text: /**
   * @author alteredq / http://alteredqualia.com/
   * @author MPanknin / http://www.redplant.de/
   * @author benaadams / http://blog.illyriad.co.uk/
   *
   */
  
  
  THREE.DeferredShaderChunk = {
  
  	// decode float to vec3
  
  	unpackFloat: [
  
  		"vec3 float_to_vec3( float data ) {",
  
  			"vec3 uncompressed;",
  			"uncompressed.x = fract( data );",
  			"float zInt = floor( data / 255.0 );",
  			"uncompressed.z = fract( zInt / 255.0 );",
  			"uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  			"return uncompressed;",
  
  		"}"
  
  	].join("\n"),
  
  	computeVertexPositionVS: [
  
  		"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  
  		"vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  		"float z = normalDepth.w;",
  
  		"if ( z == 0.0 ) discard;",
  
  		"vec2 xy = texCoord * 2.0 - 1.0;",
  
  		"vec4 vertexPositionProjected = vec4( xy, z, 1.0 );",
  		"vec4 vertexPositionVS = matProjInverse * vertexPositionProjected;",
  		"vertexPositionVS.xyz /= vertexPositionVS.w;",
  		"vertexPositionVS.w = 1.0;"
  
  	].join("\n"),
  
  	computeNormal: [
  
  		"vec3 normal = normalDepth.xyz * 2.0 - 1.0;"
  
  	].join("\n"),
  
  	unpackColorMap: [
  
  		"vec4 colorMap = texture2D( samplerColor, texCoord );",
  
  		"vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  		"vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  		"float shininess = abs( colorMap.z );",
  		"float wrapAround = sign( colorMap.z );",
  		"float additiveSpecular = sign( colorMap.y );"
  
  	].join("\n"),
  
  	computeDiffuse: [
  
  		"float dotProduct = dot( normal, lightVector );",
  		"float diffuseFull = max( dotProduct, 0.0 );",
  
  		"vec3 diffuse;",
  
  		"if ( wrapAround < 0.0 ) {",
  
  			// wrap around lighting
  
  			"float diffuseHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  
  			"const vec3 wrapRGB = vec3( 1.0, 1.0, 1.0 );",
  			"diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  
  		"} else {",
  
  			// simple lighting
  
  			"diffuse = vec3( diffuseFull );",
  
  		"}"
  
  	].join("\n"),
  
  	computeSpecular: [
  
  		"vec3 halfVector = normalize( lightVector - normalize( vertexPositionVS.xyz ) );",
  		"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  
  		// simple specular
  
  		//"vec3 specular = specularColor * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  
  		// physically based specular
  
  		"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  
  		"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, halfVector ), 5.0 );",
  		"vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;"
  
  	].join("\n"),
  
  	combine: [
  
  		"vec3 light = lightIntensity * lightColor;",
  		"gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );"
  
  	].join("\n")
  
  };
  
  THREE.ShaderDeferred = {
  
  	"color" : {
  
  		uniforms: THREE.UniformsUtils.merge( [
  
  			THREE.UniformsLib[ "common" ],
  			THREE.UniformsLib[ "fog" ],
  			THREE.UniformsLib[ "shadowmap" ],
  
  			{
  				"emissive" :  { type: "c", value: new THREE.Color( 0x000000 ) },
  				"specular" :  { type: "c", value: new THREE.Color( 0x111111 ) },
  				"shininess":  { type: "f", value: 30 },
  				"wrapAround": 		{ type: "f", value: 1 },
  				"additiveSpecular": { type: "f", value: 1 },
  
  				"samplerNormalDepth": { type: "t", value: null },
  				"viewWidth": 		{ type: "f", value: 800 },
  				"viewHeight": 		{ type: "f", value: 600 }
  			}
  
  		] ),
  
  		fragmentShader : [
  
  			"uniform vec3 diffuse;",
  			"uniform vec3 specular;",
  			"uniform vec3 emissive;",
  			"uniform float shininess;",
  			"uniform float wrapAround;",
  			"uniform float additiveSpecular;",
  
  			THREE.ShaderChunk[ "common" ],
  			THREE.ShaderChunk[ "color_pars_fragment" ],
  			THREE.ShaderChunk[ "map_pars_fragment" ],
  			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  
  			"#ifdef USE_ENVMAP",
  
  				"varying vec3 vWorldPosition;",
  
  				"uniform float reflectivity;",
  				"uniform samplerCube envMap;",
  				"uniform float flipEnvMap;",
  				"uniform int combine;",
  
  				"uniform bool useRefract;",
  				"uniform float refractionRatio;",
  
  				"uniform sampler2D samplerNormalDepth;",
  				"uniform float viewHeight;",
  				"uniform float viewWidth;",
  
  			"#endif",
  
  			THREE.ShaderChunk[ "fog_pars_fragment" ],
  			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  
  			"const float unit = 255.0/256.0;",
  
  			"float vec3_to_float( vec3 data ) {",
  
  				"highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  				"return compressed;",
  
  			"}",
  
  			"void main() {",
  
  				"const float opacity = 1.0;",
  
  				"gl_FragColor = vec4( diffuse, opacity );",
  
  				THREE.ShaderChunk[ "map_fragment" ],
  				THREE.ShaderChunk[ "alphatest_fragment" ],
  				THREE.ShaderChunk[ "specularmap_fragment" ],
  				THREE.ShaderChunk[ "lightmap_fragment" ],
  				THREE.ShaderChunk[ "color_fragment" ],
  
  				"#ifdef USE_ENVMAP",
  
  					"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  					"vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  					"vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  
  					"vec3 reflectVec;",
  
  					"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  
  					"if ( useRefract ) {",
  
  						"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
  
  					"} else { ",
  
  						"reflectVec = reflect( cameraToVertex, normal );",
  
  					"}",
  
  					"#ifdef DOUBLE_SIDED",
  
  						"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  						"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  
  					"#else",
  
  						"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  
  					"#endif",
  
  					"cubeColor.xyz = inputToLinear( cubeColor.xyz );",
  
  					"if ( combine == 1 ) {",
  
  						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  
  					"} else if ( combine == 2 ) {",
  
  						"gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  
  					"} else {",
  
  						"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  
  					"}",
  
  				"#endif",
  
  				THREE.ShaderChunk[ "shadowmap_fragment" ],
  				THREE.ShaderChunk[ "fog_fragment" ],
  
  				//
  
  				"const float compressionScale = 0.999;",
  
  				//
  
  				"vec3 diffuseMapColor;",
  
  				"#ifdef USE_MAP",
  
  					"diffuseMapColor = texelColor.xyz;",
  
  				"#else",
  
  					"diffuseMapColor = vec3( 1.0 );",
  
  				"#endif",
  
  				// diffuse color
  
  				"gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );",
  
  				// specular color
  
  				"if ( additiveSpecular < 0.0 ) {",
  
  					"gl_FragColor.y = vec3_to_float( compressionScale * specular );",
  
  				"} else {",
  
  					"gl_FragColor.y = vec3_to_float( compressionScale * specular * diffuseMapColor );",
  
  				"}",
  
  				"gl_FragColor.y *= additiveSpecular;",
  
  				// shininess
  
  				"gl_FragColor.z = wrapAround * shininess;",
  
  				// emissive color
  
  				"#ifdef USE_COLOR",
  
  					"gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor * vColor );",
  
  				"#else",
  
  					"gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor );",
  
  				"#endif",
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			THREE.ShaderChunk[ "common" ],
  			THREE.ShaderChunk[ "map_pars_vertex" ],
  			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  			THREE.ShaderChunk[ "color_pars_vertex" ],
  			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  			THREE.ShaderChunk[ "skinning_pars_vertex" ],
  			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  
  			"#ifdef USE_ENVMAP",
  
  				"varying vec3 vWorldPosition;",
  
  			"#endif",
  
  			"void main() {",
  
  				THREE.ShaderChunk[ "map_vertex" ],
  				THREE.ShaderChunk[ "lightmap_vertex" ],
  				THREE.ShaderChunk[ "color_vertex" ],
  
  				THREE.ShaderChunk[ "skinbase_vertex" ],
  
  				THREE.ShaderChunk[ "morphtarget_vertex" ],
  				THREE.ShaderChunk[ "skinning_vertex" ],
  				THREE.ShaderChunk[ "default_vertex" ],
  
  				THREE.ShaderChunk[ "worldpos_vertex" ],
  				THREE.ShaderChunk[ "shadowmap_vertex" ],
  
  				"#ifdef USE_ENVMAP",
  
  					"vWorldPosition = worldPosition.xyz;",
  
  				"#endif",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"normalDepth" : {
  
  		uniforms: {
  
  			bumpMap: 	  { type: "t", value: null },
  			bumpScale:	  { type: "f", value: 1 },
  			offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  
  		},
  
  		fragmentShader : [
  
  			"#ifdef USE_BUMPMAP",
  
  				"#extension GL_OES_standard_derivatives : enable\n",
  
  				"varying vec2 vUv;",
  				"varying vec3 vViewPosition;",
  
  				THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  
  			"#endif",
  
  			"varying vec3 normalView;",
  			"varying vec4 clipPos;",
  
  			"void main() {",
  
  				"vec3 normal = normalize( normalView );",
  
  				"#ifdef USE_BUMPMAP",
  
  					"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  
  				"#endif",
  
  				"gl_FragColor.xyz = normal * 0.5 + 0.5;",
  				"gl_FragColor.w = clipPos.z / clipPos.w;",
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"varying vec3 normalView;",
  			"varying vec4 clipPos;",
  
  			"#ifdef USE_BUMPMAP",
  
  				"varying vec2 vUv;",
  				"varying vec3 vViewPosition;",
  
  				"uniform vec4 offsetRepeat;",
  
  			"#endif",
  
  			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  			THREE.ShaderChunk[ "skinning_pars_vertex" ],
  
  			"void main() {",
  
  				THREE.ShaderChunk[ "morphnormal_vertex" ],
  				THREE.ShaderChunk[ "skinbase_vertex" ],
  				THREE.ShaderChunk[ "skinnormal_vertex" ],
  				THREE.ShaderChunk[ "defaultnormal_vertex" ],
  
  				THREE.ShaderChunk[ "morphtarget_vertex" ],
  				THREE.ShaderChunk[ "skinning_vertex" ],
  				THREE.ShaderChunk[ "default_vertex" ],
  
  				"normalView = normalize( normalMatrix * objectNormal );",
  
  				"#ifdef USE_BUMPMAP",
  
  					"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  					"vViewPosition = -mvPosition.xyz;",
  
  				"#endif",
  
  				"clipPos = gl_Position;",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"composite" : {
  
  		uniforms: {
  
  			samplerLight: 	{ type: "t", value: null },
  			brightness:		{ type: "f", value: 1 }
  
  		},
  
  		fragmentShader : [
  
  			"varying vec2 texCoord;",
  			"uniform sampler2D samplerLight;",
  			"uniform float brightness;",
  
  			// tonemapping operators
  			// based on John Hable's HLSL snippets
  			// from http://filmicgames.com/archives/75
  
  			"#ifdef TONEMAP_UNCHARTED",
  
  				"const float A = 0.15;",
  				"const float B = 0.50;",
  				"const float C = 0.10;",
  				"const float D = 0.20;",
  				"const float E = 0.02;",
  				"const float F = 0.30;",
  				"const float W = 11.2;",
  
  				"vec3 Uncharted2Tonemap( vec3 x ) {",
  
  				   "return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;",
  
  				"}",
  
  			"#endif",
  
  			"void main() {",
  
  				"vec3 inColor = texture2D( samplerLight, texCoord ).xyz;",
  				"inColor *= brightness;",
  
  				"vec3 outColor;",
  
  				"#if defined( TONEMAP_SIMPLE )",
  
  					"outColor = sqrt( inColor );",
  
  				"#elif defined( TONEMAP_LINEAR )",
  
  					// simple linear to gamma conversion
  
  					"outColor = pow( inColor, vec3( 1.0 / 2.2 ) );",
  
  				"#elif defined( TONEMAP_REINHARD )",
  
  					// Reinhard operator
  
  					"inColor = inColor / ( 1.0 + inColor );",
  					"outColor = pow( inColor, vec3( 1.0 / 2.2 ) );",
  
  				"#elif defined( TONEMAP_FILMIC )",
  
  					// filmic operator by Jim Hejl and Richard Burgess-Dawson
  
  					"vec3 x = max( vec3( 0.0 ), inColor - 0.004 );",
  					"outColor = ( x * ( 6.2 * x + 0.5 ) ) / ( x * ( 6.2 * x + 1.7 ) + 0.06 );",
  
  				"#elif defined( TONEMAP_UNCHARTED )",
  
  					// tonemapping operator from Uncharted 2 by John Hable
  
  					"float ExposureBias = 2.0;",
  					"vec3 curr = Uncharted2Tonemap( ExposureBias * inColor );",
  
  					"vec3 whiteScale = vec3( 1.0 ) / Uncharted2Tonemap( vec3( W ) );",
  					"vec3 color = curr * whiteScale;",
  
  					"outColor = pow( color, vec3( 1.0 / 2.2 ) );",
  
  				"#else",
  
  					"outColor = inColor;",
  
  				"#endif",
  
  				"gl_FragColor = vec4( outColor, 1.0 );",
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"varying vec2 texCoord;",
  
  			"void main() {",
  
  				"vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  				"texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  				"gl_Position = pos;",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"pointLight" : {
  
  		uniforms: {
  
  			samplerNormalDepth: { type: "t", value: null },
  			samplerColor: 		{ type: "t", value: null },
  			matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  			viewWidth: 		{ type: "f", value: 800 },
  			viewHeight: 	{ type: "f", value: 600 },
  
  			lightPositionVS:{ type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  			lightColor: 	{ type: "c", value: new THREE.Color( 0x000000 ) },
  			lightIntensity: { type: "f", value: 1.0 },
  			lightRadius: 	{ type: "f", value: 1.0 }
  
  		},
  
  		fragmentShader : [
  
  			"uniform sampler2D samplerColor;",
  			"uniform sampler2D samplerNormalDepth;",
  
  			"uniform float lightRadius;",
  			"uniform float lightIntensity;",
  			"uniform float viewHeight;",
  			"uniform float viewWidth;",
  
  			"uniform vec3 lightColor;",
  			"uniform vec3 lightPositionVS;",
  
  			"uniform mat4 matProjInverse;",
  
  			THREE.DeferredShaderChunk[ "unpackFloat" ],
  
  			"void main() {",
  
  				THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
  
  				// bail out early when pixel outside of light sphere
  
  				"vec3 lightVector = lightPositionVS - vertexPositionVS.xyz;",
  				"float distance = length( lightVector );",
  
  				"if ( distance > lightRadius ) discard;",
  
  				THREE.DeferredShaderChunk[ "computeNormal" ],
  				THREE.DeferredShaderChunk[ "unpackColorMap" ],
  
  				// compute light
  
  				"lightVector = normalize( lightVector );",
  
  				THREE.DeferredShaderChunk[ "computeDiffuse" ],
  				THREE.DeferredShaderChunk[ "computeSpecular" ],
  
  				// combine
  
  				"float cutoff = 0.3;",
  				"float denom = distance / lightRadius + 1.0;",
  				"float attenuation = 1.0 / ( denom * denom );",
  				"attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  				"attenuation = max( attenuation, 0.0 );",
  				"attenuation *= attenuation;",
  
  				THREE.DeferredShaderChunk[ "combine" ],
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"void main() { ",
  
  				// sphere proxy needs real position
  
  				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  				"gl_Position = projectionMatrix * mvPosition;",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"spotLight" : {
  
  		uniforms: {
  
  			samplerNormalDepth: { type: "t", value: null },
  			samplerColor: 		{ type: "t", value: null },
  			matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  			viewWidth: 		{ type: "f", value: 800 },
  			viewHeight: 	{ type: "f", value: 600 },
  
  			lightPositionVS :{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  			lightDirectionVS:{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  			lightColor: 	{ type: "c", value: new THREE.Color( 0x000000 ) },
  			lightIntensity: { type: "f", value: 1.0 },
  			lightDistance: 	{ type: "f", value: 1.0 },
  			lightAngle: 	{ type: "f", value: 1.0 }
  
  		},
  
  		fragmentShader : [
  
  			"uniform vec3 lightPositionVS;",
  			"uniform vec3 lightDirectionVS;",
  
  			"uniform sampler2D samplerColor;",
  			"uniform sampler2D samplerNormalDepth;",
  
  			"uniform float viewHeight;",
  			"uniform float viewWidth;",
  
  			"uniform float lightAngle;",
  			"uniform float lightIntensity;",
  			"uniform vec3 lightColor;",
  
  			"uniform mat4 matProjInverse;",
  
  			THREE.DeferredShaderChunk[ "unpackFloat" ],
  
  			"void main() {",
  
  				THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
  				THREE.DeferredShaderChunk[ "computeNormal" ],
  				THREE.DeferredShaderChunk[ "unpackColorMap" ],
  
  				// compute light
  
  				"vec3 lightVector = normalize( lightPositionVS.xyz - vertexPositionVS.xyz );",
  
  				"float rho = dot( lightDirectionVS, lightVector );",
  				"float rhoMax = cos( lightAngle * 0.5 );",
  
  				"if ( rho <= rhoMax ) discard;",
  
  				"float theta = rhoMax + 0.0001;",
  				"float phi = rhoMax + 0.05;",
  				"float falloff = 4.0;",
  
  				"float spot = 0.0;",
  
  				"if ( rho >= phi ) {",
  
  					"spot = 1.0;",
  
  				"} else if ( rho <= theta ) {",
  
  					"spot = 0.0;",
  
  				"} else { ",
  
  					"spot = pow( ( rho - theta ) / ( phi - theta ), falloff );",
  
  				"}",
  
  				THREE.DeferredShaderChunk[ "computeDiffuse" ],
  
  				"diffuse *= spot;",
  
  				THREE.DeferredShaderChunk[ "computeSpecular" ],
  
  				// combine
  
  				"const float attenuation = 1.0;",
  
  				THREE.DeferredShaderChunk[ "combine" ],
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"void main() { ",
  
  				// full screen quad proxy
  
  				"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"directionalLight" : {
  
  		uniforms: {
  
  			samplerNormalDepth: { type: "t", value: null },
  			samplerColor: 		{ type: "t", value: null },
  			matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  			viewWidth: 		{ type: "f", value: 800 },
  			viewHeight: 	{ type: "f", value: 600 },
  
  			lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  			lightColor: 	{ type: "c", value: new THREE.Color( 0x000000 ) },
  			lightIntensity: { type: "f", value: 1.0 }
  
  		},
  
  		fragmentShader : [
  
  			"uniform sampler2D samplerColor;",
  			"uniform sampler2D samplerNormalDepth;",
  
  			"uniform float lightRadius;",
  			"uniform float lightIntensity;",
  			"uniform float viewHeight;",
  			"uniform float viewWidth;",
  
  			"uniform vec3 lightColor;",
  			"uniform vec3 lightDirectionVS;",
  
  			"uniform mat4 matProjInverse;",
  
  			THREE.DeferredShaderChunk[ "unpackFloat" ],
  
  			"void main() {",
  
  				THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
  				THREE.DeferredShaderChunk[ "computeNormal" ],
  				THREE.DeferredShaderChunk[ "unpackColorMap" ],
  
  				// compute light
  
  				"vec3 lightVector = lightDirectionVS;",
  
  				THREE.DeferredShaderChunk[ "computeDiffuse" ],
  				THREE.DeferredShaderChunk[ "computeSpecular" ],
  
  				// combine
  
  				"const float attenuation = 1.0;",
  
  				THREE.DeferredShaderChunk[ "combine" ],
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"void main() { ",
  
  				// full screen quad proxy
  
  				"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"hemisphereLight" : {
  
  		uniforms: {
  
  			samplerNormalDepth: { type: "t", value: null },
  			samplerColor: 		{ type: "t", value: null },
  			matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  			viewWidth: 		{ type: "f", value: 800 },
  			viewHeight: 	{ type: "f", value: 600 },
  
  			lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  			lightColorSky: 	  { type: "c", value: new THREE.Color( 0x000000 ) },
  			lightColorGround: { type: "c", value: new THREE.Color( 0x000000 ) },
  			lightIntensity:   { type: "f", value: 1.0 }
  
  		},
  
  		fragmentShader : [
  
  			"uniform sampler2D samplerColor;",
  			"uniform sampler2D samplerNormalDepth;",
  
  			"uniform float lightRadius;",
  			"uniform float lightIntensity;",
  			"uniform float viewHeight;",
  			"uniform float viewWidth;",
  
  			"uniform vec3 lightColorSky;",
  			"uniform vec3 lightColorGround;",
  			"uniform vec3 lightDirectionVS;",
  
  			"uniform mat4 matProjInverse;",
  
  			THREE.DeferredShaderChunk[ "unpackFloat" ],
  
  			"void main() {",
  
  				THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
  				THREE.DeferredShaderChunk[ "computeNormal" ],
  				THREE.DeferredShaderChunk[ "unpackColorMap" ],
  
  				// compute light
  
  				"vec3 lightVector = lightDirectionVS;",
  
  				// diffuse
  
  				"float dotProduct = dot( normal, lightVector );",
  				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  
  				"vec3 hemiColor = mix( lightColorGround, lightColorSky, hemiDiffuseWeight );",
  
  				"vec3 diffuse = hemiColor;",
  
  				// specular (sky light)
  
  				"vec3 hemiHalfVectorSky = normalize( lightVector - vertexPositionVS.xyz );",
  				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  				"float hemiSpecularWeightSky = max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  
  				// specular (ground light)
  
  				"vec3 lVectorGround = -lightVector;",
  
  				"vec3 hemiHalfVectorGround = normalize( lVectorGround - vertexPositionVS.xyz );",
  				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  				"float hemiSpecularWeightGround = max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  
  				"float dotProductGround = dot( normal, lVectorGround );",
  
  				"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  
  				"vec3 schlickSky = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, hemiHalfVectorSky ), 5.0 );",
  				"vec3 schlickGround = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
  				"vec3 specular = hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  
  				// combine
  
  				"gl_FragColor = vec4( lightIntensity * ( albedo * diffuse + specular ), 1.0 );",
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"void main() { ",
  
  				// full screen quad proxy
  
  				"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"areaLight" : {
  
  		uniforms: {
  
  			samplerNormalDepth: { type: "t", value: null },
  			samplerColor: 		{ type: "t", value: null },
  			matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  			viewWidth: 		{ type: "f", value: 800 },
  			viewHeight: 	{ type: "f", value: 600 },
  
  			lightPositionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  			lightNormalVS: 	 { type: "v3", value: new THREE.Vector3( 0, -1, 0 ) },
  			lightRightVS:  	 { type: "v3", value: new THREE.Vector3( 1, 0, 0 ) },
  			lightUpVS:  	 { type: "v3", value: new THREE.Vector3( 1, 0, 0 ) },
  
  			lightColor: 	{ type: "c", value: new THREE.Color( 0x000000 ) },
  			lightIntensity: { type: "f", value: 1.0 },
  
  			lightWidth:  { type: "f", value: 1.0 },
  			lightHeight: { type: "f", value: 1.0 },
  
  			constantAttenuation:  { type: "f", value: 1.5 },
  			linearAttenuation:    { type: "f", value: 0.5 },
  			quadraticAttenuation: { type: "f", value: 0.1 }
  
  		},
  
  		fragmentShader : [
  
  			"uniform vec3 lightPositionVS;",
  			"uniform vec3 lightNormalVS;",
  			"uniform vec3 lightRightVS;",
  			"uniform vec3 lightUpVS;",
  
  			"uniform sampler2D samplerColor;",
  			"uniform sampler2D samplerNormalDepth;",
  
  			"uniform float lightWidth;",
  			"uniform float lightHeight;",
  
  			"uniform float constantAttenuation;",
  			"uniform float linearAttenuation;",
  			"uniform float quadraticAttenuation;",
  
  			"uniform float lightIntensity;",
  			"uniform vec3 lightColor;",
  
  			"uniform float viewHeight;",
  			"uniform float viewWidth;",
  
  			"uniform mat4 matProjInverse;",
  
  			THREE.DeferredShaderChunk[ "unpackFloat" ],
  
  			"vec3 projectOnPlane( vec3 point, vec3 planeCenter, vec3 planeNorm ) {",
  
  				"return point - dot( point - planeCenter, planeNorm ) * planeNorm;",
  
  			"}",
  
  			"bool sideOfPlane( vec3 point, vec3 planeCenter, vec3 planeNorm ) {",
  
  				"return ( dot( point - planeCenter, planeNorm ) >= 0.0 );",
  
  			"}",
  
  			"vec3 linePlaneIntersect( vec3 lp, vec3 lv, vec3 pc, vec3 pn ) {",
  
  				"return lp + lv * ( dot( pn, pc - lp ) / dot( pn, lv ) );",
  
  			"}",
  
  			"float calculateAttenuation( float dist ) {",
  
  				"return ( 1.0 / ( constantAttenuation + linearAttenuation * dist + quadraticAttenuation * dist * dist ) );",
  
  			"}",
  
  			"void main() {",
  
  				THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
  				THREE.DeferredShaderChunk[ "computeNormal" ],
  				THREE.DeferredShaderChunk[ "unpackColorMap" ],
  
  				"float w = lightWidth;",
  				"float h = lightHeight;",
  
  				"vec3 proj = projectOnPlane( vertexPositionVS.xyz, lightPositionVS, lightNormalVS );",
  				"vec3 dir = proj - lightPositionVS;",
  
  				"vec2 diagonal = vec2( dot( dir, lightRightVS ), dot( dir, lightUpVS ) );",
  				"vec2 nearest2D = vec2( clamp( diagonal.x, -w, w ), clamp( diagonal.y, -h, h ) );",
  				"vec3 nearestPointInside = vec3( lightPositionVS ) + ( lightRightVS * nearest2D.x + lightUpVS * nearest2D.y );",
  
  				"vec3 lightDir = normalize( nearestPointInside - vertexPositionVS.xyz );",
  				"float NdotL = max( dot( lightNormalVS, -lightDir ), 0.0 );",
  				"float NdotL2 = max( dot( normal, lightDir ), 0.0 );",
  
  				//"if ( NdotL2 * NdotL > 0.0 && sideOfPlane( vertexPositionVS.xyz, lightPositionVS, lightNormalVS ) ) {",
  				"if ( NdotL2 * NdotL > 0.0 ) {",
  
  					// diffuse
  
  					"vec3 diffuse = vec3( sqrt( NdotL * NdotL2 ) );",
  
  					// specular
  
  					"vec3 specular = vec3( 0.0 );",
  
  					"vec3 R = reflect( normalize( -vertexPositionVS.xyz ), normal );",
  					"vec3 E = linePlaneIntersect( vertexPositionVS.xyz, R, vec3( lightPositionVS ), lightNormalVS );",
  
  					"float specAngle = dot( R, lightNormalVS );",
  
  					"if ( specAngle > 0.0 ) {",
  
  						"vec3 dirSpec = E - vec3( lightPositionVS );",
  						"vec2 dirSpec2D = vec2( dot( dirSpec, lightRightVS ), dot( dirSpec, lightUpVS ) );",
  						"vec2 nearestSpec2D = vec2( clamp( dirSpec2D.x, -w, w ), clamp( dirSpec2D.y, -h, h ) );",
  						"float specFactor = 1.0 - clamp( length( nearestSpec2D - dirSpec2D ) * 0.05 * shininess, 0.0, 1.0 );",
  						"specular = specularColor * specFactor * specAngle * diffuse;",
  
  					"}",
  
  					// combine
  
  					"float dist = distance( vertexPositionVS.xyz, nearestPointInside );",
  					"float attenuation = calculateAttenuation( dist );",
  
  					THREE.DeferredShaderChunk[ "combine" ],
  
  				"} else {",
  
  					"discard;",
  
  				"}",
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"void main() {",
  
  				// full screen quad proxy
  
  				"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  
  			"}"
  
  		].join("\n")
  
  	},
  
  	"emissiveLight" : {
  
  		uniforms: {
  
  			samplerColor: 	{ type: "t", value: null },
  			viewWidth: 		{ type: "f", value: 800 },
  			viewHeight: 	{ type: "f", value: 600 },
  
  		},
  
  		fragmentShader : [
  
  			"uniform sampler2D samplerColor;",
  
  			"uniform float viewHeight;",
  			"uniform float viewWidth;",
  
  			THREE.DeferredShaderChunk[ "unpackFloat" ],
  
  			"void main() {",
  
  				"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  
  				"vec4 colorMap = texture2D( samplerColor, texCoord );",
  				"vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  
  				"gl_FragColor = vec4( emissiveColor, 1.0 );",
  
  			"}"
  
  		].join("\n"),
  
  		vertexShader : [
  
  			"void main() { ",
  
  				// full screen quad proxy
  
  				"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  
  			"}"
  
  		].join("\n")
  
  	}
  
  };
  