text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import { Object3D } from '../core/Object3D.js'
  import { TextureLoader } from '../loaders/TextureLoader.js'
  import { ShaderMaterial } from '../materials/ShaderMaterial.js'
  import { BufferGeometry } from '../core/BufferGeometry.js'
  import { BufferAttribute } from '../core/BufferAttribute.js'
  import { Vector3 } from '../math/Vector3.js'
  import { Color } from '../math/Color.js'
  import { Points } from './Points.js'
  import {
  	AdditiveBlending,
  	RepeatWrapping
  } from '../constants.js'
  import { _Math } from '../math/Math.js'
  
  var GPUParticleSystem = function ( options ) {
  
  	Object3D.apply( this, arguments );
  
  	options = options || {};
  
  	// parse options and use defaults
  
  	this.PARTICLE_COUNT = options.maxParticles || 1000000;
  	this.PARTICLE_CONTAINERS = options.containerCount || 1;
  
  	this.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
  	this.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;
  
  	this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
  	this.PARTICLE_CURSOR = 0;
  	this.time = 0;
  	this.particleContainers = [];
  	this.rand = [];
  
  	// custom vertex and fragement shader
  
  	var GPUParticleShader = {
  
  		vertexShader: [
  
  			'uniform float uTime;',
  			'uniform float uScale;',
  			'uniform sampler2D tNoise;',
  
  			'attribute vec3 positionStart;',
  			'attribute float startTime;',
  			'attribute vec3 velocity;',
  			'attribute float turbulence;',
  			'attribute vec3 color;',
  			'attribute float size;',
  			'attribute float lifeTime;',
  
  			'varying vec4 vColor;',
  			'varying float lifeLeft;',
  
  			'void main() {',
  
  			// unpack things from our attributes'
  
  			'	vColor = vec4( color, 1.0 );',
  
  			// convert our velocity back into a value we can use'
  
  			'	vec3 newPosition;',
  			'	vec3 v;',
  
  			'	float timeElapsed = uTime - startTime;',
  
  			'	lifeLeft = 1.0 - ( timeElapsed / lifeTime );',
  
  			'	gl_PointSize = ( uScale * size ) * lifeLeft;',
  
  			'	v.x = ( velocity.x - 0.5 ) * 3.0;',
  			'	v.y = ( velocity.y - 0.5 ) * 3.0;',
  			'	v.z = ( velocity.z - 0.5 ) * 3.0;',
  
  			'	newPosition = positionStart + ( v * 10.0 ) * timeElapsed;',
  
  			'	vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
  			'	vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',
  
  			'	newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / lifeTime ) );',
  
  			'	if( v.y > 0. && v.y < .05 ) {',
  
  			'		lifeLeft = 0.0;',
  
  			'	}',
  
  			'	if( v.x < - 1.45 ) {',
  
  			'		lifeLeft = 0.0;',
  
  			'	}',
  
  			'	if( timeElapsed > 0.0 ) {',
  
  			'		gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
  
  			'	} else {',
  
  			'		gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  			'		lifeLeft = 0.0;',
  			'		gl_PointSize = 0.;',
  
  			'	}',
  
  			'}'
  
  		].join( '\n' ),
  
  		fragmentShader: [
  
  			'float scaleLinear( float value, vec2 valueDomain ) {',
  
  			'	return ( value - valueDomain.x ) / ( valueDomain.y - valueDomain.x );',
  
  			'}',
  
  			'float scaleLinear( float value, vec2 valueDomain, vec2 valueRange ) {',
  
  			'	return mix( valueRange.x, valueRange.y, scaleLinear( value, valueDomain ) );',
  
  			'}',
  
  			'varying vec4 vColor;',
  			'varying float lifeLeft;',
  
  			'uniform sampler2D tSprite;',
  
  			'void main() {',
  
  			'	float alpha = 0.;',
  
  			'	if( lifeLeft > 0.995 ) {',
  
  			'		alpha = scaleLinear( lifeLeft, vec2( 1.0, 0.995 ), vec2( 0.0, 1.0 ) );',
  
  			'	} else {',
  
  			'		alpha = lifeLeft * 0.75;',
  
  			'	}',
  
  			'	vec4 tex = texture2D( tSprite, gl_PointCoord );',
  			'	gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
  
  			'}'
  
  		].join( '\n' )
  
  	};
  
  	// preload a million random numbers
  
  	var i;
  
  	for ( i = 1e5; i > 0; i -- ) {
  
  		this.rand.push( Math.random() - 0.5 );
  
  	}
  
  	this.random = function () {
  
  		return ++ i >= this.rand.length ? this.rand[ i = 1 ] : this.rand[ i ];
  
  	};
  
  	var textureLoader = new TextureLoader();
  
  	this.particleNoiseTex = this.PARTICLE_NOISE_TEXTURE || textureLoader.load( 'textures/perlin-512.png' );
  	this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = RepeatWrapping;
  
  	this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'textures/particle2.png' );
  	this.particleSpriteTex.wrapS = this.particleSpriteTex.wrapT = RepeatWrapping;
  
  	this.particleShaderMat = new ShaderMaterial( {
  		transparent: true,
  		depthWrite: false,
  		uniforms: {
  			'uTime': {
  				value: 0.0
  			},
  			'uScale': {
  				value: 1.0
  			},
  			'tNoise': {
  				value: this.particleNoiseTex
  			},
  			'tSprite': {
  				value: this.particleSpriteTex
  			}
  		},
  		blending: AdditiveBlending,
  		vertexShader: GPUParticleShader.vertexShader,
  		fragmentShader: GPUParticleShader.fragmentShader
  	} );
  
  	// define defaults for all values
  
  	this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
  	this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
  
  	this.init = function () {
  
  		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
  
  			var c = new GPUParticleContainer( this.PARTICLES_PER_CONTAINER, this );
  			this.particleContainers.push( c );
  			this.add( c );
  
  		}
  
  	};
  
  	this.spawnParticle = function ( options ) {
  
  		this.PARTICLE_CURSOR ++;
  
  		if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
  
  			this.PARTICLE_CURSOR = 1;
  
  		}
  
  		var currentContainer = this.particleContainers[ Math.floor( this.PARTICLE_CURSOR / this.PARTICLES_PER_CONTAINER ) ];
  
  		currentContainer.spawnParticle( options );
  
  	};
  
  	this.update = function ( time ) {
  
  		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
  
  			this.particleContainers[ i ].update( time );
  
  		}
  
  	};
  
  	this.dispose = function () {
  
  		this.particleShaderMat.dispose();
  		this.particleNoiseTex.dispose();
  		this.particleSpriteTex.dispose();
  
  		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
  
  			this.particleContainers[ i ].dispose();
  
  		}
  
  	};
  
  	this.init();
  
  };
  
  GPUParticleSystem.prototype = Object.create( Object3D.prototype );
  GPUParticleSystem.prototype.constructor = GPUParticleSystem;
  
  // Subclass for particle containers, allows for very large arrays to be spread out
  
  var GPUParticleContainer = function ( maxParticles, particleSystem ) {
  
  	Object3D.apply( this, arguments );
  
  	this.PARTICLE_COUNT = maxParticles || 100000;
  	this.PARTICLE_CURSOR = 0;
  	this.time = 0;
  	this.offset = 0;
  	this.count = 0;
  	this.DPR = window.devicePixelRatio;
  	this.GPUParticleSystem = particleSystem;
  	this.particleUpdate = false;
  
  	// geometry
  
  	this.particleShaderGeo = new BufferGeometry();
  
  	this.particleShaderGeo.addAttribute( 'position', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'positionStart', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'startTime', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'velocity', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'turbulence', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'color', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'size', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
  	this.particleShaderGeo.addAttribute( 'lifeTime', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
  
  	// material
  
  	this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
  
  	var position = new Vector3();
  	var velocity = new Vector3();
  	var color = new Color();
  
  	this.spawnParticle = function ( options ) {
  
  		var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
  		var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
  		var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
  		var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
  		var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
  		var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
  		var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
  
  		options = options || {};
  
  		// setup reasonable default values for all arguments
  
  		position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
  		velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
  		color = options.color !== undefined ? color.set( options.color ) : color.set( 0xffffff );
  
  		var positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
  		var velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
  		var colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
  		var turbulence = options.turbulence !== undefined ? options.turbulence : 1;
  		var lifetime = options.lifetime !== undefined ? options.lifetime : 5;
  		var size = options.size !== undefined ? options.size : 10;
  		var sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
  		var smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
  
  		if ( this.DPR !== undefined ) size *= this.DPR;
  
  		var i = this.PARTICLE_CURSOR;
  
  		// position
  
  		positionStartAttribute.array[ i * 3 + 0 ] = position.x + ( particleSystem.random() * positionRandomness );
  		positionStartAttribute.array[ i * 3 + 1 ] = position.y + ( particleSystem.random() * positionRandomness );
  		positionStartAttribute.array[ i * 3 + 2 ] = position.z + ( particleSystem.random() * positionRandomness );
  
  		if ( smoothPosition === true ) {
  
  			positionStartAttribute.array[ i * 3 + 0 ] += - ( velocity.x * particleSystem.random() );
  			positionStartAttribute.array[ i * 3 + 1 ] += - ( velocity.y * particleSystem.random() );
  			positionStartAttribute.array[ i * 3 + 2 ] += - ( velocity.z * particleSystem.random() );
  
  		}
  
  		// velocity
  
  		var maxVel = 2;
  
  		var velX = velocity.x + particleSystem.random() * velocityRandomness;
  		var velY = velocity.y + particleSystem.random() * velocityRandomness;
  		var velZ = velocity.z + particleSystem.random() * velocityRandomness;
  
  		velX = _Math.clamp( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
  		velY = _Math.clamp( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
  		velZ = _Math.clamp( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
  
  		velocityAttribute.array[ i * 3 + 0 ] = velX;
  		velocityAttribute.array[ i * 3 + 1 ] = velY;
  		velocityAttribute.array[ i * 3 + 2 ] = velZ;
  
  		// color
  
  		color.r = _Math.clamp( color.r + particleSystem.random() * colorRandomness, 0, 1 );
  		color.g = _Math.clamp( color.g + particleSystem.random() * colorRandomness, 0, 1 );
  		color.b = _Math.clamp( color.b + particleSystem.random() * colorRandomness, 0, 1 );
  
  		colorAttribute.array[ i * 3 + 0 ] = color.r;
  		colorAttribute.array[ i * 3 + 1 ] = color.g;
  		colorAttribute.array[ i * 3 + 2 ] = color.b;
  
  		// turbulence, size, lifetime and starttime
  
  		turbulenceAttribute.array[ i ] = turbulence;
  		sizeAttribute.array[ i ] = size + particleSystem.random() * sizeRandomness;
  		lifeTimeAttribute.array[ i ] = lifetime;
  		startTimeAttribute.array[ i ] = this.time + particleSystem.random() * 2e-2;
  
  		// offset
  
  		if ( this.offset === 0 ) {
  
  			this.offset = this.PARTICLE_CURSOR;
  
  		}
  
  		// counter and cursor
  
  		this.count ++;
  		this.PARTICLE_CURSOR ++;
  
  		if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
  
  			this.PARTICLE_CURSOR = 0;
  
  		}
  
  		this.particleUpdate = true;
  
  	};
  
  	this.init = function () {
  
  		this.particleSystem = new Points( this.particleShaderGeo, this.particleShaderMat );
  		this.particleSystem.frustumCulled = false;
  		this.add( this.particleSystem );
  
  	};
  
  	this.update = function ( time ) {
  
  		this.time = time;
  		this.particleShaderMat.uniforms.uTime.value = time;
  
  		this.geometryUpdate();
  
  	};
  
  	this.geometryUpdate = function () {
  
  		if ( this.particleUpdate === true ) {
  
  			this.particleUpdate = false;
  
  			var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
  			var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
  			var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
  			var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
  			var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
  			var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
  			var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
  
  			if ( this.offset + this.count < this.PARTICLE_COUNT ) {
  
  				positionStartAttribute.updateRange.offset = this.offset * positionStartAttribute.itemSize;
  				startTimeAttribute.updateRange.offset = this.offset * startTimeAttribute.itemSize;
  				velocityAttribute.updateRange.offset = this.offset * velocityAttribute.itemSize;
  				turbulenceAttribute.updateRange.offset = this.offset * turbulenceAttribute.itemSize;
  				colorAttribute.updateRange.offset = this.offset * colorAttribute.itemSize;
  				sizeAttribute.updateRange.offset = this.offset * sizeAttribute.itemSize;
  				lifeTimeAttribute.updateRange.offset = this.offset * lifeTimeAttribute.itemSize;
  
  				positionStartAttribute.updateRange.count = this.count * positionStartAttribute.itemSize;
  				startTimeAttribute.updateRange.count = this.count * startTimeAttribute.itemSize;
  				velocityAttribute.updateRange.count = this.count * velocityAttribute.itemSize;
  				turbulenceAttribute.updateRange.count = this.count * turbulenceAttribute.itemSize;
  				colorAttribute.updateRange.count = this.count * colorAttribute.itemSize;
  				sizeAttribute.updateRange.count = this.count * sizeAttribute.itemSize;
  				lifeTimeAttribute.updateRange.count = this.count * lifeTimeAttribute.itemSize;
  
  			} else {
  
  				positionStartAttribute.updateRange.offset = 0;
  				startTimeAttribute.updateRange.offset = 0;
  				velocityAttribute.updateRange.offset = 0;
  				turbulenceAttribute.updateRange.offset = 0;
  				colorAttribute.updateRange.offset = 0;
  				sizeAttribute.updateRange.offset = 0;
  				lifeTimeAttribute.updateRange.offset = 0;
  
  				// Use -1 to update the entire buffer, see #11476
  				positionStartAttribute.updateRange.count = - 1;
  				startTimeAttribute.updateRange.count = - 1;
  				velocityAttribute.updateRange.count = - 1;
  				turbulenceAttribute.updateRange.count = - 1;
  				colorAttribute.updateRange.count = - 1;
  				sizeAttribute.updateRange.count = - 1;
  				lifeTimeAttribute.updateRange.count = - 1;
  
  			}
  
  			positionStartAttribute.needsUpdate = true;
  			startTimeAttribute.needsUpdate = true;
  			velocityAttribute.needsUpdate = true;
  			turbulenceAttribute.needsUpdate = true;
  			colorAttribute.needsUpdate = true;
  			sizeAttribute.needsUpdate = true;
  			lifeTimeAttribute.needsUpdate = true;
  
  			this.offset = 0;
  			this.count = 0;
  
  		}
  
  	};
  
  	this.dispose = function () {
  
  		this.particleShaderGeo.dispose();
  
  	};
  
  	this.init();
  
  };
  
  GPUParticleContainer.prototype = Object.create( Object3D.prototype );
  GPUParticleContainer.prototype.constructor = GPUParticleContainer;
  
  export {
  	GPUParticleSystem,
  	GPUParticleContainer
  }
  