text: /**
   * @license
   *
   * The MIT License
   *
   * Copyright © 2010-2017 three.js authors
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   */
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.MaskPass = function ( scene, camera ) {
  
  	THREE.Pass.call( this );
  
  	this.scene = scene;
  	this.camera = camera;
  
  	this.clear = true;
  	this.needsSwap = false;
  
  	this.inverse = false;
  
  };
  
  THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  
  	constructor: THREE.MaskPass,
  
  	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  
  		var context = renderer.context;
  		var state = renderer.state;
  
  		// don't update color or depth
  
  		state.buffers.color.setMask( false );
  		state.buffers.depth.setMask( false );
  
  		// lock buffers
  
  		state.buffers.color.setLocked( true );
  		state.buffers.depth.setLocked( true );
  
  		// set up stencil
  
  		var writeValue, clearValue;
  
  		if ( this.inverse ) {
  
  			writeValue = 0;
  			clearValue = 1;
  
  		} else {
  
  			writeValue = 1;
  			clearValue = 0;
  
  		}
  
  		state.buffers.stencil.setTest( true );
  		state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
  		state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
  		state.buffers.stencil.setClear( clearValue );
  
  		// draw into the stencil buffer
  
  		renderer.render( this.scene, this.camera, readBuffer, this.clear );
  		renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  
  		// unlock color and depth buffer for subsequent rendering
  
  		state.buffers.color.setLocked( false );
  		state.buffers.depth.setLocked( false );
  
  		// only render where stencil is set to 1
  
  		state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff );  // draw if == 1
  		state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
  
  	}
  
  } );
  
  
  THREE.ClearMaskPass = function () {
  
  	THREE.Pass.call( this );
  
  	this.needsSwap = false;
  
  };
  
  THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );
  
  Object.assign( THREE.ClearMaskPass.prototype, {
  
  	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  
  		renderer.state.buffers.stencil.setTest( false );
  
  	}
  
  } );
  