1,a);this._loopCount=i,this.time=r,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=r;if(a&&(1&i)==1)return t-r}return r}_setEndings(e,t,n){let r=this._interpolantSettings;n?(r.endingStart=tk,r.endingEnd=tk):(e?r.endingStart=this.zeroSlopeAtStart?tk:tF:r.endingStart=tz,t?r.endingEnd=this.zeroSlopeAtEnd?tk:tF:r.endingEnd=tz)}_scheduleFading(e,t,n){let r=this._mixer,i=r.time,a=this._weightInterpolant;null===a&&(a=r._lendControlInterpolant(),this._weightInterpolant=a);let s=a.parameterPositions,o=a.sampleValues;return s[0]=i,o[0]=t,s[1]=i+e,o[1]=n,this}constructor(e,t,n=null,r=t.blendMode){this._mixer=e,this._clip=t,this._localRoot=n,this.blendMode=r;let i=t.tracks,a=i.length,s=Array(a),o={endingStart:tF,endingEnd:tF};for(let e=0;e!==a;++e){let t=i[e].createInterpolant(null);s[e]=t,t.settings=o}this._interpolantSettings=o,this._interpolants=s,this._propertyBindings=Array(a),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=tL,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}}let uJ=new Float32Array(1);class uZ extends nL{_bindAction(e,t){let n=e._localRoot||this._root,r=e._clip.tracks,i=r.length,a=e._propertyBindings,s=e._interpolants,o=n.uuid,l=this._bindingsByRootAndName,u=l[o];void 0===u&&(u={},l[o]=u);for(let e=0;e!==i;++e){let i=r[e],l=i.name,c=u[l];if(void 0!==c)++c.referenceCount,a[e]=c;else{if(void 0!==(c=a[e])){null===c._cacheIndex&&(++c.referenceCount,this._addInactiveBinding(c,o,l));continue}let r=t&&t._propertyBindings[e].binding.parsedPath;c=new uF(uX.create(n,l,r),i.ValueTypeName,i.getValueSize()),++c.referenceCount,this._addInactiveBinding(c,o,l),a[e]=c}s[e].resultBuffer=c.buffer}}_activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){let t=(e._localRoot||this._root).uuid,n=e._clip.uuid,r=this._actionsByClip[n];this._bindAction(e,r&&r.knownActions[0]),this._addInactiveAction(e,n,t)}let t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){let n=t[e];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(e)}}_deactivateAction(e){if(this._isActiveAction(e)){let t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){let n=t[e];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(e)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;let e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}}_isActiveAction(e){let t=e._cacheIndex;return null!==t&&t=0;--n)e[n].stop();return this}update(e){e*=this.timeScale;let t=this._actions,n=this._nActiveActions,r=this.time+=e,i=Math.sign(e),a=this._accuIndex^=1;for(let s=0;s!==n;++s)t[s]._update(r,e,i,a);let s=this._bindings,o=this._nActiveBindings;for(let e=0;e!==o;++e)s[e].apply(a);return this}setTime(e){this.time=0;for(let e=0;e1)||void 0===arguments[1]||arguments[1],n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:[];return u6(e,this,n,t),n.sort(u5),n}intersectObjects(e){let t=!(arguments.length>1)||void 0===arguments[1]||arguments[1],n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:[];for(let r=0,i=e.length;r1&&void 0!==arguments[1]?arguments[1]:0;for(let n=0;n<4;n++)this.elements[n]=e[n+t];return this}set(e,t,n,r){let i=this.elements;return i[0]=e,i[2]=t,i[1]=n,i[3]=r,this}constructor(e,t,n,r){ct.prototype.isMatrix2=!0,this.elements=[1,0,0,1],void 0!==e&&this.set(e,t,n,r)}}let cn=new nW;class cr{set(e,t){return this.min.copy(e),this.max.copy(t),this}setFromPoints(e){this.makeEmpty();for(let t=0,n=e.length;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,cn).distanceTo(e)}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}constructor(e=new nW(Infinity,Infinity),t=new nW(-1/0,-1/0)){this.isBox2=!0,this.min=e,this.max=t}}let ci=new nX,ca=new nX,cs=new nX,co=new nX,cl=new nX,cu=new nX,cc=new nX;class ch{set(e,t){return this.start.copy(e),this.end.copy(t),this}copy(e){return this.start.copy(e.start),this.end.copy(e.end),this}getCenter(e){return e.addVectors(this.start,this.end).multiplyScalar(.5)}delta(e){return e.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(e,t){return this.delta(t).multiplyScalar(e).add(this.start)}closestPointToPointParameter(e,t){ci.subVectors(e,this.start),ca.subVectors(this.end,this.start);let n=ca.dot(ca),r=ca.dot(ci)/n;return t&&(r=nk(r,0,1)),r}closestPointToPoint(e,t,n){let r=this.closestPointToPointParameter(e,t);return this.delta(n).multiplyScalar(r).add(this.start)}distanceSqToLine3(e){let t,n,r=arguments.length>1&&void 0!==arguments[1]?arguments[1]:cu,i=arguments.length>2&&void 0!==arguments[2]?arguments[2]:cc,a=1e-8*1e-8,s=this.start,o=e.start,l=this.end,u=e.end;cs.subVectors(l,s),co.subVectors(u,o),cl.subVectors(s,o);let c=cs.dot(cs),h=co.dot(co),d=co.dot(cl);if(c<=a&&h<=a)return r.copy(s),i.copy(o),r.sub(i),r.dot(r);if(c<=a)t=0,n=nk(n=d/h,0,1);else{let e=cs.dot(cl);if(h<=a)n=0,t=nk(-e/c,0,1);else{let r=cs.dot(co),i=c*h-r*r;t=0!==i?nk((r*d-e*h)/i,0,1):0,(n=(r*t+d)/h)<0?(n=0,t=nk(-e/c,0,1)):n>1&&(n=1,t=nk((r-e)/c,0,1))}}return r.copy(s).add(cs.multiplyScalar(t)),i.copy(o).add(co.multiplyScalar(n)),r.sub(i),r.dot(r)}applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this}equals(e){return e.start.equals(this.start)&&e.end.equals(this.end)}clone(){return new this.constructor().copy(this)}constructor(e=new nX,t=new nX){this.start=e,this.end=t}}let cd=new nX;class cp extends ia{dispose(){this.cone.geometry.dispose(),this.cone.material.dispose()}update(){this.light.updateWorldMatrix(!0,!1),this.light.target.updateWorldMatrix(!0,!1),this.parent?(this.parent.updateWorldMatrix(!0),this.matrix.copy(this.parent.matrixWorld).invert().multiply(this.light.matrixWorld)):this.matrix.copy(this.light.matrixWorld),this.matrixWorld.copy(this.light.matrixWorld);let e=this.light.distance?this.light.distance:1e3,t=e*Math.tan(this.light.angle);this.cone.scale.set(t,t,e),cd.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(cd),void 0!==this.color?this.cone.material.color.set(this.color):this.cone.material.color.copy(this.light.color)}constructor(e,t){super(),this.light=e,this.matrixAutoUpdate=!1,this.color=t,this.type="SpotLightHelper";let n=new i0,r=[0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,-1,0,1,0,0,0,0,1,1,0,0,0,0,-1,1];for(let e=0,t=1;e<32;e++,t++){let n=e/32*Math.PI*2,i=t/32*Math.PI*2;r.push(Math.cos(n),Math.sin(n),1,Math.cos(i),Math.sin(i),1)}n.setAttribute("position",new iX(r,3));let i=new sN({fog:!1,toneMapped:!1});this.cone=new sj(n,i),this.add(this.cone),this.update()}}let cf=new nX,cm=new rH,cg=new rH;class cv extends sj{updateMatrixWorld(e){let t=this.bones,n=this.geometry,r=n.getAttribute("position");cg.copy(this.root.matrixWorld).invert();for(let e=0,n=0;e1)for(let n=0;n.99999)this.quaternion.set(0,0,0,1);else if(e.y<-.99999)this.quaternion.set(1,0,0,0);else{cF.set(e.z,0,-e.x).normalize();let t=Math.acos(e.y);this.quaternion.setFromAxisAngle(cF,t)}}setLength(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:.2*e,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:.2*t;this.line.scale.set(1,Math.max(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(n,t,n),this.cone.position.y=e,this.cone.updateMatrix()}setColor(e){this.line.material.color.set(e),this.cone.material.color.set(e)}copy(e){return super.copy(e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}constructor(e=new nX(0,0,1),t=new nX(0,0,0),n=1,r=0xffff00,s=.2*n,o=.2*s){super(),this.type="ArrowHelper",void 0===i&&((i=new i0).setAttribute("position",new iX([0,0,0,0,1,0],3)),(a=new on(.5,1,5,1)).translate(0,-.5,0)),this.position.copy(t),this.line=new sH(i,new sN({color:r,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new an(a,new iR({color:r,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(e),this.setLength(n,s,o)}}class cz extends sj{setColors(e,t,n){let r=new iE,i=this.geometry.attributes.color.array;return r.set(e),r.toArray(i,0),r.toArray(i,3),r.set(t),r.toArray(i,6),r.toArray(i,9),r.set(n),r.toArray(i,12),r.toArray(i,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}constructor(e=1){let t=new i0;t.setAttribute("position",new iX([0,0,0,e,0,0,0,0,0,0,e,0,0,0,0,0,0,e],3)),t.setAttribute("color",new iX([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],3)),super(t,new sN({vertexColors:!0,toneMapped:!1})),this.type="AxesHelper"}}class cB{moveTo(e,t){return this.currentPath=new oI,this.subPaths.push(this.currentPath),this.currentPath.moveTo(e,t),this}lineTo(e,t){return this.currentPath.lineTo(e,t),this}quadraticCurveTo(e,t,n,r){return this.currentPath.quadraticCurveTo(e,t,n,r),this}bezierCurveTo(e,t,n,r,i,a){return this.currentPath.bezierCurveTo(e,t,n,r,i,a),this}splineThru(e){return this.currentPath.splineThru(e),this}toShapes(e){let t,n,r,i,a,s=oZ.isClockWise,o=this.subPaths;if(0===o.length)return[];let l=[];if(1===o.length)return n=o[0],(r=new oL).curves=n.curves,l.push(r),l;let u=!s(o[0].getPoints());u=e?!u:u;let c=[],h=[],d=[],p=0;h[0]=void 0,d[p]=[];for(let r=0,a=o.length;r1){let e=!1,t=0;for(let e=0,t=h.length;eNumber.EPSILON){if(l<0&&(n=t[a],o=-o,s=t[i],l=-l),e.ys.y)continue;if(e.y===n.y){if(e.x===n.x)return!0}else{let t=l*(e.x-n.x)-o*(e.y-n.y);if(0===t)return!0;if(t<0)continue;r=!r}}else{if(e.y!==n.y)continue;if(s.x<=e.x&&e.x<=n.x||n.x<=e.x&&e.x<=s.x)return!0}}return r})(a.p,h[r].p)&&(n!==r&&t++,s?(s=!1,c[r].push(a)):e=!0);s&&c[n].push(a)}}t>0&&!1===e&&(d=c)}for(let e=0,t=h.length;et?(e.repeat.x=1,e.repeat.y=n/t,e.offset.x=0,e.offset.y=(1-e.repeat.y)/2):(e.repeat.x=t/n,e.repeat.y=1,e.offset.x=(1-e.repeat.x)/2,e.offset.y=0),e}static cover(e,t){let n=e.image&&e.image.width?e.image.width/e.image.height:1;return n>t?(e.repeat.x=t/n,e.repeat.y=1,e.offset.x=(1-e.repeat.x)/2,e.offset.y=0):(e.repeat.x=1,e.repeat.y=n/t,e.offset.x=0,e.offset.y=(1-e.repeat.y)/2),e}static fill(e){return e.repeat.x=1,e.repeat.y=1,e.offset.x=0,e.offset.y=0,e}static getByteLength(e,t,n,r){return cV(e,t,n,r)}}function cW(){let e=null,t=!1,n=null,r=null;function i(t,a){n(t,a),r=e.requestAnimationFrame(i)}return{start:function(){!0!==t&&null!==n&&(r=e.requestAnimationFrame(i),t=!0)},stop:function(){e.cancelAnimationFrame(r),t=!1},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function cj(e){let t=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),t.get(e)},remove:function(n){n.isInterleavedBufferAttribute&&(n=n.data);let r=t.get(n);r&&(e.deleteBuffer(r.buffer),t.delete(n))},update:function(n,r){if(n.isInterleavedBufferAttribute&&(n=n.data),n.isGLBufferAttribute){let e=t.get(n);(!e||e.versione.start-t.start);let t=0;for(let e=1;eha,"ShaderChunk",()=>cX,"ShaderLib",()=>cY,"UniformsLib",()=>cq,"WebGLRenderer",()=>d2,"WebGLUtils",()=>dJ],8560);let cX={alphahash_fragment:"#ifdef USE_ALPHAHASH\n if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif",alphahash_pars_fragment:"#ifdef USE_ALPHAHASH\n const float ALPHA_HASH_SCALE = 0.05;\n float hash2D( vec2 value ) {\n return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n }\n float hash3D( vec3 value ) {\n return hash2D( vec2( hash2D( value.xy ), value.z ) );\n }\n float getAlphaHashThreshold( vec3 position ) {\n float maxDeriv = max(\n length( dFdx( position.xyz ) ),\n length( dFdy( position.xyz ) )\n );\n float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n vec2 pixScales = vec2(\n exp2( floor( log2( pixScale ) ) ),\n exp2( ceil( log2( pixScale ) ) )\n );\n vec2 alpha = vec2(\n hash3D( floor( pixScales.x * position.xyz ) ),\n hash3D( floor( pixScales.y * position.xyz ) )\n );\n float lerpFactor = fract( log2( pixScale ) );\n float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n float a = min( lerpFactor, 1.0 - lerpFactor );\n vec3 cases = vec3(\n x * x / ( 2.0 * a * ( 1.0 - a ) ),\n ( x - 0.5 * a ) / ( 1.0 - a ),\n 1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n );\n float threshold = ( x < ( 1.0 - a ) )\n ? ( ( x < a ) ? cases.x : cases.y )\n : cases.z;\n return clamp( threshold , 1.0e-6, 1.0 );\n }\n#endif",alphamap_fragment:"#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef USE_ALPHATEST\n #ifdef ALPHA_TO_COVERAGE\n diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n if ( diffuseColor.a == 0.0 ) discard;\n #else\n if ( diffuseColor.a < alphaTest ) discard;\n #endif\n#endif",alphatest_pars_fragment:"#ifdef USE_ALPHATEST\n uniform float alphaTest;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n reflectedLight.indirectDiffuse *= ambientOcclusion;\n #if defined( USE_CLEARCOAT ) \n clearcoatSpecularIndirect *= ambientOcclusion;\n #endif\n #if defined( USE_SHEEN ) \n sheenSpecularIndirect *= ambientOcclusion;\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD )\n float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n #endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif",batching_pars_vertex:"#ifdef USE_BATCHING\n #if ! defined( GL_ANGLE_multi_draw )\n #define gl_DrawID _gl_DrawID\n uniform int _gl_DrawID;\n #endif\n uniform highp sampler2D batchingTexture;\n uniform highp usampler2D batchingIdTexture;\n mat4 getBatchingMatrix( const in float i ) {\n int size = textureSize( batchingTexture, 0 ).x;\n int j = int( i ) * 4;\n int x = j % size;\n int y = j / size;\n vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n return mat4( v1, v2, v3, v4 );\n }\n float getIndirectIndex( const in int i ) {\n int size = textureSize( batchingIdTexture, 0 ).x;\n int x = i % size;\n int y = i / size;\n return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n }\n#endif\n#ifdef USE_BATCHING_COLOR\n uniform sampler2D batchingColorTexture;\n vec3 getBatchingColor( const in float i ) {\n int size = textureSize( batchingColorTexture, 0 ).x;\n int j = int( i );\n int x = j % size;\n int y = j / size;\n return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n }\n#endif",batching_vertex:"#ifdef USE_BATCHING\n mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif",begin_vertex:"vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n vPosition = vec3( position );\n#endif",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n vec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"float G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( specularColor, 1.0, dotVH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n} // validated",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n const mat3 XYZ_TO_REC709 = mat3(\n 3.2404542, -0.9692660, 0.0556434,\n -1.5371385, 1.8760108, -0.2040259,\n -0.4985314, 0.0415560, 1.0572252\n );\n vec3 Fresnel0ToIor( vec3 fresnel0 ) {\n vec3 sqrtF0 = sqrt( fresnel0 );\n return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n }\n vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n }\n float IorToFresnel0( float transmittedIor, float incidentIor ) {\n return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n }\n vec3 evalSensitivity( float OPD, vec3 shift ) {\n float phase = 2.0 * PI * OPD * 1.0e-9;\n vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n xyz /= 1.0685e-7;\n vec3 rgb = XYZ_TO_REC709 * xyz;\n return rgb;\n }\n vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n vec3 I;\n float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n float cosTheta2Sq = 1.0 - sinTheta2Sq;\n if ( cosTheta2Sq < 0.0 ) {\n return vec3( 1.0 );\n }\n float cosTheta2 = sqrt( cosTheta2Sq );\n float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n float R12 = F_Schlick( R0, 1.0, cosTheta1 );\n float T121 = 1.0 - R12;\n float phi12 = 0.0;\n if ( iridescenceIOR < outsideIOR ) phi12 = PI;\n float phi21 = PI - phi12;\n vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n vec3 phi23 = vec3( 0.0 );\n if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n vec3 phi = vec3( phi21 ) + phi23;\n vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n vec3 r123 = sqrt( R123 );\n vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n vec3 C0 = R12 + Rs;\n I = C0;\n vec3 Cm = Rs - T121;\n for ( int m = 1; m <= 2; ++ m ) {\n Cm *= r123;\n vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n I += Cm * Sm;\n }\n return max( I, vec3( 0.0 ) );\n }\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vBumpMapUv );\n vec2 dSTdy = dFdy( vBumpMapUv );\n float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 ) * faceDirection;\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n vec4 plane;\n #ifdef ALPHA_TO_COVERAGE\n float distanceToPlane, distanceGradient;\n float clipOpacity = 1.0;\n #pragma unroll_loop_start\n for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n distanceGradient = fwidth( distanceToPlane ) / 2.0;\n clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n if ( clipOpacity == 0.0 ) discard;\n }\n #pragma unroll_loop_end\n #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n float unionClipOpacity = 1.0;\n #pragma unroll_loop_start\n for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n distanceGradient = fwidth( distanceToPlane ) / 2.0;\n unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n }\n #pragma unroll_loop_end\n clipOpacity *= 1.0 - unionClipOpacity;\n #endif\n diffuseColor.a *= clipOpacity;\n if ( diffuseColor.a == 0.0 ) discard;\n #else\n #pragma unroll_loop_start\n for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n }\n #pragma unroll_loop_end\n #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n bool clipped = true;\n #pragma unroll_loop_start\n for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n }\n #pragma unroll_loop_end\n if ( clipped ) discard;\n #endif\n #endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n varying vec3 vClipPosition;\n uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n varying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n vClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n diffuseColor *= vColor;\n#elif defined( USE_COLOR )\n diffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n varying vec4 vColor;\n#elif defined( USE_COLOR )\n varying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n varying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n varying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n vColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n vColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n vColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n vColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n vec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n vColor.xyz *= batchingColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n return fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n float precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n float precisionSafeLength( vec3 v ) {\n float maxComponent = max3( abs( v ) );\n return length( v / maxComponent ) * maxComponent;\n }\n#endif\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n varying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n mat3 tmp;\n tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n return tmp;\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n return vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n #define cubeUV_minMipLevel 4.0\n #define cubeUV_minTileSize 16.0\n float getFace( vec3 direction ) {\n vec3 absDirection = abs( direction );\n float face = - 1.0;\n if ( absDirection.x > absDirection.z ) {\n if ( absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if ( absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n }\n vec2 getUV( vec3 direction, float face ) {\n vec2 uv;\n if ( face == 0.0 ) {\n uv = vec2( direction.z, direction.y ) / abs( direction.x );\n } else if ( face == 1.0 ) {\n uv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n } else if ( face == 2.0 ) {\n uv = vec2( - direction.x, direction.y ) / abs( direction.z );\n } else if ( face == 3.0 ) {\n uv = vec2( - direction.z, direction.y ) / abs( direction.x );\n } else if ( face == 4.0 ) {\n uv = vec2( - direction.x, direction.z ) / abs( direction.y );\n } else {\n uv = vec2( direction.x, direction.y ) / abs( direction.z );\n }\n return 0.5 * ( uv + 1.0 );\n }\n vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n float face = getFace( direction );\n float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n mipInt = max( mipInt, cubeUV_minMipLevel );\n float faceSize = exp2( mipInt );\n highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n if ( face > 2.0 ) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n uv.x += filterInt * 3.0 * cubeUV_minTileSize;\n uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n uv.x *= CUBEUV_TEXEL_WIDTH;\n uv.y *= CUBEUV_TEXEL_HEIGHT;\n #ifdef texture2DGradEXT\n return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n #else\n return texture2D( envMap, uv ).rgb;\n #endif\n }\n #define cubeUV_r0 1.0\n #define cubeUV_m0 - 2.0\n #define cubeUV_r1 0.8\n #define cubeUV_m1 - 1.0\n #define cubeUV_r4 0.4\n #define cubeUV_m4 2.0\n #define cubeUV_r5 0.305\n #define cubeUV_m5 3.0\n #define cubeUV_r6 0.21\n #define cubeUV_m6 4.0\n float roughnessToMip( float roughness ) {\n float mip = 0.0;\n if ( roughness >= cubeUV_r1 ) {\n mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n } else if ( roughness >= cubeUV_r4 ) {\n mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n } else if ( roughness >= cubeUV_r5 ) {\n mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n } else if ( roughness >= cubeUV_r6 ) {\n mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n } else {\n mip = - 2.0 * log2( 1.16 * roughness ); }\n return mip;\n }\n vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n float mipF = fract( mip );\n float mipInt = floor( mip );\n vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n if ( mipF == 0.0 ) {\n return vec4( color0, 1.0 );\n } else {\n vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n return vec4( mix( color0, color1, mipF ), 1.0 );\n }\n }\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n vec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n mat3 bm = mat3( batchingMatrix );\n transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n transformedNormal = bm * transformedNormal;\n #ifdef USE_TANGENT\n transformedTangent = bm * transformedTangent;\n #endif\n#endif\n#ifdef USE_INSTANCING\n mat3 im = mat3( instanceMatrix );\n transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n transformedNormal = im * transformedNormal;\n #ifdef USE_TANGENT\n transformedTangent = im * transformedTangent;\n #endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n transformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n #ifdef FLIP_SIDED\n transformedTangent = - transformedTangent;\n #endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n #ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n emissiveColor = sRGBTransferEOTF( emissiveColor );\n #endif\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif",colorspace_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",colorspace_pars_fragment:"vec4 LinearTransferOETF( in vec4 value ) {\n return value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n #ifdef ENV_WORLDPOS\n vec3 cameraToFrag;\n if ( isOrthographic ) {\n cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n } else {\n cameraToFrag = normalize( vWorldPosition - cameraPosition );\n }\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToFrag, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n #else\n vec4 envColor = vec4( 0.0 );\n #endif\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n uniform float envMapIntensity;\n uniform float flipEnvMap;\n uniform mat3 envMapRotation;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n \n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n uniform float reflectivity;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n #define ENV_WORLDPOS\n #endif\n #ifdef ENV_WORLDPOS\n varying vec3 vWorldPosition;\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n #define ENV_WORLDPOS\n #endif\n #ifdef ENV_WORLDPOS\n \n varying vec3 vWorldPosition;\n #else\n varying vec3 vReflect;\n uniform float refractionRatio;\n #endif\n#endif",envmap_physical_pars_fragment:"#ifdef USE_ENVMAP\n vec3 getIBLIrradiance( const in vec3 normal ) {\n #ifdef ENVMAP_TYPE_CUBE_UV\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n return PI * envMapColor.rgb * envMapIntensity;\n #else\n return vec3( 0.0 );\n #endif\n }\n vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n #ifdef ENVMAP_TYPE_CUBE_UV\n vec3 reflectVec = reflect( - viewDir, normal );\n reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n return envMapColor.rgb * envMapIntensity;\n #else\n return vec3( 0.0 );\n #endif\n }\n #ifdef USE_ANISOTROPY\n vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n #ifdef ENVMAP_TYPE_CUBE_UV\n vec3 bentNormal = cross( bitangent, viewDir );\n bentNormal = normalize( cross( bentNormal, bitangent ) );\n bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n return getIBLRadiance( viewDir, bentNormal, roughness );\n #else\n return vec3( 0.0 );\n #endif\n }\n #endif\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n #ifdef ENV_WORLDPOS\n vWorldPosition = worldPosition.xyz;\n #else\n vec3 cameraToVertex;\n if ( isOrthographic ) {\n cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n } else {\n cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n }\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #endif\n#endif",fog_vertex:"#ifdef USE_FOG\n vFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n varying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n #ifdef FOG_EXP2\n float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n #endif\n gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n uniform vec3 fogColor;\n varying float vFogDepth;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n uniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n float dotNL = dot( normal, lightDirection );\n vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n #ifdef USE_GRADIENTMAP\n return vec3( texture2D( gradientMap, coord ).r );\n #else\n vec2 fw = fwidth( coord ) * 0.5;\n return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n #endif\n}",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n vec3 diffuseColor;\n float specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_Lambert\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n uniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n float x = normal.x, y = normal.y, z = normal.z;\n vec3 result = shCoefficients[ 0 ] * 0.886227;\n result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n return result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n return irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n vec3 irradiance = ambientLightColor;\n return irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n if ( cutoffDistance > 0.0 ) {\n distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n }\n return distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n return smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n light.color = directionalLight.color;\n light.direction = directionalLight.direction;\n light.visible = true;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n vec3 lVector = pointLight.position - geometryPosition;\n light.direction = normalize( lVector );\n float lightDistance = length( lVector );\n light.color = pointLight.color;\n light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n vec3 lVector = spotLight.position - geometryPosition;\n light.direction = normalize( lVector );\n float angleCos = dot( light.direction, spotLight.direction );\n float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n if ( spotAttenuation > 0.0 ) {\n float lightDistance = length( lVector );\n light.color = spotLight.color * spotAttenuation;\n light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n } else {\n light.color = vec3( 0.0 );\n light.visible = false;\n }\n }\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n struct RectAreaLight {\n vec3 color;\n vec3 position;\n vec3 halfWidth;\n vec3 halfHeight;\n };\n uniform sampler2D ltc_1; uniform sampler2D ltc_2;\n uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n float dotNL = dot( normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n return irradiance;\n }\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n vec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_Toon\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n material.ior = ior;\n #ifdef USE_SPECULAR\n float specularIntensityFactor = specularIntensity;\n vec3 specularColorFactor = specularColor;\n #ifdef USE_SPECULAR_COLORMAP\n specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n #endif\n #ifdef USE_SPECULAR_INTENSITYMAP\n specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n #endif\n material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n #else\n float specularIntensityFactor = 1.0;\n vec3 specularColorFactor = vec3( 1.0 );\n material.specularF90 = 1.0;\n #endif\n material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n material.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n material.clearcoat = clearcoat;\n material.clearcoatRoughness = clearcoatRoughness;\n material.clearcoatF0 = vec3( 0.04 );\n material.clearcoatF90 = 1.0;\n #ifdef USE_CLEARCOATMAP\n material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n #endif\n #ifdef USE_CLEARCOAT_ROUGHNESSMAP\n material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n #endif\n material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n material.clearcoatRoughness += geometryRoughness;\n material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n material.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n material.iridescence = iridescence;\n material.iridescenceIOR = iridescenceIOR;\n #ifdef USE_IRIDESCENCEMAP\n material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n #endif\n #ifdef USE_IRIDESCENCE_THICKNESSMAP\n material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n #else\n material.iridescenceThickness = iridescenceThicknessMaximum;\n #endif\n#endif\n#ifdef USE_SHEEN\n material.sheenColor = sheenColor;\n #ifdef USE_SHEEN_COLORMAP\n material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n #endif\n material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n #ifdef USE_SHEEN_ROUGHNESSMAP\n material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n #endif\n#endif\n#ifdef USE_ANISOTROPY\n #ifdef USE_ANISOTROPYMAP\n mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n #else\n vec2 anisotropyV = anisotropyVector;\n #endif\n material.anisotropy = length( anisotropyV );\n if( material.anisotropy == 0.0 ) {\n anisotropyV = vec2( 1.0, 0.0 );\n } else {\n anisotropyV /= material.anisotropy;\n material.anisotropy = saturate( material.anisotropy );\n }\n material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float specularF90;\n float dispersion;\n #ifdef USE_CLEARCOAT\n float clearcoat;\n float clearcoatRoughness;\n vec3 clearcoatF0;\n float clearcoatF90;\n #endif\n #ifdef USE_IRIDESCENCE\n float iridescence;\n float iridescenceIOR;\n float iridescenceThickness;\n vec3 iridescenceFresnel;\n vec3 iridescenceF0;\n #endif\n #ifdef USE_SHEEN\n vec3 sheenColor;\n float sheenRoughness;\n #endif\n #ifdef IOR\n float ior;\n #endif\n #ifdef USE_TRANSMISSION\n float transmission;\n float transmissionAlpha;\n float thickness;\n float attenuationDistance;\n vec3 attenuationColor;\n #endif\n #ifdef USE_ANISOTROPY\n float anisotropy;\n float alphaT;\n vec3 anisotropyT;\n vec3 anisotropyB;\n #endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = pow2( alpha );\n float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n return 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = pow2( alpha );\n float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n float v = 0.5 / ( gv + gl );\n return saturate(v);\n }\n float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n float a2 = alphaT * alphaB;\n highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n highp float v2 = dot( v, v );\n float w2 = a2 / v2;\n return RECIPROCAL_PI * a2 * pow2 ( w2 );\n }\n#endif\n#ifdef USE_CLEARCOAT\n vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n vec3 f0 = material.clearcoatF0;\n float f90 = material.clearcoatF90;\n float roughness = material.clearcoatRoughness;\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( f0, f90, dotVH );\n float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( V * D );\n }\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n vec3 f0 = material.specularColor;\n float f90 = material.specularF90;\n float roughness = material.roughness;\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( f0, f90, dotVH );\n #ifdef USE_IRIDESCENCE\n F = mix( F, material.iridescenceFresnel, material.iridescence );\n #endif\n #ifdef USE_ANISOTROPY\n float dotTL = dot( material.anisotropyT, lightDir );\n float dotTV = dot( material.anisotropyT, viewDir );\n float dotTH = dot( material.anisotropyT, halfDir );\n float dotBL = dot( material.anisotropyB, lightDir );\n float dotBV = dot( material.anisotropyB, viewDir );\n float dotBH = dot( material.anisotropyB, halfDir );\n float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n #else\n float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n #endif\n return F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n const float LUT_SIZE = 64.0;\n const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n const float LUT_BIAS = 0.5 / LUT_SIZE;\n float dotNV = saturate( dot( N, V ) );\n vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n uv = uv * LUT_SCALE + LUT_BIAS;\n return uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n float l = length( f );\n return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n float x = dot( v1, v2 );\n float y = abs( x );\n float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n float b = 3.4175940 + ( 4.1616724 + y ) * y;\n float v = a / b;\n float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n return cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n vec3 lightNormal = cross( v1, v2 );\n if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n vec3 T1, T2;\n T1 = normalize( V - N * dot( V, N ) );\n T2 = - cross( N, T1 );\n mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n vec3 coords[ 4 ];\n coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n coords[ 0 ] = normalize( coords[ 0 ] );\n coords[ 1 ] = normalize( coords[ 1 ] );\n coords[ 2 ] = normalize( coords[ 2 ] );\n coords[ 3 ] = normalize( coords[ 3 ] );\n vec3 vectorFormFactor = vec3( 0.0 );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n float result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n return vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n float alpha = pow2( roughness );\n float invAlpha = 1.0 / alpha;\n float cos2h = dotNH * dotNH;\n float sin2h = max( 1.0 - cos2h, 0.0078125 );\n return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float D = D_Charlie( sheenRoughness, dotNH );\n float V = V_Neubelt( dotNV, dotNL );\n return sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n float dotNV = saturate( dot( normal, viewDir ) );\n float r2 = roughness * roughness;\n float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n return saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n float dotNV = saturate( dot( normal, viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n return fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n vec2 fab = DFGApprox( normal, viewDir, roughness );\n return specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n vec2 fab = DFGApprox( normal, viewDir, roughness );\n #ifdef USE_IRIDESCENCE\n vec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n #else\n vec3 Fr = specularColor;\n #endif\n vec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n float Ess = fab.x + fab.y;\n float Ems = 1.0 - Ess;\n vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n singleScatter += FssEss;\n multiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 normal = geometryNormal;\n vec3 viewDir = geometryViewDir;\n vec3 position = geometryPosition;\n vec3 lightPos = rectAreaLight.position;\n vec3 halfWidth = rectAreaLight.halfWidth;\n vec3 halfHeight = rectAreaLight.halfHeight;\n vec3 lightColor = rectAreaLight.color;\n float roughness = material.roughness;\n vec3 rectCoords[ 4 ];\n rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n vec2 uv = LTC_Uv( normal, viewDir, roughness );\n vec4 t1 = texture2D( ltc_1, uv );\n vec4 t2 = texture2D( ltc_2, uv );\n mat3 mInv = mat3(\n vec3( t1.x, 0, t1.y ),\n vec3( 0, 1, 0 ),\n vec3( t1.z, 0, t1.w )\n );\n vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n }\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifdef USE_CLEARCOAT\n float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n vec3 ccIrradiance = dotNLcc * directLight.color;\n clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n #endif\n #ifdef USE_SHEEN\n sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n #endif\n reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n #ifdef USE_CLEARCOAT\n clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n #endif\n #ifdef USE_SHEEN\n sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n #endif\n vec3 singleScattering = vec3( 0.0 );\n vec3 multiScattering = vec3( 0.0 );\n vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n #ifdef USE_IRIDESCENCE\n computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n #else\n computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n #endif\n vec3 totalScattering = singleScattering + multiScattering;\n vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n reflectedLight.indirectSpecular += radiance * singleScattering;\n reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct RE_Direct_Physical\n#define RE_Direct_RectArea RE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular RE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n geometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n float dotNVi = saturate( dot( normal, geometryViewDir ) );\n if ( material.iridescenceThickness == 0.0 ) {\n material.iridescence = 0.0;\n } else {\n material.iridescence = saturate( material.iridescence );\n }\n if ( material.iridescence > 0.0 ) {\n material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n }\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n getPointLightInfo( pointLight, geometryPosition, directLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n pointLightShadow = pointLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n #endif\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n vec4 spotColor;\n vec3 spotLightCoord;\n bool inSpotLightMap;\n #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n getSpotLightInfo( spotLight, geometryPosition, directLight );\n #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n #define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n #elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n #define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n #else\n #define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n #endif\n #if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n #endif\n #undef SPOT_LIGHT_MAP_INDEX\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n spotLightShadow = spotLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n getDirectionalLightInfo( directionalLight, directLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n directionalLightShadow = directionalLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n RectAreaLight rectAreaLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n rectAreaLight = rectAreaLights[ i ];\n RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 iblIrradiance = vec3( 0.0 );\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #if defined( USE_LIGHT_PROBES )\n irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n }\n #pragma unroll_loop_end\n #endif\n#endif\n#if defined( RE_IndirectSpecular )\n vec3 radiance = vec3( 0.0 );\n vec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n irradiance += lightMapIrradiance;\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n iblIrradiance += getIBLIrradiance( geometryNormal );\n #endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n #ifdef USE_ANISOTROPY\n radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n #else\n radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n #endif\n #ifdef USE_CLEARCOAT\n clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n #endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n uniform float logDepthBufFC;\n varying float vFragDepth;\n varying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n varying float vFragDepth;\n varying float vIsPerspective;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n vFragDepth = 1.0 + gl_Position.w;\n vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif",map_fragment:"#ifdef USE_MAP\n vec4 sampledDiffuseColor = texture2D( map, vMapUv );\n #ifdef DECODE_VIDEO_TEXTURE\n sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n #endif\n diffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n uniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n #if defined( USE_POINTS_UV )\n vec2 uv = vUv;\n #else\n vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n #endif\n#endif\n#ifdef USE_MAP\n diffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_POINTS_UV )\n varying vec2 vUv;\n#else\n #if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n uniform mat3 uvTransform;\n #endif\n#endif\n#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n metalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif",morphinstance_vertex:"#ifdef USE_INSTANCING_MORPH\n float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n }\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS )\n vColor *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n #if defined( USE_COLOR_ALPHA )\n if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n #elif defined( USE_COLOR )\n if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n #endif\n }\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n objectNormal *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n }\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n #ifndef USE_INSTANCING_MORPH\n uniform float morphTargetBaseInfluence;\n uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n #endif\n uniform sampler2DArray morphTargetsTexture;\n uniform ivec2 morphTargetsTextureSize;\n vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n int y = texelIndex / morphTargetsTextureSize.x;\n int x = texelIndex - y * morphTargetsTextureSize.x;\n ivec3 morphUV = ivec3( x, y, morphTargetIndex );\n return texelFetch( morphTargetsTexture, morphUV, 0 );\n }\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n transformed *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n }\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal *= faceDirection;\n #endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n #ifdef USE_TANGENT\n mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #else\n mat3 tbn = getTangentFrame( - vViewPosition, normal,\n #if defined( USE_NORMALMAP )\n vNormalMapUv\n #elif defined( USE_CLEARCOAT_NORMALMAP )\n vClearcoatNormalMapUv\n #else\n vUv\n #endif\n );\n #endif\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n tbn[0] *= faceDirection;\n tbn[1] *= faceDirection;\n #endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n #ifdef USE_TANGENT\n mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #else\n mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n #endif\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n tbn2[0] *= faceDirection;\n tbn2[1] *= faceDirection;\n #endif\n#endif\nvec3 nonPerturbedNormal = normal;",normal_fragment_maps:"#ifdef USE_NORMALMAP_OBJECTSPACE\n normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n #ifdef FLIP_SIDED\n normal = - normal;\n #endif\n #ifdef DOUBLE_SIDED\n normal = normal * faceDirection;\n #endif\n normal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n mapN.xy *= normalScale;\n normal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n varying vec3 vNormal;\n #ifdef USE_TANGENT\n varying vec3 vTangent;\n varying vec3 vBitangent;\n #endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n varying vec3 vNormal;\n #ifdef USE_TANGENT\n varying vec3 vTangent;\n varying vec3 vBitangent;\n #endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n #ifdef USE_TANGENT\n vTangent = normalize( transformedTangent );\n vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n #endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n uniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( uv.st );\n vec2 st1 = dFdy( uv.st );\n vec3 N = surf_norm;\n vec3 q1perp = cross( q1, N );\n vec3 q0perp = cross( N, q0 );\n vec3 T = q1perp * st0.x + q0perp * st1.x;\n vec3 B = q1perp * st0.y + q0perp * st1.y;\n float det = max( dot( T, T ), dot( B, B ) );\n float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n return mat3( T * scale, B * scale, N );\n }\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n vec3 clearcoatNormal = nonPerturbedNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n clearcoatMapN.xy *= clearcoatNormalScale;\n clearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n uniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n uniform sampler2D clearcoatNormalMap;\n uniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n uniform sampler2D clearcoatRoughnessMap;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n uniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n uniform sampler2D iridescenceThicknessMap;\n#endif",opaque_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n if( v <= 0.0 )\n return vec4( 0., 0., 0., 0. );\n if( v >= 1.0 )\n return vec4( 1., 1., 1., 1. );\n float vuf;\n float af = modf( v * PackFactors.a, vuf );\n float bf = modf( vuf * ShiftRight8, vuf );\n float gf = modf( vuf * ShiftRight8, vuf );\n return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n if( v <= 0.0 )\n return vec3( 0., 0., 0. );\n if( v >= 1.0 )\n return vec3( 1., 1., 1. );\n float vuf;\n float bf = modf( v * PackFactors.b, vuf );\n float gf = modf( vuf * ShiftRight8, vuf );\n return vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n if( v <= 0.0 )\n return vec2( 0., 0. );\n if( v >= 1.0 )\n return vec2( 1., 1. );\n float vuf;\n float gf = modf( v * 256., vuf );\n return vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n return dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n return dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n return depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * depth - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n mvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n vec3 dithering( vec3 color ) {\n float grid_position = rand( gl_FragCoord.xy );\n vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n return color + dither_shift_RGB;\n }\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n roughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n struct DirectionalLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n struct SpotLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n struct PointLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n #endif\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n float depth = unpackRGBAToDepth( texture2D( depths, uv ) );\n #ifdef USE_REVERSED_DEPTH_BUFFER\n return step( depth, compare );\n #else\n return step( compare, depth );\n #endif\n }\n vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n return unpackRGBATo2Half( texture2D( shadow, uv ) );\n }\n float VSMShadow( sampler2D shadow, vec2 uv, float compare ) {\n float occlusion = 1.0;\n vec2 distribution = texture2DDistribution( shadow, uv );\n #ifdef USE_REVERSED_DEPTH_BUFFER\n float hard_shadow = step( distribution.x, compare );\n #else\n float hard_shadow = step( compare, distribution.x );\n #endif\n if ( hard_shadow != 1.0 ) {\n float distance = compare - distribution.x;\n float variance = max( 0.00000, distribution.y * distribution.y );\n float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n }\n return occlusion;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n float shadow = 1.0;\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n float dx2 = dx0 / 2.0;\n float dy2 = dy0 / 2.0;\n float dx3 = dx1 / 2.0;\n float dy3 = dy1 / 2.0;\n shadow = (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 17.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx = texelSize.x;\n float dy = texelSize.y;\n vec2 uv = shadowCoord.xy;\n vec2 f = fract( uv * shadowMapSize + 0.5 );\n uv -= f * texelSize;\n shadow = (\n texture2DCompare( shadowMap, uv, shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n f.x ) +\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n f.x ) +\n mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n f.y ) +\n mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n f.y ) +\n mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n f.x ),\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n f.x ),\n f.y )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_VSM )\n shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n #else\n shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return mix( 1.0, shadow, shadowIntensity );\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n float shadow = 1.0;\n vec3 lightToPosition = shadowCoord.xyz;\n \n float lightToPositionLength = length( lightToPosition );\n if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;\n vec3 bd3D = normalize( lightToPosition );\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n shadow = (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n shadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n return mix( 1.0, shadow, shadowIntensity );\n }\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n struct DirectionalLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n struct SpotLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n struct PointLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n #endif\n#endif",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n vec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n #if NUM_DIR_LIGHT_SHADOWS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n shadowWorldPosition = worldPosition;\n #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n #endif\n vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n directionalLight = directionalLightShadows[ i ];\n shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n spotLight = spotLightShadows[ i ];\n shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n pointLight = pointLightShadows[ i ];\n shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #endif\n return shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n uniform highp sampler2D boneTexture;\n mat4 getBoneMatrix( const in float i ) {\n int size = textureSize( boneTexture, 0 ).x;\n int j = int( i ) * 4;\n int x = j % size;\n int y = j / size;\n vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n return mat4( v1, v2, v3, v4 );\n }\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n transformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n #ifdef USE_TANGENT\n objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n #endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n return saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure / 0.6;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n vec3( 1.6605, - 0.1246, - 0.0182 ),\n vec3( - 0.5876, 1.1329, - 0.1006 ),\n vec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n vec3( 0.6274, 0.0691, 0.0164 ),\n vec3( 0.3293, 0.9195, 0.0880 ),\n vec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n vec3 x2 = x * x;\n vec3 x4 = x2 * x2;\n return + 15.5 * x4 * x2\n - 40.14 * x4 * x\n + 31.96 * x4\n - 6.868 * x2 * x\n + 0.4298 * x2\n + 0.1191 * x\n - 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n const mat3 AgXInsetMatrix = mat3(\n vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n );\n const mat3 AgXOutsetMatrix = mat3(\n vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n );\n const float AgxMinEv = - 12.47393; const float AgxMaxEv = 4.026069;\n color *= toneMappingExposure;\n color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n color = AgXInsetMatrix * color;\n color = max( color, 1e-10 ); color = log2( color );\n color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n color = clamp( color, 0.0, 1.0 );\n color = agxDefaultContrastApprox( color );\n color = AgXOutsetMatrix * color;\n color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n color = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n color = clamp( color, 0.0, 1.0 );\n return color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n const float StartCompression = 0.8 - 0.04;\n const float Desaturation = 0.15;\n color *= toneMappingExposure;\n float x = min( color.r, min( color.g, color.b ) );\n float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n color -= offset;\n float peak = max( color.r, max( color.g, color.b ) );\n if ( peak < StartCompression ) return color;\n float d = 1. - StartCompression;\n float newPeak = 1. - d * d / ( peak + d - StartCompression );\n color *= newPeak / peak;\n float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n return mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n material.transmission = transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n #endif\n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec4 transmitted = getIBLVolumeRefraction(\n n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n material.attenuationColor, material.attenuationDistance );\n material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n uniform float transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n float w0( float a ) {\n return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n }\n float w1( float a ) {\n return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n }\n float w2( float a ){\n return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n }\n float w3( float a ) {\n return ( 1.0 / 6.0 ) * ( a * a * a );\n }\n float g0( float a ) {\n return w0( a ) + w1( a );\n }\n float g1( float a ) {\n return w2( a ) + w3( a );\n }\n float h0( float a ) {\n return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n }\n float h1( float a ) {\n return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n }\n vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n uv = uv * texelSize.zw + 0.5;\n vec2 iuv = floor( uv );\n vec2 fuv = fract( uv );\n float g0x = g0( fuv.x );\n float g1x = g1( fuv.x );\n float h0x = h0( fuv.x );\n float h1x = h1( fuv.x );\n float h0y = h0( fuv.y );\n float h1y = h1( fuv.y );\n vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n }\n vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n vec2 fLodSizeInv = 1.0 / fLodSize;\n vec2 cLodSizeInv = 1.0 / cLodSize;\n vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n return mix( fSample, cSample, fract( lod ) );\n }\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n }\n vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n return vec3( 1.0 );\n } else {\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec4 transmittedLight;\n vec3 transmittance;\n #ifdef USE_DISPERSION\n float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n for ( int i = 0; i < 3; i ++ ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n transmittedLight[ i ] = transmissionSample[ i ];\n transmittedLight.a += transmissionSample.a;\n transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n }\n transmittedLight.a /= 3.0;\n #else\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n #endif\n vec3 attenuatedColor = transmittance * transmittedLight.rgb;\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n }\n#endif",uv_pars_fragment:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n uniform mat3 transmissionMapTransform;\n varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n uniform mat3 thicknessMapTransform;\n varying vec2 vThicknessMapUv;\n#endif",uv_pars_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n uniform mat3 mapTransform;\n varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n uniform mat3 alphaMapTransform;\n varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n uniform mat3 lightMapTransform;\n varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n uniform mat3 aoMapTransform;\n varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n uniform mat3 bumpMapTransform;\n varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n uniform mat3 normalMapTransform;\n varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n uniform mat3 displacementMapTransform;\n varying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n uniform mat3 emissiveMapTransform;\n varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n uniform mat3 metalnessMapTransform;\n varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n uniform mat3 roughnessMapTransform;\n varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n uniform mat3 anisotropyMapTransform;\n varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n uniform mat3 clearcoatMapTransform;\n varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n uniform mat3 clearcoatNormalMapTransform;\n varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n uniform mat3 clearcoatRoughnessMapTransform;\n varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n uniform mat3 sheenColorMapTransform;\n varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n uniform mat3 sheenRoughnessMapTransform;\n varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n uniform mat3 iridescenceMapTransform;\n varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n uniform mat3 iridescenceThicknessMapTransform;\n varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n uniform mat3 specularMapTransform;\n varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n uniform mat3 specularColorMapTransform;\n varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n uniform mat3 specularIntensityMapTransform;\n varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n uniform mat3 transmissionMapTransform;\n varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n uniform mat3 thicknessMapTransform;\n varying vec2 vThicknessMapUv;\n#endif",uv_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n vUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n vec4 worldPosition = vec4( transformed, 1.0 );\n #ifdef USE_BATCHING\n worldPosition = batchingMatrix * worldPosition;\n #endif\n #ifdef USE_INSTANCING\n worldPosition = instanceMatrix * worldPosition;\n #endif\n worldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n gl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n vec4 texColor = texture2D( t2D, vUv );\n #ifdef DECODE_VIDEO_TEXTURE\n texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n #endif\n texColor.rgb *= backgroundIntensity;\n gl_FragColor = texColor;\n #include \n #include \n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n gl_Position.z = gl_Position.w;\n}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n uniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n #ifdef ENVMAP_TYPE_CUBE\n vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n #else\n vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n #endif\n texColor.rgb *= backgroundIntensity;\n gl_FragColor = texColor;\n #include \n #include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n gl_Position.z = gl_Position.w;\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n gl_FragColor = texColor;\n gl_FragColor.a *= opacity;\n #include \n #include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n uniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n vec4 diffuseColor = vec4( 1.0 );\n #include \n #if DEPTH_PACKING == 3200\n diffuseColor.a = opacity;\n #endif\n #include \n #include \n #include \n #include \n #include \n #ifdef USE_REVERSED_DEPTH_BUFFER\n float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n #else\n float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n #endif\n #if DEPTH_PACKING == 3200\n gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n #elif DEPTH_PACKING == 3201\n gl_FragColor = packDepthToRGBA( fragCoordZ );\n #elif DEPTH_PACKING == 3202\n gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n #elif DEPTH_PACKING == 3203\n gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n #endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition.xyz;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n vec4 diffuseColor = vec4( 1.0 );\n #include \n #include \n #include \n #include \n #include \n float dist = length( vWorldPosition - referencePosition );\n dist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n dist = saturate( dist );\n gl_FragColor = packDepthToRGBA( dist );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n vec3 direction = normalize( vWorldDirection );\n vec2 sampleUV = equirectUv( direction );\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include \n #include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vLineDistance = scale * lineDistance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n #include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n #include \n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n #else\n reflectedLight.indirectDiffuse += vec3( 1.0 );\n #endif\n #include \n reflectedLight.indirectDiffuse *= diffuseColor.rgb;\n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 viewDir = normalize( vViewPosition );\n vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n vec3 y = cross( viewDir, x );\n vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n #ifdef USE_MATCAP\n vec4 matcapColor = texture2D( matcap, uv );\n #else\n vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n #endif\n vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n #include \n #include \n #include \n #include \n #include \n #include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n varying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n vViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n varying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n #include \n #include \n #include \n #include \n gl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n #ifdef OPAQUE\n gl_FragColor.a = 1.0;\n #endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n varying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n#ifdef USE_TRANSMISSION\n vWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n #define IOR\n #define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n uniform float ior;\n#endif\n#ifdef USE_SPECULAR\n uniform float specularIntensity;\n uniform vec3 specularColor;\n #ifdef USE_SPECULAR_COLORMAP\n uniform sampler2D specularColorMap;\n #endif\n #ifdef USE_SPECULAR_INTENSITYMAP\n uniform sampler2D specularIntensityMap;\n #endif\n#endif\n#ifdef USE_CLEARCOAT\n uniform float clearcoat;\n uniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n uniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n uniform float iridescence;\n uniform float iridescenceIOR;\n uniform float iridescenceThicknessMinimum;\n uniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n uniform vec3 sheenColor;\n uniform float sheenRoughness;\n #ifdef USE_SHEEN_COLORMAP\n uniform sampler2D sheenColorMap;\n #endif\n #ifdef USE_SHEEN_ROUGHNESSMAP\n uniform sampler2D sheenRoughnessMap;\n #endif\n#endif\n#ifdef USE_ANISOTROPY\n uniform vec2 anisotropyVector;\n #ifdef USE_ANISOTROPYMAP\n uniform sampler2D anisotropyMap;\n #endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n #include \n vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n #ifdef USE_SHEEN\n float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n #endif\n #ifdef USE_CLEARCOAT\n float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n varying vec2 vUv;\n uniform mat3 uvTransform;\n#endif\nvoid main() {\n #ifdef USE_POINTS_UV\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n gl_PointSize = size;\n #ifdef USE_SIZEATTENUATION\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n #endif\n #include \n #include \n #include \n #include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n vec3 outgoingLight = vec3( 0.0 );\n #include \n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n #include \n}",shadow_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n #include \n #include \n #include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 mvPosition = modelViewMatrix[ 3 ];\n vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n #ifndef USE_SIZEATTENUATION\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) scale *= - mvPosition.z;\n #endif\n vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n vec2 rotatedPosition;\n rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n mvPosition.xy += rotatedPosition;\n gl_Position = projectionMatrix * mvPosition;\n #include \n #include \n #include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n vec3 outgoingLight = vec3( 0.0 );\n #include \n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n}"},cq={common:{diffuse:{value:new iE(0xffffff)},opacity:{value:1},map:{value:null},mapTransform:{value:new nJ},alphaMap:{value:null},alphaMapTransform:{value:new nJ},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new nJ}},envmap:{envMap:{value:null},envMapRotation:{value:new nJ},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new nJ}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new nJ}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new nJ},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new nJ},normalScale:{value:new nW(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new nJ},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new nJ}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new nJ}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new nJ}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new iE(0xffffff)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new iE(0xffffff)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new nJ},alphaTest:{value:0},uvTransform:{value:new nJ}},sprite:{diffuse:{value:new iE(0xffffff)},opacity:{value:1},center:{value:new nW(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new nJ},alphaMap:{value:null},alphaMapTransform:{value:new nJ},alphaTest:{value:0}}},cY={basic:{uniforms:as([cq.common,cq.specularmap,cq.envmap,cq.aomap,cq.lightmap,cq.fog]),vertexShader:cX.meshbasic_vert,fragmentShader:cX.meshbasic_frag},lambert:{uniforms:as([cq.common,cq.specularmap,cq.envmap,cq.aomap,cq.lightmap,cq.emissivemap,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.fog,cq.lights,{emissive:{value:new iE(0)}}]),vertexShader:cX.meshlambert_vert,fragmentShader:cX.meshlambert_frag},phong:{uniforms:as([cq.common,cq.specularmap,cq.envmap,cq.aomap,cq.lightmap,cq.emissivemap,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.fog,cq.lights,{emissive:{value:new iE(0)},specular:{value:new iE(1118481)},shininess:{value:30}}]),vertexShader:cX.meshphong_vert,fragmentShader:cX.meshphong_frag},standard:{uniforms:as([cq.common,cq.envmap,cq.aomap,cq.lightmap,cq.emissivemap,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.roughnessmap,cq.metalnessmap,cq.fog,cq.lights,{emissive:{value:new iE(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:cX.meshphysical_vert,fragmentShader:cX.meshphysical_frag},toon:{uniforms:as([cq.common,cq.aomap,cq.lightmap,cq.emissivemap,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.gradientmap,cq.fog,cq.lights,{emissive:{value:new iE(0)}}]),vertexShader:cX.meshtoon_vert,fragmentShader:cX.meshtoon_frag},matcap:{uniforms:as([cq.common,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.fog,{matcap:{value:null}}]),vertexShader:cX.meshmatcap_vert,fragmentShader:cX.meshmatcap_frag},points:{uniforms:as([cq.points,cq.fog]),vertexShader:cX.points_vert,fragmentShader:cX.points_frag},dashed:{uniforms:as([cq.common,cq.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:cX.linedashed_vert,fragmentShader:cX.linedashed_frag},depth:{uniforms:as([cq.common,cq.displacementmap]),vertexShader:cX.depth_vert,fragmentShader:cX.depth_frag},normal:{uniforms:as([cq.common,cq.bumpmap,cq.normalmap,cq.displacementmap,{opacity:{value:1}}]),vertexShader:cX.meshnormal_vert,fragmentShader:cX.meshnormal_frag},sprite:{uniforms:as([cq.sprite,cq.fog]),vertexShader:cX.sprite_vert,fragmentShader:cX.sprite_frag},background:{uniforms:{uvTransform:{value:new nJ},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:cX.background_vert,fragmentShader:cX.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1},backgroundRotation:{value:new nJ}},vertexShader:cX.backgroundCube_vert,fragmentShader:cX.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:cX.cube_vert,fragmentShader:cX.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:cX.equirect_vert,fragmentShader:cX.equirect_frag},distanceRGBA:{uniforms:as([cq.common,cq.displacementmap,{referencePosition:{value:new nX},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:cX.distanceRGBA_vert,fragmentShader:cX.distanceRGBA_frag},shadow:{uniforms:as([cq.lights,cq.fog,{color:{value:new iE(0)},opacity:{value:1}}]),vertexShader:cX.shadow_vert,fragmentShader:cX.shadow_frag}};cY.physical={uniforms:as([cY.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatMapTransform:{value:new nJ},clearcoatNormalMap:{value:null},clearcoatNormalMapTransform:{value:new nJ},clearcoatNormalScale:{value:new nW(1,1)},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatRoughnessMapTransform:{value:new nJ},dispersion:{value:0},iridescence:{value:0},iridescenceMap:{value:null},iridescenceMapTransform:{value:new nJ},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},iridescenceThicknessMapTransform:{value:new nJ},sheen:{value:0},sheenColor:{value:new iE(0)},sheenColorMap:{value:null},sheenColorMapTransform:{value:new nJ},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},sheenRoughnessMapTransform:{value:new nJ},transmission:{value:0},transmissionMap:{value:null},transmissionMapTransform:{value:new nJ},transmissionSamplerSize:{value:new nW},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},thicknessMapTransform:{value:new nJ},attenuationDistance:{value:0},attenuationColor:{value:new iE(0)},specularColor:{value:new iE(1,1,1)},specularColorMap:{value:null},specularColorMapTransform:{value:new nJ},specularIntensity:{value:1},specularIntensityMap:{value:null},specularIntensityMapTransform:{value:new nJ},anisotropyVector:{value:new nW},anisotropyMap:{value:null},anisotropyMapTransform:{value:new nJ}}]),vertexShader:cX.meshphysical_vert,fragmentShader:cX.meshphysical_frag};let cJ={r:0,b:0,g:0},cZ=new rK,cK=new rH;function c$(e,t,n,r,i,a,s){let o,l,u=new iE(0),c=+(!0!==a),h=null,d=0,p=null;function f(e){let r=!0===e.isScene?e.background:null;return r&&r.isTexture&&(r=(e.backgroundBlurriness>0?n:t).get(r)),r}function m(t,n){t.getRGB(cJ,ao(e)),r.buffers.color.setClear(cJ.r,cJ.g,cJ.b,n,s)}return{getClearColor:function(){return u},setClearColor:function(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1;u.set(e),m(u,c=t)},getClearAlpha:function(){return c},setClearAlpha:function(e){m(u,c=e)},render:function(t){let n=!1,i=f(t);null===i?m(u,c):i&&i.isColor&&(m(i,1),n=!0);let a=e.xr.getEnvironmentBlendMode();"additive"===a?r.buffers.color.setClear(0,0,0,1,s):"alpha-blend"===a&&r.buffers.color.setClear(0,0,0,0,s),(e.autoClear||n)&&(r.buffers.depth.setTest(!0),r.buffers.depth.setMask(!0),r.buffers.color.setMask(!0),e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil))},addToRenderList:function(t,n){let r=f(n);r&&(r.isCubeTexture||r.mapping===eE)?(void 0===l&&((l=new an(new ai(1,1,1),new 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au({name:"BackgroundMaterial",uniforms:aa(cY.background.uniforms),vertexShader:cY.background.vertexShader,fragmentShader:cY.background.fragmentShader,side:w,depthTest:!1,depthWrite:!1,fog:!1,allowOverride:!1}))).geometry.deleteAttribute("normal"),Object.defineProperty(o.material,"map",{get:function(){return this.uniforms.t2D.value}}),i.update(o)),o.material.uniforms.t2D.value=r,o.material.uniforms.backgroundIntensity.value=n.backgroundIntensity,o.material.toneMapped=n8.getTransfer(r.colorSpace)!==t1,!0===r.matrixAutoUpdate&&r.updateMatrix(),o.material.uniforms.uvTransform.value.copy(r.matrix),(h!==r||d!==r.version||p!==e.toneMapping)&&(o.material.needsUpdate=!0,h=r,d=r.version,p=e.toneMapping),o.layers.enableAll(),t.unshift(o,o.geometry,o.material,0,0,null))},dispose:function(){void 0!==l&&(l.geometry.dispose(),l.material.dispose(),l=void 0),void 0!==o&&(o.geometry.dispose(),o.material.dispose(),o=void 0)}}}function cQ(e,t){let 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this._fromTexture(e,t)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=hu(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=hl(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(e){this._lodMax=Math.floor(Math.log2(e)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let e=0;ee-4?o=c4[s-e+4-1]:0===s&&(o=0),r.push(o);let l=1/(a-2),u=-l,c=1+l,h=[u,u,c,u,c,c,u,u,c,c,u,c],d=new Float32Array(108),p=new Float32Array(72),f=new Float32Array(36);for(let e=0;e<6;e++){let t=e%3*2/3-1,n=e>2?0:-1,r=[t,n,0,t+2/3,n,0,t+2/3,n+1,0,t,n,0,t+2/3,n+1,0,t,n+1,0];d.set(r,18*e),p.set(h,12*e);let i=[e,e,e,e,e,e];f.set(i,6*e)}let m=new i0;m.setAttribute("position",new iF(d,3)),m.setAttribute("uv",new iF(p,2)),m.setAttribute("faceIndex",new iF(f,1)),t.push(m),i>4&&i--}return{lodPlanes:t,sizeLods:n,sigmas:r}}(r)),this._blurMaterial=function(e,t,n){let r=new Float32Array(20),i=new nX(0,1,0);return new au({name:"SphericalGaussianBlur",defines:{n:20,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:"".concat(e,".0")},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:r},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:i}},vertexShader:hc(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n varying vec3 vOutputDirection;\n\n uniform sampler2D envMap;\n uniform int samples;\n uniform float weights[ n ];\n uniform bool latitudinal;\n uniform float dTheta;\n uniform float mipInt;\n uniform vec3 poleAxis;\n\n #define ENVMAP_TYPE_CUBE_UV\n #include \n\n vec3 getSample( float theta, vec3 axis ) {\n\n float cosTheta = 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an(this._lodPlanes[0],e);this._renderer.compile(t,c5)}_sceneToCubeUV(e,t,n,r,i){let a=new af(90,1,t,n),s=[1,-1,1,1,1,1],o=[1,1,1,-1,-1,-1],l=this._renderer,u=l.autoClear,c=l.toneMapping;l.getClearColor(c6),l.toneMapping=ec,l.autoClear=!1,l.state.buffers.depth.getReversed()&&(l.setRenderTarget(r),l.clearDepth(),l.setRenderTarget(null));let h=new iR({name:"PMREM.Background",side:E,depthWrite:!1,depthTest:!1}),d=new an(new ai,h),p=!1,f=e.background;f?f.isColor&&(h.color.copy(f),e.background=null,p=!0):(h.color.copy(c6),p=!0);for(let t=0;t<6;t++){let n=t%3;0===n?(a.up.set(0,s[t],0),a.position.set(i.x,i.y,i.z),a.lookAt(i.x+o[t],i.y,i.z)):1===n?(a.up.set(0,0,s[t]),a.position.set(i.x,i.y,i.z),a.lookAt(i.x,i.y+o[t],i.z)):(a.up.set(0,s[t],0),a.position.set(i.x,i.y,i.z),a.lookAt(i.x,i.y,i.z+o[t]));let u=this._cubeSize;ho(r,n*u,t>2?u:0,u,u),l.setRenderTarget(r),p&&l.render(d,a),l.render(e,a)}d.geometry.dispose(),d.material.dispose(),l.toneMapping=c,l.autoClear=u,e.background=f}_textureToCubeUV(e,t){let n=this._renderer,r=e.mapping===eb||e.mapping===eS;r?(null===this._cubemapMaterial&&(this._cubemapMaterial=hu()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===e.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=hl());let i=r?this._cubemapMaterial:this._equirectMaterial,a=new an(this._lodPlanes[0],i);i.uniforms.envMap.value=e;let s=this._cubeSize;ho(t,0,0,3*s,2*s),n.setRenderTarget(t),n.render(a,c5)}_applyPMREM(e){let t=this._renderer,n=t.autoClear;t.autoClear=!1;let r=this._lodPlanes.length;for(let t=1;t20&&console.warn("sigmaRadians, ".concat(i,", is too large and will clip, as it requested ").concat(f," samples when the maximum is set to ").concat(20));let m=[],g=0;for(let e=0;e<20;++e){let t=e/p,n=Math.exp(-t*t/2);m.push(n),0===e?g+=n:ev-4?r-v+4:0),_,3*y,2*y),o.setRenderTarget(t),o.render(u,c5)}constructor(e){this._renderer=e,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}}function hs(e,t,n){let r=new ru(e,t,n);return r.texture.mapping=eE,r.texture.name="PMREM.cubeUv",r.scissorTest=!0,r}function ho(e,t,n,r,i){e.viewport.set(t,n,r,i),e.scissor.set(t,n,r,i)}function hl(){return new au({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:hc(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n varying vec3 vOutputDirection;\n\n uniform sampler2D envMap;\n\n #include \n\n void main() {\n\n vec3 outputDirection = normalize( vOutputDirection );\n vec2 uv = equirectUv( outputDirection );\n\n gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n }\n ",blending:A,depthTest:!1,depthWrite:!1})}function hu(){return new au({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:hc(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n uniform float flipEnvMap;\n\n varying vec3 vOutputDirection;\n\n uniform samplerCube envMap;\n\n void main() {\n\n gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n }\n ",blending:A,depthTest:!1,depthWrite:!1})}function hc(){return"\n\n precision mediump float;\n precision mediump int;\n\n attribute float faceIndex;\n\n varying vec3 vOutputDirection;\n\n // RH coordinate system; PMREM face-indexing convention\n vec3 getDirection( vec2 uv, float face ) {\n\n uv = 2.0 * uv - 1.0;\n\n vec3 direction = vec3( uv, 1.0 );\n\n if ( face == 0.0 ) {\n\n direction = direction.zyx; // ( 1, v, u ) pos x\n\n } else if ( face == 1.0 ) {\n\n direction = direction.xzy;\n direction.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n } else if ( face == 2.0 ) {\n\n direction.x *= -1.0; // ( -u, v, 1 ) pos z\n\n } else if ( face == 3.0 ) {\n\n direction = direction.zyx;\n direction.xz *= -1.0; // ( -1, v, -u ) neg x\n\n } else if ( face == 4.0 ) {\n\n direction = direction.xzy;\n direction.xy *= -1.0; // ( -u, -1, v ) neg y\n\n } else if ( face == 5.0 ) {\n\n direction.z *= -1.0; // ( u, v, -1 ) neg z\n\n }\n\n return direction;\n\n }\n\n void main() {\n\n vOutputDirection = getDirection( uv, faceIndex );\n gl_Position = vec4( position, 1.0 );\n\n }\n "}function hh(e){let t=new WeakMap,n=null;function r(e){let n=e.target;n.removeEventListener("dispose",r);let i=t.get(n);void 0!==i&&(t.delete(n),i.dispose())}return{get:function(i){if(i&&i.isTexture){let a=i.mapping,s=a===eM||a===ew,o=a===eb||a===eS;if(s||o){let a=t.get(i),l=void 0!==a?a.texture.pmremVersion:0;if(i.isRenderTargetTexture&&i.pmremVersion!==l)return null===n&&(n=new 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e.replace(/NUM_DIR_LIGHTS/g,t.numDirLights).replace(/NUM_SPOT_LIGHTS/g,t.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,t.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,n).replace(/NUM_RECT_AREA_LIGHTS/g,t.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,t.numPointLights).replace(/NUM_HEMI_LIGHTS/g,t.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,t.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,t.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,t.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,t.numPointLightShadows)}function dx(e,t){return e.replace(/NUM_CLIPPING_PLANES/g,t.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,t.numClippingPlanes-t.numClipIntersection)}let db=/^[ \t]*#include +<([\w\d./]+)>/gm;function dS(e){return e.replace(db,dw)}let dM=new Map;function dw(e,t){let n=cX[t];if(void 0===n){let e=dM.get(t);if(void 0!==e)n=cX[e],console.warn('THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.',t,e);else throw Error("Can not resolve #include <"+t+">")}return dS(n)}let dE=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function dT(e){return e.replace(dE,dA)}function dA(e,t,n,r){let i="";for(let e=parseInt(t);e0&&(i+="\n"),(a=["#define SHADER_TYPE "+n.shaderType,"#define SHADER_NAME "+n.shaderName,x].filter(dy).join("\n")).length>0&&(a+="\n")):(i=[dC(n),"#define SHADER_TYPE "+n.shaderType,"#define SHADER_NAME "+n.shaderName,x,n.extensionClipCullDistance?"#define USE_CLIP_DISTANCE":"",n.batching?"#define USE_BATCHING":"",n.batchingColor?"#define USE_BATCHING_COLOR":"",n.instancing?"#define USE_INSTANCING":"",n.instancingColor?"#define USE_INSTANCING_COLOR":"",n.instancingMorph?"#define USE_INSTANCING_MORPH":"",n.useFog&&n.fog?"#define USE_FOG":"",n.useFog&&n.fogExp2?"#define FOG_EXP2":"",n.map?"#define USE_MAP":"",n.envMap?"#define USE_ENVMAP":"",n.envMap?"#define 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USE_METALNESSMAP":"",n.alphaMap?"#define USE_ALPHAMAP":"",n.alphaHash?"#define USE_ALPHAHASH":"",n.transmission?"#define USE_TRANSMISSION":"",n.transmissionMap?"#define USE_TRANSMISSIONMAP":"",n.thicknessMap?"#define USE_THICKNESSMAP":"",n.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",n.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",n.mapUv?"#define MAP_UV "+n.mapUv:"",n.alphaMapUv?"#define ALPHAMAP_UV "+n.alphaMapUv:"",n.lightMapUv?"#define LIGHTMAP_UV "+n.lightMapUv:"",n.aoMapUv?"#define AOMAP_UV "+n.aoMapUv:"",n.emissiveMapUv?"#define EMISSIVEMAP_UV "+n.emissiveMapUv:"",n.bumpMapUv?"#define BUMPMAP_UV "+n.bumpMapUv:"",n.normalMapUv?"#define NORMALMAP_UV "+n.normalMapUv:"",n.displacementMapUv?"#define DISPLACEMENTMAP_UV "+n.displacementMapUv:"",n.metalnessMapUv?"#define METALNESSMAP_UV "+n.metalnessMapUv:"",n.roughnessMapUv?"#define ROUGHNESSMAP_UV "+n.roughnessMapUv:"",n.anisotropyMapUv?"#define ANISOTROPYMAP_UV "+n.anisotropyMapUv:"",n.clearcoatMapUv?"#define CLEARCOATMAP_UV 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USE_CLEARCOAT_ROUGHNESSMAP":"",n.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",n.dispersion?"#define USE_DISPERSION":"",n.iridescence?"#define USE_IRIDESCENCE":"",n.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",n.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",n.specularMap?"#define USE_SPECULARMAP":"",n.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",n.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",n.roughnessMap?"#define USE_ROUGHNESSMAP":"",n.metalnessMap?"#define USE_METALNESSMAP":"",n.alphaMap?"#define USE_ALPHAMAP":"",n.alphaTest?"#define USE_ALPHATEST":"",n.alphaHash?"#define USE_ALPHAHASH":"",n.sheen?"#define USE_SHEEN":"",n.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",n.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",n.transmission?"#define USE_TRANSMISSION":"",n.transmissionMap?"#define USE_TRANSMISSIONMAP":"",n.thicknessMap?"#define USE_THICKNESSMAP":"",n.vertexTangents&&!1===n.flatShading?"#define USE_TANGENT":"",n.vertexColors||n.instancingColor||n.batchingColor?"#define USE_COLOR":"",n.vertexAlphas?"#define USE_COLOR_ALPHA":"",n.vertexUv1s?"#define USE_UV1":"",n.vertexUv2s?"#define USE_UV2":"",n.vertexUv3s?"#define USE_UV3":"",n.pointsUvs?"#define USE_POINTS_UV":"",n.gradientMap?"#define USE_GRADIENTMAP":"",n.flatShading?"#define FLAT_SHADED":"",n.doubleSided?"#define DOUBLE_SIDED":"",n.flipSided?"#define FLIP_SIDED":"",n.shadowMapEnabled?"#define USE_SHADOWMAP":"",n.shadowMapEnabled?"#define "+f:"",n.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",n.numLightProbes>0?"#define USE_LIGHT_PROBES":"",n.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",n.decodeVideoTextureEmissive?"#define DECODE_VIDEO_TEXTURE_EMISSIVE":"",n.logarithmicDepthBuffer?"#define USE_LOGARITHMIC_DEPTH_BUFFER":"",n.reversedDepthBuffer?"#define USE_REVERSED_DEPTH_BUFFER":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",n.toneMapping!==ec?"#define 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Log:",o):(""===l||""===u)&&(d=!1);d&&(t.diagnostics={runnable:h,programLog:o,vertexShader:{log:l,prefix:i},fragmentShader:{log:u,prefix:a}})}c.deleteShader(C),c.deleteShader(R),s=new dd(c,w),o=function(e,t){let n={},r=e.getProgramParameter(t,e.ACTIVE_ATTRIBUTES);for(let i=0;i0,Z=a.clearcoat>0,K=a.dispersion>0,$=a.iridescence>0,Q=a.sheen>0,ee=a.transmission>0,et=J&&!!a.anisotropyMap,en=Z&&!!a.clearcoatMap,er=Z&&!!a.clearcoatNormalMap,ei=Z&&!!a.clearcoatRoughnessMap,ea=$&&!!a.iridescenceMap,es=$&&!!a.iridescenceThicknessMap,eo=Q&&!!a.sheenColorMap,el=Q&&!!a.sheenRoughnessMap,eu=!!a.specularMap,eh=!!a.specularColorMap,ed=!!a.specularIntensityMap,ep=ee&&!!a.transmissionMap,ef=ee&&!!a.thicknessMap,em=!!a.gradientMap,eg=!!a.alphaMap,ev=a.alphaTest>0,ey=!!a.alphaHash,e_=!!a.extensions,ex=ec;a.toneMapped&&(null===D||!0===D.isXRRenderTarget)&&(ex=e.toneMapping);let eb={shaderID:P,shaderType:a.type,shaderName:a.name,vertexShader:y,fragmentShader:_,defines:a.defines,customVertexShaderID:x,customFragmentShaderID:b,isRawShaderMaterial:!0===a.isRawShaderMaterial,glslVersion:a.glslVersion,precision:p,batching:F,batchingColor:F&&null!==v._colorsTexture,instancing:O,instancingColor:O&&null!==v.instanceColor,instancingMorph:O&&null!==v.morphTexture,supportsVertexTextures:d,outputColorSpace:null===D?e.outputColorSpace:!0===D.isXRRenderTarget?D.texture.colorSpace:tQ,alphaToCoverage:!!a.alphaToCoverage,map:k,matcap:z,envMap:B,envMapMode:B&&A.mapping,envMapCubeUVHeight:R,aoMap:H,lightMap:V,bumpMap:G,normalMap:W,displacementMap:d&&j,emissiveMap:X,normalMapObjectSpace:W&&a.normalMapType===tZ,normalMapTangentSpace:W&&a.normalMapType===tJ,metalnessMap:q,roughnessMap:Y,anisotropy:J,anisotropyMap:et,clearcoat:Z,clearcoatMap:en,clearcoatNormalMap:er,clearcoatRoughnessMap:ei,dispersion:K,iridescence:$,iridescenceMap:ea,iridescenceThicknessMap:es,sheen:Q,sheenColorMap:eo,sheenRoughnessMap:el,specularMap:eu,specularColorMap:eh,specularIntensityMap:ed,transmission:ee,transmissionMap:ep,thicknessMap:ef,gradientMap:em,opaque:!1===a.transparent&&a.blending===C&&!1===a.alphaToCoverage,alphaMap:eg,alphaTest:ev,alphaHash:ey,combine:a.combine,mapUv:k&&m(a.map.channel),aoMapUv:H&&m(a.aoMap.channel),lightMapUv:V&&m(a.lightMap.channel),bumpMapUv:G&&m(a.bumpMap.channel),normalMapUv:W&&m(a.normalMap.channel),displacementMapUv:j&&m(a.displacementMap.channel),emissiveMapUv:X&&m(a.emissiveMap.channel),metalnessMapUv:q&&m(a.metalnessMap.channel),roughnessMapUv:Y&&m(a.roughnessMap.channel),anisotropyMapUv:et&&m(a.anisotropyMap.channel),clearcoatMapUv:en&&m(a.clearcoatMap.channel),clearcoatNormalMapUv:er&&m(a.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:ei&&m(a.clearcoatRoughnessMap.channel),iridescenceMapUv:ea&&m(a.iridescenceMap.channel),iridescenceThicknessMapUv:es&&m(a.iridescenceThicknessMap.channel),sheenColorMapUv:eo&&m(a.sheenColorMap.channel),sheenRoughnessMapUv:el&&m(a.sheenRoughnessMap.channel),specularMapUv:eu&&m(a.specularMap.channel),specularColorMapUv:eh&&m(a.specularColorMap.channel),specularIntensityMapUv:ed&&m(a.specularIntensityMap.channel),transmissionMapUv:ep&&m(a.transmissionMap.channel),thicknessMapUv:ef&&m(a.thicknessMap.channel),alphaMapUv:eg&&m(a.alphaMap.channel),vertexTangents:!!M.attributes.tangent&&(W||J),vertexColors:a.vertexColors,vertexAlphas:!0===a.vertexColors&&!!M.attributes.color&&4===M.attributes.color.itemSize,pointsUvs:!0===v.isPoints&&!!M.attributes.uv&&(k||eg),fog:!!S,useFog:!0===a.fog,fogExp2:!!S&&S.isFogExp2,flatShading:!0===a.flatShading&&!1===a.wireframe,sizeAttenuation:!0===a.sizeAttenuation,logarithmicDepthBuffer:h,reversedDepthBuffer:U,skinning:!0===v.isSkinnedMesh,morphTargets:void 0!==M.morphAttributes.position,morphNormals:void 0!==M.morphAttributes.normal,morphColors:void 0!==M.morphAttributes.color,morphTargetsCount:L,morphTextureStride:N,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numSpotLightMaps:o.spotLightMap.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numSpotLightShadowsWithMaps:o.numSpotLightShadowsWithMaps,numLightProbes:o.numLightProbes,numClippingPlanes:s.numPlanes,numClipIntersection:s.numIntersection,dithering:a.dithering,shadowMapEnabled:e.shadowMap.enabled&&c.length>0,shadowMapType:e.shadowMap.type,toneMapping:ex,decodeVideoTexture:k&&!0===a.map.isVideoTexture&&n8.getTransfer(a.map.colorSpace)===t1,decodeVideoTextureEmissive:X&&!0===a.emissiveMap.isVideoTexture&&n8.getTransfer(a.emissiveMap.colorSpace)===t1,premultipliedAlpha:a.premultipliedAlpha,doubleSided:a.side===T,flipSided:a.side===E,useDepthPacking:a.depthPacking>=0,depthPacking:a.depthPacking||0,index0AttributeName:a.index0AttributeName,extensionClipCullDistance:e_&&!0===a.extensions.clipCullDistance&&r.has("WEBGL_clip_cull_distance"),extensionMultiDraw:(e_&&!0===a.extensions.multiDraw||F)&&r.has("WEBGL_multi_draw"),rendererExtensionParallelShaderCompile:r.has("KHR_parallel_shader_compile"),customProgramCacheKey:a.customProgramCacheKey()};return eb.vertexUv1s=u.has(1),eb.vertexUv2s=u.has(2),eb.vertexUv3s=u.has(3),u.clear(),eb},getProgramCacheKey:function(t){var n,r,i,a;let s=[];if(t.shaderID?s.push(t.shaderID):(s.push(t.customVertexShaderID),s.push(t.customFragmentShaderID)),void 0!==t.defines)for(let e in t.defines)s.push(e),s.push(t.defines[e]);return!1===t.isRawShaderMaterial&&(n=s,r=t,n.push(r.precision),n.push(r.outputColorSpace),n.push(r.envMapMode),n.push(r.envMapCubeUVHeight),n.push(r.mapUv),n.push(r.alphaMapUv),n.push(r.lightMapUv),n.push(r.aoMapUv),n.push(r.bumpMapUv),n.push(r.normalMapUv),n.push(r.displacementMapUv),n.push(r.emissiveMapUv),n.push(r.metalnessMapUv),n.push(r.roughnessMapUv),n.push(r.anisotropyMapUv),n.push(r.clearcoatMapUv),n.push(r.clearcoatNormalMapUv),n.push(r.clearcoatRoughnessMapUv),n.push(r.iridescenceMapUv),n.push(r.iridescenceThicknessMapUv),n.push(r.sheenColorMapUv),n.push(r.sheenRoughnessMapUv),n.push(r.specularMapUv),n.push(r.specularColorMapUv),n.push(r.specularIntensityMapUv),n.push(r.transmissionMapUv),n.push(r.thicknessMapUv),n.push(r.combine),n.push(r.fogExp2),n.push(r.sizeAttenuation),n.push(r.morphTargetsCount),n.push(r.morphAttributeCount),n.push(r.numDirLights),n.push(r.numPointLights),n.push(r.numSpotLights),n.push(r.numSpotLightMaps),n.push(r.numHemiLights),n.push(r.numRectAreaLights),n.push(r.numDirLightShadows),n.push(r.numPointLightShadows),n.push(r.numSpotLightShadows),n.push(r.numSpotLightShadowsWithMaps),n.push(r.numLightProbes),n.push(r.shadowMapType),n.push(r.toneMapping),n.push(r.numClippingPlanes),n.push(r.numClipIntersection),n.push(r.depthPacking),i=s,a=t,o.disableAll(),a.supportsVertexTextures&&o.enable(0),a.instancing&&o.enable(1),a.instancingColor&&o.enable(2),a.instancingMorph&&o.enable(3),a.matcap&&o.enable(4),a.envMap&&o.enable(5),a.normalMapObjectSpace&&o.enable(6),a.normalMapTangentSpace&&o.enable(7),a.clearcoat&&o.enable(8),a.iridescence&&o.enable(9),a.alphaTest&&o.enable(10),a.vertexColors&&o.enable(11),a.vertexAlphas&&o.enable(12),a.vertexUv1s&&o.enable(13),a.vertexUv2s&&o.enable(14),a.vertexUv3s&&o.enable(15),a.vertexTangents&&o.enable(16),a.anisotropy&&o.enable(17),a.alphaHash&&o.enable(18),a.batching&&o.enable(19),a.dispersion&&o.enable(20),a.batchingColor&&o.enable(21),a.gradientMap&&o.enable(22),i.push(o.mask),o.disableAll(),a.fog&&o.enable(0),a.useFog&&o.enable(1),a.flatShading&&o.enable(2),a.logarithmicDepthBuffer&&o.enable(3),a.reversedDepthBuffer&&o.enable(4),a.skinning&&o.enable(5),a.morphTargets&&o.enable(6),a.morphNormals&&o.enable(7),a.morphColors&&o.enable(8),a.premultipliedAlpha&&o.enable(9),a.shadowMapEnabled&&o.enable(10),a.doubleSided&&o.enable(11),a.flipSided&&o.enable(12),a.useDepthPacking&&o.enable(13),a.dithering&&o.enable(14),a.transmission&&o.enable(15),a.sheen&&o.enable(16),a.opaque&&o.enable(17),a.pointsUvs&&o.enable(18),a.decodeVideoTexture&&o.enable(19),a.decodeVideoTextureEmissive&&o.enable(20),a.alphaToCoverage&&o.enable(21),i.push(o.mask),s.push(e.outputColorSpace)),s.push(t.customProgramCacheKey),s.join()},getUniforms:function(e){let t,n=f[e.type];if(n){let e=cY[n];t=al.clone(e.uniforms)}else t=e.uniforms;return t},acquireProgram:function(t,n){let r;for(let e=0,t=c.length;e0?r.push(c):!0===s.transparent?i.push(c):n.push(c)},unshift:function(e,t,s,o,l,u){let c=a(e,t,s,o,l,u);s.transmission>0?r.unshift(c):!0===s.transparent?i.unshift(c):n.unshift(c)},finish:function(){for(let n=t,r=e.length;n1&&n.sort(e||dU),r.length>1&&r.sort(t||dO),i.length>1&&i.sort(t||dO)}}}function dk(){let e=new WeakMap;return{get:function(t,n){let r,i=e.get(t);return void 0===i?(r=new dF,e.set(t,[r])):n>=i.length?(r=new dF,i.push(r)):r=i[n],r},dispose:function(){e=new WeakMap}}}function dz(){let e={};return{get:function(t){let n;if(void 0!==e[t.id])return e[t.id];switch(t.type){case"DirectionalLight":n={direction:new nX,color:new iE};break;case"SpotLight":n={position:new nX,direction:new nX,color:new iE,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":n={position:new nX,color:new iE,distance:0,decay:0};break;case"HemisphereLight":n={direction:new nX,skyColor:new iE,groundColor:new iE};break;case"RectAreaLight":n={color:new iE,position:new nX,halfWidth:new nX,halfHeight:new nX}}return e[t.id]=n,n}}}let dB=0;function dH(e,t){return 2*!!t.castShadow-2*!!e.castShadow+ +!!t.map-!!e.map}function dV(e){let t=new dz,n=function(){let e={};return{get:function(t){let n;if(void 0!==e[t.id])return e[t.id];switch(t.type){case"DirectionalLight":case"SpotLight":n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new nW};break;case"PointLight":n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new nW,shadowCameraNear:1,shadowCameraFar:1e3}}return 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e=0;e<9;e++)r.probe[e].addScaledVector(_.sh.coefficients[e],b);y++}else if(_.isDirectionalLight){let e=t.get(_);if(e.color.copy(_.color).multiplyScalar(_.intensity),_.castShadow){let e=_.shadow,t=n.get(_);t.shadowIntensity=e.intensity,t.shadowBias=e.bias,t.shadowNormalBias=e.normalBias,t.shadowRadius=e.radius,t.shadowMapSize=e.mapSize,r.directionalShadow[l]=t,r.directionalShadowMap[l]=M,r.directionalShadowMatrix[l]=_.shadow.matrix,p++}r.directional[l]=e,l++}else if(_.isSpotLight){let e=t.get(_);e.position.setFromMatrixPosition(_.matrixWorld),e.color.copy(x).multiplyScalar(b),e.distance=S,e.coneCos=Math.cos(_.angle),e.penumbraCos=Math.cos(_.angle*(1-_.penumbra)),e.decay=_.decay,r.spot[c]=e;let i=_.shadow;if(_.map&&(r.spotLightMap[g]=_.map,g++,i.updateMatrices(_),_.castShadow&&v++),r.spotLightMatrix[c]=i.matrix,_.castShadow){let e=n.get(_);e.shadowIntensity=i.intensity,e.shadowBias=i.bias,e.shadowNormalBias=i.normalBias,e.shadowRadius=i.radius,e.shadowMapSize=i.mapSize,r.spotShadow[c]=e,r.spotShadowMap[c]=M,m++}c++}else if(_.isRectAreaLight){let e=t.get(_);e.color.copy(x).multiplyScalar(b),e.halfWidth.set(.5*_.width,0,0),e.halfHeight.set(0,.5*_.height,0),r.rectArea[h]=e,h++}else if(_.isPointLight){let e=t.get(_);if(e.color.copy(_.color).multiplyScalar(_.intensity),e.distance=_.distance,e.decay=_.decay,_.castShadow){let e=_.shadow,t=n.get(_);t.shadowIntensity=e.intensity,t.shadowBias=e.bias,t.shadowNormalBias=e.normalBias,t.shadowRadius=e.radius,t.shadowMapSize=e.mapSize,t.shadowCameraNear=e.camera.near,t.shadowCameraFar=e.camera.far,r.pointShadow[u]=t,r.pointShadowMap[u]=M,r.pointShadowMatrix[u]=_.shadow.matrix,f++}r.point[u]=e,u++}else if(_.isHemisphereLight){let e=t.get(_);e.skyColor.copy(_.color).multiplyScalar(b),e.groundColor.copy(_.groundColor).multiplyScalar(b),r.hemi[d]=e,d++}}h>0&&(!0===e.has("OES_texture_float_linear")?(r.rectAreaLTC1=cq.LTC_FLOAT_1,r.rectAreaLTC2=cq.LTC_FLOAT_2):(r.rectAreaLTC1=cq.LTC_HALF_1,r.rectAreaLTC2=cq.LTC_HALF_2)),r.ambient[0]=a,r.ambient[1]=s,r.ambient[2]=o;let _=r.hash;(_.directionalLength!==l||_.pointLength!==u||_.spotLength!==c||_.rectAreaLength!==h||_.hemiLength!==d||_.numDirectionalShadows!==p||_.numPointShadows!==f||_.numSpotShadows!==m||_.numSpotMaps!==g||_.numLightProbes!==y)&&(r.directional.length=l,r.spot.length=c,r.rectArea.length=h,r.point.length=u,r.hemi.length=d,r.directionalShadow.length=p,r.directionalShadowMap.length=p,r.pointShadow.length=f,r.pointShadowMap.length=f,r.spotShadow.length=m,r.spotShadowMap.length=m,r.directionalShadowMatrix.length=p,r.pointShadowMatrix.length=f,r.spotLightMatrix.length=m+g-v,r.spotLightMap.length=g,r.numSpotLightShadowsWithMaps=v,r.numLightProbes=y,_.directionalLength=l,_.pointLength=u,_.spotLength=c,_.rectAreaLength=h,_.hemiLength=d,_.numDirectionalShadows=p,_.numPointShadows=f,_.numSpotShadows=m,_.numSpotMaps=g,_.numLightProbes=y,r.version=dB++)},setupView:function(e,t){let n=0,o=0,l=0,u=0,c=0,h=t.matrixWorldInverse;for(let t=0,d=e.length;t1&&void 0!==arguments[1]?arguments[1]:0,a=t.get(n);return void 0===a?(r=new dG(e),t.set(n,[r])):i>=a.length?(r=new dG(e),a.push(r)):r=a[i],r},dispose:function(){t=new WeakMap}}}function dj(e,t,n){let r=new sd,i=new nW,a=new nW,s=new ro,o=new lp({depthPacking:tX}),l=new lf,u={},c=n.maxTextureSize,h={[w]:E,[E]:w,[T]:T},d=new au({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new nW},radius:{value:4}},vertexShader:"void main() {\n gl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n const float samples = float( VSM_SAMPLES );\n float mean = 0.0;\n float squared_mean = 0.0;\n float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n float uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n for ( float i = 0.0; i < samples; i ++ ) {\n float uvOffset = uvStart + i * uvStride;\n #ifdef HORIZONTAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( 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_(e){for(let t in e.target.removeEventListener("dispose",_),u){let n=u[t],r=e.target.uuid;r in n&&(n[r].dispose(),delete n[r])}}this.render=function(n,o,l){if(!1===g.enabled||!1===g.autoUpdate&&!1===g.needsUpdate||0===n.length)return;let u=e.getRenderTarget(),h=e.getActiveCubeFace(),f=e.getActiveMipmapLevel(),_=e.state;_.setBlending(A),!0===_.buffers.depth.getReversed()?_.buffers.color.setClear(0,0,0,0):_.buffers.color.setClear(1,1,1,1),_.buffers.depth.setTest(!0),_.setScissorTest(!1);let x=v!==M&&this.type===M,b=v===M&&this.type!==M;for(let u=0,h=n.length;uc||i.y>c)&&(i.x>c&&(a.x=Math.floor(c/g.x),i.x=a.x*g.x,f.mapSize.x=a.x),i.y>c&&(a.y=Math.floor(c/g.y),i.y=a.y*g.y,f.mapSize.y=a.y)),null===f.map||!0===x||!0===b){let e=this.type!==M?{minFilter:eR,magFilter:eR}:{};null!==f.map&&f.map.dispose(),f.map=new ru(i.x,i.y,e),f.map.texture.name=h.name+".shadowMap",f.camera.updateProjectionMatrix()}e.setRenderTarget(f.map),e.clear();let v=f.getViewportCount();for(let n=0;n=1:-1!==em.indexOf("OpenGL ES")&&(ef=parseFloat(/^OpenGL ES (\d)/.exec(em)[1])>=2);let eg=null,ev={},ey=e.getParameter(e.SCISSOR_BOX),e_=e.getParameter(e.VIEWPORT),ex=new ro().fromArray(ey),eb=new ro().fromArray(e_);function eS(t,n,r,i){let a=new Uint8Array(4),s=e.createTexture();e.bindTexture(t,s),e.texParameteri(t,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(t,e.TEXTURE_MAG_FILTER,e.NEAREST);for(let s=0;sn||i.height>n)&&(r=n/Math.max(i.width,i.height)),r<1)if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap||"undefined"!=typeof VideoFrame&&e instanceof VideoFrame){let n=Math.floor(r*i.width),a=Math.floor(r*i.height);void 0===o&&(o=f(n,a));let s=t?f(n,a):o;return s.width=n,s.height=a,s.getContext("2d").drawImage(e,0,0,n,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+i.width+"x"+i.height+") to 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t=s?t0:n8.getTransfer(a);i===e.FLOAT&&(o=e.RGBA32F),i===e.HALF_FLOAT&&(o=e.RGBA16F),i===e.UNSIGNED_BYTE&&(o=t===t1?e.SRGB8_ALPHA8:e.RGBA8),i===e.UNSIGNED_SHORT_4_4_4_4&&(o=e.RGBA4),i===e.UNSIGNED_SHORT_5_5_5_1&&(o=e.RGB5_A1)}return(o===e.R16F||o===e.R32F||o===e.RG16F||o===e.RG32F||o===e.RGBA16F||o===e.RGBA32F)&&t.get("EXT_color_buffer_float"),o}function _(t,n){let r;return t?null===n||n===eW||n===eJ?r=e.DEPTH24_STENCIL8:n===ej?r=e.DEPTH32F_STENCIL8:n===eV&&(r=e.DEPTH24_STENCIL8,console.warn("DepthTexture: 16 bit depth attachment is not supported with stencil. 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a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:r.COMPRESSED_RGBA_ASTC_8x5_KHR;if(n===tg)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:r.COMPRESSED_RGBA_ASTC_8x6_KHR;if(n===tv)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:r.COMPRESSED_RGBA_ASTC_8x8_KHR;if(n===ty)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:r.COMPRESSED_RGBA_ASTC_10x5_KHR;if(n===t_)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:r.COMPRESSED_RGBA_ASTC_10x6_KHR;if(n===tx)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:r.COMPRESSED_RGBA_ASTC_10x8_KHR;if(n===tb)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:r.COMPRESSED_RGBA_ASTC_10x10_KHR;if(n===tS)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:r.COMPRESSED_RGBA_ASTC_12x10_KHR;if(n===tM)return a===t1?r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:r.COMPRESSED_RGBA_ASTC_12x12_KHR}if(n===tw||n===tE||n===tT){if(null===(r=t.get("EXT_texture_compression_bptc")))return null;if(n===tw)return a===t1?r.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:r.COMPRESSED_RGBA_BPTC_UNORM_EXT;if(n===tE)return r.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;if(n===tT)return r.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT}if(n===tA||n===tC||n===tR||n===tP){if(null===(r=t.get("EXT_texture_compression_rgtc")))return null;if(n===tA)return r.COMPRESSED_RED_RGTC1_EXT;if(n===tC)return r.COMPRESSED_SIGNED_RED_RGTC1_EXT;if(n===tR)return r.COMPRESSED_RED_GREEN_RGTC2_EXT;if(n===tP)return r.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT}return n===eJ?e.UNSIGNED_INT_24_8:void 0!==e[n]?e[n]:null}}}class dZ{init(e,t){if(null===this.texture){let n=new s9(e.texture);(e.depthNear!==t.depthNear||e.depthFar!==t.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=n}}getMesh(e){if(null!==this.texture&&null===this.mesh){let t=e.cameras[0].viewport,n=new au({vertexShader:"\nvoid main() {\n\n gl_Position = vec4( position, 1.0 );\n\n}",fragmentShader:"\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n if ( coord.x >= 1.0 ) {\n\n gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n } else {\n\n gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n }\n\n}",uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new an(new o4(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}}class dK extends nL{constructor(e,t){super();let n=this,r=null,i=1,a=null,s="local-floor",o=1,l=null,u=null,c=null,h=null,d=null,p=null,f="undefined"!=typeof XRWebGLBinding,m=new dZ,g={},v=t.getContextAttributes(),y=null,_=null,x=[],b=[],S=new nW,M=null,w=new af;w.viewport=new ro;let E=new af;E.viewport=new ro;let T=[w,E],A=new uS,C=null,R=null;function P(e){let t=b.indexOf(e.inputSource);if(-1===t)return;let n=x[t];void 0!==n&&(n.update(e.inputSource,e.frame,l||a),n.dispatchEvent({type:e.type,data:e.inputSource}))}function I(){r.removeEventListener("select",P),r.removeEventListener("selectstart",P),r.removeEventListener("selectend",P),r.removeEventListener("squeeze",P),r.removeEventListener("squeezestart",P),r.removeEventListener("squeezeend",P),r.removeEventListener("end",I),r.removeEventListener("inputsourceschange",L);for(let e=0;e=0&&(b[r]=null,x[r].disconnect(n))}for(let t=0;t=b.length){b.push(n),r=e;break}else if(null===b[e]){b[e]=n,r=e;break}if(-1===r)break}let i=x[r];i&&i.connect(n)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(e){let t=x[e];return void 0===t&&(t=new ax,x[e]=t),t.getTargetRaySpace()},this.getControllerGrip=function(e){let t=x[e];return void 0===t&&(t=new ax,x[e]=t),t.getGripSpace()},this.getHand=function(e){let t=x[e];return void 0===t&&(t=new ax,x[e]=t),t.getHandSpace()},this.setFramebufferScaleFactor=function(e){i=e,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(e){s=e,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return l||a},this.setReferenceSpace=function(e){l=e},this.getBaseLayer=function(){return null!==h?h:d},this.getBinding=function(){return null===c&&f&&(c=new XRWebGLBinding(r,t)),c},this.getFrame=function(){return p},this.getSession=function(){return r},this.setSession=async function(u){if(null!==(r=u)){if(y=e.getRenderTarget(),r.addEventListener("select",P),r.addEventListener("selectstart",P),r.addEventListener("selectend",P),r.addEventListener("squeeze",P),r.addEventListener("squeezestart",P),r.addEventListener("squeezeend",P),r.addEventListener("end",I),r.addEventListener("inputsourceschange",L),!0!==v.xrCompatible&&await t.makeXRCompatible(),M=e.getPixelRatio(),e.getSize(S),f&&"createProjectionLayer"in XRWebGLBinding.prototype){let n=null,a=null,s=null;v.depth&&(s=v.stencil?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT24,n=v.stencil?e2:e1,a=v.stencil?eJ:eW);let o={colorFormat:t.RGBA8,depthFormat:s,scaleFactor:i};h=(c=this.getBinding()).createProjectionLayer(o),r.updateRenderState({layers:[h]}),e.setPixelRatio(1),e.setSize(h.textureWidth,h.textureHeight,!1),_=new ru(h.textureWidth,h.textureHeight,{format:e0,type:ez,depthTexture:new s8(h.textureWidth,h.textureHeight,a,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:v.stencil,colorSpace:e.outputColorSpace,samples:4*!!v.antialias,resolveDepthBuffer:!1===h.ignoreDepthValues,resolveStencilBuffer:!1===h.ignoreDepthValues})}else{let n={antialias:v.antialias,alpha:!0,depth:v.depth,stencil:v.stencil,framebufferScaleFactor:i};d=new XRWebGLLayer(r,t,n),r.updateRenderState({baseLayer:d}),e.setPixelRatio(1),e.setSize(d.framebufferWidth,d.framebufferHeight,!1),_=new ru(d.framebufferWidth,d.framebufferHeight,{format:e0,type:ez,colorSpace:e.outputColorSpace,stencilBuffer:v.stencil,resolveDepthBuffer:!1===d.ignoreDepthValues,resolveStencilBuffer:!1===d.ignoreDepthValues})}_.isXRRenderTarget=!0,this.setFoveation(o),l=null,a=await r.requestReferenceSpace(s),F.setContext(r),F.start(),n.isPresenting=!0,n.dispatchEvent({type:"sessionstart"})}},this.getEnvironmentBlendMode=function(){if(null!==r)return r.environmentBlendMode},this.getDepthTexture=function(){return m.getDepthTexture()};let N=new nX,D=new nX;function U(e,t){null===t?e.matrixWorld.copy(e.matrix):e.matrixWorld.multiplyMatrices(t.matrixWorld,e.matrix),e.matrixWorldInverse.copy(e.matrixWorld).invert()}this.updateCamera=function(e){var t,n,i;if(null===r)return;let a=e.near,s=e.far;null!==m.texture&&(m.depthNear>0&&(a=m.depthNear),m.depthFar>0&&(s=m.depthFar)),A.near=E.near=w.near=a,A.far=E.far=w.far=s,(C!==A.near||R!==A.far)&&(r.updateRenderState({depthNear:A.near,depthFar:A.far}),C=A.near,R=A.far),A.layers.mask=6|e.layers.mask,w.layers.mask=3&A.layers.mask,E.layers.mask=5&A.layers.mask;let o=e.parent,l=A.cameras;U(A,o);for(let e=0;e0&&(e.alphaTest.value=r.alphaTest);let i=t.get(r),a=i.envMap,s=i.envMapRotation;a&&(e.envMap.value=a,d$.copy(s),d$.x*=-1,d$.y*=-1,d$.z*=-1,a.isCubeTexture&&!1===a.isRenderTargetTexture&&(d$.y*=-1,d$.z*=-1),e.envMapRotation.value.setFromMatrix4(dQ.makeRotationFromEuler(d$)),e.flipEnvMap.value=a.isCubeTexture&&!1===a.isRenderTargetTexture?-1:1,e.reflectivity.value=r.reflectivity,e.ior.value=r.ior,e.refractionRatio.value=r.refractionRatio),r.lightMap&&(e.lightMap.value=r.lightMap,e.lightMapIntensity.value=r.lightMapIntensity,n(r.lightMap,e.lightMapTransform)),r.aoMap&&(e.aoMap.value=r.aoMap,e.aoMapIntensity.value=r.aoMapIntensity,n(r.aoMap,e.aoMapTransform))}return{refreshFogUniforms:function(t,n){n.color.getRGB(t.fogColor.value,ao(e)),n.isFog?(t.fogNear.value=n.near,t.fogFar.value=n.far):n.isFogExp2&&(t.fogDensity.value=n.density)},refreshMaterialUniforms:function(e,i,a,s,o){var l,u,c,h,d,p,f,m,g,v,y,_,x,b,S,M,w,T,A,C,R;i.isMeshBasicMaterial||i.isMeshLambertMaterial?r(e,i):i.isMeshToonMaterial?(r(e,i),l=e,(u=i).gradientMap&&(l.gradientMap.value=u.gradientMap)):i.isMeshPhongMaterial?(r(e,i),c=e,h=i,c.specular.value.copy(h.specular),c.shininess.value=Math.max(h.shininess,1e-4)):i.isMeshStandardMaterial?(r(e,i),d=e,p=i,d.metalness.value=p.metalness,p.metalnessMap&&(d.metalnessMap.value=p.metalnessMap,n(p.metalnessMap,d.metalnessMapTransform)),d.roughness.value=p.roughness,p.roughnessMap&&(d.roughnessMap.value=p.roughnessMap,n(p.roughnessMap,d.roughnessMapTransform)),p.envMap&&(d.envMapIntensity.value=p.envMapIntensity),i.isMeshPhysicalMaterial&&(f=e,m=i,g=o,f.ior.value=m.ior,m.sheen>0&&(f.sheenColor.value.copy(m.sheenColor).multiplyScalar(m.sheen),f.sheenRoughness.value=m.sheenRoughness,m.sheenColorMap&&(f.sheenColorMap.value=m.sheenColorMap,n(m.sheenColorMap,f.sheenColorMapTransform)),m.sheenRoughnessMap&&(f.sheenRoughnessMap.value=m.sheenRoughnessMap,n(m.sheenRoughnessMap,f.sheenRoughnessMapTransform))),m.clearcoat>0&&(f.clearcoat.value=m.clearcoat,f.clearcoatRoughness.value=m.clearcoatRoughness,m.clearcoatMap&&(f.clearcoatMap.value=m.clearcoatMap,n(m.clearcoatMap,f.clearcoatMapTransform)),m.clearcoatRoughnessMap&&(f.clearcoatRoughnessMap.value=m.clearcoatRoughnessMap,n(m.clearcoatRoughnessMap,f.clearcoatRoughnessMapTransform)),m.clearcoatNormalMap&&(f.clearcoatNormalMap.value=m.clearcoatNormalMap,n(m.clearcoatNormalMap,f.clearcoatNormalMapTransform),f.clearcoatNormalScale.value.copy(m.clearcoatNormalScale),m.side===E&&f.clearcoatNormalScale.value.negate())),m.dispersion>0&&(f.dispersion.value=m.dispersion),m.iridescence>0&&(f.iridescence.value=m.iridescence,f.iridescenceIOR.value=m.iridescenceIOR,f.iridescenceThicknessMinimum.value=m.iridescenceThicknessRange[0],f.iridescenceThicknessMaximum.value=m.iridescenceThicknessRange[1],m.iridescenceMap&&(f.iridescenceMap.value=m.iridescenceMap,n(m.iridescenceMap,f.iridescenceMapTransform)),m.iridescenceThicknessMap&&(f.iridescenceThicknessMap.value=m.iridescenceThicknessMap,n(m.iridescenceThicknessMap,f.iridescenceThicknessMapTransform))),m.transmission>0&&(f.transmission.value=m.transmission,f.transmissionSamplerMap.value=g.texture,f.transmissionSamplerSize.value.set(g.width,g.height),m.transmissionMap&&(f.transmissionMap.value=m.transmissionMap,n(m.transmissionMap,f.transmissionMapTransform)),f.thickness.value=m.thickness,m.thicknessMap&&(f.thicknessMap.value=m.thicknessMap,n(m.thicknessMap,f.thicknessMapTransform)),f.attenuationDistance.value=m.attenuationDistance,f.attenuationColor.value.copy(m.attenuationColor)),m.anisotropy>0&&(f.anisotropyVector.value.set(m.anisotropy*Math.cos(m.anisotropyRotation),m.anisotropy*Math.sin(m.anisotropyRotation)),m.anisotropyMap&&(f.anisotropyMap.value=m.anisotropyMap,n(m.anisotropyMap,f.anisotropyMapTransform))),f.specularIntensity.value=m.specularIntensity,f.specularColor.value.copy(m.specularColor),m.specularColorMap&&(f.specularColorMap.value=m.specularColorMap,n(m.specularColorMap,f.specularColorMapTransform)),m.specularIntensityMap&&(f.specularIntensityMap.value=m.specularIntensityMap,n(m.specularIntensityMap,f.specularIntensityMapTransform)))):i.isMeshMatcapMaterial?(r(e,i),v=e,(y=i).matcap&&(v.matcap.value=y.matcap)):i.isMeshDepthMaterial?r(e,i):i.isMeshDistanceMaterial?(r(e,i),function(e,n){let r=t.get(n).light;e.referencePosition.value.setFromMatrixPosition(r.matrixWorld),e.nearDistance.value=r.shadow.camera.near,e.farDistance.value=r.shadow.camera.far}(e,i)):i.isMeshNormalMaterial?r(e,i):i.isLineBasicMaterial?(_=e,x=i,_.diffuse.value.copy(x.color),_.opacity.value=x.opacity,x.map&&(_.map.value=x.map,n(x.map,_.mapTransform)),i.isLineDashedMaterial&&(b=e,S=i,b.dashSize.value=S.dashSize,b.totalSize.value=S.dashSize+S.gapSize,b.scale.value=S.scale)):i.isPointsMaterial?(M=e,w=i,T=a,A=s,M.diffuse.value.copy(w.color),M.opacity.value=w.opacity,M.size.value=w.size*T,M.scale.value=.5*A,w.map&&(M.map.value=w.map,n(w.map,M.uvTransform)),w.alphaMap&&(M.alphaMap.value=w.alphaMap,n(w.alphaMap,M.alphaMapTransform)),w.alphaTest>0&&(M.alphaTest.value=w.alphaTest)):i.isSpriteMaterial?(C=e,R=i,C.diffuse.value.copy(R.color),C.opacity.value=R.opacity,C.rotation.value=R.rotation,R.map&&(C.map.value=R.map,n(R.map,C.mapTransform)),R.alphaMap&&(C.alphaMap.value=R.alphaMap,n(R.alphaMap,C.alphaMapTransform)),R.alphaTest>0&&(C.alphaTest.value=R.alphaTest)):i.isShadowMaterial?(e.color.value.copy(i.color),e.opacity.value=i.opacity):i.isShaderMaterial&&(i.uniformsNeedUpdate=!1)}}}function d1(e,t,n,r){let i={},a={},s=[],o=e.getParameter(e.MAX_UNIFORM_BUFFER_BINDINGS);function l(e){let t={boundary:0,storage:0};return"number"==typeof e||"boolean"==typeof e?(t.boundary=4,t.storage=4):e.isVector2?(t.boundary=8,t.storage=8):e.isVector3||e.isColor?(t.boundary=16,t.storage=12):e.isVector4?(t.boundary=16,t.storage=16):e.isMatrix3?(t.boundary=48,t.storage=48):e.isMatrix4?(t.boundary=64,t.storage=64):e.isTexture?console.warn("THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group."):console.warn("THREE.WebGLRenderer: Unsupported uniform value type.",e),t}function u(t){let n=t.target;n.removeEventListener("dispose",u);let r=s.indexOf(n.__bindingPointIndex);s.splice(r,1),e.deleteBuffer(i[n.id]),delete i[n.id],delete a[n.id]}return{bind:function(e,t){let n=t.program;r.uniformBlockBinding(e,n)},update:function(n,c){let h=i[n.id];void 0===h&&(function(e){let t=e.uniforms,n=0;for(let e=0,r=t.length;e0&&(n+=16-r),e.__size=n,e.__cache={}}(n),h=function(t){let n=function(){for(let e=0;e2)||void 0===arguments[2]||arguments[2];if(eT.isPresenting)return void console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting.");ea=e,es=t,P.width=Math.floor(e*eo),P.height=Math.floor(t*eo),!0===n&&(P.style.width=e+"px",P.style.height=t+"px"),this.setViewport(0,0,e,t)},this.getDrawingBufferSize=function(e){return e.set(ea*eo,es*eo).floor()},this.setDrawingBufferSize=function(e,t,n){ea=e,es=t,eo=n,P.width=Math.floor(e*n),P.height=Math.floor(t*n),this.setViewport(0,0,e,t)},this.getCurrentViewport=function(e){return e.copy(ee)},this.getViewport=function(e){return e.copy(eh)},this.setViewport=function(e,t,n,r){e.isVector4?eh.set(e.x,e.y,e.z,e.w):eh.set(e,t,n,r),i.viewport(ee.copy(eh).multiplyScalar(eo).round())},this.getScissor=function(e){return e.copy(ed)},this.setScissor=function(e,t,n,r){e.isVector4?ed.set(e.x,e.y,e.z,e.w):ed.set(e,t,n,r),i.scissor(et.copy(ed).multiplyScalar(eo).round())},this.getScissorTest=function(){return ep},this.setScissorTest=function(e){i.setScissorTest(ep=e)},this.setOpaqueSort=function(e){el=e},this.setTransparentSort=function(e){eu=e},this.getClearColor=function(e){return e.copy(x.getClearColor())},this.setClearColor=function(){x.setClearColor(...arguments)},this.getClearAlpha=function(){return x.getClearAlpha()},this.setClearAlpha=function(){x.setClearAlpha(...arguments)},this.clear=function(){let e=!(arguments.length>0)||void 0===arguments[0]||arguments[0],t=!(arguments.length>1)||void 0===arguments[1]||arguments[1],n=!(arguments.length>2)||void 0===arguments[2]||arguments[2],r=0;if(e){let e=!1;if(null!==K){let t=K.texture.format;e=t===e9||t===e6||t===e4}if(e){let e=K.texture.type,t=e===ez||e===eW||e===eV||e===eJ||e===eq||e===eY,n=x.getClearColor(),r=x.getClearAlpha(),i=n.r,a=n.g,s=n.b;t?(H[0]=i,H[1]=a,H[2]=s,H[3]=r,eM.clearBufferuiv(eM.COLOR,0,H)):(V[0]=i,V[1]=a,V[2]=s,V[3]=r,eM.clearBufferiv(eM.COLOR,0,V))}else 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e.define({[tQ]:{primaries:t,whitePoint:r,transfer:t0,toXYZ:n5,fromXYZ:n6,luminanceCoefficients:n,workingColorSpaceConfig:{unpackColorSpace:t$},outputColorSpaceConfig:{drawingBufferColorSpace:t$}},[t$]:{primaries:t,whitePoint:r,transfer:t1,toXYZ:n5,fromXYZ:n6,luminanceCoefficients:n,outputColorSpaceConfig:{drawingBufferColorSpace:t$}}}),e}();function n9(e){return e<.04045?.0773993808*e:Math.pow(.9478672986*e+.0521327014,2.4)}function n7(e){return e<.0031308?12.92*e:1.055*Math.pow(e,.41666)-.055}class re{static getDataURL(e){let n,r=arguments.length>1&&void 0!==arguments[1]?arguments[1]:"image/png";if(/^data:/i.test(e.src)||"undefined"==typeof HTMLCanvasElement)return e.src;if(e instanceof HTMLCanvasElement)n=e;else{void 0===t&&(t=n0("canvas")),t.width=e.width,t.height=e.height;let r=t.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),n=t}return n.toDataURL(r)}static sRGBToLinear(e){if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){let t=n0("canvas");t.width=e.width,t.height=e.height;let n=t.getContext("2d");n.drawImage(e,0,0,e.width,e.height);let r=n.getImageData(0,0,e.width,e.height),i=r.data;for(let e=0;e0&&(n.userData=this.userData),t||(e.textures[this.uuid]=n),n}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(e){if(this.mapping!==ex)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case eT:e.x=e.x-Math.floor(e.x);break;case eA:e.x=e.x<0?0:1;break;case eC:1===Math.abs(Math.floor(e.x)%2)?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x)}if(e.y<0||e.y>1)switch(this.wrapT){case eT:e.y=e.y-Math.floor(e.y);break;case eA:e.y=e.y<0?0:1;break;case eC:1===Math.abs(Math.floor(e.y)%2)?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y)}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){!0===e&&(this.version++,this.source.needsUpdate=!0)}set needsPMREMUpdate(e){!0===e&&this.pmremVersion++}constructor(e=rs.DEFAULT_IMAGE,t=rs.DEFAULT_MAPPING,n=eA,r=eA,i=eD,a=eF,s=e0,o=ez,l=rs.DEFAULT_ANISOTROPY,u=tK){super(),this.isTexture=!0,Object.defineProperty(this,"id",{value:ri++}),this.uuid=nF(),this.name="",this.source=new rn(e),this.mipmaps=[],this.mapping=t,this.channel=0,this.wrapS=n,this.wrapT=r,this.magFilter=i,this.minFilter=a,this.anisotropy=l,this.format=s,this.internalFormat=null,this.type=o,this.offset=new nW(0,0),this.repeat=new nW(1,1),this.center=new nW(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new nJ,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.colorSpace=u,this.userData={},this.updateRanges=[],this.version=0,this.onUpdate=null,this.renderTarget=null,this.isRenderTargetTexture=!1,this.isArrayTexture=!!e&&!!e.depth&&e.depth>1,this.pmremVersion=0}}rs.DEFAULT_IMAGE=null,rs.DEFAULT_MAPPING=ex,rs.DEFAULT_ANISOTROPY=1;class ro{get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,n,r){return this.x=e,this.y=t,this.z=n,this.w=r,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0!==e.w?e.w:1,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){let t=this.x,n=this.y,r=this.z,i=this.w,a=e.elements;return this.x=a[0]*t+a[4]*n+a[8]*r+a[12]*i,this.y=a[1]*t+a[5]*n+a[9]*r+a[13]*i,this.z=a[2]*t+a[6]*n+a[10]*r+a[14]*i,this.w=a[3]*t+a[7]*n+a[11]*r+a[15]*i,this}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this.w/=e.w,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);let t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,n,r,i,a=e.elements,s=a[0],o=a[4],l=a[8],u=a[1],c=a[5],h=a[9],d=a[2],p=a[6],f=a[10];if(.01>Math.abs(o-u)&&.01>Math.abs(l-d)&&.01>Math.abs(h-p)){if(.1>Math.abs(o+u)&&.1>Math.abs(l+d)&&.1>Math.abs(h+p)&&.1>Math.abs(s+c+f-3))return this.set(1,0,0,0),this;t=Math.PI;let e=(s+1)/2,a=(c+1)/2,m=(f+1)/2,g=(o+u)/4,v=(l+d)/4,y=(h+p)/4;return e>a&&e>m?e<.01?(n=0,r=.707106781,i=.707106781):(r=g/(n=Math.sqrt(e)),i=v/n):a>m?a<.01?(n=.707106781,r=0,i=.707106781):(n=g/(r=Math.sqrt(a)),i=y/r):m<.01?(n=.707106781,r=.707106781,i=0):(n=v/(i=Math.sqrt(m)),r=y/i),this.set(n,r,i,t),this}let m=Math.sqrt((p-h)*(p-h)+(l-d)*(l-d)+(u-o)*(u-o));return .001>Math.abs(m)&&(m=1),this.x=(p-h)/m,this.y=(l-d)/m,this.z=(u-o)/m,this.w=Math.acos((s+c+f-1)/2),this}setFromMatrixPosition(e){let t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this.w=t[15],this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=nk(this.x,e.x,t.x),this.y=nk(this.y,e.y,t.y),this.z=nk(this.z,e.z,t.z),this.w=nk(this.w,e.w,t.w),this}clampScalar(e,t){return this.x=nk(this.x,e,t),this.y=nk(this.y,e,t),this.z=nk(this.z,e,t),this.w=nk(this.w,e,t),this}clampLength(e,t){let n=this.length();return this.divideScalar(n||1).multiplyScalar(nk(n,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this.w=Math.trunc(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this.z=e.z+(t.z-e.z)*n,this.w=e.w+(t.w-e.w)*n,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}constructor(e=0,t=0,n=0,r=1){ro.prototype.isVector4=!0,this.x=e,this.y=t,this.z=n,this.w=r}}class rl extends nL{_setTextureOptions(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t={minFilter:eD,generateMipmaps:!1,flipY:!1,internalFormat:null};void 0!==e.mapping&&(t.mapping=e.mapping),void 0!==e.wrapS&&(t.wrapS=e.wrapS),void 0!==e.wrapT&&(t.wrapT=e.wrapT),void 0!==e.wrapR&&(t.wrapR=e.wrapR),void 0!==e.magFilter&&(t.magFilter=e.magFilter),void 0!==e.minFilter&&(t.minFilter=e.minFilter),void 0!==e.format&&(t.format=e.format),void 0!==e.type&&(t.type=e.type),void 0!==e.anisotropy&&(t.anisotropy=e.anisotropy),void 0!==e.colorSpace&&(t.colorSpace=e.colorSpace),void 0!==e.flipY&&(t.flipY=e.flipY),void 0!==e.generateMipmaps&&(t.generateMipmaps=e.generateMipmaps),void 0!==e.internalFormat&&(t.internalFormat=e.internalFormat);for(let e=0;e2&&void 0!==arguments[2]?arguments[2]:1;if(this.width!==e||this.height!==t||this.depth!==n){this.width=e,this.height=t,this.depth=n;for(let r=0,i=this.textures.length;r1;this.dispose()}this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.scissor.copy(e.scissor),this.scissorTest=e.scissorTest,this.viewport.copy(e.viewport),this.textures.length=0;for(let t=0,n=e.textures.length;t1&&void 0!==arguments[1]&&arguments[1];return this.makeEmpty(),this.expandByObject(e,t)}clone(){return new this.constructor().copy(this)}copy(e){return this.min.copy(e.min),this.max.copy(e.max),this}makeEmpty(){return this.min.x=this.min.y=this.min.z=Infinity,this.max.x=this.max.y=this.max.z=-1/0,this}isEmpty(){return this.max.x1&&void 0!==arguments[1]&&arguments[1];e.updateWorldMatrix(!1,!1);let n=e.geometry;if(void 0!==n){let r=n.getAttribute("position");if(!0===t&&void 0!==r&&!0!==e.isInstancedMesh)for(let t=0,n=r.count;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y&&e.z>=this.min.z&&e.z<=this.max.z}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y&&e.max.z>=this.min.z&&e.min.z<=this.max.z}intersectsSphere(e){return this.clampPoint(e.center,rg),rg.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,n;return e.normal.x>0?(t=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),t<=-e.constant&&n>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(rw),rE.subVectors(this.max,rw),ry.subVectors(e.a,rw),r_.subVectors(e.b,rw),rx.subVectors(e.c,rw),rb.subVectors(r_,ry),rS.subVectors(rx,r_),rM.subVectors(ry,rx);let t=[0,-rb.z,rb.y,0,-rS.z,rS.y,0,-rM.z,rM.y,rb.z,0,-rb.x,rS.z,0,-rS.x,rM.z,0,-rM.x,-rb.y,rb.x,0,-rS.y,rS.x,0,-rM.y,rM.x,0];return!!rC(t,ry,r_,rx,rE)&&!!rC(t=[1,0,0,0,1,0,0,0,1],ry,r_,rx,rE)&&(rT.crossVectors(rb,rS),rC(t=[rT.x,rT.y,rT.z],ry,r_,rx,rE))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,rg).distanceTo(e)}getBoundingSphere(e){return this.isEmpty()?e.makeEmpty():(this.getCenter(e.center),e.radius=.5*this.getSize(rg).length()),e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()||(rm[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),rm[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),rm[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),rm[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),rm[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),rm[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),rm[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),rm[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(rm)),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}toJSON(){return{min:this.min.toArray(),max:this.max.toArray()}}fromJSON(e){return this.min.fromArray(e.min),this.max.fromArray(e.max),this}constructor(e=new nX(Infinity,Infinity,Infinity),t=new nX(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=e,this.max=t}}let rm=[new nX,new nX,new nX,new nX,new nX,new nX,new nX,new nX],rg=new nX,rv=new rf,ry=new nX,r_=new nX,rx=new nX,rb=new nX,rS=new nX,rM=new nX,rw=new nX,rE=new nX,rT=new nX,rA=new nX;function rC(e,t,n,r,i){for(let a=0,s=e.length-3;a<=s;a+=3){rA.fromArray(e,a);let s=i.x*Math.abs(rA.x)+i.y*Math.abs(rA.y)+i.z*Math.abs(rA.z),o=t.dot(rA),l=n.dot(rA),u=r.dot(rA);if(Math.max(-Math.max(o,l,u),Math.min(o,l,u))>s)return!1}return!0}let rR=new rf,rP=new nX,rI=new nX;class rL{set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){let n=this.center;void 0!==t?n.copy(t):rR.setFromPoints(e).getCenter(n);let r=0;for(let t=0,i=e.length;tthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?e.makeEmpty():(e.set(this.center,this.center),e.expandByScalar(this.radius)),e}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;rP.subVectors(e,this.center);let t=rP.lengthSq();if(t>this.radius*this.radius){let e=Math.sqrt(t),n=(e-this.radius)*.5;this.center.addScaledVector(rP,n/e),this.radius+=n}return this}union(e){return e.isEmpty()||(this.isEmpty()?this.copy(e):!0===this.center.equals(e.center)?this.radius=Math.max(this.radius,e.radius):(rI.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(rP.copy(e.center).add(rI)),this.expandByPoint(rP.copy(e.center).sub(rI)))),this}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}toJSON(){return{radius:this.radius,center:this.center.toArray()}}fromJSON(e){return this.radius=e.radius,this.center.fromArray(e.center),this}constructor(e=new nX,t=-1){this.isSphere=!0,this.center=e,this.radius=t}}let rN=new nX,rD=new nX,rU=new nX,rO=new nX,rF=new nX,rk=new nX,rz=new nX;class rB{set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.origin).addScaledVector(this.direction,e)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,rN)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);let n=t.dot(this.direction);return n<0?t.copy(this.origin):t.copy(this.origin).addScaledVector(this.direction,n)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){let t=rN.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(rN.copy(this.origin).addScaledVector(this.direction,t),rN.distanceToSquared(e))}distanceSqToSegment(e,t,n,r){let i,a,s,o;rD.copy(e).add(t).multiplyScalar(.5),rU.copy(t).sub(e).normalize(),rO.copy(this.origin).sub(rD);let l=.5*e.distanceTo(t),u=-this.direction.dot(rU),c=rO.dot(this.direction),h=-rO.dot(rU),d=rO.lengthSq(),p=Math.abs(1-u*u);if(p>0)if(i=u*h-c,a=u*c-h,o=l*p,i>=0)if(a>=-o)if(a<=o){let e=1/p;i*=e,a*=e,s=i*(i+u*a+2*c)+a*(u*i+a+2*h)+d}else s=-(i=Math.max(0,-(u*(a=l)+c)))*i+a*(a+2*h)+d;else s=-(i=Math.max(0,-(u*(a=-l)+c)))*i+a*(a+2*h)+d;else a<=-o?(a=(i=Math.max(0,-(-u*l+c)))>0?-l:Math.min(Math.max(-l,-h),l),s=-i*i+a*(a+2*h)+d):a<=o?(i=0,s=(a=Math.min(Math.max(-l,-h),l))*(a+2*h)+d):(a=(i=Math.max(0,-(u*l+c)))>0?l:Math.min(Math.max(-l,-h),l),s=-i*i+a*(a+2*h)+d);else a=u>0?-l:l,s=-(i=Math.max(0,-(u*a+c)))*i+a*(a+2*h)+d;return n&&n.copy(this.origin).addScaledVector(this.direction,i),r&&r.copy(rD).addScaledVector(rU,a),s}intersectSphere(e,t){rN.subVectors(e.center,this.origin);let n=rN.dot(this.direction),r=rN.dot(rN)-n*n,i=e.radius*e.radius;if(r>i)return null;let a=Math.sqrt(i-r),s=n-a,o=n+a;return o<0?null:s<0?this.at(o,t):this.at(s,t)}intersectsSphere(e){return!(e.radius<0)&&this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){let t=e.normal.dot(this.direction);if(0===t)return 0===e.distanceToPoint(this.origin)?0:null;let n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null}intersectPlane(e,t){let n=this.distanceToPlane(e);return null===n?null:this.at(n,t)}intersectsPlane(e){let t=e.distanceToPoint(this.origin);return!!(0===t||e.normal.dot(this.direction)*t<0)}intersectBox(e,t){let n,r,i,a,s,o,l=1/this.direction.x,u=1/this.direction.y,c=1/this.direction.z,h=this.origin;return(l>=0?(n=(e.min.x-h.x)*l,r=(e.max.x-h.x)*l):(n=(e.max.x-h.x)*l,r=(e.min.x-h.x)*l),u>=0?(i=(e.min.y-h.y)*u,a=(e.max.y-h.y)*u):(i=(e.max.y-h.y)*u,a=(e.min.y-h.y)*u),n>a||i>r||((i>n||isNaN(n))&&(n=i),(a=0?(s=(e.min.z-h.z)*c,o=(e.max.z-h.z)*c):(s=(e.max.z-h.z)*c,o=(e.min.z-h.z)*c),n>o||s>r||((s>n||n!=n)&&(n=s),(o=0?n:r,t)}intersectsBox(e){return null!==this.intersectBox(e,rN)}intersectTriangle(e,t,n,r,i){let a;rF.subVectors(t,e),rk.subVectors(n,e),rz.crossVectors(rF,rk);let s=this.direction.dot(rz);if(s>0){if(r)return null;a=1}else{if(!(s<0))return null;a=-1,s=-s}rO.subVectors(this.origin,e);let o=a*this.direction.dot(rk.crossVectors(rO,rk));if(o<0)return null;let l=a*this.direction.dot(rF.cross(rO));if(l<0||o+l>s)return null;let u=-a*rO.dot(rz);return u<0?null:this.at(u/s,i)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}constructor(e=new nX,t=new nX(0,0,-1)){this.origin=e,this.direction=t}}class rH{set(e,t,n,r,i,a,s,o,l,u,c,h,d,p,f,m){let g=this.elements;return g[0]=e,g[4]=t,g[8]=n,g[12]=r,g[1]=i,g[5]=a,g[9]=s,g[13]=o,g[2]=l,g[6]=u,g[10]=c,g[14]=h,g[3]=d,g[7]=p,g[11]=f,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new rH().fromArray(this.elements)}copy(e){let t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],t[9]=n[9],t[10]=n[10],t[11]=n[11],t[12]=n[12],t[13]=n[13],t[14]=n[14],t[15]=n[15],this}copyPosition(e){let t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this}setFromMatrix3(e){let t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this}extractRotation(e){let t=this.elements,n=e.elements,r=1/rV.setFromMatrixColumn(e,0).length(),i=1/rV.setFromMatrixColumn(e,1).length(),a=1/rV.setFromMatrixColumn(e,2).length();return t[0]=n[0]*r,t[1]=n[1]*r,t[2]=n[2]*r,t[3]=0,t[4]=n[4]*i,t[5]=n[5]*i,t[6]=n[6]*i,t[7]=0,t[8]=n[8]*a,t[9]=n[9]*a,t[10]=n[10]*a,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){let t=this.elements,n=e.x,r=e.y,i=e.z,a=Math.cos(n),s=Math.sin(n),o=Math.cos(r),l=Math.sin(r),u=Math.cos(i),c=Math.sin(i);if("XYZ"===e.order){let e=a*u,n=a*c,r=s*u,i=s*c;t[0]=o*u,t[4]=-o*c,t[8]=l,t[1]=n+r*l,t[5]=e-i*l,t[9]=-s*o,t[2]=i-e*l,t[6]=r+n*l,t[10]=a*o}else if("YXZ"===e.order){let e=o*u,n=o*c,r=l*u,i=l*c;t[0]=e+i*s,t[4]=r*s-n,t[8]=a*l,t[1]=a*c,t[5]=a*u,t[9]=-s,t[2]=n*s-r,t[6]=i+e*s,t[10]=a*o}else if("ZXY"===e.order){let e=o*u,n=o*c,r=l*u,i=l*c;t[0]=e-i*s,t[4]=-a*c,t[8]=r+n*s,t[1]=n+r*s,t[5]=a*u,t[9]=i-e*s,t[2]=-a*l,t[6]=s,t[10]=a*o}else if("ZYX"===e.order){let e=a*u,n=a*c,r=s*u,i=s*c;t[0]=o*u,t[4]=r*l-n,t[8]=e*l+i,t[1]=o*c,t[5]=i*l+e,t[9]=n*l-r,t[2]=-l,t[6]=s*o,t[10]=a*o}else if("YZX"===e.order){let e=a*o,n=a*l,r=s*o,i=s*l;t[0]=o*u,t[4]=i-e*c,t[8]=r*c+n,t[1]=c,t[5]=a*u,t[9]=-s*u,t[2]=-l*u,t[6]=n*c+r,t[10]=e-i*c}else if("XZY"===e.order){let e=a*o,n=a*l,r=s*o,i=s*l;t[0]=o*u,t[4]=-c,t[8]=l*u,t[1]=e*c+i,t[5]=a*u,t[9]=n*c-r,t[2]=r*c-n,t[6]=s*u,t[10]=i*c+e}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(rW,e,rj)}lookAt(e,t,n){let r=this.elements;return rY.subVectors(e,t),0===rY.lengthSq()&&(rY.z=1),rY.normalize(),rX.crossVectors(n,rY),0===rX.lengthSq()&&(1===Math.abs(n.z)?rY.x+=1e-4:rY.z+=1e-4,rY.normalize(),rX.crossVectors(n,rY)),rX.normalize(),rq.crossVectors(rY,rX),r[0]=rX.x,r[4]=rq.x,r[8]=rY.x,r[1]=rX.y,r[5]=rq.y,r[9]=rY.y,r[2]=rX.z,r[6]=rq.z,r[10]=rY.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){let n=e.elements,r=t.elements,i=this.elements,a=n[0],s=n[4],o=n[8],l=n[12],u=n[1],c=n[5],h=n[9],d=n[13],p=n[2],f=n[6],m=n[10],g=n[14],v=n[3],y=n[7],_=n[11],x=n[15],b=r[0],S=r[4],M=r[8],w=r[12],E=r[1],T=r[5],A=r[9],C=r[13],R=r[2],P=r[6],I=r[10],L=r[14],N=r[3],D=r[7],U=r[11],O=r[15];return i[0]=a*b+s*E+o*R+l*N,i[4]=a*S+s*T+o*P+l*D,i[8]=a*M+s*A+o*I+l*U,i[12]=a*w+s*C+o*L+l*O,i[1]=u*b+c*E+h*R+d*N,i[5]=u*S+c*T+h*P+d*D,i[9]=u*M+c*A+h*I+d*U,i[13]=u*w+c*C+h*L+d*O,i[2]=p*b+f*E+m*R+g*N,i[6]=p*S+f*T+m*P+g*D,i[10]=p*M+f*A+m*I+g*U,i[14]=p*w+f*C+m*L+g*O,i[3]=v*b+y*E+_*R+x*N,i[7]=v*S+y*T+_*P+x*D,i[11]=v*M+y*A+_*I+x*U,i[15]=v*w+y*C+_*L+x*O,this}multiplyScalar(e){let t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){let e=this.elements,t=e[0],n=e[4],r=e[8],i=e[12],a=e[1],s=e[5],o=e[9],l=e[13],u=e[2],c=e[6],h=e[10],d=e[14],p=e[3],f=e[7];return p*(i*o*c-r*l*c-i*s*h+n*l*h+r*s*d-n*o*d)+f*(t*o*d-t*l*h+i*a*h-r*a*d+r*l*u-i*o*u)+e[11]*(t*l*c-t*s*d-i*a*c+n*a*d+i*s*u-n*l*u)+e[15]*(-r*s*u-t*o*c+t*s*h+r*a*c-n*a*h+n*o*u)}transpose(){let e,t=this.elements;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(e,t,n){let r=this.elements;return e.isVector3?(r[12]=e.x,r[13]=e.y,r[14]=e.z):(r[12]=e,r[13]=t,r[14]=n),this}invert(){let e=this.elements,t=e[0],n=e[1],r=e[2],i=e[3],a=e[4],s=e[5],o=e[6],l=e[7],u=e[8],c=e[9],h=e[10],d=e[11],p=e[12],f=e[13],m=e[14],g=e[15],v=c*m*l-f*h*l+f*o*d-s*m*d-c*o*g+s*h*g,y=p*h*l-u*m*l-p*o*d+a*m*d+u*o*g-a*h*g,_=u*f*l-p*c*l+p*s*d-a*f*d-u*s*g+a*c*g,x=p*c*o-u*f*o-p*s*h+a*f*h+u*s*m-a*c*m,b=t*v+n*y+r*_+i*x;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);let S=1/b;return e[0]=v*S,e[1]=(f*h*i-c*m*i-f*r*d+n*m*d+c*r*g-n*h*g)*S,e[2]=(s*m*i-f*o*i+f*r*l-n*m*l-s*r*g+n*o*g)*S,e[3]=(c*o*i-s*h*i-c*r*l+n*h*l+s*r*d-n*o*d)*S,e[4]=y*S,e[5]=(u*m*i-p*h*i+p*r*d-t*m*d-u*r*g+t*h*g)*S,e[6]=(p*o*i-a*m*i-p*r*l+t*m*l+a*r*g-t*o*g)*S,e[7]=(a*h*i-u*o*i+u*r*l-t*h*l-a*r*d+t*o*d)*S,e[8]=_*S,e[9]=(p*c*i-u*f*i-p*n*d+t*f*d+u*n*g-t*c*g)*S,e[10]=(a*f*i-p*s*i+p*n*l-t*f*l-a*n*g+t*s*g)*S,e[11]=(u*s*i-a*c*i-u*n*l+t*c*l+a*n*d-t*s*d)*S,e[12]=x*S,e[13]=(u*f*r-p*c*r+p*n*h-t*f*h-u*n*m+t*c*m)*S,e[14]=(p*s*r-a*f*r-p*n*o+t*f*o+a*n*m-t*s*m)*S,e[15]=(a*c*r-u*s*r+u*n*o-t*c*o-a*n*h+t*s*h)*S,this}scale(e){let t=this.elements,n=e.x,r=e.y,i=e.z;return t[0]*=n,t[4]*=r,t[8]*=i,t[1]*=n,t[5]*=r,t[9]*=i,t[2]*=n,t[6]*=r,t[10]*=i,t[3]*=n,t[7]*=r,t[11]*=i,this}getMaxScaleOnAxis(){let e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2];return Math.sqrt(Math.max(t,e[4]*e[4]+e[5]*e[5]+e[6]*e[6],e[8]*e[8]+e[9]*e[9]+e[10]*e[10]))}makeTranslation(e,t,n){return e.isVector3?this.set(1,0,0,e.x,0,1,0,e.y,0,0,1,e.z,0,0,0,1):this.set(1,0,0,e,0,1,0,t,0,0,1,n,0,0,0,1),this}makeRotationX(e){let t=Math.cos(e),n=Math.sin(e);return this.set(1,0,0,0,0,t,-n,0,0,n,t,0,0,0,0,1),this}makeRotationY(e){let t=Math.cos(e),n=Math.sin(e);return this.set(t,0,n,0,0,1,0,0,-n,0,t,0,0,0,0,1),this}makeRotationZ(e){let t=Math.cos(e),n=Math.sin(e);return this.set(t,-n,0,0,n,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){let n=Math.cos(t),r=Math.sin(t),i=1-n,a=e.x,s=e.y,o=e.z,l=i*a,u=i*s;return this.set(l*a+n,l*s-r*o,l*o+r*s,0,l*s+r*o,u*s+n,u*o-r*a,0,l*o-r*s,u*o+r*a,i*o*o+n,0,0,0,0,1),this}makeScale(e,t,n){return this.set(e,0,0,0,0,t,0,0,0,0,n,0,0,0,0,1),this}makeShear(e,t,n,r,i,a){return this.set(1,n,i,0,e,1,a,0,t,r,1,0,0,0,0,1),this}compose(e,t,n){let r=this.elements,i=t._x,a=t._y,s=t._z,o=t._w,l=i+i,u=a+a,c=s+s,h=i*l,d=i*u,p=i*c,f=a*u,m=a*c,g=s*c,v=o*l,y=o*u,_=o*c,x=n.x,b=n.y,S=n.z;return r[0]=(1-(f+g))*x,r[1]=(d+_)*x,r[2]=(p-y)*x,r[3]=0,r[4]=(d-_)*b,r[5]=(1-(h+g))*b,r[6]=(m+v)*b,r[7]=0,r[8]=(p+y)*S,r[9]=(m-v)*S,r[10]=(1-(h+f))*S,r[11]=0,r[12]=e.x,r[13]=e.y,r[14]=e.z,r[15]=1,this}decompose(e,t,n){let r=this.elements,i=rV.set(r[0],r[1],r[2]).length(),a=rV.set(r[4],r[5],r[6]).length(),s=rV.set(r[8],r[9],r[10]).length();0>this.determinant()&&(i=-i),e.x=r[12],e.y=r[13],e.z=r[14],rG.copy(this);let o=1/i,l=1/a,u=1/s;return rG.elements[0]*=o,rG.elements[1]*=o,rG.elements[2]*=o,rG.elements[4]*=l,rG.elements[5]*=l,rG.elements[6]*=l,rG.elements[8]*=u,rG.elements[9]*=u,rG.elements[10]*=u,t.setFromRotationMatrix(rG),n.x=i,n.y=a,n.z=s,this}makePerspective(e,t,n,r,i,a){let s,o,l=arguments.length>6&&void 0!==arguments[6]?arguments[6]:nA,u=arguments.length>7&&void 0!==arguments[7]&&arguments[7],c=this.elements;if(u)s=i/(a-i),o=a*i/(a-i);else if(l===nA)s=-(a+i)/(a-i),o=-2*a*i/(a-i);else if(l===nC)s=-a/(a-i),o=-a*i/(a-i);else throw Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+l);return c[0]=2*i/(t-e),c[4]=0,c[8]=(t+e)/(t-e),c[12]=0,c[1]=0,c[5]=2*i/(n-r),c[9]=(n+r)/(n-r),c[13]=0,c[2]=0,c[6]=0,c[10]=s,c[14]=o,c[3]=0,c[7]=0,c[11]=-1,c[15]=0,this}makeOrthographic(e,t,n,r,i,a){let s,o,l=arguments.length>6&&void 0!==arguments[6]?arguments[6]:nA,u=arguments.length>7&&void 0!==arguments[7]&&arguments[7],c=this.elements;if(u)s=1/(a-i),o=a/(a-i);else if(l===nA)s=-2/(a-i),o=-(a+i)/(a-i);else if(l===nC)s=-1/(a-i),o=-i/(a-i);else throw Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+l);return c[0]=2/(t-e),c[4]=0,c[8]=0,c[12]=-(t+e)/(t-e),c[1]=0,c[5]=2/(n-r),c[9]=0,c[13]=-(n+r)/(n-r),c[2]=0,c[6]=0,c[10]=s,c[14]=o,c[3]=0,c[7]=0,c[11]=0,c[15]=1,this}equals(e){let t=this.elements,n=e.elements;for(let e=0;e<16;e++)if(t[e]!==n[e])return!1;return!0}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;for(let n=0;n<16;n++)this.elements[n]=e[n+t];return this}toArray(){let e=arguments.length>0&&void 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i.set(1-d-p,p,d)}static containsPoint(e,t,n,r){return null!==this.getBarycoord(e,t,n,r,iu)&&iu.x>=0&&iu.y>=0&&iu.x+iu.y<=1}static getInterpolation(e,t,n,r,i,a,s,o){return null===this.getBarycoord(e,t,n,r,iu)?(o.x=0,o.y=0,"z"in o&&(o.z=0),"w"in o&&(o.w=0),null):(o.setScalar(0),o.addScaledVector(i,iu.x),o.addScaledVector(a,iu.y),o.addScaledVector(s,iu.z),o)}static getInterpolatedAttribute(e,t,n,r,i,a){return iv.setScalar(0),iy.setScalar(0),i_.setScalar(0),iv.fromBufferAttribute(e,t),iy.fromBufferAttribute(e,n),i_.fromBufferAttribute(e,r),a.setScalar(0),a.addScaledVector(iv,i.x),a.addScaledVector(iy,i.y),a.addScaledVector(i_,i.z),a}static isFrontFacing(e,t,n,r){return is.subVectors(n,t),io.subVectors(e,t),0>is.cross(io).dot(r)}set(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this}setFromPointsAndIndices(e,t,n,r){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[r]),this}setFromAttributeAndIndices(e,t,n,r){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,n),this.c.fromBufferAttribute(e,r),this}clone(){return new this.constructor().copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return is.subVectors(this.c,this.b),io.subVectors(this.a,this.b),.5*is.cross(io).length()}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return ix.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return ix.getBarycoord(e,this.a,this.b,this.c,t)}getInterpolation(e,t,n,r,i){return ix.getInterpolation(e,this.a,this.b,this.c,t,n,r,i)}containsPoint(e){return ix.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return ix.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){let n,r,i=this.a,a=this.b,s=this.c;ic.subVectors(a,i),ih.subVectors(s,i),ip.subVectors(e,i);let o=ic.dot(ip),l=ih.dot(ip);if(o<=0&&l<=0)return t.copy(i);im.subVectors(e,a);let u=ic.dot(im),c=ih.dot(im);if(u>=0&&c<=u)return t.copy(a);let h=o*c-u*l;if(h<=0&&o>=0&&u<=0)return n=o/(o-u),t.copy(i).addScaledVector(ic,n);ig.subVectors(e,s);let d=ic.dot(ig),p=ih.dot(ig);if(p>=0&&d<=p)return t.copy(s);let f=d*l-o*p;if(f<=0&&l>=0&&p<=0)return r=l/(l-p),t.copy(i).addScaledVector(ih,r);let m=u*p-d*c;if(m<=0&&c-u>=0&&d-p>=0)return id.subVectors(s,a),r=(c-u)/(c-u+(d-p)),t.copy(a).addScaledVector(id,r);let g=1/(m+f+h);return n=f*g,r=h*g,t.copy(i).addScaledVector(ic,n).addScaledVector(ih,r)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}constructor(e=new nX,t=new nX,n=new nX){this.a=e,this.b=t,this.c=n}}let ib={aliceblue:0xf0f8ff,antiquewhite:0xfaebd7,aqua:65535,aquamarine:8388564,azure:0xf0ffff,beige:0xf5f5dc,bisque:0xffe4c4,black:0,blanchedalmond:0xffebcd,blue:255,blueviolet:9055202,brown:0xa52a2a,burlywood:0xdeb887,cadetblue:6266528,chartreuse:8388352,chocolate:0xd2691e,coral:0xff7f50,cornflowerblue:6591981,cornsilk:0xfff8dc,crimson:0xdc143c,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:0xb8860b,darkgray:0xa9a9a9,darkgreen:25600,darkgrey:0xa9a9a9,darkkhaki:0xbdb76b,darkmagenta:9109643,darkolivegreen:5597999,darkorange:0xff8c00,darkorchid:0x9932cc,darkred:9109504,darksalmon:0xe9967a,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:0xff1493,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:0xb22222,floralwhite:0xfffaf0,forestgreen:2263842,fuchsia:0xff00ff,gainsboro:0xdcdcdc,ghostwhite:0xf8f8ff,gold:0xffd700,goldenrod:0xdaa520,gray:8421504,green:32768,greenyellow:0xadff2f,grey:8421504,honeydew:0xf0fff0,hotpink:0xff69b4,indianred:0xcd5c5c,indigo:4915330,ivory:0xfffff0,khaki:0xf0e68c,lavender:0xe6e6fa,lavenderblush:0xfff0f5,lawngreen:8190976,lemonchiffon:0xfffacd,lightblue:0xadd8e6,lightcoral:0xf08080,lightcyan:0xe0ffff,lightgoldenrodyellow:0xfafad2,lightgray:0xd3d3d3,lightgreen:9498256,lightgrey:0xd3d3d3,lightpink:0xffb6c1,lightsalmon:0xffa07a,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:0xb0c4de,lightyellow:0xffffe0,lime:65280,limegreen:3329330,linen:0xfaf0e6,magenta:0xff00ff,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:0xba55d3,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:0xc71585,midnightblue:1644912,mintcream:0xf5fffa,mistyrose:0xffe4e1,moccasin:0xffe4b5,navajowhite:0xffdead,navy:128,oldlace:0xfdf5e6,olive:8421376,olivedrab:7048739,orange:0xffa500,orangered:0xff4500,orchid:0xda70d6,palegoldenrod:0xeee8aa,palegreen:0x98fb98,paleturquoise:0xafeeee,palevioletred:0xdb7093,papayawhip:0xffefd5,peachpuff:0xffdab9,peru:0xcd853f,pink:0xffc0cb,plum:0xdda0dd,powderblue:0xb0e0e6,purple:8388736,rebeccapurple:6697881,red:0xff0000,rosybrown:0xbc8f8f,royalblue:4286945,saddlebrown:9127187,salmon:0xfa8072,sandybrown:0xf4a460,seagreen:3050327,seashell:0xfff5ee,sienna:0xa0522d,silver:0xc0c0c0,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:0xfffafa,springgreen:65407,steelblue:4620980,tan:0xd2b48c,teal:32896,thistle:0xd8bfd8,tomato:0xff6347,turquoise:4251856,violet:0xee82ee,wheat:0xf5deb3,white:0xffffff,whitesmoke:0xf5f5f5,yellow:0xffff00,yellowgreen:0x9acd32},iS={h:0,s:0,l:0},iM={h:0,s:0,l:0};function iw(e,t,n){return(n<0&&(n+=1),n>1&&(n-=1),n<1/6)?e+(t-e)*6*n:n<.5?t:n<2/3?e+(t-e)*6*(2/3-n):e}class iE{set(e,t,n){return void 0===t&&void 0===n?e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e):this.setRGB(e,t,n),this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:t$;return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(255&e)/255,n8.colorSpaceToWorking(this,t),this}setRGB(e,t,n){let r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:n8.workingColorSpace;return this.r=e,this.g=t,this.b=n,n8.colorSpaceToWorking(this,r),this}setHSL(e,t,n){let r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:n8.workingColorSpace;if(e=nz(e,1),t=nk(t,0,1),n=nk(n,0,1),0===t)this.r=this.g=this.b=n;else{let r=n<=.5?n*(1+t):n+t-n*t,i=2*n-r;this.r=iw(i,r,e+1/3),this.g=iw(i,r,e),this.b=iw(i,r,e-1/3)}return n8.colorSpaceToWorking(this,r),this}setStyle(e){let t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:t$;function r(t){void 0!==t&&1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}if(t=/^(\w+)\(([^\)]*)\)/.exec(e)){let i,a=t[1],s=t[2];switch(a){case"rgb":case"rgba":if(i=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(i[4]),this.setRGB(Math.min(255,parseInt(i[1],10))/255,Math.min(255,parseInt(i[2],10))/255,Math.min(255,parseInt(i[3],10))/255,n);if(i=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(i[4]),this.setRGB(Math.min(100,parseInt(i[1],10))/100,Math.min(100,parseInt(i[2],10))/100,Math.min(100,parseInt(i[3],10))/100,n);break;case"hsl":case"hsla":if(i=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return r(i[4]),this.setHSL(parseFloat(i[1])/360,parseFloat(i[2])/100,parseFloat(i[3])/100,n);break;default:console.warn("THREE.Color: Unknown color model "+e)}}else if(t=/^\#([A-Fa-f\d]+)$/.exec(e)){let r=t[1],i=r.length;if(3===i)return this.setRGB(parseInt(r.charAt(0),16)/15,parseInt(r.charAt(1),16)/15,parseInt(r.charAt(2),16)/15,n);if(6===i)return this.setHex(parseInt(r,16),n);console.warn("THREE.Color: Invalid hex color "+e)}else if(e&&e.length>0)return this.setColorName(e,n);return this}setColorName(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:t$,n=ib[e.toLowerCase()];return void 0!==n?this.setHex(n,t):console.warn("THREE.Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=n9(e.r),this.g=n9(e.g),this.b=n9(e.b),this}copyLinearToSRGB(e){return this.r=n7(e.r),this.g=n7(e.g),this.b=n7(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:t$;return n8.workingToColorSpace(iT.copy(this),e),65536*Math.round(nk(255*iT.r,0,255))+256*Math.round(nk(255*iT.g,0,255))+Math.round(nk(255*iT.b,0,255))}getHexString(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:t$;return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e){let t,n,r=arguments.length>1&&void 0!==arguments[1]?arguments[1]:n8.workingColorSpace;n8.workingToColorSpace(iT.copy(this),r);let i=iT.r,a=iT.g,s=iT.b,o=Math.max(i,a,s),l=Math.min(i,a,s),u=(l+o)/2;if(l===o)t=0,n=0;else{let e=o-l;switch(n=u<=.5?e/(o+l):e/(2-o-l),o){case i:t=(a-s)/e+6*(a1&&void 0!==arguments[1]?arguments[1]:n8.workingColorSpace;return n8.workingToColorSpace(iT.copy(this),t),e.r=iT.r,e.g=iT.g,e.b=iT.b,e}getStyle(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:t$;n8.workingToColorSpace(iT.copy(this),e);let t=iT.r,n=iT.g,r=iT.b;return e!==t$?"color(".concat(e," ").concat(t.toFixed(3)," ").concat(n.toFixed(3)," ").concat(r.toFixed(3),")"):"rgb(".concat(Math.round(255*t),",").concat(Math.round(255*n),",").concat(Math.round(255*r),")")}offsetHSL(e,t,n){return this.getHSL(iS),this.setHSL(iS.h+e,iS.s+t,iS.l+n)}add(e){return this.r+=e.r,this.g+=e.g,this.b+=e.b,this}addColors(e,t){return this.r=e.r+t.r,this.g=e.g+t.g,this.b=e.b+t.b,this}addScalar(e){return this.r+=e,this.g+=e,this.b+=e,this}sub(e){return this.r=Math.max(0,this.r-e.r),this.g=Math.max(0,this.g-e.g),this.b=Math.max(0,this.b-e.b),this}multiply(e){return this.r*=e.r,this.g*=e.g,this.b*=e.b,this}multiplyScalar(e){return this.r*=e,this.g*=e,this.b*=e,this}lerp(e,t){return this.r+=(e.r-this.r)*t,this.g+=(e.g-this.g)*t,this.b+=(e.b-this.b)*t,this}lerpColors(e,t,n){return this.r=e.r+(t.r-e.r)*n,this.g=e.g+(t.g-e.g)*n,this.b=e.b+(t.b-e.b)*n,this}lerpHSL(e,t){this.getHSL(iS),e.getHSL(iM);let n=nB(iS.h,iM.h,t),r=nB(iS.s,iM.s,t),i=nB(iS.l,iM.l,t);return this.setHSL(n,r,i),this}setFromVector3(e){return this.r=e.x,this.g=e.y,this.b=e.z,this}applyMatrix3(e){let t=this.r,n=this.g,r=this.b,i=e.elements;return this.r=i[0]*t+i[3]*n+i[6]*r,this.g=i[1]*t+i[4]*n+i[7]*r,this.b=i[2]*t+i[5]*n+i[8]*r,this}equals(e){return e.r===this.r&&e.g===this.g&&e.b===this.b}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.r=e[t],this.g=e[t+1],this.b=e[t+2],this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.r,e[t+1]=this.g,e[t+2]=this.b,e}fromBufferAttribute(e,t){return this.r=e.getX(t),this.g=e.getY(t),this.b=e.getZ(t),this}toJSON(){return this.getHex()}*[Symbol.iterator](){yield this.r,yield this.g,yield this.b}constructor(e,t,n){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(e,t,n)}}let iT=new iE;iE.NAMES=ib;let iA=0;class iC extends nL{get alphaTest(){return this._alphaTest}set alphaTest(e){this._alphaTest>0!=e>0&&this.version++,this._alphaTest=e}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(void 0!==e)for(let t in e){let n=e[t];if(void 0===n){console.warn("THREE.Material: parameter '".concat(t,"' has value of undefined."));continue}let r=this[t];if(void 0===r){console.warn("THREE.Material: '".concat(t,"' is not a property of THREE.").concat(this.type,"."));continue}r&&r.isColor?r.set(n):r&&r.isVector3&&n&&n.isVector3?r.copy(n):this[t]=n}}toJSON(e){let t=void 0===e||"string"==typeof e;t&&(e={textures:{},images:{}});let n={metadata:{version:4.7,type:"Material",generator:"Material.toJSON"}};function r(e){let t=[];for(let n in e){let r=e[n];delete r.metadata,t.push(r)}return t}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),void 0!==this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.sheenColorMap&&this.sheenColorMap.isTexture&&(n.sheenColorMap=this.sheenColorMap.toJSON(e).uuid),this.sheenRoughnessMap&&this.sheenRoughnessMap.isTexture&&(n.sheenRoughnessMap=this.sheenRoughnessMap.toJSON(e).uuid),void 0!==this.dispersion&&(n.dispersion=this.dispersion),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),void 0!==this.anisotropy&&(n.anisotropy=this.anisotropy),void 0!==this.anisotropyRotation&&(n.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(n.anisotropyMap=this.anisotropyMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(e).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapRotation&&(n.envMapRotation=this.envMapRotation.toArray()),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==C&&(n.blending=this.blending),this.side!==w&&(n.side=this.side),!0===this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=!0),this.blendSrc!==V&&(n.blendSrc=this.blendSrc),this.blendDst!==G&&(n.blendDst=this.blendDst),this.blendEquation!==N&&(n.blendEquation=this.blendEquation),null!==this.blendSrcAlpha&&(n.blendSrcAlpha=this.blendSrcAlpha),null!==this.blendDstAlpha&&(n.blendDstAlpha=this.blendDstAlpha),null!==this.blendEquationAlpha&&(n.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(n.blendColor=this.blendColor.getHex()),0!==this.blendAlpha&&(n.blendAlpha=this.blendAlpha),this.depthFunc!==en&&(n.depthFunc=this.depthFunc),!1===this.depthTest&&(n.depthTest=this.depthTest),!1===this.depthWrite&&(n.depthWrite=this.depthWrite),!1===this.colorWrite&&(n.colorWrite=this.colorWrite),255!==this.stencilWriteMask&&(n.stencilWriteMask=this.stencilWriteMask),this.stencilFunc!==no&&(n.stencilFunc=this.stencilFunc),0!==this.stencilRef&&(n.stencilRef=this.stencilRef),255!==this.stencilFuncMask&&(n.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==t3&&(n.stencilFail=this.stencilFail),this.stencilZFail!==t3&&(n.stencilZFail=this.stencilZFail),this.stencilZPass!==t3&&(n.stencilZPass=this.stencilZPass),!0===this.stencilWrite&&(n.stencilWrite=this.stencilWrite),void 0!==this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaHash&&(n.alphaHash=!0),!0===this.alphaToCoverage&&(n.alphaToCoverage=!0),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=!0),!0===this.forceSinglePass&&(n.forceSinglePass=!0),!0===this.wireframe&&(n.wireframe=!0),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(n.flatShading=!0),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),t){let t=r(e.textures),i=r(e.images);t.length>0&&(n.textures=t),i.length>0&&(n.images=i)}return n}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.blendColor.copy(e.blendColor),this.blendAlpha=e.blendAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;let t=e.clippingPlanes,n=null;if(null!==t){let e=t.length;n=Array(e);for(let r=0;r!==e;++r)n[r]=t[r].clone()}return this.clippingPlanes=n,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaHash=e.alphaHash,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){!0===e&&this.version++}constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:iA++}),this.uuid=nF(),this.name="",this.type="Material",this.blending=C,this.side=w,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.alphaHash=!1,this.blendSrc=V,this.blendDst=G,this.blendEquation=N,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.blendColor=new iE(0,0,0),this.blendAlpha=0,this.depthFunc=en,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=no,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=t3,this.stencilZFail=t3,this.stencilZPass=t3,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.forceSinglePass=!1,this.allowOverride=!0,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}}class iR extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}constructor(e){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new iE(0xffffff),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new rK,this.combine=eo,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}}let iP=function(){let e=new ArrayBuffer(4),t=new Float32Array(e),n=new Uint32Array(e),r=new Uint32Array(512),i=new Uint32Array(512);for(let e=0;e<256;++e){let t=e-127;t<-27?(r[e]=0,r[256|e]=32768,i[e]=24,i[256|e]=24):t<-14?(r[e]=1024>>-t-14,r[256|e]=1024>>-t-14|32768,i[e]=-t-1,i[256|e]=-t-1):t<=15?(r[e]=t+15<<10,r[256|e]=t+15<<10|32768,i[e]=13,i[256|e]=13):t<128?(r[e]=31744,r[256|e]=64512,i[e]=24,i[256|e]=24):(r[e]=31744,r[256|e]=64512,i[e]=13,i[256|e]=13)}let a=new Uint32Array(2048),s=new Uint32Array(64),o=new Uint32Array(64);for(let e=1;e<1024;++e){let t=e<<13,n=0;for(;(8388608&t)==0;)t<<=1,n-=8388608;t&=-8388609,n+=0x38800000,a[e]=t|n}for(let e=1024;e<2048;++e)a[e]=0x38000000+(e-1024<<13);for(let e=1;e<31;++e)s[e]=e<<23;s[31]=0x47800000,s[32]=0x80000000;for(let e=33;e<63;++e)s[e]=0x80000000+(e-32<<23);s[63]=0xc7800000;for(let e=1;e<64;++e)32!==e&&(o[e]=1024);return{floatView:t,uint32View:n,baseTable:r,shiftTable:i,mantissaTable:a,exponentTable:s,offsetTable:o}}();function iI(e){Math.abs(e)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),e=nk(e,-65504,65504),iP.floatView[0]=e;let t=iP.uint32View[0],n=t>>23&511;return iP.baseTable[n]+((8388607&t)>>iP.shiftTable[n])}function iL(e){let t=e>>10;return iP.uint32View[0]=iP.mantissaTable[iP.offsetTable[t]+(1023&e)]+iP.exponentTable[t],iP.floatView[0]}class iN{static toHalfFloat(e){return iI(e)}static fromHalfFloat(e){return iL(e)}}let iD=new nX,iU=new nW,iO=0;class iF{onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this.gpuType=e.gpuType,this}copyAt(e,t,n){e*=this.itemSize,n*=t.itemSize;for(let r=0,i=this.itemSize;r1&&void 0!==arguments[1]?arguments[1]:0;return this.array.set(e,t),this}getComponent(e,t){let n=this.array[e*this.itemSize+t];return this.normalized&&(n=nH(n,this.array)),n}setComponent(e,t,n){return this.normalized&&(n=nV(n,this.array)),this.array[e*this.itemSize+t]=n,this}getX(e){let t=this.array[e*this.itemSize];return this.normalized&&(t=nH(t,this.array)),t}setX(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize]=t,this}getY(e){let t=this.array[e*this.itemSize+1];return this.normalized&&(t=nH(t,this.array)),t}setY(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+1]=t,this}getZ(e){let t=this.array[e*this.itemSize+2];return this.normalized&&(t=nH(t,this.array)),t}setZ(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+2]=t,this}getW(e){let t=this.array[e*this.itemSize+3];return this.normalized&&(t=nH(t,this.array)),t}setW(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+3]=t,this}setXY(e,t,n){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array)),this.array[e+0]=t,this.array[e+1]=n,this}setXYZ(e,t,n,r){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array)),this.array[e+0]=t,this.array[e+1]=n,this.array[e+2]=r,this}setXYZW(e,t,n,r,i){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array),i=nV(i,this.array)),this.array[e+0]=t,this.array[e+1]=n,this.array[e+2]=r,this.array[e+3]=i,this}onUpload(e){return this.onUploadCallback=e,this}clone(){return new this.constructor(this.array,this.itemSize).copy(this)}toJSON(){let e={itemSize:this.itemSize,type:this.array.constructor.name,array:Array.from(this.array),normalized:this.normalized};return""!==this.name&&(e.name=this.name),this.usage!==ng&&(e.usage=this.usage),e}constructor(e,t,n=!1){if(Array.isArray(e))throw TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,Object.defineProperty(this,"id",{value:iO++}),this.name="",this.array=e,this.itemSize=t,this.count=void 0!==e?e.length/t:0,this.normalized=n,this.usage=ng,this.updateRanges=[],this.gpuType=ej,this.version=0}}class ik extends iF{constructor(e,t,n){super(new Int8Array(e),t,n)}}class iz extends iF{constructor(e,t,n){super(new Uint8Array(e),t,n)}}class iB extends iF{constructor(e,t,n){super(new Uint8ClampedArray(e),t,n)}}class iH extends iF{constructor(e,t,n){super(new Int16Array(e),t,n)}}class iV extends iF{constructor(e,t,n){super(new Uint16Array(e),t,n)}}class iG extends iF{constructor(e,t,n){super(new Int32Array(e),t,n)}}class iW extends iF{constructor(e,t,n){super(new Uint32Array(e),t,n)}}class ij extends iF{getX(e){let t=iL(this.array[e*this.itemSize]);return this.normalized&&(t=nH(t,this.array)),t}setX(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize]=iI(t),this}getY(e){let t=iL(this.array[e*this.itemSize+1]);return this.normalized&&(t=nH(t,this.array)),t}setY(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+1]=iI(t),this}getZ(e){let t=iL(this.array[e*this.itemSize+2]);return this.normalized&&(t=nH(t,this.array)),t}setZ(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+2]=iI(t),this}getW(e){let t=iL(this.array[e*this.itemSize+3]);return this.normalized&&(t=nH(t,this.array)),t}setW(e,t){return this.normalized&&(t=nV(t,this.array)),this.array[e*this.itemSize+3]=iI(t),this}setXY(e,t,n){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array)),this.array[e+0]=iI(t),this.array[e+1]=iI(n),this}setXYZ(e,t,n,r){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array)),this.array[e+0]=iI(t),this.array[e+1]=iI(n),this.array[e+2]=iI(r),this}setXYZW(e,t,n,r,i){return e*=this.itemSize,this.normalized&&(t=nV(t,this.array),n=nV(n,this.array),r=nV(r,this.array),i=nV(i,this.array)),this.array[e+0]=iI(t),this.array[e+1]=iI(n),this.array[e+2]=iI(r),this.array[e+3]=iI(i),this}constructor(e,t,n){super(new Uint16Array(e),t,n),this.isFloat16BufferAttribute=!0}}class iX extends iF{constructor(e,t,n){super(new Float32Array(e),t,n)}}let iq=0,iY=new rH,iJ=new ia,iZ=new nX,iK=new rf,i$=new rf,iQ=new nX;class i0 extends nL{getIndex(){return this.index}setIndex(e){return Array.isArray(e)?this.index=new(nK(e)?iW:iV)(e,1):this.index=e,this}setIndirect(e){return this.indirect=e,this}getIndirect(){return this.indirect}getAttribute(e){return this.attributes[e]}setAttribute(e,t){return this.attributes[e]=t,this}deleteAttribute(e){return delete this.attributes[e],this}hasAttribute(e){return void 0!==this.attributes[e]}addGroup(e,t){let n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0;this.groups.push({start:e,count:t,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(e,t){this.drawRange.start=e,this.drawRange.count=t}applyMatrix4(e){let t=this.attributes.position;void 0!==t&&(t.applyMatrix4(e),t.needsUpdate=!0);let n=this.attributes.normal;if(void 0!==n){let t=new nJ().getNormalMatrix(e);n.applyNormalMatrix(t),n.needsUpdate=!0}let r=this.attributes.tangent;return void 0!==r&&(r.transformDirection(e),r.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}applyQuaternion(e){return iY.makeRotationFromQuaternion(e),this.applyMatrix4(iY),this}rotateX(e){return iY.makeRotationX(e),this.applyMatrix4(iY),this}rotateY(e){return iY.makeRotationY(e),this.applyMatrix4(iY),this}rotateZ(e){return iY.makeRotationZ(e),this.applyMatrix4(iY),this}translate(e,t,n){return iY.makeTranslation(e,t,n),this.applyMatrix4(iY),this}scale(e,t,n){return iY.makeScale(e,t,n),this.applyMatrix4(iY),this}lookAt(e){return iJ.lookAt(e),iJ.updateMatrix(),this.applyMatrix4(iJ.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(iZ).negate(),this.translate(iZ.x,iZ.y,iZ.z),this}setFromPoints(e){let t=this.getAttribute("position");if(void 0===t){let t=[];for(let n=0,r=e.length;nt.count&&console.warn("THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry."),t.needsUpdate=!0}return this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new rf);let e=this.attributes.position,t=this.morphAttributes.position;if(e&&e.isGLBufferAttribute){console.error("THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.",this),this.boundingBox.set(new nX(-1/0,-1/0,-1/0),new nX(Infinity,Infinity,Infinity));return}if(void 0!==e){if(this.boundingBox.setFromBufferAttribute(e),t)for(let e=0,n=t.length;e0&&(e.userData=this.userData),void 0!==this.parameters){let t=this.parameters;for(let n in t)void 0!==t[n]&&(e[n]=t[n]);return e}e.data={attributes:{}};let t=this.index;null!==t&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});let n=this.attributes;for(let t in n){let r=n[t];e.data.attributes[t]=r.toJSON(e.data)}let r={},i=!1;for(let t in this.morphAttributes){let n=this.morphAttributes[t],a=[];for(let t=0,r=n.length;t0&&(r[t]=a,i=!0)}i&&(e.data.morphAttributes=r,e.data.morphTargetsRelative=this.morphTargetsRelative);let a=this.groups;a.length>0&&(e.data.groups=JSON.parse(JSON.stringify(a)));let s=this.boundingSphere;return null!==s&&(e.data.boundingSphere=s.toJSON()),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;let t={};this.name=e.name;let n=e.index;null!==n&&this.setIndex(n.clone());let r=e.attributes;for(let e in r){let n=r[e];this.setAttribute(e,n.clone(t))}let i=e.morphAttributes;for(let e in i){let n=[],r=i[e];for(let e=0,i=r.length;e0){let n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,t=n.length;e(e.far-e.near)**2)||(i1.copy(i).invert(),i2.copy(e.ray).applyMatrix4(i1),(null===n.boundingBox||!1!==i2.intersectsBox(n.boundingBox))&&this._computeIntersections(e,t,i2))}_computeIntersections(e,t,n){let r,i=this.geometry,a=this.material,s=i.index,o=i.attributes.position,l=i.attributes.uv,u=i.attributes.uv1,c=i.attributes.normal,h=i.groups,d=i.drawRange;if(null!==s)if(Array.isArray(a))for(let i=0,o=h.length;in.far?null:{distance:l,point:at.clone(),object:e}}(e,t,n,r,i5,i6,i8,ae);if(c){let e=new nX;ix.getBarycoord(ae,i5,i6,i8,e),i&&(c.uv=ix.getInterpolatedAttribute(i,o,l,u,e,new nW)),a&&(c.uv1=ix.getInterpolatedAttribute(a,o,l,u,e,new nW)),s&&(c.normal=ix.getInterpolatedAttribute(s,o,l,u,e,new nX),c.normal.dot(r.direction)>0&&c.normal.multiplyScalar(-1));let t={a:o,b:l,c:u,normal:new nX,materialIndex:0};ix.getNormal(i5,i6,i8,t.normal),c.face=t,c.barycoord=e}return c}class ai extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}static fromJSON(e){return new ai(e.width,e.height,e.depth,e.widthSegments,e.heightSegments,e.depthSegments)}constructor(e=1,t=1,n=1,r=1,i=1,a=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:t,depth:n,widthSegments:r,heightSegments:i,depthSegments:a};let s=this;r=Math.floor(r),i=Math.floor(i);let o=[],l=[],u=[],c=[],h=0,d=0;function p(e,t,n,r,i,a,p,f,m,g,v){let y=a/m,_=p/g,x=a/2,b=p/2,S=f/2,M=m+1,w=g+1,E=0,T=0,A=new nX;for(let a=0;a0?1:-1,u.push(A.x,A.y,A.z),c.push(o/m),c.push(1-a/g),E+=1}}for(let e=0;e0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;let n={};for(let e in this.extensions)!0===this.extensions[e]&&(n[e]=!0);return Object.keys(n).length>0&&(t.extensions=n),t}constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader="void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={clipCullDistance:!1,multiDraw:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,void 0!==e&&this.setValues(e)}}class ac extends ia{get reversedDepth(){return this._reversedDepth}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){return super.getWorldDirection(e).negate()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new rH,this.projectionMatrix=new rH,this.projectionMatrixInverse=new rH,this.coordinateSystem=nA,this._reversedDepth=!1}}let ah=new nX,ad=new nW,ap=new nW;class af extends ac{copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=null===e.view?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){let t=.5*this.getFilmHeight()/e;this.fov=2*nO*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(.5*nU*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return 2*nO*Math.atan(Math.tan(.5*nU*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,n){ah.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(ah.x,ah.y).multiplyScalar(-e/ah.z),ah.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),n.set(ah.x,ah.y).multiplyScalar(-e/ah.z)}getViewSize(e,t){return this.getViewBounds(e,ad,ap),t.subVectors(ap,ad)}setViewOffset(e,t,n,r,i,a){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=r,this.view.width=i,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,t=e*Math.tan(.5*nU*this.fov)/this.zoom,n=2*t,r=this.aspect*n,i=-.5*r,a=this.view;if(null!==this.view&&this.view.enabled){let e=a.fullWidth,s=a.fullHeight;i+=a.offsetX*r/e,t-=a.offsetY*n/s,r*=a.width/e,n*=a.height/s}let s=this.filmOffset;0!==s&&(i+=e*s/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+r,t,t-n,e,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}constructor(e=50,t=1,n=.1,r=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=r,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}}class am extends ia{updateCoordinateSystem(){let e=this.coordinateSystem,t=this.children.concat(),[n,r,i,a,s,o]=t;for(let e of t)this.remove(e);if(e===nA)n.up.set(0,1,0),n.lookAt(1,0,0),r.up.set(0,1,0),r.lookAt(-1,0,0),i.up.set(0,0,-1),i.lookAt(0,1,0),a.up.set(0,0,1),a.lookAt(0,-1,0),s.up.set(0,1,0),s.lookAt(0,0,1),o.up.set(0,1,0),o.lookAt(0,0,-1);else if(e===nC)n.up.set(0,-1,0),n.lookAt(-1,0,0),r.up.set(0,-1,0),r.lookAt(1,0,0),i.up.set(0,0,1),i.lookAt(0,1,0),a.up.set(0,0,-1),a.lookAt(0,-1,0),s.up.set(0,-1,0),s.lookAt(0,0,1),o.up.set(0,-1,0),o.lookAt(0,0,-1);else throw Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+e);for(let e of t)this.add(e),e.updateMatrixWorld()}update(e,t){null===this.parent&&this.updateMatrixWorld();let{renderTarget:n,activeMipmapLevel:r}=this;this.coordinateSystem!==e.coordinateSystem&&(this.coordinateSystem=e.coordinateSystem,this.updateCoordinateSystem());let[i,a,s,o,l,u]=this.children,c=e.getRenderTarget(),h=e.getActiveCubeFace(),d=e.getActiveMipmapLevel(),p=e.xr.enabled;e.xr.enabled=!1;let f=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,e.setRenderTarget(n,0,r),e.render(t,i),e.setRenderTarget(n,1,r),e.render(t,a),e.setRenderTarget(n,2,r),e.render(t,s),e.setRenderTarget(n,3,r),e.render(t,o),e.setRenderTarget(n,4,r),e.render(t,l),n.texture.generateMipmaps=f,e.setRenderTarget(n,5,r),e.render(t,u),e.setRenderTarget(c,h,d),e.xr.enabled=p,n.texture.needsPMREMUpdate=!0}constructor(e,t,n){super(),this.type="CubeCamera",this.renderTarget=n,this.coordinateSystem=null,this.activeMipmapLevel=0;let r=new af(-90,1,e,t);r.layers=this.layers,this.add(r);let i=new af(-90,1,e,t);i.layers=this.layers,this.add(i);let a=new af(-90,1,e,t);a.layers=this.layers,this.add(a);let s=new af(-90,1,e,t);s.layers=this.layers,this.add(s);let o=new af(-90,1,e,t);o.layers=this.layers,this.add(o);let l=new af(-90,1,e,t);l.layers=this.layers,this.add(l)}}class ag extends rs{get images(){return this.image}set images(e){this.image=e}constructor(e=[],t=eb,n,r,i,a,s,o,l,u){super(e,t,n,r,i,a,s,o,l,u),this.isCubeTexture=!0,this.flipY=!1}}class av extends ru{fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;let n=new ai(5,5,5),r=new au({name:"CubemapFromEquirect",uniforms:aa({tEquirect:{value:null}}),vertexShader:"\n\n varying vec3 vWorldDirection;\n\n vec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n }\n\n void main() {\n\n vWorldDirection = transformDirection( position, modelMatrix );\n\n #include \n #include \n\n }\n ",fragmentShader:"\n\n uniform sampler2D tEquirect;\n\n varying vec3 vWorldDirection;\n\n #include \n\n void main() {\n\n vec3 direction = normalize( vWorldDirection );\n\n vec2 sampleUV = equirectUv( direction );\n\n gl_FragColor = texture2D( tEquirect, sampleUV );\n\n }\n ",side:E,blending:A});r.uniforms.tEquirect.value=t;let i=new an(n,r),a=t.minFilter;return t.minFilter===eF&&(t.minFilter=eD),new am(1,10,this).update(e,i),t.minFilter=a,i.geometry.dispose(),i.material.dispose(),this}clear(e){let t=!(arguments.length>1)||void 0===arguments[1]||arguments[1],n=!(arguments.length>2)||void 0===arguments[2]||arguments[2],r=!(arguments.length>3)||void 0===arguments[3]||arguments[3],i=e.getRenderTarget();for(let i=0;i<6;i++)e.setRenderTarget(this,i),e.clear(t,n,r);e.setRenderTarget(i)}constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;let n={width:e,height:e,depth:1};this.texture=new ag([n,n,n,n,n,n]),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}}class ay extends ia{constructor(){super(),this.isGroup=!0,this.type="Group"}}let a_={type:"move"};class ax{getHandSpace(){return null===this._hand&&(this._hand=new ay,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return null===this._targetRay&&(this._targetRay=new ay,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new nX,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new nX),this._targetRay}getGripSpace(){return null===this._grip&&(this._grip=new ay,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new nX,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new nX),this._grip}dispatchEvent(e){return null!==this._targetRay&&this._targetRay.dispatchEvent(e),null!==this._grip&&this._grip.dispatchEvent(e),null!==this._hand&&this._hand.dispatchEvent(e),this}connect(e){if(e&&e.hand){let t=this._hand;if(t)for(let n of e.hand.values())this._getHandJoint(t,n)}return this.dispatchEvent({type:"connected",data:e}),this}disconnect(e){return this.dispatchEvent({type:"disconnected",data:e}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this}update(e,t,n){let r=null,i=null,a=null,s=this._targetRay,o=this._grip,l=this._hand;if(e&&"visible-blurred"!==t.session.visibilityState){if(l&&e.hand){for(let r of(a=!0,e.hand.values())){let e=t.getJointPose(r,n),i=this._getHandJoint(l,r);null!==e&&(i.matrix.fromArray(e.transform.matrix),i.matrix.decompose(i.position,i.rotation,i.scale),i.matrixWorldNeedsUpdate=!0,i.jointRadius=e.radius),i.visible=null!==e}let r=l.joints["index-finger-tip"],i=l.joints["thumb-tip"],s=r.position.distanceTo(i.position);l.inputState.pinching&&s>.025?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!l.inputState.pinching&&s<=.015&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else null!==o&&e.gripSpace&&null!==(i=t.getPose(e.gripSpace,n))&&(o.matrix.fromArray(i.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,i.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(i.linearVelocity)):o.hasLinearVelocity=!1,i.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(i.angularVelocity)):o.hasAngularVelocity=!1);null!==s&&(null===(r=t.getPose(e.targetRaySpace,n))&&null!==i&&(r=i),null!==r&&(s.matrix.fromArray(r.transform.matrix),s.matrix.decompose(s.position,s.rotation,s.scale),s.matrixWorldNeedsUpdate=!0,r.linearVelocity?(s.hasLinearVelocity=!0,s.linearVelocity.copy(r.linearVelocity)):s.hasLinearVelocity=!1,r.angularVelocity?(s.hasAngularVelocity=!0,s.angularVelocity.copy(r.angularVelocity)):s.hasAngularVelocity=!1,this.dispatchEvent(a_)))}return null!==s&&(s.visible=null!==r),null!==o&&(o.visible=null!==i),null!==l&&(l.visible=null!==a),this}_getHandJoint(e,t){if(void 0===e.joints[t.jointName]){let n=new ay;n.matrixAutoUpdate=!1,n.visible=!1,e.joints[t.jointName]=n,e.add(n)}return e.joints[t.jointName]}constructor(){this._targetRay=null,this._grip=null,this._hand=null}}class ab{clone(){return new ab(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}constructor(e,t=25e-5){this.isFogExp2=!0,this.name="",this.color=new iE(e),this.density=t}}class aS{clone(){return new aS(this.color,this.near,this.far)}toJSON(){return{type:"Fog",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}constructor(e,t=1,n=1e3){this.isFog=!0,this.name="",this.color=new iE(e),this.near=t,this.far=n}}class aM extends ia{copy(e,t){return super.copy(e,t),null!==e.background&&(this.background=e.background.clone()),null!==e.environment&&(this.environment=e.environment.clone()),null!==e.fog&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,this.backgroundRotation.copy(e.backgroundRotation),this.environmentIntensity=e.environmentIntensity,this.environmentRotation.copy(e.environmentRotation),null!==e.overrideMaterial&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){let t=super.toJSON(e);return null!==this.fog&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(t.object.backgroundIntensity=this.backgroundIntensity),t.object.backgroundRotation=this.backgroundRotation.toArray(),1!==this.environmentIntensity&&(t.object.environmentIntensity=this.environmentIntensity),t.object.environmentRotation=this.environmentRotation.toArray(),t}constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new rK,this.environmentIntensity=1,this.environmentRotation=new rK,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}}class aw{onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,n){e*=this.stride,n*=t.stride;for(let r=0,i=this.stride;r1&&void 0!==arguments[1]?arguments[1]:0;return this.array.set(e,t),this}clone(e){void 0===e.arrayBuffers&&(e.arrayBuffers={}),void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=nF()),void 0===e.arrayBuffers[this.array.buffer._uuid]&&(e.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);let t=new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]),n=new this.constructor(t,this.stride);return n.setUsage(this.usage),n}onUpload(e){return this.onUploadCallback=e,this}toJSON(e){return void 0===e.arrayBuffers&&(e.arrayBuffers={}),void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=nF()),void 0===e.arrayBuffers[this.array.buffer._uuid]&&(e.arrayBuffers[this.array.buffer._uuid]=Array.from(new Uint32Array(this.array.buffer))),{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=void 0!==e?e.length/t:0,this.usage=ng,this.updateRanges=[],this.version=0,this.uuid=nF()}}let aE=new nX;class aT{get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(e){this.data.needsUpdate=e}applyMatrix4(e){for(let t=0,n=this.data.count;te.far||t.push({distance:o,point:aC.clone(),uv:ix.getInterpolation(aC,aD,aU,aO,aF,ak,az,new nW),face:null,object:this})}copy(e,t){return super.copy(e,t),void 0!==e.center&&this.center.copy(e.center),this.material=e.material,this}constructor(e=new aA){if(super(),this.isSprite=!0,this.type="Sprite",void 0===n){n=new i0;let e=new aw(new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),5);n.setIndex([0,1,2,0,2,3]),n.setAttribute("position",new aT(e,3,0,!1)),n.setAttribute("uv",new aT(e,2,3,!1))}this.geometry=n,this.material=e,this.center=new nW(.5,.5),this.count=1}}function aH(e,t,n,r,i,a){aI.subVectors(e,n).addScalar(.5).multiply(r),void 0!==i?(aL.x=a*aI.x-i*aI.y,aL.y=i*aI.x+a*aI.y):aL.copy(aI),e.copy(t),e.x+=aL.x,e.y+=aL.y,e.applyMatrix4(aN)}let aV=new nX,aG=new nX;class aW extends ia{copy(e){super.copy(e,!1);let t=e.levels;for(let e=0,n=t.length;e1&&void 0!==arguments[1]?arguments[1]:0,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0;n=Math.abs(n);let i=this.levels;for(t=0;t0){let n,r;for(n=1,r=t.length;n0){aV.setFromMatrixPosition(this.matrixWorld);let n=e.ray.origin.distanceTo(aV);this.getObjectForDistance(n).raycast(e,t)}}update(e){let t=this.levels;if(t.length>1){let n,r;aV.setFromMatrixPosition(e.matrixWorld),aG.setFromMatrixPosition(this.matrixWorld);let i=aV.distanceTo(aG)/e.zoom;for(n=1,t[0].object.visible=!0,r=t.length;n=e)t[n-1].object.visible=!1,t[n].object.visible=!0;else break}for(this._currentLevel=n-1;n1?null:t.copy(e.start).addScaledVector(n,i)}intersectsLine(e){let t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){let n=t||so.getNormalMatrix(e),r=this.coplanarPoint(sa).applyMatrix4(e),i=this.normal.applyMatrix3(n).normalize();return this.constant=-r.dot(i),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}constructor(e=new nX(1,0,0),t=0){this.isPlane=!0,this.normal=e,this.constant=t}}let su=new rL,sc=new nW(.5,.5),sh=new nX;class sd{set(e,t,n,r,i,a){let s=this.planes;return s[0].copy(e),s[1].copy(t),s[2].copy(n),s[3].copy(r),s[4].copy(i),s[5].copy(a),this}copy(e){let t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:nA,n=arguments.length>2&&void 0!==arguments[2]&&arguments[2],r=this.planes,i=e.elements,a=i[0],s=i[1],o=i[2],l=i[3],u=i[4],c=i[5],h=i[6],d=i[7],p=i[8],f=i[9],m=i[10],g=i[11],v=i[12],y=i[13],_=i[14],x=i[15];if(r[0].setComponents(l-a,d-u,g-p,x-v).normalize(),r[1].setComponents(l+a,d+u,g+p,x+v).normalize(),r[2].setComponents(l+s,d+c,g+f,x+y).normalize(),r[3].setComponents(l-s,d-c,g-f,x-y).normalize(),n)r[4].setComponents(o,h,m,_).normalize(),r[5].setComponents(l-o,d-h,g-m,x-_).normalize();else if(r[4].setComponents(l-o,d-h,g-m,x-_).normalize(),t===nA)r[5].setComponents(l+o,d+h,g+m,x+_).normalize();else if(t===nC)r[5].setComponents(o,h,m,_).normalize();else throw Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(void 0!==e.boundingSphere)null===e.boundingSphere&&e.computeBoundingSphere(),su.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{let t=e.geometry;null===t.boundingSphere&&t.computeBoundingSphere(),su.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(su)}intersectsSprite(e){return su.center.set(0,0,0),su.radius=.7071067811865476+sc.distanceTo(e.center),su.applyMatrix4(e.matrixWorld),this.intersectsSphere(su)}intersectsSphere(e){let t=this.planes,n=e.center,r=-e.radius;for(let e=0;e<6;e++)if(t[e].distanceToPoint(n)0?e.max.x:e.min.x,sh.y=r.normal.y>0?e.max.y:e.min.y,sh.z=r.normal.z>0?e.max.z:e.min.z,0>r.distanceToPoint(sh))return!1}return!0}containsPoint(e){let t=this.planes;for(let n=0;n<6;n++)if(0>t[n].distanceToPoint(e))return!1;return!0}clone(){return new this.constructor().copy(this)}constructor(e=new sl,t=new sl,n=new sl,r=new sl,i=new sl,a=new sl){this.planes=[e,t,n,r,i,a]}}let sp=new rH,sf=new sd;class sm{intersectsObject(e,t){if(!t.isArrayCamera||0===t.cameras.length)return!1;for(let n=0;n=i.length&&i.push({start:-1,count:-1,z:-1,index:-1});let s=i[this.index];a.push(s),this.index++,s.start=e,s.count=t,s.z=n,s.index=r}reset(){this.list.length=0,this.index=0}constructor(){this.index=0,this.pool=[],this.list=[]}},sR=new an,sP=[];function sI(e,t){if(e.constructor!==t.constructor){let n=Math.min(e.length,t.length);for(let r=0;r65535?new Uint32Array(r):new Uint16Array(r);t.setIndex(new iF(e,1))}this._geometryInitialized=!0}}_validateGeometry(e){let t=this.geometry;if(!!e.getIndex()!=!!t.getIndex())throw Error('THREE.BatchedMesh: All geometries must consistently have "index".');for(let n in t.attributes){if(!e.hasAttribute(n))throw Error('THREE.BatchedMesh: Added geometry missing "'.concat(n,'". All geometries must have consistent attributes.'));let r=e.getAttribute(n),i=t.getAttribute(n);if(r.itemSize!==i.itemSize||r.normalized!==i.normalized)throw Error("THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.")}}validateInstanceId(e){let t=this._instanceInfo;if(e<0||e>=t.length||!1===t[e].active)throw Error("THREE.BatchedMesh: Invalid instanceId ".concat(e,". Instance is either out of range or has been deleted."))}validateGeometryId(e){let t=this._geometryInfo;if(e<0||e>=t.length||!1===t[e].active)throw Error("THREE.BatchedMesh: Invalid geometryId ".concat(e,". Geometry is either out of range or has been deleted."))}setCustomSort(e){return this.customSort=e,this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new rf);let e=this.boundingBox,t=this._instanceInfo;e.makeEmpty();for(let n=0,r=t.length;n=this.maxInstanceCount&&0===this._availableInstanceIds.length)throw Error("THREE.BatchedMesh: Maximum item count reached.");let t={visible:!0,active:!0,geometryIndex:e},n=null;this._availableInstanceIds.length>0?(this._availableInstanceIds.sort(sg),n=this._availableInstanceIds.shift(),this._instanceInfo[n]=t):(n=this._instanceInfo.length,this._instanceInfo.push(t));let r=this._matricesTexture;s_.identity().toArray(r.image.data,16*n),r.needsUpdate=!0;let i=this._colorsTexture;return i&&(sx.toArray(i.image.data,4*n),i.needsUpdate=!0),this._visibilityChanged=!0,n}addGeometry(e){let t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:-1,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:-1;this._initializeGeometry(e),this._validateGeometry(e);let i={vertexStart:-1,vertexCount:-1,reservedVertexCount:-1,indexStart:-1,indexCount:-1,reservedIndexCount:-1,start:-1,count:-1,boundingBox:null,boundingSphere:null,active:!0},a=this._geometryInfo;i.vertexStart=this._nextVertexStart,i.reservedVertexCount=-1===n?e.getAttribute("position").count:n;let s=e.getIndex();if(null!==s&&(i.indexStart=this._nextIndexStart,i.reservedIndexCount=-1===r?s.count:r),-1!==i.indexStart&&i.indexStart+i.reservedIndexCount>this._maxIndexCount||i.vertexStart+i.reservedVertexCount>this._maxVertexCount)throw Error("THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.");return this._availableGeometryIds.length>0?(this._availableGeometryIds.sort(sg),a[t=this._availableGeometryIds.shift()]=i):(t=this._geometryCount,this._geometryCount++,a.push(i)),this.setGeometryAt(t,e),this._nextIndexStart=i.indexStart+i.reservedIndexCount,this._nextVertexStart=i.vertexStart+i.reservedVertexCount,t}setGeometryAt(e,t){if(e>=this._geometryCount)throw Error("THREE.BatchedMesh: Maximum geometry count reached.");this._validateGeometry(t);let n=this.geometry,r=null!==n.getIndex(),i=n.getIndex(),a=t.getIndex(),s=this._geometryInfo[e];if(r&&a.count>s.reservedIndexCount||t.attributes.position.count>s.reservedVertexCount)throw Error("THREE.BatchedMesh: Reserved space not large enough for provided geometry.");let o=s.vertexStart,l=s.reservedVertexCount;for(let e in s.vertexCount=t.getAttribute("position").count,n.attributes){let r=t.getAttribute(e),i=n.getAttribute(e);!function(e,t){let n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0,r=t.itemSize;if(e.isInterleavedBufferAttribute||e.array.constructor!==t.array.constructor){let i=e.count;for(let a=0;a=t.length||!1===t[e].active)return this;let n=this._instanceInfo;for(let t=0,r=n.length;tt).sort((e,t)=>n[e].vertexStart-n[t].vertexStart),i=this.geometry;for(let a=0,s=n.length;a=this._geometryCount)return null;let n=this.geometry,r=this._geometryInfo[e];if(null===r.boundingBox){let e=new rf,t=n.index,i=n.attributes.position;for(let n=r.start,a=r.start+r.count;n=this._geometryCount)return null;let n=this.geometry,r=this._geometryInfo[e];if(null===r.boundingSphere){let t=new rL;this.getBoundingBoxAt(e,sM),sM.getCenter(t.center);let i=n.index,a=n.attributes.position,s=0;for(let e=r.start,n=r.start+r.count;e1&&void 0!==arguments[1]?arguments[1]:{};this.validateGeometryId(e);let n=this._geometryInfo[e];return t.vertexStart=n.vertexStart,t.vertexCount=n.vertexCount,t.reservedVertexCount=n.reservedVertexCount,t.indexStart=n.indexStart,t.indexCount=n.indexCount,t.reservedIndexCount=n.reservedIndexCount,t.start=n.start,t.count=n.count,t}setInstanceCount(e){let t=this._availableInstanceIds,n=this._instanceInfo;for(t.sort(sg);t[t.length-1]===n.length-1;)n.pop(),t.pop();if(ee.active);if(Math.max(...n.map(e=>e.vertexStart+e.reservedVertexCount))>e)throw Error("BatchedMesh: Geometry vertex values are being used outside the range ".concat(t,". Cannot shrink further."));if(this.geometry.index&&Math.max(...n.map(e=>e.indexStart+e.reservedIndexCount))>t)throw Error("BatchedMesh: Geometry index values are being used outside the range ".concat(t,". Cannot shrink further."));let r=this.geometry;r.dispose(),this._maxVertexCount=e,this._maxIndexCount=t,this._geometryInitialized&&(this._geometryInitialized=!1,this.geometry=new i0,this._initializeGeometry(r));let i=this.geometry;for(let e in r.index&&sI(r.index.array,i.index.array),r.attributes)sI(r.attributes[e].array,i.attributes[e].array)}raycast(e,t){let n=this._instanceInfo,r=this._geometryInfo,i=this.matrixWorld,a=this.geometry;sR.material=this.material,sR.geometry.index=a.index,sR.geometry.attributes=a.attributes,null===sR.geometry.boundingBox&&(sR.geometry.boundingBox=new rf),null===sR.geometry.boundingSphere&&(sR.geometry.boundingSphere=new rL);for(let a=0,s=n.length;a({...e,boundingBox:null!==e.boundingBox?e.boundingBox.clone():null,boundingSphere:null!==e.boundingSphere?e.boundingSphere.clone():null})),this._instanceInfo=e._instanceInfo.map(e=>({...e})),this._availableInstanceIds=e._availableInstanceIds.slice(),this._availableGeometryIds=e._availableGeometryIds.slice(),this._nextIndexStart=e._nextIndexStart,this._nextVertexStart=e._nextVertexStart,this._geometryCount=e._geometryCount,this._maxInstanceCount=e._maxInstanceCount,this._maxVertexCount=e._maxVertexCount,this._maxIndexCount=e._maxIndexCount,this._geometryInitialized=e._geometryInitialized,this._multiDrawCounts=e._multiDrawCounts.slice(),this._multiDrawStarts=e._multiDrawStarts.slice(),this._indirectTexture=e._indirectTexture.clone(),this._indirectTexture.image.data=this._indirectTexture.image.data.slice(),this._matricesTexture=e._matricesTexture.clone(),this._matricesTexture.image.data=this._matricesTexture.image.data.slice(),null!==this._colorsTexture&&(this._colorsTexture=e._colorsTexture.clone(),this._colorsTexture.image.data=this._colorsTexture.image.data.slice()),this}dispose(){this.geometry.dispose(),this._matricesTexture.dispose(),this._matricesTexture=null,this._indirectTexture.dispose(),this._indirectTexture=null,null!==this._colorsTexture&&(this._colorsTexture.dispose(),this._colorsTexture=null)}onBeforeRender(e,t,n,r,i){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;let a=r.getIndex(),s=null===a?1:a.array.BYTES_PER_ELEMENT,o=this._instanceInfo,l=this._multiDrawStarts,u=this._multiDrawCounts,c=this._geometryInfo,h=this.perObjectFrustumCulled,d=this._indirectTexture,p=d.image.data,f=n.isArrayCamera?sS:sb;h&&!n.isArrayCamera&&(s_.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse).multiply(this.matrixWorld),sb.setFromProjectionMatrix(s_,n.coordinateSystem,n.reversedDepth));let m=0;if(this.sortObjects){s_.copy(this.matrixWorld).invert(),sE.setFromMatrixPosition(n.matrixWorld).applyMatrix4(s_),sT.set(0,0,-1).transformDirection(n.matrixWorld).transformDirection(s_);for(let e=0,t=o.length;e0){let n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,t=n.length;er)return;sz.applyMatrix4(e.matrixWorld);let l=t.ray.origin.distanceTo(sz);if(!(lt.far))return{distance:l,point:sB.clone().applyMatrix4(e.matrixWorld),index:s,face:null,faceIndex:null,barycoord:null,object:e}}let sG=new nX,sW=new nX;class sj extends sH{computeLineDistances(){let e=this.geometry;if(null===e.index){let t=e.attributes.position,n=[];for(let e=0,r=t.count;e0){let n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,t=n.length;ei.far)return;a.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:t,face:null,faceIndex:null,barycoord:null,object:s})}}class s0 extends rs{clone(){return new this.constructor(this.image).copy(this)}update(){let e=this.image;!1=="requestVideoFrameCallback"in e&&e.readyState>=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}dispose(){0!==this._requestVideoFrameCallbackId&&this.source.data.cancelVideoFrameCallback(this._requestVideoFrameCallbackId),super.dispose()}constructor(e,t,n,r,i=eD,a=eD,s,o,l){super(e,t,n,r,i,a,s,o,l),this.isVideoTexture=!0,this.generateMipmaps=!1,this._requestVideoFrameCallbackId=0;let u=this;"requestVideoFrameCallback"in e&&(this._requestVideoFrameCallbackId=e.requestVideoFrameCallback(function t(){u.needsUpdate=!0,u._requestVideoFrameCallbackId=e.requestVideoFrameCallback(t)}))}}class s1 extends s0{update(){}clone(){return new this.constructor().copy(this)}setFrame(e){this.image=e,this.needsUpdate=!0}constructor(e,t,n,r,i,a,s,o){super({},e,t,n,r,i,a,s,o),this.isVideoFrameTexture=!0}}class s2 extends rs{constructor(e,t){super({width:e,height:t}),this.isFramebufferTexture=!0,this.magFilter=eR,this.minFilter=eR,this.generateMipmaps=!1,this.needsUpdate=!0}}class s3 extends rs{constructor(e,t,n,r,i,a,s,o,l,u,c,h){super(null,a,s,o,l,u,r,i,c,h),this.isCompressedTexture=!0,this.image={width:t,height:n},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}}class s4 extends s3{addLayerUpdate(e){this.layerUpdates.add(e)}clearLayerUpdates(){this.layerUpdates.clear()}constructor(e,t,n,r,i,a){super(e,t,n,i,a),this.isCompressedArrayTexture=!0,this.image.depth=r,this.wrapR=eA,this.layerUpdates=new Set}}class s5 extends s3{constructor(e,t,n){super(void 0,e[0].width,e[0].height,t,n,eb),this.isCompressedCubeTexture=!0,this.isCubeTexture=!0,this.image=e}}class s6 extends rs{constructor(e,t,n,r,i,a,s,o,l){super(e,t,n,r,i,a,s,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}}class s8 extends rs{copy(e){return super.copy(e),this.source=new rn(Object.assign({},e.image)),this.compareFunction=e.compareFunction,this}toJSON(e){let t=super.toJSON(e);return null!==this.compareFunction&&(t.compareFunction=this.compareFunction),t}constructor(e,t,n=eW,r,i,a,s=eR,o=eR,l,u=e1,c=1){if(u!==e1&&u!==e2)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");super({width:e,height:t,depth:c},r,i,a,s,o,u,n,l),this.isDepthTexture=!0,this.flipY=!1,this.generateMipmaps=!1,this.compareFunction=null}}class s9 extends rs{copy(e){return super.copy(e),this.sourceTexture=e.sourceTexture,this}constructor(e=null){super(),this.sourceTexture=e,this.isExternalTexture=!0}}class s7 extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}static fromJSON(e){return new s7(e.radius,e.height,e.capSegments,e.radialSegments,e.heightSegments)}constructor(e=1,t=1,n=4,r=8,i=1){super(),this.type="CapsuleGeometry",this.parameters={radius:e,height:t,capSegments:n,radialSegments:r,heightSegments:i},t=Math.max(0,t),n=Math.max(1,Math.floor(n)),r=Math.max(3,Math.floor(r));let a=[],s=[],o=[],l=[],u=t/2,c=Math.PI/2*e,h=t,d=2*c+h,p=2*n+(i=Math.max(1,Math.floor(i))),f=r+1,m=new nX,g=new nX;for(let v=0;v<=p;v++){let y=0,_=0,x=0,b=0;if(v<=n){let t=v/n,r=t*Math.PI/2;_=-u-e*Math.cos(r),x=e*Math.sin(r),b=-e*Math.cos(r),y=t*c}else if(v<=n+i){let r=(v-n)/i;_=-u+r*t,x=e,b=0,y=c+r*h}else{let t=(v-n-i)/n,r=t*Math.PI/2;_=u+e*Math.sin(r),x=e*Math.cos(r),b=e*Math.sin(r),y=c+h+t*c}let S=Math.max(0,Math.min(1,y/d)),M=0;0===v?M=.5/r:v===p&&(M=-.5/r);for(let e=0;e<=r;e++){let t=e/r,n=t*Math.PI*2,i=Math.sin(n),a=Math.cos(n);g.x=-x*a,g.y=_,g.z=x*i,s.push(g.x,g.y,g.z),m.set(-x*a,b,x*i),m.normalize(),o.push(m.x,m.y,m.z),l.push(t+M,S)}if(v>0){let e=(v-1)*f;for(let t=0;t0||0!==r)&&(u.push(a,s,l),y+=3),(t>0||r!==i-1)&&(u.push(s,o,l),y+=3)}l.addGroup(g,y,0),g+=y})(),!1===a&&(e>0&&v(!0),t>0&&v(!1)),this.setIndex(u),this.setAttribute("position",new iX(c,3)),this.setAttribute("normal",new iX(h,3)),this.setAttribute("uv",new iX(d,2))}}class on extends ot{static fromJSON(e){return new on(e.radius,e.height,e.radialSegments,e.heightSegments,e.openEnded,e.thetaStart,e.thetaLength)}constructor(e=1,t=1,n=32,r=1,i=!1,a=0,s=2*Math.PI){super(0,e,t,n,r,i,a,s),this.type="ConeGeometry",this.parameters={radius:e,height:t,radialSegments:n,heightSegments:r,openEnded:i,thetaStart:a,thetaLength:s}}}class or extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}static fromJSON(e){return new or(e.vertices,e.indices,e.radius,e.details)}constructor(e=[],t=[],n=1,r=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:e,indices:t,radius:n,detail:r};let i=[],a=[];function s(e){i.push(e.x,e.y,e.z)}function o(t,n){let r=3*t;n.x=e[r+0],n.y=e[r+1],n.z=e[r+2]}function l(e,t,n,r){r<0&&1===e.x&&(a[t]=e.x-1),0===n.x&&0===n.z&&(a[t]=r/2/Math.PI+.5)}function u(e){return Math.atan2(e.z,-e.x)}(function(e){let n=new nX,r=new nX,i=new nX;for(let a=0;a.9&&s<.1&&(t<.2&&(a[e+0]+=1),n<.2&&(a[e+2]+=1),r<.2&&(a[e+4]+=1))}}()}(),this.setAttribute("position",new iX(i,3)),this.setAttribute("normal",new iX(i.slice(),3)),this.setAttribute("uv",new iX(a,2)),0===r?this.computeVertexNormals():this.normalizeNormals()}}class oi extends or{static fromJSON(e){return new oi(e.radius,e.detail)}constructor(e=1,t=0){let n=(1+Math.sqrt(5))/2,r=1/n;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-r,-n,0,-r,n,0,r,-n,0,r,n,-r,-n,0,-r,n,0,r,-n,0,r,n,0,-n,0,-r,n,0,-r,-n,0,r,n,0,r],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,t),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t}}}let oa=new nX,os=new nX,oo=new nX,ol=new ix;class ou extends i0{copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}constructor(e=null,t=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:e,thresholdAngle:t},null!==e){let n=Math.cos(nU*t),r=e.getIndex(),i=e.getAttribute("position"),a=r?r.count:i.count,s=[0,0,0],o=["a","b","c"],l=[,,,],u={},c=[];for(let e=0;e0&&void 0!==arguments[0]?arguments[0]:5,t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));return t}getSpacedPoints(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:5,t=[];for(let n=0;n<=e;n++)t.push(this.getPointAt(n/e));return t}getLength(){let e=this.getLengths();return e[e.length-1]}getLengths(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:this.arcLengthDivisions;if(this.cacheArcLengths&&this.cacheArcLengths.length===e+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;let t=[],n,r=this.getPoint(0),i=0;t.push(0);for(let a=1;a<=e;a++)t.push(i+=(n=this.getPoint(a/e)).distanceTo(r)),r=n;return this.cacheArcLengths=t,t}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(e){let t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:null,r=this.getLengths(),i=0,a=r.length;t=n||e*r[a-1];let s=0,o=a-1,l;for(;s<=o;)if((l=r[i=Math.floor(s+(o-s)/2)]-t)<0)s=i+1;else if(l>0)o=i-1;else{o=i;break}if(r[i=o]===t)return i/(a-1);let u=r[i],c=r[i+1];return(i+(t-u)/(c-u))/(a-1)}getTangent(e,t){let n=e-1e-4,r=e+1e-4;n<0&&(n=0),r>1&&(r=1);let i=this.getPoint(n),a=this.getPoint(r),s=t||(i.isVector2?new nW:new nX);return s.copy(a).sub(i).normalize(),s}getTangentAt(e,t){let n=this.getUtoTmapping(e);return this.getTangent(n,t)}computeFrenetFrames(e){let t=arguments.length>1&&void 0!==arguments[1]&&arguments[1],n=new nX,r=[],i=[],a=[],s=new nX,o=new rH;for(let t=0;t<=e;t++){let n=t/e;r[t]=this.getTangentAt(n,new nX)}i[0]=new nX,a[0]=new nX;let l=Number.MAX_VALUE,u=Math.abs(r[0].x),c=Math.abs(r[0].y),h=Math.abs(r[0].z);u<=l&&(l=u,n.set(1,0,0)),c<=l&&(l=c,n.set(0,1,0)),h<=l&&n.set(0,0,1),s.crossVectors(r[0],n).normalize(),i[0].crossVectors(r[0],s),a[0].crossVectors(r[0],i[0]);for(let t=1;t<=e;t++){if(i[t]=i[t-1].clone(),a[t]=a[t-1].clone(),s.crossVectors(r[t-1],r[t]),s.length()>Number.EPSILON){s.normalize();let e=Math.acos(nk(r[t-1].dot(r[t]),-1,1));i[t].applyMatrix4(o.makeRotationAxis(s,e))}a[t].crossVectors(r[t],i[t])}if(!0===t){let t=Math.acos(nk(i[0].dot(i[e]),-1,1));t/=e,r[0].dot(s.crossVectors(i[0],i[e]))>0&&(t=-t);for(let n=1;n<=e;n++)i[n].applyMatrix4(o.makeRotationAxis(r[n],t*n)),a[n].crossVectors(r[n],i[n])}return{tangents:r,normals:i,binormals:a}}clone(){return new this.constructor().copy(this)}copy(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}toJSON(){let e={metadata:{version:4.7,type:"Curve",generator:"Curve.toJSON"}};return e.arcLengthDivisions=this.arcLengthDivisions,e.type=this.type,e}fromJSON(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}constructor(){this.type="Curve",this.arcLengthDivisions=200,this.needsUpdate=!1,this.cacheArcLengths=null}}class oh extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW,n=2*Math.PI,r=this.aEndAngle-this.aStartAngle,i=Math.abs(r)n;)r-=n;r1&&void 0!==arguments[1]?arguments[1]:new nX,i=this.points,a=i.length,s=(a-!this.closed)*e,o=Math.floor(s),l=s-o;this.closed?o+=o>0?0:(Math.floor(Math.abs(o)/a)+1)*a:0===l&&o===a-1&&(o=a-2,l=1),this.closed||o>0?t=i[(o-1)%a]:(of.subVectors(i[0],i[1]).add(i[0]),t=of);let u=i[o%a],c=i[(o+1)%a];if(this.closed||o+21&&void 0!==arguments[1]?arguments[1]:new nW,n=this.v0,r=this.v1,i=this.v2,a=this.v3;return t.set(ob(e,n.x,r.x,i.x,a.x),ob(e,n.y,r.y,i.y,a.y)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this.v3.copy(e.v3),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e.v3=this.v3.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this.v3.fromArray(e.v3),this}constructor(e=new nW,t=new nW,n=new nW,r=new nW){super(),this.isCubicBezierCurve=!0,this.type="CubicBezierCurve",this.v0=e,this.v1=t,this.v2=n,this.v3=r}}class oM extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX,n=this.v0,r=this.v1,i=this.v2,a=this.v3;return t.set(ob(e,n.x,r.x,i.x,a.x),ob(e,n.y,r.y,i.y,a.y),ob(e,n.z,r.z,i.z,a.z)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this.v3.copy(e.v3),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e.v3=this.v3.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this.v3.fromArray(e.v3),this}constructor(e=new nX,t=new nX,n=new nX,r=new nX){super(),this.isCubicBezierCurve3=!0,this.type="CubicBezierCurve3",this.v0=e,this.v1=t,this.v2=n,this.v3=r}}class ow extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW;return 1===e?t.copy(this.v2):(t.copy(this.v2).sub(this.v1),t.multiplyScalar(e).add(this.v1)),t}getPointAt(e,t){return this.getPoint(e,t)}getTangent(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW;return t.subVectors(this.v2,this.v1).normalize()}getTangentAt(e,t){return this.getTangent(e,t)}copy(e){return super.copy(e),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nW,t=new nW){super(),this.isLineCurve=!0,this.type="LineCurve",this.v1=e,this.v2=t}}class oE extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX;return 1===e?t.copy(this.v2):(t.copy(this.v2).sub(this.v1),t.multiplyScalar(e).add(this.v1)),t}getPointAt(e,t){return this.getPoint(e,t)}getTangent(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX;return t.subVectors(this.v2,this.v1).normalize()}getTangentAt(e,t){return this.getTangent(e,t)}copy(e){return super.copy(e),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nX,t=new nX){super(),this.isLineCurve3=!0,this.type="LineCurve3",this.v1=e,this.v2=t}}class oT extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW,n=this.v0,r=this.v1,i=this.v2;return t.set(ox(e,n.x,r.x,i.x),ox(e,n.y,r.y,i.y)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nW,t=new nW,n=new nW){super(),this.isQuadraticBezierCurve=!0,this.type="QuadraticBezierCurve",this.v0=e,this.v1=t,this.v2=n}}class oA extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nX,n=this.v0,r=this.v1,i=this.v2;return t.set(ox(e,n.x,r.x,i.x),ox(e,n.y,r.y,i.y),ox(e,n.z,r.z,i.z)),t}copy(e){return super.copy(e),this.v0.copy(e.v0),this.v1.copy(e.v1),this.v2.copy(e.v2),this}toJSON(){let e=super.toJSON();return e.v0=this.v0.toArray(),e.v1=this.v1.toArray(),e.v2=this.v2.toArray(),e}fromJSON(e){return super.fromJSON(e),this.v0.fromArray(e.v0),this.v1.fromArray(e.v1),this.v2.fromArray(e.v2),this}constructor(e=new nX,t=new nX,n=new nX){super(),this.isQuadraticBezierCurve3=!0,this.type="QuadraticBezierCurve3",this.v0=e,this.v1=t,this.v2=n}}class oC extends oc{getPoint(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new nW,n=this.points,r=(n.length-1)*e,i=Math.floor(r),a=r-i,s=n[0===i?i:i-1],o=n[i],l=n[i>n.length-2?n.length-1:i+1],u=n[i>n.length-3?n.length-1:i+2];return t.set(o_(a,s.x,o.x,l.x,u.x),o_(a,s.y,o.y,l.y,u.y)),t}copy(e){super.copy(e),this.points=[];for(let t=0,n=e.points.length;t=n){let e=r[i]-n,a=this.curves[i],s=a.getLength(),o=0===s?0:1-e/s;return a.getPointAt(o,t)}i++}return null}getLength(){let e=this.getCurveLengths();return e[e.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;let e=[],t=0;for(let n=0,r=this.curves.length;n0&&void 0!==arguments[0]?arguments[0]:40,t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));return this.autoClose&&t.push(t[0]),t}getPoints(){let e,t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:12,n=[];for(let r=0,i=this.curves;r1&&!n[n.length-1].equals(n[0])&&n.push(n[0]),n}copy(e){super.copy(e),this.curves=[];for(let t=0,n=e.curves.length;t0){let e=l.getPoint(0);e.equals(this.currentPoint)||this.lineTo(e.x,e.y)}this.curves.push(l);let u=l.getPoint(1);return this.currentPoint.copy(u),this}copy(e){return 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r}(l,u)&&(oz(l.prev,l,u.prev)||oz(l,u.prev,u))||oB(l,u)&&oz(l.prev,l,l.next)>0&&oz(u.prev,u,u.next)>0))){let l=oj(o,t);o=oD(o,o.next),l=oD(l,l.next),e(o,n,r,i,a,s,0),e(l,n,r,i,a,s,0);return}t=t.next}o=o.next}while(o!==t)}(t,n,r,i,a,s):e(oD(t),n,r,i,a,s,1);break}}}(l,u,a,n,r,i,0),u}(e,t,n)}}class oZ{static area(e){let t=e.length,n=0;for(let r=t-1,i=0;ioZ.area(e)}static triangulateShape(e,t){let n=[],r=[],i=[];oK(e),o$(n,e);let a=e.length;t.forEach(oK);for(let e=0;e2&&e[t-1].equals(e[0])&&e.pop()}function o$(e,t){for(let n=0;nNumber.EPSILON){let h=Math.sqrt(c),d=Math.sqrt(l*l+u*u),p=t.x-o/h,f=t.y+s/h,m=((n.x-u/d-p)*u-(n.y+l/d-f)*l)/(s*u-o*l),g=(r=p+s*m-e.x)*r+(i=f+o*m-e.y)*i;if(g<=2)return new nW(r,i);a=Math.sqrt(g/2)}else{let e=!1;s>Number.EPSILON?l>Number.EPSILON&&(e=!0):s<-Number.EPSILON?l<-Number.EPSILON&&(e=!0):Math.sign(o)===Math.sign(u)&&(e=!0),e?(r=-o,i=s,a=Math.sqrt(c)):(r=s,i=o,a=Math.sqrt(c/2))}return new nW(r/a,i/a)}let L=[];for(let e=0,t=C.length,n=t-1,r=e+1;e=0;e--){let t=e/y,n=m*Math.cos(t*Math.PI/2),r=g*Math.sin(t*Math.PI/2)+v;for(let e=0,t=C.length;e=0;){let a=i,s=i-1;s<0&&(s=e.length-1);for(let e=0,i=d+2*y;e0)&&d.push(t,i,l),(e!==n-1||o0!=e>0&&this.version++,this._anisotropy=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get iridescence(){return this._iridescence}set iridescence(e){this._iridescence>0!=e>0&&this.version++,this._iridescence=e}get dispersion(){return this._dispersion}set dispersion(e){this._dispersion>0!=e>0&&this.version++,this._dispersion=e}get sheen(){return this._sheen}set sheen(e){this._sheen>0!=e>0&&this.version++,this._sheen=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.anisotropy=e.anisotropy,this.anisotropyRotation=e.anisotropyRotation,this.anisotropyMap=e.anisotropyMap,this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.dispersion=e.dispersion,this.ior=e.ior,this.iridescence=e.iridescence,this.iridescenceMap=e.iridescenceMap,this.iridescenceIOR=e.iridescenceIOR,this.iridescenceThicknessRange=[...e.iridescenceThicknessRange],this.iridescenceThicknessMap=e.iridescenceThicknessMap,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}constructor(e){super(),this.isMeshPhysicalMaterial=!0,this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.anisotropyRotation=0,this.anisotropyMap=null,this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new nW(1,1),this.clearcoatNormalMap=null,this.ior=1.5,Object.defineProperty(this,"reflectivity",{get:function(){return nk(2.5*(this.ior-1)/(this.ior+1),0,1)},set:function(e){this.ior=(1+.4*e)/(1-.4*e)}}),this.iridescenceMap=null,this.iridescenceIOR=1.3,this.iridescenceThicknessRange=[100,400],this.iridescenceThicknessMap=null,this.sheenColor=new iE(0),this.sheenColorMap=null,this.sheenRoughness=1,this.sheenRoughnessMap=null,this.transmissionMap=null,this.thickness=0,this.thicknessMap=null,this.attenuationDistance=1/0,this.attenuationColor=new iE(1,1,1),this.specularIntensity=1,this.specularIntensityMap=null,this.specularColor=new iE(1,1,1),this.specularColorMap=null,this._anisotropy=0,this._clearcoat=0,this._dispersion=0,this._iridescence=0,this._sheen=0,this._transmission=0,this.setValues(e)}}class lu extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}constructor(e){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new iE(0xffffff),this.specular=new iE(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new iE(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new rK,this.combine=eo,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}}class lc extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}constructor(e){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new iE(0xffffff),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new iE(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}}class lh extends iC{copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}constructor(e){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(e)}}class ld extends iC{copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}constructor(e){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new iE(0xffffff),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new iE(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new rK,this.combine=eo,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}}class lp extends iC{copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}constructor(e){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=tj,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(e)}}class lf extends iC{copy(e){return super.copy(e),this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}constructor(e){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(e)}}class lm extends iC{copy(e){return super.copy(e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.flatShading=e.flatShading,this.fog=e.fog,this}constructor(e){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new iE(0xffffff),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=tJ,this.normalScale=new nW(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(e)}}class lg extends sN{copy(e){return super.copy(e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this}constructor(e){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}}function lv(e,t){return e&&e.constructor!==t?"number"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e):e}function ly(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)}function l_(e){let t=e.length,n=Array(t);for(let e=0;e!==t;++e)n[e]=e;return n.sort(function(t,n){return e[t]-e[n]}),n}function lx(e,t,n){let r=e.length,i=new e.constructor(r);for(let a=0,s=0;s!==r;++a){let r=n[a]*t;for(let n=0;n!==t;++n)i[s++]=e[r+n]}return i}function lb(e,t,n,r){let i=1,a=e[0];for(;void 0!==a&&void 0===a[r];)a=e[i++];if(void 0===a)return;let s=a[r];if(void 0!==s)if(Array.isArray(s))do void 0!==(s=a[r])&&(t.push(a.time),n.push(...s)),a=e[i++];while(void 0!==a)else if(void 0!==s.toArray)do void 0!==(s=a[r])&&(t.push(a.time),s.toArray(n,n.length)),a=e[i++];while(void 0!==a)else do void 0!==(s=a[r])&&(t.push(a.time),n.push(s)),a=e[i++];while(void 0!==a)}class lS{static convertArray(e,t){return lv(e,t)}static isTypedArray(e){return ly(e)}static getKeyframeOrder(e){return l_(e)}static sortedArray(e,t,n){return lx(e,t,n)}static flattenJSON(e,t,n,r){lb(e,t,n,r)}static subclip(e,t,n,r){let i=arguments.length>4&&void 0!==arguments[4]?arguments[4]:30;return function(e,t,n,r){let i=arguments.length>4&&void 0!==arguments[4]?arguments[4]:30,a=e.clone();a.name=t;let s=[];for(let e=0;e=r)){l.push(t.times[e]);for(let n=0;na.tracks[e].times[0]&&(o=a.tracks[e].times[0]);for(let e=0;e1&&void 0!==arguments[1]?arguments[1]:0,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:e,r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:30;return function(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:e,r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:30;r<=0&&(r=30);let i=n.tracks.length,a=t/r;for(let t=0;t=i.times[d]){let e=d*u+l,t=e+u-l;r=i.values.slice(e,t)}else{let e=i.createInterpolant(),t=l,n=u-l;e.evaluate(a),r=e.resultBuffer.slice(t,n)}"quaternion"===s&&new nj().fromArray(r).normalize().conjugate().toArray(r);let p=o.times.length;for(let e=0;e=i)){let s=t[1];e=(i=t[--n-1]))break r}a=n,n=0;break i}break n}for(;n>>1;et;)--a;if(++a,0!==i||a!==r){i>=a&&(i=(a=Math.max(a,1))-1);let e=this.getValueSize();this.times=n.slice(i,a),this.values=this.values.slice(i*e,a*e)}return this}validate(){let e=!0,t=this.getValueSize();t-Math.floor(t)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);let n=this.times,r=this.values,i=n.length;0===i&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);let a=null;for(let t=0;t!==i;t++){let r=n[t];if("number"==typeof r&&isNaN(r)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,t,r),e=!1;break}if(null!==a&&a>r){console.error("THREE.KeyframeTrack: Out of order keys.",this,t,r,a),e=!1;break}a=r}if(void 0!==r&&ly(r))for(let t=0,n=r.length;t!==n;++t){let n=r[t];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,t,n),e=!1;break}}return e}optimize(){let e=this.times.slice(),t=this.values.slice(),n=this.getValueSize(),r=this.getInterpolation()===tO,i=e.length-1,a=1;for(let s=1;s0){e[a]=e[i];for(let e=i*n,r=a*n,s=0;s!==n;++s)t[r+s]=t[e+s];++a}return a!==e.length?(this.times=e.slice(0,a),this.values=t.slice(0,a*n)):(this.times=e,this.values=t),this}clone(){let e=this.times.slice(),t=this.values.slice(),n=new this.constructor(this.name,e,t);return n.createInterpolant=this.createInterpolant,n}constructor(e,t,n,r){if(void 0===e)throw Error("THREE.KeyframeTrack: track name is undefined");if(void 0===t||0===t.length)throw Error("THREE.KeyframeTrack: no keyframes in track named "+e);this.name=e,this.times=lv(t,this.TimeBufferType),this.values=lv(n,this.ValueBufferType),this.setInterpolation(r||this.DefaultInterpolation)}}lA.prototype.ValueTypeName="",lA.prototype.TimeBufferType=Float32Array,lA.prototype.ValueBufferType=Float32Array,lA.prototype.DefaultInterpolation=tU;class lC extends lA{constructor(e,t,n){super(e,t,n)}}lC.prototype.ValueTypeName="bool",lC.prototype.ValueBufferType=Array,lC.prototype.DefaultInterpolation=tD,lC.prototype.InterpolantFactoryMethodLinear=void 0,lC.prototype.InterpolantFactoryMethodSmooth=void 0;class lR extends lA{constructor(e,t,n,r){super(e,t,n,r)}}lR.prototype.ValueTypeName="color";class lP extends lA{constructor(e,t,n,r){super(e,t,n,r)}}lP.prototype.ValueTypeName="number";class lI extends lM{interpolate_(e,t,n,r){let i=this.resultBuffer,a=this.sampleValues,s=this.valueSize,o=(n-t)/(r-t),l=e*s;for(let e=l+s;l!==e;l+=4)nj.slerpFlat(i,0,a,l-s,a,l,o);return i}constructor(e,t,n,r){super(e,t,n,r)}}class lL extends lA{InterpolantFactoryMethodLinear(e){return new lI(this.times,this.values,this.getValueSize(),e)}constructor(e,t,n,r){super(e,t,n,r)}}lL.prototype.ValueTypeName="quaternion",lL.prototype.InterpolantFactoryMethodSmooth=void 0;class lN extends lA{constructor(e,t,n){super(e,t,n)}}lN.prototype.ValueTypeName="string",lN.prototype.ValueBufferType=Array,lN.prototype.DefaultInterpolation=tD,lN.prototype.InterpolantFactoryMethodLinear=void 0,lN.prototype.InterpolantFactoryMethodSmooth=void 0;class lD extends lA{constructor(e,t,n,r){super(e,t,n,r)}}lD.prototype.ValueTypeName="vector";class lU{static parse(e){let t=[],n=e.tracks,r=1/(e.fps||1);for(let e=0,i=n.length;e!==i;++e)t.push((function(e){if(void 0===e.type)throw Error("THREE.KeyframeTrack: track type undefined, can not parse");let t=function(e){switch(e.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return lP;case"vector":case"vector2":case"vector3":case"vector4":return lD;case"color":return 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n=lB[e],r=t.body.getReader(),i=t.headers.get("X-File-Size")||t.headers.get("Content-Length"),a=i?parseInt(i):0,s=0!==a,o=0;return new Response(new ReadableStream({start(e){!function t(){r.read().then(r=>{let{done:i,value:l}=r;if(i)e.close();else{let r=new ProgressEvent("progress",{lengthComputable:s,loaded:o+=l.byteLength,total:a});for(let e=0,t=n.length;e{e.error(t)})}()}}))}throw new lH('fetch for "'.concat(t.url,'" responded with ').concat(t.status,": ").concat(t.statusText),t)}).then(e=>{switch(o){case"arraybuffer":return e.arrayBuffer();case"blob":return e.blob();case"document":return e.text().then(e=>new DOMParser().parseFromString(e,s));case"json":return e.json();default:if(""===s)return e.text();{let t=/charset="?([^;"\s]*)"?/i.exec(s),n=new TextDecoder(t&&t[1]?t[1].toLowerCase():void 0);return e.arrayBuffer().then(e=>n.decode(e))}}}).then(t=>{lO.add("file:".concat(e),t);let n=lB[e];delete lB[e];for(let e=0,r=n.length;e{let n=lB[e];if(void 0===n)throw this.manager.itemError(e),t;delete lB[e];for(let e=0,r=n.length;e{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}constructor(e){super(e),this.mimeType="",this.responseType="",this._abortController=new AbortController}}class lG extends lz{load(e,t,n,r){let i=this,a=new lV(this.manager);a.setPath(this.path),a.setRequestHeader(this.requestHeader),a.setWithCredentials(this.withCredentials),a.load(e,function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t),i.manager.itemError(e)}},n,r)}parse(e){let t=[];for(let n=0;n1&&void 0!==arguments[1]?arguments[1]:0,n=this.camera,r=this.matrix,i=e.distance||n.far;i!==n.far&&(n.far=i,n.updateProjectionMatrix()),l5.setFromMatrixPosition(e.matrixWorld),n.position.copy(l5),l6.copy(n.position),l6.add(this._cubeDirections[t]),n.up.copy(this._cubeUps[t]),n.lookAt(l6),n.updateMatrixWorld(),r.makeTranslation(-l5.x,-l5.y,-l5.z),l4.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse),this._frustum.setFromProjectionMatrix(l4,n.coordinateSystem,n.reversedDepth)}constructor(){super(new af(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new nW(4,2),this._viewportCount=6,this._viewports=[new ro(2,1,1,1),new ro(0,1,1,1),new ro(3,1,1,1),new ro(1,1,1,1),new ro(3,0,1,1),new ro(1,0,1,1)],this._cubeDirections=[new nX(1,0,0),new nX(-1,0,0),new nX(0,0,1),new nX(0,0,-1),new nX(0,1,0),new nX(0,-1,0)],this._cubeUps=[new nX(0,1,0),new nX(0,1,0),new nX(0,1,0),new nX(0,1,0),new nX(0,0,1),new nX(0,0,-1)]}}class l9 extends lZ{get power(){return 4*this.intensity*Math.PI}set power(e){this.intensity=e/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(e,t){return super.copy(e,t),this.distance=e.distance,this.decay=e.decay,this.shadow=e.shadow.clone(),this}constructor(e,t,n=0,r=2){super(e,t),this.isPointLight=!0,this.type="PointLight",this.distance=n,this.decay=r,this.shadow=new l8}}class l7 extends ac{copy(e,t){return super.copy(e,t),this.left=e.left,this.right=e.right,this.top=e.top,this.bottom=e.bottom,this.near=e.near,this.far=e.far,this.zoom=e.zoom,this.view=null===e.view?null:Object.assign({},e.view),this}setViewOffset(e,t,n,r,i,a){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=r,this.view.width=i,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=(this.right-this.left)/(2*this.zoom),t=(this.top-this.bottom)/(2*this.zoom),n=(this.right+this.left)/2,r=(this.top+this.bottom)/2,i=n-e,a=n+e,s=r+t,o=r-t;if(null!==this.view&&this.view.enabled){let e=(this.right-this.left)/this.view.fullWidth/this.zoom,t=(this.top-this.bottom)/this.view.fullHeight/this.zoom;i+=e*this.view.offsetX,a=i+e*this.view.width,s-=t*this.view.offsetY,o=s-t*this.view.height}this.projectionMatrix.makeOrthographic(i,a,s,o,this.near,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let t=super.toJSON(e);return t.object.zoom=this.zoom,t.object.left=this.left,t.object.right=this.right,t.object.top=this.top,t.object.bottom=this.bottom,t.object.near=this.near,t.object.far=this.far,null!==this.view&&(t.object.view=Object.assign({},this.view)),t}constructor(e=-1,t=1,n=1,r=-1,i=.1,a=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=e,this.right=t,this.top=n,this.bottom=r,this.near=i,this.far=a,this.updateProjectionMatrix()}}class ue extends l1{constructor(){super(new l7(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class ut extends lZ{dispose(){this.shadow.dispose()}copy(e){return super.copy(e),this.target=e.target.clone(),this.shadow=e.shadow.clone(),this}constructor(e,t){super(e,t),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(ia.DEFAULT_UP),this.updateMatrix(),this.target=new ia,this.shadow=new ue}}class un extends lZ{constructor(e,t){super(e,t),this.isAmbientLight=!0,this.type="AmbientLight"}}class ur extends lZ{get power(){return this.intensity*this.width*this.height*Math.PI}set power(e){this.intensity=e/(this.width*this.height*Math.PI)}copy(e){return super.copy(e),this.width=e.width,this.height=e.height,this}toJSON(e){let t=super.toJSON(e);return t.object.width=this.width,t.object.height=this.height,t}constructor(e,t,n=10,r=10){super(e,t),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=n,this.height=r}}class ui{set(e){for(let t=0;t<9;t++)this.coefficients[t].copy(e[t]);return this}zero(){for(let e=0;e<9;e++)this.coefficients[e].set(0,0,0);return this}getAt(e,t){let n=e.x,r=e.y,i=e.z,a=this.coefficients;return t.copy(a[0]).multiplyScalar(.282095),t.addScaledVector(a[1],.488603*r),t.addScaledVector(a[2],.488603*i),t.addScaledVector(a[3],.488603*n),t.addScaledVector(a[4],n*r*1.092548),t.addScaledVector(a[5],r*i*1.092548),t.addScaledVector(a[6],.315392*(3*i*i-1)),t.addScaledVector(a[7],n*i*1.092548),t.addScaledVector(a[8],.546274*(n*n-r*r)),t}getIrradianceAt(e,t){let n=e.x,r=e.y,i=e.z,a=this.coefficients;return t.copy(a[0]).multiplyScalar(.886227),t.addScaledVector(a[1],1.023328*r),t.addScaledVector(a[2],1.023328*i),t.addScaledVector(a[3],1.023328*n),t.addScaledVector(a[4],.858086*n*r),t.addScaledVector(a[5],.858086*r*i),t.addScaledVector(a[6],.743125*i*i-.247708),t.addScaledVector(a[7],.858086*n*i),t.addScaledVector(a[8],.429043*(n*n-r*r)),t}add(e){for(let t=0;t<9;t++)this.coefficients[t].add(e.coefficients[t]);return this}addScaledSH(e,t){for(let n=0;n<9;n++)this.coefficients[n].addScaledVector(e.coefficients[n],t);return this}scale(e){for(let t=0;t<9;t++)this.coefficients[t].multiplyScalar(e);return this}lerp(e,t){for(let n=0;n<9;n++)this.coefficients[n].lerp(e.coefficients[n],t);return this}equals(e){for(let t=0;t<9;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return!1;return!0}copy(e){return this.set(e.coefficients)}clone(){return new this.constructor().copy(this)}fromArray(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=this.coefficients;for(let r=0;r<9;r++)n[r].fromArray(e,t+3*r);return this}toArray(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=this.coefficients;for(let r=0;r<9;r++)n[r].toArray(e,t+3*r);return e}static getBasisAt(e,t){let n=e.x,r=e.y,i=e.z;t[0]=.282095,t[1]=.488603*r,t[2]=.488603*i,t[3]=.488603*n,t[4]=1.092548*n*r,t[5]=1.092548*r*i,t[6]=.315392*(3*i*i-1),t[7]=1.092548*n*i,t[8]=.546274*(n*n-r*r)}constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let e=0;e<9;e++)this.coefficients.push(new nX)}}class ua extends lZ{copy(e){return super.copy(e),this.sh.copy(e.sh),this}fromJSON(e){return this.intensity=e.intensity,this.sh.fromArray(e.sh),this}toJSON(e){let t=super.toJSON(e);return t.object.sh=this.sh.toArray(),t}constructor(e=new ui,t=1){super(void 0,t),this.isLightProbe=!0,this.sh=e}}class us extends lz{load(e,t,n,r){let i=this,a=new lV(i.manager);a.setPath(i.path),a.setRequestHeader(i.requestHeader),a.setWithCredentials(i.withCredentials),a.load(e,function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t),i.manager.itemError(e)}},n,r)}parse(e){let t=this.textures;function n(e){return void 0===t[e]&&console.warn("THREE.MaterialLoader: Undefined texture",e),t[e]}let r=this.createMaterialFromType(e.type);if(void 0!==e.uuid&&(r.uuid=e.uuid),void 0!==e.name&&(r.name=e.name),void 0!==e.color&&void 0!==r.color&&r.color.setHex(e.color),void 0!==e.roughness&&(r.roughness=e.roughness),void 0!==e.metalness&&(r.metalness=e.metalness),void 0!==e.sheen&&(r.sheen=e.sheen),void 0!==e.sheenColor&&(r.sheenColor=new iE().setHex(e.sheenColor)),void 0!==e.sheenRoughness&&(r.sheenRoughness=e.sheenRoughness),void 0!==e.emissive&&void 0!==r.emissive&&r.emissive.setHex(e.emissive),void 0!==e.specular&&void 0!==r.specular&&r.specular.setHex(e.specular),void 0!==e.specularIntensity&&(r.specularIntensity=e.specularIntensity),void 0!==e.specularColor&&void 0!==r.specularColor&&r.specularColor.setHex(e.specularColor),void 0!==e.shininess&&(r.shininess=e.shininess),void 0!==e.clearcoat&&(r.clearcoat=e.clearcoat),void 0!==e.clearcoatRoughness&&(r.clearcoatRoughness=e.clearcoatRoughness),void 0!==e.dispersion&&(r.dispersion=e.dispersion),void 0!==e.iridescence&&(r.iridescence=e.iridescence),void 0!==e.iridescenceIOR&&(r.iridescenceIOR=e.iridescenceIOR),void 0!==e.iridescenceThicknessRange&&(r.iridescenceThicknessRange=e.iridescenceThicknessRange),void 0!==e.transmission&&(r.transmission=e.transmission),void 0!==e.thickness&&(r.thickness=e.thickness),void 0!==e.attenuationDistance&&(r.attenuationDistance=e.attenuationDistance),void 0!==e.attenuationColor&&void 0!==r.attenuationColor&&r.attenuationColor.setHex(e.attenuationColor),void 0!==e.anisotropy&&(r.anisotropy=e.anisotropy),void 0!==e.anisotropyRotation&&(r.anisotropyRotation=e.anisotropyRotation),void 0!==e.fog&&(r.fog=e.fog),void 0!==e.flatShading&&(r.flatShading=e.flatShading),void 0!==e.blending&&(r.blending=e.blending),void 0!==e.combine&&(r.combine=e.combine),void 0!==e.side&&(r.side=e.side),void 0!==e.shadowSide&&(r.shadowSide=e.shadowSide),void 0!==e.opacity&&(r.opacity=e.opacity),void 0!==e.transparent&&(r.transparent=e.transparent),void 0!==e.alphaTest&&(r.alphaTest=e.alphaTest),void 0!==e.alphaHash&&(r.alphaHash=e.alphaHash),void 0!==e.depthFunc&&(r.depthFunc=e.depthFunc),void 0!==e.depthTest&&(r.depthTest=e.depthTest),void 0!==e.depthWrite&&(r.depthWrite=e.depthWrite),void 0!==e.colorWrite&&(r.colorWrite=e.colorWrite),void 0!==e.blendSrc&&(r.blendSrc=e.blendSrc),void 0!==e.blendDst&&(r.blendDst=e.blendDst),void 0!==e.blendEquation&&(r.blendEquation=e.blendEquation),void 0!==e.blendSrcAlpha&&(r.blendSrcAlpha=e.blendSrcAlpha),void 0!==e.blendDstAlpha&&(r.blendDstAlpha=e.blendDstAlpha),void 0!==e.blendEquationAlpha&&(r.blendEquationAlpha=e.blendEquationAlpha),void 0!==e.blendColor&&void 0!==r.blendColor&&r.blendColor.setHex(e.blendColor),void 0!==e.blendAlpha&&(r.blendAlpha=e.blendAlpha),void 0!==e.stencilWriteMask&&(r.stencilWriteMask=e.stencilWriteMask),void 0!==e.stencilFunc&&(r.stencilFunc=e.stencilFunc),void 0!==e.stencilRef&&(r.stencilRef=e.stencilRef),void 0!==e.stencilFuncMask&&(r.stencilFuncMask=e.stencilFuncMask),void 0!==e.stencilFail&&(r.stencilFail=e.stencilFail),void 0!==e.stencilZFail&&(r.stencilZFail=e.stencilZFail),void 0!==e.stencilZPass&&(r.stencilZPass=e.stencilZPass),void 0!==e.stencilWrite&&(r.stencilWrite=e.stencilWrite),void 0!==e.wireframe&&(r.wireframe=e.wireframe),void 0!==e.wireframeLinewidth&&(r.wireframeLinewidth=e.wireframeLinewidth),void 0!==e.wireframeLinecap&&(r.wireframeLinecap=e.wireframeLinecap),void 0!==e.wireframeLinejoin&&(r.wireframeLinejoin=e.wireframeLinejoin),void 0!==e.rotation&&(r.rotation=e.rotation),void 0!==e.linewidth&&(r.linewidth=e.linewidth),void 0!==e.dashSize&&(r.dashSize=e.dashSize),void 0!==e.gapSize&&(r.gapSize=e.gapSize),void 0!==e.scale&&(r.scale=e.scale),void 0!==e.polygonOffset&&(r.polygonOffset=e.polygonOffset),void 0!==e.polygonOffsetFactor&&(r.polygonOffsetFactor=e.polygonOffsetFactor),void 0!==e.polygonOffsetUnits&&(r.polygonOffsetUnits=e.polygonOffsetUnits),void 0!==e.dithering&&(r.dithering=e.dithering),void 0!==e.alphaToCoverage&&(r.alphaToCoverage=e.alphaToCoverage),void 0!==e.premultipliedAlpha&&(r.premultipliedAlpha=e.premultipliedAlpha),void 0!==e.forceSinglePass&&(r.forceSinglePass=e.forceSinglePass),void 0!==e.visible&&(r.visible=e.visible),void 0!==e.toneMapped&&(r.toneMapped=e.toneMapped),void 0!==e.userData&&(r.userData=e.userData),void 0!==e.vertexColors&&("number"==typeof e.vertexColors?r.vertexColors=e.vertexColors>0:r.vertexColors=e.vertexColors),void 0!==e.uniforms)for(let t in e.uniforms){let i=e.uniforms[t];switch(r.uniforms[t]={},i.type){case"t":r.uniforms[t].value=n(i.value);break;case"c":r.uniforms[t].value=new iE().setHex(i.value);break;case"v2":r.uniforms[t].value=new nW().fromArray(i.value);break;case"v3":r.uniforms[t].value=new nX().fromArray(i.value);break;case"v4":r.uniforms[t].value=new ro().fromArray(i.value);break;case"m3":r.uniforms[t].value=new nJ().fromArray(i.value);break;case"m4":r.uniforms[t].value=new rH().fromArray(i.value);break;default:r.uniforms[t].value=i.value}}if(void 0!==e.defines&&(r.defines=e.defines),void 0!==e.vertexShader&&(r.vertexShader=e.vertexShader),void 0!==e.fragmentShader&&(r.fragmentShader=e.fragmentShader),void 0!==e.glslVersion&&(r.glslVersion=e.glslVersion),void 0!==e.extensions)for(let t in e.extensions)r.extensions[t]=e.extensions[t];if(void 0!==e.lights&&(r.lights=e.lights),void 0!==e.clipping&&(r.clipping=e.clipping),void 0!==e.size&&(r.size=e.size),void 0!==e.sizeAttenuation&&(r.sizeAttenuation=e.sizeAttenuation),void 0!==e.map&&(r.map=n(e.map)),void 0!==e.matcap&&(r.matcap=n(e.matcap)),void 0!==e.alphaMap&&(r.alphaMap=n(e.alphaMap)),void 0!==e.bumpMap&&(r.bumpMap=n(e.bumpMap)),void 0!==e.bumpScale&&(r.bumpScale=e.bumpScale),void 0!==e.normalMap&&(r.normalMap=n(e.normalMap)),void 0!==e.normalMapType&&(r.normalMapType=e.normalMapType),void 0!==e.normalScale){let t=e.normalScale;!1===Array.isArray(t)&&(t=[t,t]),r.normalScale=new nW().fromArray(t)}return void 0!==e.displacementMap&&(r.displacementMap=n(e.displacementMap)),void 0!==e.displacementScale&&(r.displacementScale=e.displacementScale),void 0!==e.displacementBias&&(r.displacementBias=e.displacementBias),void 0!==e.roughnessMap&&(r.roughnessMap=n(e.roughnessMap)),void 0!==e.metalnessMap&&(r.metalnessMap=n(e.metalnessMap)),void 0!==e.emissiveMap&&(r.emissiveMap=n(e.emissiveMap)),void 0!==e.emissiveIntensity&&(r.emissiveIntensity=e.emissiveIntensity),void 0!==e.specularMap&&(r.specularMap=n(e.specularMap)),void 0!==e.specularIntensityMap&&(r.specularIntensityMap=n(e.specularIntensityMap)),void 0!==e.specularColorMap&&(r.specularColorMap=n(e.specularColorMap)),void 0!==e.envMap&&(r.envMap=n(e.envMap)),void 0!==e.envMapRotation&&r.envMapRotation.fromArray(e.envMapRotation),void 0!==e.envMapIntensity&&(r.envMapIntensity=e.envMapIntensity),void 0!==e.reflectivity&&(r.reflectivity=e.reflectivity),void 0!==e.refractionRatio&&(r.refractionRatio=e.refractionRatio),void 0!==e.lightMap&&(r.lightMap=n(e.lightMap)),void 0!==e.lightMapIntensity&&(r.lightMapIntensity=e.lightMapIntensity),void 0!==e.aoMap&&(r.aoMap=n(e.aoMap)),void 0!==e.aoMapIntensity&&(r.aoMapIntensity=e.aoMapIntensity),void 0!==e.gradientMap&&(r.gradientMap=n(e.gradientMap)),void 0!==e.clearcoatMap&&(r.clearcoatMap=n(e.clearcoatMap)),void 0!==e.clearcoatRoughnessMap&&(r.clearcoatRoughnessMap=n(e.clearcoatRoughnessMap)),void 0!==e.clearcoatNormalMap&&(r.clearcoatNormalMap=n(e.clearcoatNormalMap)),void 0!==e.clearcoatNormalScale&&(r.clearcoatNormalScale=new nW().fromArray(e.clearcoatNormalScale)),void 0!==e.iridescenceMap&&(r.iridescenceMap=n(e.iridescenceMap)),void 0!==e.iridescenceThicknessMap&&(r.iridescenceThicknessMap=n(e.iridescenceThicknessMap)),void 0!==e.transmissionMap&&(r.transmissionMap=n(e.transmissionMap)),void 0!==e.thicknessMap&&(r.thicknessMap=n(e.thicknessMap)),void 0!==e.anisotropyMap&&(r.anisotropyMap=n(e.anisotropyMap)),void 0!==e.sheenColorMap&&(r.sheenColorMap=n(e.sheenColorMap)),void 0!==e.sheenRoughnessMap&&(r.sheenRoughnessMap=n(e.sheenRoughnessMap)),r}setTextures(e){return this.textures=e,this}createMaterialFromType(e){return us.createMaterialFromType(e)}static createMaterialFromType(e){return new({ShadowMaterial:la,SpriteMaterial:aA,RawShaderMaterial:ls,ShaderMaterial:au,PointsMaterial:sq,MeshPhysicalMaterial:ll,MeshStandardMaterial:lo,MeshPhongMaterial:lu,MeshToonMaterial:lc,MeshNormalMaterial:lh,MeshLambertMaterial:ld,MeshDepthMaterial:lp,MeshDistanceMaterial:lf,MeshBasicMaterial:iR,MeshMatcapMaterial:lm,LineDashedMaterial:lg,LineBasicMaterial:sN,Material:iC})[e]}constructor(e){super(e),this.textures={}}}class uo{static extractUrlBase(e){let t=e.lastIndexOf("/");return -1===t?"./":e.slice(0,t+1)}static resolveURL(e,t){return"string"!=typeof e||""===e?"":(/^https?:\/\//i.test(t)&&/^\//.test(e)&&(t=t.replace(/(^https?:\/\/[^\/]+).*/i,"$1")),/^(https?:)?\/\//i.test(e)||/^data:.*,.*$/i.test(e)||/^blob:.*$/i.test(e))?e:t+e}}class ul extends i0{copy(e){return super.copy(e),this.instanceCount=e.instanceCount,this}toJSON(){let e=super.toJSON();return e.instanceCount=this.instanceCount,e.isInstancedBufferGeometry=!0,e}constructor(){super(),this.isInstancedBufferGeometry=!0,this.type="InstancedBufferGeometry",this.instanceCount=1/0}}class uu extends lz{load(e,t,n,r){let i=this,a=new lV(i.manager);a.setPath(i.path),a.setRequestHeader(i.requestHeader),a.setWithCredentials(i.withCredentials),a.load(e,function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t),i.manager.itemError(e)}},n,r)}parse(e){let t={},n={};function r(e,r){if(void 0!==t[r])return t[r];let i=e.interleavedBuffers[r],a=function(e,t){if(void 0!==n[t])return n[t];let r=new Uint32Array(e.arrayBuffers[t]).buffer;return n[t]=r,r}(e,i.buffer),s=new aw(nQ(i.type,a),i.stride);return s.uuid=i.uuid,t[r]=s,s}let i=e.isInstancedBufferGeometry?new ul:new i0,a=e.data.index;if(void 0!==a){let e=nQ(a.type,a.array);i.setIndex(new iF(e,1))}let s=e.data.attributes;for(let t in s){let n,a=s[t];if(a.isInterleavedBufferAttribute)n=new aT(r(e.data,a.data),a.itemSize,a.offset,a.normalized);else{let e=nQ(a.type,a.array);n=new(a.isInstancedBufferAttribute?a6:iF)(e,a.itemSize,a.normalized)}void 0!==a.name&&(n.name=a.name),void 0!==a.usage&&n.setUsage(a.usage),i.setAttribute(t,n)}let o=e.data.morphAttributes;if(o)for(let t in o){let n=o[t],a=[];for(let t=0,i=n.length;t0){(n=new lX(new lF(t))).setCrossOrigin(this.crossOrigin);for(let t=0,n=e.length;t0){(t=new lX(this.manager)).setCrossOrigin(this.crossOrigin);for(let t=0,n=e.length;t{let t=null,n=null;return void 0!==e.boundingBox&&(t=new rf().fromJSON(e.boundingBox)),void 0!==e.boundingSphere&&(n=new rL().fromJSON(e.boundingSphere)),{...e,boundingBox:t,boundingSphere:n}}),a._instanceInfo=e.instanceInfo,a._availableInstanceIds=e._availableInstanceIds,a._availableGeometryIds=e._availableGeometryIds,a._nextIndexStart=e.nextIndexStart,a._nextVertexStart=e.nextVertexStart,a._geometryCount=e.geometryCount,a._maxInstanceCount=e.maxInstanceCount,a._maxVertexCount=e.maxVertexCount,a._maxIndexCount=e.maxIndexCount,a._geometryInitialized=e.geometryInitialized,a._matricesTexture=c(e.matricesTexture.uuid),a._indirectTexture=c(e.indirectTexture.uuid),void 0!==e.colorsTexture&&(a._colorsTexture=c(e.colorsTexture.uuid)),void 0!==e.boundingSphere&&(a.boundingSphere=new rL().fromJSON(e.boundingSphere)),void 0!==e.boundingBox&&(a.boundingBox=new rf().fromJSON(e.boundingBox));break;case"LOD":a=new aW;break;case"Line":a=new sH(l(e.geometry),u(e.material));break;case"LineLoop":a=new sX(l(e.geometry),u(e.material));break;case"LineSegments":a=new sj(l(e.geometry),u(e.material));break;case"PointCloud":case"Points":a=new s$(l(e.geometry),u(e.material));break;case"Sprite":a=new aB(u(e.material));break;case"Group":a=new ay;break;case"Bone":a=new a1;break;default:a=new ia}if(a.uuid=e.uuid,void 0!==e.name&&(a.name=e.name),void 0!==e.matrix?(a.matrix.fromArray(e.matrix),void 0!==e.matrixAutoUpdate&&(a.matrixAutoUpdate=e.matrixAutoUpdate),a.matrixAutoUpdate&&a.matrix.decompose(a.position,a.quaternion,a.scale)):(void 0!==e.position&&a.position.fromArray(e.position),void 0!==e.rotation&&a.rotation.fromArray(e.rotation),void 0!==e.quaternion&&a.quaternion.fromArray(e.quaternion),void 0!==e.scale&&a.scale.fromArray(e.scale)),void 0!==e.up&&a.up.fromArray(e.up),void 0!==e.castShadow&&(a.castShadow=e.castShadow),void 0!==e.receiveShadow&&(a.receiveShadow=e.receiveShadow),e.shadow&&(void 0!==e.shadow.intensity&&(a.shadow.intensity=e.shadow.intensity),void 0!==e.shadow.bias&&(a.shadow.bias=e.shadow.bias),void 0!==e.shadow.normalBias&&(a.shadow.normalBias=e.shadow.normalBias),void 0!==e.shadow.radius&&(a.shadow.radius=e.shadow.radius),void 0!==e.shadow.mapSize&&a.shadow.mapSize.fromArray(e.shadow.mapSize),void 0!==e.shadow.camera&&(a.shadow.camera=this.parseObject(e.shadow.camera))),void 0!==e.visible&&(a.visible=e.visible),void 0!==e.frustumCulled&&(a.frustumCulled=e.frustumCulled),void 0!==e.renderOrder&&(a.renderOrder=e.renderOrder),void 0!==e.userData&&(a.userData=e.userData),void 0!==e.layers&&(a.layers.mask=e.layers),void 0!==e.children){let s=e.children;for(let e=0;e{if(!0!==uf.has(a))return t&&t(n),i.manager.itemEnd(e),n;r&&r(uf.get(a)),i.manager.itemError(e),i.manager.itemEnd(e)}):(setTimeout(function(){t&&t(a),i.manager.itemEnd(e)},0),a);let s={};s.credentials="anonymous"===this.crossOrigin?"same-origin":"include",s.headers=this.requestHeader,s.signal="function"==typeof AbortSignal.any?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal;let o=fetch(e,s).then(function(e){return e.blob()}).then(function(e){return createImageBitmap(e,Object.assign(i.options,{colorSpaceConversion:"none"}))}).then(function(n){return lO.add("image-bitmap:".concat(e),n),t&&t(n),i.manager.itemEnd(e),n}).catch(function(t){r&&r(t),uf.set(o,t),lO.remove("image-bitmap:".concat(e)),i.manager.itemError(e),i.manager.itemEnd(e)});lO.add("image-bitmap:".concat(e),o),i.manager.itemStart(e)}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}constructor(e){super(e),this.isImageBitmapLoader=!0,"undefined"==typeof createImageBitmap&&console.warn("THREE.ImageBitmapLoader: createImageBitmap() not supported."),"undefined"==typeof fetch&&console.warn("THREE.ImageBitmapLoader: fetch() not supported."),this.options={premultiplyAlpha:"none"},this._abortController=new AbortController}}class ug{static getContext(){return void 0===r&&(r=new(window.AudioContext||window.webkitAudioContext)),r}static setContext(e){r=e}}class uv extends lz{load(e,t,n,r){let i=this,a=new lV(this.manager);function s(t){r?r(t):console.error(t),i.manager.itemError(e)}a.setResponseType("arraybuffer"),a.setPath(this.path),a.setRequestHeader(this.requestHeader),a.setWithCredentials(this.withCredentials),a.load(e,function(e){try{let n=e.slice(0);ug.getContext().decodeAudioData(n,function(e){t(e)}).catch(s)}catch(e){s(e)}},n,r)}constructor(e){super(e)}}let uy=new rH,u_=new rH,ux=new rH;class ub{update(e){let t=this._cache;if(t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep){let n,r;t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep,ux.copy(e.projectionMatrix);let i=t.eyeSep/2,a=i*t.near/t.focus,s=t.near*Math.tan(nU*t.fov*.5)/t.zoom;u_.elements[12]=-i,uy.elements[12]=i,n=-s*t.aspect+a,r=s*t.aspect+a,ux.elements[0]=2*t.near/(r-n),ux.elements[8]=(r+n)/(r-n),this.cameraL.projectionMatrix.copy(ux),n=-s*t.aspect-a,r=s*t.aspect-a,ux.elements[0]=2*t.near/(r-n),ux.elements[8]=(r+n)/(r-n),this.cameraR.projectionMatrix.copy(ux)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(u_),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(uy)}constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new af,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new af,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}}class uS extends af{constructor(e=[]){super(),this.isArrayCamera=!0,this.isMultiViewCamera=!1,this.cameras=e}}class uM{start(){this.startTime=performance.now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){let t=performance.now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}constructor(e=!0){this.autoStart=e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}}let uw=new nX,uE=new nj,uT=new nX,uA=new nX,uC=new nX;class uR extends ia{getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(e){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this}updateMatrixWorld(e){super.updateMatrixWorld(e);let t=this.context.listener;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(uw,uE,uT),uA.set(0,0,-1).applyQuaternion(uE),uC.set(0,1,0).applyQuaternion(uE),t.positionX){let e=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(uw.x,e),t.positionY.linearRampToValueAtTime(uw.y,e),t.positionZ.linearRampToValueAtTime(uw.z,e),t.forwardX.linearRampToValueAtTime(uA.x,e),t.forwardY.linearRampToValueAtTime(uA.y,e),t.forwardZ.linearRampToValueAtTime(uA.z,e),t.upX.linearRampToValueAtTime(uC.x,e),t.upY.linearRampToValueAtTime(uC.y,e),t.upZ.linearRampToValueAtTime(uC.z,e)}else t.setPosition(uw.x,uw.y,uw.z),t.setOrientation(uA.x,uA.y,uA.z,uC.x,uC.y,uC.z)}constructor(){super(),this.type="AudioListener",this.context=ug.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new uM}}class uP extends ia{getOutput(){return this.gain}setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this}setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this}setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this}setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this}play(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0;if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+e;let t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this)}stop(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0;return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(this._progress=0,null!==this.source&&(this.source.stop(this.context.currentTime+e),this.source.onended=null),this.isPlaying=!1,this)}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let e=1,t=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(let e=1,t=this.filters.length;e0&&this._mixBufferRegionAdditive(n,r,this._addIndex*t,1,t);for(let e=t,i=t+t;e!==i;++e)if(n[e]!==n[e+t]){s.setValue(n,r);break}}saveOriginalState(){let e=this.binding,t=this.buffer,n=this.valueSize,r=n*this._origIndex;e.getValue(t,r);for(let e=n;e!==r;++e)t[e]=t[r+e%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){let e=3*this.valueSize;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){let e=this._addIndex*this.valueSize,t=e+this.valueSize;for(let n=e;n=.5)for(let r=0;r!==i;++r)e[t+r]=e[n+r]}_slerp(e,t,n,r){nj.slerpFlat(e,t,e,t,e,n,r)}_slerpAdditive(e,t,n,r,i){let a=this._workIndex*i;nj.multiplyQuaternionsFlat(e,a,e,t,e,n),nj.slerpFlat(e,t,e,t,e,a,r)}_lerp(e,t,n,r,i){let a=1-r;for(let s=0;s!==i;++s){let i=t+s;e[i]=e[i]*a+e[n+s]*r}}_lerpAdditive(e,t,n,r,i){for(let a=0;a!==i;++a){let i=t+a;e[i]=e[i]+e[n+a]*r}}constructor(e,t,n){let r,i,a;switch(this.binding=e,this.valueSize=n,t){case"quaternion":r=this._slerp,i=this._slerpAdditive,a=this._setAdditiveIdentityQuaternion,this.buffer=new Float64Array(6*n),this._workIndex=5;break;case"string":case"bool":r=this._select,i=this._select,a=this._setAdditiveIdentityOther,this.buffer=Array(5*n);break;default:r=this._lerp,i=this._lerpAdditive,a=this._setAdditiveIdentityNumeric,this.buffer=new Float64Array(5*n)}this._mixBufferRegion=r,this._mixBufferRegionAdditive=i,this._setIdentity=a,this._origIndex=3,this._addIndex=4,this.cumulativeWeight=0,this.cumulativeWeightAdditive=0,this.useCount=0,this.referenceCount=0}}let uk="\\[\\]\\.:\\/",uz=RegExp("["+uk+"]","g"),uB="[^"+uk+"]",uH="[^"+uk.replace("\\.","")+"]",uV=/((?:WC+[\/:])*)/.source.replace("WC",uB),uG=/(WCOD+)?/.source.replace("WCOD",uH),uW=RegExp("^"+uV+uG+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",uB)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",uB)+"$"),uj=["material","materials","bones","map"];class uX{static create(e,t,n){return e&&e.isAnimationObjectGroup?new uX.Composite(e,t,n):new uX(e,t,n)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(uz,"")}static parseTrackName(e){let t=uW.exec(e);if(null===t)throw Error("PropertyBinding: Cannot parse trackName: "+e);let n={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},r=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==r&&-1!==r){let e=n.nodeName.substring(r+1);-1!==uj.indexOf(e)&&(n.nodeName=n.nodeName.substring(0,r),n.objectName=e)}if(null===n.propertyName||0===n.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+e);return n}static findNode(e,t){if(void 0===t||""===t||"."===t||-1===t||t===e.name||t===e.uuid)return e;if(e.skeleton){let n=e.skeleton.getBoneByName(t);if(void 0!==n)return n}if(e.children){let n=function(e){for(let r=0;r=i){let a=i++,u=e[a];t[u.uuid]=l,e[l]=u,t[o]=a,e[a]=s;for(let e=0;e!==r;++e){let t=n[e],r=t[a],i=t[l];t[l]=r,t[a]=i}}}this.nCachedObjects_=i}uncache(){let e=this._objects,t=this._indicesByUUID,n=this._bindings,r=n.length,i=this.nCachedObjects_,a=e.length;for(let s=0,o=arguments.length;s!==o;++s){let o=arguments[s],l=o.uuid,u=t[l];if(void 0!==u)if(delete t[l],u0&&(t[s.uuid]=u),e[u]=s,e.pop();for(let e=0;e!==r;++e){let t=n[e];t[u]=t[i],t.pop()}}}this.nCachedObjects_=i}subscribe_(e,t){let n=this._bindingsIndicesByPath,r=n[e],i=this._bindings;if(void 0!==r)return i[r];let a=this._paths,s=this._parsedPaths,o=this._objects,l=o.length,u=this.nCachedObjects_,c=Array(l);r=i.length,n[e]=r,a.push(e),s.push(t),i.push(c);for(let n=u,r=o.length;n!==r;++n){let r=o[n];c[n]=new uX(r,e,t)}return c}unsubscribe_(e){let t=this._bindingsIndicesByPath,n=t[e];if(void 0!==n){let r=this._paths,i=this._parsedPaths,a=this._bindings,s=a.length-1,o=a[s];t[e[s]]=n,a[n]=o,a.pop(),i[n]=i[s],i.pop(),r[n]=r[s],r.pop()}}constructor(){this.isAnimationObjectGroup=!0,this.uuid=nF(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;let e={};this._indicesByUUID=e;for(let t=0,n=arguments.length;t!==n;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};let t=this;this.stats={objects:{get total(){return t._objects.length},get inUse(){return this.total-t.nCachedObjects_}},get bindingsPerObject(){return t._bindings.length}}}}class uY{play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(e){return this._startTime=e,this}setLoop(e,t){return this.loop=e,this.repetitions=t,this}setEffectiveWeight(e){return this.weight=e,this._effectiveWeight=this.enabled?e:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(e){return this._scheduleFading(e,0,1)}fadeOut(e){return this._scheduleFading(e,1,0)}crossFadeFrom(e,t){let n=arguments.length>2&&void 0!==arguments[2]&&arguments[2];if(e.fadeOut(t),this.fadeIn(t),!0===n){let n=this._clip.duration,r=e._clip.duration;e.warp(1,r/n,t),this.warp(n/r,1,t)}return this}crossFadeTo(e,t){let n=arguments.length>2&&void 0!==arguments[2]&&arguments[2];return e.crossFadeFrom(this,t,n)}stopFading(){let e=this._weightInterpolant;return null!==e&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}setEffectiveTimeScale(e){return this.timeScale=e,this._effectiveTimeScale=this.paused?0:e,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(e){return this.timeScale=this._clip.duration/e,this.stopWarping()}syncWith(e){return this.time=e.time,this.timeScale=e.timeScale,this.stopWarping()}halt(e){return this.warp(this._effectiveTimeScale,0,e)}warp(e,t,n){let r=this._mixer,i=r.time,a=this.timeScale,s=this._timeScaleInterpolant;null===s&&(s=r._lendControlInterpolant(),this._timeScaleInterpolant=s);let o=s.parameterPositions,l=s.sampleValues;return o[0]=i,o[1]=i+n,l[0]=e/a,l[1]=t/a,this}stopWarping(){let e=this._timeScaleInterpolant;return null!==e&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(e,t,n,r){if(!this.enabled)return void this._updateWeight(e);let i=this._startTime;if(null!==i){let r=(e-i)*n;r<0||0===n?t=0:(this._startTime=null,t=n*r)}t*=this._updateTimeScale(e);let a=this._updateTime(t),s=this._updateWeight(e);if(s>0){let e=this._interpolants,t=this._propertyBindings;if(this.blendMode===tH)for(let n=0,r=e.length;n!==r;++n)e[n].evaluate(a),t[n].accumulateAdditive(s);else for(let n=0,i=e.length;n!==i;++n)e[n].evaluate(a),t[n].accumulate(r,s)}}_updateWeight(e){let t=0;if(this.enabled){t=this.weight;let n=this._weightInterpolant;if(null!==n){let r=n.evaluate(e)[0];t*=r,e>n.parameterPositions[1]&&(this.stopFading(),0===r&&(this.enabled=!1))}}return this._effectiveWeight=t,t}_updateTimeScale(e){let t=0;if(!this.paused){t=this.timeScale;let n=this._timeScaleInterpolant;null!==n&&(t*=n.evaluate(e)[0],e>n.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t))}return this._effectiveTimeScale=t,t}_updateTime(e){let t=this._clip.duration,n=this.loop,r=this.time+e,i=this._loopCount,a=n===tN;if(0===e)return -1===i?r:a&&(1&i)==1?t-r:r;if(n===tI){-1===i&&(this._loopCount=0,this._setEndings(!0,!0,!1));s:{if(r>=t)r=t;else if(r<0)r=0;else{this.time=r;break s}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=r,this._mixer.dispatchEvent({type:"finished",action:this,direction:e<0?-1:1})}}else{if(-1===i&&(e>=0?(i=0,this._setEndings(!0,0===this.repetitions,a)):this._setEndings(0===this.repetitions,!0,a)),r>=t||r<0){let n=Math.floor(r/t);r-=t*n,i+=Math.abs(n);let s=this.repetitions-i;if(s<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,r=e>0?t:0,this.time=r,this._mixer.dispatchEvent({type:"finished",action:this,direction:e>0?1:-1});else{if(1===s){let t=e<0;this._setEndings(t,!t,a)}else this._setEndings(!1,!1,a);this._loopCount=i,this.time=r,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=r;if(a&&(1&i)==1)return t-r}return r}_setEndings(e,t,n){let r=this._interpolantSettings;n?(r.endingStart=tk,r.endingEnd=tk):(e?r.endingStart=this.zeroSlopeAtStart?tk:tF:r.endingStart=tz,t?r.endingEnd=this.zeroSlopeAtEnd?tk:tF:r.endingEnd=tz)}_scheduleFading(e,t,n){let r=this._mixer,i=r.time,a=this._weightInterpolant;null===a&&(a=r._lendControlInterpolant(),this._weightInterpolant=a);let s=a.parameterPositions,o=a.sampleValues;return s[0]=i,o[0]=t,s[1]=i+e,o[1]=n,this}constructor(e,t,n=null,r=t.blendMode){this._mixer=e,this._clip=t,this._localRoot=n,this.blendMode=r;let i=t.tracks,a=i.length,s=Array(a),o={endingStart:tF,endingEnd:tF};for(let e=0;e!==a;++e){let t=i[e].createInterpolant(null);s[e]=t,t.settings=o}this._interpolantSettings=o,this._interpolants=s,this._propertyBindings=Array(a),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=tL,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}}let uJ=new Float32Array(1);class uZ extends nL{_bindAction(e,t){let n=e._localRoot||this._root,r=e._clip.tracks,i=r.length,a=e._propertyBindings,s=e._interpolants,o=n.uuid,l=this._bindingsByRootAndName,u=l[o];void 0===u&&(u={},l[o]=u);for(let e=0;e!==i;++e){let i=r[e],l=i.name,c=u[l];if(void 0!==c)++c.referenceCount,a[e]=c;else{if(void 0!==(c=a[e])){null===c._cacheIndex&&(++c.referenceCount,this._addInactiveBinding(c,o,l));continue}let r=t&&t._propertyBindings[e].binding.parsedPath;c=new uF(uX.create(n,l,r),i.ValueTypeName,i.getValueSize()),++c.referenceCount,this._addInactiveBinding(c,o,l),a[e]=c}s[e].resultBuffer=c.buffer}}_activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){let t=(e._localRoot||this._root).uuid,n=e._clip.uuid,r=this._actionsByClip[n];this._bindAction(e,r&&r.knownActions[0]),this._addInactiveAction(e,n,t)}let t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){let n=t[e];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(e)}}_deactivateAction(e){if(this._isActiveAction(e)){let t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){let n=t[e];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(e)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;let e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}}_isActiveAction(e){let t=e._cacheIndex;return null!==t&&t=0;--n)e[n].stop();return this}update(e){e*=this.timeScale;let t=this._actions,n=this._nActiveActions,r=this.time+=e,i=Math.sign(e),a=this._accuIndex^=1;for(let s=0;s!==n;++s)t[s]._update(r,e,i,a);let s=this._bindings,o=this._nActiveBindings;for(let e=0;e!==o;++e)s[e].apply(a);return this}setTime(e){this.time=0;for(let e=0;e1)||void 0===arguments[1]||arguments[1],n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:[];return u6(e,this,n,t),n.sort(u5),n}intersectObjects(e){let t=!(arguments.length>1)||void 0===arguments[1]||arguments[1],n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:[];for(let r=0,i=e.length;r1&&void 0!==arguments[1]?arguments[1]:0;for(let n=0;n<4;n++)this.elements[n]=e[n+t];return this}set(e,t,n,r){let i=this.elements;return i[0]=e,i[2]=t,i[1]=n,i[3]=r,this}constructor(e,t,n,r){ct.prototype.isMatrix2=!0,this.elements=[1,0,0,1],void 0!==e&&this.set(e,t,n,r)}}let cn=new nW;class cr{set(e,t){return this.min.copy(e),this.max.copy(t),this}setFromPoints(e){this.makeEmpty();for(let t=0,n=e.length;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,cn).distanceTo(e)}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}constructor(e=new nW(Infinity,Infinity),t=new nW(-1/0,-1/0)){this.isBox2=!0,this.min=e,this.max=t}}let ci=new nX,ca=new nX,cs=new nX,co=new nX,cl=new nX,cu=new nX,cc=new nX;class ch{set(e,t){return this.start.copy(e),this.end.copy(t),this}copy(e){return this.start.copy(e.start),this.end.copy(e.end),this}getCenter(e){return e.addVectors(this.start,this.end).multiplyScalar(.5)}delta(e){return e.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(e,t){return this.delta(t).multiplyScalar(e).add(this.start)}closestPointToPointParameter(e,t){ci.subVectors(e,this.start),ca.subVectors(this.end,this.start);let n=ca.dot(ca),r=ca.dot(ci)/n;return t&&(r=nk(r,0,1)),r}closestPointToPoint(e,t,n){let r=this.closestPointToPointParameter(e,t);return this.delta(n).multiplyScalar(r).add(this.start)}distanceSqToLine3(e){let t,n,r=arguments.length>1&&void 0!==arguments[1]?arguments[1]:cu,i=arguments.length>2&&void 0!==arguments[2]?arguments[2]:cc,a=1e-8*1e-8,s=this.start,o=e.start,l=this.end,u=e.end;cs.subVectors(l,s),co.subVectors(u,o),cl.subVectors(s,o);let c=cs.dot(cs),h=co.dot(co),d=co.dot(cl);if(c<=a&&h<=a)return r.copy(s),i.copy(o),r.sub(i),r.dot(r);if(c<=a)t=0,n=nk(n=d/h,0,1);else{let e=cs.dot(cl);if(h<=a)n=0,t=nk(-e/c,0,1);else{let r=cs.dot(co),i=c*h-r*r;t=0!==i?nk((r*d-e*h)/i,0,1):0,(n=(r*t+d)/h)<0?(n=0,t=nk(-e/c,0,1)):n>1&&(n=1,t=nk((r-e)/c,0,1))}}return r.copy(s).add(cs.multiplyScalar(t)),i.copy(o).add(co.multiplyScalar(n)),r.sub(i),r.dot(r)}applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this}equals(e){return e.start.equals(this.start)&&e.end.equals(this.end)}clone(){return new this.constructor().copy(this)}constructor(e=new nX,t=new nX){this.start=e,this.end=t}}let cd=new nX;class cp extends ia{dispose(){this.cone.geometry.dispose(),this.cone.material.dispose()}update(){this.light.updateWorldMatrix(!0,!1),this.light.target.updateWorldMatrix(!0,!1),this.parent?(this.parent.updateWorldMatrix(!0),this.matrix.copy(this.parent.matrixWorld).invert().multiply(this.light.matrixWorld)):this.matrix.copy(this.light.matrixWorld),this.matrixWorld.copy(this.light.matrixWorld);let e=this.light.distance?this.light.distance:1e3,t=e*Math.tan(this.light.angle);this.cone.scale.set(t,t,e),cd.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(cd),void 0!==this.color?this.cone.material.color.set(this.color):this.cone.material.color.copy(this.light.color)}constructor(e,t){super(),this.light=e,this.matrixAutoUpdate=!1,this.color=t,this.type="SpotLightHelper";let n=new i0,r=[0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,-1,0,1,0,0,0,0,1,1,0,0,0,0,-1,1];for(let e=0,t=1;e<32;e++,t++){let n=e/32*Math.PI*2,i=t/32*Math.PI*2;r.push(Math.cos(n),Math.sin(n),1,Math.cos(i),Math.sin(i),1)}n.setAttribute("position",new iX(r,3));let i=new sN({fog:!1,toneMapped:!1});this.cone=new sj(n,i),this.add(this.cone),this.update()}}let cf=new nX,cm=new rH,cg=new rH;class cv extends sj{updateMatrixWorld(e){let t=this.bones,n=this.geometry,r=n.getAttribute("position");cg.copy(this.root.matrixWorld).invert();for(let e=0,n=0;e1)for(let n=0;n.99999)this.quaternion.set(0,0,0,1);else if(e.y<-.99999)this.quaternion.set(1,0,0,0);else{cF.set(e.z,0,-e.x).normalize();let t=Math.acos(e.y);this.quaternion.setFromAxisAngle(cF,t)}}setLength(e){let t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:.2*e,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:.2*t;this.line.scale.set(1,Math.max(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(n,t,n),this.cone.position.y=e,this.cone.updateMatrix()}setColor(e){this.line.material.color.set(e),this.cone.material.color.set(e)}copy(e){return super.copy(e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}constructor(e=new nX(0,0,1),t=new nX(0,0,0),n=1,r=0xffff00,s=.2*n,o=.2*s){super(),this.type="ArrowHelper",void 0===i&&((i=new i0).setAttribute("position",new iX([0,0,0,0,1,0],3)),(a=new on(.5,1,5,1)).translate(0,-.5,0)),this.position.copy(t),this.line=new sH(i,new sN({color:r,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new an(a,new iR({color:r,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(e),this.setLength(n,s,o)}}class cz extends sj{setColors(e,t,n){let r=new iE,i=this.geometry.attributes.color.array;return r.set(e),r.toArray(i,0),r.toArray(i,3),r.set(t),r.toArray(i,6),r.toArray(i,9),r.set(n),r.toArray(i,12),r.toArray(i,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}constructor(e=1){let t=new i0;t.setAttribute("position",new iX([0,0,0,e,0,0,0,0,0,0,e,0,0,0,0,0,0,e],3)),t.setAttribute("color",new iX([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],3)),super(t,new sN({vertexColors:!0,toneMapped:!1})),this.type="AxesHelper"}}class cB{moveTo(e,t){return this.currentPath=new oI,this.subPaths.push(this.currentPath),this.currentPath.moveTo(e,t),this}lineTo(e,t){return this.currentPath.lineTo(e,t),this}quadraticCurveTo(e,t,n,r){return this.currentPath.quadraticCurveTo(e,t,n,r),this}bezierCurveTo(e,t,n,r,i,a){return this.currentPath.bezierCurveTo(e,t,n,r,i,a),this}splineThru(e){return this.currentPath.splineThru(e),this}toShapes(e){let t,n,r,i,a,s=oZ.isClockWise,o=this.subPaths;if(0===o.length)return[];let l=[];if(1===o.length)return n=o[0],(r=new oL).curves=n.curves,l.push(r),l;let u=!s(o[0].getPoints());u=e?!u:u;let c=[],h=[],d=[],p=0;h[0]=void 0,d[p]=[];for(let r=0,a=o.length;r1){let e=!1,t=0;for(let e=0,t=h.length;eNumber.EPSILON){if(l<0&&(n=t[a],o=-o,s=t[i],l=-l),e.ys.y)continue;if(e.y===n.y){if(e.x===n.x)return!0}else{let t=l*(e.x-n.x)-o*(e.y-n.y);if(0===t)return!0;if(t<0)continue;r=!r}}else{if(e.y!==n.y)continue;if(s.x<=e.x&&e.x<=n.x||n.x<=e.x&&e.x<=s.x)return!0}}return r})(a.p,h[r].p)&&(n!==r&&t++,s?(s=!1,c[r].push(a)):e=!0);s&&c[n].push(a)}}t>0&&!1===e&&(d=c)}for(let e=0,t=h.length;et?(e.repeat.x=1,e.repeat.y=n/t,e.offset.x=0,e.offset.y=(1-e.repeat.y)/2):(e.repeat.x=t/n,e.repeat.y=1,e.offset.x=(1-e.repeat.x)/2,e.offset.y=0),e}static cover(e,t){let n=e.image&&e.image.width?e.image.width/e.image.height:1;return n>t?(e.repeat.x=t/n,e.repeat.y=1,e.offset.x=(1-e.repeat.x)/2,e.offset.y=0):(e.repeat.x=1,e.repeat.y=n/t,e.offset.x=0,e.offset.y=(1-e.repeat.y)/2),e}static fill(e){return e.repeat.x=1,e.repeat.y=1,e.offset.x=0,e.offset.y=0,e}static getByteLength(e,t,n,r){return cV(e,t,n,r)}}function cW(){let e=null,t=!1,n=null,r=null;function i(t,a){n(t,a),r=e.requestAnimationFrame(i)}return{start:function(){!0!==t&&null!==n&&(r=e.requestAnimationFrame(i),t=!0)},stop:function(){e.cancelAnimationFrame(r),t=!1},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function cj(e){let t=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),t.get(e)},remove:function(n){n.isInterleavedBufferAttribute&&(n=n.data);let r=t.get(n);r&&(e.deleteBuffer(r.buffer),t.delete(n))},update:function(n,r){if(n.isInterleavedBufferAttribute&&(n=n.data),n.isGLBufferAttribute){let e=t.get(n);(!e||e.versione.start-t.start);let t=0;for(let e=1;eha,"ShaderChunk",()=>cX,"ShaderLib",()=>cY,"UniformsLib",()=>cq,"WebGLRenderer",()=>d2,"WebGLUtils",()=>dJ],8560);let cX={alphahash_fragment:"#ifdef USE_ALPHAHASH\n if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif",alphahash_pars_fragment:"#ifdef USE_ALPHAHASH\n const float ALPHA_HASH_SCALE = 0.05;\n float hash2D( vec2 value ) {\n return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n }\n float hash3D( vec3 value ) {\n return hash2D( vec2( hash2D( value.xy ), value.z ) );\n }\n float getAlphaHashThreshold( vec3 position ) {\n float maxDeriv = max(\n length( dFdx( position.xyz ) ),\n length( dFdy( position.xyz ) )\n );\n float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n vec2 pixScales = vec2(\n exp2( floor( log2( pixScale ) ) ),\n exp2( ceil( log2( pixScale ) ) )\n );\n vec2 alpha = vec2(\n hash3D( floor( pixScales.x * position.xyz ) ),\n hash3D( floor( pixScales.y * position.xyz ) )\n );\n float lerpFactor = fract( log2( pixScale ) );\n float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n float a = min( lerpFactor, 1.0 - lerpFactor );\n vec3 cases = vec3(\n x * x / ( 2.0 * a * ( 1.0 - a ) ),\n ( x - 0.5 * a ) / ( 1.0 - a ),\n 1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n );\n float threshold = ( x < ( 1.0 - a ) )\n ? ( ( x < a ) ? cases.x : cases.y )\n : cases.z;\n return clamp( threshold , 1.0e-6, 1.0 );\n }\n#endif",alphamap_fragment:"#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef USE_ALPHATEST\n #ifdef ALPHA_TO_COVERAGE\n diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n if ( diffuseColor.a == 0.0 ) discard;\n #else\n if ( diffuseColor.a < alphaTest ) discard;\n #endif\n#endif",alphatest_pars_fragment:"#ifdef USE_ALPHATEST\n uniform float alphaTest;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n reflectedLight.indirectDiffuse *= ambientOcclusion;\n #if defined( USE_CLEARCOAT ) \n clearcoatSpecularIndirect *= ambientOcclusion;\n #endif\n #if defined( USE_SHEEN ) \n sheenSpecularIndirect *= ambientOcclusion;\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD )\n float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n #endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif",batching_pars_vertex:"#ifdef USE_BATCHING\n #if ! defined( GL_ANGLE_multi_draw )\n #define gl_DrawID _gl_DrawID\n uniform int _gl_DrawID;\n #endif\n uniform highp sampler2D batchingTexture;\n uniform highp usampler2D batchingIdTexture;\n mat4 getBatchingMatrix( const in float i ) {\n int size = textureSize( batchingTexture, 0 ).x;\n int j = int( i ) * 4;\n int x = j % size;\n int y = j / size;\n vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n return mat4( v1, v2, v3, v4 );\n }\n float getIndirectIndex( const in int i ) {\n int size = textureSize( batchingIdTexture, 0 ).x;\n int x = i % size;\n int y = i / size;\n return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n }\n#endif\n#ifdef USE_BATCHING_COLOR\n uniform sampler2D batchingColorTexture;\n vec3 getBatchingColor( const in float i ) {\n int size = textureSize( batchingColorTexture, 0 ).x;\n int j = int( i );\n int x = j % size;\n int y = j / size;\n return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n }\n#endif",batching_vertex:"#ifdef USE_BATCHING\n mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif",begin_vertex:"vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n vPosition = vec3( position );\n#endif",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n vec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"float G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( specularColor, 1.0, dotVH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n} // validated",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n const mat3 XYZ_TO_REC709 = mat3(\n 3.2404542, -0.9692660, 0.0556434,\n -1.5371385, 1.8760108, -0.2040259,\n -0.4985314, 0.0415560, 1.0572252\n );\n vec3 Fresnel0ToIor( vec3 fresnel0 ) {\n vec3 sqrtF0 = sqrt( fresnel0 );\n return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n }\n vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n }\n float IorToFresnel0( float transmittedIor, float incidentIor ) {\n return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n }\n vec3 evalSensitivity( float OPD, vec3 shift ) {\n float phase = 2.0 * PI * OPD * 1.0e-9;\n vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n xyz /= 1.0685e-7;\n vec3 rgb = XYZ_TO_REC709 * xyz;\n return rgb;\n }\n vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n vec3 I;\n float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n float cosTheta2Sq = 1.0 - sinTheta2Sq;\n if ( cosTheta2Sq < 0.0 ) {\n return vec3( 1.0 );\n }\n float cosTheta2 = sqrt( cosTheta2Sq );\n float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n float R12 = F_Schlick( R0, 1.0, cosTheta1 );\n float T121 = 1.0 - R12;\n float phi12 = 0.0;\n if ( iridescenceIOR < outsideIOR ) phi12 = PI;\n float phi21 = PI - phi12;\n vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n vec3 phi23 = vec3( 0.0 );\n if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n vec3 phi = vec3( phi21 ) + phi23;\n vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n vec3 r123 = sqrt( R123 );\n vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n vec3 C0 = R12 + Rs;\n I = C0;\n vec3 Cm = Rs - T121;\n for ( int m = 1; m <= 2; ++ m ) {\n Cm *= r123;\n vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n I += Cm * Sm;\n }\n return max( I, vec3( 0.0 ) );\n }\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vBumpMapUv );\n vec2 dSTdy = dFdy( vBumpMapUv );\n float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 ) * faceDirection;\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n vec4 plane;\n #ifdef ALPHA_TO_COVERAGE\n float distanceToPlane, distanceGradient;\n float clipOpacity = 1.0;\n #pragma unroll_loop_start\n for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n distanceGradient = fwidth( distanceToPlane ) / 2.0;\n clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n if ( clipOpacity == 0.0 ) discard;\n }\n #pragma unroll_loop_end\n #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n float unionClipOpacity = 1.0;\n #pragma unroll_loop_start\n for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n distanceGradient = fwidth( distanceToPlane ) / 2.0;\n unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n }\n #pragma unroll_loop_end\n clipOpacity *= 1.0 - unionClipOpacity;\n #endif\n diffuseColor.a *= clipOpacity;\n if ( diffuseColor.a == 0.0 ) discard;\n #else\n #pragma unroll_loop_start\n for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n }\n #pragma unroll_loop_end\n #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n bool clipped = true;\n #pragma unroll_loop_start\n for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n }\n #pragma unroll_loop_end\n if ( clipped ) discard;\n #endif\n #endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n varying vec3 vClipPosition;\n uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n varying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n vClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n diffuseColor *= vColor;\n#elif defined( USE_COLOR )\n diffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n varying vec4 vColor;\n#elif defined( USE_COLOR )\n varying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n varying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n varying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n vColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n vColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n vColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n vColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n vec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n vColor.xyz *= batchingColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n return fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n float precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n float precisionSafeLength( vec3 v ) {\n float maxComponent = max3( abs( v ) );\n return length( v / maxComponent ) * maxComponent;\n }\n#endif\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n varying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n mat3 tmp;\n tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n return tmp;\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n return vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n #define cubeUV_minMipLevel 4.0\n #define cubeUV_minTileSize 16.0\n float getFace( vec3 direction ) {\n vec3 absDirection = abs( direction );\n float face = - 1.0;\n if ( absDirection.x > absDirection.z ) {\n if ( absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if ( absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n }\n vec2 getUV( vec3 direction, float face ) {\n vec2 uv;\n if ( face == 0.0 ) {\n uv = vec2( direction.z, direction.y ) / abs( direction.x );\n } else if ( face == 1.0 ) {\n uv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n } else if ( face == 2.0 ) {\n uv = vec2( - direction.x, direction.y ) / abs( direction.z );\n } else if ( face == 3.0 ) {\n uv = vec2( - direction.z, direction.y ) / abs( direction.x );\n } else if ( face == 4.0 ) {\n uv = vec2( - direction.x, direction.z ) / abs( direction.y );\n } else {\n uv = vec2( direction.x, direction.y ) / abs( direction.z );\n }\n return 0.5 * ( uv + 1.0 );\n }\n vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n float face = getFace( direction );\n float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n mipInt = max( mipInt, cubeUV_minMipLevel );\n float faceSize = exp2( mipInt );\n highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n if ( face > 2.0 ) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n uv.x += filterInt * 3.0 * cubeUV_minTileSize;\n uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n uv.x *= CUBEUV_TEXEL_WIDTH;\n uv.y *= CUBEUV_TEXEL_HEIGHT;\n #ifdef texture2DGradEXT\n return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n #else\n return texture2D( envMap, uv ).rgb;\n #endif\n }\n #define cubeUV_r0 1.0\n #define cubeUV_m0 - 2.0\n #define cubeUV_r1 0.8\n #define cubeUV_m1 - 1.0\n #define cubeUV_r4 0.4\n #define cubeUV_m4 2.0\n #define cubeUV_r5 0.305\n #define cubeUV_m5 3.0\n #define cubeUV_r6 0.21\n #define cubeUV_m6 4.0\n float roughnessToMip( float roughness ) {\n float mip = 0.0;\n if ( roughness >= cubeUV_r1 ) {\n mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n } else if ( roughness >= cubeUV_r4 ) {\n mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n } else if ( roughness >= cubeUV_r5 ) {\n mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n } else if ( roughness >= cubeUV_r6 ) {\n mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n } else {\n mip = - 2.0 * log2( 1.16 * roughness ); }\n return mip;\n }\n vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n float mipF = fract( mip );\n float mipInt = floor( mip );\n vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n if ( mipF == 0.0 ) {\n return vec4( color0, 1.0 );\n } else {\n vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n return vec4( mix( color0, color1, mipF ), 1.0 );\n }\n }\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n vec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n mat3 bm = mat3( batchingMatrix );\n transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n transformedNormal = bm * transformedNormal;\n #ifdef USE_TANGENT\n transformedTangent = bm * transformedTangent;\n #endif\n#endif\n#ifdef USE_INSTANCING\n mat3 im = mat3( instanceMatrix );\n transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n transformedNormal = im * transformedNormal;\n #ifdef USE_TANGENT\n transformedTangent = im * transformedTangent;\n #endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n transformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n #ifdef FLIP_SIDED\n transformedTangent = - transformedTangent;\n #endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n #ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n emissiveColor = sRGBTransferEOTF( emissiveColor );\n #endif\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif",colorspace_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",colorspace_pars_fragment:"vec4 LinearTransferOETF( in vec4 value ) {\n return value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n #ifdef ENV_WORLDPOS\n vec3 cameraToFrag;\n if ( isOrthographic ) {\n cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n } else {\n cameraToFrag = normalize( vWorldPosition - cameraPosition );\n }\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToFrag, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n #else\n vec4 envColor = vec4( 0.0 );\n #endif\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n uniform float envMapIntensity;\n uniform float flipEnvMap;\n uniform mat3 envMapRotation;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n \n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n uniform float reflectivity;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n #define ENV_WORLDPOS\n #endif\n #ifdef ENV_WORLDPOS\n varying vec3 vWorldPosition;\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n #define ENV_WORLDPOS\n #endif\n #ifdef ENV_WORLDPOS\n \n varying vec3 vWorldPosition;\n #else\n varying vec3 vReflect;\n uniform float refractionRatio;\n #endif\n#endif",envmap_physical_pars_fragment:"#ifdef USE_ENVMAP\n vec3 getIBLIrradiance( const in vec3 normal ) {\n #ifdef ENVMAP_TYPE_CUBE_UV\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n return PI * envMapColor.rgb * envMapIntensity;\n #else\n return vec3( 0.0 );\n #endif\n }\n vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n #ifdef ENVMAP_TYPE_CUBE_UV\n vec3 reflectVec = reflect( - viewDir, normal );\n reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n return envMapColor.rgb * envMapIntensity;\n #else\n return vec3( 0.0 );\n #endif\n }\n #ifdef USE_ANISOTROPY\n vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n #ifdef ENVMAP_TYPE_CUBE_UV\n vec3 bentNormal = cross( bitangent, viewDir );\n bentNormal = normalize( cross( bentNormal, bitangent ) );\n bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n return getIBLRadiance( viewDir, bentNormal, roughness );\n #else\n return vec3( 0.0 );\n #endif\n }\n #endif\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n #ifdef ENV_WORLDPOS\n vWorldPosition = worldPosition.xyz;\n #else\n vec3 cameraToVertex;\n if ( isOrthographic ) {\n cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n } else {\n cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n }\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #endif\n#endif",fog_vertex:"#ifdef USE_FOG\n vFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n varying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n #ifdef FOG_EXP2\n float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n #endif\n gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n uniform vec3 fogColor;\n varying float vFogDepth;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n uniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n float dotNL = dot( normal, lightDirection );\n vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n #ifdef USE_GRADIENTMAP\n return vec3( texture2D( gradientMap, coord ).r );\n #else\n vec2 fw = fwidth( coord ) * 0.5;\n return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n #endif\n}",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n vec3 diffuseColor;\n float specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_Lambert\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n uniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n float x = normal.x, y = normal.y, z = normal.z;\n vec3 result = shCoefficients[ 0 ] * 0.886227;\n result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n return result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n return irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n vec3 irradiance = ambientLightColor;\n return irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n if ( cutoffDistance > 0.0 ) {\n distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n }\n return distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n return smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n light.color = directionalLight.color;\n light.direction = directionalLight.direction;\n light.visible = true;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n vec3 lVector = pointLight.position - geometryPosition;\n light.direction = normalize( lVector );\n float lightDistance = length( lVector );\n light.color = pointLight.color;\n light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n vec3 lVector = spotLight.position - geometryPosition;\n light.direction = normalize( lVector );\n float angleCos = dot( light.direction, spotLight.direction );\n float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n if ( spotAttenuation > 0.0 ) {\n float lightDistance = length( lVector );\n light.color = spotLight.color * spotAttenuation;\n light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n } else {\n light.color = vec3( 0.0 );\n light.visible = false;\n }\n }\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n struct RectAreaLight {\n vec3 color;\n vec3 position;\n vec3 halfWidth;\n vec3 halfHeight;\n };\n uniform sampler2D ltc_1; uniform sampler2D ltc_2;\n uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n float dotNL = dot( normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n return irradiance;\n }\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n vec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_Toon\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n material.ior = ior;\n #ifdef USE_SPECULAR\n float specularIntensityFactor = specularIntensity;\n vec3 specularColorFactor = specularColor;\n #ifdef USE_SPECULAR_COLORMAP\n specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n #endif\n #ifdef USE_SPECULAR_INTENSITYMAP\n specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n #endif\n material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n #else\n float specularIntensityFactor = 1.0;\n vec3 specularColorFactor = vec3( 1.0 );\n material.specularF90 = 1.0;\n #endif\n material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n material.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n material.clearcoat = clearcoat;\n material.clearcoatRoughness = clearcoatRoughness;\n material.clearcoatF0 = vec3( 0.04 );\n material.clearcoatF90 = 1.0;\n #ifdef USE_CLEARCOATMAP\n material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n #endif\n #ifdef USE_CLEARCOAT_ROUGHNESSMAP\n material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n #endif\n material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n material.clearcoatRoughness += geometryRoughness;\n material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n material.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n material.iridescence = iridescence;\n material.iridescenceIOR = iridescenceIOR;\n #ifdef USE_IRIDESCENCEMAP\n material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n #endif\n #ifdef USE_IRIDESCENCE_THICKNESSMAP\n material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n #else\n material.iridescenceThickness = iridescenceThicknessMaximum;\n #endif\n#endif\n#ifdef USE_SHEEN\n material.sheenColor = sheenColor;\n #ifdef USE_SHEEN_COLORMAP\n material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n #endif\n material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n #ifdef USE_SHEEN_ROUGHNESSMAP\n material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n #endif\n#endif\n#ifdef USE_ANISOTROPY\n #ifdef USE_ANISOTROPYMAP\n mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n #else\n vec2 anisotropyV = anisotropyVector;\n #endif\n material.anisotropy = length( anisotropyV );\n if( material.anisotropy == 0.0 ) {\n anisotropyV = vec2( 1.0, 0.0 );\n } else {\n anisotropyV /= material.anisotropy;\n material.anisotropy = saturate( material.anisotropy );\n }\n material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float specularF90;\n float dispersion;\n #ifdef USE_CLEARCOAT\n float clearcoat;\n float clearcoatRoughness;\n vec3 clearcoatF0;\n float clearcoatF90;\n #endif\n #ifdef USE_IRIDESCENCE\n float iridescence;\n float iridescenceIOR;\n float iridescenceThickness;\n vec3 iridescenceFresnel;\n vec3 iridescenceF0;\n #endif\n #ifdef USE_SHEEN\n vec3 sheenColor;\n float sheenRoughness;\n #endif\n #ifdef IOR\n float ior;\n #endif\n #ifdef USE_TRANSMISSION\n float transmission;\n float transmissionAlpha;\n float thickness;\n float attenuationDistance;\n vec3 attenuationColor;\n #endif\n #ifdef USE_ANISOTROPY\n float anisotropy;\n float alphaT;\n vec3 anisotropyT;\n vec3 anisotropyB;\n #endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = pow2( alpha );\n float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n return 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = pow2( alpha );\n float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n float v = 0.5 / ( gv + gl );\n return saturate(v);\n }\n float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n float a2 = alphaT * alphaB;\n highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n highp float v2 = dot( v, v );\n float w2 = a2 / v2;\n return RECIPROCAL_PI * a2 * pow2 ( w2 );\n }\n#endif\n#ifdef USE_CLEARCOAT\n vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n vec3 f0 = material.clearcoatF0;\n float f90 = material.clearcoatF90;\n float roughness = material.clearcoatRoughness;\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( f0, f90, dotVH );\n float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( V * D );\n }\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n vec3 f0 = material.specularColor;\n float f90 = material.specularF90;\n float roughness = material.roughness;\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( f0, f90, dotVH );\n #ifdef USE_IRIDESCENCE\n F = mix( F, material.iridescenceFresnel, material.iridescence );\n #endif\n #ifdef USE_ANISOTROPY\n float dotTL = dot( material.anisotropyT, lightDir );\n float dotTV = dot( material.anisotropyT, viewDir );\n float dotTH = dot( material.anisotropyT, halfDir );\n float dotBL = dot( material.anisotropyB, lightDir );\n float dotBV = dot( material.anisotropyB, viewDir );\n float dotBH = dot( material.anisotropyB, halfDir );\n float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n #else\n float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n #endif\n return F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n const float LUT_SIZE = 64.0;\n const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n const float LUT_BIAS = 0.5 / LUT_SIZE;\n float dotNV = saturate( dot( N, V ) );\n vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n uv = uv * LUT_SCALE + LUT_BIAS;\n return uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n float l = length( f );\n return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n float x = dot( v1, v2 );\n float y = abs( x );\n float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n float b = 3.4175940 + ( 4.1616724 + y ) * y;\n float v = a / b;\n float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n return cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n vec3 lightNormal = cross( v1, v2 );\n if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n vec3 T1, T2;\n T1 = normalize( V - N * dot( V, N ) );\n T2 = - cross( N, T1 );\n mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n vec3 coords[ 4 ];\n coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n coords[ 0 ] = normalize( coords[ 0 ] );\n coords[ 1 ] = normalize( coords[ 1 ] );\n coords[ 2 ] = normalize( coords[ 2 ] );\n coords[ 3 ] = normalize( coords[ 3 ] );\n vec3 vectorFormFactor = vec3( 0.0 );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n float result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n return vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n float alpha = pow2( roughness );\n float invAlpha = 1.0 / alpha;\n float cos2h = dotNH * dotNH;\n float sin2h = max( 1.0 - cos2h, 0.0078125 );\n return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float D = D_Charlie( sheenRoughness, dotNH );\n float V = V_Neubelt( dotNV, dotNL );\n return sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n float dotNV = saturate( dot( normal, viewDir ) );\n float r2 = roughness * roughness;\n float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n return saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n float dotNV = saturate( dot( normal, viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n return fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n vec2 fab = DFGApprox( normal, viewDir, roughness );\n return specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n vec2 fab = DFGApprox( normal, viewDir, roughness );\n #ifdef USE_IRIDESCENCE\n vec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n #else\n vec3 Fr = specularColor;\n #endif\n vec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n float Ess = fab.x + fab.y;\n float Ems = 1.0 - Ess;\n vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n singleScatter += FssEss;\n multiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 normal = geometryNormal;\n vec3 viewDir = geometryViewDir;\n vec3 position = geometryPosition;\n vec3 lightPos = rectAreaLight.position;\n vec3 halfWidth = rectAreaLight.halfWidth;\n vec3 halfHeight = rectAreaLight.halfHeight;\n vec3 lightColor = rectAreaLight.color;\n float roughness = material.roughness;\n vec3 rectCoords[ 4 ];\n rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n vec2 uv = LTC_Uv( normal, viewDir, roughness );\n vec4 t1 = texture2D( ltc_1, uv );\n vec4 t2 = texture2D( ltc_2, uv );\n mat3 mInv = mat3(\n vec3( t1.x, 0, t1.y ),\n vec3( 0, 1, 0 ),\n vec3( t1.z, 0, t1.w )\n );\n vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n }\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifdef USE_CLEARCOAT\n float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n vec3 ccIrradiance = dotNLcc * directLight.color;\n clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n #endif\n #ifdef USE_SHEEN\n sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n #endif\n reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n #ifdef USE_CLEARCOAT\n clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n #endif\n #ifdef USE_SHEEN\n sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n #endif\n vec3 singleScattering = vec3( 0.0 );\n vec3 multiScattering = vec3( 0.0 );\n vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n #ifdef USE_IRIDESCENCE\n computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n #else\n computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n #endif\n vec3 totalScattering = singleScattering + multiScattering;\n vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n reflectedLight.indirectSpecular += radiance * singleScattering;\n reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct RE_Direct_Physical\n#define RE_Direct_RectArea RE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular RE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n geometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n float dotNVi = saturate( dot( normal, geometryViewDir ) );\n if ( material.iridescenceThickness == 0.0 ) {\n material.iridescence = 0.0;\n } else {\n material.iridescence = saturate( material.iridescence );\n }\n if ( material.iridescence > 0.0 ) {\n material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n }\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n getPointLightInfo( pointLight, geometryPosition, directLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n pointLightShadow = pointLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n #endif\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n vec4 spotColor;\n vec3 spotLightCoord;\n bool inSpotLightMap;\n #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n getSpotLightInfo( spotLight, geometryPosition, directLight );\n #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n #define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n #elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n #define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n #else\n #define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n #endif\n #if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n #endif\n #undef SPOT_LIGHT_MAP_INDEX\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n spotLightShadow = spotLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n getDirectionalLightInfo( directionalLight, directLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n directionalLightShadow = directionalLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n RectAreaLight rectAreaLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n rectAreaLight = rectAreaLights[ i ];\n RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 iblIrradiance = vec3( 0.0 );\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #if defined( USE_LIGHT_PROBES )\n irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n }\n #pragma unroll_loop_end\n #endif\n#endif\n#if defined( RE_IndirectSpecular )\n vec3 radiance = vec3( 0.0 );\n vec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n irradiance += lightMapIrradiance;\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n iblIrradiance += getIBLIrradiance( geometryNormal );\n #endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n #ifdef USE_ANISOTROPY\n radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n #else\n radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n #endif\n #ifdef USE_CLEARCOAT\n clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n #endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n uniform float logDepthBufFC;\n varying float vFragDepth;\n varying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n varying float vFragDepth;\n varying float vIsPerspective;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n vFragDepth = 1.0 + gl_Position.w;\n vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif",map_fragment:"#ifdef USE_MAP\n vec4 sampledDiffuseColor = texture2D( map, vMapUv );\n #ifdef DECODE_VIDEO_TEXTURE\n sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n #endif\n diffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n uniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n #if defined( USE_POINTS_UV )\n vec2 uv = vUv;\n #else\n vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n #endif\n#endif\n#ifdef USE_MAP\n diffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_POINTS_UV )\n varying vec2 vUv;\n#else\n #if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n uniform mat3 uvTransform;\n #endif\n#endif\n#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n metalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif",morphinstance_vertex:"#ifdef USE_INSTANCING_MORPH\n float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n }\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS )\n vColor *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n #if defined( USE_COLOR_ALPHA )\n if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n #elif defined( USE_COLOR )\n if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n #endif\n }\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n objectNormal *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n }\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n #ifndef USE_INSTANCING_MORPH\n uniform float morphTargetBaseInfluence;\n uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n #endif\n uniform sampler2DArray morphTargetsTexture;\n uniform ivec2 morphTargetsTextureSize;\n vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n int y = texelIndex / morphTargetsTextureSize.x;\n int x = texelIndex - y * morphTargetsTextureSize.x;\n ivec3 morphUV = ivec3( x, y, morphTargetIndex );\n return texelFetch( morphTargetsTexture, morphUV, 0 );\n }\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n transformed *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n }\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal *= faceDirection;\n #endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n #ifdef USE_TANGENT\n mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #else\n mat3 tbn = getTangentFrame( - vViewPosition, normal,\n #if defined( USE_NORMALMAP )\n vNormalMapUv\n #elif defined( USE_CLEARCOAT_NORMALMAP )\n vClearcoatNormalMapUv\n #else\n vUv\n #endif\n );\n #endif\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n tbn[0] *= faceDirection;\n tbn[1] *= faceDirection;\n #endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n #ifdef USE_TANGENT\n mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #else\n mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n #endif\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n tbn2[0] *= faceDirection;\n tbn2[1] *= faceDirection;\n #endif\n#endif\nvec3 nonPerturbedNormal = normal;",normal_fragment_maps:"#ifdef USE_NORMALMAP_OBJECTSPACE\n normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n #ifdef FLIP_SIDED\n normal = - normal;\n #endif\n #ifdef DOUBLE_SIDED\n normal = normal * faceDirection;\n #endif\n normal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n mapN.xy *= normalScale;\n normal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n varying vec3 vNormal;\n #ifdef USE_TANGENT\n varying vec3 vTangent;\n varying vec3 vBitangent;\n #endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n varying vec3 vNormal;\n #ifdef USE_TANGENT\n varying vec3 vTangent;\n varying vec3 vBitangent;\n #endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n #ifdef USE_TANGENT\n vTangent = normalize( transformedTangent );\n vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n #endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n uniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( uv.st );\n vec2 st1 = dFdy( uv.st );\n vec3 N = surf_norm;\n vec3 q1perp = cross( q1, N );\n vec3 q0perp = cross( N, q0 );\n vec3 T = q1perp * st0.x + q0perp * st1.x;\n vec3 B = q1perp * st0.y + q0perp * st1.y;\n float det = max( dot( T, T ), dot( B, B ) );\n float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n return mat3( T * scale, B * scale, N );\n }\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n vec3 clearcoatNormal = nonPerturbedNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n clearcoatMapN.xy *= clearcoatNormalScale;\n clearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n uniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n uniform sampler2D clearcoatNormalMap;\n uniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n uniform sampler2D clearcoatRoughnessMap;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n uniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n uniform sampler2D iridescenceThicknessMap;\n#endif",opaque_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n if( v <= 0.0 )\n return vec4( 0., 0., 0., 0. );\n if( v >= 1.0 )\n return vec4( 1., 1., 1., 1. );\n float vuf;\n float af = modf( v * PackFactors.a, vuf );\n float bf = modf( vuf * ShiftRight8, vuf );\n float gf = modf( vuf * ShiftRight8, vuf );\n return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n if( v <= 0.0 )\n return vec3( 0., 0., 0. );\n if( v >= 1.0 )\n return vec3( 1., 1., 1. );\n float vuf;\n float bf = modf( v * PackFactors.b, vuf );\n float gf = modf( vuf * ShiftRight8, vuf );\n return vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n if( v <= 0.0 )\n return vec2( 0., 0. );\n if( v >= 1.0 )\n return vec2( 1., 1. );\n float vuf;\n float gf = modf( v * 256., vuf );\n return vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n return dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n return dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n return depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * depth - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n mvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n vec3 dithering( vec3 color ) {\n float grid_position = rand( gl_FragCoord.xy );\n vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n return color + dither_shift_RGB;\n }\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n roughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n struct DirectionalLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n struct SpotLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n struct PointLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n #endif\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n float depth = unpackRGBAToDepth( texture2D( depths, uv ) );\n #ifdef USE_REVERSED_DEPTH_BUFFER\n return step( depth, compare );\n #else\n return step( compare, depth );\n #endif\n }\n vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n return unpackRGBATo2Half( texture2D( shadow, uv ) );\n }\n float VSMShadow( sampler2D shadow, vec2 uv, float compare ) {\n float occlusion = 1.0;\n vec2 distribution = texture2DDistribution( shadow, uv );\n #ifdef USE_REVERSED_DEPTH_BUFFER\n float hard_shadow = step( distribution.x, compare );\n #else\n float hard_shadow = step( compare, distribution.x );\n #endif\n if ( hard_shadow != 1.0 ) {\n float distance = compare - distribution.x;\n float variance = max( 0.00000, distribution.y * distribution.y );\n float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n }\n return occlusion;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n float shadow = 1.0;\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n float dx2 = dx0 / 2.0;\n float dy2 = dy0 / 2.0;\n float dx3 = dx1 / 2.0;\n float dy3 = dy1 / 2.0;\n shadow = (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 17.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx = texelSize.x;\n float dy = texelSize.y;\n vec2 uv = shadowCoord.xy;\n vec2 f = fract( uv * shadowMapSize + 0.5 );\n uv -= f * texelSize;\n shadow = (\n texture2DCompare( shadowMap, uv, shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n f.x ) +\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n f.x ) +\n mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n f.y ) +\n mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n f.y ) +\n mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n f.x ),\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n f.x ),\n f.y )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_VSM )\n shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n #else\n shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return mix( 1.0, shadow, shadowIntensity );\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n float shadow = 1.0;\n vec3 lightToPosition = shadowCoord.xyz;\n \n float lightToPositionLength = length( lightToPosition );\n if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;\n vec3 bd3D = normalize( lightToPosition );\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n shadow = (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n shadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n return mix( 1.0, shadow, shadowIntensity );\n }\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n struct DirectionalLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n struct SpotLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n struct PointLightShadow {\n float shadowIntensity;\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n #endif\n#endif",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n vec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n #if NUM_DIR_LIGHT_SHADOWS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n shadowWorldPosition = worldPosition;\n #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n #endif\n vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n directionalLight = directionalLightShadows[ i ];\n shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n spotLight = spotLightShadows[ i ];\n shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n pointLight = pointLightShadows[ i ];\n shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #endif\n return shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n uniform highp sampler2D boneTexture;\n mat4 getBoneMatrix( const in float i ) {\n int size = textureSize( boneTexture, 0 ).x;\n int j = int( i ) * 4;\n int x = j % size;\n int y = j / size;\n vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n return mat4( v1, v2, v3, v4 );\n }\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n transformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n #ifdef USE_TANGENT\n objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n #endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n return saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure / 0.6;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n vec3( 1.6605, - 0.1246, - 0.0182 ),\n vec3( - 0.5876, 1.1329, - 0.1006 ),\n vec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n vec3( 0.6274, 0.0691, 0.0164 ),\n vec3( 0.3293, 0.9195, 0.0880 ),\n vec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n vec3 x2 = x * x;\n vec3 x4 = x2 * x2;\n return + 15.5 * x4 * x2\n - 40.14 * x4 * x\n + 31.96 * x4\n - 6.868 * x2 * x\n + 0.4298 * x2\n + 0.1191 * x\n - 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n const mat3 AgXInsetMatrix = mat3(\n vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n );\n const mat3 AgXOutsetMatrix = mat3(\n vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n );\n const float AgxMinEv = - 12.47393; const float AgxMaxEv = 4.026069;\n color *= toneMappingExposure;\n color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n color = AgXInsetMatrix * color;\n color = max( color, 1e-10 ); color = log2( color );\n color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n color = clamp( color, 0.0, 1.0 );\n color = agxDefaultContrastApprox( color );\n color = AgXOutsetMatrix * color;\n color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n color = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n color = clamp( color, 0.0, 1.0 );\n return color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n const float StartCompression = 0.8 - 0.04;\n const float Desaturation = 0.15;\n color *= toneMappingExposure;\n float x = min( color.r, min( color.g, color.b ) );\n float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n color -= offset;\n float peak = max( color.r, max( color.g, color.b ) );\n if ( peak < StartCompression ) return color;\n float d = 1. - StartCompression;\n float newPeak = 1. - d * d / ( peak + d - StartCompression );\n color *= newPeak / peak;\n float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n return mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n material.transmission = transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n #endif\n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec4 transmitted = getIBLVolumeRefraction(\n n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n material.attenuationColor, material.attenuationDistance );\n material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n uniform float transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n float w0( float a ) {\n return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n }\n float w1( float a ) {\n return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n }\n float w2( float a ){\n return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n }\n float w3( float a ) {\n return ( 1.0 / 6.0 ) * ( a * a * a );\n }\n float g0( float a ) {\n return w0( a ) + w1( a );\n }\n float g1( float a ) {\n return w2( a ) + w3( a );\n }\n float h0( float a ) {\n return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n }\n float h1( float a ) {\n return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n }\n vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n uv = uv * texelSize.zw + 0.5;\n vec2 iuv = floor( uv );\n vec2 fuv = fract( uv );\n float g0x = g0( fuv.x );\n float g1x = g1( fuv.x );\n float h0x = h0( fuv.x );\n float h1x = h1( fuv.x );\n float h0y = h0( fuv.y );\n float h1y = h1( fuv.y );\n vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n }\n vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n vec2 fLodSizeInv = 1.0 / fLodSize;\n vec2 cLodSizeInv = 1.0 / cLodSize;\n vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n return mix( fSample, cSample, fract( lod ) );\n }\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n }\n vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n return vec3( 1.0 );\n } else {\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec4 transmittedLight;\n vec3 transmittance;\n #ifdef USE_DISPERSION\n float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n for ( int i = 0; i < 3; i ++ ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n transmittedLight[ i ] = transmissionSample[ i ];\n transmittedLight.a += transmissionSample.a;\n transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n }\n transmittedLight.a /= 3.0;\n #else\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n #endif\n vec3 attenuatedColor = transmittance * transmittedLight.rgb;\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n }\n#endif",uv_pars_fragment:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n uniform mat3 transmissionMapTransform;\n varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n uniform mat3 thicknessMapTransform;\n varying vec2 vThicknessMapUv;\n#endif",uv_pars_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n uniform mat3 mapTransform;\n varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n uniform mat3 alphaMapTransform;\n varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n uniform mat3 lightMapTransform;\n varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n uniform mat3 aoMapTransform;\n varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n uniform mat3 bumpMapTransform;\n varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n uniform mat3 normalMapTransform;\n varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n uniform mat3 displacementMapTransform;\n varying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n uniform mat3 emissiveMapTransform;\n varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n uniform mat3 metalnessMapTransform;\n varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n uniform mat3 roughnessMapTransform;\n varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n uniform mat3 anisotropyMapTransform;\n varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n uniform mat3 clearcoatMapTransform;\n varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n uniform mat3 clearcoatNormalMapTransform;\n varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n uniform mat3 clearcoatRoughnessMapTransform;\n varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n uniform mat3 sheenColorMapTransform;\n varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n uniform mat3 sheenRoughnessMapTransform;\n varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n uniform mat3 iridescenceMapTransform;\n varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n uniform mat3 iridescenceThicknessMapTransform;\n varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n uniform mat3 specularMapTransform;\n varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n uniform mat3 specularColorMapTransform;\n varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n uniform mat3 specularIntensityMapTransform;\n varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n uniform mat3 transmissionMapTransform;\n varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n uniform mat3 thicknessMapTransform;\n varying vec2 vThicknessMapUv;\n#endif",uv_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n vUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n vec4 worldPosition = vec4( transformed, 1.0 );\n #ifdef USE_BATCHING\n worldPosition = batchingMatrix * worldPosition;\n #endif\n #ifdef USE_INSTANCING\n worldPosition = instanceMatrix * worldPosition;\n #endif\n worldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n gl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n vec4 texColor = texture2D( t2D, vUv );\n #ifdef DECODE_VIDEO_TEXTURE\n texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n #endif\n texColor.rgb *= backgroundIntensity;\n gl_FragColor = texColor;\n #include \n #include \n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n gl_Position.z = gl_Position.w;\n}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n uniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n #ifdef ENVMAP_TYPE_CUBE\n vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n #else\n vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n #endif\n texColor.rgb *= backgroundIntensity;\n gl_FragColor = texColor;\n #include \n #include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n gl_Position.z = gl_Position.w;\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n gl_FragColor = texColor;\n gl_FragColor.a *= opacity;\n #include \n #include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n uniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n vec4 diffuseColor = vec4( 1.0 );\n #include \n #if DEPTH_PACKING == 3200\n diffuseColor.a = opacity;\n #endif\n #include \n #include \n #include \n #include \n #include \n #ifdef USE_REVERSED_DEPTH_BUFFER\n float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n #else\n float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n #endif\n #if DEPTH_PACKING == 3200\n gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n #elif DEPTH_PACKING == 3201\n gl_FragColor = packDepthToRGBA( fragCoordZ );\n #elif DEPTH_PACKING == 3202\n gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n #elif DEPTH_PACKING == 3203\n gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n #endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition.xyz;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n vec4 diffuseColor = vec4( 1.0 );\n #include \n #include \n #include \n #include \n #include \n float dist = length( vWorldPosition - referencePosition );\n dist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n dist = saturate( dist );\n gl_FragColor = packDepthToRGBA( dist );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n vec3 direction = normalize( vWorldDirection );\n vec2 sampleUV = equirectUv( direction );\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include \n #include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vLineDistance = scale * lineDistance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n #include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n #include \n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n #else\n reflectedLight.indirectDiffuse += vec3( 1.0 );\n #endif\n #include \n reflectedLight.indirectDiffuse *= diffuseColor.rgb;\n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 viewDir = normalize( vViewPosition );\n vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n vec3 y = cross( viewDir, x );\n vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n #ifdef USE_MATCAP\n vec4 matcapColor = texture2D( matcap, uv );\n #else\n vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n #endif\n vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n #include \n #include \n #include \n #include \n #include \n #include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n varying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n vViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n varying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n #include \n #include \n #include \n #include \n gl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n #ifdef OPAQUE\n gl_FragColor.a = 1.0;\n #endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n varying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n#ifdef USE_TRANSMISSION\n vWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n #define IOR\n #define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n uniform float ior;\n#endif\n#ifdef USE_SPECULAR\n uniform float specularIntensity;\n uniform vec3 specularColor;\n #ifdef USE_SPECULAR_COLORMAP\n uniform sampler2D specularColorMap;\n #endif\n #ifdef USE_SPECULAR_INTENSITYMAP\n uniform sampler2D specularIntensityMap;\n #endif\n#endif\n#ifdef USE_CLEARCOAT\n uniform float clearcoat;\n uniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n uniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n uniform float iridescence;\n uniform float iridescenceIOR;\n uniform float iridescenceThicknessMinimum;\n uniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n uniform vec3 sheenColor;\n uniform float sheenRoughness;\n #ifdef USE_SHEEN_COLORMAP\n uniform sampler2D sheenColorMap;\n #endif\n #ifdef USE_SHEEN_ROUGHNESSMAP\n uniform sampler2D sheenRoughnessMap;\n #endif\n#endif\n#ifdef USE_ANISOTROPY\n uniform vec2 anisotropyVector;\n #ifdef USE_ANISOTROPYMAP\n uniform sampler2D anisotropyMap;\n #endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n #include \n vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n #ifdef USE_SHEEN\n float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n #endif\n #ifdef USE_CLEARCOAT\n float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n varying vec2 vUv;\n uniform mat3 uvTransform;\n#endif\nvoid main() {\n #ifdef USE_POINTS_UV\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n gl_PointSize = size;\n #ifdef USE_SIZEATTENUATION\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n #endif\n #include \n #include \n #include \n #include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n vec3 outgoingLight = vec3( 0.0 );\n #include \n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n #include \n}",shadow_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n #include \n #include \n #include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 mvPosition = modelViewMatrix[ 3 ];\n vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n #ifndef USE_SIZEATTENUATION\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) scale *= - mvPosition.z;\n #endif\n vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n vec2 rotatedPosition;\n rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n mvPosition.xy += rotatedPosition;\n gl_Position = projectionMatrix * mvPosition;\n #include \n #include \n #include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n vec3 outgoingLight = vec3( 0.0 );\n #include \n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n}"},cq={common:{diffuse:{value:new iE(0xffffff)},opacity:{value:1},map:{value:null},mapTransform:{value:new nJ},alphaMap:{value:null},alphaMapTransform:{value:new nJ},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new nJ}},envmap:{envMap:{value:null},envMapRotation:{value:new nJ},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new nJ}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new nJ}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new nJ},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new nJ},normalScale:{value:new nW(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new nJ},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new nJ}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new nJ}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new nJ}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new 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iE(0xffffff)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new nJ},alphaTest:{value:0},uvTransform:{value:new nJ}},sprite:{diffuse:{value:new iE(0xffffff)},opacity:{value:1},center:{value:new nW(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new nJ},alphaMap:{value:null},alphaMapTransform:{value:new nJ},alphaTest:{value:0}}},cY={basic:{uniforms:as([cq.common,cq.specularmap,cq.envmap,cq.aomap,cq.lightmap,cq.fog]),vertexShader:cX.meshbasic_vert,fragmentShader:cX.meshbasic_frag},lambert:{uniforms:as([cq.common,cq.specularmap,cq.envmap,cq.aomap,cq.lightmap,cq.emissivemap,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.fog,cq.lights,{emissive:{value:new iE(0)}}]),vertexShader:cX.meshlambert_vert,fragmentShader:cX.meshlambert_frag},phong:{uniforms:as([cq.common,cq.specularmap,cq.envmap,cq.aomap,cq.lightmap,cq.emissivemap,cq.bumpmap,cq.normalmap,cq.displacementmap,cq.fog,cq.lights,{emissive:{value:new 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an(this._lodPlanes[0],e);this._renderer.compile(t,c5)}_sceneToCubeUV(e,t,n,r,i){let a=new af(90,1,t,n),s=[1,-1,1,1,1,1],o=[1,1,1,-1,-1,-1],l=this._renderer,u=l.autoClear,c=l.toneMapping;l.getClearColor(c6),l.toneMapping=ec,l.autoClear=!1,l.state.buffers.depth.getReversed()&&(l.setRenderTarget(r),l.clearDepth(),l.setRenderTarget(null));let h=new iR({name:"PMREM.Background",side:E,depthWrite:!1,depthTest:!1}),d=new an(new ai,h),p=!1,f=e.background;f?f.isColor&&(h.color.copy(f),e.background=null,p=!0):(h.color.copy(c6),p=!0);for(let t=0;t<6;t++){let n=t%3;0===n?(a.up.set(0,s[t],0),a.position.set(i.x,i.y,i.z),a.lookAt(i.x+o[t],i.y,i.z)):1===n?(a.up.set(0,0,s[t]),a.position.set(i.x,i.y,i.z),a.lookAt(i.x,i.y+o[t],i.z)):(a.up.set(0,s[t],0),a.position.set(i.x,i.y,i.z),a.lookAt(i.x,i.y,i.z+o[t]));let u=this._cubeSize;ho(r,n*u,t>2?u:0,u,u),l.setRenderTarget(r),p&&l.render(d,a),l.render(e,a)}d.geometry.dispose(),d.material.dispose(),l.toneMapping=c,l.autoClear=u,e.background=f}_textureToCubeUV(e,t){let n=this._renderer,r=e.mapping===eb||e.mapping===eS;r?(null===this._cubemapMaterial&&(this._cubemapMaterial=hu()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===e.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=hl());let i=r?this._cubemapMaterial:this._equirectMaterial,a=new an(this._lodPlanes[0],i);i.uniforms.envMap.value=e;let s=this._cubeSize;ho(t,0,0,3*s,2*s),n.setRenderTarget(t),n.render(a,c5)}_applyPMREM(e){let t=this._renderer,n=t.autoClear;t.autoClear=!1;let r=this._lodPlanes.length;for(let t=1;t20&&console.warn("sigmaRadians, ".concat(i,", is too large and will clip, as it requested ").concat(f," samples when the maximum is set to ").concat(20));let m=[],g=0;for(let e=0;e<20;++e){let t=e/p,n=Math.exp(-t*t/2);m.push(n),0===e?g+=n:ev-4?r-v+4:0),_,3*y,2*y),o.setRenderTarget(t),o.render(u,c5)}constructor(e){this._renderer=e,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}}function hs(e,t,n){let r=new ru(e,t,n);return r.texture.mapping=eE,r.texture.name="PMREM.cubeUv",r.scissorTest=!0,r}function ho(e,t,n,r,i){e.viewport.set(t,n,r,i),e.scissor.set(t,n,r,i)}function hl(){return new au({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:hc(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n varying vec3 vOutputDirection;\n\n uniform sampler2D envMap;\n\n #include \n\n void main() {\n\n vec3 outputDirection = normalize( vOutputDirection );\n vec2 uv = equirectUv( outputDirection );\n\n gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n }\n ",blending:A,depthTest:!1,depthWrite:!1})}function hu(){return new au({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:hc(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n uniform float flipEnvMap;\n\n varying vec3 vOutputDirection;\n\n uniform samplerCube envMap;\n\n void main() {\n\n gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n }\n ",blending:A,depthTest:!1,depthWrite:!1})}function hc(){return"\n\n precision mediump float;\n precision mediump int;\n\n attribute float faceIndex;\n\n varying vec3 vOutputDirection;\n\n // RH coordinate system; PMREM face-indexing convention\n vec3 getDirection( vec2 uv, float face ) {\n\n uv = 2.0 * uv - 1.0;\n\n vec3 direction = vec3( uv, 1.0 );\n\n if ( face == 0.0 ) {\n\n direction = direction.zyx; // ( 1, v, u ) pos x\n\n } else if ( face == 1.0 ) {\n\n direction = direction.xzy;\n direction.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n } else if ( face == 2.0 ) {\n\n direction.x *= -1.0; // ( -u, v, 1 ) pos z\n\n } else if ( face == 3.0 ) {\n\n direction = direction.zyx;\n direction.xz *= -1.0; // ( -1, v, -u ) neg x\n\n } else if ( face == 4.0 ) {\n\n direction = direction.xzy;\n direction.xy *= -1.0; // ( -u, -1, v ) neg y\n\n } else if ( face == 5.0 ) {\n\n direction.z *= -1.0; // ( u, v, -1 ) neg z\n\n }\n\n return direction;\n\n }\n\n void main() {\n\n vOutputDirection = getDirection( uv, faceIndex );\n gl_Position = vec4( position, 1.0 );\n\n }\n "}function hh(e){let t=new WeakMap,n=null;function r(e){let n=e.target;n.removeEventListener("dispose",r);let i=t.get(n);void 0!==i&&(t.delete(n),i.dispose())}return{get:function(i){if(i&&i.isTexture){let a=i.mapping,s=a===eM||a===ew,o=a===eb||a===eS;if(s||o){let a=t.get(i),l=void 0!==a?a.texture.pmremVersion:0;if(i.isRenderTargetTexture&&i.pmremVersion!==l)return null===n&&(n=new 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null!==n(e)},init:function(){n("EXT_color_buffer_float"),n("WEBGL_clip_cull_distance"),n("OES_texture_float_linear"),n("EXT_color_buffer_half_float"),n("WEBGL_multisampled_render_to_texture"),n("WEBGL_render_shared_exponent")},get:function(e){let t=n(e);return null===t&&n3("THREE.WebGLRenderer: "+e+" extension not supported."),t}}}function hp(e,t,n,r){let i={},a=new WeakMap;function s(e){let o=e.target;for(let e in null!==o.index&&t.remove(o.index),o.attributes)t.remove(o.attributes[e]);o.removeEventListener("dispose",s),delete i[o.id];let l=a.get(o);l&&(t.remove(l),a.delete(o)),r.releaseStatesOfGeometry(o),!0===o.isInstancedBufferGeometry&&delete o._maxInstanceCount,n.memory.geometries--}function o(e){let n=[],r=e.index,i=e.attributes.position,s=0;if(null!==r){let e=r.array;s=r.version;for(let t=0,r=e.length;tt.maxTextureSize&&(f=Math.ceil(p/t.maxTextureSize),p=t.maxTextureSize);let m=new Float32Array(p*f*4*c),g=new rc(m,p,f,c);g.type=ej,g.needsUpdate=!0;let v=4*d;for(let 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e=n.get(_);e.shadowIntensity=i.intensity,e.shadowBias=i.bias,e.shadowNormalBias=i.normalBias,e.shadowRadius=i.radius,e.shadowMapSize=i.mapSize,r.spotShadow[c]=e,r.spotShadowMap[c]=M,m++}c++}else if(_.isRectAreaLight){let e=t.get(_);e.color.copy(x).multiplyScalar(b),e.halfWidth.set(.5*_.width,0,0),e.halfHeight.set(0,.5*_.height,0),r.rectArea[h]=e,h++}else if(_.isPointLight){let e=t.get(_);if(e.color.copy(_.color).multiplyScalar(_.intensity),e.distance=_.distance,e.decay=_.decay,_.castShadow){let e=_.shadow,t=n.get(_);t.shadowIntensity=e.intensity,t.shadowBias=e.bias,t.shadowNormalBias=e.normalBias,t.shadowRadius=e.radius,t.shadowMapSize=e.mapSize,t.shadowCameraNear=e.camera.near,t.shadowCameraFar=e.camera.far,r.pointShadow[u]=t,r.pointShadowMap[u]=M,r.pointShadowMatrix[u]=_.shadow.matrix,f++}r.point[u]=e,u++}else if(_.isHemisphereLight){let e=t.get(_);e.skyColor.copy(_.color).multiplyScalar(b),e.groundColor.copy(_.groundColor).multiplyScalar(b),r.hemi[d]=e,d++}}h>0&&(!0===e.has("OES_texture_float_linear")?(r.rectAreaLTC1=cq.LTC_FLOAT_1,r.rectAreaLTC2=cq.LTC_FLOAT_2):(r.rectAreaLTC1=cq.LTC_HALF_1,r.rectAreaLTC2=cq.LTC_HALF_2)),r.ambient[0]=a,r.ambient[1]=s,r.ambient[2]=o;let 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n=0;n=1:-1!==em.indexOf("OpenGL ES")&&(ef=parseFloat(/^OpenGL ES (\d)/.exec(em)[1])>=2);let eg=null,ev={},ey=e.getParameter(e.SCISSOR_BOX),e_=e.getParameter(e.VIEWPORT),ex=new ro().fromArray(ey),eb=new ro().fromArray(e_);function eS(t,n,r,i){let a=new Uint8Array(4),s=e.createTexture();e.bindTexture(t,s),e.texParameteri(t,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(t,e.TEXTURE_MAG_FILTER,e.NEAREST);for(let s=0;sn||i.height>n)&&(r=n/Math.max(i.width,i.height)),r<1)if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap||"undefined"!=typeof VideoFrame&&e instanceof VideoFrame){let n=Math.floor(r*i.width),a=Math.floor(r*i.height);void 0===o&&(o=f(n,a));let s=t?f(n,a):o;return s.width=n,s.height=a,s.getContext("2d").drawImage(e,0,0,n,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+i.width+"x"+i.height+") to 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t=s?t0:n8.getTransfer(a);i===e.FLOAT&&(o=e.RGBA32F),i===e.HALF_FLOAT&&(o=e.RGBA16F),i===e.UNSIGNED_BYTE&&(o=t===t1?e.SRGB8_ALPHA8:e.RGBA8),i===e.UNSIGNED_SHORT_4_4_4_4&&(o=e.RGBA4),i===e.UNSIGNED_SHORT_5_5_5_1&&(o=e.RGB5_A1)}return(o===e.R16F||o===e.R32F||o===e.RG16F||o===e.RG32F||o===e.RGBA16F||o===e.RGBA32F)&&t.get("EXT_color_buffer_float"),o}function _(t,n){let r;return t?null===n||n===eW||n===eJ?r=e.DEPTH24_STENCIL8:n===ej?r=e.DEPTH32F_STENCIL8:n===eV&&(r=e.DEPTH24_STENCIL8,console.warn("DepthTexture: 16 bit depth attachment is not supported with stencil. 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uS,C=null,R=null;function P(e){let t=b.indexOf(e.inputSource);if(-1===t)return;let n=x[t];void 0!==n&&(n.update(e.inputSource,e.frame,l||a),n.dispatchEvent({type:e.type,data:e.inputSource}))}function I(){r.removeEventListener("select",P),r.removeEventListener("selectstart",P),r.removeEventListener("selectend",P),r.removeEventListener("squeeze",P),r.removeEventListener("squeezestart",P),r.removeEventListener("squeezeend",P),r.removeEventListener("end",I),r.removeEventListener("inputsourceschange",L);for(let e=0;e=0&&(b[r]=null,x[r].disconnect(n))}for(let t=0;t=b.length){b.push(n),r=e;break}else if(null===b[e]){b[e]=n,r=e;break}if(-1===r)break}let i=x[r];i&&i.connect(n)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(e){let t=x[e];return void 0===t&&(t=new ax,x[e]=t),t.getTargetRaySpace()},this.getControllerGrip=function(e){let t=x[e];return void 0===t&&(t=new ax,x[e]=t),t.getGripSpace()},this.getHand=function(e){let t=x[e];return void 0===t&&(t=new ax,x[e]=t),t.getHandSpace()},this.setFramebufferScaleFactor=function(e){i=e,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(e){s=e,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return l||a},this.setReferenceSpace=function(e){l=e},this.getBaseLayer=function(){return null!==h?h:d},this.getBinding=function(){return null===c&&f&&(c=new XRWebGLBinding(r,t)),c},this.getFrame=function(){return p},this.getSession=function(){return r},this.setSession=async function(u){if(null!==(r=u)){if(y=e.getRenderTarget(),r.addEventListener("select",P),r.addEventListener("selectstart",P),r.addEventListener("selectend",P),r.addEventListener("squeeze",P),r.addEventListener("squeezestart",P),r.addEventListener("squeezeend",P),r.addEventListener("end",I),r.addEventListener("inputsourceschange",L),!0!==v.xrCompatible&&await t.makeXRCompatible(),M=e.getPixelRatio(),e.getSize(S),f&&"createProjectionLayer"in XRWebGLBinding.prototype){let n=null,a=null,s=null;v.depth&&(s=v.stencil?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT24,n=v.stencil?e2:e1,a=v.stencil?eJ:eW);let o={colorFormat:t.RGBA8,depthFormat:s,scaleFactor:i};h=(c=this.getBinding()).createProjectionLayer(o),r.updateRenderState({layers:[h]}),e.setPixelRatio(1),e.setSize(h.textureWidth,h.textureHeight,!1),_=new ru(h.textureWidth,h.textureHeight,{format:e0,type:ez,depthTexture:new s8(h.textureWidth,h.textureHeight,a,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:v.stencil,colorSpace:e.outputColorSpace,samples:4*!!v.antialias,resolveDepthBuffer:!1===h.ignoreDepthValues,resolveStencilBuffer:!1===h.ignoreDepthValues})}else{let n={antialias:v.antialias,alpha:!0,depth:v.depth,stencil:v.stencil,framebufferScaleFactor:i};d=new XRWebGLLayer(r,t,n),r.updateRenderState({baseLayer:d}),e.setPixelRatio(1),e.setSize(d.framebufferWidth,d.framebufferHeight,!1),_=new ru(d.framebufferWidth,d.framebufferHeight,{format:e0,type:ez,colorSpace:e.outputColorSpace,stencilBuffer:v.stencil,resolveDepthBuffer:!1===d.ignoreDepthValues,resolveStencilBuffer:!1===d.ignoreDepthValues})}_.isXRRenderTarget=!0,this.setFoveation(o),l=null,a=await r.requestReferenceSpace(s),F.setContext(r),F.start(),n.isPresenting=!0,n.dispatchEvent({type:"sessionstart"})}},this.getEnvironmentBlendMode=function(){if(null!==r)return r.environmentBlendMode},this.getDepthTexture=function(){return m.getDepthTexture()};let N=new nX,D=new nX;function U(e,t){null===t?e.matrixWorld.copy(e.matrix):e.matrixWorld.multiplyMatrices(t.matrixWorld,e.matrix),e.matrixWorldInverse.copy(e.matrixWorld).invert()}this.updateCamera=function(e){var t,n,i;if(null===r)return;let a=e.near,s=e.far;null!==m.texture&&(m.depthNear>0&&(a=m.depthNear),m.depthFar>0&&(s=m.depthFar)),A.near=E.near=w.near=a,A.far=E.far=w.far=s,(C!==A.near||R!==A.far)&&(r.updateRenderState({depthNear:A.near,depthFar:A.far}),C=A.near,R=A.far),A.layers.mask=6|e.layers.mask,w.layers.mask=3&A.layers.mask,E.layers.mask=5&A.layers.mask;let o=e.parent,l=A.cameras;U(A,o);for(let e=0;e0&&(e.alphaTest.value=r.alphaTest);let i=t.get(r),a=i.envMap,s=i.envMapRotation;a&&(e.envMap.value=a,d$.copy(s),d$.x*=-1,d$.y*=-1,d$.z*=-1,a.isCubeTexture&&!1===a.isRenderTargetTexture&&(d$.y*=-1,d$.z*=-1),e.envMapRotation.value.setFromMatrix4(dQ.makeRotationFromEuler(d$)),e.flipEnvMap.value=a.isCubeTexture&&!1===a.isRenderTargetTexture?-1:1,e.reflectivity.value=r.reflectivity,e.ior.value=r.ior,e.refractionRatio.value=r.refractionRatio),r.lightMap&&(e.lightMap.value=r.lightMap,e.lightMapIntensity.value=r.lightMapIntensity,n(r.lightMap,e.lightMapTransform)),r.aoMap&&(e.aoMap.value=r.aoMap,e.aoMapIntensity.value=r.aoMapIntensity,n(r.aoMap,e.aoMapTransform))}return{refreshFogUniforms:function(t,n){n.color.getRGB(t.fogColor.value,ao(e)),n.isFog?(t.fogNear.value=n.near,t.fogFar.value=n.far):n.isFogExp2&&(t.fogDensity.value=n.density)},refreshMaterialUniforms:function(e,i,a,s,o){var 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r=t.get(n).light;e.referencePosition.value.setFromMatrixPosition(r.matrixWorld),e.nearDistance.value=r.shadow.camera.near,e.farDistance.value=r.shadow.camera.far}(e,i)):i.isMeshNormalMaterial?r(e,i):i.isLineBasicMaterial?(_=e,x=i,_.diffuse.value.copy(x.color),_.opacity.value=x.opacity,x.map&&(_.map.value=x.map,n(x.map,_.mapTransform)),i.isLineDashedMaterial&&(b=e,S=i,b.dashSize.value=S.dashSize,b.totalSize.value=S.dashSize+S.gapSize,b.scale.value=S.scale)):i.isPointsMaterial?(M=e,w=i,T=a,A=s,M.diffuse.value.copy(w.color),M.opacity.value=w.opacity,M.size.value=w.size*T,M.scale.value=.5*A,w.map&&(M.map.value=w.map,n(w.map,M.uvTransform)),w.alphaMap&&(M.alphaMap.value=w.alphaMap,n(w.alphaMap,M.alphaMapTransform)),w.alphaTest>0&&(M.alphaTest.value=w.alphaTest)):i.isSpriteMaterial?(C=e,R=i,C.diffuse.value.copy(R.color),C.opacity.value=R.opacity,C.rotation.value=R.rotation,R.map&&(C.map.value=R.map,n(R.map,C.mapTransform)),R.alphaMap&&(C.alphaMap.value=R.alphaMap,n(R.alphaMap,C.alphaMapTransform)),R.alphaTest>0&&(C.alphaTest.value=R.alphaTest)):i.isShadowMaterial?(e.color.value.copy(i.color),e.opacity.value=i.opacity):i.isShaderMaterial&&(i.uniformsNeedUpdate=!1)}}}function 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"resolved": "https://registry.npmjs.org/@chevrotain/utils/-/utils-10.5.0.tgz", + "integrity": "sha512-hBzuU5+JjB2cqNZyszkDHZgOSrUUT8V3dhgRl8Q9Gp6dAj/H5+KILGjbhDpc3Iy9qmqlm/akuOI2ut9VUtzJxQ==", + "dev": true, + "license": "Apache-2.0" + }, "node_modules/@dimforge/rapier3d-compat": { "version": "0.12.0", "resolved": "https://registry.npmjs.org/@dimforge/rapier3d-compat/-/rapier3d-compat-0.12.0.tgz", @@ -1082,6 +1121,18 @@ "three": ">= 0.159.0" } }, + "node_modules/@netflix/nerror": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/@netflix/nerror/-/nerror-1.1.3.tgz", + "integrity": "sha512-b+MGNyP9/LXkapreJzNUzcvuzZslj/RGgdVVJ16P2wSlYatfLycPObImqVJSmNAdyeShvNeM/pl3sVZsObFueg==", + "dev": true, + "license": "MIT", + "dependencies": { + "assert-plus": "^1.0.0", + "extsprintf": "^1.4.0", + "lodash": "^4.17.15" + } + }, "node_modules/@next/env": { "version": "15.5.2", "resolved": "https://registry.npmjs.org/@next/env/-/env-15.5.2.tgz", @@ -2188,6 +2239,16 @@ "dev": true, "license": "Python-2.0" }, + "node_modules/assert-plus": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/assert-plus/-/assert-plus-1.0.0.tgz", + "integrity": "sha512-NfJ4UzBCcQGLDlQq7nHxH+tv3kyZ0hHQqF5BO6J7tNJeP5do1llPr8dZ8zHonfhAu0PHAdMkSo+8o0wxg9lZWw==", + "dev": true, + "license": "MIT", + "engines": { + "node": ">=0.8" + } + }, "node_modules/assertion-error": { "version": "2.0.1", "resolved": "https://registry.npmjs.org/assertion-error/-/assertion-error-2.0.1.tgz", @@ -2521,6 +2582,21 @@ "node": ">=18" } }, + "node_modules/chevrotain": { + "version": "10.5.0", + "resolved": "https://registry.npmjs.org/chevrotain/-/chevrotain-10.5.0.tgz", + "integrity": "sha512-Pkv5rBY3+CsHOYfV5g/Vs5JY9WTHHDEKOlohI2XeygaZhUeqhAlldZ8Hz9cRmxu709bvS08YzxHdTPHhffc13A==", + "dev": true, + "license": "Apache-2.0", + "dependencies": { + "@chevrotain/cst-dts-gen": "10.5.0", + "@chevrotain/gast": "10.5.0", + "@chevrotain/types": "10.5.0", + "@chevrotain/utils": "10.5.0", + "lodash": "4.17.21", + "regexp-to-ast": "0.5.0" + } + }, "node_modules/chromium-bidi": { "version": "11.0.0", "resolved": "https://registry.npmjs.org/chromium-bidi/-/chromium-bidi-11.0.0.tgz", @@ -3243,6 +3319,16 @@ "@types/yauzl": "^2.9.1" } }, + "node_modules/extsprintf": { + "version": "1.4.1", + "resolved": "https://registry.npmjs.org/extsprintf/-/extsprintf-1.4.1.tgz", + "integrity": "sha512-Wrk35e8ydCKDj/ArClo1VrPVmN8zph5V4AtHwIuHhvMXsKf73UT3BOD+azBIW+3wOJ4FhEH7zyaJCFvChjYvMA==", + "dev": true, + "engines": [ + "node >=0.6.0" + ], + "license": "MIT" + }, "node_modules/fast-fifo": { "version": "1.3.2", "resolved": "https://registry.npmjs.org/fast-fifo/-/fast-fifo-1.3.2.tgz", @@ -3827,6 +3913,13 @@ "dev": true, "license": "MIT" }, + "node_modules/lodash": { + "version": "4.17.21", + "resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.21.tgz", + "integrity": "sha512-v2kDEe57lecTulaDIuNTPy3Ry4gLGJ6Z1O3vE1krgXZNrsQ+LFTGHVxVjcXPs17LhbZVGedAJv8XZ1tvj5FvSg==", + "dev": true, + "license": "MIT" + }, "node_modules/lodash.orderby": { "version": "4.6.0", "resolved": "https://registry.npmjs.org/lodash.orderby/-/lodash.orderby-4.6.0.tgz", @@ -4362,6 +4455,7 @@ "integrity": "sha512-RWKXE4qB3u5Z6yz7omJkjWwmTfLdcbv44jUVHC5NpfXwFGzvpQM798FGv/6WNK879tc+Cn0AAyherCl1KjbyZQ==", "dev": true, "license": "MIT", + "peer": true, "bin": { "prettier": "bin/prettier.cjs" }, @@ -4372,6 +4466,21 @@ "url": "https://github.com/prettier/prettier?sponsor=1" } }, + "node_modules/prettier-plugin-glsl": { + "version": "0.2.2", + "resolved": "https://registry.npmjs.org/prettier-plugin-glsl/-/prettier-plugin-glsl-0.2.2.tgz", + "integrity": "sha512-VD4A59LtF6Eyw7FS46tOh6ZhVbIrdk3ikEPiFkyOAr8RgnuiL2Ad5EnuDqxYYzBqEPO3xDfhejieF3Q/AL5+7A==", + "dev": true, + "license": "MIT", + "dependencies": { + "@netflix/nerror": "^1.1.3", + "chevrotain": "^10.5.0", + "lodash": "^4.17.21" + }, + "peerDependencies": { + "prettier": "^3.0.0" + } + }, "node_modules/process-nextick-args": { "version": "2.0.1", "resolved": "https://registry.npmjs.org/process-nextick-args/-/process-nextick-args-2.0.1.tgz", @@ -4629,6 +4738,13 @@ "util-deprecate": "~1.0.1" } }, + "node_modules/regexp-to-ast": { + "version": "0.5.0", + "resolved": "https://registry.npmjs.org/regexp-to-ast/-/regexp-to-ast-0.5.0.tgz", + "integrity": "sha512-tlbJqcMHnPKI9zSrystikWKwHkBqu2a/Sgw01h3zFjvYrMxEDYHzzoMZnUrbIfpTFEsoRnnviOXNCzFiSc54Qw==", + "dev": true, + "license": "MIT" + }, "node_modules/remove-accents": { "version": "0.5.0", "resolved": "https://registry.npmjs.org/remove-accents/-/remove-accents-0.5.0.tgz", @@ -6083,9 +6199,9 @@ } }, "node_modules/zustand": { - "version": "5.0.8", - "resolved": "https://registry.npmjs.org/zustand/-/zustand-5.0.8.tgz", - "integrity": "sha512-gyPKpIaxY9XcO2vSMrLbiER7QMAMGOQZVRdJ6Zi782jkbzZygq5GI9nG8g+sMgitRtndwaBSl7uiqC49o1SSiw==", + "version": "5.0.9", + "resolved": "https://registry.npmjs.org/zustand/-/zustand-5.0.9.tgz", + "integrity": "sha512-ALBtUj0AfjJt3uNRQoL1tL2tMvj6Gp/6e39dnfT6uzpelGru8v1tPOGBzayOWbPJvujM8JojDk3E1LxeFisBNg==", "license": "MIT", "engines": { "node": ">=12.20.0" diff --git a/package.json b/package.json index 3d8757ae..cd01cfc3 100644 --- a/package.json +++ b/package.json @@ -36,7 +36,8 @@ "react-dom": "^19.1.1", "react-error-boundary": "^6.0.0", "three": "^0.180.0", - "unzipper": "^0.12.3" + "unzipper": "^0.12.3", + "zustand": "^5.0.9" }, "devDependencies": { "@types/express": "^5.0.5", @@ -49,6 +50,7 @@ "express": "^5.2.0", "peggy": "^5.0.6", "prettier": "^3.7.1", + "prettier-plugin-glsl": "^0.2.2", "puppeteer": "^24.32.0", "rimraf": "^6.0.1", "tsx": "^4.20.5", diff --git a/reference/TorqueEngineResources b/reference/TorqueEngineResources new file mode 120000 index 00000000..85a77053 --- /dev/null +++ b/reference/TorqueEngineResources @@ -0,0 +1 @@ +../../TorqueEngineResources \ No newline at end of file diff --git a/scripts/screenshot.ts b/scripts/screenshot.ts index 3eaa24a1..828ca2f9 100644 --- a/scripts/screenshot.ts +++ b/scripts/screenshot.ts @@ -1,4 +1,4 @@ -import fs from "node:fs"; +import fs from "node:fs/promises"; import os from "node:os"; import path from "node:path"; import puppeteer, { type KeyInput } from "puppeteer"; @@ -41,11 +41,6 @@ if (!missionName) { const cameraKey = String(cameraNumber) as KeyInput; const outputType = "png"; -const tempDir = fs.mkdtempSync(path.join(os.tmpdir(), "t2-screenshot-")); -const outputPath = path.join( - tempDir, - `${missionName}.${cameraNumber}.${debugMode ? "debug." : ""}${outputType}`, -); const browser = await puppeteer.launch({ headless: true }); const page = await browser.newPage(); @@ -100,6 +95,16 @@ await mapViewer.press(cameraKey); await page.waitForNetworkIdle({ idleTime: 250 }); await sleep(100); +const date = new Date() +const tempDir = path.join(os.tmpdir(), "t2-mapper"); + +await fs.mkdir(tempDir, { recursive: true }); +const filePrefix = date.toISOString().replace(/([:-]|\..*$)/g, '') +const outputPath = path.join( + tempDir, + `${filePrefix}.${missionName}.${cameraNumber}.${outputType}` +); + // Take screenshot await mapViewer.screenshot({ path: outputPath, diff --git a/src/colorUtils.ts b/src/colorUtils.ts new file mode 100644 index 00000000..8603d551 --- /dev/null +++ b/src/colorUtils.ts @@ -0,0 +1,38 @@ +/** + * Color parsing utilities for Tribes 2 mission files. + * + * Torque (2001) worked in gamma/sRGB space - colors in mission files are + * specified as they should appear on screen. Three.js expects linear colors + * for lighting calculations, so convert with .convertSRGBToLinear() when + * passing to lit materials. + */ +import { Color, SRGBColorSpace } from "three"; + +/** + * Parse a Tribes 2 color string (space-separated RGB or RGBA values 0-1). + * The values are interpreted as sRGB and stored as linear internally by Three.js. + * + * @param colorString - Space-separated "R G B" or "R G B A" string (0-1 range) + * @returns Color (linear internally), or undefined if no string + */ +export function parseColor(colorString: string | undefined): Color | undefined { + if (!colorString) return undefined; + const parts = colorString.split(" ").map((s) => parseFloat(s)); + const [r = 0, g = 0, b = 0] = parts; + // Interpret as sRGB, Three.js converts to linear internally + return new Color().setRGB(r, g, b, SRGBColorSpace); +} + +/** + * Parse a Tribes 2 color string and convert to linear color space. + * Use this when passing colors to Three.js lit materials. + * + * @param colorString - Space-separated "R G B" or "R G B A" string (0-1 range) + * @returns Color in linear space, or undefined if no string + */ +export function parseColorLinear( + colorString: string | undefined, +): Color | undefined { + const color = parseColor(colorString); + return color?.convertSRGBToLinear(); +} diff --git a/src/components/CloudLayers.tsx b/src/components/CloudLayers.tsx index 86d68301..f1c3c326 100644 --- a/src/components/CloudLayers.tsx +++ b/src/components/CloudLayers.tsx @@ -19,6 +19,8 @@ import type { TorqueObject } from "../torqueScript"; import { getFloat, getProperty } from "../mission"; import { useDebug, useSettings } from "./SettingsProvider"; +const noop = () => {}; + const GRID_SIZE = 5; const VERTEX_COUNT = GRID_SIZE * GRID_SIZE; @@ -344,8 +346,6 @@ interface CloudLayerProps { speed: number; windDirection: Vector2; layerIndex: number; - debugMode: boolean; - animationEnabled: boolean; } /** @@ -358,11 +358,10 @@ function CloudLayer({ speed, windDirection, layerIndex, - debugMode, - animationEnabled, }: CloudLayerProps) { - const materialRef = useRef(null!); - const offsetRef = useRef(new Vector2(0, 0)); + const { debugMode } = useDebug(); + const { animationEnabled } = useSettings(); + const offsetRef = useRef(null); // Load cloud texture const texture = useTexture(textureUrl, setupCloudTexture); @@ -376,6 +375,12 @@ function CloudLayer({ return createCloudGeometry(radius, centerHeight, innerHeight, edgeHeight); }, [radius, heightPercent]); + useEffect(() => { + return () => { + geometry.dispose(); + }; + }, [geometry]); + // Create shader material const material = useMemo(() => { return new ShaderMaterial({ @@ -393,36 +398,38 @@ function CloudLayer({ }); }, [texture, debugMode, layerIndex]); + useEffect(() => { + return () => { + material.dispose(); + }; + }, [material]); + // Animate UV offset for cloud scrolling // From Tribes 2: mOffset = (currentTime - mLastTime) / 32.0 (time in ms) // delta is in seconds, so: delta * 1000 / 32 = delta * 31.25 - useFrame((_, delta) => { - if (!materialRef.current || !animationEnabled) return; + useFrame( + animationEnabled + ? (_, delta) => { + // Match Tribes 2 timing: deltaTime(ms) / 32 + const mOffset = (delta * 1000) / 32; - // Match Tribes 2 timing: deltaTime(ms) / 32 - const mOffset = (delta * 1000) / 32; + offsetRef.current ??= new Vector2(0, 0); - offsetRef.current.x += windDirection.x * speed * mOffset; - offsetRef.current.y += windDirection.y * speed * mOffset; + offsetRef.current.x += windDirection.x * speed * mOffset; + offsetRef.current.y += windDirection.y * speed * mOffset; - // Wrap to [0,1] range - offsetRef.current.x = offsetRef.current.x - Math.floor(offsetRef.current.x); - offsetRef.current.y = offsetRef.current.y - Math.floor(offsetRef.current.y); + // Wrap to [0,1] range + offsetRef.current.x -= Math.floor(offsetRef.current.x); + offsetRef.current.y -= Math.floor(offsetRef.current.y); - materialRef.current.uniforms.uvOffset.value.copy(offsetRef.current); - }); - - // Cleanup - useEffect(() => { - return () => { - geometry.dispose(); - material.dispose(); - }; - }, [geometry, material]); + material.uniforms.uvOffset.value.copy(offsetRef.current); + } + : noop, + ); return ( - + ); } @@ -439,7 +446,7 @@ export interface CloudLayerConfig { * 6: Environment map * 7+: Cloud layer textures */ -const CLOUD_TEXTURE_OFFSET = 7; +const CLOUD_TEXTURE_START_INDEX = 7; /** * Hook to load a DML file. @@ -467,8 +474,6 @@ export interface CloudLayersProps { * - windVelocity: Wind direction for cloud movement */ export function CloudLayers({ object }: CloudLayersProps) { - const { debugMode } = useDebug(); - const { animationEnabled } = useSettings(); const materialList = getProperty(object, "materialList"); const { data: detailMapList } = useDetailMapList(materialList); @@ -476,7 +481,6 @@ export function CloudLayers({ object }: CloudLayersProps) { const visibleDistance = getFloat(object, "visibleDistance") ?? 500; const radius = visibleDistance * 0.95; - // Extract cloud speeds from object (cloudSpeed1/2/3 are scalar values) const cloudSpeeds = useMemo( () => [ getFloat(object, "cloudSpeed1") ?? 0.0001, @@ -486,17 +490,14 @@ export function CloudLayers({ object }: CloudLayersProps) { [object], ); - // Extract cloud heights from object - // Default heights match typical Tribes 2 values (e.g., 0.35, 0.25, 0.2) - const cloudHeights = useMemo(() => { - const defaults = [0.35, 0.25, 0.2]; - const heights: number[] = []; - for (let i = 0; i < 3; i++) { - const height = getFloat(object, `cloudHeightPer${i}`) ?? defaults[i]; - heights.push(height); - } - return heights; - }, [object]); + const cloudHeights = useMemo( + () => [ + getFloat(object, "cloudHeightPer1") ?? 0.35, + getFloat(object, "cloudHeightPer2") ?? 0.25, + getFloat(object, "cloudHeightPer3") ?? 0.2, + ], + [object], + ); // Wind direction from windVelocity // Torque uses Z-up with windVelocity (x, y, z) where Y is forward. @@ -519,14 +520,13 @@ export function CloudLayers({ object }: CloudLayersProps) { if (!detailMapList) return []; const result: CloudLayerConfig[] = []; - for (let i = CLOUD_TEXTURE_OFFSET; i < detailMapList.length; i++) { - const texture = detailMapList[i]; + for (let i = 0; i < 3; i++) { + const texture = detailMapList[CLOUD_TEXTURE_START_INDEX + i]; if (texture) { - const layerIndex = i - CLOUD_TEXTURE_OFFSET; result.push({ texture, - height: cloudHeights[layerIndex] ?? 0, - speed: cloudSpeeds[layerIndex] ?? 0.0001 * (layerIndex + 1), + height: cloudHeights[i], + speed: cloudSpeeds[i], }); } } @@ -562,8 +562,6 @@ export function CloudLayers({ object }: CloudLayersProps) { speed={layer.speed} windDirection={windDirection} layerIndex={i} - debugMode={debugMode} - animationEnabled={animationEnabled} /> ); diff --git a/src/components/GenericShape.tsx b/src/components/GenericShape.tsx index c0831eb4..788b679b 100644 --- a/src/components/GenericShape.tsx +++ b/src/components/GenericShape.tsx @@ -79,8 +79,8 @@ function createMaterialFromFlags( side: 2, // DoubleSide transparent: isAdditive, alphaTest: isAdditive ? 0 : 0.5, - blending: isAdditive ? AdditiveBlending : undefined, fog: true, + ...(isAdditive && { blending: AdditiveBlending }), }); applyShapeShaderModifications(mat); return mat; diff --git a/src/components/InteriorInstance.tsx b/src/components/InteriorInstance.tsx index d94de9ad..ffa8e39f 100644 --- a/src/components/InteriorInstance.tsx +++ b/src/components/InteriorInstance.tsx @@ -1,9 +1,11 @@ -import { memo, Suspense, useMemo, useCallback } from "react"; +import { memo, Suspense, useMemo, useCallback, useEffect, useRef } from "react"; import { ErrorBoundary } from "react-error-boundary"; import { Mesh, Material, MeshStandardMaterial, + MeshBasicMaterial, + MeshLambertMaterial, Texture, SRGBColorSpace, } from "three"; @@ -58,23 +60,43 @@ function InteriorTexture({ injectCustomFog(shader, globalFogUniforms); injectInteriorLighting(shader, { surfaceOutsideVisible: isSurfaceOutsideVisible, - debugMode, }); }, - [isSurfaceOutsideVisible, debugMode], + [isSurfaceOutsideVisible], ); - // Key includes shader-affecting props to force recompilation when they change - // (r3f doesn't reactively recompile shaders on prop changes) - const materialKey = `${isSurfaceOutsideVisible}-${debugMode}`; + // Refs for forcing shader recompilation + const basicMaterialRef = useRef(null); + const lambertMaterialRef = useRef(null); + + // Force shader recompilation when debugMode changes + // r3f doesn't sync defines prop changes, so we update the material directly + useEffect(() => { + const mat = (basicMaterialRef.current ?? lambertMaterialRef.current) as + | (Material & { defines?: Record }) + | null; + if (mat) { + mat.defines ??= {}; + mat.defines.DEBUG_MODE = debugMode ? 1 : 0; + mat.needsUpdate = true; + } + }, [debugMode]); + + const defines = { DEBUG_MODE: debugMode ? 1 : 0 }; + + // Key for shader structure changes (surfaceOutsideVisible affects lighting model) + const materialKey = `${isSurfaceOutsideVisible}`; // Self-illuminating materials are fullbright (unlit), no lightmap if (isSelfIlluminating) { return ( ); @@ -89,10 +111,13 @@ function InteriorTexture({ // Using FrontSide (default) - normals are fixed in io_dif Blender export return ( ); diff --git a/src/components/SettingsProvider.tsx b/src/components/SettingsProvider.tsx index 8dadea50..09d073c7 100644 --- a/src/components/SettingsProvider.tsx +++ b/src/components/SettingsProvider.tsx @@ -3,6 +3,7 @@ import { ReactNode, useContext, useEffect, + useLayoutEffect, useMemo, useRef, useState, @@ -95,7 +96,7 @@ export function SettingsProvider({ children }: { children: ReactNode }) { ); // Read persisted settings from localStorage. - useEffect(() => { + useLayoutEffect(() => { let savedSettings: PersistedSettings = {}; try { savedSettings = JSON.parse(localStorage.getItem("settings")) || {}; diff --git a/src/components/Sky.tsx b/src/components/Sky.tsx index b387cb96..20fb61ef 100644 --- a/src/components/Sky.tsx +++ b/src/components/Sky.tsx @@ -79,6 +79,19 @@ function SkyBoxTexture({ [fogState], ); + // Create stable uniform objects that persist across renders + // This ensures the shader gets updated values when props change + const uniformsRef = useRef({ + skybox: { value: skyBox }, + fogColor: { value: fogColor ?? new Color(0, 0, 0) }, + enableFog: { value: enableFog }, + inverseProjectionMatrix: { value: inverseProjectionMatrix }, + cameraMatrixWorld: { value: camera.matrixWorld }, + cameraHeight: globalFogUniforms.cameraHeight, + fogVolumeData: { value: fogVolumeData }, + horizonFogHeight: { value: 0.18 }, + }); + // Calculate the horizon fog cutoff based on visible distance // In Torque's sky.cc: // mRadius = visibleDistance * 0.95 @@ -106,6 +119,15 @@ function SkyBoxTexture({ ); }, [fogState]); + // Update uniform values when props change + useEffect(() => { + uniformsRef.current.skybox.value = skyBox; + uniformsRef.current.fogColor.value = fogColor ?? new Color(0, 0, 0); + uniformsRef.current.enableFog.value = enableFog; + uniformsRef.current.fogVolumeData.value = fogVolumeData; + uniformsRef.current.horizonFogHeight.value = horizonFogHeight; + }, [skyBox, fogColor, enableFog, fogVolumeData, horizonFogHeight]); + return ( @@ -123,16 +145,7 @@ function SkyBoxTexture({ /> { + uniformsRef.current.skyColor.value = skyColor; + uniformsRef.current.fogColor.value = fogColor ?? new Color(0, 0, 0); + uniformsRef.current.enableFog.value = enableFog; + uniformsRef.current.fogVolumeData.value = fogVolumeData; + uniformsRef.current.horizonFogHeight.value = horizonFogHeight; + }, [skyColor, fogColor, enableFog, fogVolumeData, horizonFogHeight]); + return ( @@ -356,16 +390,7 @@ function SolidColorSky({ /> (null); @@ -530,6 +561,24 @@ function DynamicFog({ fogState }: { fogState: FogState }) { }; }, [scene, camera, fogState, fogVolumeData]); + // When fog is disabled, set near=far to effectively disable fog + // without removing scene.fog (which would require shader recompilation) + useEffect(() => { + const fog = fogRef.current; + if (!fog) return; + + if (enabled) { + const [near, far] = calculateFogParameters(fogState, camera.position.y); + fog.near = near; + fog.far = far; + } else { + // Setting near = far = large value effectively disables fog + // (fog factor = 0 when distance < near) + fog.near = 1e10; + fog.far = 1e10; + } + }, [enabled, fogState, camera.position.y]); + // Update fog parameters each frame based on camera height useFrame(() => { const fog = fogRef.current; @@ -537,14 +586,17 @@ function DynamicFog({ fogState }: { fogState: FogState }) { const cameraHeight = camera.position.y; - // Update Three.js basic fog - const [near, far] = calculateFogParameters(fogState, cameraHeight); - fog.near = near; - fog.far = far; - fog.color.copy(fogState.fogColor); + // Always update global fog uniforms so shaders know the enabled state + updateGlobalFogUniforms(cameraHeight, fogVolumeData, enabled); - // Update global fog uniforms for volumetric fog shaders - updateGlobalFogUniforms(cameraHeight, fogVolumeData); + if (enabled) { + // Update Three.js basic fog + const [near, far] = calculateFogParameters(fogState, cameraHeight); + fog.near = near; + fog.far = far; + fog.color.copy(fogState.fogColor); + } + // When disabled, fog.near/far are already set to 1e10 by the useEffect }); return null; @@ -632,7 +684,12 @@ export function Sky({ object }: { object: TorqueObject }) { - {hasFogParams ? : null} + {/* Always render DynamicFog when mission has fog params. + Pass fogEnabled to control visibility - this avoids shader recompilation + when toggling fog (USE_FOG stays defined, but fog.near/far disable fog). */} + {fogState.enabled ? ( + + ) : null} ); } diff --git a/src/components/TerrainProvider.tsx b/src/components/TerrainProvider.tsx new file mode 100644 index 00000000..665fd58c --- /dev/null +++ b/src/components/TerrainProvider.tsx @@ -0,0 +1,89 @@ +import { createContext, ReactNode, useContext, useMemo, useState } from "react"; + +/** + * Handle for querying terrain data. + * + * TerrainBlock registers this via useEffect, allowing other components + * to query terrain data without prop drilling. + */ +export interface TerrainHandle { + /** + * Query terrain height at world coordinates. + * Coordinates wrap via `& 255` to support infinite terrain tiling, + * matching Torque's FluidSupport.cc: + * i = (((m_SquareY0+Y) & 255) << 8) + ((m_SquareX0+X) & 255); + */ + getHeightAt: (worldX: number, worldZ: number) => number; + + /** + * Check if a point is above terrain at given world coordinates. + * Used for water masking (matching Torque's fluid reject mask). + * Coordinates wrap to support infinite terrain tiling. + */ + isAboveTerrain: (worldX: number, worldZ: number, height: number) => boolean; + + /** + * Get primary terrain tile bounds in world coordinates. + * Note: Terrain actually tiles infinitely via coordinate wrapping. + */ + getBounds: () => { + minX: number; + maxX: number; + minZ: number; + maxZ: number; + }; +} + +type StateSetter = ReturnType>[1]; + +interface TerrainContextValue { + terrain: TerrainHandle | null; + setTerrain: StateSetter; +} + +const TerrainContext = createContext(null); + +interface TerrainProviderProps { + children: ReactNode; +} + +/** + * Provider for terrain query handle. + * + * TerrainBlock registers its handle via useEffect on mount, and other + * components (like WaterBlock) can access it to query terrain heights. + */ +export function TerrainProvider({ children }: TerrainProviderProps) { + const [terrain, setTerrain] = useState(null); + const context = useMemo(() => ({ terrain, setTerrain }), [terrain]); + + return ( + + {children} + + ); +} + +/** + * Get the terrain handle from context. + * Returns null if no TerrainBlock has registered yet. + */ +export function useTerrainHandle() { + const context = useContext(TerrainContext); + if (!context) { + throw new Error("useTerrainHandle must be used within a TerrainProvider"); + } + return context.terrain; +} + +/** + * Get the terrain setter for registration. + * Used by TerrainBlock to register its handle. + */ +export function useRegisterTerrain() { + const context = useContext(TerrainContext); + if (!context) { + throw new Error("useRegisterTerrain must be used within a TerrainProvider"); + } + return context.setTerrain; +} diff --git a/src/components/TerrainTile.tsx b/src/components/TerrainTile.tsx index 1363877b..724b05a3 100644 --- a/src/components/TerrainTile.tsx +++ b/src/components/TerrainTile.tsx @@ -1,5 +1,10 @@ -import { memo, Suspense, useCallback, useMemo } from "react"; -import { type BufferGeometry, DataTexture, FrontSide } from "three"; +import { memo, Suspense, useCallback, useEffect, useMemo, useRef } from "react"; +import { + type BufferGeometry, + DataTexture, + FrontSide, + type MeshLambertMaterial, +} from "three"; import { useTexture } from "@react-three/drei"; import { FALLBACK_TEXTURE_URL, @@ -83,7 +88,6 @@ function BlendedTerrainTextures({ alphaTextures, visibilityMask, tiling: TILING, - debugMode, detailTexture: detailTextureUrl ? detailTexture : null, lightmap, }); @@ -95,28 +99,43 @@ function BlendedTerrainTextures({ baseTextures, alphaTextures, visibilityMask, - debugMode, detailTexture, detailTextureUrl, lightmap, ], ); - // Key must include factors that change shader code structure (not just uniforms) - // - debugMode: affects fragment shader branching - // - detailTextureUrl: affects vertex shader (adds varying) and fragment shader - // - lightmap: affects shader structure (uses lightmap for NdotL instead of vertex normals) - const materialKey = `${debugMode ? "debug" : "normal"}-${detailTextureUrl ? "detail" : "nodetail"}-${lightmap ? "lightmap" : "nolightmap"}`; + // Ref for forcing shader recompilation + const materialRef = useRef(null); + + // Force shader recompilation when debugMode changes + // r3f doesn't sync defines prop changes, so we update the material directly + useEffect(() => { + const mat = materialRef.current as MeshLambertMaterial & { + defines?: Record; + }; + if (mat) { + mat.defines ??= {}; + mat.defines.DEBUG_MODE = debugMode ? 1 : 0; + mat.needsUpdate = true; + } + }, [debugMode]); + + // Key for shader structure changes (detail texture, lightmap) + const materialKey = `${detailTextureUrl ? "detail" : "nodetail"}-${lightmap ? "lightmap" : "nolightmap"}`; // Displacement is done on CPU, so no displacementMap needed // We keep 'map' to provide UV coordinates for shader (vMapUv) // Use MeshLambertMaterial for compatibility with shadow maps return ( ); diff --git a/src/components/WaterBlock.tsx b/src/components/WaterBlock.tsx index 24989140..a23e5f6d 100644 --- a/src/components/WaterBlock.tsx +++ b/src/components/WaterBlock.tsx @@ -1,13 +1,30 @@ -import { memo, Suspense, useEffect, useMemo, useRef } from "react"; -import { useTexture } from "@react-three/drei"; -import { useFrame } from "@react-three/fiber"; +import { memo, Suspense, useEffect, useMemo, useRef, useState } from "react"; +import { Box, useTexture } from "@react-three/drei"; +import { useFrame, useThree } from "@react-three/fiber"; import { DoubleSide, NoColorSpace, PlaneGeometry, RepeatWrapping } from "three"; import { textureToUrl } from "../loaders"; import type { TorqueObject } from "../torqueScript"; -import { getPosition, getProperty, getRotation, getScale } from "../mission"; +import { + getFloat, + getPosition, + getProperty, + getRotation, + getScale, +} from "../mission"; import { setupColor } from "../textureUtils"; import { createWaterMaterial } from "../waterMaterial"; -import { useSettings } from "./SettingsProvider"; +import { useDebug, useSettings } from "./SettingsProvider"; +import { usePositionTracker } from "./usePositionTracker"; + +const REP_SIZE = 2048; + +/** + * Terrain coordinate offset from world space. + * In Tribes 2, terrain coordinates are offset by +1024 from world coordinates. + * This allows world positions like (-672, -736) to map to valid terrain + * positions (352, 288) after the offset. + */ +const TERRAIN_OFFSET = 1024; /** * Calculate tessellation to match Tribes 2 engine. @@ -35,81 +52,6 @@ function calculateWaterSegments( return [segmentsX, segmentsZ]; } -/** - * Animated water surface material using Tribes 2-accurate shader. - * - * The Torque V12 engine renders water in multiple passes: - * - Phase 1a/1b: Two cross-faded base texture passes, each rotated 30° - * - Phase 3: Environment/specular map with reflection UVs - * - Phase 4: Fog overlay - */ -export function WaterSurfaceMaterial({ - surfaceTexture, - envMapTexture, - opacity = 0.75, - waveMagnitude = 1.0, - envMapIntensity = 1.0, - attach, -}: { - surfaceTexture: string; - envMapTexture?: string; - opacity?: number; - waveMagnitude?: number; - envMapIntensity?: number; - attach?: string; -}) { - const baseUrl = textureToUrl(surfaceTexture); - const envUrl = textureToUrl(envMapTexture ?? "special/lush_env"); - - const [baseTexture, envTexture] = useTexture( - [baseUrl, envUrl], - (textures) => { - const texArray = Array.isArray(textures) ? textures : [textures]; - texArray.forEach((tex) => { - setupColor(tex); - // Use NoColorSpace for water textures - our custom ShaderMaterial - // outputs values that are already in the correct space for display. - // Using SRGBColorSpace would cause double-conversion. - tex.colorSpace = NoColorSpace; - tex.wrapS = RepeatWrapping; - tex.wrapT = RepeatWrapping; - }); - }, - ); - - const { animationEnabled } = useSettings(); - - const material = useMemo(() => { - return createWaterMaterial({ - opacity, - waveMagnitude, - envMapIntensity, - baseTexture, - envMapTexture: envTexture, - }); - }, [opacity, waveMagnitude, envMapIntensity, baseTexture, envTexture]); - - const elapsedRef = useRef(0); - - useFrame((_, delta) => { - if (!animationEnabled) { - elapsedRef.current = 0; - material.uniforms.uTime.value = 0; - return; - } - elapsedRef.current += delta; - material.uniforms.uTime.value = elapsedRef.current; - }); - - useEffect(() => { - return () => { - material.dispose(); - }; - }, [material]); - - return ; -} - /** * Simple fallback material for non-top faces and loading state. */ @@ -145,26 +87,117 @@ export function WaterMaterial({ * * Unlike a simple box, we use a subdivided PlaneGeometry for the water surface * so that vertex displacement can create visible waves. + * + * Water tiling follows Torque's FluidQuadTree.cc behavior: + * - Determines camera's terrain "rep" via I = (s32)(m_Eye.X / 2048.0f) + * - Renders 9 reps (3x3 grid) centered on camera's rep */ export const WaterBlock = memo(function WaterBlock({ object, }: { object: TorqueObject; }) { - const position = useMemo(() => getPosition(object), [object]); + const { debugMode } = useDebug(); const q = useMemo(() => getRotation(object), [object]); - const [scaleX, scaleY, scaleZ] = useMemo(() => getScale(object), [object]); + const position = useMemo(() => getPosition(object), [object]); + const scale = useMemo(() => getScale(object), [object]); + const [scaleX, scaleY, scaleZ] = scale; + const camera = useThree((state) => state.camera); + const hasCameraPositionChanged = usePositionTracker(); + + // Water surface height (top of water volume) + // TODO: Use this for terrain intersection masking (reject water blocks where + // terrain height > surfaceZ + waveMagnitude/2). Requires TerrainProvider. + // eslint-disable-next-line @typescript-eslint/no-unused-vars + const surfaceZ = position[1] + scaleY; + + // Wave magnitude affects terrain masking (Torque adds half to surface height) + const waveMagnitude = getFloat(object, "waveMagnitude") ?? 1.0; + + // Convert world position to terrain space and snap to grid. + // Matches Torque's UpdateFluidRegion() and fluid::SetInfo(): + // 1. Add TERRAIN_OFFSET (1024) to convert world -> terrain space + // 2. Round to nearest terrain square: (s32)((X0 / 8.0f) + 0.5f) = Math.round(x/8) + // 3. Clamp to valid terrain range [0, 2040] squares + // 4. Convert back to world units (multiply by 8) + const basePosition = useMemo(() => { + const [x, y, z] = position; + + // Convert to terrain space (add 1024 offset) + const terrainX = x + TERRAIN_OFFSET; + const terrainZ = z + TERRAIN_OFFSET; + + // Round to terrain squares: (s32)((X0 / 8.0f) + 0.5f) is Math.round() + let squareX = Math.round(terrainX / 8); + let squareZ = Math.round(terrainZ / 8); + + // Clamp to valid range [0, 2040] as in fluidSupport.cc + squareX = Math.max(0, Math.min(2040, squareX)); + squareZ = Math.max(0, Math.min(2040, squareZ)); + + // Convert back to world units (terrain squares * 8) + // This is the fluid's anchor point in terrain space + const baseX = squareX * 8; + const baseZ = squareZ * 8; + + return [baseX, y, baseZ] as [number, number, number]; + }, [position]); + + // Calculate 3x3 grid of reps centered on camera position. + // ALL water blocks use 9-rep tiling - the masking system handles visibility. + // Matches fluidQuadTree.cc RunQuadTree(): + // I = (s32)(m_Eye.X / 2048.0f); + // if( m_Eye.X < 0.0f ) I--; + const calculateReps = (camX: number, camZ: number): Array<[number, number]> => { + // Convert camera to terrain space + const terrainCamX = camX + TERRAIN_OFFSET; + const terrainCamZ = camZ + TERRAIN_OFFSET; + + // Determine camera's terrain rep using terrain coordinates. + // Torque uses: I = (s32)(m_Eye.X / 2048.0f); if (m_Eye.X < 0) I--; + // This is truncation toward zero, then decrement for negative. + let cameraRepX = Math.trunc(terrainCamX / REP_SIZE); + let cameraRepZ = Math.trunc(terrainCamZ / REP_SIZE); + if (terrainCamX < 0) cameraRepX--; + if (terrainCamZ < 0) cameraRepZ--; + + // Build 3x3 grid of reps around camera + const newReps: Array<[number, number]> = []; + for (let repZ = cameraRepZ - 1; repZ <= cameraRepZ + 1; repZ++) { + for (let repX = cameraRepX - 1; repX <= cameraRepX + 1; repX++) { + newReps.push([repX, repZ]); + } + } + return newReps; + }; + + // Track which reps to render, updated each frame based on camera position. + // Initialize with current camera position so water is visible immediately. + const [reps, setReps] = useState>(() => + calculateReps(camera.position.x, camera.position.z), + ); + + useFrame(() => { + if (!hasCameraPositionChanged(camera.position)) { + return; + } + + const newReps = calculateReps(camera.position.x, camera.position.z); + + // Only update state if reps actually changed (avoid unnecessary re-renders) + setReps((prevReps) => { + if (JSON.stringify(prevReps) === JSON.stringify(newReps)) { + return prevReps; + } + return newReps; + }); + }); const surfaceTexture = getProperty(object, "surfaceTexture") ?? "liquidTiles/BlueWater"; const envMapTexture = getProperty(object, "envMapTexture"); - const opacity = parseFloat(getProperty(object, "surfaceOpacity") ?? "0.75"); - const waveMagnitude = parseFloat( - getProperty(object, "waveMagnitude") ?? "1.0", - ); - const envMapIntensity = parseFloat( - getProperty(object, "envMapIntensity") ?? "1.0", - ); + const opacity = getFloat(object, "surfaceOpacity") ?? 0.75; + const envMapIntensity = getFloat(object, "envMapIntensity") ?? 1.0; // Create subdivided plane geometry for the water surface // Tessellation matches Tribes 2 engine (5x5 vertices per block) @@ -177,8 +210,8 @@ export const WaterBlock = memo(function WaterBlock({ // Rotate from XY plane to XZ plane (lying flat) geom.rotateX(-Math.PI / 2); - // Translate so origin is at corner (matching Torque's water block positioning) - // and position at top of water volume (Y = scaleY) + // Position at top of water volume (Y = scaleY) + // Offset by half scale to put corner at origin (position is corner after modulo) geom.translate(scaleX / 2, scaleY, scaleZ / 2); return geom; @@ -190,30 +223,148 @@ export const WaterBlock = memo(function WaterBlock({ }; }, [surfaceGeometry]); + // Render each rep that overlaps with terrain bounds return ( - - {/* Water surface - subdivided plane with wave shader */} - - - } + + {/* Debug wireframe showing actual water block bounds */} + {debugMode && ( + - - - + + + )} + { + // Convert from terrain space to world space by subtracting TERRAIN_OFFSET + // Matches Torque's L2Wm transform: L2Wv = (-1024, -1024, 0) + const worldX = basePosition[0] + repX * REP_SIZE - TERRAIN_OFFSET; + const worldZ = basePosition[2] + repZ * REP_SIZE - TERRAIN_OFFSET; + return ( + + + + ); + })} + > + + ); }); + +/** + * Inner component that renders all water reps with a shared material. + * Separated to allow Suspense boundary around texture loading while + * ensuring all reps share the same material instance and animation. + */ +const WaterReps = memo(function WaterReps({ + reps, + basePosition, + surfaceGeometry, + surfaceTexture, + envMapTexture, + opacity, + waveMagnitude, + envMapIntensity, +}: { + reps: Array<[number, number]>; + basePosition: [number, number, number]; + surfaceGeometry: PlaneGeometry; + surfaceTexture: string; + envMapTexture: string | undefined; + opacity: number; + waveMagnitude: number; + envMapIntensity: number; +}) { + const baseUrl = textureToUrl(surfaceTexture); + const envUrl = textureToUrl(envMapTexture ?? "special/lush_env"); + + const [baseTexture, envTexture] = useTexture( + [baseUrl, envUrl], + (textures) => { + const texArray = Array.isArray(textures) ? textures : [textures]; + texArray.forEach((tex) => { + setupColor(tex); + tex.colorSpace = NoColorSpace; + tex.wrapS = RepeatWrapping; + tex.wrapT = RepeatWrapping; + }); + }, + ); + + const { animationEnabled } = useSettings(); + + // Single shared material for all water reps + const material = useMemo(() => { + return createWaterMaterial({ + opacity, + waveMagnitude, + envMapIntensity, + baseTexture, + envMapTexture: envTexture, + }); + }, [opacity, waveMagnitude, envMapIntensity, baseTexture, envTexture]); + + // Single animation loop for the shared material + const elapsedRef = useRef(0); + + useFrame((_, delta) => { + if (!animationEnabled) { + elapsedRef.current = 0; + material.uniforms.uTime.value = 0; + } else { + elapsedRef.current += delta; + material.uniforms.uTime.value = elapsedRef.current; + } + }); + + useEffect(() => { + return () => { + material.dispose(); + }; + }, [material]); + + return ( + <> + {reps.map(([repX, repZ]) => { + // Convert from terrain space to world space by subtracting TERRAIN_OFFSET + // Matches Torque's L2Wm transform: L2Wv = (-1024, -1024, 0) + const worldX = basePosition[0] + repX * REP_SIZE - TERRAIN_OFFSET; + const worldZ = basePosition[2] + repZ * REP_SIZE - TERRAIN_OFFSET; + return ( + + ); + })} + + ); +}); diff --git a/src/components/usePositionTracker.ts b/src/components/usePositionTracker.ts new file mode 100644 index 00000000..9474294d --- /dev/null +++ b/src/components/usePositionTracker.ts @@ -0,0 +1,25 @@ +import { useCallback, useRef } from "react"; +import { Vector3 } from "three"; + +export function usePositionTracker() { + const positionRef = useRef(null); + + const hasChanged = useCallback((position: Vector3) => { + if (!positionRef.current) { + positionRef.current = position.clone(); + return true; + } + const isSamePosition = + positionRef.current.x === position.x && + positionRef.current.y === position.y && + positionRef.current.z === position.z; + + if (!isSamePosition) { + positionRef.current.copy(position); + } + + return isSamePosition; + }, []); + + return hasChanged; +} diff --git a/src/file.vert b/src/file.vert new file mode 100644 index 00000000..a7f82df0 --- /dev/null +++ b/src/file.vert @@ -0,0 +1,112 @@ +#ifdef USE_FOG +// Check runtime fog enabled uniform - allows toggling without shader recompilation +if (fogEnabled) { + // Fog disabled at runtime, skip all fog calculations +} else { + float dist = vFogDepth; + + // Discard fragments at or beyond visible distance - matches Torque's behavior + // where objects beyond visibleDistance are not rendered at all. + // This prevents fully-fogged geometry from showing as silhouettes against + // the sky's fog-to-sky gradient. + if (dist >= fogFar) { + discard; + } + + // Step 1: Calculate distance-based haze (quadratic falloff) + // Since we discard at fogFar, haze never reaches 1.0 here + float haze = 0.0; + if (dist > fogNear) { + float fogScale = 1.0 / (fogFar - fogNear); + float distFactor = (dist - fogNear) * fogScale - 1.0; + haze = 1.0 - distFactor * distFactor; + } + + // Step 2: Calculate fog volume contributions + // Note: Per-volume colors are NOT used in Tribes 2 ($specialFog defaults to false) + // All fog uses the global fogColor - see Tribes2_Fog_System.md for details + float volumeFog = 0.0; + + #ifdef USE_VOLUMETRIC_FOG + { + #ifdef USE_FOG_WORLD_POSITION + float fragmentHeight = vFogWorldPosition.y; + #else + float fragmentHeight = cameraHeight; + #endif + + float deltaY = fragmentHeight - cameraHeight; + float absDeltaY = abs(deltaY); + + // Determine if we're going up (positive) or down (negative) + if (absDeltaY > 0.01) { + // Non-horizontal ray: ray-march through fog volumes + for (int i = 0; i < 3; i++) { + int offset = i * 4; + float volVisDist = allFogVolumes[offset + 0]; + float volMinH = allFogVolumes[offset + 1]; + float volMaxH = allFogVolumes[offset + 2]; + float volPct = allFogVolumes[offset + 3]; + + // Skip inactive volumes (visibleDistance = 0) + if (volVisDist <= 0.0) continue; + + // Calculate fog factor for this volume + // From Torque: factor = (1 / (volumeVisDist * visFactor)) * percentage + // where visFactor is smVisibleDistanceMod (a user quality pref, default 1.0) + // Since we don't have quality settings, we use visFactor = 1.0 + float factor = (1.0 / volVisDist) * volPct; + + // Find ray intersection with this volume's height range + float rayMinY = min(cameraHeight, fragmentHeight); + float rayMaxY = max(cameraHeight, fragmentHeight); + + // Check if ray intersects volume height range + if (rayMinY < volMaxH && rayMaxY > volMinH) { + float intersectMin = max(rayMinY, volMinH); + float intersectMax = min(rayMaxY, volMaxH); + float intersectHeight = intersectMax - intersectMin; + + // Calculate distance traveled through this volume using similar triangles: + // subDist / dist = intersectHeight / absDeltaY + float subDist = dist * (intersectHeight / absDeltaY); + + // Accumulate fog: fog += subDist * factor + volumeFog += subDist * factor; + } + } + } else { + // Near-horizontal ray: if camera is inside a volume, apply full fog for that volume + for (int i = 0; i < 3; i++) { + int offset = i * 4; + float volVisDist = allFogVolumes[offset + 0]; + float volMinH = allFogVolumes[offset + 1]; + float volMaxH = allFogVolumes[offset + 2]; + float volPct = allFogVolumes[offset + 3]; + + if (volVisDist <= 0.0) continue; + + // If camera is inside this volume, apply fog for full distance + if (cameraHeight >= volMinH && cameraHeight <= volMaxH) { + float factor = (1.0 / volVisDist) * volPct; + volumeFog += dist * factor; + } + } + } + } + #endif + + // Step 3: Combine haze and volume fog + // Torque's clamping: if (bandPct + hazePct > 1) hazePct = 1 - bandPct + // This gives fog volumes priority over haze + float volPct = min(volumeFog, 1.0); + float hazePct = haze; + if (volPct + hazePct > 1.0) { + hazePct = 1.0 - volPct; + } + float fogFactor = hazePct + volPct; + + // Apply fog using global fogColor (per-volume colors not used in Tribes 2) + gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, fogFactor); +} +#endif diff --git a/src/fogShader.ts b/src/fogShader.ts index a2eccbd7..2ce8ecda 100644 --- a/src/fogShader.ts +++ b/src/fogShader.ts @@ -58,6 +58,13 @@ export const fogUniformsDeclaration = ` */ export const fogFragmentShader = ` #ifdef USE_FOG + // Check fog enabled uniform - allows toggling without shader recompilation + #ifdef USE_VOLUMETRIC_FOG + if (!fogEnabled) { + // Skip all fog calculations when disabled + } else { + #endif + float dist = vFogDepth; // Discard fragments at or beyond visible distance - matches Torque's behavior @@ -163,6 +170,10 @@ export const fogFragmentShader = ` // Apply fog using global fogColor (per-volume colors not used in Tribes 2) gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, fogFactor); + + #ifdef USE_VOLUMETRIC_FOG + } // end fogEnabled check + #endif #endif `; @@ -245,6 +256,7 @@ export function installCustomFogShader(): void { export interface FogShaderUniformObjects { fogVolumeData: { value: Float32Array }; cameraHeight: { value: number }; + fogEnabled: { value: boolean }; } /** @@ -261,6 +273,7 @@ export function addFogUniformsToShader( // Pass the uniform objects directly so they stay linked to FogProvider updates shader.uniforms.fogVolumeData = fogUniforms.fogVolumeData; shader.uniforms.cameraHeight = fogUniforms.cameraHeight; + shader.uniforms.fogEnabled = fogUniforms.fogEnabled; } /** @@ -309,6 +322,7 @@ export function injectCustomFog( #define USE_VOLUMETRIC_FOG uniform float fogVolumeData[12]; uniform float cameraHeight; + uniform bool fogEnabled; #define USE_FOG_WORLD_POSITION varying vec3 vFogWorldPosition; #endif`, diff --git a/src/globalFogUniforms.ts b/src/globalFogUniforms.ts index ff9d664c..1552d0f2 100644 --- a/src/globalFogUniforms.ts +++ b/src/globalFogUniforms.ts @@ -22,6 +22,7 @@ export const globalFogUniforms = { value: new Float32Array(MAX_FOG_VOLUMES * FLOATS_PER_VOLUME), }, cameraHeight: { value: 0 }, + fogEnabled: { value: true }, }; /** @@ -31,9 +32,11 @@ export const globalFogUniforms = { export function updateGlobalFogUniforms( cameraHeight: number, fogVolumeData: Float32Array, + enabled: boolean = true, ): void { globalFogUniforms.cameraHeight.value = cameraHeight; globalFogUniforms.fogVolumeData.value.set(fogVolumeData); + globalFogUniforms.fogEnabled.value = enabled; } /** @@ -43,6 +46,7 @@ export function updateGlobalFogUniforms( export function resetGlobalFogUniforms(): void { globalFogUniforms.cameraHeight.value = 0; globalFogUniforms.fogVolumeData.value.fill(0); + globalFogUniforms.fogEnabled.value = true; } /** diff --git a/src/interiorMaterial.ts b/src/interiorMaterial.ts index 99bfc123..11e3944a 100644 --- a/src/interiorMaterial.ts +++ b/src/interiorMaterial.ts @@ -28,7 +28,6 @@ import { Vector3 } from "three"; export type InteriorLightingOptions = { surfaceOutsideVisible?: boolean; - debugMode?: boolean; }; // sRGB <-> Linear conversion functions (GLSL) @@ -57,18 +56,16 @@ float debugGrid(vec2 uv, float gridSize, float lineWidth) { export function injectInteriorLighting( shader: any, - options?: InteriorLightingOptions, + options: InteriorLightingOptions, ): void { - const isOutsideVisible = options?.surfaceOutsideVisible ?? false; - const isDebugMode = options?.debugMode ?? false; + const isOutsideVisible = options.surfaceOutsideVisible ?? false; // Outside surfaces: scene lighting + lightmap // Inside surfaces: lightmap only (no scene lighting) shader.uniforms.useSceneLighting = { value: isOutsideVisible }; - // Debug mode uniforms - shader.uniforms.interiorDebugMode = { value: isDebugMode }; - // Blue for outside visible, red for inside + // Debug color: blue for outside visible, red for inside + // Only used when DEBUG_MODE define is set shader.uniforms.interiorDebugColor = { value: isOutsideVisible ? new Vector3(0.0, 0.4, 1.0) @@ -81,7 +78,6 @@ export function injectInteriorLighting( `#include ${colorSpaceFunctions} uniform bool useSceneLighting; -uniform bool interiorDebugMode; uniform vec3 interiorDebugColor; `, ); @@ -150,12 +146,10 @@ outgoingLight = resultLinear + totalEmissiveRadiance; `// Debug mode: overlay colored grid on top of normal rendering // Blue grid = SurfaceOutsideVisible (receives scene ambient light) // Red grid = inside surface (no scene ambient light) -#ifdef USE_MAP -if (interiorDebugMode) { +#if DEBUG_MODE && defined(USE_MAP) // gridSize=4 creates 4x4 grid per UV tile, lineWidth=1.5 is ~1.5 pixels wide float gridIntensity = debugGrid(vMapUv, 4.0, 1.5); gl_FragColor.rgb = mix(gl_FragColor.rgb, interiorDebugColor, gridIntensity * 0.1); -} #endif #include `, diff --git a/src/skyMaterial.ts b/src/skyMaterial.ts new file mode 100644 index 00000000..d0c9a231 --- /dev/null +++ b/src/skyMaterial.ts @@ -0,0 +1,127 @@ +import { ShaderMaterial } from "three"; + +const vertexShader = /* glsl */ ` + varying vec2 vUv; + + void main() { + vUv = uv; + gl_Position = vec4(position.xy, 0.9999, 1.0); + } +`; + +const fragmentShader = /*glsl*/ ` + uniform samplerCube skybox; + uniform vec3 fogColor; + uniform bool enableFog; + uniform mat4 inverseProjectionMatrix; + uniform mat4 cameraMatrixWorld; + uniform float cameraHeight; + uniform float fogVolumeData[12]; + uniform float horizonFogHeight; + + varying vec2 vUv; + + + void main() { + vec2 ndc = vUv * 2.0 - 1.0; + vec4 viewPos = inverseProjectionMatrix * vec4(ndc, 1.0, 1.0); + viewPos.xyz /= viewPos.w; + vec3 direction = normalize((cameraMatrixWorld * vec4(viewPos.xyz, 0.0)).xyz); + direction = vec3(direction.z, direction.y, -direction.x); + // Sample skybox - Three.js CubeTexture with SRGBColorSpace auto-converts to linear + vec4 skyColor = textureCube(skybox, direction); + vec3 finalColor; + + if (enableFog) { + // fogColor is passed in linear space (converted in Sky.tsx) + + // Calculate how much fog volume the ray passes through + // For skybox at "infinite" distance, the relevant height is how much + // of the volume is above/below camera depending on view direction + float volumeFogInfluence = 0.0; + + for (int i = 0; i < 3; i++) { + int offset = i * 4; + float volVisDist = fogVolumeData[offset + 0]; + float volMinH = fogVolumeData[offset + 1]; + float volMaxH = fogVolumeData[offset + 2]; + float volPct = fogVolumeData[offset + 3]; + + if (volVisDist <= 0.0) continue; + + // Check if camera is inside this volume + if (cameraHeight >= volMinH && cameraHeight <= volMaxH) { + // Camera is inside the fog volume + // Looking horizontally or up at shallow angles means ray travels + // through more fog before exiting the volume + float heightAboveCamera = volMaxH - cameraHeight; + float heightBelowCamera = cameraHeight - volMinH; + float volumeHeight = volMaxH - volMinH; + + // For horizontal rays (direction.y ≈ 0), maximum fog influence + // For rays going up steeply, less fog (exits volume quickly) + // For rays going down, more fog (travels through volume below) + float rayInfluence; + if (direction.y >= 0.0) { + // Looking up: influence based on how steep we're looking + // Shallow angles = long path through fog = high influence + rayInfluence = 1.0 - smoothstep(0.0, 0.3, direction.y); + } else { + // Looking down: always high fog (into the volume) + rayInfluence = 1.0; + } + + // Scale by percentage and volume depth factor + volumeFogInfluence += rayInfluence * volPct; + } + } + + // Base fog factor from view direction (for haze at horizon) + // In Torque, the fog "bans" (bands) are rendered as geometry from + // height 0 (HORIZON) to height 60 (OFFSET_HEIGHT) on the skybox. + // The skybox corner is at mSkyBoxPt.x = mRadius / sqrt(3). + // + // horizonFogHeight is the direction.y value where the fog band ends: + // horizonFogHeight = 60 / sqrt(skyBoxPt.x^2 + 60^2) + // + // For Firestorm (visDist=600): mRadius=570, skyBoxPt.x=329, horizonFogHeight≈0.18 + // + // Torque renders the fog bands as geometry with linear vertex alpha + // interpolation. We use a squared curve (t^2) to create a gentler + // falloff at the top of the gradient, matching Tribes 2's appearance. + float baseFogFactor; + if (direction.y <= 0.0) { + // Looking at or below horizon: full fog + baseFogFactor = 1.0; + } else if (direction.y >= horizonFogHeight) { + // Above fog band: no fog + baseFogFactor = 0.0; + } else { + // Within fog band: squared curve for gentler falloff at top + float t = direction.y / horizonFogHeight; + baseFogFactor = (1.0 - t) * (1.0 - t); + } + + // Combine base fog with volume fog influence + // When inside a volume, increase fog intensity + float finalFogFactor = min(1.0, baseFogFactor + volumeFogInfluence * 0.5); + + // Mix in linear space (skybox and fogColor are both linear) + finalColor = mix(skyColor.rgb, fogColor, finalFogFactor); + } else { + finalColor = skyColor.rgb; + } + gl_FragColor = vec4(finalColor, 1.0); + #include + } +`; + +export function createSkyBoxMaterial({ uniforms }) { + return new ShaderMaterial({ + uniforms, + vertexShader, + fragmentShader, + depthWrite: false, + depthTest: false, + }); +} diff --git a/src/terrainMaterial.ts b/src/terrainMaterial.ts index 05137320..dda368a3 100644 --- a/src/terrainMaterial.ts +++ b/src/terrainMaterial.ts @@ -57,7 +57,6 @@ export function updateTerrainTextureShader({ alphaTextures, visibilityMask, tiling, - debugMode = false, detailTexture = null, lightmap = null, }: { @@ -66,7 +65,6 @@ export function updateTerrainTextureShader({ alphaTextures: any[]; visibilityMask: any; tiling: Record; - debugMode?: boolean; detailTexture?: any; lightmap?: any; }) { @@ -94,8 +92,6 @@ export function updateTerrainTextureShader({ }; }); - // Add debug mode uniform - shader.uniforms.debugMode = { value: debugMode ? 1.0 : 0.0 }; // Add lightmap uniform for smooth per-pixel terrain lighting if (lightmap) { @@ -141,7 +137,6 @@ uniform float tiling2; uniform float tiling3; uniform float tiling4; uniform float tiling5; -uniform float debugMode; ${visibilityMask ? "uniform sampler2D visibilityMask;" : ""} ${lightmap ? "uniform sampler2D terrainLightmap;" : ""} ${ @@ -344,14 +339,15 @@ void RE_Direct_TerrainShadow( const in IncidentLight directLight, const in vec3 ); // Add debug grid overlay AFTER opaque_fragment sets gl_FragColor + // Uses #if so material.defines.DEBUG_MODE (0 or 1) can trigger recompilation shader.fragmentShader = shader.fragmentShader.replace( "#include ", - `// Debug mode: overlay green grid matching terrain grid squares (256x256) -if (debugMode > 0.5) { + `#if DEBUG_MODE + // Debug mode: overlay green grid matching terrain grid squares (256x256) float gridIntensity = terrainDebugGrid(vMapUv, 256.0, 1.5); vec3 gridColor = vec3(0.0, 0.8, 0.4); // Green gl_FragColor.rgb = mix(gl_FragColor.rgb, gridColor, gridIntensity * 0.05); -} +#endif #include `, ); diff --git a/src/torqueScript/index.ts b/src/torqueScript/index.ts index d0b152bf..eca4f494 100644 --- a/src/torqueScript/index.ts +++ b/src/torqueScript/index.ts @@ -75,18 +75,32 @@ export interface RunServerResult { export function runServer(options: RunServerOptions): RunServerResult { const { missionName, missionType, runtimeOptions, onMissionLoadDone } = options; - const { signal, fileSystem } = runtimeOptions ?? {}; + const { + signal, + fileSystem, + globals = {}, + preloadScripts = [], + } = runtimeOptions ?? {}; + + // server.cs has a loop that calls `findFirstFile("scripts/*Game.cs")` and + // runs `exec()` on each resulting glob match. Since we can't statically + // analyze dynamic exec paths, we need to preload all game scripts in the same + // way (so they're available when exec() is called). We could assume that we + // only need some (like DefaultGame.cs and the one for our game type), but + // sometimes map authors bundle a custom script that they don't exec() in the + // .mis file, instead preferring to give it a "*Game.cs" name so it's loaded + // automatically. + const gameScripts = fileSystem.findFiles("scripts/*Game.cs"); const runtime = createRuntime({ ...runtimeOptions, globals: { - ...runtimeOptions?.globals, + ...globals, "$Host::Map": missionName, "$Host::MissionType": missionType, }, + preloadScripts: [...preloadScripts, ...gameScripts], }); - const gameTypeName = `${missionType}Game`; - const gameTypeScript = `scripts/${gameTypeName}.cs`; const ready = (async function createServer() { try { @@ -94,29 +108,6 @@ export function runServer(options: RunServerOptions): RunServerResult { const serverScript = await runtime.loadFromPath("scripts/server.cs"); signal?.throwIfAborted(); - // server.cs has a glob loop that does: findFirstFile("scripts/*Game.cs") - // and then exec()s each result dynamically. Since we can't statically - // analyze dynamic exec paths, we need to either preload all game scripts - // in the same way (so they're available when exec() is called) or just - // exec() the ones we know we need... - // - // To load them all, do: - // if (fileSystem) { - // const gameScripts = fileSystem.findFiles("scripts/*Game.cs"); - // await Promise.all( - // gameScripts.map((path) => runtime.loadFromPath(path)), - // ); - // signal?.throwIfAborted(); - // } - await runtime.loadFromPath("scripts/DefaultGame.cs"); - signal?.throwIfAborted(); - try { - await runtime.loadFromPath(gameTypeScript); - } catch (err) { - // It's OK if that one fails. Not every game type needs its own script. - } - signal?.throwIfAborted(); - // Also preload the mission file (another dynamic exec path) await runtime.loadFromPath(`missions/${missionName}.mis`); signal?.throwIfAborted(); diff --git a/src/waterMaterial.ts b/src/waterMaterial.ts index 20d3d066..5d7f3958 100644 --- a/src/waterMaterial.ts +++ b/src/waterMaterial.ts @@ -93,6 +93,7 @@ const fragmentShader = /* glsl */ ` #ifdef USE_FOG uniform float fogVolumeData[12]; uniform float cameraHeight; + uniform bool fogEnabled; varying vec3 vFogWorldPosition; #endif @@ -210,6 +211,7 @@ export function createWaterMaterial(options?: { // Volumetric fog uniforms (shared with global fog system) fogVolumeData: globalFogUniforms.fogVolumeData, cameraHeight: globalFogUniforms.cameraHeight, + fogEnabled: globalFogUniforms.fogEnabled, }, vertexShader, fragmentShader,