text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import { Mesh } from './Mesh.js'
  import { Color } from '../math/Color.js'
  import { Plane } from '../math/Plane.js'
  import { Vector3 } from '../math/Vector3.js'
  import { Matrix4 } from '../math/Matrix4.js'
  import { Vector4 } from '../math/Vector4.js'
  import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js'
  import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js'
  import { ShaderMaterial } from '../materials/ShaderMaterial.js'
  import {
  	LinearFilter,
  	RGBFormat
  } from '../constants.js'
  import { UniformsUtils } from '../renderers/shaders/UniformsUtils.js'
  import { _Math } from '../math/Math.js'
  
  var Reflector = function ( geometry, options ) {
  
  	Mesh.call( this, geometry );
  
  	this.type = 'Reflector';
  
  	var scope = this;
  
  	options = options || {};
  
  	var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
  	var textureWidth = options.textureWidth || 512;
  	var textureHeight = options.textureHeight || 512;
  	var clipBias = options.clipBias || 0;
  	var shader = options.shader || Reflector.ReflectorShader;
  	var recursion = options.recursion !== undefined ? options.recursion : 0;
  
  	//
  
  	var reflectorPlane = new Plane();
  	var normal = new Vector3();
  	var reflectorWorldPosition = new Vector3();
  	var cameraWorldPosition = new Vector3();
  	var rotationMatrix = new Matrix4();
  	var lookAtPosition = new Vector3( 0, 0, - 1 );
  	var clipPlane = new Vector4();
  	var viewport = new Vector4();
  
  	var view = new Vector3();
  	var target = new Vector3();
  	var q = new Vector4();
  
  	var textureMatrix = new Matrix4();
  	var virtualCamera = new PerspectiveCamera();
  
  	var parameters = {
  		minFilter: LinearFilter,
  		magFilter: LinearFilter,
  		format: RGBFormat,
  		stencilBuffer: false
  	};
  
  	var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  
  	if ( ! _Math.isPowerOfTwo( textureWidth ) || ! _Math.isPowerOfTwo( textureHeight ) ) {
  
  		renderTarget.texture.generateMipmaps = false;
  
  	}
  
  	var material = new ShaderMaterial( {
  		uniforms: UniformsUtils.clone( shader.uniforms ),
  		fragmentShader: shader.fragmentShader,
  		vertexShader: shader.vertexShader
  	} );
  
  	material.uniforms.tDiffuse.value = renderTarget.texture;
  	material.uniforms.color.value = color;
  	material.uniforms.textureMatrix.value = textureMatrix;
  
  	this.material = material;
  	this.renderOrder = - Infinity; // render first
  
  	this.onBeforeRender = function ( renderer, scene, camera ) {
  
  		if ( 'recursion' in camera.userData ) {
  
  			if ( camera.userData.recursion === recursion ) return;
  
  			camera.userData.recursion ++;
  
  		}
  
  		reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  		cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  
  		rotationMatrix.extractRotation( scope.matrixWorld );
  
  		normal.set( 0, 0, 1 );
  		normal.applyMatrix4( rotationMatrix );
  
  		view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  
  		// Avoid rendering when reflector is facing away
  
  		if ( view.dot( normal ) > 0 ) return;
  
  		view.reflect( normal ).negate();
  		view.add( reflectorWorldPosition );
  
  		rotationMatrix.extractRotation( camera.matrixWorld );
  
  		lookAtPosition.set( 0, 0, - 1 );
  		lookAtPosition.applyMatrix4( rotationMatrix );
  		lookAtPosition.add( cameraWorldPosition );
  
  		target.subVectors( reflectorWorldPosition, lookAtPosition );
  		target.reflect( normal ).negate();
  		target.add( reflectorWorldPosition );
  
  		virtualCamera.position.copy( view );
  		virtualCamera.up.set( 0, 1, 0 );
  		virtualCamera.up.applyMatrix4( rotationMatrix );
  		virtualCamera.up.reflect( normal );
  		virtualCamera.lookAt( target );
  
  		virtualCamera.far = camera.far; // Used in WebGLBackground
  
  		virtualCamera.updateMatrixWorld();
  		virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  
  		virtualCamera.userData.recursion = 0;
  
  		// Update the texture matrix
  		textureMatrix.set(
  			0.5, 0.0, 0.0, 0.5,
  			0.0, 0.5, 0.0, 0.5,
  			0.0, 0.0, 0.5, 0.5,
  			0.0, 0.0, 0.0, 1.0
  		);
  		textureMatrix.multiply( virtualCamera.projectionMatrix );
  		textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  		textureMatrix.multiply( scope.matrixWorld );
  
  		// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  		// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  		reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  		reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  
  		clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  
  		var projectionMatrix = virtualCamera.projectionMatrix;
  
  		q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  		q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  		q.z = - 1.0;
  		q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  
  		// Calculate the scaled plane vector
  		clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  
  		// Replacing the third row of the projection matrix
  		projectionMatrix.elements[ 2 ] = clipPlane.x;
  		projectionMatrix.elements[ 6 ] = clipPlane.y;
  		projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  		projectionMatrix.elements[ 14 ] = clipPlane.w;
  
  		// Render
  
  		scope.visible = false;
  
  		var currentRenderTarget = renderer.getRenderTarget();
  
  		var currentVrEnabled = renderer.vr.enabled;
  		var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  
  		renderer.vr.enabled = false; // Avoid camera modification and recursion
  		renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  
  		renderer.render( scene, virtualCamera, renderTarget, true );
  
  		renderer.vr.enabled = currentVrEnabled;
  		renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  
  		renderer.setRenderTarget( currentRenderTarget );
  
  		// Restore viewport
  
  		var bounds = camera.bounds;
  
  		if ( bounds !== undefined ) {
  
  			var size = renderer.getSize();
  			var pixelRatio = renderer.getPixelRatio();
  
  			viewport.x = bounds.x * size.width * pixelRatio;
  			viewport.y = bounds.y * size.height * pixelRatio;
  			viewport.z = bounds.z * size.width * pixelRatio;
  			viewport.w = bounds.w * size.height * pixelRatio;
  
  			renderer.state.viewport( viewport );
  
  		}
  
  		scope.visible = true;
  
  	};
  
  	this.getRenderTarget = function () {
  
  		return renderTarget;
  
  	};
  
  };
  
  Reflector.prototype = Object.create( Mesh.prototype );
  Reflector.prototype.constructor = Reflector;
  
  Reflector.ReflectorShader = {
  
  	uniforms: {
  
  		'color': {
  			type: 'c',
  			value: null
  		},
  
  		'tDiffuse': {
  			type: 't',
  			value: null
  		},
  
  		'textureMatrix': {
  			type: 'm4',
  			value: null
  		}
  
  	},
  
  	vertexShader: [
  		'uniform mat4 textureMatrix;',
  		'varying vec4 vUv;',
  
  		'void main() {',
  
  		'	vUv = textureMatrix * vec4( position, 1.0 );',
  
  		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  
  		'}'
  	].join( '\n' ),
  
  	fragmentShader: [
  		'uniform vec3 color;',
  		'uniform sampler2D tDiffuse;',
  		'varying vec4 vUv;',
  
  		'float blendOverlay( float base, float blend ) {',
  
  		'	return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
  
  		'}',
  
  		'vec3 blendOverlay( vec3 base, vec3 blend ) {',
  
  		'	return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
  
  		'}',
  
  		'void main() {',
  
  		'	vec4 base = texture2DProj( tDiffuse, vUv );',
  		'	gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
  
  		'}'
  	].join( '\n' )
  };
  
  export { Reflector }
  