(ia.positionScreen.x-V.positionScreen.x)*(P.positionScreen.y-V.positionScreen.y)-(ia.positionScreen.y-V.positionScreen.y)*(P.positionScreen.x-V.positionScreen.x),
+Y===THREE.DoubleSide||A===(Y===THREE.FrontSide)){if(p===t){var Ea=new THREE.RenderableFace3;r.push(Ea);t++;p++;l=Ea}else l=r[p++];l.id=U.id;l.v1.copy(V);l.v2.copy(P);l.v3.copy(ia);l.normalModel.copy($.normal);!1===A&&(Y===THREE.BackSide||Y===THREE.DoubleSide)&&l.normalModel.negate();l.normalModel.applyMatrix3(Q).normalize();l.normalModelView.copy(l.normalModel).applyMatrix3(J);l.centroidModel.copy($.centroid).applyMatrix4(x);ia=$.vertexNormals;V=0;for(P=Math.min(ia.length,3);Vz.z&&(E===F?(ta=new THREE.RenderableParticle,C.push(ta),F++,E++,w=ta):w=C[E++],w.id=U.id,w.x=z.x*fa,w.y=z.y*fa,w.z=z.z,w.object=U,w.rotation=U.rotation.z,w.scale.x=U.scale.x*Math.abs(w.x-(z.x+f.projectionMatrix.elements[0])/(z.w+f.projectionMatrix.elements[12])),
+w.scale.y=U.scale.y*Math.abs(w.y-(z.y+f.projectionMatrix.elements[5])/(z.w+f.projectionMatrix.elements[13])),w.material=U.material,y.elements.push(w)));!0===m&&y.elements.sort(b);return y}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;this.centroid=new THREE.Vector3};
+THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;bd?-1:1,e.vertexTangents[c]=new THREE.Vector4(E.x,E.y,E.z,d)}this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}}for(f=a.length-1;0<=f;f--){e=a[f];this.faces.splice(e,1);c=0;for(h=this.faceVertexUvs.length;cb.max.x&&(b.max.x=c),db.max.y&&(b.max.y=d),eb.max.z&&(b.max.z=e)}if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){var a=new THREE.Box3,b=new THREE.Vector3;return function(){null===
+this.boundingSphere&&(this.boundingSphere=new THREE.Sphere);var c=this.attributes.position.array;if(c){for(var d=this.boundingSphere.center,e=0,f=c.length;eR?-1:1;h[4*a]=J.x;h[4*a+1]=J.y;h[4*a+2]=J.z;h[4*a+3]=N}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var b=this.attributes.index.array,c=this.attributes.position.array,d=this.attributes.normal.array,e=this.attributes.uv.array,f=c.length/3;void 0===this.attributes.tangent&&(this.attributes.tangent=
+{itemSize:4,array:new Float32Array(4*f)});for(var h=this.attributes.tangent.array,g=[],i=[],k=0;ka.length?".":a.join("/"))+"/"},initMaterials:function(a,b){for(var c=[],d=0;da.opacity)i.transparent=a.transparent;void 0!==a.depthTest&&(i.depthTest=a.depthTest);void 0!==a.depthWrite&&(i.depthWrite=a.depthWrite);void 0!==a.visible&&(i.visible=a.visible);void 0!==a.flipSided&&(i.side=THREE.BackSide);
+void 0!==a.doubleSided&&(i.side=THREE.DoubleSide);void 0!==a.wireframe&&(i.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"===a.vertexColors?i.vertexColors=THREE.FaceColors:a.vertexColors&&(i.vertexColors=THREE.VertexColors));a.colorDiffuse?i.color=f(a.colorDiffuse):a.DbgColor&&(i.color=a.DbgColor);a.colorSpecular&&(i.specular=f(a.colorSpecular));a.colorAmbient&&(i.ambient=f(a.colorAmbient));a.transparency&&(i.opacity=a.transparency);a.specularCoef&&(i.shininess=a.specularCoef);a.mapDiffuse&&
+b&&e(i,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&e(i,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&e(i,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&e(i,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&e(i,"specularMap",a.mapSpecular,a.mapSpecularRepeat,
+a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(i.bumpScale=a.mapBumpScale);a.mapNormal?(g=THREE.ShaderLib.normalmap,k=THREE.UniformsUtils.clone(g.uniforms),k.tNormal.value=i.normalMap,a.mapNormalFactor&&k.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),i.map&&(k.tDiffuse.value=i.map,k.enableDiffuse.value=!0),i.specularMap&&(k.tSpecular.value=i.specularMap,k.enableSpecular.value=!0),i.lightMap&&(k.tAO.value=i.lightMap,k.enableAO.value=!0),k.uDiffuseColor.value.setHex(i.color),
+k.uSpecularColor.value.setHex(i.specular),k.uAmbientColor.value.setHex(i.ambient),k.uShininess.value=i.shininess,void 0!==i.opacity&&(k.uOpacity.value=i.opacity),g=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:k,lights:!0,fog:!0}),i.transparent&&(g.transparent=!0)):g=new THREE[g](i);void 0!==a.DbgName&&(g.name=a.DbgName);return g}};THREE.XHRLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
+THREE.XHRLoader.prototype={constructor:THREE.XHRLoader,load:function(a,b,c,d){var e=this,f=new XMLHttpRequest;void 0!==b&&f.addEventListener("load",function(c){b(c.target.responseText);e.manager.itemEnd(a)},!1);void 0!==c&&f.addEventListener("progress",function(a){c(a)},!1);void 0!==d&&f.addEventListener("error",function(a){d(a)},!1);void 0!==this.crossOrigin&&(f.crossOrigin=this.crossOrigin);f.open("GET",a,!0);f.send(null);e.manager.itemStart(a)},setCrossOrigin:function(a){this.crossOrigin=a}};THREE.ImageLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};
+THREE.ImageLoader.prototype={constructor:THREE.ImageLoader,load:function(a,b,c,d){var e=this,f=document.createElement("img");void 0!==b&&f.addEventListener("load",function(){e.manager.itemEnd(a);b(this)},!1);void 0!==c&&f.addEventListener("progress",function(a){c(a)},!1);void 0!==d&&f.addEventListener("error",function(a){d(a)},!1);void 0!==this.crossOrigin&&(f.crossOrigin=this.crossOrigin);f.src=a;e.manager.itemStart(a);return f},setCrossOrigin:function(a){this.crossOrigin=a}};THREE.JSONLoader=function(a){THREE.Loader.call(this,a);this.withCredentials=!1};THREE.JSONLoader.prototype=Object.create(THREE.Loader.prototype);THREE.JSONLoader.prototype.load=function(a,b,c){c=c&&"string"===typeof c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)};
+THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,h=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(200===f.status||0===f.status){if(f.responseText){var g=JSON.parse(f.responseText),g=a.parse(g,d);c(g.geometry,g.materials)}else console.warn("THREE.JSONLoader: ["+b+"] seems to be unreachable or file there is empty");a.onLoadComplete()}else console.error("THREE.JSONLoader: Couldn't load ["+b+"] ["+f.status+"]");else f.readyState===f.LOADING?e&&(0===h&&
+(h=f.getResponseHeader("Content-Length")),e({total:h,loaded:f.responseText.length})):f.readyState===f.HEADERS_RECEIVED&&void 0!==e&&(h=f.getResponseHeader("Content-Length"))};f.open("GET",b,!0);f.withCredentials=this.withCredentials;f.send(null)};
+THREE.JSONLoader.prototype.parse=function(a,b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:1,e,f,h,g,i,k,m,l,p,r,t,n,s,q,u=a.faces;p=a.vertices;var w=a.normals,E=a.colors,C=0;if(void 0!==a.uvs){for(e=0;ef;f++)l=u[g++],q=s[2*l],l=s[2*l+1],q=new THREE.Vector2(q,l),2!==f&&c.faceVertexUvs[e][h].push(q),0!==f&&c.faceVertexUvs[e][h+1].push(q)}m&&(m=3*u[g++],r.normal.set(w[m++],w[m++],w[m]),n.normal.copy(r.normal));if(t)for(e=0;4>e;e++)m=3*u[g++],t=new THREE.Vector3(w[m++],
+w[m++],w[m]),2!==e&&r.vertexNormals.push(t),0!==e&&n.vertexNormals.push(t);k&&(k=u[g++],k=E[k],r.color.setHex(k),n.color.setHex(k));if(p)for(e=0;4>e;e++)k=u[g++],k=E[k],2!==e&&r.vertexColors.push(new THREE.Color(k)),0!==e&&n.vertexColors.push(new THREE.Color(k));c.faces.push(r);c.faces.push(n)}else{r=new THREE.Face3;r.a=u[g++];r.b=u[g++];r.c=u[g++];h&&(h=u[g++],r.materialIndex=h);h=c.faces.length;if(e)for(e=0;ef;f++)l=u[g++],q=s[2*l],l=s[2*l+1],
+q=new THREE.Vector2(q,l),c.faceVertexUvs[e][h].push(q)}m&&(m=3*u[g++],r.normal.set(w[m++],w[m++],w[m]));if(t)for(e=0;3>e;e++)m=3*u[g++],t=new THREE.Vector3(w[m++],w[m++],w[m]),r.vertexNormals.push(t);k&&(k=u[g++],r.color.setHex(E[k]));if(p)for(e=0;3>e;e++)k=u[g++],r.vertexColors.push(new THREE.Color(E[k]));c.faces.push(r)}if(a.skinWeights){g=0;for(i=a.skinWeights.length;gG.parameters.opacity&&(G.parameters.transparent=!0);G.parameters.normalMap?(D=THREE.ShaderLib.normalmap,v=THREE.UniformsUtils.clone(D.uniforms),
+q=G.parameters.color,x=G.parameters.specular,s=G.parameters.ambient,I=G.parameters.shininess,v.tNormal.value=z.textures[G.parameters.normalMap],G.parameters.normalScale&&v.uNormalScale.value.set(G.parameters.normalScale[0],G.parameters.normalScale[1]),G.parameters.map&&(v.tDiffuse.value=G.parameters.map,v.enableDiffuse.value=!0),G.parameters.envMap&&(v.tCube.value=G.parameters.envMap,v.enableReflection.value=!0,v.uReflectivity.value=G.parameters.reflectivity),G.parameters.lightMap&&(v.tAO.value=G.parameters.lightMap,
+v.enableAO.value=!0),G.parameters.specularMap&&(v.tSpecular.value=z.textures[G.parameters.specularMap],v.enableSpecular.value=!0),G.parameters.displacementMap&&(v.tDisplacement.value=z.textures[G.parameters.displacementMap],v.enableDisplacement.value=!0,v.uDisplacementBias.value=G.parameters.displacementBias,v.uDisplacementScale.value=G.parameters.displacementScale),v.uDiffuseColor.value.setHex(q),v.uSpecularColor.value.setHex(x),v.uAmbientColor.value.setHex(s),v.uShininess.value=I,G.parameters.opacity&&
+(v.uOpacity.value=G.parameters.opacity),t=new THREE.ShaderMaterial({fragmentShader:D.fragmentShader,vertexShader:D.vertexShader,uniforms:v,lights:!0,fog:!0})):t=new THREE[G.type](G.parameters);t.name=Q;z.materials[Q]=t}for(Q in B.materials)if(G=B.materials[Q],G.parameters.materials){J=[];for(q=0;qg.end&&(g.end=e);b||(b=h)}}a.firstAnimation=b};
+THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=1E3*((c.end-c.start)/b),this.time=0):console.warn("animation["+a+"] undefined")};
+THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&&
+(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};
+THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.objects=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);for(var b=Math.abs(b),c=0;c=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;d=g||(g*=f.intensity,c.add(La.multiplyScalar(g)))}else f instanceof THREE.PointLight&&(h=ua.getPositionFromMatrix(f.matrixWorld),g=b.dot(ua.subVectors(h,a).normalize()),0>=g||(g*=0==f.distance?1:1-Math.min(a.distanceTo(h)/f.distance,1),0!=g&&(g*=f.intensity,c.add(La.multiplyScalar(g)))))}}
+function c(a,b,c,d){m(b);l(c);p(d);r(a.getStyle());B.stroke();ra.expandByScalar(2*b)}function d(a){t(a.getStyle());B.fill()}function e(a,b,c,e,f,h,g,j,i,k,m,l,p){if(!(p instanceof THREE.DataTexture||void 0===p.image||0==p.image.width)){if(!0===p.needsUpdate){var n=p.wrapS==THREE.RepeatWrapping,s=p.wrapT==THREE.RepeatWrapping;Ga[p.id]=B.createPattern(p.image,!0===n&&!0===s?"repeat":!0===n&&!1===s?"repeat-x":!1===n&&!0===s?"repeat-y":"no-repeat");p.needsUpdate=!1}void 0===Ga[p.id]?t("rgba(0,0,0,1)"):
+t(Ga[p.id]);var n=p.offset.x/p.repeat.x,s=p.offset.y/p.repeat.y,r=p.image.width*p.repeat.x,q=p.image.height*p.repeat.y,g=(g+n)*r,j=(1-j+s)*q,c=c-a,e=e-b,f=f-a,h=h-b,i=(i+n)*r-g,k=(1-k+s)*q-j,m=(m+n)*r-g,l=(1-l+s)*q-j,n=i*l-m*k;0===n?(void 0===fa[p.id]&&(b=document.createElement("canvas"),b.width=p.image.width,b.height=p.image.height,b=b.getContext("2d"),b.drawImage(p.image,0,0),fa[p.id]=b.getImageData(0,0,p.image.width,p.image.height).data),b=fa[p.id],g=4*(Math.floor(g)+Math.floor(j)*p.image.width),
+V.setRGB(b[g]/255,b[g+1]/255,b[g+2]/255),d(V)):(n=1/n,p=(l*c-k*f)*n,k=(l*e-k*h)*n,c=(i*f-m*c)*n,e=(i*h-m*e)*n,a=a-p*g-c*j,g=b-k*g-e*j,B.save(),B.transform(p,k,c,e,a,g),B.fill(),B.restore())}}function f(a,b,c,d,e,f,h,g,j,i,k,m,l){var p,n;p=l.width-1;n=l.height-1;h*=p;g*=n;c-=a;d-=b;e-=a;f-=b;j=j*p-h;i=i*n-g;k=k*p-h;m=m*n-g;n=1/(j*m-k*i);p=(m*c-i*e)*n;i=(m*d-i*f)*n;c=(j*e-k*c)*n;d=(j*f-k*d)*n;a=a-p*h-c*g;b=b-i*h-d*g;B.save();B.transform(p,i,c,d,a,b);B.clip();B.drawImage(l,0,0);B.restore()}function h(a,
+b,c,d){va[0]=255*a.r|0;va[1]=255*a.g|0;va[2]=255*a.b|0;va[4]=255*b.r|0;va[5]=255*b.g|0;va[6]=255*b.b|0;va[8]=255*c.r|0;va[9]=255*c.g|0;va[10]=255*c.b|0;va[12]=255*d.r|0;va[13]=255*d.g|0;va[14]=255*d.b|0;j.putImageData(Na,0,0);Fa.drawImage(Oa,0,0);return wa}function g(a,b,c){var d=b.x-a.x,e=b.y-a.y,f=d*d+e*e;0!==f&&(c/=Math.sqrt(f),d*=c,e*=c,b.x+=d,b.y+=e,a.x-=d,a.y-=e)}function i(a){v!==a&&(v=B.globalAlpha=a)}function k(a){x!==a&&(a===THREE.NormalBlending?B.globalCompositeOperation="source-over":
+a===THREE.AdditiveBlending?B.globalCompositeOperation="lighter":a===THREE.SubtractiveBlending&&(B.globalCompositeOperation="darker"),x=a)}function m(a){J!==a&&(J=B.lineWidth=a)}function l(a){ca!==a&&(ca=B.lineCap=a)}function p(a){oa!==a&&(oa=B.lineJoin=a)}function r(a){G!==a&&(G=B.strokeStyle=a)}function t(a){Q!==a&&(Q=B.fillStyle=a)}function n(a,b){if(pa!==a||N!==b)B.setLineDash([a,b]),pa=a,N=b}console.log("THREE.CanvasRenderer",THREE.REVISION);var s=THREE.Math.smoothstep,a=a||{},q=this,u,w,E,C=
+new THREE.Projector,F=void 0!==a.canvas?a.canvas:document.createElement("canvas"),y,A,z,O,B=F.getContext("2d"),D=new THREE.Color(0),I=0,v=1,x=0,G=null,Q=null,J=null,ca=null,oa=null,pa=null,N=0,M,R,K,da;new THREE.RenderableVertex;new THREE.RenderableVertex;var Aa,Ca,ba,Ba,$,ea,V=new THREE.Color,P=new THREE.Color,Y=new THREE.Color,U=new THREE.Color,ka=new THREE.Color,ta=new THREE.Color,ia=new THREE.Color,La=new THREE.Color,Ga={},fa={},Ea,Ta,Pa,xa,cb,db,ob,pb,qb,eb,Ha=new THREE.Box2,la=new THREE.Box2,
+ra=new THREE.Box2,fb=new THREE.Color,sa=new THREE.Color,ga=new THREE.Color,ua=new THREE.Vector3,Oa,j,Na,va,wa,Fa,Qa=16;Oa=document.createElement("canvas");Oa.width=Oa.height=2;j=Oa.getContext("2d");j.fillStyle="rgba(0,0,0,1)";j.fillRect(0,0,2,2);Na=j.getImageData(0,0,2,2);va=Na.data;wa=document.createElement("canvas");wa.width=wa.height=Qa;Fa=wa.getContext("2d");Fa.translate(-Qa/2,-Qa/2);Fa.scale(Qa,Qa);Qa--;void 0===B.setLineDash&&(B.setLineDash=void 0!==B.mozDash?function(a){B.mozDash=null!==a[0]?
+a:null}:function(){});this.domElement=F;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==self.devicePixelRatio?self.devicePixelRatio:1;this.sortElements=this.sortObjects=this.autoClear=!0;this.info={render:{vertices:0,faces:0}};this.supportsVertexTextures=function(){};this.setFaceCulling=function(){};this.setSize=function(a,b,c){y=a*this.devicePixelRatio;A=b*this.devicePixelRatio;z=Math.floor(y/2);O=Math.floor(A/2);F.width=y;F.height=A;1!==this.devicePixelRatio&&!1!==
+c&&(F.style.width=a+"px",F.style.height=b+"px");Ha.set(new THREE.Vector2(-z,-O),new THREE.Vector2(z,O));la.set(new THREE.Vector2(-z,-O),new THREE.Vector2(z,O));v=1;x=0;oa=ca=J=Q=G=null};this.setClearColor=function(a,b){D.set(a);I=void 0!==b?b:1;la.set(new THREE.Vector2(-z,-O),new THREE.Vector2(z,O))};this.setClearColorHex=function(a,b){console.warn("DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.");this.setClearColor(a,b)};this.getMaxAnisotropy=function(){return 0};
+this.clear=function(){B.setTransform(1,0,0,-1,z,O);!1===la.empty()&&(la.intersect(Ha),la.expandByScalar(2),1>I&&B.clearRect(la.min.x|0,la.min.y|0,la.max.x-la.min.x|0,la.max.y-la.min.y|0),0>1,ca=I.height>>1,N=F.scale.x*z,D=F.scale.y*O,v=N*Q,x=D*ca,ra.min.set(y.x-v,y.y-x),ra.max.set(y.x+v,y.y+x),!1===Ha.isIntersectionBox(ra)?ra.makeEmpty():(B.save(),B.translate(y.x,y.y),B.rotate(-F.rotation),B.scale(N,-D),B.translate(-Q,-ca),B.drawImage(I,0,0),B.restore())):J instanceof THREE.ParticleCanvasMaterial&&(v=F.scale.x*z,x=F.scale.y*O,ra.min.set(y.x-v,y.y-x),ra.max.set(y.x+v,y.y+x),!1===Ha.isIntersectionBox(ra)?ra.makeEmpty():(r(J.color.getStyle()),
+t(J.color.getStyle()),B.save(),B.translate(y.x,y.y),B.rotate(-F.rotation),B.scale(v,x),J.program(B),B.restore()))}else if(v instanceof THREE.RenderableLine){if(R=v.v1,K=v.v2,R.positionScreen.x*=z,R.positionScreen.y*=O,K.positionScreen.x*=z,K.positionScreen.y*=O,ra.setFromPoints([R.positionScreen,K.positionScreen]),!0===Ha.isIntersectionBox(ra))if(y=R,F=K,J=v,v=x,i(v.opacity),k(v.blending),B.beginPath(),B.moveTo(y.positionScreen.x,y.positionScreen.y),B.lineTo(F.positionScreen.x,F.positionScreen.y),
+v instanceof THREE.LineBasicMaterial){m(v.linewidth);l(v.linecap);p(v.linejoin);if(v.vertexColors!==THREE.VertexColors)r(v.color.getStyle());else if(x=J.vertexColors[0].getStyle(),J=J.vertexColors[1].getStyle(),x===J)r(x);else{try{var fa=B.createLinearGradient(y.positionScreen.x,y.positionScreen.y,F.positionScreen.x,F.positionScreen.y);fa.addColorStop(0,x);fa.addColorStop(1,J)}catch(oa){fa=x}r(fa)}B.stroke();ra.expandByScalar(2*v.linewidth)}else v instanceof THREE.LineDashedMaterial&&(m(v.linewidth),
+l(v.linecap),p(v.linejoin),r(v.color.getStyle()),n(v.dashSize,v.gapSize),B.stroke(),ra.expandByScalar(2*v.linewidth),n(null,null))}else if(v instanceof THREE.RenderableFace3){R=v.v1;K=v.v2;da=v.v3;if(-1>R.positionScreen.z||1K.positionScreen.z||1da.positionScreen.z||1 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif",
+lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\nvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n#ifdef DOUBLE_SIDED\nvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n#endif\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif",
+lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif",
+lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvWorldPosition = worldPosition.xyz;\n#endif",
+lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",
+lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#ifdef USE_NORMALMAP\nnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += diffuse * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif",
+color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nuniform int boneTextureWidth;\nuniform int boneTextureHeight;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, float( boneTextureWidth ) );\nfloat y = floor( j / float( boneTextureWidth ) );\nfloat dx = 1.0 / float( boneTextureWidth );\nfloat dy = 1.0 / float( boneTextureHeight );\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif",
+skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n#ifdef USE_MORPHTARGETS\nvec4 skinVertex = vec4( morphed, 1.0 );\n#else\nvec4 skinVertex = vec4( position, 1.0 );\n#endif\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif",
+morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\n#endif",
+default_vertex:"vec4 mvPosition;\n#ifdef USE_SKINNING\nmvPosition = modelViewMatrix * skinned;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( position, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\n#endif",
+skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneMatX;\nskinMatrix \t+= skinWeight.y * boneMatY;\n#ifdef USE_MORPHNORMALS\nvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n#else\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n#endif\n#endif",defaultnormal_vertex:"vec3 objectNormal;\n#ifdef USE_SKINNING\nobjectNormal = skinnedNormal.xyz;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\nobjectNormal = morphedNormal;\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\nobjectNormal = normal;\n#endif\n#ifdef FLIP_SIDED\nobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;",
+shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#if defined( SHADOWMAP_TYPE_PCF )\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\nfloat shadow = 0.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.0 * xPixelOffset;\nfloat dy0 = -1.0 * yPixelOffset;\nfloat dx1 = 1.0 * xPixelOffset;\nfloat dy1 = 1.0 * yPixelOffset;\nmat3 shadowKernel;\nmat3 depthKernel;\ndepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\ndepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\ndepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\ndepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\ndepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\ndepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\ndepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\ndepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\ndepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nvec3 shadowZ = vec3( shadowCoord.z );\nshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\nshadowKernel[0] *= vec3(0.25);\nshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\nshadowKernel[1] *= vec3(0.25);\nshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\nshadowKernel[2] *= vec3(0.25);\nvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\nshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\nshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\nvec4 shadowValues;\nshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\nshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\nshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\nshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\nshadow = dot( shadowValues, vec4( 1.0 ) );\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif",
+shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif",linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"};
+THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b dashSize ) {\ndiscard;\n}\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",
+value:1}},vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}"},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvNormal = normalize( normalMatrix * normal );",
+THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}"},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",
+value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},uDiffuseColor:{type:"c",value:new THREE.Color(16777215)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(16777215)},uShininess:{type:"f",
+value:30},uOpacity:{type:"f",value:1},useRefract:{type:"i",value:0},uRefractionRatio:{type:"f",value:0.98},uReflectivity:{type:"f",value:0.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float uRefractionRatio;\nuniform float uReflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
+THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\n#ifdef FLIP_SIDED\nfinalNormal = -finalNormal;\n#endif\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\nfloat pointDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\npointVector = normalize( pointVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\nfloat spotDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\nspotVector = normalize( spotVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngleCos[ i ] ) {\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n#endif\nspotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\nvec3 lVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += uDiffuseColor * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );\nvec3 lVectorGround = -lVector;\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;\n#endif\nif ( enableReflection ) {\nvec3 vReflect;\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, normal, uRefractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, normal );\n}\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}",
+THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;",
+THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"#ifdef USE_SKINNING\nvNormal = normalize( normalMatrix * skinnedNormal.xyz );\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\nvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n#else\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\n#endif\nvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\nvUv = uv * uRepeat + uOffset;\nvec3 displacedPosition;\n#ifdef VERTEX_TEXTURES\nif ( enableDisplacement ) {\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\ndisplacedPosition = position + normalize( normal ) * df;\n} else {\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n}\n#else\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n#endif\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\nvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\nvWorldPosition = worldPosition.xyz;\nvViewPosition = -mvPosition.xyz;\n#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n}\n#endif\n}"].join("\n")},
+cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vWorldPosition;\nvoid main() {\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\nvWorldPosition = worldPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\nvoid main() {\ngl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n}"},
+depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}};THREE.WebGLRenderer=function(a){function b(a,b){var c=a.vertices.length,d=b.material;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var e in d.attributes){var f=d.attributes[e];if(!f.__webglInitialized||f.createUniqueBuffers){f.__webglInitialized=!0;var h=1;"v2"===f.type?h=2:"v3"===f.type?h=3:"v4"===f.type?h=4:"c"===f.type&&(h=3);f.size=h;f.array=new Float32Array(c*h);f.buffer=j.createBuffer();f.buffer.belongsToAttribute=e;f.needsUpdate=!0}a.__webglCustomAttributesList.push(f)}}}
+function c(a,b){var c=b.geometry,h=a.faces3,g=3*h.length,i=1*h.length,k=3*h.length,h=d(b,a),m=f(h),l=e(h),p=h.vertexColors?h.vertexColors:!1;a.__vertexArray=new Float32Array(3*g);l&&(a.__normalArray=new Float32Array(3*g));c.hasTangents&&(a.__tangentArray=new Float32Array(4*g));p&&(a.__colorArray=new Float32Array(3*g));m&&(0l;l++)K.autoScaleCubemaps&&!f?(p=k,q=l,t=c.image[l],w=ac,t.width<=w&&t.height<=w||(v=Math.max(t.width,t.height),u=Math.floor(t.width*w/v),w=Math.floor(t.height*w/v),v=document.createElement("canvas"),v.width=u,v.height=w,v.getContext("2d").drawImage(t,0,0,t.width,t.height,0,0,u,w),t=v),p[q]=t):k[l]=c.image[l];l=k[0];p=0===(l.width&l.width-1)&&0===(l.height&l.height-1);q=x(c.format);t=x(c.type);D(j.TEXTURE_CUBE_MAP,
+c,p);for(l=0;6>l;l++)if(f){w=k[l].mipmaps;v=0;for(z=w.length;v=Nb&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+Nb);P+=1;return a}function F(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function y(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function A(a){a!==xa&&(j.lineWidth(a),xa=a)}function z(a,b,c){Ea!==a&&(a?j.enable(j.POLYGON_OFFSET_FILL):j.disable(j.POLYGON_OFFSET_FILL),Ea=a);
+if(a&&(Ta!==b||Pa!==c))j.polygonOffset(b,c),Ta=b,Pa=c}function O(a){for(var a=a.split("\n"),b=0,c=a.length;bb;b++)j.deleteFramebuffer(a.__webglFramebuffer[b]),j.deleteRenderbuffer(a.__webglRenderbuffer[b]);
+else j.deleteFramebuffer(a.__webglFramebuffer),j.deleteRenderbuffer(a.__webglRenderbuffer);K.info.memory.textures--},Gb=function(a){a=a.target;a.removeEventListener("dispose",Gb);Hb(a)},Ib=function(a){void 0!==a.__webglVertexBuffer&&j.deleteBuffer(a.__webglVertexBuffer);void 0!==a.__webglNormalBuffer&&j.deleteBuffer(a.__webglNormalBuffer);void 0!==a.__webglTangentBuffer&&j.deleteBuffer(a.__webglTangentBuffer);void 0!==a.__webglColorBuffer&&j.deleteBuffer(a.__webglColorBuffer);void 0!==a.__webglUVBuffer&&
+j.deleteBuffer(a.__webglUVBuffer);void 0!==a.__webglUV2Buffer&&j.deleteBuffer(a.__webglUV2Buffer);void 0!==a.__webglSkinIndicesBuffer&&j.deleteBuffer(a.__webglSkinIndicesBuffer);void 0!==a.__webglSkinWeightsBuffer&&j.deleteBuffer(a.__webglSkinWeightsBuffer);void 0!==a.__webglFaceBuffer&&j.deleteBuffer(a.__webglFaceBuffer);void 0!==a.__webglLineBuffer&&j.deleteBuffer(a.__webglLineBuffer);void 0!==a.__webglLineDistanceBuffer&&j.deleteBuffer(a.__webglLineDistanceBuffer);if(void 0!==a.__webglCustomAttributesList)for(var b in a.__webglCustomAttributesList)j.deleteBuffer(a.__webglCustomAttributesList[b].buffer);
+K.info.memory.geometries--},Hb=function(a){var b=a.program;if(void 0!==b){a.program=void 0;var c,d,e=!1,a=0;for(c=da.length;ad.numSupportedMorphTargets?(l.sort(k),l.length=d.numSupportedMorphTargets):l.length>d.numSupportedMorphNormals?l.sort(k):0===l.length&&l.push([0,0]);for(m=0;mDa;Da++)Ga=Q[Da],vb[gb]=Ga.x,vb[gb+1]=Ga.y,vb[gb+2]=Ga.z,gb+=3;else for(Da=0;3>Da;Da++)vb[gb]=U.x,vb[gb+1]=U.y,vb[gb+2]=U.z,gb+=3;j.bindBuffer(j.ARRAY_BUFFER,x.__webglNormalBuffer);j.bufferData(j.ARRAY_BUFFER,vb,C)}if(zb&&Db&&N){D=0;for(I=aa.length;DDa;Da++)Fa=Aa[Da],cb[Na]=Fa.x,cb[Na+1]=Fa.y,Na+=2;0Da;Da++)La=$[Da],db[Oa]=La.x,db[Oa+1]=La.y,Oa+=2;0f;f++){a.__webglFramebuffer[f]=j.createFramebuffer();a.__webglRenderbuffer[f]=j.createRenderbuffer();j.texImage2D(j.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var h=a,g=j.TEXTURE_CUBE_MAP_POSITIVE_X+f;j.bindFramebuffer(j.FRAMEBUFFER,a.__webglFramebuffer[f]);j.framebufferTexture2D(j.FRAMEBUFFER,j.COLOR_ATTACHMENT0,g,h.__webglTexture,0);I(a.__webglRenderbuffer[f],a)}c&&j.generateMipmap(j.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=j.createFramebuffer(),a.__webglRenderbuffer=
+a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:j.createRenderbuffer(),j.bindTexture(j.TEXTURE_2D,a.__webglTexture),D(j.TEXTURE_2D,a,c),j.texImage2D(j.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=j.TEXTURE_2D,j.bindFramebuffer(j.FRAMEBUFFER,a.__webglFramebuffer),j.framebufferTexture2D(j.FRAMEBUFFER,j.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?j.framebufferRenderbuffer(j.FRAMEBUFFER,j.DEPTH_ATTACHMENT,j.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&
+a.stencilBuffer&&j.framebufferRenderbuffer(j.FRAMEBUFFER,j.DEPTH_STENCIL_ATTACHMENT,j.RENDERBUFFER,a.__webglRenderbuffer):I(a.__webglRenderbuffer,a),c&&j.generateMipmap(j.TEXTURE_2D);b?j.bindTexture(j.TEXTURE_CUBE_MAP,null):j.bindTexture(j.TEXTURE_2D,null);j.bindRenderbuffer(j.RENDERBUFFER,null);j.bindFramebuffer(j.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=ob,a=pb,d=cb,e=db);b!==ba&&(j.bindFramebuffer(j.FRAMEBUFFER,b),
+j.viewport(d,e,c,a),ba=b);qb=c;eb=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)};THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format:
+THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null};
+THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps;a.shareDepthFrom=this.shareDepthFrom;
+return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)};THREE.RenderableFace3=function(){this.id=0;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidModel=new THREE.Vector3;this.normalModel=new THREE.Vector3;this.normalModelView=new THREE.Vector3;this.vertexNormalsLength=0;this.vertexNormalsModel=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsModelView=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.material=this.color=null;this.uvs=[[]];this.z=
+0};THREE.RenderableObject=function(){this.id=0;this.object=null;this.z=0};THREE.RenderableParticle=function(){this.id=0;this.object=null;this.z=this.y=this.x=0;this.rotation=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.id=0;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.vertexColors=[new THREE.Color,new THREE.Color];this.material=null;this.z=0};THREE.GeometryUtils={merge:function(a,b,c){var d,e,f=a.vertices.length,h=b instanceof THREE.Mesh?b.geometry:b,g=a.vertices,i=h.vertices,k=a.faces,m=h.faces,a=a.faceVertexUvs[0],h=h.faceVertexUvs[0];void 0===c&&(c=0);b instanceof THREE.Mesh&&(b.matrixAutoUpdate&&b.updateMatrix(),d=b.matrix,e=(new THREE.Matrix3).getNormalMatrix(d));for(var b=0,l=i.length;ba?b(c,e-1):k[e]>8&255,i>>16&255,i>>24&255)),d}d.mipmapCount=1;g[2]&131072&&!1!==b&&(d.mipmapCount=Math.max(1,g[7]));d.isCubemap=g[28]&512?!0:!1;d.width=g[4];d.height=g[3];for(var g=g[1]+4,f=d.width,h=d.height,i=d.isCubemap?6:1,m=0;ml-1?0:l-1,r=l+1>e-1?e-1:l+1,t=0>m-1?0:m-1,n=m+1>d-1?d-1:m+1,s=[],q=[0,0,g[4*(l*d+m)]/255*b];s.push([-1,0,g[4*(l*d+t)]/255*b]);s.push([-1,-1,g[4*(p*d+t)]/255*b]);s.push([0,-1,g[4*(p*d+m)]/255*b]);s.push([1,-1,g[4*(p*d+n)]/255*b]);s.push([1,0,g[4*(l*d+n)]/255*b]);s.push([1,1,g[4*(r*d+n)]/255*b]);s.push([0,1,g[4*(r*d+m)]/255*b]);s.push([-1,1,g[4*(r*d+t)]/255*b]);p=[];t=s.length;for(r=0;re)return null;var f=[],h=[],g=[],i,k,m;if(0=l--){console.log("Warning, unable to triangulate polygon!");break}i=k;e<=i&&(i=0);k=i+1;e<=k&&(k=0);m=k+1;e<=m&&(m=0);var p;a:{var r=p=void 0,t=void 0,n=void 0,s=void 0,q=void 0,u=void 0,w=void 0,E=
+void 0,r=a[h[i]].x,t=a[h[i]].y,n=a[h[k]].x,s=a[h[k]].y,q=a[h[m]].x,u=a[h[m]].y;if(1E-10>(n-r)*(u-t)-(s-t)*(q-r))p=!1;else{var C=void 0,F=void 0,y=void 0,A=void 0,z=void 0,O=void 0,B=void 0,D=void 0,I=void 0,v=void 0,I=D=B=E=w=void 0,C=q-n,F=u-s,y=r-q,A=t-u,z=n-r,O=s-t;for(p=0;pi)h=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]};
+THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=g.x:g.xc?c=g.y:g.yd?d=g.z:g.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c};
+THREE.Path.prototype.toShapes=function(a){var b,c,d,e,f=[],h=new THREE.Path;b=0;for(c=this.actions.length;b
+g&&(g+=c.length);g%=c.length;0>h&&(h+=k.length);h%=k.length;e=0<=g-1?g-1:c.length-1;f=0<=h-1?h-1:k.length-1;n=[k[h],c[g],c[e]];n=THREE.FontUtils.Triangulate.area(n);s=[k[h],k[f],c[g]];s=THREE.FontUtils.Triangulate.area(s);l+p>n+s&&(g=r,h=m,0>g&&(g+=c.length),g%=c.length,0>h&&(h+=k.length),h%=k.length,e=0<=g-1?g-1:c.length-1,f=0<=h-1?h-1:k.length-1);l=c.slice(0,g);p=c.slice(g);r=k.slice(h);m=k.slice(0,h);f=[k[h],k[f],c[g]];t.push([k[h],c[g],c[e]]);t.push(f);c=l.concat(r).concat(m).concat(p)}return{shape:c,
+isolatedPts:t,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,!1),f,h,g,i,k={};f=0;for(h=d.length;fd;d++)i=g[d].x+":"+g[d].y,i=k[i],void 0!==i&&(g[d]=i)}f=0;for(h=e.length;fd;d++)i=g[d].x+":"+g[d].y,i=k[i],void 0!==i&&(g[d]=i)}return c.concat(e)},
+isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a,b)+this.b3p1(a,c)+this.b3p2(a,d)+
+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(){return this.v2.clone().sub(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};
+THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};
+THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e-=a;c[0]=0==a?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b};THREE.EllipseCurve=function(a,b,c,d,e,f,h){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=h};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);
+THREE.EllipseCurve.prototype.getPoint=function(a){var b;b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);b=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)};THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)});THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)});THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a-=e;c[0]=0==e?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],h=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,h.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,h.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,h.z,c.z,a);return b});THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e-=a;a+=0a.hierarchy[c].keys[d].time&&
+(a.hierarchy[c].keys[d].time=0),void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var g=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=new THREE.Quaternion(g[0],g[1],g[2],g[3])}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){g={};for(d=0;dr;r++){c=b[r];h=i.prevKey[c];g=i.nextKey[c];if(g.time<=m){if(kd||1d?0:1;if("pos"===c)if(c=a.position,this.interpolationType===THREE.AnimationHandler.LINEAR)c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+
+(f[2]-e[2])*d;else{if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)this.points[0]=this.getPrevKeyWith("pos",l,h.index-1).pos,this.points[1]=e,this.points[2]=f,this.points[3]=this.getNextKeyWith("pos",l,g.index+1).pos,d=0.33*d+0.33,e=this.interpolateCatmullRom(this.points,d),c.x=e[0],c.y=e[1],c.z=e[2],this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD&&(d=this.interpolateCatmullRom(this.points,1.01*d),
+this.target.set(d[0],d[1],d[2]),this.target.sub(c),this.target.y=0,this.target.normalize(),d=Math.atan2(this.target.x,this.target.z),a.rotation.set(0,d,0))}else"rot"===c?THREE.Quaternion.slerp(e,f,a.quaternion,d):"scl"===c&&(c=a.scale,c.x=e[0]+(f[0]-e[0])*d,c.y=e[1]+(f[1]-e[1])*d,c.z=e[2]+(f[2]-e[2])*d)}}}};
+THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],e,f,h,g,i,k;e=(a.length-1)*b;f=Math.floor(e);e-=f;c[0]=0===f?f:f-1;c[1]=f;c[2]=f>a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];g=a[c[1]];i=a[c[2]];k=a[c[3]];c=e*e;h=e*c;d[0]=this.interpolate(f[0],g[0],i[0],k[0],e,c,h);d[1]=this.interpolate(f[1],g[1],i[1],k[1],e,c,h);d[2]=this.interpolate(f[2],g[2],i[2],k[2],e,c,h);return d};
+THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,h){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*h+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c=h?b.interpolate(c,h):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=!0}}if(this.JITCompile&&void 0===f[0][e]){this.hierarchy[0].updateMatrixWorld(!0);for(a=0;ag?(b=Math.atan2(b.y-a.y,b.x-a.x),a=Math.atan2(c.y-a.y,c.x-a.x),b>a&&(a+=2*Math.PI),c=(b+a)/2,a=-Math.cos(c),c=-Math.sin(c),new THREE.Vector2(a,c)):d.multiplyScalar(g).add(h).sub(a).clone()}function e(c,d){var e,f;for(N=c.length;0<=--N;){e=N;f=N-1;0>f&&(f=c.length-1);for(var g=0,h=r+2*m,
+g=0;gMath.abs(c-i)?[new THREE.Vector2(b,1-e),new THREE.Vector2(d,1-f),new THREE.Vector2(k,1-h),new THREE.Vector2(l,1-a)]:[new THREE.Vector2(c,1-e),new THREE.Vector2(i,1-f),new THREE.Vector2(m,1-h),new THREE.Vector2(p,1-a)]}};THREE.ExtrudeGeometry.__v1=new THREE.Vector2;THREE.ExtrudeGeometry.__v2=new THREE.Vector2;THREE.ExtrudeGeometry.__v3=new THREE.Vector2;THREE.ExtrudeGeometry.__v4=new THREE.Vector2;
+THREE.ExtrudeGeometry.__v5=new THREE.Vector2;THREE.ExtrudeGeometry.__v6=new THREE.Vector2;THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);!1===a instanceof Array&&(a=[a]);this.shapebb=a[a.length-1].getBoundingBox();this.addShapeList(a,b);this.computeCentroids();this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+0.5,a.y));return a.clone()}THREE.Geometry.call(this);for(var c=c||1,d=d||0,g=this,i=0,k=a.length;ip&&(0.2>a&&(d[0].x+=1),0.2>b&&(d[1].x+=1),0.2>m&&(d[2].x+=1));i=0;for(k=this.vertices.length;ic.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();THREE.ArrowHelper.prototype.setLength=function(a){this.scale.set(a,a,a)};
+THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.setHex(a);this.cone.material.color.setHex(a)};THREE.BoxHelper=function(a){var b=[new THREE.Vector3(1,1,1),new THREE.Vector3(-1,1,1),new THREE.Vector3(-1,-1,1),new THREE.Vector3(1,-1,1),new THREE.Vector3(1,1,-1),new THREE.Vector3(-1,1,-1),new THREE.Vector3(-1,-1,-1),new THREE.Vector3(1,-1,-1)];this.vertices=b;var c=new THREE.Geometry;c.vertices.push(b[0],b[1],b[1],b[2],b[2],b[3],b[3],b[0],b[4],b[5],b[5],b[6],b[6],b[7],b[7],b[4],b[0],b[4],b[1],b[5],b[2],b[6],b[3],b[7]);THREE.Line.call(this,c,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);
+void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype);
+THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.vertices;d[0].set(b.x,b.y,b.z);d[1].set(c.x,b.y,b.z);d[2].set(c.x,c.y,b.z);d[3].set(b.x,c.y,b.z);d[4].set(b.x,b.y,c.z);d[5].set(c.x,b.y,c.z);d[6].set(c.x,c.y,c.z);d[7].set(b.x,c.y,c.z);this.geometry.computeBoundingSphere();this.geometry.verticesNeedUpdate=!0;this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.BoundingBoxHelper=function(a,b){var c=b||8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.CubeGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)};THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200);
+b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()};
+THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype);
+THREE.CameraHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Camera,c=new THREE.Projector;return function(){function d(d,h,g,i){a.set(h,g,i);c.unprojectVector(a,b);d=e.pointMap[d];if(void 0!==d){h=0;for(g=d.length;hd;d++)c.faces[d].color=this.colors[4>d?0:1];d=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(c,d);this.add(this.lightSphere);
+this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()};
+THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.getPositionFromMatrix(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}();THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrixWorld=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()};
+THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};THREE.SpotLightHelper=function(a){THREE.Object3D.call(this);this.light=a;this.light.updateMatrixWorld();this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;a=new THREE.CylinderGeometry(0,1,1,8,1,!0);a.applyMatrix((new THREE.Matrix4).makeTranslation(0,-0.5,0));a.applyMatrix((new THREE.Matrix4).makeRotationX(-Math.PI/2));var b=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});this.cone=new THREE.Mesh(a,b);this.add(this.cone);this.update()};THREE.SpotLightHelper.prototype=Object.create(THREE.Object3D.prototype);
+THREE.SpotLightHelper.prototype.dispose=function(){this.cone.geometry.dispose();this.cone.material.dispose()};THREE.SpotLightHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){var c=this.light.distance?this.light.distance:1E4,d=c*Math.tan(this.light.angle);this.cone.scale.set(d,d,c);a.getPositionFromMatrix(this.light.matrixWorld);b.getPositionFromMatrix(this.light.target.matrixWorld);this.cone.lookAt(b.sub(a));this.cone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}}();THREE.VertexNormalsHelper=function(a,b,c,d){this.object=a;this.size=b||1;for(var b=c||16711680,d=d||1,c=new THREE.Geometry,a=a.geometry.faces,e=0,f=a.length;el;l++){b[0]=m[e[l]];b[1]=m[e[(l+1)%3]];b.sort(d);var p=b.toString();void 0===c[p]&&(f.vertices.push(h[b[0]]),f.vertices.push(h[b[1]]),c[p]=!0)}THREE.Line.call(this,f,new THREE.LineBasicMaterial({color:16777215}),THREE.LinePieces);this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};
+THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype);
+THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})};
+THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;ag.end&&(g.end=f);c||(c=i)}}for(i in d)g=d[i],this.createAnimation(i,g.start,g.end,a);this.firstAnimation=c};
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};
+THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};
+THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};
+THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),h=d.weight;
+f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*h,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*h;this.morphTargetInfluences[d.lastFrame]=(1-e)*h}}};THREE.LensFlarePlugin=function(){function a(a,c){var d=b.createProgram(),e=b.createShader(b.FRAGMENT_SHADER),f=b.createShader(b.VERTEX_SHADER),g="precision "+c+" float;\n";b.shaderSource(e,g+a.fragmentShader);b.shaderSource(f,g+a.vertexShader);b.compileShader(e);b.compileShader(f);b.attachShader(d,e);b.attachShader(d,f);b.linkProgram(d);return d}var b,c,d,e,f,h,g,i,k,m,l,p,r;this.init=function(t){b=t.context;c=t;d=t.getPrecision();e=new Float32Array(16);f=new Uint16Array(6);t=0;e[t++]=-1;e[t++]=-1;
+e[t++]=0;e[t++]=0;e[t++]=1;e[t++]=-1;e[t++]=1;e[t++]=0;e[t++]=1;e[t++]=1;e[t++]=1;e[t++]=1;e[t++]=-1;e[t++]=1;e[t++]=0;e[t++]=1;t=0;f[t++]=0;f[t++]=1;f[t++]=2;f[t++]=0;f[t++]=2;f[t++]=3;h=b.createBuffer();g=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,h);b.bufferData(b.ARRAY_BUFFER,e,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.bufferData(b.ELEMENT_ARRAY_BUFFER,f,b.STATIC_DRAW);i=b.createTexture();k=b.createTexture();b.bindTexture(b.TEXTURE_2D,i);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,
+0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,k);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);
+b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);0>=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(m=!1,l=a(THREE.ShaderFlares.lensFlare,d)):(m=!0,l=a(THREE.ShaderFlares.lensFlareVertexTexture,d));p={};r={};p.vertex=b.getAttribLocation(l,"position");p.uv=b.getAttribLocation(l,"uv");r.renderType=b.getUniformLocation(l,"renderType");r.map=b.getUniformLocation(l,"map");r.occlusionMap=b.getUniformLocation(l,"occlusionMap");r.opacity=
+b.getUniformLocation(l,"opacity");r.color=b.getUniformLocation(l,"color");r.scale=b.getUniformLocation(l,"scale");r.rotation=b.getUniformLocation(l,"rotation");r.screenPosition=b.getUniformLocation(l,"screenPosition")};this.render=function(a,d,e,f){var a=a.__webglFlares,u=a.length;if(u){var w=new THREE.Vector3,E=f/e,C=0.5*e,F=0.5*f,y=16/f,A=new THREE.Vector2(y*E,y),z=new THREE.Vector3(1,1,0),O=new THREE.Vector2(1,1),B=r,y=p;b.useProgram(l);b.enableVertexAttribArray(p.vertex);b.enableVertexAttribArray(p.uv);
+b.uniform1i(B.occlusionMap,0);b.uniform1i(B.map,1);b.bindBuffer(b.ARRAY_BUFFER,h);b.vertexAttribPointer(y.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(y.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.disable(b.CULL_FACE);b.depthMask(!1);var D,I,v,x,G;for(D=0;DA;A++)E[A]=new THREE.Vector3,u[A]=new THREE.Vector3;E=C.shadowCascadeNearZ[w];C=C.shadowCascadeFarZ[w];u[0].set(-1,-1,E);u[1].set(1,-1,E);u[2].set(-1,
+1,E);u[3].set(1,1,E);u[4].set(-1,-1,C);u[5].set(1,-1,C);u[6].set(-1,1,C);u[7].set(1,1,C);y.originalCamera=p;u=new THREE.Gyroscope;u.position=n.shadowCascadeOffset;u.add(y);u.add(y.target);p.add(u);n.shadowCascadeArray[q]=y;console.log("Created virtualLight",y)}w=n;E=q;C=w.shadowCascadeArray[E];C.position.copy(w.position);C.target.position.copy(w.target.position);C.lookAt(C.target);C.shadowCameraVisible=w.shadowCameraVisible;C.shadowDarkness=w.shadowDarkness;C.shadowBias=w.shadowCascadeBias[E];u=w.shadowCascadeNearZ[E];
+w=w.shadowCascadeFarZ[E];C=C.pointsFrustum;C[0].z=u;C[1].z=u;C[2].z=u;C[3].z=u;C[4].z=w;C[5].z=w;C[6].z=w;C[7].z=w;F[s]=y;s++}else F[s]=n,s++;r=0;for(t=F.length;rw;w++)E=C[w],E.copy(u[w]),THREE.ShadowMapPlugin.__projector.unprojectVector(E,q),E.applyMatrix4(s.matrixWorldInverse),E.xk.x&&(k.x=E.x),E.yk.y&&(k.y=E.y),E.zk.z&&
+(k.z=E.z);s.left=i.x;s.right=k.x;s.top=k.y;s.bottom=i.y;s.updateProjectionMatrix()}s=n.shadowMap;u=n.shadowMatrix;q=n.shadowCamera;q.position.getPositionFromMatrix(n.matrixWorld);m.getPositionFromMatrix(n.target.matrixWorld);q.lookAt(m);q.updateMatrixWorld();q.matrixWorldInverse.getInverse(q.matrixWorld);n.cameraHelper&&(n.cameraHelper.visible=n.shadowCameraVisible);n.shadowCameraVisible&&n.cameraHelper.update();u.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);u.multiply(q.projectionMatrix);u.multiply(q.matrixWorldInverse);
+g.multiplyMatrices(q.projectionMatrix,q.matrixWorldInverse);h.setFromMatrix(g);b.setRenderTarget(s);b.clear();C=l.__webglObjects;n=0;for(s=C.length;n 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"}};
diff --git a/map.js b/map.js
index 7aea413..74f1f43 100644
--- a/map.js
+++ b/map.js
@@ -24,279 +24,159 @@ servers = [{
x:1350, y:8350,
}];
-WorldMap = (function(map){
+function WorldMap(){
+ var m = new Modal()
+ .title("World Map")
+ .content("");
+ // console.log(m);
+ var webglEl = m.$(".webgl");
+ // var ctx=$c.getContext('2d');
+ // var rot=0,rots=0;
+ // var d=$c.width=$c.height=450;
+ // var dragging=false;
- var $ic=document.createElement("canvas");
- draw($ic.getContext("2d"),$ic.width=$ic.height=128,-3810.9999999999989);
- worldMapIconURI = $ic.toDataURL("image/png");
+ // m.mx=m.my=m.hover=null;
- return function(){
- var m = new Modal()
- .title("World Map")
- .content(""),
- $c=m.$("canvas"),
- ctx=$c.getContext('2d'),
- rot=0,rots=0,
- d=$c.width=$c.height=450,
- dragging=false;
-
- m.mx=m.my=m.hover=null;
-
- var iid = setInterval(function(){
- draw(ctx,d,rot+=rots*=!dragging*0.2+0.7,servers,m);
- $c.style.cursor = m.hover?'url("cursors/pointer.png") 5 2, pointer':'';
- },30);
-
- function weeeeeeeeeeeeeee(ev){
- var newmx = ev.clientX-$c.getBoundingClientRect().left;
- rots+=dragging*(newmx-m.mx)*3;
- m.mx=newmx;
- m.my=ev.clientY-$c.getBoundingClientRect().top;
- }
- addEventListener("mousemove",weeeeeeeeeeeeeee,true);
- $c.onmousedown=function(ev){
- if(m.hover){
- return!
- new Modal()
- .position(20+m.hover.cx+m.x,m.y+m.hover.cy+20)
- .title("Server")
- .content(""+JSON.stringify(m.hover, null, "```.").replace(/["{}]|```./g,""));
- }
- document.documentElement.className="dragging-somewhere";
- dragging=true;
- };
- addEventListener("mouseup",function(){
- document.documentElement.className="";
- dragging=false;
- },true);
-
- return m;
-
- };
+ // var iid = setInterval(function(){
+ // draw(ctx,d,rot+=rots*=!dragging*0.2+0.7,servers,m);
+ // $c.style.cursor = m.hover?'url("cursors/pointer.png") 5 2, pointer':'';
+ // },30);
- function v3(x,y,d){return Math.cos(x/1500)>-0.2;}
- function x3(x,y,d){return Math.sin(x/1500)*Math.sin(y/1900)*(d/2-5)+d/2;}
- function y3(x,y,d){return Math.cos(y/1900+Math.PI)*(d/2-5)+d/2;}
- //function x3(x,y,d,t){x+=t;return Math.sin((-x)/7200)*Math.sin(y/190+x/499)*(d/2-5)+d/2;}
- //function y3(x,y,d,t){x+=t;return Math.cos(y/1900+Math.PI)*(d/2-5)+d/2;}
+ // function weeeeeeeeeeeeeee(ev){
+ // var newmx = ev.clientX-$c.getBoundingClientRect().left;
+ // rots+=dragging*(newmx-m.mx)*3;
+ // m.mx=newmx;
+ // m.my=ev.clientY-$c.getBoundingClientRect().top;
+ // }
+ // addEventListener("mousemove",weeeeeeeeeeeeeee,true);
+ // $c.onmousedown=function(ev){
+ // if(m.hover){
+ // return!
+ // new Modal()
+ // .position(20+m.hover.cx+m.x,m.y+m.hover.cy+20)
+ // .title("Server")
+ // .content(""+JSON.stringify(m.hover, null, "```.").replace(/["{}]|```./g,""));
+ // }
+ // document.documentElement.className="dragging-somewhere";
+ // dragging=true;
+ // };
+ // addEventListener("mouseup",function(){
+ // document.documentElement.className="";
+ // dragging=false;
+ // },true);
- function drawCountry(ctx,d,rot, country){
- ctx.beginPath();
- // loop through paths
- var vis=0;
- for(var iPath=0; iPath=x && y1>=y && x1<=x+w && y1<=y+h);
}
+// @TODO: this should be a constructor
openTerminalIfUsed = {
log: function(str){
//if(!this.m)
@@ -478,11 +475,10 @@ addEventListener("keydown",function(e){
if(e.altKey && e.keyCode==84){
new Terminal().position("center");
e.preventDefault();
- return false;
}
},true);
addEventListener('contextmenu', function(e){
- e.preventDefault();return!1;
+ e.preventDefault();
}, true);