text: /*
   * ATTENTION: The "eval" devtool has been used (maybe by default in mode: "development").
   * This devtool is not neither made for production nor for readable output files.
   * It uses "eval()" calls to create a separate source file in the browser devtools.
   * If you are trying to read the output file, select a different devtool (https://webpack.js.org/configuration/devtool/)
   * or disable the default devtool with "devtool: false".
   * If you are looking for production-ready output files, see mode: "production" (https://webpack.js.org/configuration/mode/).
   */
  /******/ (() => { // webpackBootstrap
  /******/ 	"use strict";
  /******/ 	var __webpack_modules__ = ({
  
  /***/ "./demoSrc/Common.js":
  /*!***************************!*\
    !*** ./demoSrc/Common.js ***!
    \***************************/
  /*! namespace exports */
  /*! export Common [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */
  /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
  
  eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */   \"Common\": () => /* binding */ Common\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three/examples/jsm/controls/OrbitControls */ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\");\n/* harmony import */ var three_examples_jsm_objects_Sky__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/objects/Sky */ \"./node_modules/three/examples/jsm/objects/Sky.js\");\n/* harmony import */ var _CommonGUI__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./CommonGUI */ \"./demoSrc/CommonGUI.js\");\n\n\n\n\nclass Common {\n  static initScene() {\n    const scene = new three__WEBPACK_IMPORTED_MODULE_0__.Scene();\n    return scene;\n  }\n\n  static initLight(scene) {\n    const ambientLight = new three__WEBPACK_IMPORTED_MODULE_0__.AmbientLight(0xffffff, 1.0);\n    scene.add(ambientLight);\n    return ambientLight;\n  }\n\n  static initCamera(scene, W, H, far = 400) {\n    const camera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera(45, W / H, 1, far);\n    camera.position.set(0, 0, 100);\n    camera.updateMatrixWorld(false);\n    scene.add(camera);\n    return camera;\n  }\n\n  static initControl(camera, render) {\n    let domElement;\n\n    if (render != null) {\n      domElement = render.domElement;\n    }\n\n    const control = new three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_1__.OrbitControls(camera, domElement);\n    control.update();\n    return control;\n  }\n\n  static initRenderer(W, H, color = 0x000000, id = \"webgl-canvas\", antialias = true) {\n    const element = document.getElementById(id);\n    element.style.zIndex = 0;\n    element.style.position = \"absolute\";\n    const renderer = new three__WEBPACK_IMPORTED_MODULE_0__.WebGLRenderer({\n      canvas: element,\n      antialias: antialias\n    });\n    renderer.setClearColor(new three__WEBPACK_IMPORTED_MODULE_0__.Color(color));\n    renderer.setSize(W, H);\n    renderer.setPixelRatio(window.devicePixelRatio);\n    return renderer;\n  }\n\n  static initHelper(scene) {\n    const axesHelper = new three__WEBPACK_IMPORTED_MODULE_0__.AxesHelper(30);\n    scene.add(axesHelper);\n  }\n\n  static initSky(scene, gui, renderer) {\n    renderer.toneMapping = three__WEBPACK_IMPORTED_MODULE_0__.ACESFilmicToneMapping;\n    const sunSphere = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh(new three__WEBPACK_IMPORTED_MODULE_0__.SphereBufferGeometry(20000, 16, 8), new three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial({\n      color: 0xffffff\n    }));\n    sunSphere.position.y = -700000;\n    sunSphere.visible = false;\n    scene.add(sunSphere);\n    const sky = new three_examples_jsm_objects_Sky__WEBPACK_IMPORTED_MODULE_2__.Sky();\n    sky.scale.setScalar(45000);\n    scene.add(sky);\n    _CommonGUI__WEBPACK_IMPORTED_MODULE_3__.CommonGUI.initSkyGUI(gui, sky, sunSphere, renderer);\n  }\n\n}\n\n//# sourceURL=webpack://threejs-shader-materials/./demoSrc/Common.js?");
  
  /***/ }),
  
  /***/ "./demoSrc/CommonGUI.js":
  /*!******************************!*\
    !*** ./demoSrc/CommonGUI.js ***!
    \******************************/
  /*! namespace exports */
  /*! export CommonGUI [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_require__, __webpack_require__.n, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */
  /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
  
  eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */   \"CommonGUI\": () => /* binding */ CommonGUI\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _lib__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../lib */ \"./lib/index.js\");\n/* harmony import */ var _lib__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(_lib__WEBPACK_IMPORTED_MODULE_1__);\n\n\nclass CommonGUI {\n  static initColorGUI(folder, mat, propName = \"color\") {\n    const prop = {};\n    const targetColor = mat[propName];\n    prop[propName] = targetColor.getHex();\n    folder.addColor(prop, propName).onChange(val => {\n      targetColor.setHex(val);\n    });\n    return prop;\n  }\n\n  static initMaterialGUI(gui, mat, folderName = \"Material\") {\n    const folder = gui.addFolder(folderName);\n    this.initMaterialFolder(folder, mat);\n    this.initColorGUI(folder, mat, \"emissive\");\n    folder.open();\n  }\n\n  static initMaterialFolder(folder, mat) {\n    this.initColorGUI(folder, mat);\n    folder.add(mat, \"transparent\");\n    folder.add(mat, \"uniformOpacity\", 0.0, 1.0);\n  }\n\n  static initSpriteMaterialGUI(gui, mat, folderName = \"Material\") {\n    const folder = gui.addFolder(folderName);\n    this.initMaterialFolder(folder, mat);\n    folder.open();\n  }\n\n  static initGridMaterialGUI(gui, mat) {\n    this.initMaterialGUI(gui, mat);\n    const prop = {\n      mask: \"\",\n      alphaMap: \"\"\n    };\n    const folder = gui.addFolder(\"WavyGridMaterial\");\n    folder.add(mat, \"isReversed\");\n    folder.add(mat, \"division\", 2.0, 256.0).step(1);\n    folder.add(mat, \"divisionScaleX\", 0.0, 4.0).step(1);\n    folder.add(prop, \"mask\", {\n      none: \"\",\n      earth: \"./textures/landmask.png\"\n    }).onChange(val => {\n      if (val === \"\") {\n        mat.maskTexture = null;\n      } else {\n        mat.maskTexture = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader().load(val);\n      }\n    });\n    folder.add(prop, \"alphaMap\", {\n      none: \"\",\n      earth: \"./textures/landmask.png\"\n    }).onChange(val => {\n      if (val === \"\") {\n        mat.alphaMap = null;\n      } else {\n        mat.alphaMap = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader().load(val);\n      }\n    });\n    folder.open();\n    return folder;\n  }\n\n  static initWavyMaterialGUI(gui, mat) {\n    const folder = this.initGridMaterialGUI(gui, mat);\n    const animationFolder = folder.addFolder(\"WavyAnimation\");\n    animationFolder.add(mat, \"isAnimate\");\n    animationFolder.add(mat, \"speed\", -2, 2);\n    animationFolder.add(mat, \"waveFrequency\", 0.0, 1.0);\n    animationFolder.add(mat, \"wavePow\", 0.0, 4.0);\n    animationFolder.add(mat, \"direction\", {\n      horizontal: _lib__WEBPACK_IMPORTED_MODULE_1__.Directions.horizontal,\n      vertical: _lib__WEBPACK_IMPORTED_MODULE_1__.Directions.vertical,\n      radial: _lib__WEBPACK_IMPORTED_MODULE_1__.Directions.radial\n    });\n    animationFolder.add(mat, \"raisedBottom\", 0.0, 1.0);\n    animationFolder.open();\n  }\n\n  static initAnimationGUI(gui, mat, folderName = \"Animation\") {\n    const folder = gui.addFolder(folderName);\n    folder.add(mat, \"isAnimate\");\n    folder.add(mat, \"speed\", -2, 2);\n    folder.open();\n  }\n\n  static initRimGUI(gui, mat, folderName = \"Rim Effect Material\") {\n    const folder = gui.addFolder(folderName);\n    CommonGUI.initColorGUI(folder, mat, \"rimColor\");\n    folder.add(mat, \"rimStrength\", 0.0, 4.0).step(0.01);\n    folder.add(mat, \"rimPow\", 0.0, 4.0).step(0.01);\n    CommonGUI.initColorGUI(folder, mat, \"insideColor\");\n    folder.add(mat, \"insideStrength\", 0.0, 4.0).step(0.01);\n    folder.add(mat, \"insidePow\", 0.0, 8.0).step(0.01);\n    folder.open();\n  }\n\n  static initExpansionGUI(gui, mat, folderName = \"ExpansionMaterial\") {\n    const folder = gui.addFolder(\"ExpansionMaterial\");\n    const ampRange = 12.0;\n    folder.add(mat, \"expansionStrength\", -ampRange, ampRange).step(0.01);\n    folder.open();\n  }\n\n  static initFBMTilingGUI(gui, mat, folderName = \"FBM Tiling\") {\n    const folder = gui.addFolder(\"FBM Tiling\");\n    folder.add(mat, \"tiles\", 1.0, 8.0).step(1.0);\n    folder.add(mat, \"hashLoop\", 2.0, 16.0).step(1.0);\n    folder.add(mat, \"amp\", 0.0, 2.0).step(0.01);\n    folder.open();\n  }\n\n  static initSkyGUI(gui, sky, sunSphere, renderer) {\n    const effectController = {\n      turbidity: 10,\n      rayleigh: 0.15,\n      mieCoefficient: 0.005,\n      mieDirectionalG: 0.8,\n      inclination: 0.07,\n      // elevation / inclination\n      azimuth: 0.25,\n      // Facing front,\n      exposure: 0.75\n    };\n    const distance = 400000;\n\n    function guiChanged() {\n      const uniforms = sky.material.uniforms;\n      uniforms[\"turbidity\"].value = effectController.turbidity;\n      uniforms[\"rayleigh\"].value = effectController.rayleigh;\n      uniforms[\"mieCoefficient\"].value = effectController.mieCoefficient;\n      uniforms[\"mieDirectionalG\"].value = effectController.mieDirectionalG;\n      const theta = Math.PI * (effectController.inclination - 0.5);\n      const phi = 2 * Math.PI * (effectController.azimuth - 0.5);\n      sunSphere.position.x = distance * Math.cos(phi);\n      sunSphere.position.y = distance * Math.sin(phi) * Math.sin(theta);\n      sunSphere.position.z = distance * Math.sin(phi) * Math.cos(theta);\n      uniforms[\"sunPosition\"].value.copy(sunSphere.position);\n      renderer.toneMappingExposure = effectController.exposure;\n    }\n\n    guiChanged();\n    const folder = gui.addFolder(\"Sky\");\n    folder.add(effectController, \"turbidity\", 1.0, 20.0, 0.1).onChange(guiChanged);\n    folder.add(effectController, \"rayleigh\", 0.0, 4, 0.001).onChange(guiChanged);\n    folder.add(effectController, \"mieCoefficient\", 0.0, 0.1, 0.001).onChange(guiChanged);\n    folder.add(effectController, \"mieDirectionalG\", 0.0, 1, 0.001).onChange(guiChanged);\n    folder.add(effectController, \"inclination\", 0, 1, 0.0001).onChange(guiChanged);\n    folder.add(effectController, \"azimuth\", 0, 1, 0.0001).onChange(guiChanged);\n    folder.add(effectController, \"exposure\", 0, 1, 0.0001).onChange(guiChanged);\n    folder.open();\n  }\n\n}\n\n//# sourceURL=webpack://threejs-shader-materials/./demoSrc/CommonGUI.js?");
  
  /***/ }),
  
  /***/ "./demoSrc/demoSolidClipping.js":
  /*!**************************************!*\
    !*** ./demoSrc/demoSolidClipping.js ***!
    \**************************************/
  /*! namespace exports */
  /*! export Study [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_require__, __webpack_require__.n, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */
  /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
  
  eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */   \"Study\": () => /* binding */ Study\n/* harmony export */ });\n/* harmony import */ var _Common__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Common */ \"./demoSrc/Common.js\");\n/* harmony import */ var dat_gui__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! dat.gui */ \"./node_modules/dat.gui/build/dat.gui.module.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _CommonGUI__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./CommonGUI */ \"./demoSrc/CommonGUI.js\");\n/* harmony import */ var _lib__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../lib */ \"./lib/index.js\");\n/* harmony import */ var _lib__WEBPACK_IMPORTED_MODULE_4___default = /*#__PURE__*/__webpack_require__.n(_lib__WEBPACK_IMPORTED_MODULE_4__);\n/* harmony import */ var raf_ticker__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\n\n\n\n\n\nclass Study {\n  constructor() {\n    const W = 640;\n    const H = 480;\n    const scene = _Common__WEBPACK_IMPORTED_MODULE_0__.Common.initScene();\n    scene.fog = new three__WEBPACK_IMPORTED_MODULE_2__.Fog(0x000000, 80, 160);\n    _Common__WEBPACK_IMPORTED_MODULE_0__.Common.initLight(scene);\n    const camera = _Common__WEBPACK_IMPORTED_MODULE_0__.Common.initCamera(scene, W, H);\n    const renderer = _Common__WEBPACK_IMPORTED_MODULE_0__.Common.initRenderer(W, H);\n    renderer.localClippingEnabled = true;\n    const control = _Common__WEBPACK_IMPORTED_MODULE_0__.Common.initControl(camera, renderer);\n    _Common__WEBPACK_IMPORTED_MODULE_0__.Common.initHelper(scene);\n    const mat = this.initObject(scene);\n    const mesh = this.initMesh(mat, scene);\n    raf_ticker__WEBPACK_IMPORTED_MODULE_5__.RAFTicker.addEventListener(raf_ticker__WEBPACK_IMPORTED_MODULE_5__.RAFTickerEventType.tick, e => {\n      renderer.render(scene, camera);\n    });\n    raf_ticker__WEBPACK_IMPORTED_MODULE_5__.RAFTicker.addEventListener(raf_ticker__WEBPACK_IMPORTED_MODULE_5__.RAFTickerEventType.onBeforeTick, e => {\n      mesh.forEach(m => {\n        m.rotation.x += e.delta / 500;\n      });\n    });\n    this.initGUI(mat);\n  }\n\n  initObject(scene) {\n    const spot = new three__WEBPACK_IMPORTED_MODULE_2__.PointLight(0xffffff, 0.25, 0, 2);\n    spot.position.set(10, 20, 30);\n    scene.add(spot);\n    const helper = new three__WEBPACK_IMPORTED_MODULE_2__.PointLightHelper(spot);\n    scene.add(helper);\n    const mat = new _lib__WEBPACK_IMPORTED_MODULE_4__.SolidClippingMaterial({\n      fog: scene.fog !== undefined\n    });\n    mat.color = new three__WEBPACK_IMPORTED_MODULE_2__.Color(0x003311);\n    mat.cutSectionColor = new three__WEBPACK_IMPORTED_MODULE_2__.Color(0xaaff11);\n    const plane = new three__WEBPACK_IMPORTED_MODULE_2__.Plane(new three__WEBPACK_IMPORTED_MODULE_2__.Vector3(0, 0, -1), 1.0);\n    mat.clippingPlanes = [plane];\n    const planeHelper = new three__WEBPACK_IMPORTED_MODULE_2__.PlaneHelper(plane, 60);\n    scene.add(planeHelper);\n    return mat;\n  }\n\n  initMesh(mat, scene) {\n    const geo = new three__WEBPACK_IMPORTED_MODULE_2__.TorusKnotBufferGeometry(10, 3, 100, 16);\n    const mesh = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh(geo, mat);\n    mesh.position.x = 24;\n    scene.add(mesh);\n    const mesh2 = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh(geo, mat);\n    mesh2.position.x = -24;\n    scene.add(mesh2);\n    return [mesh, mesh2];\n  }\n\n  initGUI(mat) {\n    const gui = new dat_gui__WEBPACK_IMPORTED_MODULE_1__.GUI();\n    _CommonGUI__WEBPACK_IMPORTED_MODULE_3__.CommonGUI.initMaterialGUI(gui, mat);\n    this.initCutSectionGUI(gui, mat);\n  }\n\n  initCutSectionGUI(gui, mat) {\n    const folder = gui.addFolder(\"CutSectionColor\");\n    _CommonGUI__WEBPACK_IMPORTED_MODULE_3__.CommonGUI.initColorGUI(folder, mat, \"cutSectionColor\");\n    folder.open();\n  }\n\n}\n\nwindow.onload = () => {\n  const study = new Study();\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./demoSrc/demoSolidClipping.js?");
  
  /***/ }),
  
  /***/ "./lib/GridMaterial.js":
  /*!*****************************!*\
    !*** ./lib/GridMaterial.js ***!
    \*****************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.GridMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ./ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar ReversibleChunk_1 = __webpack_require__(/*! ./chunk/ReversibleChunk */ \"./lib/chunk/ReversibleChunk.js\");\n\nvar MaskMapChunk_1 = __webpack_require__(/*! ./chunk/MaskMapChunk */ \"./lib/chunk/MaskMapChunk.js\");\n/**\n * グリッド状に分割されたマテリアル。\n */\n\n\nvar GridMaterial =\n/** @class */\nfunction (_super) {\n  __extends(GridMaterial, _super);\n\n  function GridMaterial() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  Object.defineProperty(GridMaterial.prototype, \"division\", {\n    get: function () {\n      return this.uniforms.division.value;\n    },\n    set: function (value) {\n      this.uniforms.division.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(GridMaterial.prototype, \"divisionScaleX\", {\n    get: function () {\n      return this.uniforms.divisionScaleX.value;\n    },\n    set: function (value) {\n      this.uniforms.divisionScaleX.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(GridMaterial.prototype, \"isReversed\", {\n    get: function () {\n      return this.uniforms.isReversed.value;\n    },\n    set: function (value) {\n      this.uniforms.isReversed.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(GridMaterial.prototype, \"maskTexture\", {\n    get: function () {\n      return MaskMapChunk_1.MaskMapChunk.getMaskTexture(this);\n    },\n    set: function (val) {\n      MaskMapChunk_1.MaskMapChunk.setMaskTexture(this, val);\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  GridMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    MaskMapChunk_1.MaskMapChunk.registerChunk();\n    ReversibleChunk_1.ReversibleChunk.registerChunk();\n  };\n\n  GridMaterial.getBasicUniforms = function () {\n    return three_1.UniformsUtils.merge([ShaderPhongMaterial_1.ShaderPhongMaterial.getBasicUniforms(), ReversibleChunk_1.ReversibleChunk.getUniform(), MaskMapChunk_1.MaskMapChunk.getUniform()]);\n  };\n\n  GridMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n\n    if (parameters.transparent == null) {\n      this.transparent = true;\n    }\n  };\n\n  return GridMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.GridMaterial = GridMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/GridMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/ShaderPhongMaterial.frag.glsl.js":
  /*!**********************************************!*\
    !*** ./lib/ShaderPhongMaterial.frag.glsl.js ***!
    \**********************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n *\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/ShaderPhongMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/ShaderPhongMaterial.js":
  /*!************************************!*\
    !*** ./lib/ShaderPhongMaterial.js ***!
    \************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ShaderPhongMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar ExpansionChunk_1 = __webpack_require__(/*! ./chunk/ExpansionChunk */ \"./lib/chunk/ExpansionChunk.js\");\n\nvar MapChunk_1 = __webpack_require__(/*! ./chunk/MapChunk */ \"./lib/chunk/MapChunk.js\");\n\nvar MeshPhongChunk_1 = __webpack_require__(/*! ./chunk/MeshPhongChunk */ \"./lib/chunk/MeshPhongChunk.js\");\n\nvar SurfaceNormalChunk_1 = __webpack_require__(/*! ./chunk/SurfaceNormalChunk */ \"./lib/chunk/SurfaceNormalChunk.js\");\n\nvar ShaderPhongMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./ShaderPhongMaterial.frag.glsl */ \"./lib/ShaderPhongMaterial.frag.glsl.js\"));\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ./ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n/**\n * MeshPhongMaterialに準じるShaderMaterialクラス。\n *\n * @see https://github.com/mrdoob/three.js/blob/76c64b23d422dcfb36a28353f45b1effa1f68c5a/src/renderers/shaders/ShaderLib.js#L53\n */\n\n\nvar ShaderPhongMaterial =\n/** @class */\nfunction (_super) {\n  __extends(ShaderPhongMaterial, _super);\n  /**\n   * コンストラクタ。\n   * @param vertexShader\n   * @param fragmentShader\n   * @param parameters\n   */\n\n\n  function ShaderPhongMaterial(vertexShader, fragmentShader, parameters) {\n    var _this = _super.call(this, parameters) || this;\n\n    _this._opacity = 1.0;\n    parameters !== null && parameters !== void 0 ? parameters : parameters = {};\n    vertexShader !== null && vertexShader !== void 0 ? vertexShader : vertexShader = ShaderPhongMaterial_vert_glsl_1.default();\n    fragmentShader !== null && fragmentShader !== void 0 ? fragmentShader : fragmentShader = ShaderPhongMaterial_frag_glsl_1.default();\n\n    _this.initChunks();\n\n    _this.initUniforms();\n\n    _this.initDefines();\n\n    _this.vertexShader = vertexShader;\n    _this.fragmentShader = fragmentShader;\n\n    _this.initDefaultSetting(parameters);\n\n    return _this;\n  }\n  /**\n   * このMaterialに必要なuniformsを生成する。\n   */\n\n\n  ShaderPhongMaterial.getBasicUniforms = function () {\n    return three_1.UniformsUtils.merge([three_1.UniformsLib.common, three_1.UniformsLib.specularmap, three_1.UniformsLib.envmap, three_1.UniformsLib.aomap, three_1.UniformsLib.lightmap, three_1.UniformsLib.emissivemap, three_1.UniformsLib.bumpmap, three_1.UniformsLib.normalmap, three_1.UniformsLib.displacementmap, three_1.UniformsLib.gradientmap, three_1.UniformsLib.fog, three_1.UniformsLib.lights, {\n      emissive: {\n        value: new three_1.Color(0x000000)\n      },\n      specular: {\n        value: new three_1.Color(0x111111)\n      },\n      shininess: {\n        value: 30\n      },\n      hasAlphaMap: {\n        value: false\n      }\n    }, SurfaceNormalChunk_1.SurfaceNormalChunk.getUniform(), ExpansionChunk_1.ExpansionChunk.getUniform(), MapChunk_1.MapChunk.getUniform()]);\n  };\n  /**\n   * ShaderChunkにこのマテリアルに必要なChunkを追加する。\n   */\n\n\n  ShaderPhongMaterial.prototype.initChunks = function () {\n    MeshPhongChunk_1.MeshPhongChunk.registerChunk();\n    SurfaceNormalChunk_1.SurfaceNormalChunk.registerChunk();\n    ExpansionChunk_1.ExpansionChunk.registerChunk();\n    MapChunk_1.MapChunk.registerChunk();\n  };\n  /**\n   * uniformsを初期化する。\n   */\n\n\n  ShaderPhongMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([ShaderPhongMaterial.getBasicUniforms(), ExpansionChunk_1.ExpansionChunk.getUniform(), {}]);\n  };\n  /**\n   * definesを初期化する。\n   */\n\n\n  ShaderPhongMaterial.prototype.initDefines = function () {\n    this.defines = Object.assign({}, MeshPhongChunk_1.MeshPhongChunk.getDefines(), SurfaceNormalChunk_1.SurfaceNormalChunk.getDefines(), ExpansionChunk_1.ExpansionChunk.getDefines(), this.defines);\n  };\n  /**\n   * 1.オプションで指定されなかったパラメーター値を補完する。\n   * 2.uniformsに代入する必要のあるパラメーターを明示的に代入する。\n   *\n   * @param parameters\n   */\n\n\n  ShaderPhongMaterial.prototype.initDefaultSetting = function (parameters) {\n    this.uniformOpacity = this._opacity;\n    this.lights = true; //FIXME シェーダーがエラーを起こすのでlights設定は強制でON\n  };\n\n  Object.defineProperty(ShaderPhongMaterial.prototype, \"color\", {\n    /**\n     * MeshPhongマテリアルと互換性を持つために、colorプロパティはdiffuseへ代入される。\n     */\n    get: function () {\n      return this.uniforms.diffuse.value;\n    },\n    set: function (value) {\n      this.uniforms.diffuse.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderPhongMaterial.prototype, \"opacity\", {\n    /**\n     * 透明度\n     * @deprecated Use uniformOpacity, To be removed in version 0.3.0\n     * @see https://github.com/microsoft/TypeScript/pull/37894\n     */\n    //@ts-ignore : これはopacityプロパティとuniforms.opacityプロパティを同期するために利用されます。\n    get: function () {\n      return this.uniformOpacity;\n    },\n\n    /**\n     * 透明度\n     * @param value\n     * @deprecated Use uniformOpacity, To be removed in version 0.3.0\n     * @see https://github.com/microsoft/TypeScript/pull/37894\n     */\n    //@ts-ignore : これはopacityプロパティとuniforms.opacityプロパティを同期するために利用されます。\n    set: function (value) {\n      this.uniformOpacity = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderPhongMaterial.prototype, \"uniformOpacity\", {\n    /**\n     * 透明度\n     */\n    get: function () {\n      return this._opacity;\n    },\n\n    /**\n     * 透明度\n     * opacityは基底クラスのMaterialのコンストラクタ内で明示的に1.0が代入される。\n     * この段階でuniformsはundefinedなので、そのままでは初期化できない。\n     * このsetterでは受け取った値をprivate変数に保存して、初期化後にuniformsに再代入する。\n     * @param value\n     */\n    set: function (value) {\n      var _a;\n\n      this._opacity = value;\n\n      if ((_a = this.uniforms) === null || _a === void 0 ? void 0 : _a.opacity) {\n        this.uniforms.opacity.value = value;\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderPhongMaterial.prototype, \"emissive\", {\n    get: function () {\n      return this.uniforms.emissive.value;\n    },\n    set: function (value) {\n      this.uniforms.emissive.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderPhongMaterial.prototype, \"map\", {\n    get: function () {\n      return MapChunk_1.MapChunk.getMap(this);\n    },\n    set: function (val) {\n      MapChunk_1.MapChunk.setMap(this, val);\n      this.onSetMap(val);\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  ShaderPhongMaterial.prototype.onSetMap = function (val) {};\n\n  Object.defineProperty(ShaderPhongMaterial.prototype, \"alphaMap\", {\n    get: function () {\n      return this.uniforms.alphaMap.value;\n    },\n    set: function (value) {\n      this.uniforms.alphaMap.value = value;\n      this.uniforms.hasAlphaMap.value = value != null;\n      this.onSetAlphaMap(value);\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  ShaderPhongMaterial.prototype.onSetAlphaMap = function (value) {};\n  /**\n   * 発光状態のために、マテリアルの設定をまとめて変更する。\n   * {@link https://stackoverflow.com/questions/37647853/three-js-depthwrite-vs-depthtest-for-transparent-canvas-texture-map-on-three-p}\n   */\n\n\n  ShaderPhongMaterial.prototype.startGlow = function () {\n    this.alphaTest = 0.0;\n    this.depthWrite = false;\n    this.blending = three_1.AdditiveBlending;\n  };\n\n  return ShaderPhongMaterial;\n}(three_1.ShaderMaterial);\n\nexports.ShaderPhongMaterial = ShaderPhongMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/ShaderPhongMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/ShaderPhongMaterial.vert.glsl.js":
  /*!**********************************************!*\
    !*** ./lib/ShaderPhongMaterial.vert.glsl.js ***!
    \**********************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderLib/meshphong_vert.glsl.js\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\nvarying vec3 vViewPosition;\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n#ifndef FLAT_SHADED\\n  varying vec3 vNormal;\\n#endif\\n\\n#include <surface_normal_varying_chunk>\\n#include <expansion_uniform_chunk>\\n\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\n\\nvoid main() {\\n    #include <mesh_position_vertex>\\n    uvPosition = uv;\\n\\n    #include <uv_vertex>\\n    #include <uv2_vertex>\\n    #include <color_vertex>\\n\\n    #include <beginnormal_vertex>\\n    #include <morphnormal_vertex>\\n    #include <skinbase_vertex>\\n    #include <skinnormal_vertex>\\n    #include <defaultnormal_vertex>\\n\\n    #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n      vNormal = normalize( transformedNormal );\\n    #endif\\n    #include <surface_normal_vertex_chunk>\\n\\n    #include <begin_vertex>\\n    \\n    #include <expansion_vertex_chunk>\\n    \\n    #include <morphtarget_vertex>\\n    #include <skinning_vertex>\\n    #include <displacementmap_vertex>\\n    #include <project_vertex>\\n    #include <logdepthbuf_vertex>\\n    #include <clipping_planes_vertex>\\n\\n    vViewPosition = - mvPosition.xyz;\\n\\n    #include <worldpos_vertex>\\n    #include <envmap_vertex>\\n    #include <shadowmap_vertex>\\n    #include <fog_vertex>\\n\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/ShaderPhongMaterial.vert.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/ShaderSpriteMaterial.frag.glsl.js":
  /*!***********************************************!*\
    !*** ./lib/ShaderSpriteMaterial.frag.glsl.js ***!
    \***********************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderLib/sprite_frag.glsl.js\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#include <sprite_fragment_uniform_chunk>\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <sprite_diffuse_color_chunk>\\n\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphatest_fragment>\\n    outgoingLight = diffuseColor.rgb;\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/ShaderSpriteMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/ShaderSpriteMaterial.js":
  /*!*************************************!*\
    !*** ./lib/ShaderSpriteMaterial.js ***!
    \*************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ShaderSpriteMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar SpriteChunk_1 = __webpack_require__(/*! ./chunk/SpriteChunk */ \"./lib/chunk/SpriteChunk.js\");\n\nvar ShaderSpriteMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./ShaderSpriteMaterial.frag.glsl */ \"./lib/ShaderSpriteMaterial.frag.glsl.js\"));\n\nvar ShaderSpriteMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ./ShaderSpriteMaterial.vert.glsl */ \"./lib/ShaderSpriteMaterial.vert.glsl.js\"));\n\nvar ShaderSpriteMaterial =\n/** @class */\nfunction (_super) {\n  __extends(ShaderSpriteMaterial, _super);\n  /**\n   * コンストラクタ。\n   * @param vertexShader\n   * @param fragmentShader\n   * @param parameters\n   */\n\n\n  function ShaderSpriteMaterial(vertexShader, fragmentShader, parameters) {\n    var _this = _super.call(this, parameters) || this;\n\n    _this._opacity = 1.0;\n    parameters !== null && parameters !== void 0 ? parameters : parameters = {};\n    vertexShader !== null && vertexShader !== void 0 ? vertexShader : vertexShader = ShaderSpriteMaterial_vert_glsl_1.default();\n    fragmentShader !== null && fragmentShader !== void 0 ? fragmentShader : fragmentShader = ShaderSpriteMaterial_frag_glsl_1.default();\n\n    _this.initChunks();\n\n    _this.initUniforms();\n\n    _this.initDefines();\n\n    _this.vertexShader = vertexShader;\n    _this.fragmentShader = fragmentShader;\n\n    _this.initDefaultSetting(parameters);\n\n    return _this;\n  }\n  /**\n   * ShaderChunkにこのマテリアルに必要なChunkを追加する。\n   */\n\n\n  ShaderSpriteMaterial.prototype.initChunks = function () {\n    SpriteChunk_1.SpriteChunk.registerChunk();\n  };\n  /**\n   * uniformsを初期化する。\n   */\n\n\n  ShaderSpriteMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([SpriteChunk_1.SpriteChunk.getUniform(), {}]);\n  };\n  /**\n   * definesを初期化する。\n   */\n\n\n  ShaderSpriteMaterial.prototype.initDefines = function () {\n    this.defines = Object.assign({}, SpriteChunk_1.SpriteChunk.getDefines(), this.defines);\n  };\n  /**\n   * 1.オプションで指定されなかったパラメーター値を補完する。\n   * 2.uniformsに代入する必要のあるパラメーターを明示的に代入する。\n   *\n   * @param parameters\n   */\n\n\n  ShaderSpriteMaterial.prototype.initDefaultSetting = function (parameters) {\n    this.uniformOpacity = this._opacity;\n  };\n\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"opacity\", {\n    /**\n     * 透明度\n     * @deprecated Use uniformOpacity, To be removed in version 0.3.0\n     * @see https://github.com/microsoft/TypeScript/pull/37894\n     */\n    //@ts-ignore : これはopacityプロパティとuniforms.opacityプロパティを同期するために利用されます。\n    get: function () {\n      return this._opacity;\n    },\n\n    /**\n     * 透明度\n     * @deprecated Use uniformOpacity, To be removed in version 0.3.0\n     * @param value\n     */\n    //@ts-ignore : これはopacityプロパティとuniforms.opacityプロパティを同期するために利用されます。\n    set: function (value) {\n      this.uniformOpacity = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"uniformOpacity\", {\n    /**\n     * 透明度\n     */\n    get: function () {\n      return this._opacity;\n    },\n\n    /**\n     * 透明度\n     * opacityは基底クラスのMaterialのコンストラクタ内で明示的に1.0が代入される。\n     * この段階でuniformsはundefinedなので、そのままでは初期化できない。\n     * このsetterでは受け取った値をprivate変数に保存して、初期化後にuniformsに再代入する。\n     * @param value\n     */\n    set: function (value) {\n      var _a;\n\n      this._opacity = value;\n\n      if ((_a = this.uniforms) === null || _a === void 0 ? void 0 : _a.opacity) {\n        this.uniforms.opacity.value = value;\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"color\", {\n    /**\n     * Spriteマテリアルと互換性を持つために、colorプロパティはdiffuseへ代入される。\n     */\n    get: function () {\n      return this.uniforms.diffuse.value;\n    },\n    set: function (value) {\n      this.uniforms.diffuse.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"center\", {\n    get: function () {\n      return this.uniforms.center.value;\n    },\n    set: function (value) {\n      this.uniforms.center.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"rotation\", {\n    get: function () {\n      return this.uniforms.rotation.value;\n    },\n    set: function (value) {\n      this.uniforms.rotation.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"uvTransform\", {\n    get: function () {\n      return this.uniforms.uvTransform.value;\n    },\n    set: function (value) {\n      this.uniforms.uvTransform.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ShaderSpriteMaterial.prototype, \"map\", {\n    get: function () {\n      return this.uniforms.map.value;\n    },\n    set: function (value) {\n      this.uniforms.map.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  return ShaderSpriteMaterial;\n}(three_1.ShaderMaterial);\n\nexports.ShaderSpriteMaterial = ShaderSpriteMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/ShaderSpriteMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/ShaderSpriteMaterial.vert.glsl.js":
  /*!***********************************************!*\
    !*** ./lib/ShaderSpriteMaterial.vert.glsl.js ***!
    \***********************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * https://raw.githubusercontent.com/mrdoob/three.js/dev/src/renderers/shaders/ShaderLib/sprite_vert.glsl.js\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#include <sprite_vertex_uniform_chunk>\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\n\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <sprite_mv_position_chunk>\\n\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/ShaderSpriteMaterial.vert.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/WavyGridMaterial.js":
  /*!*********************************!*\
    !*** ./lib/WavyGridMaterial.js ***!
    \*********************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.WavyGridMaterial = void 0;\n\nvar raf_ticker_1 = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar AnimationChunk_1 = __webpack_require__(/*! ./chunk/AnimationChunk */ \"./lib/chunk/AnimationChunk.js\");\n\nvar MaskMapChunk_1 = __webpack_require__(/*! ./chunk/MaskMapChunk */ \"./lib/chunk/MaskMapChunk.js\");\n\nvar ReversibleChunk_1 = __webpack_require__(/*! ./chunk/ReversibleChunk */ \"./lib/chunk/ReversibleChunk.js\");\n\nvar WavyAnimationChunk_1 = __webpack_require__(/*! ./chunk/WavyAnimationChunk */ \"./lib/chunk/WavyAnimationChunk.js\");\n\nvar GridMaterial_1 = __webpack_require__(/*! ./GridMaterial */ \"./lib/GridMaterial.js\");\n/**\n * グリッド状に分割され、Wavyアニメーションを行うマテリアル。\n */\n\n\nvar WavyGridMaterial =\n/** @class */\nfunction (_super) {\n  __extends(WavyGridMaterial, _super);\n\n  function WavyGridMaterial(vertexShader, fragmentShader, parameters) {\n    var _this = _super.call(this, vertexShader, fragmentShader, parameters) || this;\n    /**\n     * 波の速度\n     * 0.5にすると1の半分の速度になる。\n     * マイナスを指定すると、波の進行方向が反転する。\n     */\n\n\n    _this.speed = -0.5;\n    /*\n     * IAnimatable implements\n     */\n\n    _this.animationListener = function (e) {\n      _this.addTime(e.delta / 1000);\n    };\n\n    _this.isAnimate = _this.isAnimate; //reset and start animation\n\n    return _this;\n  }\n\n  WavyGridMaterial.prototype.addTime = function (delta) {\n    AnimationChunk_1.AnimationChunk.addTime(this, delta);\n  };\n\n  Object.defineProperty(WavyGridMaterial.prototype, \"isAnimate\", {\n    /**\n     * 波アニメーションを行うか否か。\n     */\n    get: function () {\n      return this.uniforms.isAnimate.value;\n    },\n    set: function (value) {\n      this.uniforms.isAnimate.value = value;\n\n      if (this.isAnimate) {\n        this.startAnimation();\n      } else {\n        this.stopAnimation();\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(WavyGridMaterial.prototype, \"waveFrequency\", {\n    /**\n     * 波の振幅\n     * 1の場合、幅1ヘックス\n     * 0.5の場合、幅2ヘックスになる\n     */\n    get: function () {\n      return this.uniforms.waveFrequency.value;\n    },\n    set: function (value) {\n      this.uniforms.waveFrequency.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(WavyGridMaterial.prototype, \"wavePow\", {\n    get: function () {\n      return this.uniforms.wavePow.value;\n    },\n    set: function (value) {\n      this.uniforms.wavePow.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(WavyGridMaterial.prototype, \"raisedBottom\", {\n    /**\n     * 明るさの底上げ\n     */\n    get: function () {\n      return this.uniforms.raisedBottom.value;\n    },\n    set: function (value) {\n      this.uniforms.raisedBottom.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(WavyGridMaterial.prototype, \"direction\", {\n    /**\n     * 波が発生する方角\n     */\n    get: function () {\n      return this.uniforms.direction.value;\n    },\n    set: function (value) {\n      this.uniforms.direction.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  WavyGridMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    WavyAnimationChunk_1.WavyAnimationChunk.registerChunk();\n  };\n\n  WavyGridMaterial.getBasicUniforms = function () {\n    return three_1.UniformsUtils.merge([_super.getBasicUniforms.call(this), ReversibleChunk_1.ReversibleChunk.getUniform(), WavyAnimationChunk_1.WavyAnimationChunk.getUniform(), MaskMapChunk_1.MaskMapChunk.getUniform()]);\n  };\n\n  WavyGridMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n  };\n\n  WavyGridMaterial.prototype.startAnimation = function () {\n    raf_ticker_1.RAFTicker.on(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  WavyGridMaterial.prototype.stopAnimation = function () {\n    raf_ticker_1.RAFTicker.off(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  return WavyGridMaterial;\n}(GridMaterial_1.GridMaterial);\n\nexports.WavyGridMaterial = WavyGridMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/WavyGridMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/cellularNoise/CellularNoiseMaterial.frag.glsl.js":
  /*!**************************************************************!*\
    !*** ./lib/cellularNoise/CellularNoiseMaterial.frag.glsl.js ***!
    \**************************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
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  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * Cellular Noise Fragment Shader\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\nuniform float grid;\\nuniform float divisionScaleX;\\n#include <time_animation_uniform_chunk>\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvec2 rand2D(vec2 p, vec2 scale) {\\n    p = mod(p, scale);\\n    const float a = 12.9898, b = 78.233, c = 43758.5453;\\n    const float a2 = 26.7, b2 = 14.879;\\n    \\n    highp float dt = dot(p, vec2(a, b)), sn = mod(dt, PI);\\n    highp float dt2 = dot(p, vec2(a2, b2)), sn2 = mod(dt2, PI);\\n    return fract(sin(vec2(dt, dt2)) * c);\\n}\\n\\n/*!\\n * Cellular Noise\\n *\\n * The inherits function is :\\n * Author : patriciogv\\n * see https://thebookofshaders.com/12/\\n * LICENSE : https://github.com/patriciogonzalezvivo/thebookofshaders/issues/235\\n */\\nfloat cellularNoise(vec2 uv, float grid, float divisionScaleX, float time){\\n  \\n    vec2 scale = grid * vec2 ( divisionScaleX, 1.0 );\\n    uv *= scale;\\n    \\n    vec2 i_uv = floor(uv);\\n    vec2 f_uv = fract(uv);\\n    \\n    float minDist = 1.;\\n    \\n    for (int y= -1; y <= 1; y++) {\\n        for (int x= -1; x <= 1; x++) {\\n            vec2 neighbor = vec2(float(x), float(y));\\n            vec2 point = rand2D(i_uv + neighbor, scale);\\n            \\n            point = 0.5 + 0.5 * sin(time + PI2 * point);\\n            \\n            vec2 diff = neighbor + point - f_uv;\\n            float dist = length(diff);\\n            \\n            minDist = min(minDist, dist);\\n        }\\n    }\\n    \\n    return minDist;\\n}\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n\\n    float dist = cellularNoise( mapUV, grid, divisionScaleX, time );\\n    diffuseColor.rgb *= dist;\\n    diffuseColor.a *= dist;\\n    \\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/cellularNoise/CellularNoiseMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/cellularNoise/CellularNoiseMaterial.js":
  /*!****************************************************!*\
    !*** ./lib/cellularNoise/CellularNoiseMaterial.js ***!
    \****************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.CellularNoiseMaterial = void 0;\n\nvar raf_ticker_1 = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar index_1 = __webpack_require__(/*! ../index */ \"./lib/index.js\");\n\nvar CellularNoiseMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./CellularNoiseMaterial.frag.glsl */ \"./lib/cellularNoise/CellularNoiseMaterial.frag.glsl.js\"));\n\nvar CellularNoiseMaterial =\n/** @class */\nfunction (_super) {\n  __extends(CellularNoiseMaterial, _super);\n\n  function CellularNoiseMaterial(parameters) {\n    var _this = _super.call(this, null, CellularNoiseMaterial_frag_glsl_1.default(), parameters) || this;\n    /*\n     * implements IAnimatable\n     */\n\n\n    _this.speed = -0.02;\n    /*\n     * IAnimatable implements\n     */\n\n    _this.animationListener = function (e) {\n      _this.addTime(e.delta / 1000);\n    };\n\n    _this.isAnimate = _this.isAnimate;\n    return _this;\n  }\n\n  CellularNoiseMaterial.prototype.addTime = function (delta) {\n    if (this.isAnimate) {\n      index_1.AnimationChunk.addTime(this, delta);\n    }\n  };\n\n  Object.defineProperty(CellularNoiseMaterial.prototype, \"isAnimate\", {\n    get: function () {\n      return this.uniforms.isAnimate.value;\n    },\n    set: function (value) {\n      this.uniforms.isAnimate.value = value;\n\n      if (this.isAnimate) {\n        this.startAnimation();\n      } else {\n        this.stopAnimation();\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(CellularNoiseMaterial.prototype, \"grid\", {\n    get: function () {\n      return this.uniforms.grid.value;\n    },\n    set: function (value) {\n      this.uniforms.grid.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(CellularNoiseMaterial.prototype, \"divisionScaleX\", {\n    get: function () {\n      return this.uniforms.divisionScaleX.value;\n    },\n    set: function (value) {\n      this.uniforms.divisionScaleX.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  CellularNoiseMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    index_1.AnimationChunk.registerChunk();\n  };\n\n  CellularNoiseMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([index_1.ShaderPhongMaterial.getBasicUniforms(), index_1.AnimationChunk.getUniform(), {\n      grid: {\n        value: 3.0\n      },\n      divisionScaleX: {\n        value: 1.0\n      }\n    }]);\n  };\n\n  CellularNoiseMaterial.prototype.startAnimation = function () {\n    raf_ticker_1.RAFTicker.on(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  CellularNoiseMaterial.prototype.stopAnimation = function () {\n    raf_ticker_1.RAFTicker.off(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  return CellularNoiseMaterial;\n}(index_1.ShaderPhongMaterial);\n\nexports.CellularNoiseMaterial = CellularNoiseMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/cellularNoise/CellularNoiseMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/AnimationChunk.js":
  /*!*************************************!*\
    !*** ./lib/chunk/AnimationChunk.js ***!
    \*************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.AnimationChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n/**\n * IAnimatableインターフェースで定義されたアニメーションを実行するGLSLチャンク。\n * uniformのtime値を操作する。\n * time値によってどのように変化するかは実装するShaderによる。\n */\n\n\nvar AnimationChunk =\n/** @class */\nfunction (_super) {\n  __extends(AnimationChunk, _super);\n\n  function AnimationChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  AnimationChunk.registerChunk = function () {\n    TimeAnimationUniformChunk.registerChunk();\n  };\n\n  AnimationChunk.getUniform = function () {\n    return {\n      time: {\n        value: 0.0\n      },\n      isAnimate: {\n        value: true\n      }\n    };\n  };\n\n  AnimationChunk.addTime = function (self, delta) {\n    self.uniforms.time.value += delta * self.speed;\n  };\n\n  return AnimationChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.AnimationChunk = AnimationChunk;\n\nvar TimeAnimationUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(TimeAnimationUniformChunk, _super);\n\n  function TimeAnimationUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  TimeAnimationUniformChunk.getChunkName = function () {\n    return \"time_animation_uniform_chunk\";\n  };\n\n  TimeAnimationUniformChunk.getChunk = function () {\n    return \"\\n    uniform float time;\\n    uniform bool isAnimate;\\n    \";\n  };\n\n  return TimeAnimationUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/AnimationChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/ExpansionChunk.js":
  /*!*************************************!*\
    !*** ./lib/chunk/ExpansionChunk.js ***!
    \*************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ExpansionVertexChunk = exports.ExpansionUniformChunk = exports.ExpansionChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar ExpansionChunk =\n/** @class */\nfunction (_super) {\n  __extends(ExpansionChunk, _super);\n\n  function ExpansionChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  ExpansionChunk.registerChunk = function () {\n    ExpansionUniformChunk.registerChunk();\n    ExpansionVertexChunk.registerChunk();\n  };\n\n  ExpansionChunk.getDefines = function () {\n    return {\n      USE_EXPANSION: false\n    };\n  };\n\n  ExpansionChunk.getUniform = function () {\n    return {\n      expansionStrength: {\n        value: 0.0\n      }\n    };\n  };\n\n  return ExpansionChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.ExpansionChunk = ExpansionChunk;\n\nvar ExpansionUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(ExpansionUniformChunk, _super);\n\n  function ExpansionUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  ExpansionUniformChunk.getChunkName = function () {\n    return \"expansion_uniform_chunk\";\n  };\n\n  ExpansionUniformChunk.getChunk = function () {\n    return \"\\n    #ifdef USE_EXPANSION\\n      uniform float expansionStrength;\\n    #endif\\n    \";\n  };\n\n  return ExpansionUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.ExpansionUniformChunk = ExpansionUniformChunk;\n\nvar ExpansionVertexChunk =\n/** @class */\nfunction (_super) {\n  __extends(ExpansionVertexChunk, _super);\n\n  function ExpansionVertexChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  ExpansionVertexChunk.getChunkName = function () {\n    return \"expansion_vertex_chunk\";\n  };\n\n  ExpansionVertexChunk.getChunk = function () {\n    return \"\\n    #ifdef USE_EXPANSION\\n      transformed += normal * expansionStrength;\\n    #endif\\n    \";\n  };\n\n  return ExpansionVertexChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.ExpansionVertexChunk = ExpansionVertexChunk;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/ExpansionChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/GLSLChunk.js":
  /*!********************************!*\
    !*** ./lib/chunk/GLSLChunk.js ***!
    \********************************/
  /*! flagged exports */
  /*! export GLSLChunk [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__, __webpack_require__ */
  /***/ ((__unused_webpack_module, exports, __webpack_require__) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.GLSLChunk = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/**\n * ShaderChunkに登録を行うGLSLのコード片を格納するクラス。\n * GLSLコードの共有化を目的とする。\n */\n\n\nvar GLSLChunk =\n/** @class */\nfunction () {\n  function GLSLChunk() {}\n  /**\n   * ShaderChunkに登録する名前。\n   */\n\n\n  GLSLChunk.getChunkName = function () {\n    return \"\";\n  };\n  /**\n   * ShaderChunkに登録するGLSLコード。\n   */\n\n\n  GLSLChunk.getChunk = function () {\n    return \"\";\n  };\n  /**\n   * Chunkに関連する定数Defineを格納したオブジェクトを取得する。\n   * @see https://threejs.org/docs/#api/en/materials/ShaderMaterial.defines\n   */\n\n\n  GLSLChunk.getDefines = function () {\n    return {};\n  };\n  /**\n   * ShaderChunkにGLSLコードを登録する。\n   */\n\n\n  GLSLChunk.registerChunk = function () {\n    if (three_1.ShaderChunk && three_1.ShaderChunk[this.getChunkName()] == null) {\n      three_1.ShaderChunk[this.getChunkName()] = this.getChunk();\n    }\n  };\n  /**\n   * Chunkに関連する共有変数Uniformsを格納したオブジェクトを取得する。\n   * @see https://threejs.org/docs/#api/en/materials/ShaderMaterial.uniforms\n   */\n\n\n  GLSLChunk.getUniform = function () {\n    return {};\n  };\n\n  return GLSLChunk;\n}();\n\nexports.GLSLChunk = GLSLChunk;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/GLSLChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/HexGridChunk.js":
  /*!***********************************!*\
    !*** ./lib/chunk/HexGridChunk.js ***!
    \***********************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.HexGridChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar HexGridChunk =\n/** @class */\nfunction (_super) {\n  __extends(HexGridChunk, _super);\n\n  function HexGridChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  HexGridChunk.registerChunk = function () {\n    _super.registerChunk.call(this);\n\n    HexGridFunctionChunk.registerChunk();\n  };\n\n  return HexGridChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.HexGridChunk = HexGridChunk;\n\nvar HexGridFunctionChunk =\n/** @class */\nfunction (_super) {\n  __extends(HexGridFunctionChunk, _super);\n\n  function HexGridFunctionChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  HexGridFunctionChunk.getChunkName = function () {\n    return \"hex_grid_function_chunk\";\n  };\n\n  HexGridFunctionChunk.getChunk = function () {\n    // language=GLSL\n    return \"\\n    /**\\n     * \\u30D8\\u30C3\\u30AF\\u30B9\\u306E\\u7E01\\u307E\\u3067\\u306E\\u8DDD\\u96E2\\u3092\\u53D6\\u5F97\\u3059\\u308B\\u3002\\n     */\\n    float hexDist(vec2 p)\\n    {\\n        p = abs(p);\\n        float d = dot(p, normalize(vec2(1.0, 1.73)));\\n        return max(d, p.x);\\n    }\\n    \\n    /**\\n     * uv\\u5EA7\\u6A19\\u304B\\u3089\\u30D8\\u30C3\\u30AF\\u30B9\\u56FA\\u6709\\u306Exy\\u5EA7\\u6A19\\u3068ID\\u3092\\u53D6\\u5F97\\u3059\\u308B\\n     *\\n     * x : \\u30D8\\u30C3\\u30AF\\u30B9\\u306E\\u4E2D\\u5FC3\\u70B9\\u304B\\u3089\\u306E\\u56DE\\u8EE2\\u89D2\\n     * y : \\u30D8\\u30C3\\u30AF\\u30B9\\u306E\\u7E01\\u307E\\u3067\\u306E\\u8DDD\\u96E2\\n     * zw : \\u30D8\\u30C3\\u30AF\\u30B9\\u306EID\\n     */\\n    vec4 hexCoords(vec2 uv)\\n    {\\n        vec2 r = vec2(1.0, 1.73);\\n        vec2 h = r * 0.5;\\n        vec2 a = mod(uv, r) - h;\\n        vec2 b = mod(uv - h, r) - h;\\n    \\n        vec2 gv = length(a) < length(b) ? a : b;\\n        vec2 id = uv - gv;\\n    \\n        float x = atan(gv.x, gv.y);\\n        float y = 0.5 - hexDist(gv);\\n    \\n        return vec4(x, y, id);\\n    }\\n    \";\n  };\n\n  return HexGridFunctionChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/HexGridChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/MapChunk.js":
  /*!*******************************!*\
    !*** ./lib/chunk/MapChunk.js ***!
    \*******************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.MapChunk = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n/**\n * マスクテクスチャを利用するShaderMaterial用Chunk。\n * マスクテクスチャがどのように描画に反映されるかは、各Materialのシェーダー実装による。\n */\n\n\nvar MapChunk =\n/** @class */\nfunction (_super) {\n  __extends(MapChunk, _super);\n\n  function MapChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MapChunk.registerChunk = function () {\n    _super.registerChunk.call(this);\n\n    MapUniformChunk.registerChunk();\n    MapFragmentChunk.registerChunk();\n    MapFragmentBeginChunk.registerChunk();\n  };\n\n  MapChunk.getUniform = function () {\n    return three_1.UniformsUtils.merge([_super.getUniform.call(this), {\n      hasMap: {\n        value: false\n      },\n      map: {\n        value: null\n      }\n    }]);\n  };\n\n  MapChunk.getMap = function (_self) {\n    return _self.uniforms.map.value;\n  };\n\n  MapChunk.setMap = function (_self, val) {\n    _self.uniforms.map.value = val;\n    _self.uniforms.hasMap.value = val != null;\n  };\n\n  return MapChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.MapChunk = MapChunk;\n\nvar MapUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(MapUniformChunk, _super);\n\n  function MapUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MapUniformChunk.getChunkName = function () {\n    return \"map_uniform_chunk\";\n  };\n\n  MapUniformChunk.getChunk = function () {\n    return \"\\n      uniform bool hasMap;\\n      uniform sampler2D map;\\n    \";\n  };\n\n  return MapUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MapFragmentChunk =\n/** @class */\nfunction (_super) {\n  __extends(MapFragmentChunk, _super);\n\n  function MapFragmentChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MapFragmentChunk.getChunkName = function () {\n    return \"map_fragment_chunk\";\n  };\n\n  MapFragmentChunk.getChunk = function () {\n    return \"\\n      if( hasMap ){\\n        vec4 texelColor = texture2D( map, mapUV );\\n        diffuseColor *= texelColor;\\n      }\\n    \";\n  };\n\n  return MapFragmentChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MapFragmentBeginChunk =\n/** @class */\nfunction (_super) {\n  __extends(MapFragmentBeginChunk, _super);\n\n  function MapFragmentBeginChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MapFragmentBeginChunk.getChunkName = function () {\n    return \"map_fragment_begin_chunk\";\n  };\n\n  MapFragmentBeginChunk.getChunk = function () {\n    return \"\\n      vec2 mapUV = uvPosition;\\n    \";\n  };\n\n  return MapFragmentBeginChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/MapChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/MaskMapChunk.js":
  /*!***********************************!*\
    !*** ./lib/chunk/MaskMapChunk.js ***!
    \***********************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.MaskMapChunk = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar RepeatPatternChunk_1 = __webpack_require__(/*! ./RepeatPatternChunk */ \"./lib/chunk/RepeatPatternChunk.js\");\n/**\n * マスクテクスチャを利用するShaderMaterial用Chunk。\n * マスクテクスチャがどのように描画に反映されるかは、各Materialのシェーダー実装による。\n */\n\n\nvar MaskMapChunk =\n/** @class */\nfunction (_super) {\n  __extends(MaskMapChunk, _super);\n\n  function MaskMapChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MaskMapChunk.registerChunk = function () {\n    _super.registerChunk.call(this);\n\n    MaskMapUniformChunk.registerChunk();\n    MaskMapFragmentChunk.registerChunk();\n  };\n\n  MaskMapChunk.getUniform = function () {\n    return three_1.UniformsUtils.merge([_super.getUniform.call(this), {\n      hasMaskTexture: {\n        value: false\n      },\n      maskTexture: {\n        value: null\n      }\n    }]);\n  };\n\n  MaskMapChunk.getMaskTexture = function (_self) {\n    return _self.uniforms.maskTexture.value;\n  };\n\n  MaskMapChunk.setMaskTexture = function (_self, val) {\n    _self.uniforms.maskTexture.value = val;\n    _self.uniforms.hasMaskTexture.value = val != null;\n  };\n\n  return MaskMapChunk;\n}(RepeatPatternChunk_1.RepeatPatternChunk);\n\nexports.MaskMapChunk = MaskMapChunk;\n\nvar MaskMapUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(MaskMapUniformChunk, _super);\n\n  function MaskMapUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MaskMapUniformChunk.getChunkName = function () {\n    return \"mask_map_uniform_chunk\";\n  };\n\n  MaskMapUniformChunk.getChunk = function () {\n    return \"\\n      uniform bool hasMaskTexture;\\n      uniform sampler2D maskTexture;\\n    \";\n  };\n\n  return MaskMapUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MaskMapFragmentChunk =\n/** @class */\nfunction (_super) {\n  __extends(MaskMapFragmentChunk, _super);\n\n  function MaskMapFragmentChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MaskMapFragmentChunk.getChunkName = function () {\n    return \"mask_map_fragment_chunk\";\n  };\n\n  MaskMapFragmentChunk.getChunk = function () {\n    return \"\\n      float mask = 1.0;\\n      if( hasMaskTexture ){\\n        vec2 uVm = id / vec2( division * divisionScaleX, division);\\n        mask = texture2D( maskTexture, uVm ).g;\\n      }\\n    \";\n  };\n\n  return MaskMapFragmentChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/MaskMapChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/MeshPhongChunk.js":
  /*!*************************************!*\
    !*** ./lib/chunk/MeshPhongChunk.js ***!
    \*************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.MeshPhongChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n/**\n * MeshPhongMaterialと同等の機能を備えたShaderMaterialを実装するために必要なGLSLコードを格納したクラス。\n */\n\n\nvar MeshPhongChunk =\n/** @class */\nfunction (_super) {\n  __extends(MeshPhongChunk, _super);\n\n  function MeshPhongChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MeshPhongChunk.registerChunk = function () {\n    MeshPhongUniformChunk.registerChunk();\n    MeshPhongDiffuseColorChunk.registerChunk();\n    MeshPhongSwitchingAlphaMapChunk.registerChunk();\n    MeshPositionVaryingChunk.registerChunk();\n    MeshPositionVertexChunk.registerChunk();\n  };\n\n  MeshPhongChunk.getDefines = function () {\n    return {\n      USE_MESH_POSITION: false\n    };\n  };\n\n  return MeshPhongChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.MeshPhongChunk = MeshPhongChunk;\n\nvar MeshPhongUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(MeshPhongUniformChunk, _super);\n\n  function MeshPhongUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MeshPhongUniformChunk.getChunkName = function () {\n    return \"mesh_phong_uniform\";\n  };\n\n  MeshPhongUniformChunk.getChunk = function () {\n    return \"\\n      uniform vec3 diffuse;\\n      uniform vec3 emissive;\\n      uniform vec3 specular;\\n      uniform float shininess;\\n      uniform float opacity;\\n      uniform bool hasAlphaMap;\\n      uniform sampler2D alphaMap;\\n    \";\n  };\n\n  return MeshPhongUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MeshPhongDiffuseColorChunk =\n/** @class */\nfunction (_super) {\n  __extends(MeshPhongDiffuseColorChunk, _super);\n\n  function MeshPhongDiffuseColorChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MeshPhongDiffuseColorChunk.getChunkName = function () {\n    return \"mesh_phong_diffuse_color\";\n  };\n\n  MeshPhongDiffuseColorChunk.getChunk = function () {\n    return \"\\n      vec4 diffuseColor = vec4( diffuse, opacity );\\n      ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n      vec3 totalEmissiveRadiance = emissive;\\n    \";\n  };\n\n  return MeshPhongDiffuseColorChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MeshPhongSwitchingAlphaMapChunk =\n/** @class */\nfunction (_super) {\n  __extends(MeshPhongSwitchingAlphaMapChunk, _super);\n\n  function MeshPhongSwitchingAlphaMapChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MeshPhongSwitchingAlphaMapChunk.getChunkName = function () {\n    return \"mesh_phong_switching_alpha_map\";\n  };\n\n  MeshPhongSwitchingAlphaMapChunk.getChunk = function () {\n    return \"\\n      if( hasAlphaMap ){\\n        diffuseColor.a *= texture2D( alphaMap, mapUV ).g;\\n      }\\n    \";\n  };\n\n  return MeshPhongSwitchingAlphaMapChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MeshPositionVaryingChunk =\n/** @class */\nfunction (_super) {\n  __extends(MeshPositionVaryingChunk, _super);\n\n  function MeshPositionVaryingChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MeshPositionVaryingChunk.getChunkName = function () {\n    return \"mesh_position_varying\";\n  };\n\n  MeshPositionVaryingChunk.getChunk = function () {\n    return \"\\n    #ifdef USE_MESH_POSITION\\n    varying vec3 meshPosition;\\n    #endif\\n    \";\n  };\n\n  return MeshPositionVaryingChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar MeshPositionVertexChunk =\n/** @class */\nfunction (_super) {\n  __extends(MeshPositionVertexChunk, _super);\n\n  function MeshPositionVertexChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  MeshPositionVertexChunk.getChunkName = function () {\n    return \"mesh_position_vertex\";\n  };\n\n  MeshPositionVertexChunk.getChunk = function () {\n    return \"\\n    #ifdef USE_MESH_POSITION\\n    meshPosition = position;\\n    #endif\\n    \";\n  };\n\n  return MeshPositionVertexChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/MeshPhongChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/RepeatPatternChunk.js":
  /*!*****************************************!*\
    !*** ./lib/chunk/RepeatPatternChunk.js ***!
    \*****************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.RepeatPatternChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar RepeatPatternChunk =\n/** @class */\nfunction (_super) {\n  __extends(RepeatPatternChunk, _super);\n\n  function RepeatPatternChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  RepeatPatternChunk.registerChunk = function () {\n    RepeatPatternUniformChunk.registerChunk();\n    RepeatPatternFragmentChunk.registerChunk();\n  };\n\n  RepeatPatternChunk.getUniform = function () {\n    return {\n      division: {\n        value: 32.0\n      },\n      divisionScaleX: {\n        value: 1.0\n      }\n    };\n  };\n\n  return RepeatPatternChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.RepeatPatternChunk = RepeatPatternChunk;\n\nvar RepeatPatternUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(RepeatPatternUniformChunk, _super);\n\n  function RepeatPatternUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  RepeatPatternUniformChunk.getChunkName = function () {\n    return \"repeat_pattern_uniform_chunk\";\n  };\n\n  RepeatPatternUniformChunk.getChunk = function () {\n    return \"\\n      uniform float division;\\n      uniform float divisionScaleX;\\n    \";\n  };\n\n  return RepeatPatternUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar RepeatPatternFragmentChunk =\n/** @class */\nfunction (_super) {\n  __extends(RepeatPatternFragmentChunk, _super);\n\n  function RepeatPatternFragmentChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  RepeatPatternFragmentChunk.getChunkName = function () {\n    return \"repeat_pattern_fragment_chunk\";\n  };\n\n  RepeatPatternFragmentChunk.getChunk = function () {\n    return \"\\n      vec2 uv =\\n        uvPosition\\n        * vec2( division * divisionScaleX, division);\\n    \";\n  };\n\n  return RepeatPatternFragmentChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/RepeatPatternChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/ReversibleChunk.js":
  /*!**************************************!*\
    !*** ./lib/chunk/ReversibleChunk.js ***!
    \**************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ReversibleChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar ReversibleChunk =\n/** @class */\nfunction (_super) {\n  __extends(ReversibleChunk, _super);\n\n  function ReversibleChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  ReversibleChunk.registerChunk = function () {\n    ReversibleUniformChunk.registerChunk();\n  };\n\n  ReversibleChunk.getUniform = function () {\n    return {\n      isReversed: {\n        value: false\n      }\n    };\n  };\n\n  return ReversibleChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.ReversibleChunk = ReversibleChunk;\n\nvar ReversibleUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(ReversibleUniformChunk, _super);\n\n  function ReversibleUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  ReversibleUniformChunk.getChunkName = function () {\n    return \"reversible_uniform_chunk\";\n  };\n\n  ReversibleUniformChunk.getChunk = function () {\n    return \"\\n      uniform bool isReversed;\\n    \";\n  };\n\n  return ReversibleUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/ReversibleChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/SpriteChunk.js":
  /*!**********************************!*\
    !*** ./lib/chunk/SpriteChunk.js ***!
    \**********************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SpriteChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar three_2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/**\n * SpriteMaterialと同等の機能を備えたShaderMaterialを実装するために必要なGLSLコードを格納したクラス。\n */\n\n\nvar SpriteChunk =\n/** @class */\nfunction (_super) {\n  __extends(SpriteChunk, _super);\n\n  function SpriteChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SpriteChunk.registerChunk = function () {\n    SpriteVertexUniformChunk.registerChunk();\n    SpriteFragmentUniformChunk.registerChunk();\n    SpriteDiffuseColorChunk.registerChunk();\n    SpriteMVPositionChunk.registerChunk();\n  };\n\n  SpriteChunk.getDefines = function () {\n    return {\n      USE_SIZEATTENUATION: true\n    };\n  };\n\n  SpriteChunk.getUniform = function () {\n    //TODO : PR, UniformsLib.sprite in UniformsLib.d.ts\n    return three_1.UniformsUtils.merge([three_2.UniformsLib.sprite, three_2.UniformsLib.fog, three_2.UniformsLib.lights]);\n  };\n\n  return SpriteChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.SpriteChunk = SpriteChunk;\n\nvar SpriteVertexUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(SpriteVertexUniformChunk, _super);\n\n  function SpriteVertexUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SpriteVertexUniformChunk.getChunkName = function () {\n    return \"sprite_vertex_uniform_chunk\";\n  };\n\n  SpriteVertexUniformChunk.getChunk = function () {\n    return \"\\n      uniform float rotation;\\n      uniform vec2 center;\\n    \";\n  };\n\n  return SpriteVertexUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar SpriteFragmentUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(SpriteFragmentUniformChunk, _super);\n\n  function SpriteFragmentUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SpriteFragmentUniformChunk.getChunkName = function () {\n    return \"sprite_fragment_uniform_chunk\";\n  };\n\n  SpriteFragmentUniformChunk.getChunk = function () {\n    return \"\\n      uniform vec3 diffuse;\\n      uniform float opacity;\\n    \";\n  };\n\n  return SpriteFragmentUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar SpriteDiffuseColorChunk =\n/** @class */\nfunction (_super) {\n  __extends(SpriteDiffuseColorChunk, _super);\n\n  function SpriteDiffuseColorChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SpriteDiffuseColorChunk.getChunkName = function () {\n    return \"sprite_diffuse_color_chunk\";\n  };\n\n  SpriteDiffuseColorChunk.getChunk = function () {\n    return \"\\n      vec3 outgoingLight = vec3( 0.0 );\\n      vec4 diffuseColor = vec4( diffuse, opacity );\\n    \";\n  };\n\n  return SpriteDiffuseColorChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar SpriteMVPositionChunk =\n/** @class */\nfunction (_super) {\n  __extends(SpriteMVPositionChunk, _super);\n\n  function SpriteMVPositionChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SpriteMVPositionChunk.getChunkName = function () {\n    return \"sprite_mv_position_chunk\";\n  };\n\n  SpriteMVPositionChunk.getChunk = function () {\n    return \"\\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n    \";\n  };\n\n  return SpriteMVPositionChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/SpriteChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/SurfaceNormalChunk.js":
  /*!*****************************************!*\
    !*** ./lib/chunk/SurfaceNormalChunk.js ***!
    \*****************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SurfaceNormalVertexChunk = exports.SurfaceNormalVaryingChunk = exports.SurfaceNormalChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar SurfaceNormalChunk =\n/** @class */\nfunction (_super) {\n  __extends(SurfaceNormalChunk, _super);\n\n  function SurfaceNormalChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SurfaceNormalChunk.registerChunk = function () {\n    SurfaceNormalVaryingChunk.registerChunk();\n    SurfaceNormalVertexChunk.registerChunk();\n  };\n\n  SurfaceNormalChunk.getDefines = function () {\n    return {\n      USE_SURFACE_NORMAL: false\n    };\n  };\n\n  SurfaceNormalChunk.getUniform = function () {\n    return {};\n  };\n\n  return SurfaceNormalChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.SurfaceNormalChunk = SurfaceNormalChunk;\n\nvar SurfaceNormalVaryingChunk =\n/** @class */\nfunction (_super) {\n  __extends(SurfaceNormalVaryingChunk, _super);\n\n  function SurfaceNormalVaryingChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SurfaceNormalVaryingChunk.getChunkName = function () {\n    return \"surface_normal_varying_chunk\";\n  };\n\n  SurfaceNormalVaryingChunk.getChunk = function () {\n    return \"\\n    #ifdef USE_SURFACE_NORMAL\\n      varying vec3 surfaceNormal;\\n    #endif\\n    \";\n  };\n\n  return SurfaceNormalVaryingChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.SurfaceNormalVaryingChunk = SurfaceNormalVaryingChunk;\n\nvar SurfaceNormalVertexChunk =\n/** @class */\nfunction (_super) {\n  __extends(SurfaceNormalVertexChunk, _super);\n\n  function SurfaceNormalVertexChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  SurfaceNormalVertexChunk.getChunkName = function () {\n    return \"surface_normal_vertex_chunk\";\n  };\n\n  SurfaceNormalVertexChunk.getChunk = function () {\n    return \"\\n    #ifdef USE_SURFACE_NORMAL\\n      surfaceNormal = normalize( transformedNormal );\\n    #endif\\n    \";\n  };\n\n  return SurfaceNormalVertexChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.SurfaceNormalVertexChunk = SurfaceNormalVertexChunk;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/SurfaceNormalChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/TilingFBMChunk.js":
  /*!*************************************!*\
    !*** ./lib/chunk/TilingFBMChunk.js ***!
    \*************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.TilingFBMChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar TilingFBMChunk =\n/** @class */\nfunction (_super) {\n  __extends(TilingFBMChunk, _super);\n\n  function TilingFBMChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  TilingFBMChunk.registerChunk = function () {\n    TilingFBMFunctionChunk.registerChunk();\n    TilingFBMUniformChunk.registerChunk();\n  };\n\n  TilingFBMChunk.getUniform = function () {\n    return {\n      tiles: {\n        value: 2.0\n      },\n      hashLoop: {\n        value: 8.0\n      },\n      amp: {\n        value: 0.5\n      }\n    };\n  };\n\n  TilingFBMChunk.getDefines = function () {\n    return {\n      NUM_OCTAVES: 3.0\n    };\n  };\n\n  return TilingFBMChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nexports.TilingFBMChunk = TilingFBMChunk;\n\nvar TilingFBMFunctionChunk =\n/** @class */\nfunction (_super) {\n  __extends(TilingFBMFunctionChunk, _super);\n\n  function TilingFBMFunctionChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  TilingFBMFunctionChunk.getChunkName = function () {\n    return \"tiling_fbm_function_chunk\";\n  };\n\n  TilingFBMFunctionChunk.getChunk = function () {\n    //language=GLSL\n    return \"\\n        // Based On Dave_Hoskins \\n        // https://www.shadertoy.com/view/4dlGW2\\n        \\n        float hash(in vec2 p, in float hashLoop)\\n        {\\n            p = mod(p, hashLoop);\\n            return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x))));\\n        }\\n        \\n        float noise(in vec2 p, in float hashLoop)\\n        {\\n            p *= hashLoop;\\n            vec2 f = fract(p);\\n            vec2 u = f*f*(3.0-2.0*f);\\n        \\n            p = floor(p);\\n            float a = hash(p, hashLoop);\\n            float b = hash(p + vec2(1.0, 0.0), hashLoop);\\n            float c = hash(p + vec2(0.0, 1.0), hashLoop);\\n            float d = hash(p + vec2(1.0, 1.0), hashLoop);\\n        \\n            return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;\\n        }\\n        \\n        // Based On Dave_Hoskins \\n        // https://www.shadertoy.com/view/4dlGW2\\n        \\n        float fbm(in vec2 p)\\n        {\\n            float v = 0.0;\\n            \\n            p = mod(p, hashLoop);\\n            float a = amp;\\n            float hashLoopVal = hashLoop;\\n            \\n            for (int i = 0; i < NUM_OCTAVES; i++){\\n                v += noise(p, hashLoopVal) * a;\\n                a *= .5;\\n                hashLoopVal *= 2.0;\\n            }\\n            return v;\\n        }\\n    \";\n  };\n\n  return TilingFBMFunctionChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar TilingFBMUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(TilingFBMUniformChunk, _super);\n\n  function TilingFBMUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  TilingFBMUniformChunk.getChunkName = function () {\n    return \"tiling_fbm_uniform_chunk\";\n  };\n\n  TilingFBMUniformChunk.getChunk = function () {\n    //language=GLSL\n    return \"\\n      uniform float tiles;  \\n      uniform float hashLoop;\\n      uniform float amp;\\n    \";\n  };\n\n  return TilingFBMUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/TilingFBMChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/WavyAnimationChunk.js":
  /*!*****************************************!*\
    !*** ./lib/chunk/WavyAnimationChunk.js ***!
    \*****************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.Directions = exports.WavyAnimationChunk = void 0;\n\nvar GLSLChunk_1 = __webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar AnimationChunk_1 = __webpack_require__(/*! ./AnimationChunk */ \"./lib/chunk/AnimationChunk.js\");\n/**\n * IWaveAnimatableインターフェースで定義されたアニメーションを実装するためのGLSLチャンク。\n * 実行にはグリッドid値が必要。idはvec2。\n * 結果はdiffuseColor.aに反映される。\n */\n\n\nvar WavyAnimationChunk =\n/** @class */\nfunction (_super) {\n  __extends(WavyAnimationChunk, _super);\n\n  function WavyAnimationChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  WavyAnimationChunk.registerChunk = function () {\n    _super.registerChunk.call(this);\n\n    WavyAnimationFragmentChunk.registerChunk();\n    WavyAnimationUniformChunk.registerChunk();\n  };\n\n  WavyAnimationChunk.getUniform = function () {\n    return three_1.UniformsUtils.merge([_super.getUniform.call(this), {\n      raisedBottom: {\n        value: 0.05\n      },\n      waveFrequency: {\n        value: 0.2\n      },\n      wavePow: {\n        value: 4.0\n      },\n      direction: {\n        value: Directions.vertical\n      }\n    }]);\n  };\n\n  return WavyAnimationChunk;\n}(AnimationChunk_1.AnimationChunk);\n\nexports.WavyAnimationChunk = WavyAnimationChunk;\n\nvar WavyAnimationFragmentChunk =\n/** @class */\nfunction (_super) {\n  __extends(WavyAnimationFragmentChunk, _super);\n\n  function WavyAnimationFragmentChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  WavyAnimationFragmentChunk.getChunkName = function () {\n    return \"wavy_animation_fragment_chunk\";\n  };\n\n  WavyAnimationFragmentChunk.getChunk = function () {\n    return \"\\n    float distance = id.y;\\n    if( direction == \" + Directions.horizontal + \"){\\n      distance = id.x;\\n    }else if( direction == \" + Directions.radial + \" ){\\n      distance = length(id.xy);\\n    }\\n\\n    float wavy = isAnimate\\n      ? pow( sin( (distance * waveFrequency - time) ), wavePow) + raisedBottom\\n      : 1.0;\\n  \\n    diffuseColor.a *= wavy;\\n    \";\n  };\n\n  return WavyAnimationFragmentChunk;\n}(GLSLChunk_1.GLSLChunk);\n\nvar WavyAnimationUniformChunk =\n/** @class */\nfunction (_super) {\n  __extends(WavyAnimationUniformChunk, _super);\n\n  function WavyAnimationUniformChunk() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  WavyAnimationUniformChunk.getChunkName = function () {\n    return \"wavy_animation_uniform_chunk\";\n  };\n\n  WavyAnimationUniformChunk.getChunk = function () {\n    return \"\\n    uniform float raisedBottom;\\n    uniform float waveFrequency;\\n    uniform float wavePow;\\n    uniform int direction;\\n    \";\n  };\n\n  return WavyAnimationUniformChunk;\n}(GLSLChunk_1.GLSLChunk);\n/**\n * Wavyアニメーションの波及方向を示すenum。\n */\n\n\nvar Directions;\n\n(function (Directions) {\n  Directions[Directions[\"vertical\"] = 4] = \"vertical\";\n  Directions[Directions[\"horizontal\"] = 3] = \"horizontal\";\n  /**\n   * id値(0,0)を中心に同心円状に波及する。\n   */\n\n  Directions[Directions[\"radial\"] = 5] = \"radial\";\n})(Directions = exports.Directions || (exports.Directions = {}));\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/WavyAnimationChunk.js?");
  
  /***/ }),
  
  /***/ "./lib/chunk/index.js":
  /*!****************************!*\
    !*** ./lib/chunk/index.js ***!
    \****************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:22-26 */
  /*! CommonJS bailout: this is used directly at 16:19-23 */
  /*! CommonJS bailout: exports is used directly at 24:42-49 */
  /*! CommonJS bailout: exports is used directly at 26:42-49 */
  /*! CommonJS bailout: exports is used directly at 28:37-44 */
  /*! CommonJS bailout: exports is used directly at 30:40-47 */
  /*! CommonJS bailout: exports is used directly at 32:36-43 */
  /*! CommonJS bailout: exports is used directly at 34:40-47 */
  /*! CommonJS bailout: exports is used directly at 36:42-49 */
  /*! CommonJS bailout: exports is used directly at 38:46-53 */
  /*! CommonJS bailout: exports is used directly at 40:43-50 */
  /*! CommonJS bailout: exports is used directly at 42:39-46 */
  /*! CommonJS bailout: exports is used directly at 44:46-53 */
  /*! CommonJS bailout: exports is used directly at 46:42-49 */
  /*! CommonJS bailout: exports is used directly at 48:46-53 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __createBinding = this && this.__createBinding || (Object.create ? function (o, m, k, k2) {\n  if (k2 === undefined) k2 = k;\n  Object.defineProperty(o, k2, {\n    enumerable: true,\n    get: function () {\n      return m[k];\n    }\n  });\n} : function (o, m, k, k2) {\n  if (k2 === undefined) k2 = k;\n  o[k2] = m[k];\n});\n\nvar __exportStar = this && this.__exportStar || function (m, exports) {\n  for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\n__exportStar(__webpack_require__(/*! ./AnimationChunk */ \"./lib/chunk/AnimationChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./ExpansionChunk */ \"./lib/chunk/ExpansionChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./GLSLChunk */ \"./lib/chunk/GLSLChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./HexGridChunk */ \"./lib/chunk/HexGridChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./MapChunk */ \"./lib/chunk/MapChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./MaskMapChunk */ \"./lib/chunk/MaskMapChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./MeshPhongChunk */ \"./lib/chunk/MeshPhongChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./RepeatPatternChunk */ \"./lib/chunk/RepeatPatternChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./ReversibleChunk */ \"./lib/chunk/ReversibleChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./SpriteChunk */ \"./lib/chunk/SpriteChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./SurfaceNormalChunk */ \"./lib/chunk/SurfaceNormalChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./TilingFBMChunk */ \"./lib/chunk/TilingFBMChunk.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./WavyAnimationChunk */ \"./lib/chunk/WavyAnimationChunk.js\"), exports);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/chunk/index.js?");
  
  /***/ }),
  
  /***/ "./lib/contour/ContourMaterial.frag.glsl.js":
  /*!**************************************************!*\
    !*** ./lib/contour/ContourMaterial.frag.glsl.js ***!
    \**************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * 等高線状にテクスチャをマッピングするシェーダー\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\nuniform float bottom;\\nuniform float top;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #ifdef USE_MAP\\n      float mapY = ( meshPosition.y - bottom ) / ( top - bottom );\\n      vec4 texelColor = texture2D( map, vec2(0.5, mapY) );\\n      texelColor = mapTexelToLinear( texelColor );\\n      diffuseColor *= texelColor;\\n    #endif\\n\\n    #include <color_fragment>\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/contour/ContourMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/contour/ContourMaterial.js":
  /*!****************************************!*\
    !*** ./lib/contour/ContourMaterial.js ***!
    \****************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ContourMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ../ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar ContourMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./ContourMaterial.frag.glsl */ \"./lib/contour/ContourMaterial.frag.glsl.js\"));\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n/**\n * テクスチャを等高線状にマップするマテリアル。\n * マッピング以外の機能はMeshPhongMaterialに準じる。\n */\n\n\nvar ContourMaterial =\n/** @class */\nfunction (_super) {\n  __extends(ContourMaterial, _super);\n\n  function ContourMaterial(parameters) {\n    return _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), ContourMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(ContourMaterial.prototype, \"map\", {\n    get: function () {\n      return this._map;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  ContourMaterial.prototype.loadMap = function (url, geo) {\n    var _this = this;\n\n    this._map = new three_1.TextureLoader().load(url, function (texture) {\n      if (_this.uniforms && _this.uniforms.map) {\n        _this.uniforms.map.value = texture;\n      }\n    });\n    geo.computeBoundingBox();\n    this.uniforms.top.value = geo.boundingBox.max.y;\n    this.uniforms.bottom.value = geo.boundingBox.min.y;\n  };\n\n  ContourMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines.USE_MESH_POSITION = true;\n  };\n\n  ContourMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([ShaderPhongMaterial_1.ShaderPhongMaterial.getBasicUniforms(), {\n      top: {\n        value: 1.0\n      },\n      bottom: {\n        value: -1.0\n      }\n    }]);\n  };\n\n  ContourMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n\n    if (parameters.transparent == null) {\n      this.transparent = true;\n    } else {\n      this.transparent = parameters.transparent;\n    }\n\n    if (this.transparent && parameters.alphaTest == null) {\n      this.alphaTest = 0.5;\n    }\n\n    if (parameters.side == null) {\n      this.side = three_1.DoubleSide;\n    } else {\n      this.side = parameters.side;\n    }\n  };\n\n  return ContourMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.ContourMaterial = ContourMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/contour/ContourMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/crossGrid/CrossGridMaterial.frag.glsl.js":
  /*!******************************************************!*\
    !*** ./lib/crossGrid/CrossGridMaterial.frag.glsl.js ***!
    \******************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n/**\n * 十字のラインでグリッドを分割するシェーダー\n */\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n//user settings\\n#include <time_animation_uniform_chunk>\\n#include <wavy_animation_uniform_chunk>\\n#include <repeat_pattern_uniform_chunk>\\n#include <mask_map_uniform_chunk>\\n#include <reversible_uniform_chunk>\\nuniform float gridWeight;\\nuniform float radius;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n\\n    #include <repeat_pattern_fragment_chunk>    \\n    vec2 localPos = mod(uv, 1.0) - 0.5;\\n    vec2 id = uv - localPos;\\n    #include <wavy_animation_fragment_chunk>\\n\\n    #include <mask_map_fragment_chunk>\\n    float w = gridWeight;\\n    w = clamp( w, 0.0, 1.0);\\n    \\n    float margin = clamp ( w * 0.33, 0.00, 0.05 );\\n    \\n    //\\u5341\\u5B57\\u3092\\u63CF\\u753B\\n    float gridLine;\\n    gridLine  = smoothstep ( -w-margin, -w, localPos.x );\\n    gridLine -= smoothstep ( w, w+margin, localPos.x );\\n    gridLine += smoothstep ( -w-margin, -w, localPos.y );\\n    gridLine -= smoothstep ( w, w+margin, localPos.y );\\n    gridLine  = clamp( gridLine, 0.0, 1.0 ); \\n\\n    //\\u534A\\u5F84\\u3067\\u30DE\\u30B9\\u30AF\\n    float r = radius - (1.0-mask);\\n    gridLine -= smoothstep( r, r+margin, localPos.x);\\n    gridLine -= smoothstep( -r, -r-margin, localPos.x);\\n    gridLine -= smoothstep( r, r+margin, localPos.y);\\n    gridLine -= smoothstep( -r, -r-margin, localPos.y);\\n    gridLine = clamp( gridLine, 0.0, 1.0 );\\n    \\n    gridLine = isReversed\\n        ? 1.0 - gridLine\\n        : gridLine;\\n    diffuseColor.a *= gridLine;\\n\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/crossGrid/CrossGridMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/crossGrid/CrossGridMaterial.js":
  /*!********************************************!*\
    !*** ./lib/crossGrid/CrossGridMaterial.js ***!
    \********************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.CrossGridMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar CrossGridMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./CrossGridMaterial.frag.glsl */ \"./lib/crossGrid/CrossGridMaterial.frag.glsl.js\"));\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar WavyGridMaterial_1 = __webpack_require__(/*! ../WavyGridMaterial */ \"./lib/WavyGridMaterial.js\");\n/**\n * 十字線を正方形グリッドの中心に描画するマテリアル。\n */\n\n\nvar CrossGridMaterial =\n/** @class */\nfunction (_super) {\n  __extends(CrossGridMaterial, _super);\n\n  function CrossGridMaterial(parameters) {\n    return _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), CrossGridMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(CrossGridMaterial.prototype, \"gridWeight\", {\n    /**\n     * グリッド線の太さ\n     * 0.0で線なし、0.5でグリッド面なしになる。\n     */\n    get: function () {\n      return this.uniforms.gridWeight.value;\n    },\n    set: function (value) {\n      this.uniforms.gridWeight.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(CrossGridMaterial.prototype, \"radius\", {\n    get: function () {\n      return this.uniforms.radius.value;\n    },\n    set: function (value) {\n      this.uniforms.radius.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  CrossGridMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([WavyGridMaterial_1.WavyGridMaterial.getBasicUniforms(), {\n      gridWeight: {\n        value: 0.03\n      },\n      radius: {\n        value: 0.15\n      }\n    }]);\n  };\n\n  return CrossGridMaterial;\n}(WavyGridMaterial_1.WavyGridMaterial);\n\nexports.CrossGridMaterial = CrossGridMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/crossGrid/CrossGridMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/expansion/ExpansionMaterial.js":
  /*!********************************************!*\
    !*** ./lib/expansion/ExpansionMaterial.js ***!
    \********************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ExpansionMaterial = void 0;\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ../ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar ExpansionMaterial =\n/** @class */\nfunction (_super) {\n  __extends(ExpansionMaterial, _super);\n\n  function ExpansionMaterial(parameters) {\n    return _super.call(this, null, null, parameters) || this;\n  }\n\n  Object.defineProperty(ExpansionMaterial.prototype, \"expansionStrength\", {\n    get: function () {\n      return this.uniforms.expansionStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.expansionStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  ExpansionMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines.USE_EXPANSION = true;\n  };\n\n  return ExpansionMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.ExpansionMaterial = ExpansionMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/expansion/ExpansionMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/expansionDissolve/ExpansionDissolveMaterial.frag.glsl.js":
  /*!**********************************************************************!*\
    !*** ./lib/expansionDissolve/ExpansionDissolveMaterial.frag.glsl.js ***!
    \**********************************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * メッシュが膨張しながら消えるエフェクト\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\nvarying float vFbm;\\nuniform float progress;\\nuniform vec3 dissolveColor;\\nuniform vec3 dissolveOutColor;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n    \\n    diffuseColor.rgb += dissolveColor.rgb * sin(progress*PI);\\n    diffuseColor.rgb = mix (diffuseColor.rgb, dissolveOutColor.rgb, vFbm );\\n    diffuseColor.a -= vFbm;\\n    \\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/expansionDissolve/ExpansionDissolveMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/expansionDissolve/ExpansionDissolveMaterial.js":
  /*!************************************************************!*\
    !*** ./lib/expansionDissolve/ExpansionDissolveMaterial.js ***!
    \************************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.ExpansionDissolveMaterial = void 0;\n\nvar raf_ticker_1 = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar index_1 = __webpack_require__(/*! ../index */ \"./lib/index.js\");\n\nvar ExpansionDissolveMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./ExpansionDissolveMaterial.frag.glsl */ \"./lib/expansionDissolve/ExpansionDissolveMaterial.frag.glsl.js\"));\n\nvar ExpansionDissolveMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ./ExpansionDissolveMaterial.vert.glsl */ \"./lib/expansionDissolve/ExpansionDissolveMaterial.vert.glsl.js\"));\n/**\n * FBMノイズによるジオメトリの膨張でディゾルブを行うマテリアル。\n * 爆発しながら消滅するような表現になる。\n * 膨張の進行度合いはprogressで制御する。\n */\n\n\nvar ExpansionDissolveMaterial =\n/** @class */\nfunction (_super) {\n  __extends(ExpansionDissolveMaterial, _super);\n  /**\n   *\n   * @param parameters\n   */\n\n\n  function ExpansionDissolveMaterial(parameters) {\n    var _this = _super.call(this, ExpansionDissolveMaterial_vert_glsl_1.default(), ExpansionDissolveMaterial_frag_glsl_1.default(), parameters) || this; // IAnimatable //\n\n\n    _this.speed = -0.5;\n    /*\n     * IAnimatable implements\n     */\n\n    _this.animationListener = function (e) {\n      _this.addTime(e.delta / 1000);\n    };\n\n    _this.isAnimate = _this.isAnimate;\n    return _this;\n  }\n\n  ExpansionDissolveMaterial.prototype.addTime = function (delta) {\n    if (this.isAnimate) {\n      index_1.AnimationChunk.addTime(this, delta);\n    }\n  };\n\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"isAnimate\", {\n    get: function () {\n      return this.uniforms.isAnimate.value;\n    },\n    set: function (value) {\n      this.uniforms.isAnimate.value = value;\n\n      if (this.isAnimate) {\n        this.startAnimation();\n      } else {\n        this.stopAnimation();\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"tiles\", {\n    // ITiledFBM //\n    get: function () {\n      return this.uniforms.tiles.value;\n    },\n    set: function (value) {\n      this.uniforms.tiles.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"hashLoop\", {\n    get: function () {\n      return this.uniforms.hashLoop.value;\n    },\n    set: function (value) {\n      this.uniforms.hashLoop.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"amp\", {\n    get: function () {\n      return this.uniforms.amp.value;\n    },\n    set: function (value) {\n      this.uniforms.amp.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"scaleMax\", {\n    get: function () {\n      return this.uniforms.scaleMax.value;\n    },\n    set: function (value) {\n      this.uniforms.scaleMax.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"time\", {\n    get: function () {\n      return this.uniforms.time.value;\n    },\n    set: function (value) {\n      this.uniforms.time.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"progress\", {\n    get: function () {\n      return this.uniforms.progress.value;\n    },\n    set: function (value) {\n      this.uniforms.progress.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"dissolveColor\", {\n    get: function () {\n      return this.uniforms.dissolveColor.value;\n    },\n    set: function (value) {\n      this.uniforms.dissolveColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(ExpansionDissolveMaterial.prototype, \"dissolveOutColor\", {\n    get: function () {\n      return this.uniforms.dissolveOutColor.value;\n    },\n    set: function (value) {\n      this.uniforms.dissolveOutColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  ExpansionDissolveMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([index_1.ShaderPhongMaterial.getBasicUniforms(), index_1.TilingFBMChunk.getUniform(), index_1.AnimationChunk.getUniform(), {\n      scaleMax: {\n        value: 20.0\n      },\n      progress: {\n        value: 0.0\n      },\n      dissolveColor: {\n        value: new three_1.Color(1.0, 1.0, 1.0)\n      },\n      dissolveOutColor: {\n        value: new three_1.Color(0.0, 0.0, 0.0)\n      }\n    }]);\n  };\n\n  ExpansionDissolveMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    index_1.TilingFBMChunk.registerChunk();\n  };\n\n  ExpansionDissolveMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines = Object.assign(this.defines, index_1.TilingFBMChunk.getDefines());\n    this.defines.USE_EXPANSION = true;\n  };\n\n  ExpansionDissolveMaterial.prototype.startAnimation = function () {\n    raf_ticker_1.RAFTicker.on(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  ExpansionDissolveMaterial.prototype.stopAnimation = function () {\n    raf_ticker_1.RAFTicker.off(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  return ExpansionDissolveMaterial;\n}(index_1.ShaderPhongMaterial);\n\nexports.ExpansionDissolveMaterial = ExpansionDissolveMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/expansionDissolve/ExpansionDissolveMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/expansionDissolve/ExpansionDissolveMaterial.vert.glsl.js":
  /*!**********************************************************************!*\
    !*** ./lib/expansionDissolve/ExpansionDissolveMaterial.vert.glsl.js ***!
    \**********************************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderLib/meshphong_vert.glsl.js\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\nvarying vec3 vViewPosition;\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n#ifndef FLAT_SHADED\\n  varying vec3 vNormal;\\n#endif\\n\\n#include <surface_normal_varying_chunk>\\n#include <expansion_uniform_chunk>\\n#include <tiling_fbm_uniform_chunk>\\nuniform float scaleMax;\\nuniform float time;\\nuniform float progress;\\nvarying float vFbm;\\n\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\n\\n#include <tiling_fbm_function_chunk>\\n\\nvoid main() {\\n    #include <mesh_position_vertex>\\n    uvPosition = uv;\\n\\n    #include <uv_vertex>\\n    #include <uv2_vertex>\\n    #include <color_vertex>\\n\\n    #include <beginnormal_vertex>\\n    #include <morphnormal_vertex>\\n    #include <skinbase_vertex>\\n    #include <skinnormal_vertex>\\n    #include <defaultnormal_vertex>\\n\\n    #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n      vNormal = normalize( transformedNormal );\\n    #endif\\n    #include <surface_normal_vertex_chunk>\\n\\n    #include <begin_vertex>\\n    \\n    vec2 uvFBM = uvPosition;\\n    uvFBM.x = (\\n         uvFBM.y > 0.99 \\n      || uvFBM.y < 0.01\\n    ) \\n      ? 0.5\\n      : uvFBM.x;\\n        \\n    vec2 q = vec2(0.0);\\n    q.x = fbm( uvFBM + vec2(1.7,9.2) +.16  * time );\\n    q.y = fbm( uvFBM + vec2(8.3,2.8) +.356 * time );\\n\\n    float bottom = clamp(progress-0.5, 0.0, 0.5) *2.0;\\n    \\n    vec2 pos = uvFBM * tiles;\\n    float noise = fbm( pos + q ) * progress;\\n    vFbm = clamp( noise + bottom, 0.0, 1.0);\\n    vec3 vExpansion = normal * vFbm * scaleMax;\\n    transformed += vExpansion;\\n    \\n    #include <morphtarget_vertex>\\n    #include <skinning_vertex>\\n    #include <displacementmap_vertex>\\n    #include <project_vertex>\\n    #include <logdepthbuf_vertex>\\n    #include <clipping_planes_vertex>\\n\\n    vViewPosition = - mvPosition.xyz;\\n\\n    #include <worldpos_vertex>\\n    #include <envmap_vertex>\\n    #include <shadowmap_vertex>\\n    #include <fog_vertex>\\n\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/expansionDissolve/ExpansionDissolveMaterial.vert.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/fbmDissolve/FBMDissolveMaterial.frag.glsl.js":
  /*!**********************************************************!*\
    !*** ./lib/fbmDissolve/FBMDissolveMaterial.frag.glsl.js ***!
    \**********************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n#include <tiling_fbm_uniform_chunk>\\nuniform float progress;\\nuniform vec3 edgeColor;\\nuniform float edgeWeight;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n#include <tiling_fbm_function_chunk>\\n\\nvoid main()\\n{\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n    \\n    vec2 uv = uvPosition * tiles;\\n\\n    float fbmVal = fbm(uv);\\n    float bri = 1.0 - smoothstep( progress-0.01, progress, fbmVal );\\n\\n    float edge = \\n          smoothstep( progress-edgeWeight, progress, fbmVal )\\n        - smoothstep( progress, progress+edgeWeight, fbmVal );\\n    edge = clamp( edge, 0.0, 1.0 );\\n\\n    vec3 col = diffuseColor.rgb;\\n    col += edgeColor * edge;\\n\\n    diffuseColor.rgb = col;\\n    diffuseColor.a *= bri;\\n    \\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/fbmDissolve/FBMDissolveMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/fbmDissolve/FBMDissolveMaterial.js":
  /*!************************************************!*\
    !*** ./lib/fbmDissolve/FBMDissolveMaterial.js ***!
    \************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.FBMDissolveMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar three_2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ../ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar TilingFBMChunk_1 = __webpack_require__(/*! ../chunk/TilingFBMChunk */ \"./lib/chunk/TilingFBMChunk.js\");\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar FBMDissolveMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./FBMDissolveMaterial.frag.glsl */ \"./lib/fbmDissolve/FBMDissolveMaterial.frag.glsl.js\"));\n\nvar FBMDissolveMaterial =\n/** @class */\nfunction (_super) {\n  __extends(FBMDissolveMaterial, _super);\n  /**\n   *\n   * @param parameters\n   */\n\n\n  function FBMDissolveMaterial(parameters) {\n    return _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), FBMDissolveMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(FBMDissolveMaterial.prototype, \"tiles\", {\n    get: function () {\n      return this.uniforms.tiles.value;\n    },\n    set: function (value) {\n      this.uniforms.tiles.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMDissolveMaterial.prototype, \"hashLoop\", {\n    get: function () {\n      return this.uniforms.hashLoop.value;\n    },\n    set: function (value) {\n      this.uniforms.hashLoop.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMDissolveMaterial.prototype, \"amp\", {\n    get: function () {\n      return this.uniforms.amp.value;\n    },\n    set: function (value) {\n      this.uniforms.amp.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMDissolveMaterial.prototype, \"progress\", {\n    get: function () {\n      return this.uniforms.progress.value;\n    },\n    set: function (value) {\n      this.uniforms.progress.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMDissolveMaterial.prototype, \"edgeWeight\", {\n    get: function () {\n      return this.uniforms.edgeWeight.value;\n    },\n    set: function (value) {\n      this.uniforms.edgeWeight.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMDissolveMaterial.prototype, \"edgeColor\", {\n    get: function () {\n      return this.uniforms.edgeColor.value;\n    },\n    set: function (value) {\n      this.uniforms.edgeColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  FBMDissolveMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([ShaderPhongMaterial_1.ShaderPhongMaterial.getBasicUniforms(), TilingFBMChunk_1.TilingFBMChunk.getUniform(), {\n      progress: {\n        value: 0.0\n      },\n      edgeWeight: {\n        value: 0.1\n      },\n      edgeColor: {\n        value: new three_2.Color(1.0, 1.0, 1.0)\n      }\n    }]);\n  };\n\n  FBMDissolveMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    TilingFBMChunk_1.TilingFBMChunk.registerChunk();\n  };\n  /**\n   * definesを初期化する。\n   */\n\n\n  FBMDissolveMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines = Object.assign({}, TilingFBMChunk_1.TilingFBMChunk.getDefines(), this.defines);\n  };\n\n  FBMDissolveMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n\n    if (parameters.transparent == null) {\n      this.transparent = true;\n    } else {\n      this.transparent = parameters.transparent;\n    }\n  };\n\n  return FBMDissolveMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.FBMDissolveMaterial = FBMDissolveMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/fbmDissolve/FBMDissolveMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/fbmFire/FBMFireMaterial.frag.glsl.js":
  /*!**************************************************!*\
    !*** ./lib/fbmFire/FBMFireMaterial.frag.glsl.js ***!
    \**************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n#include <tiling_fbm_uniform_chunk>\\n#include <time_animation_uniform_chunk>\\n\\nuniform float strength;\\nuniform float bloom;\\n\\n#ifdef USE_SURFACE_NORMAL\\n  varying vec3 surfaceNormal;\\n#endif\\nuniform float rimStrength;\\nuniform float rimPow;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n#include <tiling_fbm_function_chunk>\\n\\nvoid main()\\n{\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n    \\n    vec2 uv = uvPosition;\\n    float uVy = uv.y;\\n    uv *= tiles;\\n\\n    vec2 q = vec2(0.0);\\n    q.x = fbm( uv + vec2(1.7,9.2) +.16  * time );\\n    q.y = fbm( uv + vec2(8.3,2.8) +.356 * time );\\n\\n    float fbmVal = fbm(uv + q);\\n    fbmVal += 1.0-(uVy * 1.0 );\\n    fbmVal *= 1.0-uVy;\\n    \\n    vec3 viewDir = normalize(vViewPosition);    \\n    float rimGlow = 1.0 - max(0.0, dot(surfaceNormal, viewDir));\\n    rimGlow = pow(rimGlow, rimPow) * rimStrength;\\n    rimGlow = clamp( rimGlow, 0.0, 1.0);\\n    fbmVal *= 1.0-rimGlow;\\n    \\n    vec3 color = diffuseColor.rgb;\\n    \\n    float st = 1.0 - strength;\\n    float bri = smoothstep( max( st-0.4, 0.0), st, fbmVal );\\n    \\n    float blm = 1.0 - bloom;\\n    float bloomVal = smoothstep( blm-0.4, blm, fbmVal );\\n    color += bloomVal;\\n\\n    diffuseColor.rgb = color;\\n    diffuseColor.a *= bri;\\n    \\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/fbmFire/FBMFireMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/fbmFire/FBMFireMaterial.js":
  /*!****************************************!*\
    !*** ./lib/fbmFire/FBMFireMaterial.js ***!
    \****************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.FBMFireMaterial = void 0;\n\nvar raf_ticker_1 = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar AnimationChunk_1 = __webpack_require__(/*! ../chunk/AnimationChunk */ \"./lib/chunk/AnimationChunk.js\");\n\nvar TilingFBMChunk_1 = __webpack_require__(/*! ../chunk/TilingFBMChunk */ \"./lib/chunk/TilingFBMChunk.js\");\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ../ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar FBMFireMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./FBMFireMaterial.frag.glsl */ \"./lib/fbmFire/FBMFireMaterial.frag.glsl.js\"));\n\nvar FBMFireMaterial =\n/** @class */\nfunction (_super) {\n  __extends(FBMFireMaterial, _super);\n  /**\n   *\n   * @param parameters\n   */\n\n\n  function FBMFireMaterial(parameters) {\n    var _this = _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), FBMFireMaterial_frag_glsl_1.default(), parameters) || this;\n    /**\n     * 波の速度\n     * 0.5にすると1の半分の速度になる。\n     * マイナスを指定すると、波の進行方向が反転する。\n     */\n\n\n    _this.speed = -0.5;\n    /*\n     * IAnimatable implements\n     */\n\n    _this.animationListener = function (e) {\n      _this.addTime(e.delta / 1000);\n    };\n\n    _this.isAnimate = _this.isAnimate; //reset and start animation\n\n    return _this;\n  }\n\n  Object.defineProperty(FBMFireMaterial.prototype, \"tiles\", {\n    get: function () {\n      return this.uniforms.tiles.value;\n    },\n    set: function (value) {\n      this.uniforms.tiles.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"hashLoop\", {\n    get: function () {\n      return this.uniforms.hashLoop.value;\n    },\n    set: function (value) {\n      this.uniforms.hashLoop.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"amp\", {\n    get: function () {\n      return this.uniforms.amp.value;\n    },\n    set: function (value) {\n      this.uniforms.amp.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  /*\n   * IAnimatable implements\n   */\n\n  FBMFireMaterial.prototype.addTime = function (delta) {\n    AnimationChunk_1.AnimationChunk.addTime(this, delta);\n  };\n\n  Object.defineProperty(FBMFireMaterial.prototype, \"isAnimate\", {\n    /**\n     * アニメーションを行うか否か。\n     */\n    get: function () {\n      return this.uniforms.isAnimate.value;\n    },\n    set: function (value) {\n      this.uniforms.isAnimate.value = value;\n\n      if (this.isAnimate) {\n        this.startAnimation();\n      } else {\n        this.stopAnimation();\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"strength\", {\n    get: function () {\n      return this.uniforms.strength.value;\n    },\n    set: function (value) {\n      this.uniforms.strength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"bloom\", {\n    get: function () {\n      return this.uniforms.bloom.value;\n    },\n    set: function (value) {\n      this.uniforms.bloom.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"transformSpeed\", {\n    get: function () {\n      return this.uniforms.transformSpeed.value;\n    },\n    set: function (value) {\n      this.uniforms.transformSpeed.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"rimPow\", {\n    get: function () {\n      return this.uniforms.rimPow.value;\n    },\n    set: function (value) {\n      this.uniforms.rimPow.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(FBMFireMaterial.prototype, \"rimStrength\", {\n    get: function () {\n      return this.uniforms.rimStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.rimStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  FBMFireMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([ShaderPhongMaterial_1.ShaderPhongMaterial.getBasicUniforms(), TilingFBMChunk_1.TilingFBMChunk.getUniform(), AnimationChunk_1.AnimationChunk.getUniform(), {\n      strength: {\n        value: 0.45\n      },\n      bloom: {\n        value: 0.1\n      },\n      rimStrength: {\n        value: 1.0\n      },\n      rimPow: {\n        value: 1.0\n      }\n    }]);\n  };\n\n  FBMFireMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    TilingFBMChunk_1.TilingFBMChunk.registerChunk();\n    AnimationChunk_1.AnimationChunk.registerChunk();\n  };\n\n  FBMFireMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines = Object.assign({}, TilingFBMChunk_1.TilingFBMChunk.getDefines(), this.defines);\n    this.defines.USE_SURFACE_NORMAL = true;\n  };\n\n  FBMFireMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n\n    if (parameters.transparent == null) {\n      this.transparent = true;\n    } else {\n      this.transparent = parameters.transparent;\n    }\n  };\n\n  FBMFireMaterial.prototype.startAnimation = function () {\n    raf_ticker_1.RAFTicker.on(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  FBMFireMaterial.prototype.stopAnimation = function () {\n    raf_ticker_1.RAFTicker.off(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  return FBMFireMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.FBMFireMaterial = FBMFireMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/fbmFire/FBMFireMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/halftoneGrid/HalftoneGridMaterial.frag.glsl.js":
  /*!************************************************************!*\
    !*** ./lib/halftoneGrid/HalftoneGridMaterial.frag.glsl.js ***!
    \************************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * ハーフトーンマテリアル\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n//user settings\\n\\n#include <time_animation_uniform_chunk>\\n#include <wavy_animation_uniform_chunk>\\n#include <repeat_pattern_uniform_chunk>\\n#include <mask_map_uniform_chunk>\\n#include <reversible_uniform_chunk>\\nuniform float radius;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n\\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n\\n    #include <repeat_pattern_fragment_chunk> \\n    //\\bhex angle\\n    vec2 r = normalize(vec2(1.0, 1.73));\\n    vec2 halfR = r * 0.5;\\n\\n    vec2 p1 = mod(uv, r) - halfR;\\n    vec2 p2 = mod(uv - halfR, r) - halfR;\\n\\n    vec2 localPos = length(p1) < length(p2) ? p1 : p2;\\n\\n    vec2 id = uv - localPos;\\n    #include <wavy_animation_fragment_chunk>\\n\\n    #include <mask_map_fragment_chunk>\\n    float ln = length(localPos);\\n    float current = 1.0 - ( ln * 4.0 / radius / mask );\\n    current = clamp( current, 0.0, 1.0 );\\n\\n    float alpha = smoothstep ( 0.0, 0.1, current );\\n    alpha = isReversed\\n        ? 1.0 - alpha\\n        : alpha;\\n    \\n    diffuseColor.a *= alpha;\\n\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/halftoneGrid/HalftoneGridMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/halftoneGrid/HalftoneGridMaterial.js":
  /*!**************************************************!*\
    !*** ./lib/halftoneGrid/HalftoneGridMaterial.js ***!
    \**************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.HalftoneGridMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar HalftoneGridMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./HalftoneGridMaterial.frag.glsl */ \"./lib/halftoneGrid/HalftoneGridMaterial.frag.glsl.js\"));\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar WavyGridMaterial_1 = __webpack_require__(/*! ../WavyGridMaterial */ \"./lib/WavyGridMaterial.js\");\n/**\n * MaskMapをハーフトーン分解するマテリアル\n */\n\n\nvar HalftoneGridMaterial =\n/** @class */\nfunction (_super) {\n  __extends(HalftoneGridMaterial, _super);\n\n  function HalftoneGridMaterial(parameters) {\n    return _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), HalftoneGridMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(HalftoneGridMaterial.prototype, \"radius\", {\n    get: function () {\n      return this.uniforms.radius.value;\n    },\n    set: function (value) {\n      this.uniforms.radius.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  HalftoneGridMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([WavyGridMaterial_1.WavyGridMaterial.getBasicUniforms(), {\n      radius: {\n        value: 0.75\n      }\n    }]);\n  };\n\n  return HalftoneGridMaterial;\n}(WavyGridMaterial_1.WavyGridMaterial);\n\nexports.HalftoneGridMaterial = HalftoneGridMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/halftoneGrid/HalftoneGridMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/hexDissolve/HexDissolveMaterial.frag.glsl.js":
  /*!**********************************************************!*\
    !*** ./lib/hexDissolve/HexDissolveMaterial.frag.glsl.js ***!
    \**********************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n/**\n * 6角形グリッドでディゾルブを行うフラグメントシェーダー\n * {@link https://qiita.com/edo_m18/items/37d8773a5295bc6aba3d}\n */\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n//user settings\\n#include <repeat_pattern_uniform_chunk>\\n#include <mask_map_uniform_chunk>\\n#include <reversible_uniform_chunk>\\nuniform float progress;\\nuniform float delay;\\nuniform float gridWeight;\\nuniform bool isAscending;\\n\\nuniform vec3 gridEmissive;\\nuniform float gridEmissiveWeight;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n#include <hex_grid_function_chunk>\\n\\nfloat reverse( float val, bool isReversed){\\n  return isReversed ? 1.0 - val : val;\\n}\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n\\n    #include <repeat_pattern_fragment_chunk>    \\n    vec4 hc = hexCoords( uv );\\n    vec2 id = hc.zw;\\n\\n    #include <mask_map_fragment_chunk>\\n  \\n    float range = 1.0 - delay;\\n    float rateY = isAscending \\n      ? ( division-id.y ) / division\\n      : id.y  / division;\\n  \\n    float currentProgress = progress - (rateY * delay);\\n    currentProgress /= range;\\n    currentProgress = clamp( currentProgress, 0.0, 1.0);\\n  \\n    float w = gridWeight + currentProgress / 2.0 + (1.0 - mask);\\n    w = clamp( w, 0.0, 1.0);\\n    float margin = clamp ( w * 0.33, 0.00, 0.02 );\\n  \\n    float gridLine = smoothstep(w, w + margin, hc.y);\\n    gridLine =  reverse ( gridLine , isReversed);\\n    diffuseColor.a *= gridLine ;\\n    \\n    float emmesiveWeight = currentProgress / 2.0 * gridEmissiveWeight;\\n    emmesiveWeight =  reverse ( emmesiveWeight, isReversed );\\n    float emissiveVal = smoothstep(emmesiveWeight, emmesiveWeight + margin, hc.y);\\n    emissiveVal = 1.0 - emissiveVal;\\n    diffuseColor.rgb += gridEmissive * emissiveVal;\\n\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/hexDissolve/HexDissolveMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/hexDissolve/HexDissolveMaterial.js":
  /*!************************************************!*\
    !*** ./lib/hexDissolve/HexDissolveMaterial.js ***!
    \************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.HexDissolveMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar HexDissolveMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./HexDissolveMaterial.frag.glsl */ \"./lib/hexDissolve/HexDissolveMaterial.frag.glsl.js\"));\n\nvar index_1 = __webpack_require__(/*! ../index */ \"./lib/index.js\");\n\nvar GridMaterial_1 = __webpack_require__(/*! ../GridMaterial */ \"./lib/GridMaterial.js\");\n\nvar three_2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/**\n * 六角形グリッドマテリアル\n */\n\n\nvar HexDissolveMaterial =\n/** @class */\nfunction (_super) {\n  __extends(HexDissolveMaterial, _super);\n\n  function HexDissolveMaterial(parameters) {\n    return _super.call(this, null, HexDissolveMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(HexDissolveMaterial.prototype, \"progress\", {\n    /**\n     * ディゾルブの進行度を指定する。\n     * 1.0でディゾルブ完了となる。\n     */\n    get: function () {\n      return this.uniforms.progress.value;\n    },\n    set: function (value) {\n      this.uniforms.progress.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(HexDissolveMaterial.prototype, \"delay\", {\n    /**\n     * ディゾルブの開始ずれを指定する。\n     * 最後にディゾルブが始まるグリッドが、progressのどの値で開始されるかを意味する。\n     * ex)\n     * delay = 0.8の時、最後のグリッドはprogress = 0.8 ~ 1.0でディゾルブする。\n     */\n    get: function () {\n      return this.uniforms.delay.value;\n    },\n    set: function (value) {\n      this.uniforms.delay.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(HexDissolveMaterial.prototype, \"isAscending\", {\n    get: function () {\n      return this.uniforms.isAscending.value;\n    },\n    set: function (value) {\n      this.uniforms.isAscending.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(HexDissolveMaterial.prototype, \"gridWeight\", {\n    /**\n     * グリッド線の太さ\n     * 0.0で線なし、0.5でグリッド面なしになる。\n     */\n    get: function () {\n      return this.uniforms.gridWeight.value;\n    },\n    set: function (value) {\n      this.uniforms.gridWeight.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(HexDissolveMaterial.prototype, \"gridEmissive\", {\n    get: function () {\n      return this.uniforms.gridEmissive.value;\n    },\n    set: function (value) {\n      this.uniforms.gridEmissive.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(HexDissolveMaterial.prototype, \"gridEmissiveWeight\", {\n    /**\n     * ディゾルブ中に表示されるグローラインの太さ\n     * 数値はグリッド線の太さの倍率、2.0ならグローアウトラインはディゾルブラインの倍の太さになる。\n     *\n     * 注意 : isReversed = true かつgridEmissiveWeightが2.0以下の場合、グロー線が消えなくなる。\n     * 反転させる場合は、2.0以上を指定すること。\n     */\n    get: function () {\n      return this.uniforms.gridEmissiveWeight.value;\n    },\n    set: function (value) {\n      this.uniforms.gridEmissiveWeight.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  HexDissolveMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([GridMaterial_1.GridMaterial.getBasicUniforms(), {\n      progress: {\n        value: 0.0\n      },\n      delay: {\n        value: 0.8\n      },\n      gridWeight: {\n        value: 0.0\n      },\n      isAscending: {\n        value: true\n      },\n      gridEmissive: {\n        value: new three_2.Color(0x000000)\n      },\n      gridEmissiveWeight: {\n        value: 2.5\n      }\n    }]);\n  };\n\n  HexDissolveMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    index_1.HexGridChunk.registerChunk();\n  };\n\n  return HexDissolveMaterial;\n}(GridMaterial_1.GridMaterial);\n\nexports.HexDissolveMaterial = HexDissolveMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/hexDissolve/HexDissolveMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/hexGrid/HexGridMaterial.frag.glsl.js":
  /*!**************************************************!*\
    !*** ./lib/hexGrid/HexGridMaterial.frag.glsl.js ***!
    \**************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
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  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n/**\n * 6角形グリッドマテリアルのフラグメントシェーダー\n * {@link https://qiita.com/edo_m18/items/37d8773a5295bc6aba3d}\n */\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n//user settings\\n#include <time_animation_uniform_chunk>\\n#include <wavy_animation_uniform_chunk>\\n#include <repeat_pattern_uniform_chunk>\\n#include <mask_map_uniform_chunk>\\n#include <reversible_uniform_chunk>\\nuniform float gridWeight;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n#include <hex_grid_function_chunk>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n\\n    #include <repeat_pattern_fragment_chunk>    \\n    vec4 hc = hexCoords( uv );\\n    vec2 id = hc.zw;\\n    #include <wavy_animation_fragment_chunk>\\n\\n    #include <mask_map_fragment_chunk>\\n    float w = gridWeight + (1.0-mask);\\n    w = clamp( w, 0.0, 1.0);\\n\\n    float margin = clamp ( w * 0.33, 0.00, 0.02 );\\n    float stepMax = w + margin;\\n\\n    float gridLine = smoothstep(w, stepMax, hc.y);\\n    gridLine = isReversed\\n        ? 1.0 - gridLine\\n        : gridLine;\\n    diffuseColor.a *= gridLine ;\\n\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/hexGrid/HexGridMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/hexGrid/HexGridMaterial.js":
  /*!****************************************!*\
    !*** ./lib/hexGrid/HexGridMaterial.js ***!
    \****************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.HexGridMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar WavyGridMaterial_1 = __webpack_require__(/*! ../WavyGridMaterial */ \"./lib/WavyGridMaterial.js\");\n\nvar HexGridMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./HexGridMaterial.frag.glsl */ \"./lib/hexGrid/HexGridMaterial.frag.glsl.js\"));\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar HexGridChunk_1 = __webpack_require__(/*! ../chunk/HexGridChunk */ \"./lib/chunk/HexGridChunk.js\");\n/**\n * 六角形グリッドマテリアル\n */\n\n\nvar HexGridMaterial =\n/** @class */\nfunction (_super) {\n  __extends(HexGridMaterial, _super);\n\n  function HexGridMaterial(parameters) {\n    return _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), HexGridMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(HexGridMaterial.prototype, \"gridWeight\", {\n    /**\n     * グリッド線の太さ\n     * 0.0で線なし、0.5でグリッド面なしになる。\n     */\n    get: function () {\n      return this.uniforms.gridWeight.value;\n    },\n    set: function (value) {\n      this.uniforms.gridWeight.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  HexGridMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([WavyGridMaterial_1.WavyGridMaterial.getBasicUniforms(), {\n      gridWeight: {\n        value: 0.03\n      }\n    }]);\n  };\n\n  HexGridMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    HexGridChunk_1.HexGridChunk.registerChunk();\n  };\n\n  return HexGridMaterial;\n}(WavyGridMaterial_1.WavyGridMaterial);\n\nexports.HexGridMaterial = HexGridMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/hexGrid/HexGridMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/index.js":
  /*!**********************!*\
    !*** ./lib/index.js ***!
    \**********************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:22-26 */
  /*! CommonJS bailout: this is used directly at 16:19-23 */
  /*! CommonJS bailout: exports is used directly at 24:47-54 */
  /*! CommonJS bailout: exports is used directly at 26:48-55 */
  /*! CommonJS bailout: exports is used directly at 28:34-41 */
  /*! CommonJS bailout: exports is used directly at 30:51-58 */
  /*! CommonJS bailout: exports is used directly at 32:55-62 */
  /*! CommonJS bailout: exports is used directly at 34:61-68 */
  /*! CommonJS bailout: exports is used directly at 36:51-58 */
  /*! CommonJS bailout: exports is used directly at 38:57-64 */
  /*! CommonJS bailout: exports is used directly at 40:53-60 */
  /*! CommonJS bailout: exports is used directly at 42:59-66 */
  /*! CommonJS bailout: exports is used directly at 44:51-58 */
  /*! CommonJS bailout: exports is used directly at 46:55-62 */
  /*! CommonJS bailout: exports is used directly at 48:55-62 */
  /*! CommonJS bailout: exports is used directly at 50:55-62 */
  /*! CommonJS bailout: exports is used directly at 52:59-66 */
  /*! CommonJS bailout: exports is used directly at 54:71-78 */
  /*! CommonJS bailout: exports is used directly at 56:47-54 */
  /*! CommonJS bailout: exports is used directly at 58:63-70 */
  /*! CommonJS bailout: exports is used directly at 60:63-70 */
  /*! CommonJS bailout: exports is used directly at 62:59-66 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __createBinding = this && this.__createBinding || (Object.create ? function (o, m, k, k2) {\n  if (k2 === undefined) k2 = k;\n  Object.defineProperty(o, k2, {\n    enumerable: true,\n    get: function () {\n      return m[k];\n    }\n  });\n} : function (o, m, k, k2) {\n  if (k2 === undefined) k2 = k;\n  o[k2] = m[k];\n});\n\nvar __exportStar = this && this.__exportStar || function (m, exports) {\n  for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\n__exportStar(__webpack_require__(/*! ./ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./ShaderSpriteMaterial */ \"./lib/ShaderSpriteMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./chunk/ */ \"./lib/chunk/index.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./contour/ContourMaterial */ \"./lib/contour/ContourMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./crossGrid/CrossGridMaterial */ \"./lib/crossGrid/CrossGridMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./halftoneGrid/HalftoneGridMaterial */ \"./lib/halftoneGrid/HalftoneGridMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./hexGrid/HexGridMaterial */ \"./lib/hexGrid/HexGridMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./squareGrid/SquareGridMaterial */ \"./lib/squareGrid/SquareGridMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./skyCloud/SkyCloudMaterial */ \"./lib/skyCloud/SkyCloudMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./fbmDissolve/FBMDissolveMaterial */ \"./lib/fbmDissolve/FBMDissolveMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./fbmFire/FBMFireMaterial */ \"./lib/fbmFire/FBMFireMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./rimEffect/RimEffectMaterial */ \"./lib/rimEffect/RimEffectMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./rimEffect/OuterGlowMaterial */ \"./lib/rimEffect/OuterGlowMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./expansion/ExpansionMaterial */ \"./lib/expansion/ExpansionMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./spriteCloud/SpriteCloudMaterial */ \"./lib/spriteCloud/SpriteCloudMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./expansionDissolve/ExpansionDissolveMaterial */ \"./lib/expansionDissolve/ExpansionDissolveMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./swirl/SwirlMaterial */ \"./lib/swirl/SwirlMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./cellularNoise/CellularNoiseMaterial */ \"./lib/cellularNoise/CellularNoiseMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./solidClipping/SolidClippingMaterial */ \"./lib/solidClipping/SolidClippingMaterial.js\"), exports);\n\n__exportStar(__webpack_require__(/*! ./hexDissolve/HexDissolveMaterial */ \"./lib/hexDissolve/HexDissolveMaterial.js\"), exports);\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/index.js?");
  
  /***/ }),
  
  /***/ "./lib/rimEffect/OuterGlowMaterial.js":
  /*!********************************************!*\
    !*** ./lib/rimEffect/OuterGlowMaterial.js ***!
    \********************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.OuterGlowMaterial = void 0;\n\nvar RimEffectMaterial_1 = __webpack_require__(/*! ./RimEffectMaterial */ \"./lib/rimEffect/RimEffectMaterial.js\");\n\nvar OuterGlowMaterial =\n/** @class */\nfunction (_super) {\n  __extends(OuterGlowMaterial, _super);\n\n  function OuterGlowMaterial() {\n    return _super !== null && _super.apply(this, arguments) || this;\n  }\n\n  Object.defineProperty(OuterGlowMaterial.prototype, \"expansionStrength\", {\n    get: function () {\n      return this.uniforms.expansionStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.expansionStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  OuterGlowMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines.USE_LIGHT = false;\n    this.defines.USE_EXPANSION = true;\n  };\n\n  return OuterGlowMaterial;\n}(RimEffectMaterial_1.RimEffectMaterial);\n\nexports.OuterGlowMaterial = OuterGlowMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/rimEffect/OuterGlowMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/rimEffect/RimEffectMaterial.frag.glsl.js":
  /*!******************************************************!*\
    !*** ./lib/rimEffect/RimEffectMaterial.frag.glsl.js ***!
    \******************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
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  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n\\n#ifdef USE_SURFACE_NORMAL\\n  varying vec3 surfaceNormal;\\n#endif\\n\\nuniform vec3 rimColor;\\nuniform float rimStrength;\\nuniform float rimPow;\\n\\nuniform vec3 insideColor;\\nuniform float insideStrength;\\nuniform float insidePow;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    \\n    vec3 viewDir = normalize(vViewPosition);    \\n    \\n    float rimGlow = 1.0 - max(0.0, dot(surfaceNormal, viewDir));\\n    rimGlow = pow( rimGlow, rimPow);\\n    diffuseColor.rgb += rimColor * rimGlow * rimStrength;\\n\\n    float insideGlow = max(0.0, dot(surfaceNormal, viewDir));\\n    insideGlow = pow( insideGlow, insidePow);\\n    diffuseColor.rgb += insideColor * insideGlow * insideStrength;\\n\\n    #include <color_fragment>\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    #ifdef USE_LIGHT\\n      gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #else\\n      gl_FragColor = diffuseColor;\\n    #endif\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/rimEffect/RimEffectMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/rimEffect/RimEffectMaterial.js":
  /*!********************************************!*\
    !*** ./lib/rimEffect/RimEffectMaterial.js ***!
    \********************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.RimEffectMaterial = void 0;\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ../ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar RimEffectMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./RimEffectMaterial.frag.glsl */ \"./lib/rimEffect/RimEffectMaterial.frag.glsl.js\"));\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar three_2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar RimEffectMaterial =\n/** @class */\nfunction (_super) {\n  __extends(RimEffectMaterial, _super);\n  /**\n   *\n   * @param parameters\n   */\n\n\n  function RimEffectMaterial(parameters) {\n    return _super.call(this, null, RimEffectMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(RimEffectMaterial.prototype, \"rimPow\", {\n    get: function () {\n      return this.uniforms.rimPow.value;\n    },\n    set: function (value) {\n      this.uniforms.rimPow.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(RimEffectMaterial.prototype, \"rimStrength\", {\n    get: function () {\n      return this.uniforms.rimStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.rimStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(RimEffectMaterial.prototype, \"rimColor\", {\n    get: function () {\n      return this.uniforms.rimColor.value;\n    },\n    set: function (value) {\n      this.uniforms.rimColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(RimEffectMaterial.prototype, \"insidePow\", {\n    get: function () {\n      return this.uniforms.insidePow.value;\n    },\n    set: function (value) {\n      this.uniforms.insidePow.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(RimEffectMaterial.prototype, \"insideStrength\", {\n    get: function () {\n      return this.uniforms.insideStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.insideStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(RimEffectMaterial.prototype, \"insideColor\", {\n    get: function () {\n      return this.uniforms.insideColor.value;\n    },\n    set: function (value) {\n      this.uniforms.insideColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  RimEffectMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([ShaderPhongMaterial_1.ShaderPhongMaterial.getBasicUniforms(), {\n      rimColor: {\n        value: new three_2.Color(1.0, 1.0, 1.0)\n      },\n      rimStrength: {\n        value: 1.0\n      },\n      rimPow: {\n        value: 1.0\n      },\n      insideColor: {\n        value: new three_2.Color(0.0, 0.0, 0.0)\n      },\n      insideStrength: {\n        value: 1.0\n      },\n      insidePow: {\n        value: 1.0\n      }\n    }]);\n  };\n\n  RimEffectMaterial.prototype.initDefines = function () {\n    _super.prototype.initDefines.call(this);\n\n    this.defines.USE_LIGHT = true;\n    this.defines.USE_SURFACE_NORMAL = true;\n  };\n\n  return RimEffectMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.RimEffectMaterial = RimEffectMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/rimEffect/RimEffectMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/skyCloud/SkyCloudMaterial.frag.glsl.js":
  /*!****************************************************!*\
    !*** ./lib/skyCloud/SkyCloudMaterial.frag.glsl.js ***!
    \****************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * 平面上に雲模様を描画するシェーダー\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"      \\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\n\\n//varying\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n//user settings\\n#include <time_animation_uniform_chunk>\\nuniform float scale;\\nuniform float cloudVolume;\\nuniform float cloudTransformSpeed;\\nuniform vec3 skyColor;\\nuniform float cloudBottomVolume;\\nuniform float cloudBottomSaturation;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n// <https://www.shadertoy.com/view/4dS3Wd>\\n// <https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83>\\n// By Morgan McGuire @morgan3d, http://graphicscodex.com\\n// Reuse permitted under the BSD license.\\nfloat hash(vec2 p)\\n{\\n  return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x))));\\n}\\n\\n/**\\n * Based on Morgan McGuire @morgan3d\\n * https://www.shadertoy.com/view/4dS3Wd\\n */ \\nfloat noise (in vec2 _st) {\\n    vec2 i = floor(_st);\\n    vec2 f = fract(_st);\\n\\n    // Four corners in 2D of a tile\\n    float a = hash(i);\\n    float b = hash(i + vec2(1.0, 0.0));\\n    float c = hash(i + vec2(0.0, 1.0));\\n    float d = hash(i + vec2(1.0, 1.0));\\n\\n    vec2 u = f * f * (3.0 - 2.0 * f);\\n\\n    return mix(a, b, u.x) +\\n            (c - a)* u.y * (1.0 - u.x) +\\n            (d - b) * u.x * u.y;\\n}\\n\\n#define NUM_OCTAVES 7\\n\\nfloat fbm ( in vec2 _st) {\\n    float v = 0.0;\\n    float a = 0.5;\\n    vec2 shift = vec2(100.0);\\n    // Rotate to reduce axial bias\\n    mat2 rot = mat2(cos(0.5), sin(0.5),\\n                    -sin(0.5), cos(0.50));\\n    for (int i = 0; i < NUM_OCTAVES; ++i) {\\n        v += a * noise(_st);\\n        _st = rot * _st * 2.0 + shift;\\n        a *= 0.5;\\n    }\\n    return v;\\n}\\n\\n\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n    \\n    vec2 st = uvPosition * scale;\\n    st += time;\\n\\n    vec2 q = vec2(0.);\\n    q.x = fbm( st + time);\\n    q.y = fbm( st + vec2(1.0));\\n\\n    vec2 r = vec2(0.0);\\n    r.x = fbm( st + q + vec2(1.7,9.2)+ 0.15*time * cloudTransformSpeed);\\n    r.y = fbm( st + q + vec2(8.3,2.8)+ 0.126*time * cloudTransformSpeed);\\n    float f = fbm(st+r);\\n\\n    vec3 cloudColor = diffuseColor.rgb;\\n    \\n    float volume;\\n    float alpha = 0.0;\\n    volume = (f*f)*cloudVolume*0.03;\\n    alpha += volume;\\n    volume = (f*f*f*f*f)*cloudVolume;\\n    alpha += volume;\\n    alpha = clamp(alpha,0.0,1.0);\\n    \\n    cloudColor = mix(cloudColor,\\n                skyColor*cloudBottomSaturation,\\n                clamp(volume*cloudBottomVolume,0.0,1.0));\\n\\n    diffuseColor.rgb = cloudColor;\\n    diffuseColor.a *= alpha;\\n    \\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\\n  \";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/skyCloud/SkyCloudMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/skyCloud/SkyCloudMaterial.js":
  /*!******************************************!*\
    !*** ./lib/skyCloud/SkyCloudMaterial.js ***!
    \******************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SkyCloudMaterial = void 0;\n\nvar raf_ticker_1 = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar AnimationChunk_1 = __webpack_require__(/*! ../chunk/AnimationChunk */ \"./lib/chunk/AnimationChunk.js\");\n\nvar ShaderPhongMaterial_1 = __webpack_require__(/*! ../ShaderPhongMaterial */ \"./lib/ShaderPhongMaterial.js\");\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar SkyCloudMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./SkyCloudMaterial.frag.glsl */ \"./lib/skyCloud/SkyCloudMaterial.frag.glsl.js\"));\n\nvar SkyCloudMaterial =\n/** @class */\nfunction (_super) {\n  __extends(SkyCloudMaterial, _super);\n  /**\n   *\n   * @param parameters\n   */\n\n\n  function SkyCloudMaterial(parameters) {\n    var _this = _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), SkyCloudMaterial_frag_glsl_1.default(), parameters) || this;\n    /**\n     * 波の速度\n     * 0.5にすると1の半分の速度になる。\n     * マイナスを指定すると、波の進行方向が反転する。\n     */\n\n\n    _this.speed = -0.02;\n    /*\n     * IAnimatable implements\n     */\n\n    _this.animationListener = function (e) {\n      _this.addTime(e.delta / 1000);\n    };\n\n    _this.isAnimate = _this.isAnimate; //reset and start animation\n\n    return _this;\n  }\n\n  Object.defineProperty(SkyCloudMaterial.prototype, \"scale\", {\n    get: function () {\n      return this.uniforms.scale.value;\n    },\n    set: function (value) {\n      this.uniforms.scale.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  SkyCloudMaterial.prototype.addTime = function (delta) {\n    AnimationChunk_1.AnimationChunk.addTime(this, delta);\n  };\n\n  Object.defineProperty(SkyCloudMaterial.prototype, \"isAnimate\", {\n    get: function () {\n      return this.uniforms.isAnimate.value;\n    },\n    set: function (value) {\n      this.uniforms.isAnimate.value = value;\n\n      if (this.isAnimate) {\n        this.startAnimation();\n      } else {\n        this.stopAnimation();\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SkyCloudMaterial.prototype, \"skyColor\", {\n    get: function () {\n      return this.uniforms.skyColor.value;\n    },\n    set: function (value) {\n      this.uniforms.skyColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SkyCloudMaterial.prototype, \"cloudVolume\", {\n    get: function () {\n      return this.uniforms.cloudVolume.value;\n    },\n    set: function (value) {\n      this.uniforms.cloudVolume.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SkyCloudMaterial.prototype, \"cloudBottomVolume\", {\n    get: function () {\n      return this.uniforms.cloudBottomVolume.value;\n    },\n    set: function (value) {\n      this.uniforms.cloudBottomVolume.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SkyCloudMaterial.prototype, \"cloudBottomSaturation\", {\n    get: function () {\n      return this.uniforms.cloudBottomSaturation.value;\n    },\n    set: function (value) {\n      this.uniforms.cloudBottomSaturation.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SkyCloudMaterial.prototype, \"cloudTransformSpeed\", {\n    get: function () {\n      return this.uniforms.cloudTransformSpeed.value;\n    },\n    set: function (value) {\n      this.uniforms.cloudTransformSpeed.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  SkyCloudMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    AnimationChunk_1.AnimationChunk.registerChunk();\n  };\n\n  SkyCloudMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([ShaderPhongMaterial_1.ShaderPhongMaterial.getBasicUniforms(), AnimationChunk_1.AnimationChunk.getUniform(), {\n      scale: {\n        value: 3.0\n      },\n      cloudTransformSpeed: {\n        value: 0.15\n      },\n      cloudVolume: {\n        value: 16.0\n      },\n      cloudBottomVolume: {\n        value: 0.08\n      },\n      cloudBottomSaturation: {\n        value: 0.5\n      },\n      skyColor: {\n        value: new three_1.Color(0.101961, 0.619608, 0.666667)\n      }\n    }]);\n  };\n\n  SkyCloudMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n\n    if (parameters.transparent == null) {\n      this.transparent = true;\n    } else {\n      this.transparent = parameters.transparent;\n    }\n  };\n\n  SkyCloudMaterial.prototype.startAnimation = function () {\n    raf_ticker_1.RAFTicker.on(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  SkyCloudMaterial.prototype.stopAnimation = function () {\n    raf_ticker_1.RAFTicker.off(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  return SkyCloudMaterial;\n}(ShaderPhongMaterial_1.ShaderPhongMaterial);\n\nexports.SkyCloudMaterial = SkyCloudMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/skyCloud/SkyCloudMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/solidClipping/SolidClippingMaterial.frag.glsl.js":
  /*!**************************************************************!*\
    !*** ./lib/solidClipping/SolidClippingMaterial.frag.glsl.js ***!
    \**************************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * ライトに影響を受けない、ソリッドな切断面をもつマテリアル\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\nuniform vec3 cutSectionColor;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n  \\n    outgoingLight = gl_FrontFacing ? outgoingLight : cutSectionColor;\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    \\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    \\n    vec4 fragment = vec4(gl_FragColor);\\n    #include <fog_fragment>\\n    gl_FragColor = gl_FrontFacing ? gl_FragColor : fragment;\\n    \\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/solidClipping/SolidClippingMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/solidClipping/SolidClippingMaterial.js":
  /*!****************************************************!*\
    !*** ./lib/solidClipping/SolidClippingMaterial.js ***!
    \****************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 6:16-20 */
  /*! CommonJS bailout: this is used directly at 30:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n/**\n * ライトに影響を受けない、ソリッドな切断面をもつマテリアル\n */\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SolidClippingMaterial = void 0;\n\nvar index_1 = __webpack_require__(/*! ../index */ \"./lib/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar SolidClippingMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./SolidClippingMaterial.frag.glsl */ \"./lib/solidClipping/SolidClippingMaterial.frag.glsl.js\"));\n\nvar three_2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar SolidClippingMaterial =\n/** @class */\nfunction (_super) {\n  __extends(SolidClippingMaterial, _super);\n\n  function SolidClippingMaterial(parameters) {\n    return _super.call(this, null, SolidClippingMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(SolidClippingMaterial.prototype, \"cutSectionColor\", {\n    get: function () {\n      return this.uniforms.cutSectionColor.value;\n    },\n    set: function (value) {\n      this.uniforms.cutSectionColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  SolidClippingMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([index_1.ShaderPhongMaterial.getBasicUniforms(), {\n      cutSectionColor: {\n        value: new three_1.Color(1.0, 1.0, 1.0)\n      }\n    }]);\n  };\n\n  SolidClippingMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n\n    this.clipping = true;\n    this.side = three_2.DoubleSide;\n  };\n\n  return SolidClippingMaterial;\n}(index_1.ShaderPhongMaterial);\n\nexports.SolidClippingMaterial = SolidClippingMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/solidClipping/SolidClippingMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/spriteCloud/SpriteCloudMaterial.frag.glsl.js":
  /*!**********************************************************!*\
    !*** ./lib/spriteCloud/SpriteCloudMaterial.frag.glsl.js ***!
    \**********************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderLib/sprite_frag.glsl.js\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n\\nuniform float rimStrength;\\nuniform float bottomStrength;\\nuniform vec3 rimColor;\\nuniform vec3 skyColor;\\n\\nuniform float rimCenter;\\nuniform float rimRange;\\n\\n#include <sprite_fragment_uniform_chunk>\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\n    vec3 color = diffuse;\\n    #include <clipping_planes_fragment>\\n    #include <sprite_diffuse_color_chunk>\\n\\t#include <logdepthbuf_fragment>\\n\\t\\n\\t#include <map_fragment>\\n\\t#include <alphatest_fragment>\\n\\t\\n\\tfloat bottom = 0.0;\\t\\n\\t#ifdef USE_MAP\\n      bottom = 1.0 - texture2D( map, vUv ).g;\\n      bottom *= bottomStrength;\\n    #endif\\n    \\n    float rim = 0.0;\\n    #ifdef USE_MAP\\n      float a = texture2D( map, vUv ).a ;\\n      float edge = \\n          smoothstep( rimCenter-rimRange, rimCenter, a )\\n        - smoothstep( rimCenter, rimCenter+rimRange, a );\\n    #endif\\n    \\n    outgoingLight = mix( diffuse, skyColor, bottom);\\n    outgoingLight += rimColor * edge * rimStrength;\\n    \\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    \\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/spriteCloud/SpriteCloudMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/spriteCloud/SpriteCloudMaterial.js":
  /*!************************************************!*\
    !*** ./lib/spriteCloud/SpriteCloudMaterial.js ***!
    \************************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SpriteCloudMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar three_2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar ShaderSpriteMaterial_1 = __webpack_require__(/*! ../ShaderSpriteMaterial */ \"./lib/ShaderSpriteMaterial.js\");\n\nvar SpriteCloudMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./SpriteCloudMaterial.frag.glsl */ \"./lib/spriteCloud/SpriteCloudMaterial.frag.glsl.js\"));\n\nvar SpriteCloudMaterial =\n/** @class */\nfunction (_super) {\n  __extends(SpriteCloudMaterial, _super);\n\n  function SpriteCloudMaterial(parameters) {\n    return _super.call(this, null, SpriteCloudMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n  /**\n   * uniformsを初期化する。\n   */\n\n\n  SpriteCloudMaterial.prototype.initUniforms = function () {\n    _super.prototype.initUniforms.call(this);\n\n    this.uniforms = three_1.UniformsUtils.merge([this.uniforms, {\n      rimStrength: {\n        value: 0.2\n      },\n      bottomStrength: {\n        value: 0.75\n      },\n      rimColor: {\n        value: new three_2.Color(0xffffff)\n      },\n      skyColor: {\n        value: new three_2.Color(0xcccccc)\n      },\n      rimCenter: {\n        value: 0.6\n      },\n      rimRange: {\n        value: 0.15\n      }\n    }]);\n  };\n\n  SpriteCloudMaterial.prototype.initDefaultSetting = function (parameters) {\n    _super.prototype.initDefaultSetting.call(this, parameters);\n  };\n\n  Object.defineProperty(SpriteCloudMaterial.prototype, \"rimCenter\", {\n    get: function () {\n      return this.uniforms.rimCenter.value;\n    },\n    set: function (value) {\n      this.uniforms.rimCenter.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SpriteCloudMaterial.prototype, \"rimRange\", {\n    get: function () {\n      return this.uniforms.rimRange.value;\n    },\n    set: function (value) {\n      this.uniforms.rimRange.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SpriteCloudMaterial.prototype, \"rimStrength\", {\n    get: function () {\n      return this.uniforms.rimStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.rimStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SpriteCloudMaterial.prototype, \"bottomStrength\", {\n    get: function () {\n      return this.uniforms.bottomStrength.value;\n    },\n    set: function (value) {\n      this.uniforms.bottomStrength.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SpriteCloudMaterial.prototype, \"rimColor\", {\n    get: function () {\n      return this.uniforms.rimColor.value;\n    },\n    set: function (value) {\n      this.uniforms.rimColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SpriteCloudMaterial.prototype, \"skyColor\", {\n    get: function () {\n      return this.uniforms.skyColor.value;\n    },\n    set: function (value) {\n      this.uniforms.skyColor.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  return SpriteCloudMaterial;\n}(ShaderSpriteMaterial_1.ShaderSpriteMaterial);\n\nexports.SpriteCloudMaterial = SpriteCloudMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/spriteCloud/SpriteCloudMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/squareGrid/SquareGridMaterial.frag.glsl.js":
  /*!********************************************************!*\
    !*** ./lib/squareGrid/SquareGridMaterial.frag.glsl.js ***!
    \********************************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n/**\n * 四角形のグリッドを描画するシェーダー\n */\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\n\\n//varying\\nvarying vec2 uvPosition;\\n\\n//user settings\\n#include <time_animation_uniform_chunk>\\n#include <wavy_animation_uniform_chunk>\\n#include <repeat_pattern_uniform_chunk>\\n#include <mask_map_uniform_chunk>\\n#include <reversible_uniform_chunk>\\nuniform float gridWeight;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    #include <map_fragment_chunk>\\n    #include <color_fragment>\\n\\n    #include <repeat_pattern_fragment_chunk>    \\n    vec2 localPos = mod(uv, 1.0) - 0.5;\\n    vec2 id = uv - localPos;\\n    #include <wavy_animation_fragment_chunk>\\n\\n    #include <mask_map_fragment_chunk>\\n    float w = gridWeight + (1.0-mask);\\n    w = clamp( w, 0.0, 1.0);\\n    float margin = clamp ( w * 0.33, 0.03, 0.1 );\\n    \\n    float stepHigh = 0.5-(w+margin);\\n    float stepLow = -0.5+w+margin;\\n    \\n    //float gridLine = smoothstep(w, stepMax, hc.y);\\n    float gridLine = smoothstep ( 0.5-w, stepHigh, localPos.x );\\n    gridLine *= smoothstep ( 0.5-w, stepHigh, localPos.y );\\n    gridLine *= smoothstep ( -0.5+w, stepLow, localPos.x );\\n    gridLine *= smoothstep ( -0.5+w, stepLow, localPos.y );\\n    \\n    gridLine = isReversed\\n        ? 1.0 - gridLine\\n        : gridLine;\\n    diffuseColor.a *= gridLine;\\n\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\\n\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/squareGrid/SquareGridMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/squareGrid/SquareGridMaterial.js":
  /*!**********************************************!*\
    !*** ./lib/squareGrid/SquareGridMaterial.js ***!
    \**********************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SquareGridMaterial = void 0;\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar SquareGridMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./SquareGridMaterial.frag.glsl */ \"./lib/squareGrid/SquareGridMaterial.frag.glsl.js\"));\n\nvar ShaderPhongMaterial_vert_glsl_1 = __importDefault(__webpack_require__(/*! ../ShaderPhongMaterial.vert.glsl */ \"./lib/ShaderPhongMaterial.vert.glsl.js\"));\n\nvar WavyGridMaterial_1 = __webpack_require__(/*! ../WavyGridMaterial */ \"./lib/WavyGridMaterial.js\");\n/**\n * 四角形グリッドマテリアル\n */\n\n\nvar SquareGridMaterial =\n/** @class */\nfunction (_super) {\n  __extends(SquareGridMaterial, _super);\n\n  function SquareGridMaterial(parameters) {\n    return _super.call(this, ShaderPhongMaterial_vert_glsl_1.default(), SquareGridMaterial_frag_glsl_1.default(), parameters) || this;\n  }\n\n  Object.defineProperty(SquareGridMaterial.prototype, \"gridWeight\", {\n    /**\n     * グリッド線の太さ\n     * 0.0で線なし、0.5でグリッド面なしになる。\n     */\n    get: function () {\n      return this.uniforms.gridWeight.value;\n    },\n    set: function (value) {\n      this.uniforms.gridWeight.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  SquareGridMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([WavyGridMaterial_1.WavyGridMaterial.getBasicUniforms(), {\n      gridWeight: {\n        value: 0.03\n      }\n    }]);\n  };\n\n  return SquareGridMaterial;\n}(WavyGridMaterial_1.WavyGridMaterial);\n\nexports.SquareGridMaterial = SquareGridMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/squareGrid/SquareGridMaterial.js?");
  
  /***/ }),
  
  /***/ "./lib/swirl/SwirlMaterial.frag.glsl.js":
  /*!**********************************************!*\
    !*** ./lib/swirl/SwirlMaterial.frag.glsl.js ***!
    \**********************************************/
  /*! flagged exports */
  /*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */
  /*! export default [provided] [no usage info] [missing usage info prevents renaming] */
  /*! other exports [not provided] [no usage info] */
  /*! runtime requirements: __webpack_exports__ */
  /***/ ((__unused_webpack_module, exports) => {
  
  eval("\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\n/**\n * 渦巻き状にUV座標を変形させるシェーダー\n */\n\nexports.default = function () {\n  // language=GLSL\n  return \"\\n#define PHONG\\n\\n#include <mesh_phong_uniform>\\nvarying vec2 uvPosition;\\n#include <mesh_position_varying>\\n\\n#include <time_animation_uniform_chunk>\\nuniform float uvRotation;\\nuniform float swirlRotation;\\nuniform float radius;\\nuniform vec2 center;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_uniform_chunk>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n/**\\n * UV\\u5EA7\\u6A19\\u3092\\u56DE\\u8EE2\\u3059\\u308B\\n */\\nvec2 rotateUV(vec2 uv, float rotation, vec2 center)\\n{\\n  return vec2(\\n    cos(rotation) * (uv.x - center.x) + sin(rotation) * (uv.y - center.y) + center.x,\\n    cos(rotation) * (uv.y - center.y) - sin(rotation) * (uv.x - center.x) + center.y\\n  );\\n}\\n\\n/**\\n * UV\\u5EA7\\u6A19\\u3092\\u30C4\\u30A4\\u30B9\\u30C8\\u3059\\u308B\\n */\\nvec2 swirl(vec2 uv, float radius, float rotation, vec2 center)\\n{\\n  vec2 tc = uv - center;\\n  float dist = length(tc);\\n  if (dist < radius) \\n  {\\n    float percent = (radius - dist) / radius;\\n    float theta = percent * percent * rotation;\\n    float s = sin(theta);\\n    float c = cos(theta);\\n    tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));\\n  }\\n  tc += center;\\n  return tc;\\n}\\n\\nvoid main() {\\n    #include <clipping_planes_fragment>\\n    #include <mesh_phong_diffuse_color>\\n    #include <logdepthbuf_fragment>\\n    \\n    #include <map_fragment_begin_chunk>\\n    mapUV = rotateUV( mapUV, uvRotation , center);\\n    mapUV = swirl( mapUV, radius, swirlRotation, center );\\n    // offset Texture \\n    mapUV += vec2(time);\\n    #include <map_fragment_chunk>\\n    \\n    #include <color_fragment>\\n    #include <mesh_phong_switching_alpha_map>\\n    #include <alphatest_fragment>\\n    #include <specularmap_fragment>\\n    #include <normal_fragment_begin>\\n    #include <normal_fragment_maps>\\n    #include <emissivemap_fragment>\\n    // accumulation\\n    #include <lights_phong_fragment>\\n    #include <lights_fragment_begin>\\n    #include <lights_fragment_maps>\\n    #include <lights_fragment_end>\\n    // modulation\\n    #include <aomap_fragment>\\n    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n    #include <envmap_fragment>\\n    gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n    #include <tonemapping_fragment>\\n    #include <encodings_fragment>\\n    #include <fog_fragment>\\n    #include <premultiplied_alpha_fragment>\\n    #include <dithering_fragment>\\n}\";\n};\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/swirl/SwirlMaterial.frag.glsl.js?");
  
  /***/ }),
  
  /***/ "./lib/swirl/SwirlMaterial.js":
  /*!************************************!*\
    !*** ./lib/swirl/SwirlMaterial.js ***!
    \************************************/
  /*! unknown exports (runtime-defined) */
  /*! runtime requirements: top-level-this-exports, __webpack_exports__, __webpack_require__ */
  /*! CommonJS bailout: this is used directly at 3:16-20 */
  /*! CommonJS bailout: this is used directly at 27:22-26 */
  /***/ (function(__unused_webpack_module, exports, __webpack_require__) {
  
  eval("\n\nvar __extends = this && this.__extends || function () {\n  var extendStatics = function (d, b) {\n    extendStatics = Object.setPrototypeOf || {\n      __proto__: []\n    } instanceof Array && function (d, b) {\n      d.__proto__ = b;\n    } || function (d, b) {\n      for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];\n    };\n\n    return extendStatics(d, b);\n  };\n\n  return function (d, b) {\n    extendStatics(d, b);\n\n    function __() {\n      this.constructor = d;\n    }\n\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n  };\n}();\n\nvar __importDefault = this && this.__importDefault || function (mod) {\n  return mod && mod.__esModule ? mod : {\n    \"default\": mod\n  };\n};\n\nObject.defineProperty(exports, \"__esModule\", ({\n  value: true\n}));\nexports.SwirlMaterial = void 0;\n\nvar raf_ticker_1 = __webpack_require__(/*! raf-ticker */ \"./node_modules/raf-ticker/esm/index.js\");\n\nvar three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\nvar index_1 = __webpack_require__(/*! ../index */ \"./lib/index.js\");\n\nvar SwirlMaterial_frag_glsl_1 = __importDefault(__webpack_require__(/*! ./SwirlMaterial.frag.glsl */ \"./lib/swirl/SwirlMaterial.frag.glsl.js\"));\n\nvar SwirlMaterial =\n/** @class */\nfunction (_super) {\n  __extends(SwirlMaterial, _super);\n\n  function SwirlMaterial(parameters) {\n    var _this = _super.call(this, null, SwirlMaterial_frag_glsl_1.default(), parameters) || this;\n    /*\n     * implements IAnimatable\n     */\n\n\n    _this.speed = -0.02;\n    /*\n     * IAnimatable implements\n     */\n\n    _this.animationListener = function (e) {\n      _this.addTime(e.delta / 1000);\n    };\n\n    _this.isAnimate = _this.isAnimate;\n    return _this;\n  }\n\n  SwirlMaterial.prototype.addTime = function (delta) {\n    if (this.isAnimate) {\n      index_1.AnimationChunk.addTime(this, delta);\n    }\n  };\n\n  Object.defineProperty(SwirlMaterial.prototype, \"isAnimate\", {\n    get: function () {\n      return this.uniforms.isAnimate.value;\n    },\n    set: function (value) {\n      this.uniforms.isAnimate.value = value;\n\n      if (this.isAnimate) {\n        this.startAnimation();\n      } else {\n        this.stopAnimation();\n      }\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  SwirlMaterial.prototype.onSetMap = function (val) {\n    _super.prototype.onSetMap.call(this, val);\n\n    this.setRepeat(val);\n  };\n\n  SwirlMaterial.prototype.onSetAlphaMap = function (value) {\n    _super.prototype.onSetAlphaMap.call(this, value);\n\n    this.setRepeat(value);\n  };\n  /**\n   * リピートモードは強制的にRepeatWrappingに\n   * @param value\n   */\n\n\n  SwirlMaterial.prototype.setRepeat = function (value) {\n    if (value) {\n      value.wrapS = three_1.RepeatWrapping;\n      value.wrapT = three_1.RepeatWrapping;\n    }\n  };\n\n  Object.defineProperty(SwirlMaterial.prototype, \"uvRotation\", {\n    get: function () {\n      return this.uniforms.uvRotation.value;\n    },\n    set: function (value) {\n      this.uniforms.uvRotation.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SwirlMaterial.prototype, \"swirlRotation\", {\n    get: function () {\n      return this.uniforms.swirlRotation.value;\n    },\n    set: function (value) {\n      this.uniforms.swirlRotation.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SwirlMaterial.prototype, \"radius\", {\n    get: function () {\n      return this.uniforms.radius.value;\n    },\n    set: function (value) {\n      this.uniforms.radius.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n  Object.defineProperty(SwirlMaterial.prototype, \"center\", {\n    get: function () {\n      return this.uniforms.center.value;\n    },\n    set: function (value) {\n      this.uniforms.center.value = value;\n    },\n    enumerable: false,\n    configurable: true\n  });\n\n  SwirlMaterial.prototype.initChunks = function () {\n    _super.prototype.initChunks.call(this);\n\n    index_1.AnimationChunk.registerChunk();\n  };\n\n  SwirlMaterial.prototype.initUniforms = function () {\n    this.uniforms = three_1.UniformsUtils.merge([index_1.ShaderPhongMaterial.getBasicUniforms(), index_1.AnimationChunk.getUniform(), {\n      uvRotation: {\n        value: 0.0\n      },\n      swirlRotation: {\n        value: 3.14\n      },\n      radius: {\n        value: 0.5\n      },\n      center: {\n        value: new three_1.Vector2(0.5, 0.5)\n      }\n    }]);\n  };\n\n  SwirlMaterial.prototype.startAnimation = function () {\n    raf_ticker_1.RAFTicker.on(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  SwirlMaterial.prototype.stopAnimation = function () {\n    raf_ticker_1.RAFTicker.off(raf_ticker_1.RAFTickerEventType.onBeforeTick, this.animationListener);\n  };\n\n  return SwirlMaterial;\n}(index_1.ShaderPhongMaterial);\n\nexports.SwirlMaterial = SwirlMaterial;\n\n//# sourceURL=webpack://threejs-shader-materials/./lib/swirl/SwirlMaterial.js?");
  
  /***/ })
  
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