text: import { Mesh,
  	ShaderMaterial,
  	AdditiveBlending,
  	LightProxy,
  	UniformsUtils,
  	ShaderDeferred } from '../../src/Three';
  
  // function AreaLightProxy( light, renderer ) {
  
  // 	LightProxy.call( this, light, renderer );
  // 	var c = ShaderDeferred.areaLight,
  // 		d = UniformsUtils.clone( c.uniforms ),
  // 		c = new ShaderMaterial( {
  // 			uniforms: d,
  // 			vertexShader: c.vertexShader,
  // 			fragmentShader: c.fragmentShader,
  // 			defines: {
  // 				AREA_TEXTURE: !! light.texture
  // 			},
  // 			blending: AdditiveBlending,
  // 			depthWrite: ! 1,
  // 			depthTest: ! 1,
  // 			transparent: ! 0
  // 		} );
  // 	// 	e = renderer.getColorTarget(),
  // 	// 	f = renderer.getNormalDepthTarget();
  // 	// d.viewWidth.value = e.width;
  // 	// d.viewHeight.value = e.height;
  // 	// d.samplerColor.value = e;
  // 	// d.samplerNormalDepth.value =
  // 	// 		f;
  // 	Mesh.call( this, LightProxy.geometryLightPlane, c );
  
  // };
  
  
  function AreaLightProxy( light, renderer ) {
  
  	this.light = light ? light : null;
  	this.renderer = renderer ? renderer : null;
  
  	LightProxy.call( this, light, renderer );
  	var c = ShaderDeferred.areaLight,
  		d = UniformsUtils.clone( c.uniforms ),
  		c = new ShaderMaterial( {
  			uniforms: d,
  			vertexShader: c.vertexShader,
  			fragmentShader: c.fragmentShader,
  			// defines: {
  			// 	AREA_TEXTURE: !! light.texture
  			// },
  			blending: AdditiveBlending,
  			depthWrite: ! 1,
  			depthTest: ! 1,
  			transparent: ! 0
  		} );
  	// 	e = renderer.getColorTarget(),
  	// 	f = renderer.getNormalDepthTarget();
  	// d.viewWidth.value = e.width;
  	// d.viewHeight.value = e.height;
  	// d.samplerColor.value = e;
  	// d.samplerNormalDepth.value =
  	// 		f;
  	Mesh.call( this, LightProxy.geometryLightPlane, c );
  
  };
  
  AreaLightProxy.prototype = Object.create( LightProxy.prototype );
  AreaLightProxy.prototype.update = function ( a ) { //camera
  
  	// TODO direct do this in WebGLLight.js
  	LightProxy.prototype.update.call( this, a );
  	var b = this.light,
  		c = this.material.uniforms,
  		d = b.matrixWorld;
  	a = a.matrixWorldInverse;
  	var e = LightProxy.positionVS,
  		f = LightProxy.rightVS,
  		g = LightProxy.normalVS,
  		h = LightProxy.upVS;
  	//e.copy( d.getPosition() );
  	e.setFromMatrixPosition( d );
  	//a.multiplyVector3( e );
  	e.applyMatrix4( a );
  	c.lightPositionVS.value.copy( e );
  	f.copy( b.right );
  	g.copy( b.normal );
  	// d.rotateAxis( f );
  	// d.rotateAxis( g );
  	// a.rotateAxis( f );
  	// a.rotateAxis( g );
  	f.transformDirection( d );
  	g.transformDirection( d );
  	f.transformDirection( a );
  	g.transformDirection( a );
  	h.crossVectors( f, g );
  	h.normalize();
  	c.lightRightVS.value.copy( f );
  	c.lightNormalVS.value.copy( g );
  	c.lightUpVS.value.copy( h );
  	c.lightWidth.value = b.width;
  	c.lightHeight.value = b.height;
  	c.constantAttenuation.value = b.constantAttenuation;
  	c.linearAttenuation.value = b.linearAttenuation;
  	c.quadraticAttenuation.value = b.quadraticAttenuation;
  	c.samplerTexture.value = b.texture;
  	c.lightIntensity.value = b.intensity * b.intensity;
  	c.lightColor.value.copyGammaToLinear( b.color );
  	//console.log(c);
  
  };
  
  export { AreaLightProxy };
  