text: (function (global, factory) {
  	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  	typeof define === 'function' && define.amd ? define(['exports'], factory) :
  	(factory((global.THREE = global.THREE || {})));
  }(this, (function (exports) { 'use strict';
  
  	// Polyfills
  
  	if ( Number.EPSILON === undefined ) {
  
  		Number.EPSILON = Math.pow( 2, - 52 );
  
  	}
  
  	//
  
  	if ( Math.sign === undefined ) {
  
  		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  
  		Math.sign = function ( x ) {
  
  			return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  
  		};
  
  	}
  
  	if ( Function.prototype.name === undefined ) {
  
  		// Missing in IE9-11.
  		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  
  		Object.defineProperty( Function.prototype, 'name', {
  
  			get: function () {
  
  				return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  
  			}
  
  		} );
  
  	}
  
  	if ( Object.assign === undefined ) {
  
  		// Missing in IE.
  		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  
  		( function () {
  
  			Object.assign = function ( target ) {
  
  				'use strict';
  
  				if ( target === undefined || target === null ) {
  
  					throw new TypeError( 'Cannot convert undefined or null to object' );
  
  				}
  
  				var output = Object( target );
  
  				for ( var index = 1; index < arguments.length; index ++ ) {
  
  					var source = arguments[ index ];
  
  					if ( source !== undefined && source !== null ) {
  
  						for ( var nextKey in source ) {
  
  							if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  
  								output[ nextKey ] = source[ nextKey ];
  
  							}
  
  						}
  
  					}
  
  				}
  
  				return output;
  
  			};
  
  		} )();
  
  	}
  
  	/**
  	 * https://github.com/mrdoob/eventdispatcher.js/
  	 */
  
  	function EventDispatcher() {}
  
  	EventDispatcher.prototype = {
  
  		addEventListener: function ( type, listener ) {
  
  			if ( this._listeners === undefined ) this._listeners = {};
  
  			var listeners = this._listeners;
  
  			if ( listeners[ type ] === undefined ) {
  
  				listeners[ type ] = [];
  
  			}
  
  			if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  
  				listeners[ type ].push( listener );
  
  			}
  
  		},
  
  		hasEventListener: function ( type, listener ) {
  
  			if ( this._listeners === undefined ) return false;
  
  			var listeners = this._listeners;
  
  			return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  
  		},
  
  		removeEventListener: function ( type, listener ) {
  
  			if ( this._listeners === undefined ) return;
  
  			var listeners = this._listeners;
  			var listenerArray = listeners[ type ];
  
  			if ( listenerArray !== undefined ) {
  
  				var index = listenerArray.indexOf( listener );
  
  				if ( index !== - 1 ) {
  
  					listenerArray.splice( index, 1 );
  
  				}
  
  			}
  
  		},
  
  		dispatchEvent: function ( event ) {
  
  			if ( this._listeners === undefined ) return;
  
  			var listeners = this._listeners;
  			var listenerArray = listeners[ event.type ];
  
  			if ( listenerArray !== undefined ) {
  
  				event.target = this;
  
  				var array = [], i = 0;
  				var length = listenerArray.length;
  
  				for ( i = 0; i < length; i ++ ) {
  
  					array[ i ] = listenerArray[ i ];
  
  				}
  
  				for ( i = 0; i < length; i ++ ) {
  
  					array[ i ].call( this, event );
  
  				}
  
  			}
  
  		}
  
  	};
  
  	var REVISION = '84dev';
  	var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  	var CullFaceNone = 0;
  	var CullFaceBack = 1;
  	var CullFaceFront = 2;
  	var CullFaceFrontBack = 3;
  	var FrontFaceDirectionCW = 0;
  	var FrontFaceDirectionCCW = 1;
  	var BasicShadowMap = 0;
  	var PCFShadowMap = 1;
  	var PCFSoftShadowMap = 2;
  	var FrontSide = 0;
  	var BackSide = 1;
  	var DoubleSide = 2;
  	var FlatShading = 1;
  	var SmoothShading = 2;
  	var NoColors = 0;
  	var FaceColors = 1;
  	var VertexColors = 2;
  	var NoBlending = 0;
  	var NormalBlending = 1;
  	var AdditiveBlending = 2;
  	var SubtractiveBlending = 3;
  	var MultiplyBlending = 4;
  	var CustomBlending = 5;
  	var AddEquation = 100;
  	var SubtractEquation = 101;
  	var ReverseSubtractEquation = 102;
  	var MinEquation = 103;
  	var MaxEquation = 104;
  	var ZeroFactor = 200;
  	var OneFactor = 201;
  	var SrcColorFactor = 202;
  	var OneMinusSrcColorFactor = 203;
  	var SrcAlphaFactor = 204;
  	var OneMinusSrcAlphaFactor = 205;
  	var DstAlphaFactor = 206;
  	var OneMinusDstAlphaFactor = 207;
  	var DstColorFactor = 208;
  	var OneMinusDstColorFactor = 209;
  	var SrcAlphaSaturateFactor = 210;
  	var NeverDepth = 0;
  	var AlwaysDepth = 1;
  	var LessDepth = 2;
  	var LessEqualDepth = 3;
  	var EqualDepth = 4;
  	var GreaterEqualDepth = 5;
  	var GreaterDepth = 6;
  	var NotEqualDepth = 7;
  	var MultiplyOperation = 0;
  	var MixOperation = 1;
  	var AddOperation = 2;
  	var NoToneMapping = 0;
  	var LinearToneMapping = 1;
  	var ReinhardToneMapping = 2;
  	var Uncharted2ToneMapping = 3;
  	var CineonToneMapping = 4;
  	var UVMapping = 300;
  	var CubeReflectionMapping = 301;
  	var CubeRefractionMapping = 302;
  	var EquirectangularReflectionMapping = 303;
  	var EquirectangularRefractionMapping = 304;
  	var SphericalReflectionMapping = 305;
  	var CubeUVReflectionMapping = 306;
  	var CubeUVRefractionMapping = 307;
  	var RepeatWrapping = 1000;
  	var ClampToEdgeWrapping = 1001;
  	var MirroredRepeatWrapping = 1002;
  	var NearestFilter = 1003;
  	var NearestMipMapNearestFilter = 1004;
  	var NearestMipMapLinearFilter = 1005;
  	var LinearFilter = 1006;
  	var LinearMipMapNearestFilter = 1007;
  	var LinearMipMapLinearFilter = 1008;
  	var UnsignedByteType = 1009;
  	var ByteType = 1010;
  	var ShortType = 1011;
  	var UnsignedShortType = 1012;
  	var IntType = 1013;
  	var UnsignedIntType = 1014;
  	var FloatType = 1015;
  	var HalfFloatType = 1016;
  	var UnsignedShort4444Type = 1017;
  	var UnsignedShort5551Type = 1018;
  	var UnsignedShort565Type = 1019;
  	var UnsignedInt248Type = 1020;
  	var AlphaFormat = 1021;
  	var RGBFormat = 1022;
  	var RGBAFormat = 1023;
  	var LuminanceFormat = 1024;
  	var LuminanceAlphaFormat = 1025;
  	var RGBEFormat = RGBAFormat;
  	var DepthFormat = 1026;
  	var DepthStencilFormat = 1027;
  	var RGB_S3TC_DXT1_Format = 2001;
  	var RGBA_S3TC_DXT1_Format = 2002;
  	var RGBA_S3TC_DXT3_Format = 2003;
  	var RGBA_S3TC_DXT5_Format = 2004;
  	var RGB_PVRTC_4BPPV1_Format = 2100;
  	var RGB_PVRTC_2BPPV1_Format = 2101;
  	var RGBA_PVRTC_4BPPV1_Format = 2102;
  	var RGBA_PVRTC_2BPPV1_Format = 2103;
  	var RGB_ETC1_Format = 2151;
  	var LoopOnce = 2200;
  	var LoopRepeat = 2201;
  	var LoopPingPong = 2202;
  	var InterpolateDiscrete = 2300;
  	var InterpolateLinear = 2301;
  	var InterpolateSmooth = 2302;
  	var ZeroCurvatureEnding = 2400;
  	var ZeroSlopeEnding = 2401;
  	var WrapAroundEnding = 2402;
  	var TrianglesDrawMode = 0;
  	var TriangleStripDrawMode = 1;
  	var TriangleFanDrawMode = 2;
  	var LinearEncoding = 3000;
  	var sRGBEncoding = 3001;
  	var GammaEncoding = 3007;
  	var RGBEEncoding = 3002;
  	var LogLuvEncoding = 3003;
  	var RGBM7Encoding = 3004;
  	var RGBM16Encoding = 3005;
  	var RGBDEncoding = 3006;
  	var BasicDepthPacking = 3200;
  	var RGBADepthPacking = 3201;
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	var _Math = {
  
  		DEG2RAD: Math.PI / 180,
  		RAD2DEG: 180 / Math.PI,
  
  		generateUUID: function () {
  
  			// http://www.broofa.com/Tools/Math.uuid.htm
  
  			var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  			var uuid = new Array( 36 );
  			var rnd = 0, r;
  
  			return function generateUUID() {
  
  				for ( var i = 0; i < 36; i ++ ) {
  
  					if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
  
  						uuid[ i ] = '-';
  
  					} else if ( i === 14 ) {
  
  						uuid[ i ] = '4';
  
  					} else {
  
  						if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  						r = rnd & 0xf;
  						rnd = rnd >> 4;
  						uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  
  					}
  
  				}
  
  				return uuid.join( '' );
  
  			};
  
  		}(),
  
  		clamp: function ( value, min, max ) {
  
  			return Math.max( min, Math.min( max, value ) );
  
  		},
  
  		// compute euclidian modulo of m % n
  		// https://en.wikipedia.org/wiki/Modulo_operation
  
  		euclideanModulo: function ( n, m ) {
  
  			return ( ( n % m ) + m ) % m;
  
  		},
  
  		// Linear mapping from range <a1, a2> to range <b1, b2>
  
  		mapLinear: function ( x, a1, a2, b1, b2 ) {
  
  			return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  
  		},
  
  		// https://en.wikipedia.org/wiki/Linear_interpolation
  
  		lerp: function ( x, y, t ) {
  
  			return ( 1 - t ) * x + t * y;
  
  		},
  
  		// http://en.wikipedia.org/wiki/Smoothstep
  
  		smoothstep: function ( x, min, max ) {
  
  			if ( x <= min ) return 0;
  			if ( x >= max ) return 1;
  
  			x = ( x - min ) / ( max - min );
  
  			return x * x * ( 3 - 2 * x );
  
  		},
  
  		smootherstep: function ( x, min, max ) {
  
  			if ( x <= min ) return 0;
  			if ( x >= max ) return 1;
  
  			x = ( x - min ) / ( max - min );
  
  			return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  
  		},
  
  		// Random integer from <low, high> interval
  
  		randInt: function ( low, high ) {
  
  			return low + Math.floor( Math.random() * ( high - low + 1 ) );
  
  		},
  
  		// Random float from <low, high> interval
  
  		randFloat: function ( low, high ) {
  
  			return low + Math.random() * ( high - low );
  
  		},
  
  		// Random float from <-range/2, range/2> interval
  
  		randFloatSpread: function ( range ) {
  
  			return range * ( 0.5 - Math.random() );
  
  		},
  
  		degToRad: function ( degrees ) {
  
  			return degrees * _Math.DEG2RAD;
  
  		},
  
  		radToDeg: function ( radians ) {
  
  			return radians * _Math.RAD2DEG;
  
  		},
  
  		isPowerOfTwo: function ( value ) {
  
  			return ( value & ( value - 1 ) ) === 0 && value !== 0;
  
  		},
  
  		nearestPowerOfTwo: function ( value ) {
  
  			return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
  
  		},
  
  		nextPowerOfTwo: function ( value ) {
  
  			value --;
  			value |= value >> 1;
  			value |= value >> 2;
  			value |= value >> 4;
  			value |= value >> 8;
  			value |= value >> 16;
  			value ++;
  
  			return value;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author philogb / http://blog.thejit.org/
  	 * @author egraether / http://egraether.com/
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 */
  
  	function Vector2( x, y ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  
  	}
  
  	Vector2.prototype = {
  
  		constructor: Vector2,
  
  		isVector2: true,
  
  		get width() {
  
  			return this.x;
  
  		},
  
  		set width( value ) {
  
  			this.x = value;
  
  		},
  
  		get height() {
  
  			return this.y;
  
  		},
  
  		set height( value ) {
  
  			this.y = value;
  
  		},
  
  		//
  
  		set: function ( x, y ) {
  
  			this.x = x;
  			this.y = y;
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.x = scalar;
  			this.y = scalar;
  
  			return this;
  
  		},
  
  		setX: function ( x ) {
  
  			this.x = x;
  
  			return this;
  
  		},
  
  		setY: function ( y ) {
  
  			this.y = y;
  
  			return this;
  
  		},
  
  		setComponent: function ( index, value ) {
  
  			switch ( index ) {
  
  				case 0: this.x = value; break;
  				case 1: this.y = value; break;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  			return this;
  
  		},
  
  		getComponent: function ( index ) {
  
  			switch ( index ) {
  
  				case 0: return this.x;
  				case 1: return this.y;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.x, this.y );
  
  		},
  
  		copy: function ( v ) {
  
  			this.x = v.x;
  			this.y = v.y;
  
  			return this;
  
  		},
  
  		add: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  				return this.addVectors( v, w );
  
  			}
  
  			this.x += v.x;
  			this.y += v.y;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.x += s;
  			this.y += s;
  
  			return this;
  
  		},
  
  		addVectors: function ( a, b ) {
  
  			this.x = a.x + b.x;
  			this.y = a.y + b.y;
  
  			return this;
  
  		},
  
  		addScaledVector: function ( v, s ) {
  
  			this.x += v.x * s;
  			this.y += v.y * s;
  
  			return this;
  
  		},
  
  		sub: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  				return this.subVectors( v, w );
  
  			}
  
  			this.x -= v.x;
  			this.y -= v.y;
  
  			return this;
  
  		},
  
  		subScalar: function ( s ) {
  
  			this.x -= s;
  			this.y -= s;
  
  			return this;
  
  		},
  
  		subVectors: function ( a, b ) {
  
  			this.x = a.x - b.x;
  			this.y = a.y - b.y;
  
  			return this;
  
  		},
  
  		multiply: function ( v ) {
  
  			this.x *= v.x;
  			this.y *= v.y;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( scalar ) {
  
  			if ( isFinite( scalar ) ) {
  
  				this.x *= scalar;
  				this.y *= scalar;
  
  			} else {
  
  				this.x = 0;
  				this.y = 0;
  
  			}
  
  			return this;
  
  		},
  
  		divide: function ( v ) {
  
  			this.x /= v.x;
  			this.y /= v.y;
  
  			return this;
  
  		},
  
  		divideScalar: function ( scalar ) {
  
  			return this.multiplyScalar( 1 / scalar );
  
  		},
  
  		min: function ( v ) {
  
  			this.x = Math.min( this.x, v.x );
  			this.y = Math.min( this.y, v.y );
  
  			return this;
  
  		},
  
  		max: function ( v ) {
  
  			this.x = Math.max( this.x, v.x );
  			this.y = Math.max( this.y, v.y );
  
  			return this;
  
  		},
  
  		clamp: function ( min, max ) {
  
  			// This function assumes min < max, if this assumption isn't true it will not operate correctly
  
  			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  
  			return this;
  
  		},
  
  		clampScalar: function () {
  
  			var min, max;
  
  			return function clampScalar( minVal, maxVal ) {
  
  				if ( min === undefined ) {
  
  					min = new Vector2();
  					max = new Vector2();
  
  				}
  
  				min.set( minVal, minVal );
  				max.set( maxVal, maxVal );
  
  				return this.clamp( min, max );
  
  			};
  
  		}(),
  
  		clampLength: function ( min, max ) {
  
  			var length = this.length();
  
  			return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
  
  		},
  
  		floor: function () {
  
  			this.x = Math.floor( this.x );
  			this.y = Math.floor( this.y );
  
  			return this;
  
  		},
  
  		ceil: function () {
  
  			this.x = Math.ceil( this.x );
  			this.y = Math.ceil( this.y );
  
  			return this;
  
  		},
  
  		round: function () {
  
  			this.x = Math.round( this.x );
  			this.y = Math.round( this.y );
  
  			return this;
  
  		},
  
  		roundToZero: function () {
  
  			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.x = - this.x;
  			this.y = - this.y;
  
  			return this;
  
  		},
  
  		dot: function ( v ) {
  
  			return this.x * v.x + this.y * v.y;
  
  		},
  
  		lengthSq: function () {
  
  			return this.x * this.x + this.y * this.y;
  
  		},
  
  		length: function () {
  
  			return Math.sqrt( this.x * this.x + this.y * this.y );
  
  		},
  
  		lengthManhattan: function() {
  
  			return Math.abs( this.x ) + Math.abs( this.y );
  
  		},
  
  		normalize: function () {
  
  			return this.divideScalar( this.length() );
  
  		},
  
  		angle: function () {
  
  			// computes the angle in radians with respect to the positive x-axis
  
  			var angle = Math.atan2( this.y, this.x );
  
  			if ( angle < 0 ) angle += 2 * Math.PI;
  
  			return angle;
  
  		},
  
  		distanceTo: function ( v ) {
  
  			return Math.sqrt( this.distanceToSquared( v ) );
  
  		},
  
  		distanceToSquared: function ( v ) {
  
  			var dx = this.x - v.x, dy = this.y - v.y;
  			return dx * dx + dy * dy;
  
  		},
  
  		distanceToManhattan: function ( v ) {
  
  			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  
  		},
  
  		setLength: function ( length ) {
  
  			return this.multiplyScalar( length / this.length() );
  
  		},
  
  		lerp: function ( v, alpha ) {
  
  			this.x += ( v.x - this.x ) * alpha;
  			this.y += ( v.y - this.y ) * alpha;
  
  			return this;
  
  		},
  
  		lerpVectors: function ( v1, v2, alpha ) {
  
  			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  		},
  
  		equals: function ( v ) {
  
  			return ( ( v.x === this.x ) && ( v.y === this.y ) );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.x = array[ offset ];
  			this.y = array[ offset + 1 ];
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this.x;
  			array[ offset + 1 ] = this.y;
  
  			return array;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  
  			return this;
  
  		},
  
  		rotateAround: function ( center, angle ) {
  
  			var c = Math.cos( angle ), s = Math.sin( angle );
  
  			var x = this.x - center.x;
  			var y = this.y - center.y;
  
  			this.x = x * c - y * s + center.x;
  			this.y = x * s + y * c + center.y;
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author szimek / https://github.com/szimek/
  	 */
  
  	var textureId = 0;
  
  	function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  
  		Object.defineProperty( this, 'id', { value: textureId ++ } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  
  		this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  		this.mipmaps = [];
  
  		this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  
  		this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  		this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  
  		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  		this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  
  		this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  
  		this.format = format !== undefined ? format : RGBAFormat;
  		this.type = type !== undefined ? type : UnsignedByteType;
  
  		this.offset = new Vector2( 0, 0 );
  		this.repeat = new Vector2( 1, 1 );
  
  		this.generateMipmaps = true;
  		this.premultiplyAlpha = false;
  		this.flipY = true;
  		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  
  
  		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  		//
  		// Also changing the encoding after already used by a Material will not automatically make the Material
  		// update.  You need to explicitly call Material.needsUpdate to trigger it to recompile.
  		this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  
  		this.version = 0;
  		this.onUpdate = null;
  
  	}
  
  	Texture.DEFAULT_IMAGE = undefined;
  	Texture.DEFAULT_MAPPING = UVMapping;
  
  	Texture.prototype = {
  
  		constructor: Texture,
  
  		isTexture: true,
  
  		set needsUpdate( value ) {
  
  			if ( value === true ) this.version ++;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			this.image = source.image;
  			this.mipmaps = source.mipmaps.slice( 0 );
  
  			this.mapping = source.mapping;
  
  			this.wrapS = source.wrapS;
  			this.wrapT = source.wrapT;
  
  			this.magFilter = source.magFilter;
  			this.minFilter = source.minFilter;
  
  			this.anisotropy = source.anisotropy;
  
  			this.format = source.format;
  			this.type = source.type;
  
  			this.offset.copy( source.offset );
  			this.repeat.copy( source.repeat );
  
  			this.generateMipmaps = source.generateMipmaps;
  			this.premultiplyAlpha = source.premultiplyAlpha;
  			this.flipY = source.flipY;
  			this.unpackAlignment = source.unpackAlignment;
  			this.encoding = source.encoding;
  
  			return this;
  
  		},
  
  		toJSON: function ( meta ) {
  
  			if ( meta.textures[ this.uuid ] !== undefined ) {
  
  				return meta.textures[ this.uuid ];
  
  			}
  
  			function getDataURL( image ) {
  
  				var canvas;
  
  				if ( image.toDataURL !== undefined ) {
  
  					canvas = image;
  
  				} else {
  
  					canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  					canvas.width = image.width;
  					canvas.height = image.height;
  
  					canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
  
  				}
  
  				if ( canvas.width > 2048 || canvas.height > 2048 ) {
  
  					return canvas.toDataURL( 'image/jpeg', 0.6 );
  
  				} else {
  
  					return canvas.toDataURL( 'image/png' );
  
  				}
  
  			}
  
  			var output = {
  				metadata: {
  					version: 4.4,
  					type: 'Texture',
  					generator: 'Texture.toJSON'
  				},
  
  				uuid: this.uuid,
  				name: this.name,
  
  				mapping: this.mapping,
  
  				repeat: [ this.repeat.x, this.repeat.y ],
  				offset: [ this.offset.x, this.offset.y ],
  				wrap: [ this.wrapS, this.wrapT ],
  
  				minFilter: this.minFilter,
  				magFilter: this.magFilter,
  				anisotropy: this.anisotropy,
  
  				flipY: this.flipY
  			};
  
  			if ( this.image !== undefined ) {
  
  				// TODO: Move to THREE.Image
  
  				var image = this.image;
  
  				if ( image.uuid === undefined ) {
  
  					image.uuid = _Math.generateUUID(); // UGH
  
  				}
  
  				if ( meta.images[ image.uuid ] === undefined ) {
  
  					meta.images[ image.uuid ] = {
  						uuid: image.uuid,
  						url: getDataURL( image )
  					};
  
  				}
  
  				output.image = image.uuid;
  
  			}
  
  			meta.textures[ this.uuid ] = output;
  
  			return output;
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		},
  
  		transformUv: function ( uv ) {
  
  			if ( this.mapping !== UVMapping ) return;
  
  			uv.multiply( this.repeat );
  			uv.add( this.offset );
  
  			if ( uv.x < 0 || uv.x > 1 ) {
  
  				switch ( this.wrapS ) {
  
  					case RepeatWrapping:
  
  						uv.x = uv.x - Math.floor( uv.x );
  						break;
  
  					case ClampToEdgeWrapping:
  
  						uv.x = uv.x < 0 ? 0 : 1;
  						break;
  
  					case MirroredRepeatWrapping:
  
  						if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  
  							uv.x = Math.ceil( uv.x ) - uv.x;
  
  						} else {
  
  							uv.x = uv.x - Math.floor( uv.x );
  
  						}
  						break;
  
  				}
  
  			}
  
  			if ( uv.y < 0 || uv.y > 1 ) {
  
  				switch ( this.wrapT ) {
  
  					case RepeatWrapping:
  
  						uv.y = uv.y - Math.floor( uv.y );
  						break;
  
  					case ClampToEdgeWrapping:
  
  						uv.y = uv.y < 0 ? 0 : 1;
  						break;
  
  					case MirroredRepeatWrapping:
  
  						if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  
  							uv.y = Math.ceil( uv.y ) - uv.y;
  
  						} else {
  
  							uv.y = uv.y - Math.floor( uv.y );
  
  						}
  						break;
  
  				}
  
  			}
  
  			if ( this.flipY ) {
  
  				uv.y = 1 - uv.y;
  
  			}
  
  		}
  
  	};
  
  	Object.assign( Texture.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author supereggbert / http://www.paulbrunt.co.uk/
  	 * @author philogb / http://blog.thejit.org/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author egraether / http://egraether.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 */
  
  	function Vector4( x, y, z, w ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  		this.z = z || 0;
  		this.w = ( w !== undefined ) ? w : 1;
  
  	}
  
  	Vector4.prototype = {
  
  		constructor: Vector4,
  
  		isVector4: true,
  
  		set: function ( x, y, z, w ) {
  
  			this.x = x;
  			this.y = y;
  			this.z = z;
  			this.w = w;
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.x = scalar;
  			this.y = scalar;
  			this.z = scalar;
  			this.w = scalar;
  
  			return this;
  
  		},
  
  		setX: function ( x ) {
  
  			this.x = x;
  
  			return this;
  
  		},
  
  		setY: function ( y ) {
  
  			this.y = y;
  
  			return this;
  
  		},
  
  		setZ: function ( z ) {
  
  			this.z = z;
  
  			return this;
  
  		},
  
  		setW: function ( w ) {
  
  			this.w = w;
  
  			return this;
  
  		},
  
  		setComponent: function ( index, value ) {
  
  			switch ( index ) {
  
  				case 0: this.x = value; break;
  				case 1: this.y = value; break;
  				case 2: this.z = value; break;
  				case 3: this.w = value; break;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  			return this;
  
  		},
  
  		getComponent: function ( index ) {
  
  			switch ( index ) {
  
  				case 0: return this.x;
  				case 1: return this.y;
  				case 2: return this.z;
  				case 3: return this.w;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.x, this.y, this.z, this.w );
  
  		},
  
  		copy: function ( v ) {
  
  			this.x = v.x;
  			this.y = v.y;
  			this.z = v.z;
  			this.w = ( v.w !== undefined ) ? v.w : 1;
  
  			return this;
  
  		},
  
  		add: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  				return this.addVectors( v, w );
  
  			}
  
  			this.x += v.x;
  			this.y += v.y;
  			this.z += v.z;
  			this.w += v.w;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.x += s;
  			this.y += s;
  			this.z += s;
  			this.w += s;
  
  			return this;
  
  		},
  
  		addVectors: function ( a, b ) {
  
  			this.x = a.x + b.x;
  			this.y = a.y + b.y;
  			this.z = a.z + b.z;
  			this.w = a.w + b.w;
  
  			return this;
  
  		},
  
  		addScaledVector: function ( v, s ) {
  
  			this.x += v.x * s;
  			this.y += v.y * s;
  			this.z += v.z * s;
  			this.w += v.w * s;
  
  			return this;
  
  		},
  
  		sub: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  				return this.subVectors( v, w );
  
  			}
  
  			this.x -= v.x;
  			this.y -= v.y;
  			this.z -= v.z;
  			this.w -= v.w;
  
  			return this;
  
  		},
  
  		subScalar: function ( s ) {
  
  			this.x -= s;
  			this.y -= s;
  			this.z -= s;
  			this.w -= s;
  
  			return this;
  
  		},
  
  		subVectors: function ( a, b ) {
  
  			this.x = a.x - b.x;
  			this.y = a.y - b.y;
  			this.z = a.z - b.z;
  			this.w = a.w - b.w;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( scalar ) {
  
  			if ( isFinite( scalar ) ) {
  
  				this.x *= scalar;
  				this.y *= scalar;
  				this.z *= scalar;
  				this.w *= scalar;
  
  			} else {
  
  				this.x = 0;
  				this.y = 0;
  				this.z = 0;
  				this.w = 0;
  
  			}
  
  			return this;
  
  		},
  
  		applyMatrix4: function ( m ) {
  
  			var x = this.x, y = this.y, z = this.z, w = this.w;
  			var e = m.elements;
  
  			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  			this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  
  			return this;
  
  		},
  
  		divideScalar: function ( scalar ) {
  
  			return this.multiplyScalar( 1 / scalar );
  
  		},
  
  		setAxisAngleFromQuaternion: function ( q ) {
  
  			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  
  			// q is assumed to be normalized
  
  			this.w = 2 * Math.acos( q.w );
  
  			var s = Math.sqrt( 1 - q.w * q.w );
  
  			if ( s < 0.0001 ) {
  
  				 this.x = 1;
  				 this.y = 0;
  				 this.z = 0;
  
  			} else {
  
  				 this.x = q.x / s;
  				 this.y = q.y / s;
  				 this.z = q.z / s;
  
  			}
  
  			return this;
  
  		},
  
  		setAxisAngleFromRotationMatrix: function ( m ) {
  
  			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			var angle, x, y, z,		// variables for result
  				epsilon = 0.01,		// margin to allow for rounding errors
  				epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
  
  				te = m.elements,
  
  				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  
  			if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  			     ( Math.abs( m13 - m31 ) < epsilon ) &&
  			     ( Math.abs( m23 - m32 ) < epsilon ) ) {
  
  				// singularity found
  				// first check for identity matrix which must have +1 for all terms
  				// in leading diagonal and zero in other terms
  
  				if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  				     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  				     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  				     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  
  					// this singularity is identity matrix so angle = 0
  
  					this.set( 1, 0, 0, 0 );
  
  					return this; // zero angle, arbitrary axis
  
  				}
  
  				// otherwise this singularity is angle = 180
  
  				angle = Math.PI;
  
  				var xx = ( m11 + 1 ) / 2;
  				var yy = ( m22 + 1 ) / 2;
  				var zz = ( m33 + 1 ) / 2;
  				var xy = ( m12 + m21 ) / 4;
  				var xz = ( m13 + m31 ) / 4;
  				var yz = ( m23 + m32 ) / 4;
  
  				if ( ( xx > yy ) && ( xx > zz ) ) {
  
  					// m11 is the largest diagonal term
  
  					if ( xx < epsilon ) {
  
  						x = 0;
  						y = 0.707106781;
  						z = 0.707106781;
  
  					} else {
  
  						x = Math.sqrt( xx );
  						y = xy / x;
  						z = xz / x;
  
  					}
  
  				} else if ( yy > zz ) {
  
  					// m22 is the largest diagonal term
  
  					if ( yy < epsilon ) {
  
  						x = 0.707106781;
  						y = 0;
  						z = 0.707106781;
  
  					} else {
  
  						y = Math.sqrt( yy );
  						x = xy / y;
  						z = yz / y;
  
  					}
  
  				} else {
  
  					// m33 is the largest diagonal term so base result on this
  
  					if ( zz < epsilon ) {
  
  						x = 0.707106781;
  						y = 0.707106781;
  						z = 0;
  
  					} else {
  
  						z = Math.sqrt( zz );
  						x = xz / z;
  						y = yz / z;
  
  					}
  
  				}
  
  				this.set( x, y, z, angle );
  
  				return this; // return 180 deg rotation
  
  			}
  
  			// as we have reached here there are no singularities so we can handle normally
  
  			var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  			                   ( m13 - m31 ) * ( m13 - m31 ) +
  			                   ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  
  			if ( Math.abs( s ) < 0.001 ) s = 1;
  
  			// prevent divide by zero, should not happen if matrix is orthogonal and should be
  			// caught by singularity test above, but I've left it in just in case
  
  			this.x = ( m32 - m23 ) / s;
  			this.y = ( m13 - m31 ) / s;
  			this.z = ( m21 - m12 ) / s;
  			this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  
  			return this;
  
  		},
  
  		min: function ( v ) {
  
  			this.x = Math.min( this.x, v.x );
  			this.y = Math.min( this.y, v.y );
  			this.z = Math.min( this.z, v.z );
  			this.w = Math.min( this.w, v.w );
  
  			return this;
  
  		},
  
  		max: function ( v ) {
  
  			this.x = Math.max( this.x, v.x );
  			this.y = Math.max( this.y, v.y );
  			this.z = Math.max( this.z, v.z );
  			this.w = Math.max( this.w, v.w );
  
  			return this;
  
  		},
  
  		clamp: function ( min, max ) {
  
  			// This function assumes min < max, if this assumption isn't true it will not operate correctly
  
  			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  			this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  
  			return this;
  
  		},
  
  		clampScalar: function () {
  
  			var min, max;
  
  			return function clampScalar( minVal, maxVal ) {
  
  				if ( min === undefined ) {
  
  					min = new Vector4();
  					max = new Vector4();
  
  				}
  
  				min.set( minVal, minVal, minVal, minVal );
  				max.set( maxVal, maxVal, maxVal, maxVal );
  
  				return this.clamp( min, max );
  
  			};
  
  		}(),
  
  		floor: function () {
  
  			this.x = Math.floor( this.x );
  			this.y = Math.floor( this.y );
  			this.z = Math.floor( this.z );
  			this.w = Math.floor( this.w );
  
  			return this;
  
  		},
  
  		ceil: function () {
  
  			this.x = Math.ceil( this.x );
  			this.y = Math.ceil( this.y );
  			this.z = Math.ceil( this.z );
  			this.w = Math.ceil( this.w );
  
  			return this;
  
  		},
  
  		round: function () {
  
  			this.x = Math.round( this.x );
  			this.y = Math.round( this.y );
  			this.z = Math.round( this.z );
  			this.w = Math.round( this.w );
  
  			return this;
  
  		},
  
  		roundToZero: function () {
  
  			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  			this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.x = - this.x;
  			this.y = - this.y;
  			this.z = - this.z;
  			this.w = - this.w;
  
  			return this;
  
  		},
  
  		dot: function ( v ) {
  
  			return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  
  		},
  
  		lengthSq: function () {
  
  			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  
  		},
  
  		length: function () {
  
  			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  
  		},
  
  		lengthManhattan: function () {
  
  			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  
  		},
  
  		normalize: function () {
  
  			return this.divideScalar( this.length() );
  
  		},
  
  		setLength: function ( length ) {
  
  			return this.multiplyScalar( length / this.length() );
  
  		},
  
  		lerp: function ( v, alpha ) {
  
  			this.x += ( v.x - this.x ) * alpha;
  			this.y += ( v.y - this.y ) * alpha;
  			this.z += ( v.z - this.z ) * alpha;
  			this.w += ( v.w - this.w ) * alpha;
  
  			return this;
  
  		},
  
  		lerpVectors: function ( v1, v2, alpha ) {
  
  			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  		},
  
  		equals: function ( v ) {
  
  			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.x = array[ offset ];
  			this.y = array[ offset + 1 ];
  			this.z = array[ offset + 2 ];
  			this.w = array[ offset + 3 ];
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this.x;
  			array[ offset + 1 ] = this.y;
  			array[ offset + 2 ] = this.z;
  			array[ offset + 3 ] = this.w;
  
  			return array;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  			this.z = attribute.getZ( index );
  			this.w = attribute.getW( index );
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author szimek / https://github.com/szimek/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author Marius Kintel / https://github.com/kintel
  	 */
  
  	/*
  	 In options, we can specify:
  	 * Texture parameters for an auto-generated target texture
  	 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  	*/
  	function WebGLRenderTarget( width, height, options ) {
  
  		this.uuid = _Math.generateUUID();
  
  		this.width = width;
  		this.height = height;
  
  		this.scissor = new Vector4( 0, 0, width, height );
  		this.scissorTest = false;
  
  		this.viewport = new Vector4( 0, 0, width, height );
  
  		options = options || {};
  
  		if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
  
  		this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  
  		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  
  	}
  
  	WebGLRenderTarget.prototype = {
  
  		constructor: WebGLRenderTarget,
  
  		isWebGLRenderTarget: true,
  
  		setSize: function ( width, height ) {
  
  			if ( this.width !== width || this.height !== height ) {
  
  				this.width = width;
  				this.height = height;
  
  				this.dispose();
  
  			}
  
  			this.viewport.set( 0, 0, width, height );
  			this.scissor.set( 0, 0, width, height );
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			this.width = source.width;
  			this.height = source.height;
  
  			this.viewport.copy( source.viewport );
  
  			this.texture = source.texture.clone();
  
  			this.depthBuffer = source.depthBuffer;
  			this.stencilBuffer = source.stencilBuffer;
  			this.depthTexture = source.depthTexture;
  
  			return this;
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		}
  
  	};
  
  	Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com
  	 */
  
  	function WebGLRenderTargetCube( width, height, options ) {
  
  		WebGLRenderTarget.call( this, width, height, options );
  
  		this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  		this.activeMipMapLevel = 0;
  
  	}
  
  	WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  	WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  
  	WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Quaternion( x, y, z, w ) {
  
  		this._x = x || 0;
  		this._y = y || 0;
  		this._z = z || 0;
  		this._w = ( w !== undefined ) ? w : 1;
  
  	}
  
  	Quaternion.prototype = {
  
  		constructor: Quaternion,
  
  		get x () {
  
  			return this._x;
  
  		},
  
  		set x ( value ) {
  
  			this._x = value;
  			this.onChangeCallback();
  
  		},
  
  		get y () {
  
  			return this._y;
  
  		},
  
  		set y ( value ) {
  
  			this._y = value;
  			this.onChangeCallback();
  
  		},
  
  		get z () {
  
  			return this._z;
  
  		},
  
  		set z ( value ) {
  
  			this._z = value;
  			this.onChangeCallback();
  
  		},
  
  		get w () {
  
  			return this._w;
  
  		},
  
  		set w ( value ) {
  
  			this._w = value;
  			this.onChangeCallback();
  
  		},
  
  		set: function ( x, y, z, w ) {
  
  			this._x = x;
  			this._y = y;
  			this._z = z;
  			this._w = w;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this._x, this._y, this._z, this._w );
  
  		},
  
  		copy: function ( quaternion ) {
  
  			this._x = quaternion.x;
  			this._y = quaternion.y;
  			this._z = quaternion.z;
  			this._w = quaternion.w;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromEuler: function ( euler, update ) {
  
  			if ( (euler && euler.isEuler) === false ) {
  
  				throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  
  			}
  
  			// http://www.mathworks.com/matlabcentral/fileexchange/
  			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  			//	content/SpinCalc.m
  
  			var c1 = Math.cos( euler._x / 2 );
  			var c2 = Math.cos( euler._y / 2 );
  			var c3 = Math.cos( euler._z / 2 );
  			var s1 = Math.sin( euler._x / 2 );
  			var s2 = Math.sin( euler._y / 2 );
  			var s3 = Math.sin( euler._z / 2 );
  
  			var order = euler.order;
  
  			if ( order === 'XYZ' ) {
  
  				this._x = s1 * c2 * c3 + c1 * s2 * s3;
  				this._y = c1 * s2 * c3 - s1 * c2 * s3;
  				this._z = c1 * c2 * s3 + s1 * s2 * c3;
  				this._w = c1 * c2 * c3 - s1 * s2 * s3;
  
  			} else if ( order === 'YXZ' ) {
  
  				this._x = s1 * c2 * c3 + c1 * s2 * s3;
  				this._y = c1 * s2 * c3 - s1 * c2 * s3;
  				this._z = c1 * c2 * s3 - s1 * s2 * c3;
  				this._w = c1 * c2 * c3 + s1 * s2 * s3;
  
  			} else if ( order === 'ZXY' ) {
  
  				this._x = s1 * c2 * c3 - c1 * s2 * s3;
  				this._y = c1 * s2 * c3 + s1 * c2 * s3;
  				this._z = c1 * c2 * s3 + s1 * s2 * c3;
  				this._w = c1 * c2 * c3 - s1 * s2 * s3;
  
  			} else if ( order === 'ZYX' ) {
  
  				this._x = s1 * c2 * c3 - c1 * s2 * s3;
  				this._y = c1 * s2 * c3 + s1 * c2 * s3;
  				this._z = c1 * c2 * s3 - s1 * s2 * c3;
  				this._w = c1 * c2 * c3 + s1 * s2 * s3;
  
  			} else if ( order === 'YZX' ) {
  
  				this._x = s1 * c2 * c3 + c1 * s2 * s3;
  				this._y = c1 * s2 * c3 + s1 * c2 * s3;
  				this._z = c1 * c2 * s3 - s1 * s2 * c3;
  				this._w = c1 * c2 * c3 - s1 * s2 * s3;
  
  			} else if ( order === 'XZY' ) {
  
  				this._x = s1 * c2 * c3 - c1 * s2 * s3;
  				this._y = c1 * s2 * c3 - s1 * c2 * s3;
  				this._z = c1 * c2 * s3 + s1 * s2 * c3;
  				this._w = c1 * c2 * c3 + s1 * s2 * s3;
  
  			}
  
  			if ( update !== false ) this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromAxisAngle: function ( axis, angle ) {
  
  			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  
  			// assumes axis is normalized
  
  			var halfAngle = angle / 2, s = Math.sin( halfAngle );
  
  			this._x = axis.x * s;
  			this._y = axis.y * s;
  			this._z = axis.z * s;
  			this._w = Math.cos( halfAngle );
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromRotationMatrix: function ( m ) {
  
  			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			var te = m.elements,
  
  				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  
  				trace = m11 + m22 + m33,
  				s;
  
  			if ( trace > 0 ) {
  
  				s = 0.5 / Math.sqrt( trace + 1.0 );
  
  				this._w = 0.25 / s;
  				this._x = ( m32 - m23 ) * s;
  				this._y = ( m13 - m31 ) * s;
  				this._z = ( m21 - m12 ) * s;
  
  			} else if ( m11 > m22 && m11 > m33 ) {
  
  				s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  
  				this._w = ( m32 - m23 ) / s;
  				this._x = 0.25 * s;
  				this._y = ( m12 + m21 ) / s;
  				this._z = ( m13 + m31 ) / s;
  
  			} else if ( m22 > m33 ) {
  
  				s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  
  				this._w = ( m13 - m31 ) / s;
  				this._x = ( m12 + m21 ) / s;
  				this._y = 0.25 * s;
  				this._z = ( m23 + m32 ) / s;
  
  			} else {
  
  				s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  
  				this._w = ( m21 - m12 ) / s;
  				this._x = ( m13 + m31 ) / s;
  				this._y = ( m23 + m32 ) / s;
  				this._z = 0.25 * s;
  
  			}
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromUnitVectors: function () {
  
  			// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  
  			// assumes direction vectors vFrom and vTo are normalized
  
  			var v1, r;
  
  			var EPS = 0.000001;
  
  			return function setFromUnitVectors( vFrom, vTo ) {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  
  				r = vFrom.dot( vTo ) + 1;
  
  				if ( r < EPS ) {
  
  					r = 0;
  
  					if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  
  						v1.set( - vFrom.y, vFrom.x, 0 );
  
  					} else {
  
  						v1.set( 0, - vFrom.z, vFrom.y );
  
  					}
  
  				} else {
  
  					v1.crossVectors( vFrom, vTo );
  
  				}
  
  				this._x = v1.x;
  				this._y = v1.y;
  				this._z = v1.z;
  				this._w = r;
  
  				return this.normalize();
  
  			};
  
  		}(),
  
  		inverse: function () {
  
  			return this.conjugate().normalize();
  
  		},
  
  		conjugate: function () {
  
  			this._x *= - 1;
  			this._y *= - 1;
  			this._z *= - 1;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		dot: function ( v ) {
  
  			return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  
  		},
  
  		lengthSq: function () {
  
  			return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  
  		},
  
  		length: function () {
  
  			return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  
  		},
  
  		normalize: function () {
  
  			var l = this.length();
  
  			if ( l === 0 ) {
  
  				this._x = 0;
  				this._y = 0;
  				this._z = 0;
  				this._w = 1;
  
  			} else {
  
  				l = 1 / l;
  
  				this._x = this._x * l;
  				this._y = this._y * l;
  				this._z = this._z * l;
  				this._w = this._w * l;
  
  			}
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		multiply: function ( q, p ) {
  
  			if ( p !== undefined ) {
  
  				console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  				return this.multiplyQuaternions( q, p );
  
  			}
  
  			return this.multiplyQuaternions( this, q );
  
  		},
  
  		premultiply: function ( q ) {
  
  			return this.multiplyQuaternions( q, this );
  
  		},
  
  		multiplyQuaternions: function ( a, b ) {
  
  			// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  
  			var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  			var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  
  			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		slerp: function ( qb, t ) {
  
  			if ( t === 0 ) return this;
  			if ( t === 1 ) return this.copy( qb );
  
  			var x = this._x, y = this._y, z = this._z, w = this._w;
  
  			// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  
  			var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  
  			if ( cosHalfTheta < 0 ) {
  
  				this._w = - qb._w;
  				this._x = - qb._x;
  				this._y = - qb._y;
  				this._z = - qb._z;
  
  				cosHalfTheta = - cosHalfTheta;
  
  			} else {
  
  				this.copy( qb );
  
  			}
  
  			if ( cosHalfTheta >= 1.0 ) {
  
  				this._w = w;
  				this._x = x;
  				this._y = y;
  				this._z = z;
  
  				return this;
  
  			}
  
  			var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  
  			if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  
  				this._w = 0.5 * ( w + this._w );
  				this._x = 0.5 * ( x + this._x );
  				this._y = 0.5 * ( y + this._y );
  				this._z = 0.5 * ( z + this._z );
  
  				return this;
  
  			}
  
  			var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  			var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  			ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  
  			this._w = ( w * ratioA + this._w * ratioB );
  			this._x = ( x * ratioA + this._x * ratioB );
  			this._y = ( y * ratioA + this._y * ratioB );
  			this._z = ( z * ratioA + this._z * ratioB );
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		equals: function ( quaternion ) {
  
  			return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this._x = array[ offset ];
  			this._y = array[ offset + 1 ];
  			this._z = array[ offset + 2 ];
  			this._w = array[ offset + 3 ];
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this._x;
  			array[ offset + 1 ] = this._y;
  			array[ offset + 2 ] = this._z;
  			array[ offset + 3 ] = this._w;
  
  			return array;
  
  		},
  
  		onChange: function ( callback ) {
  
  			this.onChangeCallback = callback;
  
  			return this;
  
  		},
  
  		onChangeCallback: function () {}
  
  	};
  
  	Object.assign( Quaternion, {
  
  		slerp: function( qa, qb, qm, t ) {
  
  			return qm.copy( qa ).slerp( qb, t );
  
  		},
  
  		slerpFlat: function(
  				dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  
  			// fuzz-free, array-based Quaternion SLERP operation
  
  			var x0 = src0[ srcOffset0 + 0 ],
  				y0 = src0[ srcOffset0 + 1 ],
  				z0 = src0[ srcOffset0 + 2 ],
  				w0 = src0[ srcOffset0 + 3 ],
  
  				x1 = src1[ srcOffset1 + 0 ],
  				y1 = src1[ srcOffset1 + 1 ],
  				z1 = src1[ srcOffset1 + 2 ],
  				w1 = src1[ srcOffset1 + 3 ];
  
  			if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  
  				var s = 1 - t,
  
  					cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  
  					dir = ( cos >= 0 ? 1 : - 1 ),
  					sqrSin = 1 - cos * cos;
  
  				// Skip the Slerp for tiny steps to avoid numeric problems:
  				if ( sqrSin > Number.EPSILON ) {
  
  					var sin = Math.sqrt( sqrSin ),
  						len = Math.atan2( sin, cos * dir );
  
  					s = Math.sin( s * len ) / sin;
  					t = Math.sin( t * len ) / sin;
  
  				}
  
  				var tDir = t * dir;
  
  				x0 = x0 * s + x1 * tDir;
  				y0 = y0 * s + y1 * tDir;
  				z0 = z0 * s + z1 * tDir;
  				w0 = w0 * s + w1 * tDir;
  
  				// Normalize in case we just did a lerp:
  				if ( s === 1 - t ) {
  
  					var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  
  					x0 *= f;
  					y0 *= f;
  					z0 *= f;
  					w0 *= f;
  
  				}
  
  			}
  
  			dst[ dstOffset ] = x0;
  			dst[ dstOffset + 1 ] = y0;
  			dst[ dstOffset + 2 ] = z0;
  			dst[ dstOffset + 3 ] = w0;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author *kile / http://kile.stravaganza.org/
  	 * @author philogb / http://blog.thejit.org/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author egraether / http://egraether.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 */
  
  	function Vector3( x, y, z ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  		this.z = z || 0;
  
  	}
  
  	Vector3.prototype = {
  
  		constructor: Vector3,
  
  		isVector3: true,
  
  		set: function ( x, y, z ) {
  
  			this.x = x;
  			this.y = y;
  			this.z = z;
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.x = scalar;
  			this.y = scalar;
  			this.z = scalar;
  
  			return this;
  
  		},
  
  		setX: function ( x ) {
  
  			this.x = x;
  
  			return this;
  
  		},
  
  		setY: function ( y ) {
  
  			this.y = y;
  
  			return this;
  
  		},
  
  		setZ: function ( z ) {
  
  			this.z = z;
  
  			return this;
  
  		},
  
  		setComponent: function ( index, value ) {
  
  			switch ( index ) {
  
  				case 0: this.x = value; break;
  				case 1: this.y = value; break;
  				case 2: this.z = value; break;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  			return this;
  
  		},
  
  		getComponent: function ( index ) {
  
  			switch ( index ) {
  
  				case 0: return this.x;
  				case 1: return this.y;
  				case 2: return this.z;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.x, this.y, this.z );
  
  		},
  
  		copy: function ( v ) {
  
  			this.x = v.x;
  			this.y = v.y;
  			this.z = v.z;
  
  			return this;
  
  		},
  
  		add: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  				return this.addVectors( v, w );
  
  			}
  
  			this.x += v.x;
  			this.y += v.y;
  			this.z += v.z;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.x += s;
  			this.y += s;
  			this.z += s;
  
  			return this;
  
  		},
  
  		addVectors: function ( a, b ) {
  
  			this.x = a.x + b.x;
  			this.y = a.y + b.y;
  			this.z = a.z + b.z;
  
  			return this;
  
  		},
  
  		addScaledVector: function ( v, s ) {
  
  			this.x += v.x * s;
  			this.y += v.y * s;
  			this.z += v.z * s;
  
  			return this;
  
  		},
  
  		sub: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  				return this.subVectors( v, w );
  
  			}
  
  			this.x -= v.x;
  			this.y -= v.y;
  			this.z -= v.z;
  
  			return this;
  
  		},
  
  		subScalar: function ( s ) {
  
  			this.x -= s;
  			this.y -= s;
  			this.z -= s;
  
  			return this;
  
  		},
  
  		subVectors: function ( a, b ) {
  
  			this.x = a.x - b.x;
  			this.y = a.y - b.y;
  			this.z = a.z - b.z;
  
  			return this;
  
  		},
  
  		multiply: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  				return this.multiplyVectors( v, w );
  
  			}
  
  			this.x *= v.x;
  			this.y *= v.y;
  			this.z *= v.z;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( scalar ) {
  
  			if ( isFinite( scalar ) ) {
  
  				this.x *= scalar;
  				this.y *= scalar;
  				this.z *= scalar;
  
  			} else {
  
  				this.x = 0;
  				this.y = 0;
  				this.z = 0;
  
  			}
  
  			return this;
  
  		},
  
  		multiplyVectors: function ( a, b ) {
  
  			this.x = a.x * b.x;
  			this.y = a.y * b.y;
  			this.z = a.z * b.z;
  
  			return this;
  
  		},
  
  		applyEuler: function () {
  
  			var quaternion;
  
  			return function applyEuler( euler ) {
  
  				if ( (euler && euler.isEuler) === false ) {
  
  					console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  
  				}
  
  				if ( quaternion === undefined ) quaternion = new Quaternion();
  
  				return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  
  			};
  
  		}(),
  
  		applyAxisAngle: function () {
  
  			var quaternion;
  
  			return function applyAxisAngle( axis, angle ) {
  
  				if ( quaternion === undefined ) quaternion = new Quaternion();
  
  				return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  
  			};
  
  		}(),
  
  		applyMatrix3: function ( m ) {
  
  			var x = this.x, y = this.y, z = this.z;
  			var e = m.elements;
  
  			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  			this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  
  			return this;
  
  		},
  
  		applyMatrix4: function ( m ) {
  
  			var x = this.x, y = this.y, z = this.z;
  			var e = m.elements;
  
  			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
  			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
  			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  			var w =  e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];
  
  			return this.divideScalar( w );
  
  		},
  
  		applyQuaternion: function ( q ) {
  
  			var x = this.x, y = this.y, z = this.z;
  			var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  
  			// calculate quat * vector
  
  			var ix =  qw * x + qy * z - qz * y;
  			var iy =  qw * y + qz * x - qx * z;
  			var iz =  qw * z + qx * y - qy * x;
  			var iw = - qx * x - qy * y - qz * z;
  
  			// calculate result * inverse quat
  
  			this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  			this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  			this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  
  			return this;
  
  		},
  
  		project: function () {
  
  			var matrix;
  
  			return function project( camera ) {
  
  				if ( matrix === undefined ) matrix = new Matrix4();
  
  				matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
  				return this.applyMatrix4( matrix );
  
  			};
  
  		}(),
  
  		unproject: function () {
  
  			var matrix;
  
  			return function unproject( camera ) {
  
  				if ( matrix === undefined ) matrix = new Matrix4();
  
  				matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
  				return this.applyMatrix4( matrix );
  
  			};
  
  		}(),
  
  		transformDirection: function ( m ) {
  
  			// input: THREE.Matrix4 affine matrix
  			// vector interpreted as a direction
  
  			var x = this.x, y = this.y, z = this.z;
  			var e = m.elements;
  
  			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
  			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
  			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  
  			return this.normalize();
  
  		},
  
  		divide: function ( v ) {
  
  			this.x /= v.x;
  			this.y /= v.y;
  			this.z /= v.z;
  
  			return this;
  
  		},
  
  		divideScalar: function ( scalar ) {
  
  			return this.multiplyScalar( 1 / scalar );
  
  		},
  
  		min: function ( v ) {
  
  			this.x = Math.min( this.x, v.x );
  			this.y = Math.min( this.y, v.y );
  			this.z = Math.min( this.z, v.z );
  
  			return this;
  
  		},
  
  		max: function ( v ) {
  
  			this.x = Math.max( this.x, v.x );
  			this.y = Math.max( this.y, v.y );
  			this.z = Math.max( this.z, v.z );
  
  			return this;
  
  		},
  
  		clamp: function ( min, max ) {
  
  			// This function assumes min < max, if this assumption isn't true it will not operate correctly
  
  			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  
  			return this;
  
  		},
  
  		clampScalar: function () {
  
  			var min, max;
  
  			return function clampScalar( minVal, maxVal ) {
  
  				if ( min === undefined ) {
  
  					min = new Vector3();
  					max = new Vector3();
  
  				}
  
  				min.set( minVal, minVal, minVal );
  				max.set( maxVal, maxVal, maxVal );
  
  				return this.clamp( min, max );
  
  			};
  
  		}(),
  
  		clampLength: function ( min, max ) {
  
  			var length = this.length();
  
  			return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
  
  		},
  
  		floor: function () {
  
  			this.x = Math.floor( this.x );
  			this.y = Math.floor( this.y );
  			this.z = Math.floor( this.z );
  
  			return this;
  
  		},
  
  		ceil: function () {
  
  			this.x = Math.ceil( this.x );
  			this.y = Math.ceil( this.y );
  			this.z = Math.ceil( this.z );
  
  			return this;
  
  		},
  
  		round: function () {
  
  			this.x = Math.round( this.x );
  			this.y = Math.round( this.y );
  			this.z = Math.round( this.z );
  
  			return this;
  
  		},
  
  		roundToZero: function () {
  
  			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.x = - this.x;
  			this.y = - this.y;
  			this.z = - this.z;
  
  			return this;
  
  		},
  
  		dot: function ( v ) {
  
  			return this.x * v.x + this.y * v.y + this.z * v.z;
  
  		},
  
  		lengthSq: function () {
  
  			return this.x * this.x + this.y * this.y + this.z * this.z;
  
  		},
  
  		length: function () {
  
  			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  
  		},
  
  		lengthManhattan: function () {
  
  			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  
  		},
  
  		normalize: function () {
  
  			return this.divideScalar( this.length() );
  
  		},
  
  		setLength: function ( length ) {
  
  			return this.multiplyScalar( length / this.length() );
  
  		},
  
  		lerp: function ( v, alpha ) {
  
  			this.x += ( v.x - this.x ) * alpha;
  			this.y += ( v.y - this.y ) * alpha;
  			this.z += ( v.z - this.z ) * alpha;
  
  			return this;
  
  		},
  
  		lerpVectors: function ( v1, v2, alpha ) {
  
  			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  		},
  
  		cross: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  				return this.crossVectors( v, w );
  
  			}
  
  			var x = this.x, y = this.y, z = this.z;
  
  			this.x = y * v.z - z * v.y;
  			this.y = z * v.x - x * v.z;
  			this.z = x * v.y - y * v.x;
  
  			return this;
  
  		},
  
  		crossVectors: function ( a, b ) {
  
  			var ax = a.x, ay = a.y, az = a.z;
  			var bx = b.x, by = b.y, bz = b.z;
  
  			this.x = ay * bz - az * by;
  			this.y = az * bx - ax * bz;
  			this.z = ax * by - ay * bx;
  
  			return this;
  
  		},
  
  		projectOnVector: function ( vector ) {
  
  			var scalar = vector.dot( this ) / vector.lengthSq();
  
  			return this.copy( vector ).multiplyScalar( scalar );
  
  		},
  
  		projectOnPlane: function () {
  
  			var v1;
  
  			return function projectOnPlane( planeNormal ) {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  
  				v1.copy( this ).projectOnVector( planeNormal );
  
  				return this.sub( v1 );
  
  			};
  
  		}(),
  
  		reflect: function () {
  
  			// reflect incident vector off plane orthogonal to normal
  			// normal is assumed to have unit length
  
  			var v1;
  
  			return function reflect( normal ) {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  
  				return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  
  			};
  
  		}(),
  
  		angleTo: function ( v ) {
  
  			var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  
  			// clamp, to handle numerical problems
  
  			return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  
  		},
  
  		distanceTo: function ( v ) {
  
  			return Math.sqrt( this.distanceToSquared( v ) );
  
  		},
  
  		distanceToSquared: function ( v ) {
  
  			var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  
  			return dx * dx + dy * dy + dz * dz;
  
  		},
  
  		distanceToManhattan: function ( v ) {
  
  			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  
  		},
  
  		setFromSpherical: function( s ) {
  
  			var sinPhiRadius = Math.sin( s.phi ) * s.radius;
  
  			this.x = sinPhiRadius * Math.sin( s.theta );
  			this.y = Math.cos( s.phi ) * s.radius;
  			this.z = sinPhiRadius * Math.cos( s.theta );
  
  			return this;
  
  		},
  
  		setFromCylindrical: function( c ) {
  
  			this.x = c.radius * Math.sin( c.theta );
  			this.y = c.y;
  			this.z = c.radius * Math.cos( c.theta );
  
  			return this;
  
  		},
  
  		setFromMatrixPosition: function ( m ) {
  
  			return this.setFromMatrixColumn( m, 3 );
  
  		},
  
  		setFromMatrixScale: function ( m ) {
  
  			var sx = this.setFromMatrixColumn( m, 0 ).length();
  			var sy = this.setFromMatrixColumn( m, 1 ).length();
  			var sz = this.setFromMatrixColumn( m, 2 ).length();
  
  			this.x = sx;
  			this.y = sy;
  			this.z = sz;
  
  			return this;
  
  		},
  
  		setFromMatrixColumn: function ( m, index ) {
  
  			if ( typeof m === 'number' ) {
  
  				console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
  				var temp = m;
  				m = index;
  				index = temp;
  
  			}
  
  			return this.fromArray( m.elements, index * 4 );
  
  		},
  
  		equals: function ( v ) {
  
  			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.x = array[ offset ];
  			this.y = array[ offset + 1 ];
  			this.z = array[ offset + 2 ];
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this.x;
  			array[ offset + 1 ] = this.y;
  			array[ offset + 2 ] = this.z;
  
  			return array;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  			this.z = attribute.getZ( index );
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author supereggbert / http://www.paulbrunt.co.uk/
  	 * @author philogb / http://blog.thejit.org/
  	 * @author jordi_ros / http://plattsoft.com
  	 * @author D1plo1d / http://github.com/D1plo1d
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author timknip / http://www.floorplanner.com/
  	 * @author bhouston / http://clara.io
  	 * @author WestLangley / http://github.com/WestLangley
  	 */
  
  	function Matrix4() {
  
  		this.elements = new Float32Array( [
  
  			1, 0, 0, 0,
  			0, 1, 0, 0,
  			0, 0, 1, 0,
  			0, 0, 0, 1
  
  		] );
  
  		if ( arguments.length > 0 ) {
  
  			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  
  		}
  
  	}
  
  	Matrix4.prototype = {
  
  		constructor: Matrix4,
  
  		isMatrix4: true,
  
  		set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  
  			var te = this.elements;
  
  			te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  			te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  			te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  			te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  
  			return this;
  
  		},
  
  		identity: function () {
  
  			this.set(
  
  				1, 0, 0, 0,
  				0, 1, 0, 0,
  				0, 0, 1, 0,
  				0, 0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new Matrix4().fromArray( this.elements );
  
  		},
  
  		copy: function ( m ) {
  
  			this.elements.set( m.elements );
  
  			return this;
  
  		},
  
  		copyPosition: function ( m ) {
  
  			var te = this.elements;
  			var me = m.elements;
  
  			te[ 12 ] = me[ 12 ];
  			te[ 13 ] = me[ 13 ];
  			te[ 14 ] = me[ 14 ];
  
  			return this;
  
  		},
  
  		extractBasis: function ( xAxis, yAxis, zAxis ) {
  
  			xAxis.setFromMatrixColumn( this, 0 );
  			yAxis.setFromMatrixColumn( this, 1 );
  			zAxis.setFromMatrixColumn( this, 2 );
  
  			return this;
  
  		},
  
  		makeBasis: function ( xAxis, yAxis, zAxis ) {
  
  			this.set(
  				xAxis.x, yAxis.x, zAxis.x, 0,
  				xAxis.y, yAxis.y, zAxis.y, 0,
  				xAxis.z, yAxis.z, zAxis.z, 0,
  				0,       0,       0,       1
  			);
  
  			return this;
  
  		},
  
  		extractRotation: function () {
  
  			var v1;
  
  			return function extractRotation( m ) {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  
  				var te = this.elements;
  				var me = m.elements;
  
  				var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  				var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  				var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  
  				te[ 0 ] = me[ 0 ] * scaleX;
  				te[ 1 ] = me[ 1 ] * scaleX;
  				te[ 2 ] = me[ 2 ] * scaleX;
  
  				te[ 4 ] = me[ 4 ] * scaleY;
  				te[ 5 ] = me[ 5 ] * scaleY;
  				te[ 6 ] = me[ 6 ] * scaleY;
  
  				te[ 8 ] = me[ 8 ] * scaleZ;
  				te[ 9 ] = me[ 9 ] * scaleZ;
  				te[ 10 ] = me[ 10 ] * scaleZ;
  
  				return this;
  
  			};
  
  		}(),
  
  		makeRotationFromEuler: function ( euler ) {
  
  			if ( (euler && euler.isEuler) === false ) {
  
  				console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  
  			}
  
  			var te = this.elements;
  
  			var x = euler.x, y = euler.y, z = euler.z;
  			var a = Math.cos( x ), b = Math.sin( x );
  			var c = Math.cos( y ), d = Math.sin( y );
  			var e = Math.cos( z ), f = Math.sin( z );
  
  			if ( euler.order === 'XYZ' ) {
  
  				var ae = a * e, af = a * f, be = b * e, bf = b * f;
  
  				te[ 0 ] = c * e;
  				te[ 4 ] = - c * f;
  				te[ 8 ] = d;
  
  				te[ 1 ] = af + be * d;
  				te[ 5 ] = ae - bf * d;
  				te[ 9 ] = - b * c;
  
  				te[ 2 ] = bf - ae * d;
  				te[ 6 ] = be + af * d;
  				te[ 10 ] = a * c;
  
  			} else if ( euler.order === 'YXZ' ) {
  
  				var ce = c * e, cf = c * f, de = d * e, df = d * f;
  
  				te[ 0 ] = ce + df * b;
  				te[ 4 ] = de * b - cf;
  				te[ 8 ] = a * d;
  
  				te[ 1 ] = a * f;
  				te[ 5 ] = a * e;
  				te[ 9 ] = - b;
  
  				te[ 2 ] = cf * b - de;
  				te[ 6 ] = df + ce * b;
  				te[ 10 ] = a * c;
  
  			} else if ( euler.order === 'ZXY' ) {
  
  				var ce = c * e, cf = c * f, de = d * e, df = d * f;
  
  				te[ 0 ] = ce - df * b;
  				te[ 4 ] = - a * f;
  				te[ 8 ] = de + cf * b;
  
  				te[ 1 ] = cf + de * b;
  				te[ 5 ] = a * e;
  				te[ 9 ] = df - ce * b;
  
  				te[ 2 ] = - a * d;
  				te[ 6 ] = b;
  				te[ 10 ] = a * c;
  
  			} else if ( euler.order === 'ZYX' ) {
  
  				var ae = a * e, af = a * f, be = b * e, bf = b * f;
  
  				te[ 0 ] = c * e;
  				te[ 4 ] = be * d - af;
  				te[ 8 ] = ae * d + bf;
  
  				te[ 1 ] = c * f;
  				te[ 5 ] = bf * d + ae;
  				te[ 9 ] = af * d - be;
  
  				te[ 2 ] = - d;
  				te[ 6 ] = b * c;
  				te[ 10 ] = a * c;
  
  			} else if ( euler.order === 'YZX' ) {
  
  				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  
  				te[ 0 ] = c * e;
  				te[ 4 ] = bd - ac * f;
  				te[ 8 ] = bc * f + ad;
  
  				te[ 1 ] = f;
  				te[ 5 ] = a * e;
  				te[ 9 ] = - b * e;
  
  				te[ 2 ] = - d * e;
  				te[ 6 ] = ad * f + bc;
  				te[ 10 ] = ac - bd * f;
  
  			} else if ( euler.order === 'XZY' ) {
  
  				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  
  				te[ 0 ] = c * e;
  				te[ 4 ] = - f;
  				te[ 8 ] = d * e;
  
  				te[ 1 ] = ac * f + bd;
  				te[ 5 ] = a * e;
  				te[ 9 ] = ad * f - bc;
  
  				te[ 2 ] = bc * f - ad;
  				te[ 6 ] = b * e;
  				te[ 10 ] = bd * f + ac;
  
  			}
  
  			// last column
  			te[ 3 ] = 0;
  			te[ 7 ] = 0;
  			te[ 11 ] = 0;
  
  			// bottom row
  			te[ 12 ] = 0;
  			te[ 13 ] = 0;
  			te[ 14 ] = 0;
  			te[ 15 ] = 1;
  
  			return this;
  
  		},
  
  		makeRotationFromQuaternion: function ( q ) {
  
  			var te = this.elements;
  
  			var x = q.x, y = q.y, z = q.z, w = q.w;
  			var x2 = x + x, y2 = y + y, z2 = z + z;
  			var xx = x * x2, xy = x * y2, xz = x * z2;
  			var yy = y * y2, yz = y * z2, zz = z * z2;
  			var wx = w * x2, wy = w * y2, wz = w * z2;
  
  			te[ 0 ] = 1 - ( yy + zz );
  			te[ 4 ] = xy - wz;
  			te[ 8 ] = xz + wy;
  
  			te[ 1 ] = xy + wz;
  			te[ 5 ] = 1 - ( xx + zz );
  			te[ 9 ] = yz - wx;
  
  			te[ 2 ] = xz - wy;
  			te[ 6 ] = yz + wx;
  			te[ 10 ] = 1 - ( xx + yy );
  
  			// last column
  			te[ 3 ] = 0;
  			te[ 7 ] = 0;
  			te[ 11 ] = 0;
  
  			// bottom row
  			te[ 12 ] = 0;
  			te[ 13 ] = 0;
  			te[ 14 ] = 0;
  			te[ 15 ] = 1;
  
  			return this;
  
  		},
  
  		lookAt: function () {
  
  			var x, y, z;
  
  			return function lookAt( eye, target, up ) {
  
  				if ( x === undefined ) {
  
  					x = new Vector3();
  					y = new Vector3();
  					z = new Vector3();
  
  				}
  
  				var te = this.elements;
  
  				z.subVectors( eye, target ).normalize();
  
  				if ( z.lengthSq() === 0 ) {
  
  					z.z = 1;
  
  				}
  
  				x.crossVectors( up, z ).normalize();
  
  				if ( x.lengthSq() === 0 ) {
  
  					z.z += 0.0001;
  					x.crossVectors( up, z ).normalize();
  
  				}
  
  				y.crossVectors( z, x );
  
  
  				te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  				te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  				te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  
  				return this;
  
  			};
  
  		}(),
  
  		multiply: function ( m, n ) {
  
  			if ( n !== undefined ) {
  
  				console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  				return this.multiplyMatrices( m, n );
  
  			}
  
  			return this.multiplyMatrices( this, m );
  
  		},
  
  		premultiply: function ( m ) {
  
  			return this.multiplyMatrices( m, this );
  
  		},
  
  		multiplyMatrices: function ( a, b ) {
  
  			var ae = a.elements;
  			var be = b.elements;
  			var te = this.elements;
  
  			var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  			var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  			var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  			var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  
  			var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  			var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  			var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  			var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  
  			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  			te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  			te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  			te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  
  			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  			te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  			te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  			te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  
  			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  			te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  			te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  			te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  
  			te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  			te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  			te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  			te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  
  			return this;
  
  		},
  
  		multiplyToArray: function ( a, b, r ) {
  
  			var te = this.elements;
  
  			this.multiplyMatrices( a, b );
  
  			r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  			r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  			r[ 8 ]  = te[ 8 ]; r[ 9 ]  = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  			r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( s ) {
  
  			var te = this.elements;
  
  			te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  			te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  			te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  			te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  
  			return this;
  
  		},
  
  		applyToBufferAttribute: function () {
  
  			var v1;
  
  			return function applyToBufferAttribute( attribute ) {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  
  				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  
  					v1.x = attribute.getX( i );
  					v1.y = attribute.getY( i );
  					v1.z = attribute.getZ( i );
  
  					v1.applyMatrix4( this );
  
  					attribute.setXYZ( i, v1.x, v1.y, v1.z );
  
  				}
  
  				return attribute;
  
  			};
  
  		}(),
  
  		determinant: function () {
  
  			var te = this.elements;
  
  			var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  			var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  			var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  			var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  
  			//TODO: make this more efficient
  			//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  
  			return (
  				n41 * (
  					+ n14 * n23 * n32
  					 - n13 * n24 * n32
  					 - n14 * n22 * n33
  					 + n12 * n24 * n33
  					 + n13 * n22 * n34
  					 - n12 * n23 * n34
  				) +
  				n42 * (
  					+ n11 * n23 * n34
  					 - n11 * n24 * n33
  					 + n14 * n21 * n33
  					 - n13 * n21 * n34
  					 + n13 * n24 * n31
  					 - n14 * n23 * n31
  				) +
  				n43 * (
  					+ n11 * n24 * n32
  					 - n11 * n22 * n34
  					 - n14 * n21 * n32
  					 + n12 * n21 * n34
  					 + n14 * n22 * n31
  					 - n12 * n24 * n31
  				) +
  				n44 * (
  					- n13 * n22 * n31
  					 - n11 * n23 * n32
  					 + n11 * n22 * n33
  					 + n13 * n21 * n32
  					 - n12 * n21 * n33
  					 + n12 * n23 * n31
  				)
  
  			);
  
  		},
  
  		transpose: function () {
  
  			var te = this.elements;
  			var tmp;
  
  			tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  			tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  			tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  
  			tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  			tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  			tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  
  			return this;
  
  		},
  
  		setPosition: function ( v ) {
  
  			var te = this.elements;
  
  			te[ 12 ] = v.x;
  			te[ 13 ] = v.y;
  			te[ 14 ] = v.z;
  
  			return this;
  
  		},
  
  		getInverse: function ( m, throwOnDegenerate ) {
  
  			// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  			var te = this.elements,
  				me = m.elements,
  
  				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  				n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  				n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  				n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  
  				t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  				t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  				t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  				t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  
  			var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  
  			if ( det === 0 ) {
  
  				var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
  
  				if ( throwOnDegenerate === true ) {
  
  					throw new Error( msg );
  
  				} else {
  
  					console.warn( msg );
  
  				}
  
  				return this.identity();
  
  			}
  
  			var detInv = 1 / det;
  
  			te[ 0 ] = t11 * detInv;
  			te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  			te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  			te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  
  			te[ 4 ] = t12 * detInv;
  			te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  			te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  			te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  
  			te[ 8 ] = t13 * detInv;
  			te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  			te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  			te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  
  			te[ 12 ] = t14 * detInv;
  			te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  			te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  			te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  
  			return this;
  
  		},
  
  		scale: function ( v ) {
  
  			var te = this.elements;
  			var x = v.x, y = v.y, z = v.z;
  
  			te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  			te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  			te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  			te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  
  			return this;
  
  		},
  
  		getMaxScaleOnAxis: function () {
  
  			var te = this.elements;
  
  			var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  			var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  			var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  
  			return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  
  		},
  
  		makeTranslation: function ( x, y, z ) {
  
  			this.set(
  
  				1, 0, 0, x,
  				0, 1, 0, y,
  				0, 0, 1, z,
  				0, 0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		makeRotationX: function ( theta ) {
  
  			var c = Math.cos( theta ), s = Math.sin( theta );
  
  			this.set(
  
  				1, 0,  0, 0,
  				0, c, - s, 0,
  				0, s,  c, 0,
  				0, 0,  0, 1
  
  			);
  
  			return this;
  
  		},
  
  		makeRotationY: function ( theta ) {
  
  			var c = Math.cos( theta ), s = Math.sin( theta );
  
  			this.set(
  
  				 c, 0, s, 0,
  				 0, 1, 0, 0,
  				- s, 0, c, 0,
  				 0, 0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		makeRotationZ: function ( theta ) {
  
  			var c = Math.cos( theta ), s = Math.sin( theta );
  
  			this.set(
  
  				c, - s, 0, 0,
  				s,  c, 0, 0,
  				0,  0, 1, 0,
  				0,  0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		makeRotationAxis: function ( axis, angle ) {
  
  			// Based on http://www.gamedev.net/reference/articles/article1199.asp
  
  			var c = Math.cos( angle );
  			var s = Math.sin( angle );
  			var t = 1 - c;
  			var x = axis.x, y = axis.y, z = axis.z;
  			var tx = t * x, ty = t * y;
  
  			this.set(
  
  				tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  				tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  				tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  				0, 0, 0, 1
  
  			);
  
  			 return this;
  
  		},
  
  		makeScale: function ( x, y, z ) {
  
  			this.set(
  
  				x, 0, 0, 0,
  				0, y, 0, 0,
  				0, 0, z, 0,
  				0, 0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		makeShear: function ( x, y, z ) {
  
  			this.set(
  
  				1, y, z, 0,
  				x, 1, z, 0,
  				x, y, 1, 0,
  				0, 0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		compose: function ( position, quaternion, scale ) {
  
  			this.makeRotationFromQuaternion( quaternion );
  			this.scale( scale );
  			this.setPosition( position );
  
  			return this;
  
  		},
  
  		decompose: function () {
  
  			var vector, matrix;
  
  			return function decompose( position, quaternion, scale ) {
  
  				if ( vector === undefined ) {
  
  					vector = new Vector3();
  					matrix = new Matrix4();
  
  				}
  
  				var te = this.elements;
  
  				var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  				var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  				var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  
  				// if determine is negative, we need to invert one scale
  				var det = this.determinant();
  				if ( det < 0 ) {
  
  					sx = - sx;
  
  				}
  
  				position.x = te[ 12 ];
  				position.y = te[ 13 ];
  				position.z = te[ 14 ];
  
  				// scale the rotation part
  
  				matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  
  				var invSX = 1 / sx;
  				var invSY = 1 / sy;
  				var invSZ = 1 / sz;
  
  				matrix.elements[ 0 ] *= invSX;
  				matrix.elements[ 1 ] *= invSX;
  				matrix.elements[ 2 ] *= invSX;
  
  				matrix.elements[ 4 ] *= invSY;
  				matrix.elements[ 5 ] *= invSY;
  				matrix.elements[ 6 ] *= invSY;
  
  				matrix.elements[ 8 ] *= invSZ;
  				matrix.elements[ 9 ] *= invSZ;
  				matrix.elements[ 10 ] *= invSZ;
  
  				quaternion.setFromRotationMatrix( matrix );
  
  				scale.x = sx;
  				scale.y = sy;
  				scale.z = sz;
  
  				return this;
  
  			};
  
  		}(),
  
  		makePerspective: function ( left, right, top, bottom, near, far ) {
  
  			if ( far === undefined ) {
  
  				console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  
  			}
  
  			var te = this.elements;
  			var x = 2 * near / ( right - left );
  			var y = 2 * near / ( top - bottom );
  
  			var a = ( right + left ) / ( right - left );
  			var b = ( top + bottom ) / ( top - bottom );
  			var c = - ( far + near ) / ( far - near );
  			var d = - 2 * far * near / ( far - near );
  
  			te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
  			te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
  			te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
  			te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;
  
  			return this;
  
  		},
  
  		makeOrthographic: function ( left, right, top, bottom, near, far ) {
  
  			var te = this.elements;
  			var w = 1.0 / ( right - left );
  			var h = 1.0 / ( top - bottom );
  			var p = 1.0 / ( far - near );
  
  			var x = ( right + left ) * w;
  			var y = ( top + bottom ) * h;
  			var z = ( far + near ) * p;
  
  			te[ 0 ] = 2 * w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
  			te[ 1 ] = 0;	te[ 5 ] = 2 * h;	te[ 9 ] = 0;	te[ 13 ] = - y;
  			te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 * p;	te[ 14 ] = - z;
  			te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;
  
  			return this;
  
  		},
  
  		equals: function ( matrix ) {
  
  			var te = this.elements;
  			var me = matrix.elements;
  
  			for ( var i = 0; i < 16; i ++ ) {
  
  				if ( te[ i ] !== me[ i ] ) return false;
  
  			}
  
  			return true;
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			for( var i = 0; i < 16; i ++ ) {
  
  				this.elements[ i ] = array[ i + offset ];
  
  			}
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			var te = this.elements;
  
  			array[ offset ] = te[ 0 ];
  			array[ offset + 1 ] = te[ 1 ];
  			array[ offset + 2 ] = te[ 2 ];
  			array[ offset + 3 ] = te[ 3 ];
  
  			array[ offset + 4 ] = te[ 4 ];
  			array[ offset + 5 ] = te[ 5 ];
  			array[ offset + 6 ] = te[ 6 ];
  			array[ offset + 7 ] = te[ 7 ];
  
  			array[ offset + 8 ]  = te[ 8 ];
  			array[ offset + 9 ]  = te[ 9 ];
  			array[ offset + 10 ] = te[ 10 ];
  			array[ offset + 11 ] = te[ 11 ];
  
  			array[ offset + 12 ] = te[ 12 ];
  			array[ offset + 13 ] = te[ 13 ];
  			array[ offset + 14 ] = te[ 14 ];
  			array[ offset + 15 ] = te[ 15 ];
  
  			return array;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  
  		images = images !== undefined ? images : [];
  		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  
  		Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  
  		this.flipY = false;
  
  	}
  
  	CubeTexture.prototype = Object.create( Texture.prototype );
  	CubeTexture.prototype.constructor = CubeTexture;
  
  	CubeTexture.prototype.isCubeTexture = true;
  
  	Object.defineProperty( CubeTexture.prototype, 'images', {
  
  		get: function () {
  
  			return this.image;
  
  		},
  
  		set: function ( value ) {
  
  			this.image = value;
  
  		}
  
  	} );
  
  	/**
  	 * @author tschw
  	 *
  	 * Uniforms of a program.
  	 * Those form a tree structure with a special top-level container for the root,
  	 * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
  	 *
  	 *
  	 * Properties of inner nodes including the top-level container:
  	 *
  	 * .seq - array of nested uniforms
  	 * .map - nested uniforms by name
  	 *
  	 *
  	 * Methods of all nodes except the top-level container:
  	 *
  	 * .setValue( gl, value, [renderer] )
  	 *
  	 * 		uploads a uniform value(s)
  	 *  	the 'renderer' parameter is needed for sampler uniforms
  	 *
  	 *
  	 * Static methods of the top-level container (renderer factorizations):
  	 *
  	 * .upload( gl, seq, values, renderer )
  	 *
  	 * 		sets uniforms in 'seq' to 'values[id].value'
  	 *
  	 * .seqWithValue( seq, values ) : filteredSeq
  	 *
  	 * 		filters 'seq' entries with corresponding entry in values
  	 *
  	 *
  	 * Methods of the top-level container (renderer factorizations):
  	 *
  	 * .setValue( gl, name, value )
  	 *
  	 * 		sets uniform with  name 'name' to 'value'
  	 *
  	 * .set( gl, obj, prop )
  	 *
  	 * 		sets uniform from object and property with same name than uniform
  	 *
  	 * .setOptional( gl, obj, prop )
  	 *
  	 * 		like .set for an optional property of the object
  	 *
  	 */
  
  	var emptyTexture = new Texture();
  	var emptyCubeTexture = new CubeTexture();
  
  	// --- Base for inner nodes (including the root) ---
  
  	function UniformContainer() {
  
  		this.seq = [];
  		this.map = {};
  
  	}
  
  	// --- Utilities ---
  
  	// Array Caches (provide typed arrays for temporary by size)
  
  	var arrayCacheF32 = [];
  	var arrayCacheI32 = [];
  
  	// Flattening for arrays of vectors and matrices
  
  	function flatten( array, nBlocks, blockSize ) {
  
  		var firstElem = array[ 0 ];
  
  		if ( firstElem <= 0 || firstElem > 0 ) return array;
  		// unoptimized: ! isNaN( firstElem )
  		// see http://jacksondunstan.com/articles/983
  
  		var n = nBlocks * blockSize,
  			r = arrayCacheF32[ n ];
  
  		if ( r === undefined ) {
  
  			r = new Float32Array( n );
  			arrayCacheF32[ n ] = r;
  
  		}
  
  		if ( nBlocks !== 0 ) {
  
  			firstElem.toArray( r, 0 );
  
  			for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  
  				offset += blockSize;
  				array[ i ].toArray( r, offset );
  
  			}
  
  		}
  
  		return r;
  
  	}
  
  	// Texture unit allocation
  
  	function allocTexUnits( renderer, n ) {
  
  		var r = arrayCacheI32[ n ];
  
  		if ( r === undefined ) {
  
  			r = new Int32Array( n );
  			arrayCacheI32[ n ] = r;
  
  		}
  
  		for ( var i = 0; i !== n; ++ i )
  			r[ i ] = renderer.allocTextureUnit();
  
  		return r;
  
  	}
  
  	// --- Setters ---
  
  	// Note: Defining these methods externally, because they come in a bunch
  	// and this way their names minify.
  
  	// Single scalar
  
  	function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
  	function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
  
  	// Single float vector (from flat array or THREE.VectorN)
  
  	function setValue2fv( gl, v ) {
  
  		if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
  		else gl.uniform2f( this.addr, v.x, v.y );
  
  	}
  
  	function setValue3fv( gl, v ) {
  
  		if ( v.x !== undefined )
  			gl.uniform3f( this.addr, v.x, v.y, v.z );
  		else if ( v.r !== undefined )
  			gl.uniform3f( this.addr, v.r, v.g, v.b );
  		else
  			gl.uniform3fv( this.addr, v );
  
  	}
  
  	function setValue4fv( gl, v ) {
  
  		if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
  		else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  
  	}
  
  	// Single matrix (from flat array or MatrixN)
  
  	function setValue2fm( gl, v ) {
  
  		gl.uniformMatrix2fv( this.addr, false, v.elements || v );
  
  	}
  
  	function setValue3fm( gl, v ) {
  
  		gl.uniformMatrix3fv( this.addr, false, v.elements || v );
  
  	}
  
  	function setValue4fm( gl, v ) {
  
  		gl.uniformMatrix4fv( this.addr, false, v.elements || v );
  
  	}
  
  	// Single texture (2D / Cube)
  
  	function setValueT1( gl, v, renderer ) {
  
  		var unit = renderer.allocTextureUnit();
  		gl.uniform1i( this.addr, unit );
  		renderer.setTexture2D( v || emptyTexture, unit );
  
  	}
  
  	function setValueT6( gl, v, renderer ) {
  
  		var unit = renderer.allocTextureUnit();
  		gl.uniform1i( this.addr, unit );
  		renderer.setTextureCube( v || emptyCubeTexture, unit );
  
  	}
  
  	// Integer / Boolean vectors or arrays thereof (always flat arrays)
  
  	function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
  	function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
  	function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
  
  	// Helper to pick the right setter for the singular case
  
  	function getSingularSetter( type ) {
  
  		switch ( type ) {
  
  			case 0x1406: return setValue1f; // FLOAT
  			case 0x8b50: return setValue2fv; // _VEC2
  			case 0x8b51: return setValue3fv; // _VEC3
  			case 0x8b52: return setValue4fv; // _VEC4
  
  			case 0x8b5a: return setValue2fm; // _MAT2
  			case 0x8b5b: return setValue3fm; // _MAT3
  			case 0x8b5c: return setValue4fm; // _MAT4
  
  			case 0x8b5e: return setValueT1; // SAMPLER_2D
  			case 0x8b60: return setValueT6; // SAMPLER_CUBE
  
  			case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  			case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  			case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  			case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  
  		}
  
  	}
  
  	// Array of scalars
  
  	function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
  	function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
  
  	// Array of vectors (flat or from THREE classes)
  
  	function setValueV2a( gl, v ) {
  
  		gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
  
  	}
  
  	function setValueV3a( gl, v ) {
  
  		gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
  
  	}
  
  	function setValueV4a( gl, v ) {
  
  		gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
  
  	}
  
  	// Array of matrices (flat or from THREE clases)
  
  	function setValueM2a( gl, v ) {
  
  		gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
  
  	}
  
  	function setValueM3a( gl, v ) {
  
  		gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
  
  	}
  
  	function setValueM4a( gl, v ) {
  
  		gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
  
  	}
  
  	// Array of textures (2D / Cube)
  
  	function setValueT1a( gl, v, renderer ) {
  
  		var n = v.length,
  			units = allocTexUnits( renderer, n );
  
  		gl.uniform1iv( this.addr, units );
  
  		for ( var i = 0; i !== n; ++ i ) {
  
  			renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  
  		}
  
  	}
  
  	function setValueT6a( gl, v, renderer ) {
  
  		var n = v.length,
  			units = allocTexUnits( renderer, n );
  
  		gl.uniform1iv( this.addr, units );
  
  		for ( var i = 0; i !== n; ++ i ) {
  
  			renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  
  		}
  
  	}
  
  	// Helper to pick the right setter for a pure (bottom-level) array
  
  	function getPureArraySetter( type ) {
  
  		switch ( type ) {
  
  			case 0x1406: return setValue1fv; // FLOAT
  			case 0x8b50: return setValueV2a; // _VEC2
  			case 0x8b51: return setValueV3a; // _VEC3
  			case 0x8b52: return setValueV4a; // _VEC4
  
  			case 0x8b5a: return setValueM2a; // _MAT2
  			case 0x8b5b: return setValueM3a; // _MAT3
  			case 0x8b5c: return setValueM4a; // _MAT4
  
  			case 0x8b5e: return setValueT1a; // SAMPLER_2D
  			case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  
  			case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  			case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  			case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  			case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  
  		}
  
  	}
  
  	// --- Uniform Classes ---
  
  	function SingleUniform( id, activeInfo, addr ) {
  
  		this.id = id;
  		this.addr = addr;
  		this.setValue = getSingularSetter( activeInfo.type );
  
  		// this.path = activeInfo.name; // DEBUG
  
  	}
  
  	function PureArrayUniform( id, activeInfo, addr ) {
  
  		this.id = id;
  		this.addr = addr;
  		this.size = activeInfo.size;
  		this.setValue = getPureArraySetter( activeInfo.type );
  
  		// this.path = activeInfo.name; // DEBUG
  
  	}
  
  	function StructuredUniform( id ) {
  
  		this.id = id;
  
  		UniformContainer.call( this ); // mix-in
  
  	}
  
  	StructuredUniform.prototype.setValue = function( gl, value ) {
  
  		// Note: Don't need an extra 'renderer' parameter, since samplers
  		// are not allowed in structured uniforms.
  
  		var seq = this.seq;
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var u = seq[ i ];
  			u.setValue( gl, value[ u.id ] );
  
  		}
  
  	};
  
  	// --- Top-level ---
  
  	// Parser - builds up the property tree from the path strings
  
  	var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  
  	// extracts
  	// 	- the identifier (member name or array index)
  	//  - followed by an optional right bracket (found when array index)
  	//  - followed by an optional left bracket or dot (type of subscript)
  	//
  	// Note: These portions can be read in a non-overlapping fashion and
  	// allow straightforward parsing of the hierarchy that WebGL encodes
  	// in the uniform names.
  
  	function addUniform( container, uniformObject ) {
  
  		container.seq.push( uniformObject );
  		container.map[ uniformObject.id ] = uniformObject;
  
  	}
  
  	function parseUniform( activeInfo, addr, container ) {
  
  		var path = activeInfo.name,
  			pathLength = path.length;
  
  		// reset RegExp object, because of the early exit of a previous run
  		RePathPart.lastIndex = 0;
  
  		for (; ;) {
  
  			var match = RePathPart.exec( path ),
  				matchEnd = RePathPart.lastIndex,
  
  				id = match[ 1 ],
  				idIsIndex = match[ 2 ] === ']',
  				subscript = match[ 3 ];
  
  			if ( idIsIndex ) id = id | 0; // convert to integer
  
  			if ( subscript === undefined ||
  					subscript === '[' && matchEnd + 2 === pathLength ) {
  				// bare name or "pure" bottom-level array "[0]" suffix
  
  				addUniform( container, subscript === undefined ?
  						new SingleUniform( id, activeInfo, addr ) :
  						new PureArrayUniform( id, activeInfo, addr ) );
  
  				break;
  
  			} else {
  				// step into inner node / create it in case it doesn't exist
  
  				var map = container.map,
  					next = map[ id ];
  
  				if ( next === undefined ) {
  
  					next = new StructuredUniform( id );
  					addUniform( container, next );
  
  				}
  
  				container = next;
  
  			}
  
  		}
  
  	}
  
  	// Root Container
  
  	function WebGLUniforms( gl, program, renderer ) {
  
  		UniformContainer.call( this );
  
  		this.renderer = renderer;
  
  		var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
  
  		for ( var i = 0; i !== n; ++ i ) {
  
  			var info = gl.getActiveUniform( program, i ),
  				path = info.name,
  				addr = gl.getUniformLocation( program, path );
  
  			parseUniform( info, addr, this );
  
  		}
  
  	}
  
  	WebGLUniforms.prototype.setValue = function( gl, name, value ) {
  
  		var u = this.map[ name ];
  
  		if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  
  	};
  
  	WebGLUniforms.prototype.set = function( gl, object, name ) {
  
  		var u = this.map[ name ];
  
  		if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
  
  	};
  
  	WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
  
  		var v = object[ name ];
  
  		if ( v !== undefined ) this.setValue( gl, name, v );
  
  	};
  
  
  	// Static interface
  
  	WebGLUniforms.upload = function( gl, seq, values, renderer ) {
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var u = seq[ i ],
  				v = values[ u.id ];
  
  			if ( v.needsUpdate !== false ) {
  				// note: always updating when .needsUpdate is undefined
  
  				u.setValue( gl, v.value, renderer );
  
  			}
  
  		}
  
  	};
  
  	WebGLUniforms.seqWithValue = function( seq, values ) {
  
  		var r = [];
  
  		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  
  			var u = seq[ i ];
  			if ( u.id in values ) r.push( u );
  
  		}
  
  		return r;
  
  	};
  
  	/**
  	 * Uniform Utilities
  	 */
  
  	var UniformsUtils = {
  
  		merge: function ( uniforms ) {
  
  			var merged = {};
  
  			for ( var u = 0; u < uniforms.length; u ++ ) {
  
  				var tmp = this.clone( uniforms[ u ] );
  
  				for ( var p in tmp ) {
  
  					merged[ p ] = tmp[ p ];
  
  				}
  
  			}
  
  			return merged;
  
  		},
  
  		clone: function ( uniforms_src ) {
  
  			var uniforms_dst = {};
  
  			for ( var u in uniforms_src ) {
  
  				uniforms_dst[ u ] = {};
  
  				for ( var p in uniforms_src[ u ] ) {
  
  					var parameter_src = uniforms_src[ u ][ p ];
  
  					if ( parameter_src && ( parameter_src.isColor ||
  						parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
  						parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
  						parameter_src.isTexture ) ) {
  
  						uniforms_dst[ u ][ p ] = parameter_src.clone();
  
  					} else if ( Array.isArray( parameter_src ) ) {
  
  						uniforms_dst[ u ][ p ] = parameter_src.slice();
  
  					} else {
  
  						uniforms_dst[ u ][ p ] = parameter_src;
  
  					}
  
  				}
  
  			}
  
  			return uniforms_dst;
  
  		}
  
  	};
  
  	var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
  
  	var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
  
  	var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
  
  	var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
  
  	var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  
  	var begin_vertex = "\nvec3 transformed = vec3( position );\n";
  
  	var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
  
  	var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, const in float roughness ) {\n\tconst float LUT_SIZE  = 64.0;\n\tconst float LUT_SCALE = (LUT_SIZE - 1.0)/LUT_SIZE;\n\tconst float LUT_BIAS  = 0.5/LUT_SIZE;\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] =  L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3(   1,   0, t.y ),\n\t\tvec3(   0, t.z,   0 ),\n\t\tvec3( t.w,   0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
  
  	var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
  
  	var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";
  
  	var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
  
  	var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
  
  	var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
  
  	var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  
  	var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
  
  	var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  
  	var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  
  	var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";
  
  	var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1  (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale =  bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
  
  	var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
  
  	var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
  
  	var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
  
  	var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
  
  	var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
  
  	var encodings_fragment = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
  
  	var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM            = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D      = max( maxRange / maxRGB, 1.0 );\n\tD            = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";
  
  	var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
  
  	var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
  
  	var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
  
  	var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
  
  	var fog_fragment = "#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
  
  	var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  
  	var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
  
  	var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
  
  	var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  
  	var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
  
  	var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
  
  	var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
  
  	var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor   = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n\t\treflectedLight.directDiffuse  += lightColor * matDiffColor * diff / PI2;\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
  
  	var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
  
  	var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor   = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\n\t\treflectedLight.directDiffuse  += lightColor * matDiffColor * diff;\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
  
  	var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
  
  	var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
  
  	var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";
  
  	var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";
  
  	var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";
  
  	var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
  
  	var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
  
  	var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
  
  	var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";
  
  	var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";
  
  	var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  
  	var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
  
  	var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  
  	var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
  
  	var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";
  
  	var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
  
  	var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";
  
  	var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
  
  	var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
  
  	var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
  
  	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";
  
  	var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  
  	var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
  
  	var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
  
  	var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
  
  	var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
  
  	var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  
  	var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
  
  	var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned  = bindMatrixInverse * skinned;\n#endif\n";
  
  	var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
  
  	var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
  
  	var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  
  	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
  
  	var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
  
  	var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  
  	var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";
  
  	var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
  
  	var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  
  	var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  
  	var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  
  	var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";
  
  	var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
  
  	var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
  
  	var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
  
  	var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
  
  	var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
  
  	var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";
  
  	var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
  
  	var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
  
  	var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
  
  	var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
  
  	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
  
  	var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n}\n";
  
  	var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
  
  	var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_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>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n}\n";
  
  	var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\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>\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>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
  
  	var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\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 <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n}\n";
  
  	var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
  
  	var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
  
  	var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#include <premultiplied_alpha_fragment>\n\t#include <encodings_fragment>\n}\n";
  
  	var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
  
  	var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
  
  	var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
  
  	var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
  
  	var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
  
  	var ShaderChunk = {
  		alphamap_fragment: alphamap_fragment,
  		alphamap_pars_fragment: alphamap_pars_fragment,
  		alphatest_fragment: alphatest_fragment,
  		aomap_fragment: aomap_fragment,
  		aomap_pars_fragment: aomap_pars_fragment,
  		begin_vertex: begin_vertex,
  		beginnormal_vertex: beginnormal_vertex,
  		bsdfs: bsdfs,
  		bumpmap_pars_fragment: bumpmap_pars_fragment,
  		clipping_planes_fragment: clipping_planes_fragment,
  		clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  		clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  		clipping_planes_vertex: clipping_planes_vertex,
  		color_fragment: color_fragment,
  		color_pars_fragment: color_pars_fragment,
  		color_pars_vertex: color_pars_vertex,
  		color_vertex: color_vertex,
  		common: common,
  		cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  		defaultnormal_vertex: defaultnormal_vertex,
  		displacementmap_pars_vertex: displacementmap_pars_vertex,
  		displacementmap_vertex: displacementmap_vertex,
  		emissivemap_fragment: emissivemap_fragment,
  		emissivemap_pars_fragment: emissivemap_pars_fragment,
  		encodings_fragment: encodings_fragment,
  		encodings_pars_fragment: encodings_pars_fragment,
  		envmap_fragment: envmap_fragment,
  		envmap_pars_fragment: envmap_pars_fragment,
  		envmap_pars_vertex: envmap_pars_vertex,
  		envmap_vertex: envmap_vertex,
  		fog_fragment: fog_fragment,
  		fog_pars_fragment: fog_pars_fragment,
  		gradientmap_pars_fragment: gradientmap_pars_fragment,
  		lightmap_fragment: lightmap_fragment,
  		lightmap_pars_fragment: lightmap_pars_fragment,
  		lights_lambert_vertex: lights_lambert_vertex,
  		lights_pars: lights_pars,
  		lights_phong_fragment: lights_phong_fragment,
  		lights_phong_pars_fragment: lights_phong_pars_fragment,
  		lights_physical_fragment: lights_physical_fragment,
  		lights_physical_pars_fragment: lights_physical_pars_fragment,
  		lights_template: lights_template,
  		logdepthbuf_fragment: logdepthbuf_fragment,
  		logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  		logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  		logdepthbuf_vertex: logdepthbuf_vertex,
  		map_fragment: map_fragment,
  		map_pars_fragment: map_pars_fragment,
  		map_particle_fragment: map_particle_fragment,
  		map_particle_pars_fragment: map_particle_pars_fragment,
  		metalnessmap_fragment: metalnessmap_fragment,
  		metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  		morphnormal_vertex: morphnormal_vertex,
  		morphtarget_pars_vertex: morphtarget_pars_vertex,
  		morphtarget_vertex: morphtarget_vertex,
  		normal_flip: normal_flip,
  		normal_fragment: normal_fragment,
  		normalmap_pars_fragment: normalmap_pars_fragment,
  		packing: packing,
  		premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  		project_vertex: project_vertex,
  		roughnessmap_fragment: roughnessmap_fragment,
  		roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  		shadowmap_pars_fragment: shadowmap_pars_fragment,
  		shadowmap_pars_vertex: shadowmap_pars_vertex,
  		shadowmap_vertex: shadowmap_vertex,
  		shadowmask_pars_fragment: shadowmask_pars_fragment,
  		skinbase_vertex: skinbase_vertex,
  		skinning_pars_vertex: skinning_pars_vertex,
  		skinning_vertex: skinning_vertex,
  		skinnormal_vertex: skinnormal_vertex,
  		specularmap_fragment: specularmap_fragment,
  		specularmap_pars_fragment: specularmap_pars_fragment,
  		tonemapping_fragment: tonemapping_fragment,
  		tonemapping_pars_fragment: tonemapping_pars_fragment,
  		uv_pars_fragment: uv_pars_fragment,
  		uv_pars_vertex: uv_pars_vertex,
  		uv_vertex: uv_vertex,
  		uv2_pars_fragment: uv2_pars_fragment,
  		uv2_pars_vertex: uv2_pars_vertex,
  		uv2_vertex: uv2_vertex,
  		worldpos_vertex: worldpos_vertex,
  
  		cube_frag: cube_frag,
  		cube_vert: cube_vert,
  		depth_frag: depth_frag,
  		depth_vert: depth_vert,
  		distanceRGBA_frag: distanceRGBA_frag,
  		distanceRGBA_vert: distanceRGBA_vert,
  		equirect_frag: equirect_frag,
  		equirect_vert: equirect_vert,
  		linedashed_frag: linedashed_frag,
  		linedashed_vert: linedashed_vert,
  		meshbasic_frag: meshbasic_frag,
  		meshbasic_vert: meshbasic_vert,
  		meshlambert_frag: meshlambert_frag,
  		meshlambert_vert: meshlambert_vert,
  		meshphong_frag: meshphong_frag,
  		meshphong_vert: meshphong_vert,
  		meshphysical_frag: meshphysical_frag,
  		meshphysical_vert: meshphysical_vert,
  		normal_frag: normal_frag,
  		normal_vert: normal_vert,
  		points_frag: points_frag,
  		points_vert: points_vert,
  		shadow_frag: shadow_frag,
  		shadow_vert: shadow_vert
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Color( r, g, b ) {
  
  		if ( g === undefined && b === undefined ) {
  
  			// r is THREE.Color, hex or string
  			return this.set( r );
  
  		}
  
  		return this.setRGB( r, g, b );
  
  	}
  
  	Color.prototype = {
  
  		constructor: Color,
  
  		isColor: true,
  
  		r: 1, g: 1, b: 1,
  
  		set: function ( value ) {
  
  			if ( value && value.isColor ) {
  
  				this.copy( value );
  
  			} else if ( typeof value === 'number' ) {
  
  				this.setHex( value );
  
  			} else if ( typeof value === 'string' ) {
  
  				this.setStyle( value );
  
  			}
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.r = scalar;
  			this.g = scalar;
  			this.b = scalar;
  
  			return this;
  
  		},
  
  		setHex: function ( hex ) {
  
  			hex = Math.floor( hex );
  
  			this.r = ( hex >> 16 & 255 ) / 255;
  			this.g = ( hex >> 8 & 255 ) / 255;
  			this.b = ( hex & 255 ) / 255;
  
  			return this;
  
  		},
  
  		setRGB: function ( r, g, b ) {
  
  			this.r = r;
  			this.g = g;
  			this.b = b;
  
  			return this;
  
  		},
  
  		setHSL: function () {
  
  			function hue2rgb( p, q, t ) {
  
  				if ( t < 0 ) t += 1;
  				if ( t > 1 ) t -= 1;
  				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  				if ( t < 1 / 2 ) return q;
  				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  				return p;
  
  			}
  
  			return function setHSL( h, s, l ) {
  
  				// h,s,l ranges are in 0.0 - 1.0
  				h = _Math.euclideanModulo( h, 1 );
  				s = _Math.clamp( s, 0, 1 );
  				l = _Math.clamp( l, 0, 1 );
  
  				if ( s === 0 ) {
  
  					this.r = this.g = this.b = l;
  
  				} else {
  
  					var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  					var q = ( 2 * l ) - p;
  
  					this.r = hue2rgb( q, p, h + 1 / 3 );
  					this.g = hue2rgb( q, p, h );
  					this.b = hue2rgb( q, p, h - 1 / 3 );
  
  				}
  
  				return this;
  
  			};
  
  		}(),
  
  		setStyle: function ( style ) {
  
  			function handleAlpha( string ) {
  
  				if ( string === undefined ) return;
  
  				if ( parseFloat( string ) < 1 ) {
  
  					console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  
  				}
  
  			}
  
  
  			var m;
  
  			if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  
  				// rgb / hsl
  
  				var color;
  				var name = m[ 1 ];
  				var components = m[ 2 ];
  
  				switch ( name ) {
  
  					case 'rgb':
  					case 'rgba':
  
  						if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  
  							// rgb(255,0,0) rgba(255,0,0,0.5)
  							this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  							this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  							this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  
  							handleAlpha( color[ 5 ] );
  
  							return this;
  
  						}
  
  						if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  
  							// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  							this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  							this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  							this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  
  							handleAlpha( color[ 5 ] );
  
  							return this;
  
  						}
  
  						break;
  
  					case 'hsl':
  					case 'hsla':
  
  						if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  
  							// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  							var h = parseFloat( color[ 1 ] ) / 360;
  							var s = parseInt( color[ 2 ], 10 ) / 100;
  							var l = parseInt( color[ 3 ], 10 ) / 100;
  
  							handleAlpha( color[ 5 ] );
  
  							return this.setHSL( h, s, l );
  
  						}
  
  						break;
  
  				}
  
  			} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  
  				// hex color
  
  				var hex = m[ 1 ];
  				var size = hex.length;
  
  				if ( size === 3 ) {
  
  					// #ff0
  					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  					this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  					this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  
  					return this;
  
  				} else if ( size === 6 ) {
  
  					// #ff0000
  					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  					this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  					this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  
  					return this;
  
  				}
  
  			}
  
  			if ( style && style.length > 0 ) {
  
  				// color keywords
  				var hex = ColorKeywords[ style ];
  
  				if ( hex !== undefined ) {
  
  					// red
  					this.setHex( hex );
  
  				} else {
  
  					// unknown color
  					console.warn( 'THREE.Color: Unknown color ' + style );
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.r, this.g, this.b );
  
  		},
  
  		copy: function ( color ) {
  
  			this.r = color.r;
  			this.g = color.g;
  			this.b = color.b;
  
  			return this;
  
  		},
  
  		copyGammaToLinear: function ( color, gammaFactor ) {
  
  			if ( gammaFactor === undefined ) gammaFactor = 2.0;
  
  			this.r = Math.pow( color.r, gammaFactor );
  			this.g = Math.pow( color.g, gammaFactor );
  			this.b = Math.pow( color.b, gammaFactor );
  
  			return this;
  
  		},
  
  		copyLinearToGamma: function ( color, gammaFactor ) {
  
  			if ( gammaFactor === undefined ) gammaFactor = 2.0;
  
  			var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  
  			this.r = Math.pow( color.r, safeInverse );
  			this.g = Math.pow( color.g, safeInverse );
  			this.b = Math.pow( color.b, safeInverse );
  
  			return this;
  
  		},
  
  		convertGammaToLinear: function () {
  
  			var r = this.r, g = this.g, b = this.b;
  
  			this.r = r * r;
  			this.g = g * g;
  			this.b = b * b;
  
  			return this;
  
  		},
  
  		convertLinearToGamma: function () {
  
  			this.r = Math.sqrt( this.r );
  			this.g = Math.sqrt( this.g );
  			this.b = Math.sqrt( this.b );
  
  			return this;
  
  		},
  
  		getHex: function () {
  
  			return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  
  		},
  
  		getHexString: function () {
  
  			return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  
  		},
  
  		getHSL: function ( optionalTarget ) {
  
  			// h,s,l ranges are in 0.0 - 1.0
  
  			var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  
  			var r = this.r, g = this.g, b = this.b;
  
  			var max = Math.max( r, g, b );
  			var min = Math.min( r, g, b );
  
  			var hue, saturation;
  			var lightness = ( min + max ) / 2.0;
  
  			if ( min === max ) {
  
  				hue = 0;
  				saturation = 0;
  
  			} else {
  
  				var delta = max - min;
  
  				saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  
  				switch ( max ) {
  
  					case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  					case g: hue = ( b - r ) / delta + 2; break;
  					case b: hue = ( r - g ) / delta + 4; break;
  
  				}
  
  				hue /= 6;
  
  			}
  
  			hsl.h = hue;
  			hsl.s = saturation;
  			hsl.l = lightness;
  
  			return hsl;
  
  		},
  
  		getStyle: function () {
  
  			return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  
  		},
  
  		offsetHSL: function ( h, s, l ) {
  
  			var hsl = this.getHSL();
  
  			hsl.h += h; hsl.s += s; hsl.l += l;
  
  			this.setHSL( hsl.h, hsl.s, hsl.l );
  
  			return this;
  
  		},
  
  		add: function ( color ) {
  
  			this.r += color.r;
  			this.g += color.g;
  			this.b += color.b;
  
  			return this;
  
  		},
  
  		addColors: function ( color1, color2 ) {
  
  			this.r = color1.r + color2.r;
  			this.g = color1.g + color2.g;
  			this.b = color1.b + color2.b;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.r += s;
  			this.g += s;
  			this.b += s;
  
  			return this;
  
  		},
  
  		sub: function( color ) {
  
  			this.r = Math.max( 0, this.r - color.r );
  			this.g = Math.max( 0, this.g - color.g );
  			this.b = Math.max( 0, this.b - color.b );
  
  			return this;
  
  		},
  
  		multiply: function ( color ) {
  
  			this.r *= color.r;
  			this.g *= color.g;
  			this.b *= color.b;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( s ) {
  
  			this.r *= s;
  			this.g *= s;
  			this.b *= s;
  
  			return this;
  
  		},
  
  		lerp: function ( color, alpha ) {
  
  			this.r += ( color.r - this.r ) * alpha;
  			this.g += ( color.g - this.g ) * alpha;
  			this.b += ( color.b - this.b ) * alpha;
  
  			return this;
  
  		},
  
  		equals: function ( c ) {
  
  			return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.r = array[ offset ];
  			this.g = array[ offset + 1 ];
  			this.b = array[ offset + 2 ];
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this.r;
  			array[ offset + 1 ] = this.g;
  			array[ offset + 2 ] = this.b;
  
  			return array;
  
  		},
  
  		toJSON: function () {
  
  			return this.getHex();
  
  		}
  
  	};
  
  	var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  	'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  	'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  	'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  	'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  
  		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  
  		this.image = { data: data, width: width, height: height };
  
  		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  
  		this.generateMipmaps  = false;
  		this.flipY = false;
  		this.unpackAlignment = 1;
  
  	}
  
  	DataTexture.prototype = Object.create( Texture.prototype );
  	DataTexture.prototype.constructor = DataTexture;
  
  	DataTexture.prototype.isDataTexture = true;
  
  	/**
  	 * Uniforms library for shared webgl shaders
  	 */
  
  	var UniformsLib = {
  
  		common: {
  
  			diffuse: { value: new Color( 0xeeeeee ) },
  			opacity: { value: 1.0 },
  
  			map: { value: null },
  			offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },
  
  			specularMap: { value: null },
  			alphaMap: { value: null },
  
  			envMap: { value: null },
  			flipEnvMap: { value: - 1 },
  			reflectivity: { value: 1.0 },
  			refractionRatio: { value: 0.98 }
  
  		},
  
  		aomap: {
  
  			aoMap: { value: null },
  			aoMapIntensity: { value: 1 }
  
  		},
  
  		lightmap: {
  
  			lightMap: { value: null },
  			lightMapIntensity: { value: 1 }
  
  		},
  
  		emissivemap: {
  
  			emissiveMap: { value: null }
  
  		},
  
  		bumpmap: {
  
  			bumpMap: { value: null },
  			bumpScale: { value: 1 }
  
  		},
  
  		normalmap: {
  
  			normalMap: { value: null },
  			normalScale: { value: new Vector2( 1, 1 ) }
  
  		},
  
  		displacementmap: {
  
  			displacementMap: { value: null },
  			displacementScale: { value: 1 },
  			displacementBias: { value: 0 }
  
  		},
  
  		roughnessmap: {
  
  			roughnessMap: { value: null }
  
  		},
  
  		metalnessmap: {
  
  			metalnessMap: { value: null }
  
  		},
  
  		gradientmap: {
  
  			gradientMap: { value: null }
  
  		},
  
  		fog: {
  
  			fogDensity: { value: 0.00025 },
  			fogNear: { value: 1 },
  			fogFar: { value: 2000 },
  			fogColor: { value: new Color( 0xffffff ) }
  
  		},
  
  		lights: {
  
  			ambientLightColor: { value: [] },
  
  			directionalLights: { value: [], properties: {
  				direction: {},
  				color: {},
  
  				shadow: {},
  				shadowBias: {},
  				shadowRadius: {},
  				shadowMapSize: {}
  			} },
  
  			directionalShadowMap: { value: [] },
  			directionalShadowMatrix: { value: [] },
  
  			spotLights: { value: [], properties: {
  				color: {},
  				position: {},
  				direction: {},
  				distance: {},
  				coneCos: {},
  				penumbraCos: {},
  				decay: {},
  
  				shadow: {},
  				shadowBias: {},
  				shadowRadius: {},
  				shadowMapSize: {}
  			} },
  
  			spotShadowMap: { value: [] },
  			spotShadowMatrix: { value: [] },
  
  			pointLights: { value: [], properties: {
  				color: {},
  				position: {},
  				decay: {},
  				distance: {},
  
  				shadow: {},
  				shadowBias: {},
  				shadowRadius: {},
  				shadowMapSize: {}
  			} },
  
  			pointShadowMap: { value: [] },
  			pointShadowMatrix: { value: [] },
  
  			hemisphereLights: { value: [], properties: {
  				direction: {},
  				skyColor: {},
  				groundColor: {}
  			} },
  
  			// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  			rectAreaLights: { value: [], properties: {
  				color: {},
  				position: {},
  				width: {},
  				height: {}
  			} }
  
  		},
  
  		points: {
  
  			diffuse: { value: new Color( 0xeeeeee ) },
  			opacity: { value: 1.0 },
  			size: { value: 1.0 },
  			scale: { value: 1.0 },
  			map: { value: null },
  			offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }
  
  		}
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author mikael emtinger / http://gomo.se/
  	 */
  
  	var ShaderLib = {
  
  		basic: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.aomap,
  				UniformsLib.lightmap,
  				UniformsLib.fog
  			] ),
  
  			vertexShader: ShaderChunk.meshbasic_vert,
  			fragmentShader: ShaderChunk.meshbasic_frag
  
  		},
  
  		lambert: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.aomap,
  				UniformsLib.lightmap,
  				UniformsLib.emissivemap,
  				UniformsLib.fog,
  				UniformsLib.lights,
  				{
  					emissive: { value: new Color( 0x000000 ) }
  				}
  			] ),
  
  			vertexShader: ShaderChunk.meshlambert_vert,
  			fragmentShader: ShaderChunk.meshlambert_frag
  
  		},
  
  		phong: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.aomap,
  				UniformsLib.lightmap,
  				UniformsLib.emissivemap,
  				UniformsLib.bumpmap,
  				UniformsLib.normalmap,
  				UniformsLib.displacementmap,
  				UniformsLib.gradientmap,
  				UniformsLib.fog,
  				UniformsLib.lights,
  				{
  					emissive: { value: new Color( 0x000000 ) },
  					specular: { value: new Color( 0x111111 ) },
  					shininess: { value: 30 }
  				}
  			] ),
  
  			vertexShader: ShaderChunk.meshphong_vert,
  			fragmentShader: ShaderChunk.meshphong_frag
  
  		},
  
  		standard: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.aomap,
  				UniformsLib.lightmap,
  				UniformsLib.emissivemap,
  				UniformsLib.bumpmap,
  				UniformsLib.normalmap,
  				UniformsLib.displacementmap,
  				UniformsLib.roughnessmap,
  				UniformsLib.metalnessmap,
  				UniformsLib.fog,
  				UniformsLib.lights,
  				{
  					emissive: { value: new Color( 0x000000 ) },
  					roughness: { value: 0.5 },
  					metalness: { value: 0 },
  					envMapIntensity: { value: 1 } // temporary
  				}
  			] ),
  
  			vertexShader: ShaderChunk.meshphysical_vert,
  			fragmentShader: ShaderChunk.meshphysical_frag
  
  		},
  
  		points: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.points,
  				UniformsLib.fog
  			] ),
  
  			vertexShader: ShaderChunk.points_vert,
  			fragmentShader: ShaderChunk.points_frag
  
  		},
  
  		dashed: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.fog,
  				{
  					scale: { value: 1 },
  					dashSize: { value: 1 },
  					totalSize: { value: 2 }
  				}
  			] ),
  
  			vertexShader: ShaderChunk.linedashed_vert,
  			fragmentShader: ShaderChunk.linedashed_frag
  
  		},
  
  		depth: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.displacementmap
  			] ),
  
  			vertexShader: ShaderChunk.depth_vert,
  			fragmentShader: ShaderChunk.depth_frag
  
  		},
  
  		normal: {
  
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.common,
  				UniformsLib.bumpmap,
  				UniformsLib.normalmap,
  				UniformsLib.displacementmap,
  				{
  					opacity: { value: 1.0 }
  				}
  			] ),
  
  			vertexShader: ShaderChunk.normal_vert,
  			fragmentShader: ShaderChunk.normal_frag
  
  		},
  
  		/* -------------------------------------------------------------------------
  		//	Cube map shader
  		 ------------------------------------------------------------------------- */
  
  		cube: {
  
  			uniforms: {
  				tCube: { value: null },
  				tFlip: { value: - 1 },
  				opacity: { value: 1.0 }
  			},
  
  			vertexShader: ShaderChunk.cube_vert,
  			fragmentShader: ShaderChunk.cube_frag
  
  		},
  
  		/* -------------------------------------------------------------------------
  		//	Cube map shader
  		 ------------------------------------------------------------------------- */
  
  		equirect: {
  
  			uniforms: {
  				tEquirect: { value: null },
  				tFlip: { value: - 1 }
  			},
  
  			vertexShader: ShaderChunk.equirect_vert,
  			fragmentShader: ShaderChunk.equirect_frag
  
  		},
  
  		distanceRGBA: {
  
  			uniforms: {
  				lightPos: { value: new Vector3() }
  			},
  
  			vertexShader: ShaderChunk.distanceRGBA_vert,
  			fragmentShader: ShaderChunk.distanceRGBA_frag
  
  		}
  
  	};
  
  	ShaderLib.physical = {
  
  		uniforms: UniformsUtils.merge( [
  			ShaderLib.standard.uniforms,
  			{
  				clearCoat: { value: 0 },
  				clearCoatRoughness: { value: 0 }
  			}
  		] ),
  
  		vertexShader: ShaderChunk.meshphysical_vert,
  		fragmentShader: ShaderChunk.meshphysical_frag
  
  	};
  
  	/**
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Box2( min, max ) {
  
  		this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  		this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  
  	}
  
  	Box2.prototype = {
  
  		constructor: Box2,
  
  		set: function ( min, max ) {
  
  			this.min.copy( min );
  			this.max.copy( max );
  
  			return this;
  
  		},
  
  		setFromPoints: function ( points ) {
  
  			this.makeEmpty();
  
  			for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  				this.expandByPoint( points[ i ] );
  
  			}
  
  			return this;
  
  		},
  
  		setFromCenterAndSize: function () {
  
  			var v1 = new Vector2();
  
  			return function setFromCenterAndSize( center, size ) {
  
  				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  				this.min.copy( center ).sub( halfSize );
  				this.max.copy( center ).add( halfSize );
  
  				return this;
  
  			};
  
  		}(),
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( box ) {
  
  			this.min.copy( box.min );
  			this.max.copy( box.max );
  
  			return this;
  
  		},
  
  		makeEmpty: function () {
  
  			this.min.x = this.min.y = + Infinity;
  			this.max.x = this.max.y = - Infinity;
  
  			return this;
  
  		},
  
  		isEmpty: function () {
  
  			// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  
  			return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  
  		},
  
  		getCenter: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector2();
  			return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  
  		},
  
  		getSize: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector2();
  			return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );
  
  		},
  
  		expandByPoint: function ( point ) {
  
  			this.min.min( point );
  			this.max.max( point );
  
  			return this;
  
  		},
  
  		expandByVector: function ( vector ) {
  
  			this.min.sub( vector );
  			this.max.add( vector );
  
  			return this;
  
  		},
  
  		expandByScalar: function ( scalar ) {
  
  			this.min.addScalar( - scalar );
  			this.max.addScalar( scalar );
  
  			return this;
  
  		},
  
  		containsPoint: function ( point ) {
  
  			return point.x < this.min.x || point.x > this.max.x ||
  				point.y < this.min.y || point.y > this.max.y ? false : true;
  
  		},
  
  		containsBox: function ( box ) {
  
  			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  				this.min.y <= box.min.y && box.max.y <= this.max.y;
  
  		},
  
  		getParameter: function ( point, optionalTarget ) {
  
  			// This can potentially have a divide by zero if the box
  			// has a size dimension of 0.
  
  			var result = optionalTarget || new Vector2();
  
  			return result.set(
  				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  				( point.y - this.min.y ) / ( this.max.y - this.min.y )
  			);
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			// using 6 splitting planes to rule out intersections.
  			return box.max.x < this.min.x || box.min.x > this.max.x ||
  				box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  
  		},
  
  		clampPoint: function ( point, optionalTarget ) {
  
  			var result = optionalTarget || new Vector2();
  			return result.copy( point ).clamp( this.min, this.max );
  
  		},
  
  		distanceToPoint: function () {
  
  			var v1 = new Vector2();
  
  			return function distanceToPoint( point ) {
  
  				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  				return clampedPoint.sub( point ).length();
  
  			};
  
  		}(),
  
  		intersect: function ( box ) {
  
  			this.min.max( box.min );
  			this.max.min( box.max );
  
  			return this;
  
  		},
  
  		union: function ( box ) {
  
  			this.min.min( box.min );
  			this.max.max( box.max );
  
  			return this;
  
  		},
  
  		translate: function ( offset ) {
  
  			this.min.add( offset );
  			this.max.add( offset );
  
  			return this;
  
  		},
  
  		equals: function ( box ) {
  
  			return box.min.equals( this.min ) && box.max.equals( this.max );
  
  		}
  
  	};
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function LensFlarePlugin( renderer, flares ) {
  
  		var gl = renderer.context;
  		var state = renderer.state;
  
  		var vertexBuffer, elementBuffer;
  		var shader, program, attributes, uniforms;
  
  		var tempTexture, occlusionTexture;
  
  		function init() {
  
  			var vertices = new Float32Array( [
  				- 1, - 1,  0, 0,
  				 1, - 1,  1, 0,
  				 1,  1,  1, 1,
  				- 1,  1,  0, 1
  			] );
  
  			var faces = new Uint16Array( [
  				0, 1, 2,
  				0, 2, 3
  			] );
  
  			// buffers
  
  			vertexBuffer     = gl.createBuffer();
  			elementBuffer    = gl.createBuffer();
  
  			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  
  			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  
  			// textures
  
  			tempTexture      = gl.createTexture();
  			occlusionTexture = gl.createTexture();
  
  			state.bindTexture( gl.TEXTURE_2D, tempTexture );
  			gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  
  			state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
  			gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  
  			shader = {
  
  				vertexShader: [
  
  					"uniform lowp int renderType;",
  
  					"uniform vec3 screenPosition;",
  					"uniform vec2 scale;",
  					"uniform float rotation;",
  
  					"uniform sampler2D occlusionMap;",
  
  					"attribute vec2 position;",
  					"attribute vec2 uv;",
  
  					"varying vec2 vUV;",
  					"varying float vVisibility;",
  
  					"void main() {",
  
  						"vUV = uv;",
  
  						"vec2 pos = position;",
  
  						"if ( renderType == 2 ) {",
  
  							"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  
  							"vVisibility =        visibility.r / 9.0;",
  							"vVisibility *= 1.0 - visibility.g / 9.0;",
  							"vVisibility *=       visibility.b / 9.0;",
  							"vVisibility *= 1.0 - visibility.a / 9.0;",
  
  							"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  							"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  
  						"}",
  
  						"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  
  					"}"
  
  				].join( "\n" ),
  
  				fragmentShader: [
  
  					"uniform lowp int renderType;",
  
  					"uniform sampler2D map;",
  					"uniform float opacity;",
  					"uniform vec3 color;",
  
  					"varying vec2 vUV;",
  					"varying float vVisibility;",
  
  					"void main() {",
  
  						// pink square
  
  						"if ( renderType == 0 ) {",
  
  							"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  
  						// restore
  
  						"} else if ( renderType == 1 ) {",
  
  							"gl_FragColor = texture2D( map, vUV );",
  
  						// flare
  
  						"} else {",
  
  							"vec4 texture = texture2D( map, vUV );",
  							"texture.a *= opacity * vVisibility;",
  							"gl_FragColor = texture;",
  							"gl_FragColor.rgb *= color;",
  
  						"}",
  
  					"}"
  
  				].join( "\n" )
  
  			};
  
  			program = createProgram( shader );
  
  			attributes = {
  				vertex: gl.getAttribLocation ( program, "position" ),
  				uv:     gl.getAttribLocation ( program, "uv" )
  			};
  
  			uniforms = {
  				renderType:     gl.getUniformLocation( program, "renderType" ),
  				map:            gl.getUniformLocation( program, "map" ),
  				occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
  				opacity:        gl.getUniformLocation( program, "opacity" ),
  				color:          gl.getUniformLocation( program, "color" ),
  				scale:          gl.getUniformLocation( program, "scale" ),
  				rotation:       gl.getUniformLocation( program, "rotation" ),
  				screenPosition: gl.getUniformLocation( program, "screenPosition" )
  			};
  
  		}
  
  		/*
  		 * Render lens flares
  		 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  		 *         reads these back and calculates occlusion.
  		 */
  
  		this.render = function ( scene, camera, viewport ) {
  
  			if ( flares.length === 0 ) return;
  
  			var tempPosition = new Vector3();
  
  			var invAspect = viewport.w / viewport.z,
  				halfViewportWidth = viewport.z * 0.5,
  				halfViewportHeight = viewport.w * 0.5;
  
  			var size = 16 / viewport.w,
  				scale = new Vector2( size * invAspect, size );
  
  			var screenPosition = new Vector3( 1, 1, 0 ),
  				screenPositionPixels = new Vector2( 1, 1 );
  
  			var validArea = new Box2();
  
  			validArea.min.set( viewport.x, viewport.y );
  			validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
  
  			if ( program === undefined ) {
  
  				init();
  
  			}
  
  			gl.useProgram( program );
  
  			state.initAttributes();
  			state.enableAttribute( attributes.vertex );
  			state.enableAttribute( attributes.uv );
  			state.disableUnusedAttributes();
  
  			// loop through all lens flares to update their occlusion and positions
  			// setup gl and common used attribs/uniforms
  
  			gl.uniform1i( uniforms.occlusionMap, 0 );
  			gl.uniform1i( uniforms.map, 1 );
  
  			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  			gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
  			gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  
  			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  
  			state.disable( gl.CULL_FACE );
  			state.setDepthWrite( false );
  
  			for ( var i = 0, l = flares.length; i < l; i ++ ) {
  
  				size = 16 / viewport.w;
  				scale.set( size * invAspect, size );
  
  				// calc object screen position
  
  				var flare = flares[ i ];
  
  				tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
  
  				tempPosition.applyMatrix4( camera.matrixWorldInverse );
  				tempPosition.applyMatrix4( camera.projectionMatrix );
  
  				// setup arrays for gl programs
  
  				screenPosition.copy( tempPosition );
  
  				// horizontal and vertical coordinate of the lower left corner of the pixels to copy
  
  				screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
  				screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;
  
  				// screen cull
  
  				if ( validArea.containsPoint( screenPositionPixels ) === true ) {
  
  					// save current RGB to temp texture
  
  					state.activeTexture( gl.TEXTURE0 );
  					state.bindTexture( gl.TEXTURE_2D, null );
  					state.activeTexture( gl.TEXTURE1 );
  					state.bindTexture( gl.TEXTURE_2D, tempTexture );
  					gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
  
  
  					// render pink quad
  
  					gl.uniform1i( uniforms.renderType, 0 );
  					gl.uniform2f( uniforms.scale, scale.x, scale.y );
  					gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  
  					state.disable( gl.BLEND );
  					state.enable( gl.DEPTH_TEST );
  
  					gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  
  					// copy result to occlusionMap
  
  					state.activeTexture( gl.TEXTURE0 );
  					state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
  					gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
  
  
  					// restore graphics
  
  					gl.uniform1i( uniforms.renderType, 1 );
  					state.disable( gl.DEPTH_TEST );
  
  					state.activeTexture( gl.TEXTURE1 );
  					state.bindTexture( gl.TEXTURE_2D, tempTexture );
  					gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  
  					// update object positions
  
  					flare.positionScreen.copy( screenPosition );
  
  					if ( flare.customUpdateCallback ) {
  
  						flare.customUpdateCallback( flare );
  
  					} else {
  
  						flare.updateLensFlares();
  
  					}
  
  					// render flares
  
  					gl.uniform1i( uniforms.renderType, 2 );
  					state.enable( gl.BLEND );
  
  					for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  
  						var sprite = flare.lensFlares[ j ];
  
  						if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  
  							screenPosition.x = sprite.x;
  							screenPosition.y = sprite.y;
  							screenPosition.z = sprite.z;
  
  							size = sprite.size * sprite.scale / viewport.w;
  
  							scale.x = size * invAspect;
  							scale.y = size;
  
  							gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  							gl.uniform2f( uniforms.scale, scale.x, scale.y );
  							gl.uniform1f( uniforms.rotation, sprite.rotation );
  
  							gl.uniform1f( uniforms.opacity, sprite.opacity );
  							gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  
  							state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  							renderer.setTexture2D( sprite.texture, 1 );
  
  							gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  						}
  
  					}
  
  				}
  
  			}
  
  			// restore gl
  
  			state.enable( gl.CULL_FACE );
  			state.enable( gl.DEPTH_TEST );
  			state.setDepthWrite( true );
  
  			renderer.resetGLState();
  
  		};
  
  		function createProgram( shader ) {
  
  			var program = gl.createProgram();
  
  			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  			var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  
  			var prefix = "precision " + renderer.getPrecision() + " float;\n";
  
  			gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  			gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  
  			gl.compileShader( fragmentShader );
  			gl.compileShader( vertexShader );
  
  			gl.attachShader( program, fragmentShader );
  			gl.attachShader( program, vertexShader );
  
  			gl.linkProgram( program );
  
  			return program;
  
  		}
  
  	}
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function SpritePlugin( renderer, sprites ) {
  
  		var gl = renderer.context;
  		var state = renderer.state;
  
  		var vertexBuffer, elementBuffer;
  		var program, attributes, uniforms;
  
  		var texture;
  
  		// decompose matrixWorld
  
  		var spritePosition = new Vector3();
  		var spriteRotation = new Quaternion();
  		var spriteScale = new Vector3();
  
  		function init() {
  
  			var vertices = new Float32Array( [
  				- 0.5, - 0.5,  0, 0,
  				  0.5, - 0.5,  1, 0,
  				  0.5,   0.5,  1, 1,
  				- 0.5,   0.5,  0, 1
  			] );
  
  			var faces = new Uint16Array( [
  				0, 1, 2,
  				0, 2, 3
  			] );
  
  			vertexBuffer  = gl.createBuffer();
  			elementBuffer = gl.createBuffer();
  
  			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  
  			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  
  			program = createProgram();
  
  			attributes = {
  				position:			gl.getAttribLocation ( program, 'position' ),
  				uv:					gl.getAttribLocation ( program, 'uv' )
  			};
  
  			uniforms = {
  				uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
  				uvScale:			gl.getUniformLocation( program, 'uvScale' ),
  
  				rotation:			gl.getUniformLocation( program, 'rotation' ),
  				scale:				gl.getUniformLocation( program, 'scale' ),
  
  				color:				gl.getUniformLocation( program, 'color' ),
  				map:				gl.getUniformLocation( program, 'map' ),
  				opacity:			gl.getUniformLocation( program, 'opacity' ),
  
  				modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
  				projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),
  
  				fogType:			gl.getUniformLocation( program, 'fogType' ),
  				fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
  				fogNear:			gl.getUniformLocation( program, 'fogNear' ),
  				fogFar:				gl.getUniformLocation( program, 'fogFar' ),
  				fogColor:			gl.getUniformLocation( program, 'fogColor' ),
  
  				alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
  			};
  
  			var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  			canvas.width = 8;
  			canvas.height = 8;
  
  			var context = canvas.getContext( '2d' );
  			context.fillStyle = 'white';
  			context.fillRect( 0, 0, 8, 8 );
  
  			texture = new Texture( canvas );
  			texture.needsUpdate = true;
  
  		}
  
  		this.render = function ( scene, camera ) {
  
  			if ( sprites.length === 0 ) return;
  
  			// setup gl
  
  			if ( program === undefined ) {
  
  				init();
  
  			}
  
  			gl.useProgram( program );
  
  			state.initAttributes();
  			state.enableAttribute( attributes.position );
  			state.enableAttribute( attributes.uv );
  			state.disableUnusedAttributes();
  
  			state.disable( gl.CULL_FACE );
  			state.enable( gl.BLEND );
  
  			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  			gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
  			gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  
  			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  
  			gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  
  			state.activeTexture( gl.TEXTURE0 );
  			gl.uniform1i( uniforms.map, 0 );
  
  			var oldFogType = 0;
  			var sceneFogType = 0;
  			var fog = scene.fog;
  
  			if ( fog ) {
  
  				gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  
  				if ( fog.isFog ) {
  
  					gl.uniform1f( uniforms.fogNear, fog.near );
  					gl.uniform1f( uniforms.fogFar, fog.far );
  
  					gl.uniform1i( uniforms.fogType, 1 );
  					oldFogType = 1;
  					sceneFogType = 1;
  
  				} else if ( fog.isFogExp2 ) {
  
  					gl.uniform1f( uniforms.fogDensity, fog.density );
  
  					gl.uniform1i( uniforms.fogType, 2 );
  					oldFogType = 2;
  					sceneFogType = 2;
  
  				}
  
  			} else {
  
  				gl.uniform1i( uniforms.fogType, 0 );
  				oldFogType = 0;
  				sceneFogType = 0;
  
  			}
  
  
  			// update positions and sort
  
  			for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  
  				var sprite = sprites[ i ];
  
  				sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  				sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
  
  			}
  
  			sprites.sort( painterSortStable );
  
  			// render all sprites
  
  			var scale = [];
  
  			for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  
  				var sprite = sprites[ i ];
  				var material = sprite.material;
  
  				if ( material.visible === false ) continue;
  
  				gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  				gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
  
  				sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
  
  				scale[ 0 ] = spriteScale.x;
  				scale[ 1 ] = spriteScale.y;
  
  				var fogType = 0;
  
  				if ( scene.fog && material.fog ) {
  
  					fogType = sceneFogType;
  
  				}
  
  				if ( oldFogType !== fogType ) {
  
  					gl.uniform1i( uniforms.fogType, fogType );
  					oldFogType = fogType;
  
  				}
  
  				if ( material.map !== null ) {
  
  					gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  					gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  
  				} else {
  
  					gl.uniform2f( uniforms.uvOffset, 0, 0 );
  					gl.uniform2f( uniforms.uvScale, 1, 1 );
  
  				}
  
  				gl.uniform1f( uniforms.opacity, material.opacity );
  				gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  
  				gl.uniform1f( uniforms.rotation, material.rotation );
  				gl.uniform2fv( uniforms.scale, scale );
  
  				state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  				state.setDepthTest( material.depthTest );
  				state.setDepthWrite( material.depthWrite );
  
  				if ( material.map ) {
  
  					renderer.setTexture2D( material.map, 0 );
  
  				} else {
  
  					renderer.setTexture2D( texture, 0 );
  
  				}
  
  				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  
  			}
  
  			// restore gl
  
  			state.enable( gl.CULL_FACE );
  
  			renderer.resetGLState();
  
  		};
  
  		function createProgram() {
  
  			var program = gl.createProgram();
  
  			var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  
  			gl.shaderSource( vertexShader, [
  
  				'precision ' + renderer.getPrecision() + ' float;',
  
  				'uniform mat4 modelViewMatrix;',
  				'uniform mat4 projectionMatrix;',
  				'uniform float rotation;',
  				'uniform vec2 scale;',
  				'uniform vec2 uvOffset;',
  				'uniform vec2 uvScale;',
  
  				'attribute vec2 position;',
  				'attribute vec2 uv;',
  
  				'varying vec2 vUV;',
  
  				'void main() {',
  
  					'vUV = uvOffset + uv * uvScale;',
  
  					'vec2 alignedPosition = position * scale;',
  
  					'vec2 rotatedPosition;',
  					'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  					'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  
  					'vec4 finalPosition;',
  
  					'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  					'finalPosition.xy += rotatedPosition;',
  					'finalPosition = projectionMatrix * finalPosition;',
  
  					'gl_Position = finalPosition;',
  
  				'}'
  
  			].join( '\n' ) );
  
  			gl.shaderSource( fragmentShader, [
  
  				'precision ' + renderer.getPrecision() + ' float;',
  
  				'uniform vec3 color;',
  				'uniform sampler2D map;',
  				'uniform float opacity;',
  
  				'uniform int fogType;',
  				'uniform vec3 fogColor;',
  				'uniform float fogDensity;',
  				'uniform float fogNear;',
  				'uniform float fogFar;',
  				'uniform float alphaTest;',
  
  				'varying vec2 vUV;',
  
  				'void main() {',
  
  					'vec4 texture = texture2D( map, vUV );',
  
  					'if ( texture.a < alphaTest ) discard;',
  
  					'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  
  					'if ( fogType > 0 ) {',
  
  						'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  						'float fogFactor = 0.0;',
  
  						'if ( fogType == 1 ) {',
  
  							'fogFactor = smoothstep( fogNear, fogFar, depth );',
  
  						'} else {',
  
  							'const float LOG2 = 1.442695;',
  							'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  							'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  
  						'}',
  
  						'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  
  					'}',
  
  				'}'
  
  			].join( '\n' ) );
  
  			gl.compileShader( vertexShader );
  			gl.compileShader( fragmentShader );
  
  			gl.attachShader( program, vertexShader );
  			gl.attachShader( program, fragmentShader );
  
  			gl.linkProgram( program );
  
  			return program;
  
  		}
  
  		function painterSortStable( a, b ) {
  
  			if ( a.renderOrder !== b.renderOrder ) {
  
  				return a.renderOrder - b.renderOrder;
  
  			} else if ( a.z !== b.z ) {
  
  				return b.z - a.z;
  
  			} else {
  
  				return b.id - a.id;
  
  			}
  
  		}
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	var materialId = 0;
  
  	function Material() {
  
  		Object.defineProperty( this, 'id', { value: materialId ++ } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'Material';
  
  		this.fog = true;
  		this.lights = true;
  
  		this.blending = NormalBlending;
  		this.side = FrontSide;
  		this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
  		this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  
  		this.opacity = 1;
  		this.transparent = false;
  
  		this.blendSrc = SrcAlphaFactor;
  		this.blendDst = OneMinusSrcAlphaFactor;
  		this.blendEquation = AddEquation;
  		this.blendSrcAlpha = null;
  		this.blendDstAlpha = null;
  		this.blendEquationAlpha = null;
  
  		this.depthFunc = LessEqualDepth;
  		this.depthTest = true;
  		this.depthWrite = true;
  
  		this.clippingPlanes = null;
  		this.clipIntersection = false;
  		this.clipShadows = false;
  
  		this.colorWrite = true;
  
  		this.precision = null; // override the renderer's default precision for this material
  
  		this.polygonOffset = false;
  		this.polygonOffsetFactor = 0;
  		this.polygonOffsetUnits = 0;
  
  		this.alphaTest = 0;
  		this.premultipliedAlpha = false;
  
  		this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  
  		this.visible = true;
  
  		this._needsUpdate = true;
  
  	}
  
  	Material.prototype = {
  
  		constructor: Material,
  
  		isMaterial: true,
  
  		get needsUpdate() {
  
  			return this._needsUpdate;
  
  		},
  
  		set needsUpdate( value ) {
  
  			if ( value === true ) this.update();
  			this._needsUpdate = value;
  
  		},
  
  		setValues: function ( values ) {
  
  			if ( values === undefined ) return;
  
  			for ( var key in values ) {
  
  				var newValue = values[ key ];
  
  				if ( newValue === undefined ) {
  
  					console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  					continue;
  
  				}
  
  				var currentValue = this[ key ];
  
  				if ( currentValue === undefined ) {
  
  					console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  					continue;
  
  				}
  
  				if ( currentValue && currentValue.isColor ) {
  
  					currentValue.set( newValue );
  
  				} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  
  					currentValue.copy( newValue );
  
  				} else if ( key === 'overdraw' ) {
  
  					// ensure overdraw is backwards-compatible with legacy boolean type
  					this[ key ] = Number( newValue );
  
  				} else {
  
  					this[ key ] = newValue;
  
  				}
  
  			}
  
  		},
  
  		toJSON: function ( meta ) {
  
  			var isRoot = meta === undefined;
  
  			if ( isRoot ) {
  
  				meta = {
  					textures: {},
  					images: {}
  				};
  
  			}
  
  			var data = {
  				metadata: {
  					version: 4.4,
  					type: 'Material',
  					generator: 'Material.toJSON'
  				}
  			};
  
  			// standard Material serialization
  			data.uuid = this.uuid;
  			data.type = this.type;
  
  			if ( this.name !== '' ) data.name = this.name;
  
  			if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  
  			if ( this.roughness !== undefined ) data.roughness = this.roughness;
  			if ( this.metalness !== undefined ) data.metalness = this.metalness;
  
  			if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  			if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  			if ( this.shininess !== undefined ) data.shininess = this.shininess;
  			if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  			if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  
  			if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  			if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  			if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  			if ( this.bumpMap && this.bumpMap.isTexture ) {
  
  				data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  				data.bumpScale = this.bumpScale;
  
  			}
  			if ( this.normalMap && this.normalMap.isTexture ) {
  
  				data.normalMap = this.normalMap.toJSON( meta ).uuid;
  				data.normalScale = this.normalScale.toArray();
  
  			}
  			if ( this.displacementMap && this.displacementMap.isTexture ) {
  
  				data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  				data.displacementScale = this.displacementScale;
  				data.displacementBias = this.displacementBias;
  
  			}
  			if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  			if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  
  			if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  			if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  
  			if ( this.envMap && this.envMap.isTexture ) {
  
  				data.envMap = this.envMap.toJSON( meta ).uuid;
  				data.reflectivity = this.reflectivity; // Scale behind envMap
  
  			}
  
  			if ( this.gradientMap && this.gradientMap.isTexture ) {
  
  				data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  
  			}
  
  			if ( this.size !== undefined ) data.size = this.size;
  			if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  
  			if ( this.blending !== NormalBlending ) data.blending = this.blending;
  			if ( this.shading !== SmoothShading ) data.shading = this.shading;
  			if ( this.side !== FrontSide ) data.side = this.side;
  			if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  
  			if ( this.opacity < 1 ) data.opacity = this.opacity;
  			if ( this.transparent === true ) data.transparent = this.transparent;
  
  			data.depthFunc = this.depthFunc;
  			data.depthTest = this.depthTest;
  			data.depthWrite = this.depthWrite;
  
  			if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  			if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  			if ( this.wireframe === true ) data.wireframe = this.wireframe;
  			if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  			if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  			if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  
  			data.skinning = this.skinning;
  			data.morphTargets = this.morphTargets;
  
  			// TODO: Copied from Object3D.toJSON
  
  			function extractFromCache( cache ) {
  
  				var values = [];
  
  				for ( var key in cache ) {
  
  					var data = cache[ key ];
  					delete data.metadata;
  					values.push( data );
  
  				}
  
  				return values;
  
  			}
  
  			if ( isRoot ) {
  
  				var textures = extractFromCache( meta.textures );
  				var images = extractFromCache( meta.images );
  
  				if ( textures.length > 0 ) data.textures = textures;
  				if ( images.length > 0 ) data.images = images;
  
  			}
  
  			return data;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			this.name = source.name;
  
  			this.fog = source.fog;
  			this.lights = source.lights;
  
  			this.blending = source.blending;
  			this.side = source.side;
  			this.shading = source.shading;
  			this.vertexColors = source.vertexColors;
  
  			this.opacity = source.opacity;
  			this.transparent = source.transparent;
  
  			this.blendSrc = source.blendSrc;
  			this.blendDst = source.blendDst;
  			this.blendEquation = source.blendEquation;
  			this.blendSrcAlpha = source.blendSrcAlpha;
  			this.blendDstAlpha = source.blendDstAlpha;
  			this.blendEquationAlpha = source.blendEquationAlpha;
  
  			this.depthFunc = source.depthFunc;
  			this.depthTest = source.depthTest;
  			this.depthWrite = source.depthWrite;
  
  			this.colorWrite = source.colorWrite;
  
  			this.precision = source.precision;
  
  			this.polygonOffset = source.polygonOffset;
  			this.polygonOffsetFactor = source.polygonOffsetFactor;
  			this.polygonOffsetUnits = source.polygonOffsetUnits;
  
  			this.alphaTest = source.alphaTest;
  
  			this.premultipliedAlpha = source.premultipliedAlpha;
  
  			this.overdraw = source.overdraw;
  
  			this.visible = source.visible;
  			this.clipShadows = source.clipShadows;
  			this.clipIntersection = source.clipIntersection;
  
  			var srcPlanes = source.clippingPlanes,
  				dstPlanes = null;
  
  			if ( srcPlanes !== null ) {
  
  				var n = srcPlanes.length;
  				dstPlanes = new Array( n );
  
  				for ( var i = 0; i !== n; ++ i )
  					dstPlanes[ i ] = srcPlanes[ i ].clone();
  
  			}
  
  			this.clippingPlanes = dstPlanes;
  
  			return this;
  
  		},
  
  		update: function () {
  
  			this.dispatchEvent( { type: 'update' } );
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		}
  
  	};
  
  	Object.assign( Material.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  defines: { "label" : "value" },
  	 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  	 *
  	 *  fragmentShader: <string>,
  	 *  vertexShader: <string>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>,
  	 *
  	 *  lights: <bool>,
  	 *
  	 *  skinning: <bool>,
  	 *  morphTargets: <bool>,
  	 *  morphNormals: <bool>
  	 * }
  	 */
  
  	function ShaderMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'ShaderMaterial';
  
  		this.defines = {};
  		this.uniforms = {};
  
  		this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  		this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  
  		this.linewidth = 1;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  
  		this.fog = false; // set to use scene fog
  		this.lights = false; // set to use scene lights
  		this.clipping = false; // set to use user-defined clipping planes
  
  		this.skinning = false; // set to use skinning attribute streams
  		this.morphTargets = false; // set to use morph targets
  		this.morphNormals = false; // set to use morph normals
  
  		this.extensions = {
  			derivatives: false, // set to use derivatives
  			fragDepth: false, // set to use fragment depth values
  			drawBuffers: false, // set to use draw buffers
  			shaderTextureLOD: false // set to use shader texture LOD
  		};
  
  		// When rendered geometry doesn't include these attributes but the material does,
  		// use these default values in WebGL. This avoids errors when buffer data is missing.
  		this.defaultAttributeValues = {
  			'color': [ 1, 1, 1 ],
  			'uv': [ 0, 0 ],
  			'uv2': [ 0, 0 ]
  		};
  
  		this.index0AttributeName = undefined;
  
  		if ( parameters !== undefined ) {
  
  			if ( parameters.attributes !== undefined ) {
  
  				console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  
  			}
  
  			this.setValues( parameters );
  
  		}
  
  	}
  
  	ShaderMaterial.prototype = Object.create( Material.prototype );
  	ShaderMaterial.prototype.constructor = ShaderMaterial;
  
  	ShaderMaterial.prototype.isShaderMaterial = true;
  
  	ShaderMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.fragmentShader = source.fragmentShader;
  		this.vertexShader = source.vertexShader;
  
  		this.uniforms = UniformsUtils.clone( source.uniforms );
  
  		this.defines = source.defines;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  
  		this.lights = source.lights;
  		this.clipping = source.clipping;
  
  		this.skinning = source.skinning;
  
  		this.morphTargets = source.morphTargets;
  		this.morphNormals = source.morphNormals;
  
  		this.extensions = source.extensions;
  
  		return this;
  
  	};
  
  	ShaderMaterial.prototype.toJSON = function ( meta ) {
  
  		var data = Material.prototype.toJSON.call( this, meta );
  
  		data.uniforms = this.uniforms;
  		data.vertexShader = this.vertexShader;
  		data.fragmentShader = this.fragmentShader;
  
  		return data;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author bhouston / https://clara.io
  	 * @author WestLangley / http://github.com/WestLangley
  	 *
  	 * parameters = {
  	 *
  	 *  opacity: <float>,
  	 *
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *  alphaMap: new THREE.Texture( <Image> ),
  	 *
  	 *  displacementMap: new THREE.Texture( <Image> ),
  	 *  displacementScale: <float>,
  	 *  displacementBias: <float>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>
  	 * }
  	 */
  
  	function MeshDepthMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'MeshDepthMaterial';
  
  		this.depthPacking = BasicDepthPacking;
  
  		this.skinning = false;
  		this.morphTargets = false;
  
  		this.map = null;
  
  		this.alphaMap = null;
  
  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  
  		this.fog = false;
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshDepthMaterial.prototype = Object.create( Material.prototype );
  	MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  
  	MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  
  	MeshDepthMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.depthPacking = source.depthPacking;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  
  		this.map = source.map;
  
  		this.alphaMap = source.alphaMap;
  
  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  
  		return this;
  
  	};
  
  	/**
  	 * @author bhouston / http://clara.io
  	 * @author WestLangley / http://github.com/WestLangley
  	 */
  
  	function Box3( min, max ) {
  
  		this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  		this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  
  	}
  
  	Box3.prototype = {
  
  		constructor: Box3,
  
  		isBox3: true,
  
  		set: function ( min, max ) {
  
  			this.min.copy( min );
  			this.max.copy( max );
  
  			return this;
  
  		},
  
  		setFromArray: function ( array ) {
  
  			var minX = + Infinity;
  			var minY = + Infinity;
  			var minZ = + Infinity;
  
  			var maxX = - Infinity;
  			var maxY = - Infinity;
  			var maxZ = - Infinity;
  
  			for ( var i = 0, l = array.length; i < l; i += 3 ) {
  
  				var x = array[ i ];
  				var y = array[ i + 1 ];
  				var z = array[ i + 2 ];
  
  				if ( x < minX ) minX = x;
  				if ( y < minY ) minY = y;
  				if ( z < minZ ) minZ = z;
  
  				if ( x > maxX ) maxX = x;
  				if ( y > maxY ) maxY = y;
  				if ( z > maxZ ) maxZ = z;
  
  			}
  
  			this.min.set( minX, minY, minZ );
  			this.max.set( maxX, maxY, maxZ );
  
  		},
  
  		setFromBufferAttribute: function ( attribute ) {
  
  			var minX = + Infinity;
  			var minY = + Infinity;
  			var minZ = + Infinity;
  
  			var maxX = - Infinity;
  			var maxY = - Infinity;
  			var maxZ = - Infinity;
  
  			for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  
  				var x = attribute.getX( i );
  				var y = attribute.getY( i );
  				var z = attribute.getZ( i );
  
  				if ( x < minX ) minX = x;
  				if ( y < minY ) minY = y;
  				if ( z < minZ ) minZ = z;
  
  				if ( x > maxX ) maxX = x;
  				if ( y > maxY ) maxY = y;
  				if ( z > maxZ ) maxZ = z;
  
  			}
  
  			this.min.set( minX, minY, minZ );
  			this.max.set( maxX, maxY, maxZ );
  
  		},
  
  		setFromPoints: function ( points ) {
  
  			this.makeEmpty();
  
  			for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  				this.expandByPoint( points[ i ] );
  
  			}
  
  			return this;
  
  		},
  
  		setFromCenterAndSize: function () {
  
  			var v1 = new Vector3();
  
  			return function setFromCenterAndSize( center, size ) {
  
  				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  
  				this.min.copy( center ).sub( halfSize );
  				this.max.copy( center ).add( halfSize );
  
  				return this;
  
  			};
  
  		}(),
  
  		setFromObject: function () {
  
  			// Computes the world-axis-aligned bounding box of an object (including its children),
  			// accounting for both the object's, and children's, world transforms
  
  			var v1 = new Vector3();
  
  			return function setFromObject( object ) {
  
  				var scope = this;
  
  				object.updateMatrixWorld( true );
  
  				this.makeEmpty();
  
  				object.traverse( function ( node ) {
  
  					var i, l;
  
  					var geometry = node.geometry;
  
  					if ( geometry !== undefined ) {
  
  						if ( geometry.isGeometry ) {
  
  							var vertices = geometry.vertices;
  
  							for ( i = 0, l = vertices.length; i < l; i ++ ) {
  
  								v1.copy( vertices[ i ] );
  								v1.applyMatrix4( node.matrixWorld );
  
  								scope.expandByPoint( v1 );
  
  							}
  
  						} else if ( geometry.isBufferGeometry ) {
  
  							var attribute = geometry.attributes.position;
  
  							if ( attribute !== undefined ) {
  
  								for ( i = 0, l = attribute.count; i < l; i ++ ) {
  
  									v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  
  									scope.expandByPoint( v1 );
  
  								}
  
  							}
  
  						}
  
  					}
  
  				} );
  
  				return this;
  
  			};
  
  		}(),
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( box ) {
  
  			this.min.copy( box.min );
  			this.max.copy( box.max );
  
  			return this;
  
  		},
  
  		makeEmpty: function () {
  
  			this.min.x = this.min.y = this.min.z = + Infinity;
  			this.max.x = this.max.y = this.max.z = - Infinity;
  
  			return this;
  
  		},
  
  		isEmpty: function () {
  
  			// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  
  			return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  
  		},
  
  		getCenter: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  
  		},
  
  		getSize: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );
  
  		},
  
  		expandByPoint: function ( point ) {
  
  			this.min.min( point );
  			this.max.max( point );
  
  			return this;
  
  		},
  
  		expandByVector: function ( vector ) {
  
  			this.min.sub( vector );
  			this.max.add( vector );
  
  			return this;
  
  		},
  
  		expandByScalar: function ( scalar ) {
  
  			this.min.addScalar( - scalar );
  			this.max.addScalar( scalar );
  
  			return this;
  
  		},
  
  		containsPoint: function ( point ) {
  
  			return point.x < this.min.x || point.x > this.max.x ||
  				point.y < this.min.y || point.y > this.max.y ||
  				point.z < this.min.z || point.z > this.max.z ? false : true;
  
  		},
  
  		containsBox: function ( box ) {
  
  			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  				this.min.y <= box.min.y && box.max.y <= this.max.y &&
  				this.min.z <= box.min.z && box.max.z <= this.max.z;
  
  		},
  
  		getParameter: function ( point, optionalTarget ) {
  
  			// This can potentially have a divide by zero if the box
  			// has a size dimension of 0.
  
  			var result = optionalTarget || new Vector3();
  
  			return result.set(
  				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  				( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  				( point.z - this.min.z ) / ( this.max.z - this.min.z )
  			);
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			// using 6 splitting planes to rule out intersections.
  			return box.max.x < this.min.x || box.min.x > this.max.x ||
  				box.max.y < this.min.y || box.min.y > this.max.y ||
  				box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  
  		},
  
  		intersectsSphere: ( function () {
  
  			var closestPoint;
  
  			return function intersectsSphere( sphere ) {
  
  				if ( closestPoint === undefined ) closestPoint = new Vector3();
  
  				// Find the point on the AABB closest to the sphere center.
  				this.clampPoint( sphere.center, closestPoint );
  
  				// If that point is inside the sphere, the AABB and sphere intersect.
  				return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  
  			};
  
  		} )(),
  
  		intersectsPlane: function ( plane ) {
  
  			// We compute the minimum and maximum dot product values. If those values
  			// are on the same side (back or front) of the plane, then there is no intersection.
  
  			var min, max;
  
  			if ( plane.normal.x > 0 ) {
  
  				min = plane.normal.x * this.min.x;
  				max = plane.normal.x * this.max.x;
  
  			} else {
  
  				min = plane.normal.x * this.max.x;
  				max = plane.normal.x * this.min.x;
  
  			}
  
  			if ( plane.normal.y > 0 ) {
  
  				min += plane.normal.y * this.min.y;
  				max += plane.normal.y * this.max.y;
  
  			} else {
  
  				min += plane.normal.y * this.max.y;
  				max += plane.normal.y * this.min.y;
  
  			}
  
  			if ( plane.normal.z > 0 ) {
  
  				min += plane.normal.z * this.min.z;
  				max += plane.normal.z * this.max.z;
  
  			} else {
  
  				min += plane.normal.z * this.max.z;
  				max += plane.normal.z * this.min.z;
  
  			}
  
  			return ( min <= plane.constant && max >= plane.constant );
  
  		},
  
  		clampPoint: function ( point, optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return result.copy( point ).clamp( this.min, this.max );
  
  		},
  
  		distanceToPoint: function () {
  
  			var v1 = new Vector3();
  
  			return function distanceToPoint( point ) {
  
  				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  				return clampedPoint.sub( point ).length();
  
  			};
  
  		}(),
  
  		getBoundingSphere: function () {
  
  			var v1 = new Vector3();
  
  			return function getBoundingSphere( optionalTarget ) {
  
  				var result = optionalTarget || new Sphere();
  
  				this.getCenter( result.center );
  
  				result.radius = this.getSize( v1 ).length() * 0.5;
  
  				return result;
  
  			};
  
  		}(),
  
  		intersect: function ( box ) {
  
  			this.min.max( box.min );
  			this.max.min( box.max );
  
  			// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  			if( this.isEmpty() ) this.makeEmpty();
  
  			return this;
  
  		},
  
  		union: function ( box ) {
  
  			this.min.min( box.min );
  			this.max.max( box.max );
  
  			return this;
  
  		},
  
  		applyMatrix4: function () {
  
  			var points = [
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3(),
  				new Vector3()
  			];
  
  			return function applyMatrix4( matrix ) {
  
  				// transform of empty box is an empty box.
  				if( this.isEmpty() ) return this;
  
  				// NOTE: I am using a binary pattern to specify all 2^3 combinations below
  				points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  				points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  				points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  				points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  				points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  				points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  				points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  				points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );	// 111
  
  				this.setFromPoints( points );
  
  				return this;
  
  			};
  
  		}(),
  
  		translate: function ( offset ) {
  
  			this.min.add( offset );
  			this.max.add( offset );
  
  			return this;
  
  		},
  
  		equals: function ( box ) {
  
  			return box.min.equals( this.min ) && box.max.equals( this.max );
  
  		}
  
  	};
  
  	/**
  	 * @author bhouston / http://clara.io
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Sphere( center, radius ) {
  
  		this.center = ( center !== undefined ) ? center : new Vector3();
  		this.radius = ( radius !== undefined ) ? radius : 0;
  
  	}
  
  	Sphere.prototype = {
  
  		constructor: Sphere,
  
  		set: function ( center, radius ) {
  
  			this.center.copy( center );
  			this.radius = radius;
  
  			return this;
  
  		},
  
  		setFromPoints: function () {
  
  			var box = new Box3();
  
  			return function setFromPoints( points, optionalCenter ) {
  
  				var center = this.center;
  
  				if ( optionalCenter !== undefined ) {
  
  					center.copy( optionalCenter );
  
  				} else {
  
  					box.setFromPoints( points ).getCenter( center );
  
  				}
  
  				var maxRadiusSq = 0;
  
  				for ( var i = 0, il = points.length; i < il; i ++ ) {
  
  					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  
  				}
  
  				this.radius = Math.sqrt( maxRadiusSq );
  
  				return this;
  
  			};
  
  		}(),
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( sphere ) {
  
  			this.center.copy( sphere.center );
  			this.radius = sphere.radius;
  
  			return this;
  
  		},
  
  		empty: function () {
  
  			return ( this.radius <= 0 );
  
  		},
  
  		containsPoint: function ( point ) {
  
  			return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  
  		},
  
  		distanceToPoint: function ( point ) {
  
  			return ( point.distanceTo( this.center ) - this.radius );
  
  		},
  
  		intersectsSphere: function ( sphere ) {
  
  			var radiusSum = this.radius + sphere.radius;
  
  			return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			return box.intersectsSphere( this );
  
  		},
  
  		intersectsPlane: function ( plane ) {
  
  			// We use the following equation to compute the signed distance from
  			// the center of the sphere to the plane.
  			//
  			// distance = q * n - d
  			//
  			// If this distance is greater than the radius of the sphere,
  			// then there is no intersection.
  
  			return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
  
  		},
  
  		clampPoint: function ( point, optionalTarget ) {
  
  			var deltaLengthSq = this.center.distanceToSquared( point );
  
  			var result = optionalTarget || new Vector3();
  
  			result.copy( point );
  
  			if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  
  				result.sub( this.center ).normalize();
  				result.multiplyScalar( this.radius ).add( this.center );
  
  			}
  
  			return result;
  
  		},
  
  		getBoundingBox: function ( optionalTarget ) {
  
  			var box = optionalTarget || new Box3();
  
  			box.set( this.center, this.center );
  			box.expandByScalar( this.radius );
  
  			return box;
  
  		},
  
  		applyMatrix4: function ( matrix ) {
  
  			this.center.applyMatrix4( matrix );
  			this.radius = this.radius * matrix.getMaxScaleOnAxis();
  
  			return this;
  
  		},
  
  		translate: function ( offset ) {
  
  			this.center.add( offset );
  
  			return this;
  
  		},
  
  		equals: function ( sphere ) {
  
  			return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  
  		}
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 * @author bhouston / http://clara.io
  	 * @author tschw
  	 */
  
  	function Matrix3() {
  
  		this.elements = new Float32Array( [
  
  			1, 0, 0,
  			0, 1, 0,
  			0, 0, 1
  
  		] );
  
  		if ( arguments.length > 0 ) {
  
  			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  
  		}
  
  	}
  
  	Matrix3.prototype = {
  
  		constructor: Matrix3,
  
  		isMatrix3: true,
  
  		set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  
  			var te = this.elements;
  
  			te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  			te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  			te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  
  			return this;
  
  		},
  
  		identity: function () {
  
  			this.set(
  
  				1, 0, 0,
  				0, 1, 0,
  				0, 0, 1
  
  			);
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().fromArray( this.elements );
  
  		},
  
  		copy: function ( m ) {
  
  			var me = m.elements;
  
  			this.set(
  
  				me[ 0 ], me[ 3 ], me[ 6 ],
  				me[ 1 ], me[ 4 ], me[ 7 ],
  				me[ 2 ], me[ 5 ], me[ 8 ]
  
  			);
  
  			return this;
  
  		},
  
  		setFromMatrix4: function( m ) {
  
  			var me = m.elements;
  
  			this.set(
  
  				me[ 0 ], me[ 4 ], me[  8 ],
  				me[ 1 ], me[ 5 ], me[  9 ],
  				me[ 2 ], me[ 6 ], me[ 10 ]
  
  			);
  
  			return this;
  
  		},
  
  		applyToBufferAttribute: function () {
  
  			var v1;
  
  			return function applyToBufferAttribute( attribute ) {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  
  				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  
  					v1.x = attribute.getX( i );
  					v1.y = attribute.getY( i );
  					v1.z = attribute.getZ( i );
  
  					v1.applyMatrix3( this );
  
  					attribute.setXYZ( i, v1.x, v1.y, v1.z );
  
  				}
  
  				return attribute;
  
  			};
  
  		}(),
  
  		multiplyScalar: function ( s ) {
  
  			var te = this.elements;
  
  			te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  			te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  			te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  
  			return this;
  
  		},
  
  		determinant: function () {
  
  			var te = this.elements;
  
  			var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  				d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  				g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  
  			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  
  		},
  
  		getInverse: function ( matrix, throwOnDegenerate ) {
  
  			if ( matrix && matrix.isMatrix4 ) {
  
  				console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );
  
  			}
  
  			var me = matrix.elements,
  				te = this.elements,
  
  				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  				n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  				n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  
  				t11 = n33 * n22 - n32 * n23,
  				t12 = n32 * n13 - n33 * n12,
  				t13 = n23 * n12 - n22 * n13,
  
  				det = n11 * t11 + n21 * t12 + n31 * t13;
  
  			if ( det === 0 ) {
  
  				var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
  
  				if ( throwOnDegenerate === true ) {
  
  					throw new Error( msg );
  
  				} else {
  
  					console.warn( msg );
  
  				}
  
  				return this.identity();
  			}
  
  			var detInv = 1 / det;
  
  			te[ 0 ] = t11 * detInv;
  			te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  			te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  
  			te[ 3 ] = t12 * detInv;
  			te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  			te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  
  			te[ 6 ] = t13 * detInv;
  			te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  			te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  
  			return this;
  
  		},
  
  		transpose: function () {
  
  			var tmp, m = this.elements;
  
  			tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  			tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  			tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  
  			return this;
  
  		},
  
  		getNormalMatrix: function ( matrix4 ) {
  
  			return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  
  		},
  
  		transposeIntoArray: function ( r ) {
  
  			var m = this.elements;
  
  			r[ 0 ] = m[ 0 ];
  			r[ 1 ] = m[ 3 ];
  			r[ 2 ] = m[ 6 ];
  			r[ 3 ] = m[ 1 ];
  			r[ 4 ] = m[ 4 ];
  			r[ 5 ] = m[ 7 ];
  			r[ 6 ] = m[ 2 ];
  			r[ 7 ] = m[ 5 ];
  			r[ 8 ] = m[ 8 ];
  
  			return this;
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			for( var i = 0; i < 9; i ++ ) {
  
  				this.elements[ i ] = array[ i + offset ];
  
  			}
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			var te = this.elements;
  
  			array[ offset ] = te[ 0 ];
  			array[ offset + 1 ] = te[ 1 ];
  			array[ offset + 2 ] = te[ 2 ];
  
  			array[ offset + 3 ] = te[ 3 ];
  			array[ offset + 4 ] = te[ 4 ];
  			array[ offset + 5 ] = te[ 5 ];
  
  			array[ offset + 6 ] = te[ 6 ];
  			array[ offset + 7 ] = te[ 7 ];
  			array[ offset + 8 ]  = te[ 8 ];
  
  			return array;
  
  		}
  
  	};
  
  	/**
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Plane( normal, constant ) {
  
  		this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  		this.constant = ( constant !== undefined ) ? constant : 0;
  
  	}
  
  	Plane.prototype = {
  
  		constructor: Plane,
  
  		set: function ( normal, constant ) {
  
  			this.normal.copy( normal );
  			this.constant = constant;
  
  			return this;
  
  		},
  
  		setComponents: function ( x, y, z, w ) {
  
  			this.normal.set( x, y, z );
  			this.constant = w;
  
  			return this;
  
  		},
  
  		setFromNormalAndCoplanarPoint: function ( normal, point ) {
  
  			this.normal.copy( normal );
  			this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
  
  			return this;
  
  		},
  
  		setFromCoplanarPoints: function () {
  
  			var v1 = new Vector3();
  			var v2 = new Vector3();
  
  			return function setFromCoplanarPoints( a, b, c ) {
  
  				var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  
  				// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  
  				this.setFromNormalAndCoplanarPoint( normal, a );
  
  				return this;
  
  			};
  
  		}(),
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( plane ) {
  
  			this.normal.copy( plane.normal );
  			this.constant = plane.constant;
  
  			return this;
  
  		},
  
  		normalize: function () {
  
  			// Note: will lead to a divide by zero if the plane is invalid.
  
  			var inverseNormalLength = 1.0 / this.normal.length();
  			this.normal.multiplyScalar( inverseNormalLength );
  			this.constant *= inverseNormalLength;
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.constant *= - 1;
  			this.normal.negate();
  
  			return this;
  
  		},
  
  		distanceToPoint: function ( point ) {
  
  			return this.normal.dot( point ) + this.constant;
  
  		},
  
  		distanceToSphere: function ( sphere ) {
  
  			return this.distanceToPoint( sphere.center ) - sphere.radius;
  
  		},
  
  		projectPoint: function ( point, optionalTarget ) {
  
  			return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  
  		},
  
  		orthoPoint: function ( point, optionalTarget ) {
  
  			var perpendicularMagnitude = this.distanceToPoint( point );
  
  			var result = optionalTarget || new Vector3();
  			return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  
  		},
  
  		intersectLine: function () {
  
  			var v1 = new Vector3();
  
  			return function intersectLine( line, optionalTarget ) {
  
  				var result = optionalTarget || new Vector3();
  
  				var direction = line.delta( v1 );
  
  				var denominator = this.normal.dot( direction );
  
  				if ( denominator === 0 ) {
  
  					// line is coplanar, return origin
  					if ( this.distanceToPoint( line.start ) === 0 ) {
  
  						return result.copy( line.start );
  
  					}
  
  					// Unsure if this is the correct method to handle this case.
  					return undefined;
  
  				}
  
  				var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  
  				if ( t < 0 || t > 1 ) {
  
  					return undefined;
  
  				}
  
  				return result.copy( direction ).multiplyScalar( t ).add( line.start );
  
  			};
  
  		}(),
  
  		intersectsLine: function ( line ) {
  
  			// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  
  			var startSign = this.distanceToPoint( line.start );
  			var endSign = this.distanceToPoint( line.end );
  
  			return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  
  		},
  
  		intersectsBox: function ( box ) {
  
  			return box.intersectsPlane( this );
  
  		},
  
  		intersectsSphere: function ( sphere ) {
  
  			return sphere.intersectsPlane( this );
  
  		},
  
  		coplanarPoint: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return result.copy( this.normal ).multiplyScalar( - this.constant );
  
  		},
  
  		applyMatrix4: function () {
  
  			var v1 = new Vector3();
  			var m1 = new Matrix3();
  
  			return function applyMatrix4( matrix, optionalNormalMatrix ) {
  
  				var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  
  				// transform normal based on theory here:
  				// http://www.songho.ca/opengl/gl_normaltransform.html
  				var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  				var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  
  				// recalculate constant (like in setFromNormalAndCoplanarPoint)
  				this.constant = - referencePoint.dot( normal );
  
  				return this;
  
  			};
  
  		}(),
  
  		translate: function ( offset ) {
  
  			this.constant = this.constant - offset.dot( this.normal );
  
  			return this;
  
  		},
  
  		equals: function ( plane ) {
  
  			return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Frustum( p0, p1, p2, p3, p4, p5 ) {
  
  		this.planes = [
  
  			( p0 !== undefined ) ? p0 : new Plane(),
  			( p1 !== undefined ) ? p1 : new Plane(),
  			( p2 !== undefined ) ? p2 : new Plane(),
  			( p3 !== undefined ) ? p3 : new Plane(),
  			( p4 !== undefined ) ? p4 : new Plane(),
  			( p5 !== undefined ) ? p5 : new Plane()
  
  		];
  
  	}
  
  	Frustum.prototype = {
  
  		constructor: Frustum,
  
  		set: function ( p0, p1, p2, p3, p4, p5 ) {
  
  			var planes = this.planes;
  
  			planes[ 0 ].copy( p0 );
  			planes[ 1 ].copy( p1 );
  			planes[ 2 ].copy( p2 );
  			planes[ 3 ].copy( p3 );
  			planes[ 4 ].copy( p4 );
  			planes[ 5 ].copy( p5 );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( frustum ) {
  
  			var planes = this.planes;
  
  			for ( var i = 0; i < 6; i ++ ) {
  
  				planes[ i ].copy( frustum.planes[ i ] );
  
  			}
  
  			return this;
  
  		},
  
  		setFromMatrix: function ( m ) {
  
  			var planes = this.planes;
  			var me = m.elements;
  			var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  			var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  			var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  			var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  
  			planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  			planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  			planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  			planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  			planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  			planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  
  			return this;
  
  		},
  
  		intersectsObject: function () {
  
  			var sphere = new Sphere();
  
  			return function intersectsObject( object ) {
  
  				var geometry = object.geometry;
  
  				if ( geometry.boundingSphere === null )
  					geometry.computeBoundingSphere();
  
  				sphere.copy( geometry.boundingSphere )
  					.applyMatrix4( object.matrixWorld );
  
  				return this.intersectsSphere( sphere );
  
  			};
  
  		}(),
  
  		intersectsSprite: function () {
  
  			var sphere = new Sphere();
  
  			return function intersectsSprite( sprite ) {
  
  				sphere.center.set( 0, 0, 0 );
  				sphere.radius = 0.7071067811865476;
  				sphere.applyMatrix4( sprite.matrixWorld );
  
  				return this.intersectsSphere( sphere );
  
  			};
  
  		}(),
  
  		intersectsSphere: function ( sphere ) {
  
  			var planes = this.planes;
  			var center = sphere.center;
  			var negRadius = - sphere.radius;
  
  			for ( var i = 0; i < 6; i ++ ) {
  
  				var distance = planes[ i ].distanceToPoint( center );
  
  				if ( distance < negRadius ) {
  
  					return false;
  
  				}
  
  			}
  
  			return true;
  
  		},
  
  		intersectsBox: function () {
  
  			var p1 = new Vector3(),
  				p2 = new Vector3();
  
  			return function intersectsBox( box ) {
  
  				var planes = this.planes;
  
  				for ( var i = 0; i < 6 ; i ++ ) {
  
  					var plane = planes[ i ];
  
  					p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  					p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  					p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  					p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  					p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  					p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  
  					var d1 = plane.distanceToPoint( p1 );
  					var d2 = plane.distanceToPoint( p2 );
  
  					// if both outside plane, no intersection
  
  					if ( d1 < 0 && d2 < 0 ) {
  
  						return false;
  
  					}
  
  				}
  
  				return true;
  
  			};
  
  		}(),
  
  
  		containsPoint: function ( point ) {
  
  			var planes = this.planes;
  
  			for ( var i = 0; i < 6; i ++ ) {
  
  				if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  
  					return false;
  
  				}
  
  			}
  
  			return true;
  
  		}
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
  
  		var _gl = _renderer.context,
  		_state = _renderer.state,
  		_frustum = new Frustum(),
  		_projScreenMatrix = new Matrix4(),
  
  		_lightShadows = _lights.shadows,
  
  		_shadowMapSize = new Vector2(),
  		_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
  
  		_lookTarget = new Vector3(),
  		_lightPositionWorld = new Vector3(),
  
  		_renderList = [],
  
  		_MorphingFlag = 1,
  		_SkinningFlag = 2,
  
  		_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  
  		_depthMaterials = new Array( _NumberOfMaterialVariants ),
  		_distanceMaterials = new Array( _NumberOfMaterialVariants ),
  
  		_materialCache = {};
  
  		var cubeDirections = [
  			new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  			new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  		];
  
  		var cubeUps = [
  			new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  			new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
  		];
  
  		var cube2DViewPorts = [
  			new Vector4(), new Vector4(), new Vector4(),
  			new Vector4(), new Vector4(), new Vector4()
  		];
  
  		// init
  
  		var depthMaterialTemplate = new MeshDepthMaterial();
  		depthMaterialTemplate.depthPacking = RGBADepthPacking;
  		depthMaterialTemplate.clipping = true;
  
  		var distanceShader = ShaderLib[ "distanceRGBA" ];
  		var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );
  
  		for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  
  			var useMorphing = ( i & _MorphingFlag ) !== 0;
  			var useSkinning = ( i & _SkinningFlag ) !== 0;
  
  			var depthMaterial = depthMaterialTemplate.clone();
  			depthMaterial.morphTargets = useMorphing;
  			depthMaterial.skinning = useSkinning;
  
  			_depthMaterials[ i ] = depthMaterial;
  
  			var distanceMaterial = new ShaderMaterial( {
  				defines: {
  					'USE_SHADOWMAP': ''
  				},
  				uniforms: distanceUniforms,
  				vertexShader: distanceShader.vertexShader,
  				fragmentShader: distanceShader.fragmentShader,
  				morphTargets: useMorphing,
  				skinning: useSkinning,
  				clipping: true
  			} );
  
  			_distanceMaterials[ i ] = distanceMaterial;
  
  		}
  
  		//
  
  		var scope = this;
  
  		this.enabled = false;
  
  		this.autoUpdate = true;
  		this.needsUpdate = false;
  
  		this.type = PCFShadowMap;
  
  		this.renderReverseSided = true;
  		this.renderSingleSided = true;
  
  		this.render = function ( scene, camera ) {
  
  			if ( scope.enabled === false ) return;
  			if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  
  			if ( _lightShadows.length === 0 ) return;
  
  			// Set GL state for depth map.
  			_state.buffers.color.setClear( 1, 1, 1, 1 );
  			_state.disable( _gl.BLEND );
  			_state.setDepthTest( true );
  			_state.setScissorTest( false );
  
  			// render depth map
  
  			var faceCount, isPointLight;
  
  			for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
  
  				var light = _lightShadows[ i ];
  				var shadow = light.shadow;
  
  				if ( shadow === undefined ) {
  
  					console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  					continue;
  
  				}
  
  				var shadowCamera = shadow.camera;
  
  				_shadowMapSize.copy( shadow.mapSize );
  				_shadowMapSize.min( _maxShadowMapSize );
  
  				if ( light && light.isPointLight ) {
  
  					faceCount = 6;
  					isPointLight = true;
  
  					var vpWidth = _shadowMapSize.x;
  					var vpHeight = _shadowMapSize.y;
  
  					// These viewports map a cube-map onto a 2D texture with the
  					// following orientation:
  					//
  					//  xzXZ
  					//   y Y
  					//
  					// X - Positive x direction
  					// x - Negative x direction
  					// Y - Positive y direction
  					// y - Negative y direction
  					// Z - Positive z direction
  					// z - Negative z direction
  
  					// positive X
  					cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  					// negative X
  					cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  					// positive Z
  					cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  					// negative Z
  					cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  					// positive Y
  					cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  					// negative Y
  					cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  
  					_shadowMapSize.x *= 4.0;
  					_shadowMapSize.y *= 2.0;
  
  				} else {
  
  					faceCount = 1;
  					isPointLight = false;
  
  				}
  
  				if ( shadow.map === null ) {
  
  					var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  
  					shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  
  					shadowCamera.updateProjectionMatrix();
  
  				}
  
  				if ( shadow.isSpotLightShadow ) {
  
  					shadow.update( light );
  
  				}
  
  				// TODO (abelnation / sam-g-steel): is this needed?
  				if (shadow && shadow.isRectAreaLightShadow ) {
  
  					shadow.update( light );
  
  				}
  
  				var shadowMap = shadow.map;
  				var shadowMatrix = shadow.matrix;
  
  				_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  				shadowCamera.position.copy( _lightPositionWorld );
  
  				_renderer.setRenderTarget( shadowMap );
  				_renderer.clear();
  
  				// render shadow map for each cube face (if omni-directional) or
  				// run a single pass if not
  
  				for ( var face = 0; face < faceCount; face ++ ) {
  
  					if ( isPointLight ) {
  
  						_lookTarget.copy( shadowCamera.position );
  						_lookTarget.add( cubeDirections[ face ] );
  						shadowCamera.up.copy( cubeUps[ face ] );
  						shadowCamera.lookAt( _lookTarget );
  
  						var vpDimensions = cube2DViewPorts[ face ];
  						_state.viewport( vpDimensions );
  
  					} else {
  
  						_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  						shadowCamera.lookAt( _lookTarget );
  
  					}
  
  					shadowCamera.updateMatrixWorld();
  					shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  
  					// compute shadow matrix
  
  					shadowMatrix.set(
  						0.5, 0.0, 0.0, 0.5,
  						0.0, 0.5, 0.0, 0.5,
  						0.0, 0.0, 0.5, 0.5,
  						0.0, 0.0, 0.0, 1.0
  					);
  
  					shadowMatrix.multiply( shadowCamera.projectionMatrix );
  					shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  
  					// update camera matrices and frustum
  
  					_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  					_frustum.setFromMatrix( _projScreenMatrix );
  
  					// set object matrices & frustum culling
  
  					_renderList.length = 0;
  
  					projectObject( scene, camera, shadowCamera );
  
  					// render shadow map
  					// render regular objects
  
  					for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
  
  						var object = _renderList[ j ];
  						var geometry = _objects.update( object );
  						var material = object.material;
  
  						if ( material && material.isMultiMaterial ) {
  
  							var groups = geometry.groups;
  							var materials = material.materials;
  
  							for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  
  								var group = groups[ k ];
  								var groupMaterial = materials[ group.materialIndex ];
  
  								if ( groupMaterial.visible === true ) {
  
  									var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
  									_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  
  								}
  
  							}
  
  						} else {
  
  							var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
  							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  
  						}
  
  					}
  
  				}
  
  			}
  
  			// Restore GL state.
  			var clearColor = _renderer.getClearColor(),
  			clearAlpha = _renderer.getClearAlpha();
  			_renderer.setClearColor( clearColor, clearAlpha );
  
  			scope.needsUpdate = false;
  
  		};
  
  		function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
  
  			var geometry = object.geometry;
  
  			var result = null;
  
  			var materialVariants = _depthMaterials;
  			var customMaterial = object.customDepthMaterial;
  
  			if ( isPointLight ) {
  
  				materialVariants = _distanceMaterials;
  				customMaterial = object.customDistanceMaterial;
  
  			}
  
  			if ( ! customMaterial ) {
  
  				var useMorphing = false;
  
  				if ( material.morphTargets ) {
  
  					if ( geometry && geometry.isBufferGeometry ) {
  
  						useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  
  					} else if ( geometry && geometry.isGeometry ) {
  
  						useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  
  					}
  
  				}
  
  				var useSkinning = object.isSkinnedMesh && material.skinning;
  
  				var variantIndex = 0;
  
  				if ( useMorphing ) variantIndex |= _MorphingFlag;
  				if ( useSkinning ) variantIndex |= _SkinningFlag;
  
  				result = materialVariants[ variantIndex ];
  
  			} else {
  
  				result = customMaterial;
  
  			}
  
  			if ( _renderer.localClippingEnabled &&
  				 material.clipShadows === true &&
  					material.clippingPlanes.length !== 0 ) {
  
  				// in this case we need a unique material instance reflecting the
  				// appropriate state
  
  				var keyA = result.uuid, keyB = material.uuid;
  
  				var materialsForVariant = _materialCache[ keyA ];
  
  				if ( materialsForVariant === undefined ) {
  
  					materialsForVariant = {};
  					_materialCache[ keyA ] = materialsForVariant;
  
  				}
  
  				var cachedMaterial = materialsForVariant[ keyB ];
  
  				if ( cachedMaterial === undefined ) {
  
  					cachedMaterial = result.clone();
  					materialsForVariant[ keyB ] = cachedMaterial;
  
  				}
  
  				result = cachedMaterial;
  
  			}
  
  			result.visible = material.visible;
  			result.wireframe = material.wireframe;
  
  			var side = material.side;
  
  			if ( scope.renderSingleSided && side == DoubleSide ) {
  
  				side = FrontSide;
  
  			}
  
  			if ( scope.renderReverseSided ) {
  
  				if ( side === FrontSide ) side = BackSide;
  				else if ( side === BackSide ) side = FrontSide;
  
  			}
  
  			result.side = side;
  
  			result.clipShadows = material.clipShadows;
  			result.clippingPlanes = material.clippingPlanes;
  
  			result.wireframeLinewidth = material.wireframeLinewidth;
  			result.linewidth = material.linewidth;
  
  			if ( isPointLight && result.uniforms.lightPos !== undefined ) {
  
  				result.uniforms.lightPos.value.copy( lightPositionWorld );
  
  			}
  
  			return result;
  
  		}
  
  		function projectObject( object, camera, shadowCamera ) {
  
  			if ( object.visible === false ) return;
  
  			var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
  
  			if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  
  				if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  
  					var material = object.material;
  
  					if ( material.visible === true ) {
  
  						object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  						_renderList.push( object );
  
  					}
  
  				}
  
  			}
  
  			var children = object.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				projectObject( children[ i ], camera, shadowCamera );
  
  			}
  
  		}
  
  	}
  
  	/**
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Ray( origin, direction ) {
  
  		this.origin = ( origin !== undefined ) ? origin : new Vector3();
  		this.direction = ( direction !== undefined ) ? direction : new Vector3();
  
  	}
  
  	Ray.prototype = {
  
  		constructor: Ray,
  
  		set: function ( origin, direction ) {
  
  			this.origin.copy( origin );
  			this.direction.copy( direction );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( ray ) {
  
  			this.origin.copy( ray.origin );
  			this.direction.copy( ray.direction );
  
  			return this;
  
  		},
  
  		at: function ( t, optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  
  			return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  
  		},
  
  		lookAt: function ( v ) {
  
  			this.direction.copy( v ).sub( this.origin ).normalize();
  
  			return this;
  
  		},
  
  		recast: function () {
  
  			var v1 = new Vector3();
  
  			return function recast( t ) {
  
  				this.origin.copy( this.at( t, v1 ) );
  
  				return this;
  
  			};
  
  		}(),
  
  		closestPointToPoint: function ( point, optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			result.subVectors( point, this.origin );
  			var directionDistance = result.dot( this.direction );
  
  			if ( directionDistance < 0 ) {
  
  				return result.copy( this.origin );
  
  			}
  
  			return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  
  		},
  
  		distanceToPoint: function ( point ) {
  
  			return Math.sqrt( this.distanceSqToPoint( point ) );
  
  		},
  
  		distanceSqToPoint: function () {
  
  			var v1 = new Vector3();
  
  			return function distanceSqToPoint( point ) {
  
  				var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  
  				// point behind the ray
  
  				if ( directionDistance < 0 ) {
  
  					return this.origin.distanceToSquared( point );
  
  				}
  
  				v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  
  				return v1.distanceToSquared( point );
  
  			};
  
  		}(),
  
  		distanceSqToSegment: function () {
  
  			var segCenter = new Vector3();
  			var segDir = new Vector3();
  			var diff = new Vector3();
  
  			return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  
  				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  				// It returns the min distance between the ray and the segment
  				// defined by v0 and v1
  				// It can also set two optional targets :
  				// - The closest point on the ray
  				// - The closest point on the segment
  
  				segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  				segDir.copy( v1 ).sub( v0 ).normalize();
  				diff.copy( this.origin ).sub( segCenter );
  
  				var segExtent = v0.distanceTo( v1 ) * 0.5;
  				var a01 = - this.direction.dot( segDir );
  				var b0 = diff.dot( this.direction );
  				var b1 = - diff.dot( segDir );
  				var c = diff.lengthSq();
  				var det = Math.abs( 1 - a01 * a01 );
  				var s0, s1, sqrDist, extDet;
  
  				if ( det > 0 ) {
  
  					// The ray and segment are not parallel.
  
  					s0 = a01 * b1 - b0;
  					s1 = a01 * b0 - b1;
  					extDet = segExtent * det;
  
  					if ( s0 >= 0 ) {
  
  						if ( s1 >= - extDet ) {
  
  							if ( s1 <= extDet ) {
  
  								// region 0
  								// Minimum at interior points of ray and segment.
  
  								var invDet = 1 / det;
  								s0 *= invDet;
  								s1 *= invDet;
  								sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  
  							} else {
  
  								// region 1
  
  								s1 = segExtent;
  								s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  								sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  							}
  
  						} else {
  
  							// region 5
  
  							s1 = - segExtent;
  							s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						}
  
  					} else {
  
  						if ( s1 <= - extDet ) {
  
  							// region 4
  
  							s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  							s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						} else if ( s1 <= extDet ) {
  
  							// region 3
  
  							s0 = 0;
  							s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  							sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  
  						} else {
  
  							// region 2
  
  							s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  							s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  						}
  
  					}
  
  				} else {
  
  					// Ray and segment are parallel.
  
  					s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  
  				}
  
  				if ( optionalPointOnRay ) {
  
  					optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  
  				}
  
  				if ( optionalPointOnSegment ) {
  
  					optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  
  				}
  
  				return sqrDist;
  
  			};
  
  		}(),
  
  		intersectSphere: function () {
  
  			var v1 = new Vector3();
  
  			return function intersectSphere( sphere, optionalTarget ) {
  
  				v1.subVectors( sphere.center, this.origin );
  				var tca = v1.dot( this.direction );
  				var d2 = v1.dot( v1 ) - tca * tca;
  				var radius2 = sphere.radius * sphere.radius;
  
  				if ( d2 > radius2 ) return null;
  
  				var thc = Math.sqrt( radius2 - d2 );
  
  				// t0 = first intersect point - entrance on front of sphere
  				var t0 = tca - thc;
  
  				// t1 = second intersect point - exit point on back of sphere
  				var t1 = tca + thc;
  
  				// test to see if both t0 and t1 are behind the ray - if so, return null
  				if ( t0 < 0 && t1 < 0 ) return null;
  
  				// test to see if t0 is behind the ray:
  				// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  				// in order to always return an intersect point that is in front of the ray.
  				if ( t0 < 0 ) return this.at( t1, optionalTarget );
  
  				// else t0 is in front of the ray, so return the first collision point scaled by t0
  				return this.at( t0, optionalTarget );
  
  			};
  
  		}(),
  
  		intersectsSphere: function ( sphere ) {
  
  			return this.distanceToPoint( sphere.center ) <= sphere.radius;
  
  		},
  
  		distanceToPlane: function ( plane ) {
  
  			var denominator = plane.normal.dot( this.direction );
  
  			if ( denominator === 0 ) {
  
  				// line is coplanar, return origin
  				if ( plane.distanceToPoint( this.origin ) === 0 ) {
  
  					return 0;
  
  				}
  
  				// Null is preferable to undefined since undefined means.... it is undefined
  
  				return null;
  
  			}
  
  			var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  
  			// Return if the ray never intersects the plane
  
  			return t >= 0 ? t :  null;
  
  		},
  
  		intersectPlane: function ( plane, optionalTarget ) {
  
  			var t = this.distanceToPlane( plane );
  
  			if ( t === null ) {
  
  				return null;
  
  			}
  
  			return this.at( t, optionalTarget );
  
  		},
  
  
  
  		intersectsPlane: function ( plane ) {
  
  			// check if the ray lies on the plane first
  
  			var distToPoint = plane.distanceToPoint( this.origin );
  
  			if ( distToPoint === 0 ) {
  
  				return true;
  
  			}
  
  			var denominator = plane.normal.dot( this.direction );
  
  			if ( denominator * distToPoint < 0 ) {
  
  				return true;
  
  			}
  
  			// ray origin is behind the plane (and is pointing behind it)
  
  			return false;
  
  		},
  
  		intersectBox: function ( box, optionalTarget ) {
  
  			var tmin, tmax, tymin, tymax, tzmin, tzmax;
  
  			var invdirx = 1 / this.direction.x,
  				invdiry = 1 / this.direction.y,
  				invdirz = 1 / this.direction.z;
  
  			var origin = this.origin;
  
  			if ( invdirx >= 0 ) {
  
  				tmin = ( box.min.x - origin.x ) * invdirx;
  				tmax = ( box.max.x - origin.x ) * invdirx;
  
  			} else {
  
  				tmin = ( box.max.x - origin.x ) * invdirx;
  				tmax = ( box.min.x - origin.x ) * invdirx;
  
  			}
  
  			if ( invdiry >= 0 ) {
  
  				tymin = ( box.min.y - origin.y ) * invdiry;
  				tymax = ( box.max.y - origin.y ) * invdiry;
  
  			} else {
  
  				tymin = ( box.max.y - origin.y ) * invdiry;
  				tymax = ( box.min.y - origin.y ) * invdiry;
  
  			}
  
  			if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  
  			// These lines also handle the case where tmin or tmax is NaN
  			// (result of 0 * Infinity). x !== x returns true if x is NaN
  
  			if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  
  			if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  
  			if ( invdirz >= 0 ) {
  
  				tzmin = ( box.min.z - origin.z ) * invdirz;
  				tzmax = ( box.max.z - origin.z ) * invdirz;
  
  			} else {
  
  				tzmin = ( box.max.z - origin.z ) * invdirz;
  				tzmax = ( box.min.z - origin.z ) * invdirz;
  
  			}
  
  			if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  
  			if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  
  			if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  
  			//return point closest to the ray (positive side)
  
  			if ( tmax < 0 ) return null;
  
  			return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  
  		},
  
  		intersectsBox: ( function () {
  
  			var v = new Vector3();
  
  			return function intersectsBox( box ) {
  
  				return this.intersectBox( box, v ) !== null;
  
  			};
  
  		} )(),
  
  		intersectTriangle: function () {
  
  			// Compute the offset origin, edges, and normal.
  			var diff = new Vector3();
  			var edge1 = new Vector3();
  			var edge2 = new Vector3();
  			var normal = new Vector3();
  
  			return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {
  
  				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  
  				edge1.subVectors( b, a );
  				edge2.subVectors( c, a );
  				normal.crossVectors( edge1, edge2 );
  
  				// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  				// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  				//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  				//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  				//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  				var DdN = this.direction.dot( normal );
  				var sign;
  
  				if ( DdN > 0 ) {
  
  					if ( backfaceCulling ) return null;
  					sign = 1;
  
  				} else if ( DdN < 0 ) {
  
  					sign = - 1;
  					DdN = - DdN;
  
  				} else {
  
  					return null;
  
  				}
  
  				diff.subVectors( this.origin, a );
  				var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  
  				// b1 < 0, no intersection
  				if ( DdQxE2 < 0 ) {
  
  					return null;
  
  				}
  
  				var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  
  				// b2 < 0, no intersection
  				if ( DdE1xQ < 0 ) {
  
  					return null;
  
  				}
  
  				// b1+b2 > 1, no intersection
  				if ( DdQxE2 + DdE1xQ > DdN ) {
  
  					return null;
  
  				}
  
  				// Line intersects triangle, check if ray does.
  				var QdN = - sign * diff.dot( normal );
  
  				// t < 0, no intersection
  				if ( QdN < 0 ) {
  
  					return null;
  
  				}
  
  				// Ray intersects triangle.
  				return this.at( QdN / DdN, optionalTarget );
  
  			};
  
  		}(),
  
  		applyMatrix4: function ( matrix4 ) {
  
  			this.direction.add( this.origin ).applyMatrix4( matrix4 );
  			this.origin.applyMatrix4( matrix4 );
  			this.direction.sub( this.origin );
  			this.direction.normalize();
  
  			return this;
  
  		},
  
  		equals: function ( ray ) {
  
  			return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Euler( x, y, z, order ) {
  
  		this._x = x || 0;
  		this._y = y || 0;
  		this._z = z || 0;
  		this._order = order || Euler.DefaultOrder;
  
  	}
  
  	Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  
  	Euler.DefaultOrder = 'XYZ';
  
  	Euler.prototype = {
  
  		constructor: Euler,
  
  		isEuler: true,
  
  		get x () {
  
  			return this._x;
  
  		},
  
  		set x ( value ) {
  
  			this._x = value;
  			this.onChangeCallback();
  
  		},
  
  		get y () {
  
  			return this._y;
  
  		},
  
  		set y ( value ) {
  
  			this._y = value;
  			this.onChangeCallback();
  
  		},
  
  		get z () {
  
  			return this._z;
  
  		},
  
  		set z ( value ) {
  
  			this._z = value;
  			this.onChangeCallback();
  
  		},
  
  		get order () {
  
  			return this._order;
  
  		},
  
  		set order ( value ) {
  
  			this._order = value;
  			this.onChangeCallback();
  
  		},
  
  		set: function ( x, y, z, order ) {
  
  			this._x = x;
  			this._y = y;
  			this._z = z;
  			this._order = order || this._order;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this._x, this._y, this._z, this._order );
  
  		},
  
  		copy: function ( euler ) {
  
  			this._x = euler._x;
  			this._y = euler._y;
  			this._z = euler._z;
  			this._order = euler._order;
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromRotationMatrix: function ( m, order, update ) {
  
  			var clamp = _Math.clamp;
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			var te = m.elements;
  			var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  			var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  			var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  
  			order = order || this._order;
  
  			if ( order === 'XYZ' ) {
  
  				this._y = Math.asin( clamp( m13, - 1, 1 ) );
  
  				if ( Math.abs( m13 ) < 0.99999 ) {
  
  					this._x = Math.atan2( - m23, m33 );
  					this._z = Math.atan2( - m12, m11 );
  
  				} else {
  
  					this._x = Math.atan2( m32, m22 );
  					this._z = 0;
  
  				}
  
  			} else if ( order === 'YXZ' ) {
  
  				this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  
  				if ( Math.abs( m23 ) < 0.99999 ) {
  
  					this._y = Math.atan2( m13, m33 );
  					this._z = Math.atan2( m21, m22 );
  
  				} else {
  
  					this._y = Math.atan2( - m31, m11 );
  					this._z = 0;
  
  				}
  
  			} else if ( order === 'ZXY' ) {
  
  				this._x = Math.asin( clamp( m32, - 1, 1 ) );
  
  				if ( Math.abs( m32 ) < 0.99999 ) {
  
  					this._y = Math.atan2( - m31, m33 );
  					this._z = Math.atan2( - m12, m22 );
  
  				} else {
  
  					this._y = 0;
  					this._z = Math.atan2( m21, m11 );
  
  				}
  
  			} else if ( order === 'ZYX' ) {
  
  				this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  
  				if ( Math.abs( m31 ) < 0.99999 ) {
  
  					this._x = Math.atan2( m32, m33 );
  					this._z = Math.atan2( m21, m11 );
  
  				} else {
  
  					this._x = 0;
  					this._z = Math.atan2( - m12, m22 );
  
  				}
  
  			} else if ( order === 'YZX' ) {
  
  				this._z = Math.asin( clamp( m21, - 1, 1 ) );
  
  				if ( Math.abs( m21 ) < 0.99999 ) {
  
  					this._x = Math.atan2( - m23, m22 );
  					this._y = Math.atan2( - m31, m11 );
  
  				} else {
  
  					this._x = 0;
  					this._y = Math.atan2( m13, m33 );
  
  				}
  
  			} else if ( order === 'XZY' ) {
  
  				this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  
  				if ( Math.abs( m12 ) < 0.99999 ) {
  
  					this._x = Math.atan2( m32, m22 );
  					this._y = Math.atan2( m13, m11 );
  
  				} else {
  
  					this._x = Math.atan2( - m23, m33 );
  					this._y = 0;
  
  				}
  
  			} else {
  
  				console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  
  			}
  
  			this._order = order;
  
  			if ( update !== false ) this.onChangeCallback();
  
  			return this;
  
  		},
  
  		setFromQuaternion: function () {
  
  			var matrix;
  
  			return function setFromQuaternion( q, order, update ) {
  
  				if ( matrix === undefined ) matrix = new Matrix4();
  
  				matrix.makeRotationFromQuaternion( q );
  
  				return this.setFromRotationMatrix( matrix, order, update );
  
  			};
  
  		}(),
  
  		setFromVector3: function ( v, order ) {
  
  			return this.set( v.x, v.y, v.z, order || this._order );
  
  		},
  
  		reorder: function () {
  
  			// WARNING: this discards revolution information -bhouston
  
  			var q = new Quaternion();
  
  			return function reorder( newOrder ) {
  
  				q.setFromEuler( this );
  
  				return this.setFromQuaternion( q, newOrder );
  
  			};
  
  		}(),
  
  		equals: function ( euler ) {
  
  			return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  
  		},
  
  		fromArray: function ( array ) {
  
  			this._x = array[ 0 ];
  			this._y = array[ 1 ];
  			this._z = array[ 2 ];
  			if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  
  			this.onChangeCallback();
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this._x;
  			array[ offset + 1 ] = this._y;
  			array[ offset + 2 ] = this._z;
  			array[ offset + 3 ] = this._order;
  
  			return array;
  
  		},
  
  		toVector3: function ( optionalResult ) {
  
  			if ( optionalResult ) {
  
  				return optionalResult.set( this._x, this._y, this._z );
  
  			} else {
  
  				return new Vector3( this._x, this._y, this._z );
  
  			}
  
  		},
  
  		onChange: function ( callback ) {
  
  			this.onChangeCallback = callback;
  
  			return this;
  
  		},
  
  		onChangeCallback: function () {}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Layers() {
  
  		this.mask = 1;
  
  	}
  
  	Layers.prototype = {
  
  		constructor: Layers,
  
  		set: function ( channel ) {
  
  			this.mask = 1 << channel;
  
  		},
  
  		enable: function ( channel ) {
  
  			this.mask |= 1 << channel;
  
  		},
  
  		toggle: function ( channel ) {
  
  			this.mask ^= 1 << channel;
  
  		},
  
  		disable: function ( channel ) {
  
  			this.mask &= ~ ( 1 << channel );
  
  		},
  
  		test: function ( layers ) {
  
  			return ( this.mask & layers.mask ) !== 0;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 * @author elephantatwork / www.elephantatwork.ch
  	 */
  
  	var object3DId = 0;
  
  	function Object3D() {
  
  		Object.defineProperty( this, 'id', { value: object3DId ++ } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'Object3D';
  
  		this.parent = null;
  		this.children = [];
  
  		this.up = Object3D.DefaultUp.clone();
  
  		var position = new Vector3();
  		var rotation = new Euler();
  		var quaternion = new Quaternion();
  		var scale = new Vector3( 1, 1, 1 );
  
  		function onRotationChange() {
  
  			quaternion.setFromEuler( rotation, false );
  
  		}
  
  		function onQuaternionChange() {
  
  			rotation.setFromQuaternion( quaternion, undefined, false );
  
  		}
  
  		rotation.onChange( onRotationChange );
  		quaternion.onChange( onQuaternionChange );
  
  		Object.defineProperties( this, {
  			position: {
  				enumerable: true,
  				value: position
  			},
  			rotation: {
  				enumerable: true,
  				value: rotation
  			},
  			quaternion: {
  				enumerable: true,
  				value: quaternion
  			},
  			scale: {
  				enumerable: true,
  				value: scale
  			},
  			modelViewMatrix: {
  				value: new Matrix4()
  			},
  			normalMatrix: {
  				value: new Matrix3()
  			}
  		} );
  
  		this.matrix = new Matrix4();
  		this.matrixWorld = new Matrix4();
  
  		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  		this.matrixWorldNeedsUpdate = false;
  
  		this.layers = new Layers();
  		this.visible = true;
  
  		this.castShadow = false;
  		this.receiveShadow = false;
  
  		this.frustumCulled = true;
  		this.renderOrder = 0;
  
  		this.userData = {};
  
  		this.onBeforeRender = function () {};
  		this.onAfterRender = function () {};
  
  	}
  
  	Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  	Object3D.DefaultMatrixAutoUpdate = true;
  
  	Object3D.prototype = {
  
  		constructor: Object3D,
  
  		isObject3D: true,
  
  		applyMatrix: function ( matrix ) {
  
  			this.matrix.multiplyMatrices( matrix, this.matrix );
  
  			this.matrix.decompose( this.position, this.quaternion, this.scale );
  
  		},
  
  		setRotationFromAxisAngle: function ( axis, angle ) {
  
  			// assumes axis is normalized
  
  			this.quaternion.setFromAxisAngle( axis, angle );
  
  		},
  
  		setRotationFromEuler: function ( euler ) {
  
  			this.quaternion.setFromEuler( euler, true );
  
  		},
  
  		setRotationFromMatrix: function ( m ) {
  
  			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  
  			this.quaternion.setFromRotationMatrix( m );
  
  		},
  
  		setRotationFromQuaternion: function ( q ) {
  
  			// assumes q is normalized
  
  			this.quaternion.copy( q );
  
  		},
  
  		rotateOnAxis: function () {
  
  			// rotate object on axis in object space
  			// axis is assumed to be normalized
  
  			var q1 = new Quaternion();
  
  			return function rotateOnAxis( axis, angle ) {
  
  				q1.setFromAxisAngle( axis, angle );
  
  				this.quaternion.multiply( q1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateX: function () {
  
  			var v1 = new Vector3( 1, 0, 0 );
  
  			return function rotateX( angle ) {
  
  				return this.rotateOnAxis( v1, angle );
  
  			};
  
  		}(),
  
  		rotateY: function () {
  
  			var v1 = new Vector3( 0, 1, 0 );
  
  			return function rotateY( angle ) {
  
  				return this.rotateOnAxis( v1, angle );
  
  			};
  
  		}(),
  
  		rotateZ: function () {
  
  			var v1 = new Vector3( 0, 0, 1 );
  
  			return function rotateZ( angle ) {
  
  				return this.rotateOnAxis( v1, angle );
  
  			};
  
  		}(),
  
  		translateOnAxis: function () {
  
  			// translate object by distance along axis in object space
  			// axis is assumed to be normalized
  
  			var v1 = new Vector3();
  
  			return function translateOnAxis( axis, distance ) {
  
  				v1.copy( axis ).applyQuaternion( this.quaternion );
  
  				this.position.add( v1.multiplyScalar( distance ) );
  
  				return this;
  
  			};
  
  		}(),
  
  		translateX: function () {
  
  			var v1 = new Vector3( 1, 0, 0 );
  
  			return function translateX( distance ) {
  
  				return this.translateOnAxis( v1, distance );
  
  			};
  
  		}(),
  
  		translateY: function () {
  
  			var v1 = new Vector3( 0, 1, 0 );
  
  			return function translateY( distance ) {
  
  				return this.translateOnAxis( v1, distance );
  
  			};
  
  		}(),
  
  		translateZ: function () {
  
  			var v1 = new Vector3( 0, 0, 1 );
  
  			return function translateZ( distance ) {
  
  				return this.translateOnAxis( v1, distance );
  
  			};
  
  		}(),
  
  		localToWorld: function ( vector ) {
  
  			return vector.applyMatrix4( this.matrixWorld );
  
  		},
  
  		worldToLocal: function () {
  
  			var m1 = new Matrix4();
  
  			return function worldToLocal( vector ) {
  
  				return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  
  			};
  
  		}(),
  
  		lookAt: function () {
  
  			// This routine does not support objects with rotated and/or translated parent(s)
  
  			var m1 = new Matrix4();
  
  			return function lookAt( vector ) {
  
  				m1.lookAt( vector, this.position, this.up );
  
  				this.quaternion.setFromRotationMatrix( m1 );
  
  			};
  
  		}(),
  
  		add: function ( object ) {
  
  			if ( arguments.length > 1 ) {
  
  				for ( var i = 0; i < arguments.length; i ++ ) {
  
  					this.add( arguments[ i ] );
  
  				}
  
  				return this;
  
  			}
  
  			if ( object === this ) {
  
  				console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  				return this;
  
  			}
  
  			if ( ( object && object.isObject3D ) ) {
  
  				if ( object.parent !== null ) {
  
  					object.parent.remove( object );
  
  				}
  
  				object.parent = this;
  				object.dispatchEvent( { type: 'added' } );
  
  				this.children.push( object );
  
  			} else {
  
  				console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  
  			}
  
  			return this;
  
  		},
  
  		remove: function ( object ) {
  
  			if ( arguments.length > 1 ) {
  
  				for ( var i = 0; i < arguments.length; i ++ ) {
  
  					this.remove( arguments[ i ] );
  
  				}
  
  			}
  
  			var index = this.children.indexOf( object );
  
  			if ( index !== - 1 ) {
  
  				object.parent = null;
  
  				object.dispatchEvent( { type: 'removed' } );
  
  				this.children.splice( index, 1 );
  
  			}
  
  		},
  
  		getObjectById: function ( id ) {
  
  			return this.getObjectByProperty( 'id', id );
  
  		},
  
  		getObjectByName: function ( name ) {
  
  			return this.getObjectByProperty( 'name', name );
  
  		},
  
  		getObjectByProperty: function ( name, value ) {
  
  			if ( this[ name ] === value ) return this;
  
  			for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  
  				var child = this.children[ i ];
  				var object = child.getObjectByProperty( name, value );
  
  				if ( object !== undefined ) {
  
  					return object;
  
  				}
  
  			}
  
  			return undefined;
  
  		},
  
  		getWorldPosition: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  
  			this.updateMatrixWorld( true );
  
  			return result.setFromMatrixPosition( this.matrixWorld );
  
  		},
  
  		getWorldQuaternion: function () {
  
  			var position = new Vector3();
  			var scale = new Vector3();
  
  			return function getWorldQuaternion( optionalTarget ) {
  
  				var result = optionalTarget || new Quaternion();
  
  				this.updateMatrixWorld( true );
  
  				this.matrixWorld.decompose( position, result, scale );
  
  				return result;
  
  			};
  
  		}(),
  
  		getWorldRotation: function () {
  
  			var quaternion = new Quaternion();
  
  			return function getWorldRotation( optionalTarget ) {
  
  				var result = optionalTarget || new Euler();
  
  				this.getWorldQuaternion( quaternion );
  
  				return result.setFromQuaternion( quaternion, this.rotation.order, false );
  
  			};
  
  		}(),
  
  		getWorldScale: function () {
  
  			var position = new Vector3();
  			var quaternion = new Quaternion();
  
  			return function getWorldScale( optionalTarget ) {
  
  				var result = optionalTarget || new Vector3();
  
  				this.updateMatrixWorld( true );
  
  				this.matrixWorld.decompose( position, quaternion, result );
  
  				return result;
  
  			};
  
  		}(),
  
  		getWorldDirection: function () {
  
  			var quaternion = new Quaternion();
  
  			return function getWorldDirection( optionalTarget ) {
  
  				var result = optionalTarget || new Vector3();
  
  				this.getWorldQuaternion( quaternion );
  
  				return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
  
  			};
  
  		}(),
  
  		raycast: function () {},
  
  		traverse: function ( callback ) {
  
  			callback( this );
  
  			var children = this.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				children[ i ].traverse( callback );
  
  			}
  
  		},
  
  		traverseVisible: function ( callback ) {
  
  			if ( this.visible === false ) return;
  
  			callback( this );
  
  			var children = this.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				children[ i ].traverseVisible( callback );
  
  			}
  
  		},
  
  		traverseAncestors: function ( callback ) {
  
  			var parent = this.parent;
  
  			if ( parent !== null ) {
  
  				callback( parent );
  
  				parent.traverseAncestors( callback );
  
  			}
  
  		},
  
  		updateMatrix: function () {
  
  			this.matrix.compose( this.position, this.quaternion, this.scale );
  
  			this.matrixWorldNeedsUpdate = true;
  
  		},
  
  		updateMatrixWorld: function ( force ) {
  
  			if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  
  			if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  
  				if ( this.parent === null ) {
  
  					this.matrixWorld.copy( this.matrix );
  
  				} else {
  
  					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  
  				}
  
  				this.matrixWorldNeedsUpdate = false;
  
  				force = true;
  
  			}
  
  			// update children
  
  			var children = this.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				children[ i ].updateMatrixWorld( force );
  
  			}
  
  		},
  
  		toJSON: function ( meta ) {
  
  			// meta is '' when called from JSON.stringify
  			var isRootObject = ( meta === undefined || meta === '' );
  
  			var output = {};
  
  			// meta is a hash used to collect geometries, materials.
  			// not providing it implies that this is the root object
  			// being serialized.
  			if ( isRootObject ) {
  
  				// initialize meta obj
  				meta = {
  					geometries: {},
  					materials: {},
  					textures: {},
  					images: {}
  				};
  
  				output.metadata = {
  					version: 4.4,
  					type: 'Object',
  					generator: 'Object3D.toJSON'
  				};
  
  			}
  
  			// standard Object3D serialization
  
  			var object = {};
  
  			object.uuid = this.uuid;
  			object.type = this.type;
  
  			if ( this.name !== '' ) object.name = this.name;
  			if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  			if ( this.castShadow === true ) object.castShadow = true;
  			if ( this.receiveShadow === true ) object.receiveShadow = true;
  			if ( this.visible === false ) object.visible = false;
  
  			object.matrix = this.matrix.toArray();
  
  			//
  
  			if ( this.geometry !== undefined ) {
  
  				if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
  
  					meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
  
  				}
  
  				object.geometry = this.geometry.uuid;
  
  			}
  
  			if ( this.material !== undefined ) {
  
  				if ( meta.materials[ this.material.uuid ] === undefined ) {
  
  					meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
  
  				}
  
  				object.material = this.material.uuid;
  
  			}
  
  			//
  
  			if ( this.children.length > 0 ) {
  
  				object.children = [];
  
  				for ( var i = 0; i < this.children.length; i ++ ) {
  
  					object.children.push( this.children[ i ].toJSON( meta ).object );
  
  				}
  
  			}
  
  			if ( isRootObject ) {
  
  				var geometries = extractFromCache( meta.geometries );
  				var materials = extractFromCache( meta.materials );
  				var textures = extractFromCache( meta.textures );
  				var images = extractFromCache( meta.images );
  
  				if ( geometries.length > 0 ) output.geometries = geometries;
  				if ( materials.length > 0 ) output.materials = materials;
  				if ( textures.length > 0 ) output.textures = textures;
  				if ( images.length > 0 ) output.images = images;
  
  			}
  
  			output.object = object;
  
  			return output;
  
  			// extract data from the cache hash
  			// remove metadata on each item
  			// and return as array
  			function extractFromCache( cache ) {
  
  				var values = [];
  				for ( var key in cache ) {
  
  					var data = cache[ key ];
  					delete data.metadata;
  					values.push( data );
  
  				}
  				return values;
  
  			}
  
  		},
  
  		clone: function ( recursive ) {
  
  			return new this.constructor().copy( this, recursive );
  
  		},
  
  		copy: function ( source, recursive ) {
  
  			if ( recursive === undefined ) recursive = true;
  
  			this.name = source.name;
  
  			this.up.copy( source.up );
  
  			this.position.copy( source.position );
  			this.quaternion.copy( source.quaternion );
  			this.scale.copy( source.scale );
  
  			this.matrix.copy( source.matrix );
  			this.matrixWorld.copy( source.matrixWorld );
  
  			this.matrixAutoUpdate = source.matrixAutoUpdate;
  			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  
  			this.layers.mask = source.layers.mask;
  			this.visible = source.visible;
  
  			this.castShadow = source.castShadow;
  			this.receiveShadow = source.receiveShadow;
  
  			this.frustumCulled = source.frustumCulled;
  			this.renderOrder = source.renderOrder;
  
  			this.userData = JSON.parse( JSON.stringify( source.userData ) );
  
  			if ( recursive === true ) {
  
  				for ( var i = 0; i < source.children.length; i ++ ) {
  
  					var child = source.children[ i ];
  					this.add( child.clone() );
  
  				}
  
  			}
  
  			return this;
  
  		}
  
  	};
  
  	Object.assign( Object3D.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author bhouston / http://clara.io
  	 */
  
  	function Line3( start, end ) {
  
  		this.start = ( start !== undefined ) ? start : new Vector3();
  		this.end = ( end !== undefined ) ? end : new Vector3();
  
  	}
  
  	Line3.prototype = {
  
  		constructor: Line3,
  
  		set: function ( start, end ) {
  
  			this.start.copy( start );
  			this.end.copy( end );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( line ) {
  
  			this.start.copy( line.start );
  			this.end.copy( line.end );
  
  			return this;
  
  		},
  
  		getCenter: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  
  		},
  
  		delta: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return result.subVectors( this.end, this.start );
  
  		},
  
  		distanceSq: function () {
  
  			return this.start.distanceToSquared( this.end );
  
  		},
  
  		distance: function () {
  
  			return this.start.distanceTo( this.end );
  
  		},
  
  		at: function ( t, optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  
  			return this.delta( result ).multiplyScalar( t ).add( this.start );
  
  		},
  
  		closestPointToPointParameter: function () {
  
  			var startP = new Vector3();
  			var startEnd = new Vector3();
  
  			return function closestPointToPointParameter( point, clampToLine ) {
  
  				startP.subVectors( point, this.start );
  				startEnd.subVectors( this.end, this.start );
  
  				var startEnd2 = startEnd.dot( startEnd );
  				var startEnd_startP = startEnd.dot( startP );
  
  				var t = startEnd_startP / startEnd2;
  
  				if ( clampToLine ) {
  
  					t = _Math.clamp( t, 0, 1 );
  
  				}
  
  				return t;
  
  			};
  
  		}(),
  
  		closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  
  			var t = this.closestPointToPointParameter( point, clampToLine );
  
  			var result = optionalTarget || new Vector3();
  
  			return this.delta( result ).multiplyScalar( t ).add( this.start );
  
  		},
  
  		applyMatrix4: function ( matrix ) {
  
  			this.start.applyMatrix4( matrix );
  			this.end.applyMatrix4( matrix );
  
  			return this;
  
  		},
  
  		equals: function ( line ) {
  
  			return line.start.equals( this.start ) && line.end.equals( this.end );
  
  		}
  
  	};
  
  	/**
  	 * @author bhouston / http://clara.io
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Triangle( a, b, c ) {
  
  		this.a = ( a !== undefined ) ? a : new Vector3();
  		this.b = ( b !== undefined ) ? b : new Vector3();
  		this.c = ( c !== undefined ) ? c : new Vector3();
  
  	}
  
  	Triangle.normal = function () {
  
  		var v0 = new Vector3();
  
  		return function normal( a, b, c, optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  
  			result.subVectors( c, b );
  			v0.subVectors( a, b );
  			result.cross( v0 );
  
  			var resultLengthSq = result.lengthSq();
  			if ( resultLengthSq > 0 ) {
  
  				return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  
  			}
  
  			return result.set( 0, 0, 0 );
  
  		};
  
  	}();
  
  	// static/instance method to calculate barycentric coordinates
  	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  	Triangle.barycoordFromPoint = function () {
  
  		var v0 = new Vector3();
  		var v1 = new Vector3();
  		var v2 = new Vector3();
  
  		return function barycoordFromPoint( point, a, b, c, optionalTarget ) {
  
  			v0.subVectors( c, a );
  			v1.subVectors( b, a );
  			v2.subVectors( point, a );
  
  			var dot00 = v0.dot( v0 );
  			var dot01 = v0.dot( v1 );
  			var dot02 = v0.dot( v2 );
  			var dot11 = v1.dot( v1 );
  			var dot12 = v1.dot( v2 );
  
  			var denom = ( dot00 * dot11 - dot01 * dot01 );
  
  			var result = optionalTarget || new Vector3();
  
  			// collinear or singular triangle
  			if ( denom === 0 ) {
  
  				// arbitrary location outside of triangle?
  				// not sure if this is the best idea, maybe should be returning undefined
  				return result.set( - 2, - 1, - 1 );
  
  			}
  
  			var invDenom = 1 / denom;
  			var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  			var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  
  			// barycentric coordinates must always sum to 1
  			return result.set( 1 - u - v, v, u );
  
  		};
  
  	}();
  
  	Triangle.containsPoint = function () {
  
  		var v1 = new Vector3();
  
  		return function containsPoint( point, a, b, c ) {
  
  			var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );
  
  			return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  
  		};
  
  	}();
  
  	Triangle.prototype = {
  
  		constructor: Triangle,
  
  		set: function ( a, b, c ) {
  
  			this.a.copy( a );
  			this.b.copy( b );
  			this.c.copy( c );
  
  			return this;
  
  		},
  
  		setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  
  			this.a.copy( points[ i0 ] );
  			this.b.copy( points[ i1 ] );
  			this.c.copy( points[ i2 ] );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( triangle ) {
  
  			this.a.copy( triangle.a );
  			this.b.copy( triangle.b );
  			this.c.copy( triangle.c );
  
  			return this;
  
  		},
  
  		area: function () {
  
  			var v0 = new Vector3();
  			var v1 = new Vector3();
  
  			return function area() {
  
  				v0.subVectors( this.c, this.b );
  				v1.subVectors( this.a, this.b );
  
  				return v0.cross( v1 ).length() * 0.5;
  
  			};
  
  		}(),
  
  		midpoint: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  			return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  
  		},
  
  		normal: function ( optionalTarget ) {
  
  			return Triangle.normal( this.a, this.b, this.c, optionalTarget );
  
  		},
  
  		plane: function ( optionalTarget ) {
  
  			var result = optionalTarget || new Plane();
  
  			return result.setFromCoplanarPoints( this.a, this.b, this.c );
  
  		},
  
  		barycoordFromPoint: function ( point, optionalTarget ) {
  
  			return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  
  		},
  
  		containsPoint: function ( point ) {
  
  			return Triangle.containsPoint( point, this.a, this.b, this.c );
  
  		},
  
  		closestPointToPoint: function () {
  
  			var plane, edgeList, projectedPoint, closestPoint;
  
  			return function closestPointToPoint( point, optionalTarget ) {
  
  				if ( plane === undefined ) {
  
  					plane = new Plane();
  					edgeList = [ new Line3(), new Line3(), new Line3() ];
  					projectedPoint = new Vector3();
  					closestPoint = new Vector3();
  
  				}
  
  				var result = optionalTarget || new Vector3();
  				var minDistance = Infinity;
  
  				// project the point onto the plane of the triangle
  
  				plane.setFromCoplanarPoints( this.a, this.b, this.c );
  				plane.projectPoint( point, projectedPoint );
  
  				// check if the projection lies within the triangle
  
  				if( this.containsPoint( projectedPoint ) === true ) {
  
  					// if so, this is the closest point
  
  					result.copy( projectedPoint );
  
  				} else {
  
  					// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices
  
  					edgeList[ 0 ].set( this.a, this.b );
  					edgeList[ 1 ].set( this.b, this.c );
  					edgeList[ 2 ].set( this.c, this.a );
  
  					for( var i = 0; i < edgeList.length; i ++ ) {
  
  						edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
  
  						var distance = projectedPoint.distanceToSquared( closestPoint );
  
  						if( distance < minDistance ) {
  
  							minDistance = distance;
  
  							result.copy( closestPoint );
  
  						}
  
  					}
  
  				}
  
  				return result;
  
  			};
  
  		}(),
  
  		equals: function ( triangle ) {
  
  			return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Face3( a, b, c, normal, color, materialIndex ) {
  
  		this.a = a;
  		this.b = b;
  		this.c = c;
  
  		this.normal = (normal && normal.isVector3) ? normal : new Vector3();
  		this.vertexNormals = Array.isArray( normal ) ? normal : [];
  
  		this.color = (color && color.isColor) ? color : new Color();
  		this.vertexColors = Array.isArray( color ) ? color : [];
  
  		this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  
  	}
  
  	Face3.prototype = {
  
  		constructor: Face3,
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			this.a = source.a;
  			this.b = source.b;
  			this.c = source.c;
  
  			this.normal.copy( source.normal );
  			this.color.copy( source.color );
  
  			this.materialIndex = source.materialIndex;
  
  			for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  
  				this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  
  			}
  
  			for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  
  				this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  
  			}
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  opacity: <float>,
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *  lightMap: new THREE.Texture( <Image> ),
  	 *  lightMapIntensity: <float>
  	 *
  	 *  aoMap: new THREE.Texture( <Image> ),
  	 *  aoMapIntensity: <float>
  	 *
  	 *  specularMap: new THREE.Texture( <Image> ),
  	 *
  	 *  alphaMap: new THREE.Texture( <Image> ),
  	 *
  	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  	 *  combine: THREE.Multiply,
  	 *  reflectivity: <float>,
  	 *  refractionRatio: <float>,
  	 *
  	 *  shading: THREE.SmoothShading,
  	 *  depthTest: <bool>,
  	 *  depthWrite: <bool>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>,
  	 *
  	 *  skinning: <bool>,
  	 *  morphTargets: <bool>
  	 * }
  	 */
  
  	function MeshBasicMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'MeshBasicMaterial';
  
  		this.color = new Color( 0xffffff ); // emissive
  
  		this.map = null;
  
  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;
  
  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;
  
  		this.specularMap = null;
  
  		this.alphaMap = null;
  
  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';
  
  		this.skinning = false;
  		this.morphTargets = false;
  
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshBasicMaterial.prototype = Object.create( Material.prototype );
  	MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  
  	MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  
  	MeshBasicMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  
  		this.map = source.map;
  
  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;
  
  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;
  
  		this.specularMap = source.specularMap;
  
  		this.alphaMap = source.alphaMap;
  
  		this.envMap = source.envMap;
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function BufferAttribute( array, itemSize, normalized ) {
  
  		if ( Array.isArray( array ) ) {
  
  			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  
  		}
  
  		this.uuid = _Math.generateUUID();
  
  		this.array = array;
  		this.itemSize = itemSize;
  		this.count = array !== undefined ? array.length / itemSize : 0;
  		this.normalized = normalized === true;
  
  		this.dynamic = false;
  		this.updateRange = { offset: 0, count: - 1 };
  
  		this.onUploadCallback = function () {};
  
  		this.version = 0;
  
  	}
  
  	BufferAttribute.prototype = {
  
  		constructor: BufferAttribute,
  
  		isBufferAttribute: true,
  
  		set needsUpdate( value ) {
  
  			if ( value === true ) this.version ++;
  
  		},
  
  		setArray: function ( array ) {
  
  			if ( Array.isArray( array ) ) {
  
  				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  
  			}
  
  			this.count = array !== undefined ? array.length / this.itemSize : 0;
  			this.array = array;
  
  		},
  
  		setDynamic: function ( value ) {
  
  			this.dynamic = value;
  
  			return this;
  
  		},
  
  		copy: function ( source ) {
  
  			this.array = new source.array.constructor( source.array );
  			this.itemSize = source.itemSize;
  			this.count = source.count;
  			this.normalized = source.normalized;
  
  			this.dynamic = source.dynamic;
  
  			return this;
  
  		},
  
  		copyAt: function ( index1, attribute, index2 ) {
  
  			index1 *= this.itemSize;
  			index2 *= attribute.itemSize;
  
  			for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  
  				this.array[ index1 + i ] = attribute.array[ index2 + i ];
  
  			}
  
  			return this;
  
  		},
  
  		copyArray: function ( array ) {
  
  			this.array.set( array );
  
  			return this;
  
  		},
  
  		copyColorsArray: function ( colors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = colors.length; i < l; i ++ ) {
  
  				var color = colors[ i ];
  
  				if ( color === undefined ) {
  
  					console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  					color = new Color();
  
  				}
  
  				array[ offset ++ ] = color.r;
  				array[ offset ++ ] = color.g;
  				array[ offset ++ ] = color.b;
  
  			}
  
  			return this;
  
  		},
  
  		copyIndicesArray: function ( indices ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = indices.length; i < l; i ++ ) {
  
  				var index = indices[ i ];
  
  				array[ offset ++ ] = index.a;
  				array[ offset ++ ] = index.b;
  				array[ offset ++ ] = index.c;
  
  			}
  
  			return this;
  
  		},
  
  		copyVector2sArray: function ( vectors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  				var vector = vectors[ i ];
  
  				if ( vector === undefined ) {
  
  					console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  					vector = new Vector2();
  
  				}
  
  				array[ offset ++ ] = vector.x;
  				array[ offset ++ ] = vector.y;
  
  			}
  
  			return this;
  
  		},
  
  		copyVector3sArray: function ( vectors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  				var vector = vectors[ i ];
  
  				if ( vector === undefined ) {
  
  					console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  					vector = new Vector3();
  
  				}
  
  				array[ offset ++ ] = vector.x;
  				array[ offset ++ ] = vector.y;
  				array[ offset ++ ] = vector.z;
  
  			}
  
  			return this;
  
  		},
  
  		copyVector4sArray: function ( vectors ) {
  
  			var array = this.array, offset = 0;
  
  			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  
  				var vector = vectors[ i ];
  
  				if ( vector === undefined ) {
  
  					console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  					vector = new Vector4();
  
  				}
  
  				array[ offset ++ ] = vector.x;
  				array[ offset ++ ] = vector.y;
  				array[ offset ++ ] = vector.z;
  				array[ offset ++ ] = vector.w;
  
  			}
  
  			return this;
  
  		},
  
  		set: function ( value, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.array.set( value, offset );
  
  			return this;
  
  		},
  
  		getX: function ( index ) {
  
  			return this.array[ index * this.itemSize ];
  
  		},
  
  		setX: function ( index, x ) {
  
  			this.array[ index * this.itemSize ] = x;
  
  			return this;
  
  		},
  
  		getY: function ( index ) {
  
  			return this.array[ index * this.itemSize + 1 ];
  
  		},
  
  		setY: function ( index, y ) {
  
  			this.array[ index * this.itemSize + 1 ] = y;
  
  			return this;
  
  		},
  
  		getZ: function ( index ) {
  
  			return this.array[ index * this.itemSize + 2 ];
  
  		},
  
  		setZ: function ( index, z ) {
  
  			this.array[ index * this.itemSize + 2 ] = z;
  
  			return this;
  
  		},
  
  		getW: function ( index ) {
  
  			return this.array[ index * this.itemSize + 3 ];
  
  		},
  
  		setW: function ( index, w ) {
  
  			this.array[ index * this.itemSize + 3 ] = w;
  
  			return this;
  
  		},
  
  		setXY: function ( index, x, y ) {
  
  			index *= this.itemSize;
  
  			this.array[ index + 0 ] = x;
  			this.array[ index + 1 ] = y;
  
  			return this;
  
  		},
  
  		setXYZ: function ( index, x, y, z ) {
  
  			index *= this.itemSize;
  
  			this.array[ index + 0 ] = x;
  			this.array[ index + 1 ] = y;
  			this.array[ index + 2 ] = z;
  
  			return this;
  
  		},
  
  		setXYZW: function ( index, x, y, z, w ) {
  
  			index *= this.itemSize;
  
  			this.array[ index + 0 ] = x;
  			this.array[ index + 1 ] = y;
  			this.array[ index + 2 ] = z;
  			this.array[ index + 3 ] = w;
  
  			return this;
  
  		},
  
  		onUpload: function ( callback ) {
  
  			this.onUploadCallback = callback;
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		}
  
  	};
  
  	//
  
  	function Int8BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Int8Array( array ), itemSize );
  
  	}
  
  	Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  
  
  	function Uint8BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Uint8Array( array ), itemSize );
  
  	}
  
  	Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  
  
  	function Uint8ClampedBufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize );
  
  	}
  
  	Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  
  
  	function Int16BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Int16Array( array ), itemSize );
  
  	}
  
  	Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  
  
  	function Uint16BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Uint16Array( array ), itemSize );
  
  	}
  
  	Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  
  
  	function Int32BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Int32Array( array ), itemSize );
  
  	}
  
  	Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  
  
  	function Uint32BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Uint32Array( array ), itemSize );
  
  	}
  
  	Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  
  
  	function Float32BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Float32Array( array ), itemSize );
  
  	}
  
  	Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  
  
  	function Float64BufferAttribute( array, itemSize ) {
  
  		BufferAttribute.call( this, new Float64Array( array ), itemSize );
  
  	}
  
  	Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function DirectGeometry() {
  
  		this.indices = [];
  		this.vertices = [];
  		this.normals = [];
  		this.colors = [];
  		this.uvs = [];
  		this.uvs2 = [];
  
  		this.groups = [];
  
  		this.morphTargets = {};
  
  		this.skinWeights = [];
  		this.skinIndices = [];
  
  		// this.lineDistances = [];
  
  		this.boundingBox = null;
  		this.boundingSphere = null;
  
  		// update flags
  
  		this.verticesNeedUpdate = false;
  		this.normalsNeedUpdate = false;
  		this.colorsNeedUpdate = false;
  		this.uvsNeedUpdate = false;
  		this.groupsNeedUpdate = false;
  
  	}
  
  	Object.assign( DirectGeometry.prototype, {
  
  		computeGroups: function ( geometry ) {
  
  			var group;
  			var groups = [];
  			var materialIndex = undefined;
  
  			var faces = geometry.faces;
  
  			for ( var i = 0; i < faces.length; i ++ ) {
  
  				var face = faces[ i ];
  
  				// materials
  
  				if ( face.materialIndex !== materialIndex ) {
  
  					materialIndex = face.materialIndex;
  
  					if ( group !== undefined ) {
  
  						group.count = ( i * 3 ) - group.start;
  						groups.push( group );
  
  					}
  
  					group = {
  						start: i * 3,
  						materialIndex: materialIndex
  					};
  
  				}
  
  			}
  
  			if ( group !== undefined ) {
  
  				group.count = ( i * 3 ) - group.start;
  				groups.push( group );
  
  			}
  
  			this.groups = groups;
  
  		},
  
  		fromGeometry: function ( geometry ) {
  
  			var faces = geometry.faces;
  			var vertices = geometry.vertices;
  			var faceVertexUvs = geometry.faceVertexUvs;
  
  			var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  			var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  
  			// morphs
  
  			var morphTargets = geometry.morphTargets;
  			var morphTargetsLength = morphTargets.length;
  
  			var morphTargetsPosition;
  
  			if ( morphTargetsLength > 0 ) {
  
  				morphTargetsPosition = [];
  
  				for ( var i = 0; i < morphTargetsLength; i ++ ) {
  
  					morphTargetsPosition[ i ] = [];
  
  				}
  
  				this.morphTargets.position = morphTargetsPosition;
  
  			}
  
  			var morphNormals = geometry.morphNormals;
  			var morphNormalsLength = morphNormals.length;
  
  			var morphTargetsNormal;
  
  			if ( morphNormalsLength > 0 ) {
  
  				morphTargetsNormal = [];
  
  				for ( var i = 0; i < morphNormalsLength; i ++ ) {
  
  					morphTargetsNormal[ i ] = [];
  
  				}
  
  				this.morphTargets.normal = morphTargetsNormal;
  
  			}
  
  			// skins
  
  			var skinIndices = geometry.skinIndices;
  			var skinWeights = geometry.skinWeights;
  
  			var hasSkinIndices = skinIndices.length === vertices.length;
  			var hasSkinWeights = skinWeights.length === vertices.length;
  
  			//
  
  			for ( var i = 0; i < faces.length; i ++ ) {
  
  				var face = faces[ i ];
  
  				this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  
  				var vertexNormals = face.vertexNormals;
  
  				if ( vertexNormals.length === 3 ) {
  
  					this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  
  				} else {
  
  					var normal = face.normal;
  
  					this.normals.push( normal, normal, normal );
  
  				}
  
  				var vertexColors = face.vertexColors;
  
  				if ( vertexColors.length === 3 ) {
  
  					this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  
  				} else {
  
  					var color = face.color;
  
  					this.colors.push( color, color, color );
  
  				}
  
  				if ( hasFaceVertexUv === true ) {
  
  					var vertexUvs = faceVertexUvs[ 0 ][ i ];
  
  					if ( vertexUvs !== undefined ) {
  
  						this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  
  					} else {
  
  						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  
  						this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  
  					}
  
  				}
  
  				if ( hasFaceVertexUv2 === true ) {
  
  					var vertexUvs = faceVertexUvs[ 1 ][ i ];
  
  					if ( vertexUvs !== undefined ) {
  
  						this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  
  					} else {
  
  						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  
  						this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  
  					}
  
  				}
  
  				// morphs
  
  				for ( var j = 0; j < morphTargetsLength; j ++ ) {
  
  					var morphTarget = morphTargets[ j ].vertices;
  
  					morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  
  				}
  
  				for ( var j = 0; j < morphNormalsLength; j ++ ) {
  
  					var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  
  					morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
  
  				}
  
  				// skins
  
  				if ( hasSkinIndices ) {
  
  					this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  
  				}
  
  				if ( hasSkinWeights ) {
  
  					this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  
  				}
  
  			}
  
  			this.computeGroups( geometry );
  
  			this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  			this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  			this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  			this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  			this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author kile / http://kile.stravaganza.org/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * @author bhouston / http://clara.io
  	 */
  
  	var count = 0;
  	function GeometryIdCount() { return count++; }
  
  	function Geometry() {
  
  		Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'Geometry';
  
  		this.vertices = [];
  		this.colors = [];
  		this.faces = [];
  		this.faceVertexUvs = [[]];
  
  		this.morphTargets = [];
  		this.morphNormals = [];
  
  		this.skinWeights = [];
  		this.skinIndices = [];
  
  		this.lineDistances = [];
  
  		this.boundingBox = null;
  		this.boundingSphere = null;
  
  		// update flags
  
  		this.elementsNeedUpdate = false;
  		this.verticesNeedUpdate = false;
  		this.uvsNeedUpdate = false;
  		this.normalsNeedUpdate = false;
  		this.colorsNeedUpdate = false;
  		this.lineDistancesNeedUpdate = false;
  		this.groupsNeedUpdate = false;
  
  	}
  
  	Geometry.prototype = {
  
  		constructor: Geometry,
  
  		isGeometry: true,
  
  		applyMatrix: function ( matrix ) {
  
  			var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  
  			for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  
  				var vertex = this.vertices[ i ];
  				vertex.applyMatrix4( matrix );
  
  			}
  
  			for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  
  				var face = this.faces[ i ];
  				face.normal.applyMatrix3( normalMatrix ).normalize();
  
  				for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  
  					face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  
  				}
  
  			}
  
  			if ( this.boundingBox !== null ) {
  
  				this.computeBoundingBox();
  
  			}
  
  			if ( this.boundingSphere !== null ) {
  
  				this.computeBoundingSphere();
  
  			}
  
  			this.verticesNeedUpdate = true;
  			this.normalsNeedUpdate = true;
  
  			return this;
  
  		},
  
  		rotateX: function () {
  
  			// rotate geometry around world x-axis
  
  			var m1;
  
  			return function rotateX( angle ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeRotationX( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateY: function () {
  
  			// rotate geometry around world y-axis
  
  			var m1;
  
  			return function rotateY( angle ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeRotationY( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateZ: function () {
  
  			// rotate geometry around world z-axis
  
  			var m1;
  
  			return function rotateZ( angle ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeRotationZ( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		translate: function () {
  
  			// translate geometry
  
  			var m1;
  
  			return function translate( x, y, z ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeTranslation( x, y, z );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		scale: function () {
  
  			// scale geometry
  
  			var m1;
  
  			return function scale( x, y, z ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeScale( x, y, z );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		lookAt: function () {
  
  			var obj;
  
  			return function lookAt( vector ) {
  
  				if ( obj === undefined ) obj = new Object3D();
  
  				obj.lookAt( vector );
  
  				obj.updateMatrix();
  
  				this.applyMatrix( obj.matrix );
  
  			};
  
  		}(),
  
  		fromBufferGeometry: function ( geometry ) {
  
  			var scope = this;
  
  			var indices = geometry.index !== null ? geometry.index.array : undefined;
  			var attributes = geometry.attributes;
  
  			var positions = attributes.position.array;
  			var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  			var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  			var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  			var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  
  			if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  
  			var tempNormals = [];
  			var tempUVs = [];
  			var tempUVs2 = [];
  
  			for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  
  				scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
  
  				if ( normals !== undefined ) {
  
  					tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  
  				}
  
  				if ( colors !== undefined ) {
  
  					scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  
  				}
  
  				if ( uvs !== undefined ) {
  
  					tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  
  				}
  
  				if ( uvs2 !== undefined ) {
  
  					tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
  
  				}
  
  			}
  
  			function addFace( a, b, c, materialIndex ) {
  
  				var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  				var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  
  				var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  
  				scope.faces.push( face );
  
  				if ( uvs !== undefined ) {
  
  					scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
  
  				}
  
  				if ( uvs2 !== undefined ) {
  
  					scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
  
  				}
  
  			}
  
  			if ( indices !== undefined ) {
  
  				var groups = geometry.groups;
  
  				if ( groups.length > 0 ) {
  
  					for ( var i = 0; i < groups.length; i ++ ) {
  
  						var group = groups[ i ];
  
  						var start = group.start;
  						var count = group.count;
  
  						for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  
  							addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  
  						}
  
  					}
  
  				} else {
  
  					for ( var i = 0; i < indices.length; i += 3 ) {
  
  						addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  
  					}
  
  				}
  
  			} else {
  
  				for ( var i = 0; i < positions.length / 3; i += 3 ) {
  
  					addFace( i, i + 1, i + 2 );
  
  				}
  
  			}
  
  			this.computeFaceNormals();
  
  			if ( geometry.boundingBox !== null ) {
  
  				this.boundingBox = geometry.boundingBox.clone();
  
  			}
  
  			if ( geometry.boundingSphere !== null ) {
  
  				this.boundingSphere = geometry.boundingSphere.clone();
  
  			}
  
  			return this;
  
  		},
  
  		center: function () {
  
  			this.computeBoundingBox();
  
  			var offset = this.boundingBox.getCenter().negate();
  
  			this.translate( offset.x, offset.y, offset.z );
  
  			return offset;
  
  		},
  
  		normalize: function () {
  
  			this.computeBoundingSphere();
  
  			var center = this.boundingSphere.center;
  			var radius = this.boundingSphere.radius;
  
  			var s = radius === 0 ? 1 : 1.0 / radius;
  
  			var matrix = new Matrix4();
  			matrix.set(
  				s, 0, 0, - s * center.x,
  				0, s, 0, - s * center.y,
  				0, 0, s, - s * center.z,
  				0, 0, 0, 1
  			);
  
  			this.applyMatrix( matrix );
  
  			return this;
  
  		},
  
  		computeFaceNormals: function () {
  
  			var cb = new Vector3(), ab = new Vector3();
  
  			for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				var face = this.faces[ f ];
  
  				var vA = this.vertices[ face.a ];
  				var vB = this.vertices[ face.b ];
  				var vC = this.vertices[ face.c ];
  
  				cb.subVectors( vC, vB );
  				ab.subVectors( vA, vB );
  				cb.cross( ab );
  
  				cb.normalize();
  
  				face.normal.copy( cb );
  
  			}
  
  		},
  
  		computeVertexNormals: function ( areaWeighted ) {
  
  			if ( areaWeighted === undefined ) areaWeighted = true;
  
  			var v, vl, f, fl, face, vertices;
  
  			vertices = new Array( this.vertices.length );
  
  			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  
  				vertices[ v ] = new Vector3();
  
  			}
  
  			if ( areaWeighted ) {
  
  				// vertex normals weighted by triangle areas
  				// http://www.iquilezles.org/www/articles/normals/normals.htm
  
  				var vA, vB, vC;
  				var cb = new Vector3(), ab = new Vector3();
  
  				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  					face = this.faces[ f ];
  
  					vA = this.vertices[ face.a ];
  					vB = this.vertices[ face.b ];
  					vC = this.vertices[ face.c ];
  
  					cb.subVectors( vC, vB );
  					ab.subVectors( vA, vB );
  					cb.cross( ab );
  
  					vertices[ face.a ].add( cb );
  					vertices[ face.b ].add( cb );
  					vertices[ face.c ].add( cb );
  
  				}
  
  			} else {
  
  				this.computeFaceNormals();
  
  				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  					face = this.faces[ f ];
  
  					vertices[ face.a ].add( face.normal );
  					vertices[ face.b ].add( face.normal );
  					vertices[ face.c ].add( face.normal );
  
  				}
  
  			}
  
  			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  
  				vertices[ v ].normalize();
  
  			}
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				var vertexNormals = face.vertexNormals;
  
  				if ( vertexNormals.length === 3 ) {
  
  					vertexNormals[ 0 ].copy( vertices[ face.a ] );
  					vertexNormals[ 1 ].copy( vertices[ face.b ] );
  					vertexNormals[ 2 ].copy( vertices[ face.c ] );
  
  				} else {
  
  					vertexNormals[ 0 ] = vertices[ face.a ].clone();
  					vertexNormals[ 1 ] = vertices[ face.b ].clone();
  					vertexNormals[ 2 ] = vertices[ face.c ].clone();
  
  				}
  
  			}
  
  			if ( this.faces.length > 0 ) {
  
  				this.normalsNeedUpdate = true;
  
  			}
  
  		},
  
  		computeFlatVertexNormals: function () {
  
  			var f, fl, face;
  
  			this.computeFaceNormals();
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				var vertexNormals = face.vertexNormals;
  
  				if ( vertexNormals.length === 3 ) {
  
  					vertexNormals[ 0 ].copy( face.normal );
  					vertexNormals[ 1 ].copy( face.normal );
  					vertexNormals[ 2 ].copy( face.normal );
  
  				} else {
  
  					vertexNormals[ 0 ] = face.normal.clone();
  					vertexNormals[ 1 ] = face.normal.clone();
  					vertexNormals[ 2 ] = face.normal.clone();
  
  				}
  
  			}
  
  			if ( this.faces.length > 0 ) {
  
  				this.normalsNeedUpdate = true;
  
  			}
  
  		},
  
  		computeMorphNormals: function () {
  
  			var i, il, f, fl, face;
  
  			// save original normals
  			// - create temp variables on first access
  			//   otherwise just copy (for faster repeated calls)
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				if ( ! face.__originalFaceNormal ) {
  
  					face.__originalFaceNormal = face.normal.clone();
  
  				} else {
  
  					face.__originalFaceNormal.copy( face.normal );
  
  				}
  
  				if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  
  				for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  
  					if ( ! face.__originalVertexNormals[ i ] ) {
  
  						face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  
  					} else {
  
  						face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  
  					}
  
  				}
  
  			}
  
  			// use temp geometry to compute face and vertex normals for each morph
  
  			var tmpGeo = new Geometry();
  			tmpGeo.faces = this.faces;
  
  			for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  
  				// create on first access
  
  				if ( ! this.morphNormals[ i ] ) {
  
  					this.morphNormals[ i ] = {};
  					this.morphNormals[ i ].faceNormals = [];
  					this.morphNormals[ i ].vertexNormals = [];
  
  					var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  					var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  
  					var faceNormal, vertexNormals;
  
  					for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  						faceNormal = new Vector3();
  						vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  
  						dstNormalsFace.push( faceNormal );
  						dstNormalsVertex.push( vertexNormals );
  
  					}
  
  				}
  
  				var morphNormals = this.morphNormals[ i ];
  
  				// set vertices to morph target
  
  				tmpGeo.vertices = this.morphTargets[ i ].vertices;
  
  				// compute morph normals
  
  				tmpGeo.computeFaceNormals();
  				tmpGeo.computeVertexNormals();
  
  				// store morph normals
  
  				var faceNormal, vertexNormals;
  
  				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  					face = this.faces[ f ];
  
  					faceNormal = morphNormals.faceNormals[ f ];
  					vertexNormals = morphNormals.vertexNormals[ f ];
  
  					faceNormal.copy( face.normal );
  
  					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  
  				}
  
  			}
  
  			// restore original normals
  
  			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  
  				face = this.faces[ f ];
  
  				face.normal = face.__originalFaceNormal;
  				face.vertexNormals = face.__originalVertexNormals;
  
  			}
  
  		},
  
  		computeLineDistances: function () {
  
  			var d = 0;
  			var vertices = this.vertices;
  
  			for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  
  				if ( i > 0 ) {
  
  					d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  
  				}
  
  				this.lineDistances[ i ] = d;
  
  			}
  
  		},
  
  		computeBoundingBox: function () {
  
  			if ( this.boundingBox === null ) {
  
  				this.boundingBox = new Box3();
  
  			}
  
  			this.boundingBox.setFromPoints( this.vertices );
  
  		},
  
  		computeBoundingSphere: function () {
  
  			if ( this.boundingSphere === null ) {
  
  				this.boundingSphere = new Sphere();
  
  			}
  
  			this.boundingSphere.setFromPoints( this.vertices );
  
  		},
  
  		merge: function ( geometry, matrix, materialIndexOffset ) {
  
  			if ( ( geometry && geometry.isGeometry ) === false ) {
  
  				console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  				return;
  
  			}
  
  			var normalMatrix,
  			vertexOffset = this.vertices.length,
  			vertices1 = this.vertices,
  			vertices2 = geometry.vertices,
  			faces1 = this.faces,
  			faces2 = geometry.faces,
  			uvs1 = this.faceVertexUvs[ 0 ],
  			uvs2 = geometry.faceVertexUvs[ 0 ],
  			colors1 = this.colors,
  			colors2 = geometry.colors;
  
  			if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  
  			if ( matrix !== undefined ) {
  
  				normalMatrix = new Matrix3().getNormalMatrix( matrix );
  
  			}
  
  			// vertices
  
  			for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  
  				var vertex = vertices2[ i ];
  
  				var vertexCopy = vertex.clone();
  
  				if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  
  				vertices1.push( vertexCopy );
  
  			}
  
  			// colors
  
  			for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  
  				colors1.push( colors2[ i ].clone() );
  
  			}
  
  			// faces
  
  			for ( i = 0, il = faces2.length; i < il; i ++ ) {
  
  				var face = faces2[ i ], faceCopy, normal, color,
  				faceVertexNormals = face.vertexNormals,
  				faceVertexColors = face.vertexColors;
  
  				faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  				faceCopy.normal.copy( face.normal );
  
  				if ( normalMatrix !== undefined ) {
  
  					faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  
  				}
  
  				for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  
  					normal = faceVertexNormals[ j ].clone();
  
  					if ( normalMatrix !== undefined ) {
  
  						normal.applyMatrix3( normalMatrix ).normalize();
  
  					}
  
  					faceCopy.vertexNormals.push( normal );
  
  				}
  
  				faceCopy.color.copy( face.color );
  
  				for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  
  					color = faceVertexColors[ j ];
  					faceCopy.vertexColors.push( color.clone() );
  
  				}
  
  				faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  
  				faces1.push( faceCopy );
  
  			}
  
  			// uvs
  
  			for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  
  				var uv = uvs2[ i ], uvCopy = [];
  
  				if ( uv === undefined ) {
  
  					continue;
  
  				}
  
  				for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  
  					uvCopy.push( uv[ j ].clone() );
  
  				}
  
  				uvs1.push( uvCopy );
  
  			}
  
  		},
  
  		mergeMesh: function ( mesh ) {
  
  			if ( ( mesh && mesh.isMesh ) === false ) {
  
  				console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  				return;
  
  			}
  
  			mesh.matrixAutoUpdate && mesh.updateMatrix();
  
  			this.merge( mesh.geometry, mesh.matrix );
  
  		},
  
  		/*
  		 * Checks for duplicate vertices with hashmap.
  		 * Duplicated vertices are removed
  		 * and faces' vertices are updated.
  		 */
  
  		mergeVertices: function () {
  
  			var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  			var unique = [], changes = [];
  
  			var v, key;
  			var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  			var precision = Math.pow( 10, precisionPoints );
  			var i, il, face;
  			var indices, j, jl;
  
  			for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  
  				v = this.vertices[ i ];
  				key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  
  				if ( verticesMap[ key ] === undefined ) {
  
  					verticesMap[ key ] = i;
  					unique.push( this.vertices[ i ] );
  					changes[ i ] = unique.length - 1;
  
  				} else {
  
  					//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  					changes[ i ] = changes[ verticesMap[ key ] ];
  
  				}
  
  			}
  
  
  			// if faces are completely degenerate after merging vertices, we
  			// have to remove them from the geometry.
  			var faceIndicesToRemove = [];
  
  			for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  
  				face = this.faces[ i ];
  
  				face.a = changes[ face.a ];
  				face.b = changes[ face.b ];
  				face.c = changes[ face.c ];
  
  				indices = [ face.a, face.b, face.c ];
  
  				// if any duplicate vertices are found in a Face3
  				// we have to remove the face as nothing can be saved
  				for ( var n = 0; n < 3; n ++ ) {
  
  					if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  
  						faceIndicesToRemove.push( i );
  						break;
  
  					}
  
  				}
  
  			}
  
  			for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  
  				var idx = faceIndicesToRemove[ i ];
  
  				this.faces.splice( idx, 1 );
  
  				for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  
  					this.faceVertexUvs[ j ].splice( idx, 1 );
  
  				}
  
  			}
  
  			// Use unique set of vertices
  
  			var diff = this.vertices.length - unique.length;
  			this.vertices = unique;
  			return diff;
  
  		},
  
  		sortFacesByMaterialIndex: function () {
  
  			var faces = this.faces;
  			var length = faces.length;
  
  			// tag faces
  
  			for ( var i = 0; i < length; i ++ ) {
  
  				faces[ i ]._id = i;
  
  			}
  
  			// sort faces
  
  			function materialIndexSort( a, b ) {
  
  				return a.materialIndex - b.materialIndex;
  
  			}
  
  			faces.sort( materialIndexSort );
  
  			// sort uvs
  
  			var uvs1 = this.faceVertexUvs[ 0 ];
  			var uvs2 = this.faceVertexUvs[ 1 ];
  
  			var newUvs1, newUvs2;
  
  			if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  			if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  
  			for ( var i = 0; i < length; i ++ ) {
  
  				var id = faces[ i ]._id;
  
  				if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  				if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  
  			}
  
  			if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  			if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  
  		},
  
  		toJSON: function () {
  
  			var data = {
  				metadata: {
  					version: 4.4,
  					type: 'Geometry',
  					generator: 'Geometry.toJSON'
  				}
  			};
  
  			// standard Geometry serialization
  
  			data.uuid = this.uuid;
  			data.type = this.type;
  			if ( this.name !== '' ) data.name = this.name;
  
  			if ( this.parameters !== undefined ) {
  
  				var parameters = this.parameters;
  
  				for ( var key in parameters ) {
  
  					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  
  				}
  
  				return data;
  
  			}
  
  			var vertices = [];
  
  			for ( var i = 0; i < this.vertices.length; i ++ ) {
  
  				var vertex = this.vertices[ i ];
  				vertices.push( vertex.x, vertex.y, vertex.z );
  
  			}
  
  			var faces = [];
  			var normals = [];
  			var normalsHash = {};
  			var colors = [];
  			var colorsHash = {};
  			var uvs = [];
  			var uvsHash = {};
  
  			for ( var i = 0; i < this.faces.length; i ++ ) {
  
  				var face = this.faces[ i ];
  
  				var hasMaterial = true;
  				var hasFaceUv = false; // deprecated
  				var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  				var hasFaceNormal = face.normal.length() > 0;
  				var hasFaceVertexNormal = face.vertexNormals.length > 0;
  				var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  				var hasFaceVertexColor = face.vertexColors.length > 0;
  
  				var faceType = 0;
  
  				faceType = setBit( faceType, 0, 0 ); // isQuad
  				faceType = setBit( faceType, 1, hasMaterial );
  				faceType = setBit( faceType, 2, hasFaceUv );
  				faceType = setBit( faceType, 3, hasFaceVertexUv );
  				faceType = setBit( faceType, 4, hasFaceNormal );
  				faceType = setBit( faceType, 5, hasFaceVertexNormal );
  				faceType = setBit( faceType, 6, hasFaceColor );
  				faceType = setBit( faceType, 7, hasFaceVertexColor );
  
  				faces.push( faceType );
  				faces.push( face.a, face.b, face.c );
  				faces.push( face.materialIndex );
  
  				if ( hasFaceVertexUv ) {
  
  					var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  
  					faces.push(
  						getUvIndex( faceVertexUvs[ 0 ] ),
  						getUvIndex( faceVertexUvs[ 1 ] ),
  						getUvIndex( faceVertexUvs[ 2 ] )
  					);
  
  				}
  
  				if ( hasFaceNormal ) {
  
  					faces.push( getNormalIndex( face.normal ) );
  
  				}
  
  				if ( hasFaceVertexNormal ) {
  
  					var vertexNormals = face.vertexNormals;
  
  					faces.push(
  						getNormalIndex( vertexNormals[ 0 ] ),
  						getNormalIndex( vertexNormals[ 1 ] ),
  						getNormalIndex( vertexNormals[ 2 ] )
  					);
  
  				}
  
  				if ( hasFaceColor ) {
  
  					faces.push( getColorIndex( face.color ) );
  
  				}
  
  				if ( hasFaceVertexColor ) {
  
  					var vertexColors = face.vertexColors;
  
  					faces.push(
  						getColorIndex( vertexColors[ 0 ] ),
  						getColorIndex( vertexColors[ 1 ] ),
  						getColorIndex( vertexColors[ 2 ] )
  					);
  
  				}
  
  			}
  
  			function setBit( value, position, enabled ) {
  
  				return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  
  			}
  
  			function getNormalIndex( normal ) {
  
  				var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  
  				if ( normalsHash[ hash ] !== undefined ) {
  
  					return normalsHash[ hash ];
  
  				}
  
  				normalsHash[ hash ] = normals.length / 3;
  				normals.push( normal.x, normal.y, normal.z );
  
  				return normalsHash[ hash ];
  
  			}
  
  			function getColorIndex( color ) {
  
  				var hash = color.r.toString() + color.g.toString() + color.b.toString();
  
  				if ( colorsHash[ hash ] !== undefined ) {
  
  					return colorsHash[ hash ];
  
  				}
  
  				colorsHash[ hash ] = colors.length;
  				colors.push( color.getHex() );
  
  				return colorsHash[ hash ];
  
  			}
  
  			function getUvIndex( uv ) {
  
  				var hash = uv.x.toString() + uv.y.toString();
  
  				if ( uvsHash[ hash ] !== undefined ) {
  
  					return uvsHash[ hash ];
  
  				}
  
  				uvsHash[ hash ] = uvs.length / 2;
  				uvs.push( uv.x, uv.y );
  
  				return uvsHash[ hash ];
  
  			}
  
  			data.data = {};
  
  			data.data.vertices = vertices;
  			data.data.normals = normals;
  			if ( colors.length > 0 ) data.data.colors = colors;
  			if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  			data.data.faces = faces;
  
  			return data;
  
  		},
  
  		clone: function () {
  
  			/*
  			// Handle primitives
  
  			var parameters = this.parameters;
  
  			if ( parameters !== undefined ) {
  
  				var values = [];
  
  				for ( var key in parameters ) {
  
  					values.push( parameters[ key ] );
  
  				}
  
  				var geometry = Object.create( this.constructor.prototype );
  				this.constructor.apply( geometry, values );
  				return geometry;
  
  			}
  
  			return new this.constructor().copy( this );
  			*/
  
  			return new Geometry().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			this.vertices = [];
  			this.faces = [];
  			this.faceVertexUvs = [ [] ];
  			this.colors = [];
  
  			var vertices = source.vertices;
  
  			for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  
  				this.vertices.push( vertices[ i ].clone() );
  
  			}
  
  			var colors = source.colors;
  
  			for ( var i = 0, il = colors.length; i < il; i ++ ) {
  
  				this.colors.push( colors[ i ].clone() );
  
  			}
  
  			var faces = source.faces;
  
  			for ( var i = 0, il = faces.length; i < il; i ++ ) {
  
  				this.faces.push( faces[ i ].clone() );
  
  			}
  
  			for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  
  				var faceVertexUvs = source.faceVertexUvs[ i ];
  
  				if ( this.faceVertexUvs[ i ] === undefined ) {
  
  					this.faceVertexUvs[ i ] = [];
  
  				}
  
  				for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  
  					var uvs = faceVertexUvs[ j ], uvsCopy = [];
  
  					for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  
  						var uv = uvs[ k ];
  
  						uvsCopy.push( uv.clone() );
  
  					}
  
  					this.faceVertexUvs[ i ].push( uvsCopy );
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		}
  
  	};
  
  	Object.assign( Geometry.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function BufferGeometry() {
  
  		Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
  
  		this.uuid = _Math.generateUUID();
  
  		this.name = '';
  		this.type = 'BufferGeometry';
  
  		this.index = null;
  		this.attributes = {};
  
  		this.morphAttributes = {};
  
  		this.groups = [];
  
  		this.boundingBox = null;
  		this.boundingSphere = null;
  
  		this.drawRange = { start: 0, count: Infinity };
  
  	}
  
  	BufferGeometry.prototype = {
  
  		constructor: BufferGeometry,
  
  		isBufferGeometry: true,
  
  		getIndex: function () {
  
  			return this.index;
  
  		},
  
  		setIndex: function ( index ) {
  
  			this.index = index;
  
  		},
  
  		addAttribute: function ( name, attribute ) {
  
  			if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) {
  
  				console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  
  				this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  
  				return;
  
  			}
  
  			if ( name === 'index' ) {
  
  				console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  				this.setIndex( attribute );
  
  				return;
  
  			}
  
  			this.attributes[ name ] = attribute;
  
  			return this;
  
  		},
  
  		getAttribute: function ( name ) {
  
  			return this.attributes[ name ];
  
  		},
  
  		removeAttribute: function ( name ) {
  
  			delete this.attributes[ name ];
  
  			return this;
  
  		},
  
  		addGroup: function ( start, count, materialIndex ) {
  
  			this.groups.push( {
  
  				start: start,
  				count: count,
  				materialIndex: materialIndex !== undefined ? materialIndex : 0
  
  			} );
  
  		},
  
  		clearGroups: function () {
  
  			this.groups = [];
  
  		},
  
  		setDrawRange: function ( start, count ) {
  
  			this.drawRange.start = start;
  			this.drawRange.count = count;
  
  		},
  
  		applyMatrix: function ( matrix ) {
  
  			var position = this.attributes.position;
  
  			if ( position !== undefined ) {
  
  				matrix.applyToBufferAttribute( position );
  				position.needsUpdate = true;
  
  			}
  
  			var normal = this.attributes.normal;
  
  			if ( normal !== undefined ) {
  
  				var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  
  				normalMatrix.applyToBufferAttribute( normal );
  				normal.needsUpdate = true;
  
  			}
  
  			if ( this.boundingBox !== null ) {
  
  				this.computeBoundingBox();
  
  			}
  
  			if ( this.boundingSphere !== null ) {
  
  				this.computeBoundingSphere();
  
  			}
  
  			return this;
  
  		},
  
  		rotateX: function () {
  
  			// rotate geometry around world x-axis
  
  			var m1;
  
  			return function rotateX( angle ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeRotationX( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateY: function () {
  
  			// rotate geometry around world y-axis
  
  			var m1;
  
  			return function rotateY( angle ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeRotationY( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		rotateZ: function () {
  
  			// rotate geometry around world z-axis
  
  			var m1;
  
  			return function rotateZ( angle ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeRotationZ( angle );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		translate: function () {
  
  			// translate geometry
  
  			var m1;
  
  			return function translate( x, y, z ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeTranslation( x, y, z );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		scale: function () {
  
  			// scale geometry
  
  			var m1;
  
  			return function scale( x, y, z ) {
  
  				if ( m1 === undefined ) m1 = new Matrix4();
  
  				m1.makeScale( x, y, z );
  
  				this.applyMatrix( m1 );
  
  				return this;
  
  			};
  
  		}(),
  
  		lookAt: function () {
  
  			var obj;
  
  			return function lookAt( vector ) {
  
  				if ( obj === undefined ) obj = new Object3D();
  
  				obj.lookAt( vector );
  
  				obj.updateMatrix();
  
  				this.applyMatrix( obj.matrix );
  
  			};
  
  		}(),
  
  		center: function () {
  
  			this.computeBoundingBox();
  
  			var offset = this.boundingBox.getCenter().negate();
  
  			this.translate( offset.x, offset.y, offset.z );
  
  			return offset;
  
  		},
  
  		setFromObject: function ( object ) {
  
  			// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  
  			var geometry = object.geometry;
  
  			if ( object.isPoints || object.isLine ) {
  
  				var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  				var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  
  				this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  				this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  
  				if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  
  					var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  
  					this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  
  				}
  
  				if ( geometry.boundingSphere !== null ) {
  
  					this.boundingSphere = geometry.boundingSphere.clone();
  
  				}
  
  				if ( geometry.boundingBox !== null ) {
  
  					this.boundingBox = geometry.boundingBox.clone();
  
  				}
  
  			} else if ( object.isMesh ) {
  
  				if ( geometry && geometry.isGeometry ) {
  
  					this.fromGeometry( geometry );
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		updateFromObject: function ( object ) {
  
  			var geometry = object.geometry;
  
  			if ( object.isMesh ) {
  
  				var direct = geometry.__directGeometry;
  
  				if ( geometry.elementsNeedUpdate === true ) {
  
  					direct = undefined;
  					geometry.elementsNeedUpdate = false;
  
  				}
  
  				if ( direct === undefined ) {
  
  					return this.fromGeometry( geometry );
  
  				}
  
  				direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  				direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  				direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  				direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  				direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  
  				geometry.verticesNeedUpdate = false;
  				geometry.normalsNeedUpdate = false;
  				geometry.colorsNeedUpdate = false;
  				geometry.uvsNeedUpdate = false;
  				geometry.groupsNeedUpdate = false;
  
  				geometry = direct;
  
  			}
  
  			var attribute;
  
  			if ( geometry.verticesNeedUpdate === true ) {
  
  				attribute = this.attributes.position;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyVector3sArray( geometry.vertices );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.verticesNeedUpdate = false;
  
  			}
  
  			if ( geometry.normalsNeedUpdate === true ) {
  
  				attribute = this.attributes.normal;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyVector3sArray( geometry.normals );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.normalsNeedUpdate = false;
  
  			}
  
  			if ( geometry.colorsNeedUpdate === true ) {
  
  				attribute = this.attributes.color;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyColorsArray( geometry.colors );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.colorsNeedUpdate = false;
  
  			}
  
  			if ( geometry.uvsNeedUpdate ) {
  
  				attribute = this.attributes.uv;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyVector2sArray( geometry.uvs );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.uvsNeedUpdate = false;
  
  			}
  
  			if ( geometry.lineDistancesNeedUpdate ) {
  
  				attribute = this.attributes.lineDistance;
  
  				if ( attribute !== undefined ) {
  
  					attribute.copyArray( geometry.lineDistances );
  					attribute.needsUpdate = true;
  
  				}
  
  				geometry.lineDistancesNeedUpdate = false;
  
  			}
  
  			if ( geometry.groupsNeedUpdate ) {
  
  				geometry.computeGroups( object.geometry );
  				this.groups = geometry.groups;
  
  				geometry.groupsNeedUpdate = false;
  
  			}
  
  			return this;
  
  		},
  
  		fromGeometry: function ( geometry ) {
  
  			geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  
  			return this.fromDirectGeometry( geometry.__directGeometry );
  
  		},
  
  		fromDirectGeometry: function ( geometry ) {
  
  			var positions = new Float32Array( geometry.vertices.length * 3 );
  			this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  
  			if ( geometry.normals.length > 0 ) {
  
  				var normals = new Float32Array( geometry.normals.length * 3 );
  				this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  
  			}
  
  			if ( geometry.colors.length > 0 ) {
  
  				var colors = new Float32Array( geometry.colors.length * 3 );
  				this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  
  			}
  
  			if ( geometry.uvs.length > 0 ) {
  
  				var uvs = new Float32Array( geometry.uvs.length * 2 );
  				this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  
  			}
  
  			if ( geometry.uvs2.length > 0 ) {
  
  				var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  				this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  
  			}
  
  			if ( geometry.indices.length > 0 ) {
  
  				var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array;
  				var indices = new TypeArray( geometry.indices.length * 3 );
  				this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
  
  			}
  
  			// groups
  
  			this.groups = geometry.groups;
  
  			// morphs
  
  			for ( var name in geometry.morphTargets ) {
  
  				var array = [];
  				var morphTargets = geometry.morphTargets[ name ];
  
  				for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  
  					var morphTarget = morphTargets[ i ];
  
  					var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );
  
  					array.push( attribute.copyVector3sArray( morphTarget ) );
  
  				}
  
  				this.morphAttributes[ name ] = array;
  
  			}
  
  			// skinning
  
  			if ( geometry.skinIndices.length > 0 ) {
  
  				var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  				this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  
  			}
  
  			if ( geometry.skinWeights.length > 0 ) {
  
  				var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  				this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  
  			}
  
  			//
  
  			if ( geometry.boundingSphere !== null ) {
  
  				this.boundingSphere = geometry.boundingSphere.clone();
  
  			}
  
  			if ( geometry.boundingBox !== null ) {
  
  				this.boundingBox = geometry.boundingBox.clone();
  
  			}
  
  			return this;
  
  		},
  
  		computeBoundingBox: function () {
  
  			if ( this.boundingBox === null ) {
  
  				this.boundingBox = new Box3();
  
  			}
  
  			var position = this.attributes.position;
  
  			if ( position !== undefined ) {
  
  				this.boundingBox.setFromBufferAttribute( position );
  
  			} else {
  
  				this.boundingBox.makeEmpty();
  
  			}
  
  			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  
  				console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  
  			}
  
  		},
  
  		computeBoundingSphere: function () {
  
  			var box = new Box3();
  			var vector = new Vector3();
  
  			return function computeBoundingSphere() {
  
  				if ( this.boundingSphere === null ) {
  
  					this.boundingSphere = new Sphere();
  
  				}
  
  				var position = this.attributes.position;
  
  				if ( position ) {
  
  					var center = this.boundingSphere.center;
  
  					box.setFromBufferAttribute( position );
  					box.getCenter( center );
  
  					// hoping to find a boundingSphere with a radius smaller than the
  					// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  
  					var maxRadiusSq = 0;
  
  					for ( var i = 0, il = position.count; i < il; i ++ ) {
  
  						vector.x = position.getX( i );
  						vector.y = position.getY( i );
  						vector.z = position.getZ( i );
  						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  
  					}
  
  					this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  
  					if ( isNaN( this.boundingSphere.radius ) ) {
  
  						console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  
  					}
  
  				}
  
  			};
  
  		}(),
  
  		computeFaceNormals: function () {
  
  			// backwards compatibility
  
  		},
  
  		computeVertexNormals: function () {
  
  			var index = this.index;
  			var attributes = this.attributes;
  			var groups = this.groups;
  
  			if ( attributes.position ) {
  
  				var positions = attributes.position.array;
  
  				if ( attributes.normal === undefined ) {
  
  					this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  
  				} else {
  
  					// reset existing normals to zero
  
  					var array = attributes.normal.array;
  
  					for ( var i = 0, il = array.length; i < il; i ++ ) {
  
  						array[ i ] = 0;
  
  					}
  
  				}
  
  				var normals = attributes.normal.array;
  
  				var vA, vB, vC;
  				var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  				var cb = new Vector3(), ab = new Vector3();
  
  				// indexed elements
  
  				if ( index ) {
  
  					var indices = index.array;
  
  					if ( groups.length === 0 ) {
  
  						this.addGroup( 0, indices.length );
  
  					}
  
  					for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
  
  						var group = groups[ j ];
  
  						var start = group.start;
  						var count = group.count;
  
  						for ( var i = start, il = start + count; i < il; i += 3 ) {
  
  							vA = indices[ i + 0 ] * 3;
  							vB = indices[ i + 1 ] * 3;
  							vC = indices[ i + 2 ] * 3;
  
  							pA.fromArray( positions, vA );
  							pB.fromArray( positions, vB );
  							pC.fromArray( positions, vC );
  
  							cb.subVectors( pC, pB );
  							ab.subVectors( pA, pB );
  							cb.cross( ab );
  
  							normals[ vA ] += cb.x;
  							normals[ vA + 1 ] += cb.y;
  							normals[ vA + 2 ] += cb.z;
  
  							normals[ vB ] += cb.x;
  							normals[ vB + 1 ] += cb.y;
  							normals[ vB + 2 ] += cb.z;
  
  							normals[ vC ] += cb.x;
  							normals[ vC + 1 ] += cb.y;
  							normals[ vC + 2 ] += cb.z;
  
  						}
  
  					}
  
  				} else {
  
  					// non-indexed elements (unconnected triangle soup)
  
  					for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  
  						pA.fromArray( positions, i );
  						pB.fromArray( positions, i + 3 );
  						pC.fromArray( positions, i + 6 );
  
  						cb.subVectors( pC, pB );
  						ab.subVectors( pA, pB );
  						cb.cross( ab );
  
  						normals[ i ] = cb.x;
  						normals[ i + 1 ] = cb.y;
  						normals[ i + 2 ] = cb.z;
  
  						normals[ i + 3 ] = cb.x;
  						normals[ i + 4 ] = cb.y;
  						normals[ i + 5 ] = cb.z;
  
  						normals[ i + 6 ] = cb.x;
  						normals[ i + 7 ] = cb.y;
  						normals[ i + 8 ] = cb.z;
  
  					}
  
  				}
  
  				this.normalizeNormals();
  
  				attributes.normal.needsUpdate = true;
  
  			}
  
  		},
  
  		merge: function ( geometry, offset ) {
  
  			if ( ( geometry && geometry.isBufferGeometry ) === false ) {
  
  				console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  				return;
  
  			}
  
  			if ( offset === undefined ) offset = 0;
  
  			var attributes = this.attributes;
  
  			for ( var key in attributes ) {
  
  				if ( geometry.attributes[ key ] === undefined ) continue;
  
  				var attribute1 = attributes[ key ];
  				var attributeArray1 = attribute1.array;
  
  				var attribute2 = geometry.attributes[ key ];
  				var attributeArray2 = attribute2.array;
  
  				var attributeSize = attribute2.itemSize;
  
  				for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  
  					attributeArray1[ j ] = attributeArray2[ i ];
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		normalizeNormals: function () {
  
  			var normals = this.attributes.normal.array;
  
  			var x, y, z, n;
  
  			for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  
  				x = normals[ i ];
  				y = normals[ i + 1 ];
  				z = normals[ i + 2 ];
  
  				n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  
  				normals[ i ] *= n;
  				normals[ i + 1 ] *= n;
  				normals[ i + 2 ] *= n;
  
  			}
  
  		},
  
  		toNonIndexed: function () {
  
  			if ( this.index === null ) {
  
  				console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  				return this;
  
  			}
  
  			var geometry2 = new BufferGeometry();
  
  			var indices = this.index.array;
  			var attributes = this.attributes;
  
  			for ( var name in attributes ) {
  
  				var attribute = attributes[ name ];
  
  				var array = attribute.array;
  				var itemSize = attribute.itemSize;
  
  				var array2 = new array.constructor( indices.length * itemSize );
  
  				var index = 0, index2 = 0;
  
  				for ( var i = 0, l = indices.length; i < l; i ++ ) {
  
  					index = indices[ i ] * itemSize;
  
  					for ( var j = 0; j < itemSize; j ++ ) {
  
  						array2[ index2 ++ ] = array[ index ++ ];
  
  					}
  
  				}
  
  				geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
  
  			}
  
  			return geometry2;
  
  		},
  
  		toJSON: function () {
  
  			var data = {
  				metadata: {
  					version: 4.4,
  					type: 'BufferGeometry',
  					generator: 'BufferGeometry.toJSON'
  				}
  			};
  
  			// standard BufferGeometry serialization
  
  			data.uuid = this.uuid;
  			data.type = this.type;
  			if ( this.name !== '' ) data.name = this.name;
  
  			if ( this.parameters !== undefined ) {
  
  				var parameters = this.parameters;
  
  				for ( var key in parameters ) {
  
  					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  
  				}
  
  				return data;
  
  			}
  
  			data.data = { attributes: {} };
  
  			var index = this.index;
  
  			if ( index !== null ) {
  
  				var array = Array.prototype.slice.call( index.array );
  
  				data.data.index = {
  					type: index.array.constructor.name,
  					array: array
  				};
  
  			}
  
  			var attributes = this.attributes;
  
  			for ( var key in attributes ) {
  
  				var attribute = attributes[ key ];
  
  				var array = Array.prototype.slice.call( attribute.array );
  
  				data.data.attributes[ key ] = {
  					itemSize: attribute.itemSize,
  					type: attribute.array.constructor.name,
  					array: array,
  					normalized: attribute.normalized
  				};
  
  			}
  
  			var groups = this.groups;
  
  			if ( groups.length > 0 ) {
  
  				data.data.groups = JSON.parse( JSON.stringify( groups ) );
  
  			}
  
  			var boundingSphere = this.boundingSphere;
  
  			if ( boundingSphere !== null ) {
  
  				data.data.boundingSphere = {
  					center: boundingSphere.center.toArray(),
  					radius: boundingSphere.radius
  				};
  
  			}
  
  			return data;
  
  		},
  
  		clone: function () {
  
  			/*
  			// Handle primitives
  
  			var parameters = this.parameters;
  
  			if ( parameters !== undefined ) {
  
  				var values = [];
  
  				for ( var key in parameters ) {
  
  					values.push( parameters[ key ] );
  
  				}
  
  				var geometry = Object.create( this.constructor.prototype );
  				this.constructor.apply( geometry, values );
  				return geometry;
  
  			}
  
  			return new this.constructor().copy( this );
  			*/
  
  			return new BufferGeometry().copy( this );
  
  		},
  
  		copy: function ( source ) {
  
  			var name, i, l;
  
  			// reset
  
  			this.index = null;
  			this.attributes = {};
  			this.morphAttributes = {};
  			this.groups = [];
  			this.boundingBox = null;
  			this.boundingSphere = null;
  
  			// name
  
  			this.name = source.name;
  
  			// index
  
  			var index = source.index;
  
  			if ( index !== null ) {
  
  				this.setIndex( index.clone() );
  
  			}
  
  			// attributes
  
  			var attributes = source.attributes;
  
  			for ( name in attributes ) {
  
  				var attribute = attributes[ name ];
  				this.addAttribute( name, attribute.clone() );
  
  			}
  
  			// morph attributes
  
  			var morphAttributes = source.morphAttributes;
  
  			for ( name in morphAttributes ) {
  
  				var array = [];
  				var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  
  				for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  
  					array.push( morphAttribute[ i ].clone() );
  
  				}
  
  				this.morphAttributes[ name ] = array;
  
  			}
  
  			// groups
  
  			var groups = source.groups;
  
  			for ( i = 0, l = groups.length; i < l; i ++ ) {
  
  				var group = groups[ i ];
  				this.addGroup( group.start, group.count, group.materialIndex );
  
  			}
  
  			// bounding box
  
  			var boundingBox = source.boundingBox;
  
  			if ( boundingBox !== null ) {
  
  				this.boundingBox = boundingBox.clone();
  
  			}
  
  			// bounding sphere
  
  			var boundingSphere = source.boundingSphere;
  
  			if ( boundingSphere !== null ) {
  
  				this.boundingSphere = boundingSphere.clone();
  
  			}
  
  			// draw range
  
  			this.drawRange.start = source.drawRange.start;
  			this.drawRange.count = source.drawRange.count;
  
  			return this;
  
  		},
  
  		dispose: function () {
  
  			this.dispatchEvent( { type: 'dispose' } );
  
  		}
  
  	};
  
  	BufferGeometry.MaxIndex = 65535;
  
  	Object.assign( BufferGeometry.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author jonobr1 / http://jonobr1.com/
  	 */
  
  	function Mesh( geometry, material ) {
  
  		Object3D.call( this );
  
  		this.type = 'Mesh';
  
  		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  		this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  
  		this.drawMode = TrianglesDrawMode;
  
  		this.updateMorphTargets();
  
  	}
  
  	Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Mesh,
  
  		isMesh: true,
  
  		setDrawMode: function ( value ) {
  
  			this.drawMode = value;
  
  		},
  
  		copy: function ( source ) {
  
  			Object3D.prototype.copy.call( this, source );
  
  			this.drawMode = source.drawMode;
  
  			return this;
  
  		},
  
  		updateMorphTargets: function () {
  
  			var morphTargets = this.geometry.morphTargets;
  
  			if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  
  				this.morphTargetInfluences = [];
  				this.morphTargetDictionary = {};
  
  				for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) {
  
  					this.morphTargetInfluences.push( 0 );
  					this.morphTargetDictionary[ morphTargets[ m ].name ] = m;
  
  				}
  
  			}
  
  		},
  
  		raycast: ( function () {
  
  			var inverseMatrix = new Matrix4();
  			var ray = new Ray();
  			var sphere = new Sphere();
  
  			var vA = new Vector3();
  			var vB = new Vector3();
  			var vC = new Vector3();
  
  			var tempA = new Vector3();
  			var tempB = new Vector3();
  			var tempC = new Vector3();
  
  			var uvA = new Vector2();
  			var uvB = new Vector2();
  			var uvC = new Vector2();
  
  			var barycoord = new Vector3();
  
  			var intersectionPoint = new Vector3();
  			var intersectionPointWorld = new Vector3();
  
  			function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
  
  				Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
  
  				uv1.multiplyScalar( barycoord.x );
  				uv2.multiplyScalar( barycoord.y );
  				uv3.multiplyScalar( barycoord.z );
  
  				uv1.add( uv2 ).add( uv3 );
  
  				return uv1.clone();
  
  			}
  
  			function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
  
  				var intersect;
  				var material = object.material;
  
  				if ( material.side === BackSide ) {
  
  					intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  
  				} else {
  
  					intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  
  				}
  
  				if ( intersect === null ) return null;
  
  				intersectionPointWorld.copy( point );
  				intersectionPointWorld.applyMatrix4( object.matrixWorld );
  
  				var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  
  				if ( distance < raycaster.near || distance > raycaster.far ) return null;
  
  				return {
  					distance: distance,
  					point: intersectionPointWorld.clone(),
  					object: object
  				};
  
  			}
  
  			function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
  
  				vA.fromBufferAttribute( position, a );
  				vB.fromBufferAttribute( position, b );
  				vC.fromBufferAttribute( position, c );
  
  				var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
  
  				if ( intersection ) {
  
  					if ( uv ) {
  
  						uvA.fromBufferAttribute( uv, a );
  						uvB.fromBufferAttribute( uv, b );
  						uvC.fromBufferAttribute( uv, c );
  
  						intersection.uv = uvIntersection( intersectionPoint,  vA, vB, vC, uvA, uvB, uvC );
  
  					}
  
  					intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
  					intersection.faceIndex = a;
  
  				}
  
  				return intersection;
  
  			}
  
  			return function raycast( raycaster, intersects ) {
  
  				var geometry = this.geometry;
  				var material = this.material;
  				var matrixWorld = this.matrixWorld;
  
  				if ( material === undefined ) return;
  
  				// Checking boundingSphere distance to ray
  
  				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  				sphere.copy( geometry.boundingSphere );
  				sphere.applyMatrix4( matrixWorld );
  
  				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  				//
  
  				inverseMatrix.getInverse( matrixWorld );
  				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  				// Check boundingBox before continuing
  
  				if ( geometry.boundingBox !== null ) {
  
  					if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  
  				}
  
  				var intersection;
  
  				if ( geometry.isBufferGeometry ) {
  
  					var a, b, c;
  					var index = geometry.index;
  					var position = geometry.attributes.position;
  					var uv = geometry.attributes.uv;
  					var i, l;
  
  					if ( index !== null ) {
  
  						// indexed buffer geometry
  
  						for ( i = 0, l = index.count; i < l; i += 3 ) {
  
  							a = index.getX( i );
  							b = index.getX( i + 1 );
  							c = index.getX( i + 2 );
  
  							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
  
  							if ( intersection ) {
  
  								intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
  								intersects.push( intersection );
  
  							}
  
  						}
  
  					} else {
  
  						// non-indexed buffer geometry
  
  						for ( i = 0, l = position.count; i < l; i += 3 ) {
  
  							a = i;
  							b = i + 1;
  							c = i + 2;
  
  							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
  
  							if ( intersection ) {
  
  								intersection.index = a; // triangle number in positions buffer semantics
  								intersects.push( intersection );
  
  							}
  
  						}
  
  					}
  
  				} else if ( geometry.isGeometry ) {
  
  					var fvA, fvB, fvC;
  					var isFaceMaterial = ( material && material.isMultiMaterial );
  					var materials = isFaceMaterial === true ? material.materials : null;
  
  					var vertices = geometry.vertices;
  					var faces = geometry.faces;
  					var uvs;
  
  					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  					if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  
  					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  
  						var face = faces[ f ];
  						var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
  
  						if ( faceMaterial === undefined ) continue;
  
  						fvA = vertices[ face.a ];
  						fvB = vertices[ face.b ];
  						fvC = vertices[ face.c ];
  
  						if ( faceMaterial.morphTargets === true ) {
  
  							var morphTargets = geometry.morphTargets;
  							var morphInfluences = this.morphTargetInfluences;
  
  							vA.set( 0, 0, 0 );
  							vB.set( 0, 0, 0 );
  							vC.set( 0, 0, 0 );
  
  							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  
  								var influence = morphInfluences[ t ];
  
  								if ( influence === 0 ) continue;
  
  								var targets = morphTargets[ t ].vertices;
  
  								vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  								vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  								vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  
  							}
  
  							vA.add( fvA );
  							vB.add( fvB );
  							vC.add( fvC );
  
  							fvA = vA;
  							fvB = vB;
  							fvC = vC;
  
  						}
  
  						intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  
  						if ( intersection ) {
  
  							if ( uvs ) {
  
  								var uvs_f = uvs[ f ];
  								uvA.copy( uvs_f[ 0 ] );
  								uvB.copy( uvs_f[ 1 ] );
  								uvC.copy( uvs_f[ 2 ] );
  
  								intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
  
  							}
  
  							intersection.face = face;
  							intersection.faceIndex = f;
  							intersects.push( intersection );
  
  						}
  
  					}
  
  				}
  
  			};
  
  		}() ),
  
  		clone: function () {
  
  			return new this.constructor( this.geometry, this.material ).copy( this );
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  	 */
  
  	function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  
  		Geometry.call( this );
  
  		this.type = 'BoxGeometry';
  
  		this.parameters = {
  			width: width,
  			height: height,
  			depth: depth,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			depthSegments: depthSegments
  		};
  
  		this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  		this.mergeVertices();
  
  	}
  
  	BoxGeometry.prototype = Object.create( Geometry.prototype );
  	BoxGeometry.prototype.constructor = BoxGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'BoxBufferGeometry';
  
  		this.parameters = {
  			width: width,
  			height: height,
  			depth: depth,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			depthSegments: depthSegments
  		};
  
  		var scope = this;
  
  		// segments
  		widthSegments = Math.floor( widthSegments ) || 1;
  		heightSegments = Math.floor( heightSegments ) || 1;
  		depthSegments = Math.floor( depthSegments ) || 1;
  
  		// these are used to calculate buffer length
  		var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments );
  		var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments );
  
  		// buffers
  		var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount );
  		var vertices = new Float32Array( vertexCount * 3 );
  		var normals = new Float32Array( vertexCount * 3 );
  		var uvs = new Float32Array( vertexCount * 2 );
  
  		// offset variables
  		var vertexBufferOffset = 0;
  		var uvBufferOffset = 0;
  		var indexBufferOffset = 0;
  		var numberOfVertices = 0;
  
  		// group variables
  		var groupStart = 0;
  
  		// build each side of the box geometry
  		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height,   width,  depthSegments, heightSegments, 0 ); // px
  		buildPlane( 'z', 'y', 'x',   1, - 1, depth, height, - width,  depthSegments, heightSegments, 1 ); // nx
  		buildPlane( 'x', 'z', 'y',   1,   1, width, depth,    height, widthSegments, depthSegments,  2 ); // py
  		buildPlane( 'x', 'z', 'y',   1, - 1, width, depth,  - height, widthSegments, depthSegments,  3 ); // ny
  		buildPlane( 'x', 'y', 'z',   1, - 1, width, height,   depth,  widthSegments, heightSegments, 4 ); // pz
  		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth,  widthSegments, heightSegments, 5 ); // nz
  
  		// build geometry
  		this.setIndex( new BufferAttribute( indices, 1 ) );
  		this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );
  
  		// helper functions
  
  		function calculateVertexCount( w, h, d ) {
  
  			var vertices = 0;
  
  			// calculate the amount of vertices for each side (plane)
  			vertices += (w + 1) * (h + 1) * 2; // xy
  			vertices += (w + 1) * (d + 1) * 2; // xz
  			vertices += (d + 1) * (h + 1) * 2; // zy
  
  			return vertices;
  
  		}
  
  		function calculateIndexCount( w, h, d ) {
  
  			var index = 0;
  
  			// calculate the amount of squares for each side
  			index += w * h * 2; // xy
  			index += w * d * 2; // xz
  			index += d * h * 2; // zy
  
  			return index * 6; // two triangles per square => six vertices per square
  
  		}
  
  		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  
  			var segmentWidth	= width / gridX;
  			var segmentHeight = height / gridY;
  
  			var widthHalf = width / 2;
  			var heightHalf = height / 2;
  			var depthHalf = depth / 2;
  
  			var gridX1 = gridX + 1;
  			var gridY1 = gridY + 1;
  
  			var vertexCounter = 0;
  			var groupCount = 0;
  
  			var vector = new Vector3();
  
  			// generate vertices, normals and uvs
  
  			for ( var iy = 0; iy < gridY1; iy ++ ) {
  
  				var y = iy * segmentHeight - heightHalf;
  
  				for ( var ix = 0; ix < gridX1; ix ++ ) {
  
  					var x = ix * segmentWidth - widthHalf;
  
  					// set values to correct vector component
  					vector[ u ] = x * udir;
  					vector[ v ] = y * vdir;
  					vector[ w ] = depthHalf;
  
  					// now apply vector to vertex buffer
  					vertices[ vertexBufferOffset ] = vector.x;
  					vertices[ vertexBufferOffset + 1 ] = vector.y;
  					vertices[ vertexBufferOffset + 2 ] = vector.z;
  
  					// set values to correct vector component
  					vector[ u ] = 0;
  					vector[ v ] = 0;
  					vector[ w ] = depth > 0 ? 1 : - 1;
  
  					// now apply vector to normal buffer
  					normals[ vertexBufferOffset ] = vector.x;
  					normals[ vertexBufferOffset + 1 ] = vector.y;
  					normals[ vertexBufferOffset + 2 ] = vector.z;
  
  					// uvs
  					uvs[ uvBufferOffset ] = ix / gridX;
  					uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY );
  
  					// update offsets and counters
  					vertexBufferOffset += 3;
  					uvBufferOffset += 2;
  					vertexCounter += 1;
  
  				}
  
  			}
  
  			// 1. you need three indices to draw a single face
  			// 2. a single segment consists of two faces
  			// 3. so we need to generate six (2*3) indices per segment
  
  			for ( iy = 0; iy < gridY; iy ++ ) {
  
  				for ( ix = 0; ix < gridX; ix ++ ) {
  
  					// indices
  					var a = numberOfVertices + ix + gridX1 * iy;
  					var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  					var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  					var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  
  					// face one
  					indices[ indexBufferOffset ] = a;
  					indices[ indexBufferOffset + 1 ] = b;
  					indices[ indexBufferOffset + 2 ] = d;
  
  					// face two
  					indices[ indexBufferOffset + 3 ] = b;
  					indices[ indexBufferOffset + 4 ] = c;
  					indices[ indexBufferOffset + 5 ] = d;
  
  					// update offsets and counters
  					indexBufferOffset += 6;
  					groupCount += 6;
  
  				}
  
  			}
  
  			// add a group to the geometry. this will ensure multi material support
  			scope.addGroup( groupStart, groupCount, materialIndex );
  
  			// calculate new start value for groups
  			groupStart += groupCount;
  
  			// update total number of vertices
  			numberOfVertices += vertexCounter;
  
  		}
  
  	}
  
  	BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  	 */
  
  	function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  
  		Geometry.call( this );
  
  		this.type = 'PlaneGeometry';
  
  		this.parameters = {
  			width: width,
  			height: height,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments
  		};
  
  		this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  
  	}
  
  	PlaneGeometry.prototype = Object.create( Geometry.prototype );
  	PlaneGeometry.prototype.constructor = PlaneGeometry;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  	 */
  
  	function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'PlaneBufferGeometry';
  
  		this.parameters = {
  			width: width,
  			height: height,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments
  		};
  
  		var width_half = width / 2;
  		var height_half = height / 2;
  
  		var gridX = Math.floor( widthSegments ) || 1;
  		var gridY = Math.floor( heightSegments ) || 1;
  
  		var gridX1 = gridX + 1;
  		var gridY1 = gridY + 1;
  
  		var segment_width = width / gridX;
  		var segment_height = height / gridY;
  
  		var vertices = new Float32Array( gridX1 * gridY1 * 3 );
  		var normals = new Float32Array( gridX1 * gridY1 * 3 );
  		var uvs = new Float32Array( gridX1 * gridY1 * 2 );
  
  		var offset = 0;
  		var offset2 = 0;
  
  		for ( var iy = 0; iy < gridY1; iy ++ ) {
  
  			var y = iy * segment_height - height_half;
  
  			for ( var ix = 0; ix < gridX1; ix ++ ) {
  
  				var x = ix * segment_width - width_half;
  
  				vertices[ offset ] = x;
  				vertices[ offset + 1 ] = - y;
  
  				normals[ offset + 2 ] = 1;
  
  				uvs[ offset2 ] = ix / gridX;
  				uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
  
  				offset += 3;
  				offset2 += 2;
  
  			}
  
  		}
  
  		offset = 0;
  
  		var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
  
  		for ( var iy = 0; iy < gridY; iy ++ ) {
  
  			for ( var ix = 0; ix < gridX; ix ++ ) {
  
  				var a = ix + gridX1 * iy;
  				var b = ix + gridX1 * ( iy + 1 );
  				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  				var d = ( ix + 1 ) + gridX1 * iy;
  
  				indices[ offset ] = a;
  				indices[ offset + 1 ] = b;
  				indices[ offset + 2 ] = d;
  
  				indices[ offset + 3 ] = b;
  				indices[ offset + 4 ] = c;
  				indices[ offset + 5 ] = d;
  
  				offset += 6;
  
  			}
  
  		}
  
  		this.setIndex( new BufferAttribute( indices, 1 ) );
  		this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );
  
  	}
  
  	PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author WestLangley / http://github.com/WestLangley
  	*/
  
  	function Camera() {
  
  		Object3D.call( this );
  
  		this.type = 'Camera';
  
  		this.matrixWorldInverse = new Matrix4();
  		this.projectionMatrix = new Matrix4();
  
  	}
  
  	Camera.prototype = Object.create( Object3D.prototype );
  	Camera.prototype.constructor = Camera;
  
  	Camera.prototype.isCamera = true;
  
  	Camera.prototype.getWorldDirection = function () {
  
  		var quaternion = new Quaternion();
  
  		return function getWorldDirection( optionalTarget ) {
  
  			var result = optionalTarget || new Vector3();
  
  			this.getWorldQuaternion( quaternion );
  
  			return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  
  		};
  
  	}();
  
  	Camera.prototype.lookAt = function () {
  
  		// This routine does not support cameras with rotated and/or translated parent(s)
  
  		var m1 = new Matrix4();
  
  		return function lookAt( vector ) {
  
  			m1.lookAt( this.position, vector, this.up );
  
  			this.quaternion.setFromRotationMatrix( m1 );
  
  		};
  
  	}();
  
  	Camera.prototype.clone = function () {
  
  		return new this.constructor().copy( this );
  
  	};
  
  	Camera.prototype.copy = function ( source ) {
  
  		Object3D.prototype.copy.call( this, source );
  
  		this.matrixWorldInverse.copy( source.matrixWorldInverse );
  		this.projectionMatrix.copy( source.projectionMatrix );
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author greggman / http://games.greggman.com/
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * @author tschw
  	 */
  
  	function PerspectiveCamera( fov, aspect, near, far ) {
  
  		Camera.call( this );
  
  		this.type = 'PerspectiveCamera';
  
  		this.fov = fov !== undefined ? fov : 50;
  		this.zoom = 1;
  
  		this.near = near !== undefined ? near : 0.1;
  		this.far = far !== undefined ? far : 2000;
  		this.focus = 10;
  
  		this.aspect = aspect !== undefined ? aspect : 1;
  		this.view = null;
  
  		this.filmGauge = 35;	// width of the film (default in millimeters)
  		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)
  
  		this.updateProjectionMatrix();
  
  	}
  
  	PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  
  		constructor: PerspectiveCamera,
  
  		isPerspectiveCamera: true,
  
  		copy: function ( source ) {
  
  			Camera.prototype.copy.call( this, source );
  
  			this.fov = source.fov;
  			this.zoom = source.zoom;
  
  			this.near = source.near;
  			this.far = source.far;
  			this.focus = source.focus;
  
  			this.aspect = source.aspect;
  			this.view = source.view === null ? null : Object.assign( {}, source.view );
  
  			this.filmGauge = source.filmGauge;
  			this.filmOffset = source.filmOffset;
  
  			return this;
  
  		},
  
  		/**
  		 * Sets the FOV by focal length in respect to the current .filmGauge.
  		 *
  		 * The default film gauge is 35, so that the focal length can be specified for
  		 * a 35mm (full frame) camera.
  		 *
  		 * Values for focal length and film gauge must have the same unit.
  		 */
  		setFocalLength: function ( focalLength ) {
  
  			// see http://www.bobatkins.com/photography/technical/field_of_view.html
  			var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  
  			this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  			this.updateProjectionMatrix();
  
  		},
  
  		/**
  		 * Calculates the focal length from the current .fov and .filmGauge.
  		 */
  		getFocalLength: function () {
  
  			var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  
  			return 0.5 * this.getFilmHeight() / vExtentSlope;
  
  		},
  
  		getEffectiveFOV: function () {
  
  			return _Math.RAD2DEG * 2 * Math.atan(
  					Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  
  		},
  
  		getFilmWidth: function () {
  
  			// film not completely covered in portrait format (aspect < 1)
  			return this.filmGauge * Math.min( this.aspect, 1 );
  
  		},
  
  		getFilmHeight: function () {
  
  			// film not completely covered in landscape format (aspect > 1)
  			return this.filmGauge / Math.max( this.aspect, 1 );
  
  		},
  
  		/**
  		 * Sets an offset in a larger frustum. This is useful for multi-window or
  		 * multi-monitor/multi-machine setups.
  		 *
  		 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  		 * the monitors are in grid like this
  		 *
  		 *   +---+---+---+
  		 *   | A | B | C |
  		 *   +---+---+---+
  		 *   | D | E | F |
  		 *   +---+---+---+
  		 *
  		 * then for each monitor you would call it like this
  		 *
  		 *   var w = 1920;
  		 *   var h = 1080;
  		 *   var fullWidth = w * 3;
  		 *   var fullHeight = h * 2;
  		 *
  		 *   --A--
  		 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  		 *   --B--
  		 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  		 *   --C--
  		 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  		 *   --D--
  		 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  		 *   --E--
  		 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  		 *   --F--
  		 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  		 *
  		 *   Note there is no reason monitors have to be the same size or in a grid.
  		 */
  		setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  
  			this.aspect = fullWidth / fullHeight;
  
  			this.view = {
  				fullWidth: fullWidth,
  				fullHeight: fullHeight,
  				offsetX: x,
  				offsetY: y,
  				width: width,
  				height: height
  			};
  
  			this.updateProjectionMatrix();
  
  		},
  
  		clearViewOffset: function() {
  
  			this.view = null;
  			this.updateProjectionMatrix();
  
  		},
  
  		updateProjectionMatrix: function () {
  
  			var near = this.near,
  				top = near * Math.tan(
  						_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  				height = 2 * top,
  				width = this.aspect * height,
  				left = - 0.5 * width,
  				view = this.view;
  
  			if ( view !== null ) {
  
  				var fullWidth = view.fullWidth,
  					fullHeight = view.fullHeight;
  
  				left += view.offsetX * width / fullWidth;
  				top -= view.offsetY * height / fullHeight;
  				width *= view.width / fullWidth;
  				height *= view.height / fullHeight;
  
  			}
  
  			var skew = this.filmOffset;
  			if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  
  			this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  
  		},
  
  		toJSON: function ( meta ) {
  
  			var data = Object3D.prototype.toJSON.call( this, meta );
  
  			data.object.fov = this.fov;
  			data.object.zoom = this.zoom;
  
  			data.object.near = this.near;
  			data.object.far = this.far;
  			data.object.focus = this.focus;
  
  			data.object.aspect = this.aspect;
  
  			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  
  			data.object.filmGauge = this.filmGauge;
  			data.object.filmOffset = this.filmOffset;
  
  			return data;
  
  		}
  
  	} );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author arose / http://github.com/arose
  	 */
  
  	function OrthographicCamera( left, right, top, bottom, near, far ) {
  
  		Camera.call( this );
  
  		this.type = 'OrthographicCamera';
  
  		this.zoom = 1;
  		this.view = null;
  
  		this.left = left;
  		this.right = right;
  		this.top = top;
  		this.bottom = bottom;
  
  		this.near = ( near !== undefined ) ? near : 0.1;
  		this.far = ( far !== undefined ) ? far : 2000;
  
  		this.updateProjectionMatrix();
  
  	}
  
  	OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  
  		constructor: OrthographicCamera,
  
  		isOrthographicCamera: true,
  
  		copy: function ( source ) {
  
  			Camera.prototype.copy.call( this, source );
  
  			this.left = source.left;
  			this.right = source.right;
  			this.top = source.top;
  			this.bottom = source.bottom;
  			this.near = source.near;
  			this.far = source.far;
  
  			this.zoom = source.zoom;
  			this.view = source.view === null ? null : Object.assign( {}, source.view );
  
  			return this;
  
  		},
  
  		setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {
  
  			this.view = {
  				fullWidth: fullWidth,
  				fullHeight: fullHeight,
  				offsetX: x,
  				offsetY: y,
  				width: width,
  				height: height
  			};
  
  			this.updateProjectionMatrix();
  
  		},
  
  		clearViewOffset: function() {
  
  			this.view = null;
  			this.updateProjectionMatrix();
  
  		},
  
  		updateProjectionMatrix: function () {
  
  			var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  			var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  			var cx = ( this.right + this.left ) / 2;
  			var cy = ( this.top + this.bottom ) / 2;
  
  			var left = cx - dx;
  			var right = cx + dx;
  			var top = cy + dy;
  			var bottom = cy - dy;
  
  			if ( this.view !== null ) {
  
  				var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  				var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  				var scaleW = ( this.right - this.left ) / this.view.width;
  				var scaleH = ( this.top - this.bottom ) / this.view.height;
  
  				left += scaleW * ( this.view.offsetX / zoomW );
  				right = left + scaleW * ( this.view.width / zoomW );
  				top -= scaleH * ( this.view.offsetY / zoomH );
  				bottom = top - scaleH * ( this.view.height / zoomH );
  
  			}
  
  			this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  
  		},
  
  		toJSON: function ( meta ) {
  
  			var data = Object3D.prototype.toJSON.call( this, meta );
  
  			data.object.zoom = this.zoom;
  			data.object.left = this.left;
  			data.object.right = this.right;
  			data.object.top = this.top;
  			data.object.bottom = this.bottom;
  			data.object.near = this.near;
  			data.object.far = this.far;
  
  			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  
  			return data;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {
  
  		var mode;
  
  		function setMode( value ) {
  
  			mode = value;
  
  		}
  
  		var type, size;
  
  		function setIndex( index ) {
  
  			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  
  				type = gl.UNSIGNED_INT;
  				size = 4;
  
  			} else if ( index.array instanceof Uint16Array ) {
  
  				type = gl.UNSIGNED_SHORT;
  				size = 2;
  
  			} else {
  				
  				type = gl.UNSIGNED_BYTE;
  				size = 1;
  			}
  
  		}
  
  		function render( start, count ) {
  
  			gl.drawElements( mode, count, type, start * size );
  
  			infoRender.calls ++;
  			infoRender.vertices += count;
  
  			if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
  
  		}
  
  		function renderInstances( geometry, start, count ) {
  
  			var extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  			if ( extension === null ) {
  
  				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  				return;
  
  			}
  
  			extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
  
  			infoRender.calls ++;
  			infoRender.vertices += count * geometry.maxInstancedCount;
  
  			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
  
  		}
  
  		return {
  
  			setMode: setMode,
  			setIndex: setIndex,
  			render: render,
  			renderInstances: renderInstances
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLBufferRenderer( gl, extensions, infoRender ) {
  
  		var mode;
  
  		function setMode( value ) {
  
  			mode = value;
  
  		}
  
  		function render( start, count ) {
  
  			gl.drawArrays( mode, start, count );
  
  			infoRender.calls ++;
  			infoRender.vertices += count;
  
  			if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
  
  		}
  
  		function renderInstances( geometry ) {
  
  			var extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  			if ( extension === null ) {
  
  				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  				return;
  
  			}
  
  			var position = geometry.attributes.position;
  
  			var count = 0;
  
  			if ( position.isInterleavedBufferAttribute ) {
  
  				count = position.data.count;
  
  				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
  
  			} else {
  
  				count = position.count;
  
  				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
  
  			}
  
  			infoRender.calls ++;
  			infoRender.vertices += count * geometry.maxInstancedCount;
  
  			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
  
  		}
  
  		return {
  			setMode: setMode,
  			render: render,
  			renderInstances: renderInstances
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLLights() {
  
  		var lights = {};
  
  		return {
  
  			get: function ( light ) {
  
  				if ( lights[ light.id ] !== undefined ) {
  
  					return lights[ light.id ];
  
  				}
  
  				var uniforms;
  
  				switch ( light.type ) {
  
  					case 'DirectionalLight':
  						uniforms = {
  							direction: new Vector3(),
  							color: new Color(),
  
  							shadow: false,
  							shadowBias: 0,
  							shadowRadius: 1,
  							shadowMapSize: new Vector2()
  						};
  						break;
  
  					case 'SpotLight':
  						uniforms = {
  							position: new Vector3(),
  							direction: new Vector3(),
  							color: new Color(),
  							distance: 0,
  							coneCos: 0,
  							penumbraCos: 0,
  							decay: 0,
  
  							shadow: false,
  							shadowBias: 0,
  							shadowRadius: 1,
  							shadowMapSize: new Vector2()
  						};
  						break;
  
  					case 'PointLight':
  						uniforms = {
  							position: new Vector3(),
  							color: new Color(),
  							distance: 0,
  							decay: 0,
  
  							shadow: false,
  							shadowBias: 0,
  							shadowRadius: 1,
  							shadowMapSize: new Vector2()
  						};
  						break;
  
  					case 'HemisphereLight':
  						uniforms = {
  							direction: new Vector3(),
  							skyColor: new Color(),
  							groundColor: new Color()
  						};
  						break;
  
  					case 'RectAreaLight':
  						uniforms = {
  							color: new Color(),
  							position: new Vector3(),
  							halfWidth: new Vector3(),
  							halfHeight: new Vector3()
  							// TODO (abelnation): set RectAreaLight shadow uniforms
  						};
  						break;
  
  				}
  
  				lights[ light.id ] = uniforms;
  
  				return uniforms;
  
  			}
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function addLineNumbers( string ) {
  
  		var lines = string.split( '\n' );
  
  		for ( var i = 0; i < lines.length; i ++ ) {
  
  			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  
  		}
  
  		return lines.join( '\n' );
  
  	}
  
  	function WebGLShader( gl, type, string ) {
  
  		var shader = gl.createShader( type );
  
  		gl.shaderSource( shader, string );
  		gl.compileShader( shader );
  
  		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  
  			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  
  		}
  
  		if ( gl.getShaderInfoLog( shader ) !== '' ) {
  
  			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  
  		}
  
  		// --enable-privileged-webgl-extension
  		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  
  		return shader;
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	var programIdCount = 0;
  
  	function getEncodingComponents( encoding ) {
  
  		switch ( encoding ) {
  
  			case LinearEncoding:
  				return [ 'Linear','( value )' ];
  			case sRGBEncoding:
  				return [ 'sRGB','( value )' ];
  			case RGBEEncoding:
  				return [ 'RGBE','( value )' ];
  			case RGBM7Encoding:
  				return [ 'RGBM','( value, 7.0 )' ];
  			case RGBM16Encoding:
  				return [ 'RGBM','( value, 16.0 )' ];
  			case RGBDEncoding:
  				return [ 'RGBD','( value, 256.0 )' ];
  			case GammaEncoding:
  				return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
  			default:
  				throw new Error( 'unsupported encoding: ' + encoding );
  
  		}
  
  	}
  
  	function getTexelDecodingFunction( functionName, encoding ) {
  
  		var components = getEncodingComponents( encoding );
  		return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
  
  	}
  
  	function getTexelEncodingFunction( functionName, encoding ) {
  
  		var components = getEncodingComponents( encoding );
  		return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
  
  	}
  
  	function getToneMappingFunction( functionName, toneMapping ) {
  
  		var toneMappingName;
  
  		switch ( toneMapping ) {
  
  			case LinearToneMapping:
  				toneMappingName = "Linear";
  				break;
  
  			case ReinhardToneMapping:
  				toneMappingName = "Reinhard";
  				break;
  
  			case Uncharted2ToneMapping:
  				toneMappingName = "Uncharted2";
  				break;
  
  			case CineonToneMapping:
  				toneMappingName = "OptimizedCineon";
  				break;
  
  			default:
  				throw new Error( 'unsupported toneMapping: ' + toneMapping );
  
  		}
  
  		return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
  
  	}
  
  	function generateExtensions( extensions, parameters, rendererExtensions ) {
  
  		extensions = extensions || {};
  
  		var chunks = [
  			( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  			( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  			( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  			( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  		];
  
  		return chunks.filter( filterEmptyLine ).join( '\n' );
  
  	}
  
  	function generateDefines( defines ) {
  
  		var chunks = [];
  
  		for ( var name in defines ) {
  
  			var value = defines[ name ];
  
  			if ( value === false ) continue;
  
  			chunks.push( '#define ' + name + ' ' + value );
  
  		}
  
  		return chunks.join( '\n' );
  
  	}
  
  	function fetchAttributeLocations( gl, program, identifiers ) {
  
  		var attributes = {};
  
  		var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
  
  		for ( var i = 0; i < n; i ++ ) {
  
  			var info = gl.getActiveAttrib( program, i );
  			var name = info.name;
  
  			// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
  
  			attributes[ name ] = gl.getAttribLocation( program, name );
  
  		}
  
  		return attributes;
  
  	}
  
  	function filterEmptyLine( string ) {
  
  		return string !== '';
  
  	}
  
  	function replaceLightNums( string, parameters ) {
  
  		return string
  			.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  			.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  			.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  			.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  			.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  
  	}
  
  	function parseIncludes( string ) {
  
  		var pattern = /#include +<([\w\d.]+)>/g;
  
  		function replace( match, include ) {
  
  			var replace = ShaderChunk[ include ];
  
  			if ( replace === undefined ) {
  
  				throw new Error( 'Can not resolve #include <' + include + '>' );
  
  			}
  
  			return parseIncludes( replace );
  
  		}
  
  		return string.replace( pattern, replace );
  
  	}
  
  	function unrollLoops( string ) {
  
  		var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  
  		function replace( match, start, end, snippet ) {
  
  			var unroll = '';
  
  			for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  
  				unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  
  			}
  
  			return unroll;
  
  		}
  
  		return string.replace( pattern, replace );
  
  	}
  
  	function WebGLProgram( renderer, code, material, parameters ) {
  
  		var gl = renderer.context;
  
  		var extensions = material.extensions;
  		var defines = material.defines;
  
  		var vertexShader = material.__webglShader.vertexShader;
  		var fragmentShader = material.__webglShader.fragmentShader;
  
  		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  
  		if ( parameters.shadowMapType === PCFShadowMap ) {
  
  			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  
  		} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  
  			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  
  		}
  
  		var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  		var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  		var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  
  		if ( parameters.envMap ) {
  
  			switch ( material.envMap.mapping ) {
  
  				case CubeReflectionMapping:
  				case CubeRefractionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  					break;
  
  				case CubeUVReflectionMapping:
  				case CubeUVRefractionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  					break;
  
  				case EquirectangularReflectionMapping:
  				case EquirectangularRefractionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  					break;
  
  				case SphericalReflectionMapping:
  					envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  					break;
  
  			}
  
  			switch ( material.envMap.mapping ) {
  
  				case CubeRefractionMapping:
  				case EquirectangularRefractionMapping:
  					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  					break;
  
  			}
  
  			switch ( material.combine ) {
  
  				case MultiplyOperation:
  					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  					break;
  
  				case MixOperation:
  					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  					break;
  
  				case AddOperation:
  					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  					break;
  
  			}
  
  		}
  
  		var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  
  		// console.log( 'building new program ' );
  
  		//
  
  		var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
  
  		var customDefines = generateDefines( defines );
  
  		//
  
  		var program = gl.createProgram();
  
  		var prefixVertex, prefixFragment;
  
  		if ( material.isRawShaderMaterial ) {
  
  			prefixVertex = [
  
  				customDefines,
  
  				'\n'
  
  			].filter( filterEmptyLine ).join( '\n' );
  
  			prefixFragment = [
  
  				customExtensions,
  				customDefines,
  
  				'\n'
  
  			].filter( filterEmptyLine ).join( '\n' );
  
  		} else {
  
  			prefixVertex = [
  
  				'precision ' + parameters.precision + ' float;',
  				'precision ' + parameters.precision + ' int;',
  
  				'#define SHADER_NAME ' + material.__webglShader.name,
  
  				customDefines,
  
  				parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  
  				'#define GAMMA_FACTOR ' + gammaFactorDefine,
  
  				'#define MAX_BONES ' + parameters.maxBones,
  
  				parameters.map ? '#define USE_MAP' : '',
  				parameters.envMap ? '#define USE_ENVMAP' : '',
  				parameters.envMap ? '#define ' + envMapModeDefine : '',
  				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  				parameters.aoMap ? '#define USE_AOMAP' : '',
  				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  				parameters.normalMap ? '#define USE_NORMALMAP' : '',
  				parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  				parameters.vertexColors ? '#define USE_COLOR' : '',
  
  				parameters.flatShading ? '#define FLAT_SHADED' : '',
  
  				parameters.skinning ? '#define USE_SKINNING' : '',
  				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  
  				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  				parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  				parameters.flipSided ? '#define FLIP_SIDED' : '',
  
  				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
  
  				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  
  				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  
  				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  
  				'uniform mat4 modelMatrix;',
  				'uniform mat4 modelViewMatrix;',
  				'uniform mat4 projectionMatrix;',
  				'uniform mat4 viewMatrix;',
  				'uniform mat3 normalMatrix;',
  				'uniform vec3 cameraPosition;',
  
  				'attribute vec3 position;',
  				'attribute vec3 normal;',
  				'attribute vec2 uv;',
  
  				'#ifdef USE_COLOR',
  
  				'	attribute vec3 color;',
  
  				'#endif',
  
  				'#ifdef USE_MORPHTARGETS',
  
  				'	attribute vec3 morphTarget0;',
  				'	attribute vec3 morphTarget1;',
  				'	attribute vec3 morphTarget2;',
  				'	attribute vec3 morphTarget3;',
  
  				'	#ifdef USE_MORPHNORMALS',
  
  				'		attribute vec3 morphNormal0;',
  				'		attribute vec3 morphNormal1;',
  				'		attribute vec3 morphNormal2;',
  				'		attribute vec3 morphNormal3;',
  
  				'	#else',
  
  				'		attribute vec3 morphTarget4;',
  				'		attribute vec3 morphTarget5;',
  				'		attribute vec3 morphTarget6;',
  				'		attribute vec3 morphTarget7;',
  
  				'	#endif',
  
  				'#endif',
  
  				'#ifdef USE_SKINNING',
  
  				'	attribute vec4 skinIndex;',
  				'	attribute vec4 skinWeight;',
  
  				'#endif',
  
  				'\n'
  
  			].filter( filterEmptyLine ).join( '\n' );
  
  			prefixFragment = [
  
  				customExtensions,
  
  				'precision ' + parameters.precision + ' float;',
  				'precision ' + parameters.precision + ' int;',
  
  				'#define SHADER_NAME ' + material.__webglShader.name,
  
  				customDefines,
  
  				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
  
  				'#define GAMMA_FACTOR ' + gammaFactorDefine,
  
  				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  
  				parameters.map ? '#define USE_MAP' : '',
  				parameters.envMap ? '#define USE_ENVMAP' : '',
  				parameters.envMap ? '#define ' + envMapTypeDefine : '',
  				parameters.envMap ? '#define ' + envMapModeDefine : '',
  				parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  				parameters.aoMap ? '#define USE_AOMAP' : '',
  				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  				parameters.normalMap ? '#define USE_NORMALMAP' : '',
  				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  				parameters.vertexColors ? '#define USE_COLOR' : '',
  
  				parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  
  				parameters.flatShading ? '#define FLAT_SHADED' : '',
  
  				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  				parameters.flipSided ? '#define FLIP_SIDED' : '',
  
  				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
  				'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
  
  				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  
  				parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
  
  				parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
  
  				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  
  				parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
  
  				'uniform mat4 viewMatrix;',
  				'uniform vec3 cameraPosition;',
  
  				( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
  				( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '',  // this code is required here because it is used by the toneMapping() function defined below
  				( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
  
  				( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  				parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  				parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  				parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  				parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
  
  				parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
  
  				'\n'
  
  			].filter( filterEmptyLine ).join( '\n' );
  
  		}
  
  		vertexShader = parseIncludes( vertexShader, parameters );
  		vertexShader = replaceLightNums( vertexShader, parameters );
  
  		fragmentShader = parseIncludes( fragmentShader, parameters );
  		fragmentShader = replaceLightNums( fragmentShader, parameters );
  
  		if ( ! material.isShaderMaterial ) {
  
  			vertexShader = unrollLoops( vertexShader );
  			fragmentShader = unrollLoops( fragmentShader );
  
  		}
  
  		var vertexGlsl = prefixVertex + vertexShader;
  		var fragmentGlsl = prefixFragment + fragmentShader;
  
  		// console.log( '*VERTEX*', vertexGlsl );
  		// console.log( '*FRAGMENT*', fragmentGlsl );
  
  		var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  		var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
  
  		gl.attachShader( program, glVertexShader );
  		gl.attachShader( program, glFragmentShader );
  
  		// Force a particular attribute to index 0.
  
  		if ( material.index0AttributeName !== undefined ) {
  
  			gl.bindAttribLocation( program, 0, material.index0AttributeName );
  
  		} else if ( parameters.morphTargets === true ) {
  
  			// programs with morphTargets displace position out of attribute 0
  			gl.bindAttribLocation( program, 0, 'position' );
  
  		}
  
  		gl.linkProgram( program );
  
  		var programLog = gl.getProgramInfoLog( program );
  		var vertexLog = gl.getShaderInfoLog( glVertexShader );
  		var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
  
  		var runnable = true;
  		var haveDiagnostics = true;
  
  		// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  		// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  
  		if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
  
  			runnable = false;
  
  			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  
  		} else if ( programLog !== '' ) {
  
  			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  
  		} else if ( vertexLog === '' || fragmentLog === '' ) {
  
  			haveDiagnostics = false;
  
  		}
  
  		if ( haveDiagnostics ) {
  
  			this.diagnostics = {
  
  				runnable: runnable,
  				material: material,
  
  				programLog: programLog,
  
  				vertexShader: {
  
  					log: vertexLog,
  					prefix: prefixVertex
  
  				},
  
  				fragmentShader: {
  
  					log: fragmentLog,
  					prefix: prefixFragment
  
  				}
  
  			};
  
  		}
  
  		// clean up
  
  		gl.deleteShader( glVertexShader );
  		gl.deleteShader( glFragmentShader );
  
  		// set up caching for uniform locations
  
  		var cachedUniforms;
  
  		this.getUniforms = function() {
  
  			if ( cachedUniforms === undefined ) {
  
  				cachedUniforms =
  					new WebGLUniforms( gl, program, renderer );
  
  			}
  
  			return cachedUniforms;
  
  		};
  
  		// set up caching for attribute locations
  
  		var cachedAttributes;
  
  		this.getAttributes = function() {
  
  			if ( cachedAttributes === undefined ) {
  
  				cachedAttributes = fetchAttributeLocations( gl, program );
  
  			}
  
  			return cachedAttributes;
  
  		};
  
  		// free resource
  
  		this.destroy = function() {
  
  			gl.deleteProgram( program );
  			this.program = undefined;
  
  		};
  
  		// DEPRECATED
  
  		Object.defineProperties( this, {
  
  			uniforms: {
  				get: function() {
  
  					console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  					return this.getUniforms();
  
  				}
  			},
  
  			attributes: {
  				get: function() {
  
  					console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  					return this.getAttributes();
  
  				}
  			}
  
  		} );
  
  
  		//
  
  		this.id = programIdCount ++;
  		this.code = code;
  		this.usedTimes = 1;
  		this.program = program;
  		this.vertexShader = glVertexShader;
  		this.fragmentShader = glFragmentShader;
  
  		return this;
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLPrograms( renderer, capabilities ) {
  
  		var programs = [];
  
  		var shaderIDs = {
  			MeshDepthMaterial: 'depth',
  			MeshNormalMaterial: 'normal',
  			MeshBasicMaterial: 'basic',
  			MeshLambertMaterial: 'lambert',
  			MeshPhongMaterial: 'phong',
  			MeshToonMaterial: 'phong',
  			MeshStandardMaterial: 'physical',
  			MeshPhysicalMaterial: 'physical',
  			LineBasicMaterial: 'basic',
  			LineDashedMaterial: 'dashed',
  			PointsMaterial: 'points'
  		};
  
  		var parameterNames = [
  			"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
  			"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
  			"roughnessMap", "metalnessMap", "gradientMap",
  			"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  			"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  			"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  			"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  			"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  			"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  			"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
  		];
  
  
  		function allocateBones( object ) {
  
  			if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  
  				return 1024;
  
  			} else {
  
  				// default for when object is not specified
  				// ( for example when prebuilding shader to be used with multiple objects )
  				//
  				//  - leave some extra space for other uniforms
  				//  - limit here is ANGLE's 254 max uniform vectors
  				//    (up to 54 should be safe)
  
  				var nVertexUniforms = capabilities.maxVertexUniforms;
  				var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  
  				var maxBones = nVertexMatrices;
  
  				if ( object !== undefined && (object && object.isSkinnedMesh) ) {
  
  					maxBones = Math.min( object.skeleton.bones.length, maxBones );
  
  					if ( maxBones < object.skeleton.bones.length ) {
  
  						console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  
  					}
  
  				}
  
  				return maxBones;
  
  			}
  
  		}
  
  		function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  
  			var encoding;
  
  			if ( ! map ) {
  
  				encoding = LinearEncoding;
  
  			} else if ( map.isTexture ) {
  
  				encoding = map.encoding;
  
  			} else if ( map.isWebGLRenderTarget ) {
  
  				console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  				encoding = map.texture.encoding;
  
  			}
  
  			// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  			if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  
  				encoding = GammaEncoding;
  
  			}
  
  			return encoding;
  
  		}
  
  		this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {
  
  			var shaderID = shaderIDs[ material.type ];
  
  			// heuristics to create shader parameters according to lights in the scene
  			// (not to blow over maxLights budget)
  
  			var maxBones = allocateBones( object );
  			var precision = renderer.getPrecision();
  
  			if ( material.precision !== null ) {
  
  				precision = capabilities.getMaxPrecision( material.precision );
  
  				if ( precision !== material.precision ) {
  
  					console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  
  				}
  
  			}
  
  			var currentRenderTarget = renderer.getCurrentRenderTarget();
  
  			var parameters = {
  
  				shaderID: shaderID,
  
  				precision: precision,
  				supportsVertexTextures: capabilities.vertexTextures,
  				outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  				map: !! material.map,
  				mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  				envMap: !! material.envMap,
  				envMapMode: material.envMap && material.envMap.mapping,
  				envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  				envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  				lightMap: !! material.lightMap,
  				aoMap: !! material.aoMap,
  				emissiveMap: !! material.emissiveMap,
  				emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  				bumpMap: !! material.bumpMap,
  				normalMap: !! material.normalMap,
  				displacementMap: !! material.displacementMap,
  				roughnessMap: !! material.roughnessMap,
  				metalnessMap: !! material.metalnessMap,
  				specularMap: !! material.specularMap,
  				alphaMap: !! material.alphaMap,
  
  				gradientMap: !! material.gradientMap,
  
  				combine: material.combine,
  
  				vertexColors: material.vertexColors,
  
  				fog: !! fog,
  				useFog: material.fog,
  				fogExp: (fog && fog.isFogExp2),
  
  				flatShading: material.shading === FlatShading,
  
  				sizeAttenuation: material.sizeAttenuation,
  				logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  
  				skinning: material.skinning,
  				maxBones: maxBones,
  				useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  
  				morphTargets: material.morphTargets,
  				morphNormals: material.morphNormals,
  				maxMorphTargets: renderer.maxMorphTargets,
  				maxMorphNormals: renderer.maxMorphNormals,
  
  				numDirLights: lights.directional.length,
  				numPointLights: lights.point.length,
  				numSpotLights: lights.spot.length,
  				numRectAreaLights: lights.rectArea.length,
  				numHemiLights: lights.hemi.length,
  
  				numClippingPlanes: nClipPlanes,
  				numClipIntersection: nClipIntersection,
  
  				shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
  				shadowMapType: renderer.shadowMap.type,
  
  				toneMapping: renderer.toneMapping,
  				physicallyCorrectLights: renderer.physicallyCorrectLights,
  
  				premultipliedAlpha: material.premultipliedAlpha,
  
  				alphaTest: material.alphaTest,
  				doubleSided: material.side === DoubleSide,
  				flipSided: material.side === BackSide,
  
  				depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  
  			};
  
  			return parameters;
  
  		};
  
  		this.getProgramCode = function ( material, parameters ) {
  
  			var array = [];
  
  			if ( parameters.shaderID ) {
  
  				array.push( parameters.shaderID );
  
  			} else {
  
  				array.push( material.fragmentShader );
  				array.push( material.vertexShader );
  
  			}
  
  			if ( material.defines !== undefined ) {
  
  				for ( var name in material.defines ) {
  
  					array.push( name );
  					array.push( material.defines[ name ] );
  
  				}
  
  			}
  
  			for ( var i = 0; i < parameterNames.length; i ++ ) {
  
  				array.push( parameters[ parameterNames[ i ] ] );
  
  			}
  
  			return array.join();
  
  		};
  
  		this.acquireProgram = function ( material, parameters, code ) {
  
  			var program;
  
  			// Check if code has been already compiled
  			for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  
  				var programInfo = programs[ p ];
  
  				if ( programInfo.code === code ) {
  
  					program = programInfo;
  					++ program.usedTimes;
  
  					break;
  
  				}
  
  			}
  
  			if ( program === undefined ) {
  
  				program = new WebGLProgram( renderer, code, material, parameters );
  				programs.push( program );
  
  			}
  
  			return program;
  
  		};
  
  		this.releaseProgram = function( program ) {
  
  			if ( -- program.usedTimes === 0 ) {
  
  				// Remove from unordered set
  				var i = programs.indexOf( program );
  				programs[ i ] = programs[ programs.length - 1 ];
  				programs.pop();
  
  				// Free WebGL resources
  				program.destroy();
  
  			}
  
  		};
  
  		// Exposed for resource monitoring & error feedback via renderer.info:
  		this.programs = programs;
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLGeometries( gl, properties, info ) {
  
  		var geometries = {};
  
  		function onGeometryDispose( event ) {
  
  			var geometry = event.target;
  			var buffergeometry = geometries[ geometry.id ];
  
  			if ( buffergeometry.index !== null ) {
  
  				deleteAttribute( buffergeometry.index );
  
  			}
  
  			deleteAttributes( buffergeometry.attributes );
  
  			geometry.removeEventListener( 'dispose', onGeometryDispose );
  
  			delete geometries[ geometry.id ];
  
  			// TODO
  
  			var property = properties.get( geometry );
  
  			if ( property.wireframe ) {
  
  				deleteAttribute( property.wireframe );
  
  			}
  
  			properties.delete( geometry );
  
  			var bufferproperty = properties.get( buffergeometry );
  
  			if ( bufferproperty.wireframe ) {
  
  				deleteAttribute( bufferproperty.wireframe );
  
  			}
  
  			properties.delete( buffergeometry );
  
  			//
  
  			info.memory.geometries --;
  
  		}
  
  		function getAttributeBuffer( attribute ) {
  
  			if ( attribute.isInterleavedBufferAttribute ) {
  
  				return properties.get( attribute.data ).__webglBuffer;
  
  			}
  
  			return properties.get( attribute ).__webglBuffer;
  
  		}
  
  		function deleteAttribute( attribute ) {
  
  			var buffer = getAttributeBuffer( attribute );
  
  			if ( buffer !== undefined ) {
  
  				gl.deleteBuffer( buffer );
  				removeAttributeBuffer( attribute );
  
  			}
  
  		}
  
  		function deleteAttributes( attributes ) {
  
  			for ( var name in attributes ) {
  
  				deleteAttribute( attributes[ name ] );
  
  			}
  
  		}
  
  		function removeAttributeBuffer( attribute ) {
  
  			if ( attribute.isInterleavedBufferAttribute ) {
  
  				properties.delete( attribute.data );
  
  			} else {
  
  				properties.delete( attribute );
  
  			}
  
  		}
  
  		return {
  
  			get: function ( object ) {
  
  				var geometry = object.geometry;
  
  				if ( geometries[ geometry.id ] !== undefined ) {
  
  					return geometries[ geometry.id ];
  
  				}
  
  				geometry.addEventListener( 'dispose', onGeometryDispose );
  
  				var buffergeometry;
  
  				if ( geometry.isBufferGeometry ) {
  
  					buffergeometry = geometry;
  
  				} else if ( geometry.isGeometry ) {
  
  					if ( geometry._bufferGeometry === undefined ) {
  
  						geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  
  					}
  
  					buffergeometry = geometry._bufferGeometry;
  
  				}
  
  				geometries[ geometry.id ] = buffergeometry;
  
  				info.memory.geometries ++;
  
  				return buffergeometry;
  
  			}
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLObjects( gl, properties, info ) {
  
  		var geometries = new WebGLGeometries( gl, properties, info );
  
  		//
  
  		function update( object ) {
  
  			// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
  
  			var geometry = geometries.get( object );
  
  			if ( object.geometry.isGeometry ) {
  
  				geometry.updateFromObject( object );
  
  			}
  
  			var index = geometry.index;
  			var attributes = geometry.attributes;
  
  			if ( index !== null ) {
  
  				updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
  
  			}
  
  			for ( var name in attributes ) {
  
  				updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
  
  			}
  
  			// morph targets
  
  			var morphAttributes = geometry.morphAttributes;
  
  			for ( var name in morphAttributes ) {
  
  				var array = morphAttributes[ name ];
  
  				for ( var i = 0, l = array.length; i < l; i ++ ) {
  
  					updateAttribute( array[ i ], gl.ARRAY_BUFFER );
  
  				}
  
  			}
  
  			return geometry;
  
  		}
  
  		function updateAttribute( attribute, bufferType ) {
  
  			var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute;
  
  			var attributeProperties = properties.get( data );
  
  			if ( attributeProperties.__webglBuffer === undefined ) {
  
  				createBuffer( attributeProperties, data, bufferType );
  
  			} else if ( attributeProperties.version !== data.version ) {
  
  				updateBuffer( attributeProperties, data, bufferType );
  
  			}
  
  		}
  
  		function createBuffer( attributeProperties, data, bufferType ) {
  
  			attributeProperties.__webglBuffer = gl.createBuffer();
  			gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  
  			var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
  
  			gl.bufferData( bufferType, data.array, usage );
  
  			var type = gl.FLOAT;
  			var array = data.array;
  
  			if ( array instanceof Float32Array ) {
  
  				type = gl.FLOAT;
  
  			} else if ( array instanceof Float64Array ) {
  
  				console.warn( "Unsupported data buffer format: Float64Array" );
  
  			} else if ( array instanceof Uint16Array ) {
  
  				type = gl.UNSIGNED_SHORT;
  
  			} else if ( array instanceof Int16Array ) {
  
  				type = gl.SHORT;
  
  			} else if ( array instanceof Uint32Array ) {
  
  				type = gl.UNSIGNED_INT;
  
  			} else if ( array instanceof Int32Array ) {
  
  				type = gl.INT;
  
  			} else if ( array instanceof Int8Array ) {
  
  				type = gl.BYTE;
  
  			} else if ( array instanceof Uint8Array ) {
  
  				type = gl.UNSIGNED_BYTE;
  
  			}
  
  			attributeProperties.bytesPerElement = array.BYTES_PER_ELEMENT;
  			attributeProperties.type = type;
  			attributeProperties.version = data.version;
  
  			data.onUploadCallback();
  
  		}
  
  		function updateBuffer( attributeProperties, data, bufferType ) {
  
  			gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  
  			if ( data.dynamic === false ) {
  
  				gl.bufferData( bufferType, data.array, gl.STATIC_DRAW );
  
  			} else if ( data.updateRange.count === - 1 ) {
  
  				// Not using update ranges
  
  				gl.bufferSubData( bufferType, 0, data.array );
  
  			} else if ( data.updateRange.count === 0 ) {
  
  				console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  
  			} else {
  
  				gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
  								  data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
  
  				data.updateRange.count = 0; // reset range
  
  			}
  
  			attributeProperties.version = data.version;
  
  		}
  
  		function getAttributeBuffer( attribute ) {
  
  			if ( attribute.isInterleavedBufferAttribute ) {
  
  				return properties.get( attribute.data ).__webglBuffer;
  
  			}
  
  			return properties.get( attribute ).__webglBuffer;
  
  		}
  
  		function getAttributeProperties( attribute ) {
  
  			if ( attribute.isInterleavedBufferAttribute ) {
  
  				return properties.get( attribute.data );
  
  			}
  
  			return properties.get( attribute );
  
  		}
  
  		function getWireframeAttribute( geometry ) {
  
  			var property = properties.get( geometry );
  
  			if ( property.wireframe !== undefined ) {
  
  				return property.wireframe;
  
  			}
  
  			var indices = [];
  
  			var index = geometry.index;
  			var attributes = geometry.attributes;
  			var position = attributes.position;
  
  			// console.time( 'wireframe' );
  
  			if ( index !== null ) {
  
  				var edges = {};
  				var array = index.array;
  
  				for ( var i = 0, l = array.length; i < l; i += 3 ) {
  
  					var a = array[ i + 0 ];
  					var b = array[ i + 1 ];
  					var c = array[ i + 2 ];
  
  					indices.push( a, b, b, c, c, a );
  
  				}
  
  			} else {
  
  				var array = attributes.position.array;
  
  				for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  
  					var a = i + 0;
  					var b = i + 1;
  					var c = i + 2;
  
  					indices.push( a, b, b, c, c, a );
  
  				}
  
  			}
  
  			// console.timeEnd( 'wireframe' );
  
  			var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
  			var attribute = new BufferAttribute( new TypeArray( indices ), 1 );
  
  			updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  
  			property.wireframe = attribute;
  
  			return attribute;
  
  		}
  
  		return {
  
  			getAttributeBuffer: getAttributeBuffer,
  			getAttributeProperties: getAttributeProperties,
  			getWireframeAttribute: getWireframeAttribute,
  
  			update: update
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) {
  
  		var _infoMemory = info.memory;
  		var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );
  
  		//
  
  		function clampToMaxSize( image, maxSize ) {
  
  			if ( image.width > maxSize || image.height > maxSize ) {
  
  				// Warning: Scaling through the canvas will only work with images that use
  				// premultiplied alpha.
  
  				var scale = maxSize / Math.max( image.width, image.height );
  
  				var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  				canvas.width = Math.floor( image.width * scale );
  				canvas.height = Math.floor( image.height * scale );
  
  				var context = canvas.getContext( '2d' );
  				context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  
  				console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  
  				return canvas;
  
  			}
  
  			return image;
  
  		}
  
  		function isPowerOfTwo( image ) {
  
  			return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  
  		}
  
  		function makePowerOfTwo( image ) {
  
  			if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  
  				var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  				canvas.width = _Math.nearestPowerOfTwo( image.width );
  				canvas.height = _Math.nearestPowerOfTwo( image.height );
  
  				var context = canvas.getContext( '2d' );
  				context.drawImage( image, 0, 0, canvas.width, canvas.height );
  
  				console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  
  				return canvas;
  
  			}
  
  			return image;
  
  		}
  
  		function textureNeedsPowerOfTwo( texture ) {
  
  			return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  				( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  
  		}
  
  		// Fallback filters for non-power-of-2 textures
  
  		function filterFallback( f ) {
  
  			if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  
  				return _gl.NEAREST;
  
  			}
  
  			return _gl.LINEAR;
  
  		}
  
  		//
  
  		function onTextureDispose( event ) {
  
  			var texture = event.target;
  
  			texture.removeEventListener( 'dispose', onTextureDispose );
  
  			deallocateTexture( texture );
  
  			_infoMemory.textures --;
  
  
  		}
  
  		function onRenderTargetDispose( event ) {
  
  			var renderTarget = event.target;
  
  			renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  
  			deallocateRenderTarget( renderTarget );
  
  			_infoMemory.textures --;
  
  		}
  
  		//
  
  		function deallocateTexture( texture ) {
  
  			var textureProperties = properties.get( texture );
  
  			if ( texture.image && textureProperties.__image__webglTextureCube ) {
  
  				// cube texture
  
  				_gl.deleteTexture( textureProperties.__image__webglTextureCube );
  
  			} else {
  
  				// 2D texture
  
  				if ( textureProperties.__webglInit === undefined ) return;
  
  				_gl.deleteTexture( textureProperties.__webglTexture );
  
  			}
  
  			// remove all webgl properties
  			properties.delete( texture );
  
  		}
  
  		function deallocateRenderTarget( renderTarget ) {
  
  			var renderTargetProperties = properties.get( renderTarget );
  			var textureProperties = properties.get( renderTarget.texture );
  
  			if ( ! renderTarget ) return;
  
  			if ( textureProperties.__webglTexture !== undefined ) {
  
  				_gl.deleteTexture( textureProperties.__webglTexture );
  
  			}
  
  			if ( renderTarget.depthTexture ) {
  
  				renderTarget.depthTexture.dispose();
  
  			}
  
  			if ( renderTarget.isWebGLRenderTargetCube ) {
  
  				for ( var i = 0; i < 6; i ++ ) {
  
  					_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  					if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  
  				}
  
  			} else {
  
  				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  
  			}
  
  			properties.delete( renderTarget.texture );
  			properties.delete( renderTarget );
  
  		}
  
  		//
  
  
  
  		function setTexture2D( texture, slot ) {
  
  			var textureProperties = properties.get( texture );
  
  			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  
  				var image = texture.image;
  
  				if ( image === undefined ) {
  
  					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  
  				} else if ( image.complete === false ) {
  
  					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  
  				} else {
  
  					uploadTexture( textureProperties, texture, slot );
  					return;
  
  				}
  
  			}
  
  			state.activeTexture( _gl.TEXTURE0 + slot );
  			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  
  		}
  
  		function setTextureCube( texture, slot ) {
  
  			var textureProperties = properties.get( texture );
  
  			if ( texture.image.length === 6 ) {
  
  				if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  
  					if ( ! textureProperties.__image__webglTextureCube ) {
  
  						texture.addEventListener( 'dispose', onTextureDispose );
  
  						textureProperties.__image__webglTextureCube = _gl.createTexture();
  
  						_infoMemory.textures ++;
  
  					}
  
  					state.activeTexture( _gl.TEXTURE0 + slot );
  					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  
  					_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  
  					var isCompressed = ( texture && texture.isCompressedTexture );
  					var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  
  					var cubeImage = [];
  
  					for ( var i = 0; i < 6; i ++ ) {
  
  						if ( ! isCompressed && ! isDataTexture ) {
  
  							cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  
  						} else {
  
  							cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  
  						}
  
  					}
  
  					var image = cubeImage[ 0 ],
  					isPowerOfTwoImage = isPowerOfTwo( image ),
  					glFormat = paramThreeToGL( texture.format ),
  					glType = paramThreeToGL( texture.type );
  
  					setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
  
  					for ( var i = 0; i < 6; i ++ ) {
  
  						if ( ! isCompressed ) {
  
  							if ( isDataTexture ) {
  
  								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  
  							} else {
  
  								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  
  							}
  
  						} else {
  
  							var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  
  							for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  
  								mipmap = mipmaps[ j ];
  
  								if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  
  									if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  
  										state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  
  									} else {
  
  										console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );
  
  									}
  
  								} else {
  
  									state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  
  								}
  
  							}
  
  						}
  
  					}
  
  					if ( texture.generateMipmaps && isPowerOfTwoImage ) {
  
  						_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  
  					}
  
  					textureProperties.__version = texture.version;
  
  					if ( texture.onUpdate ) texture.onUpdate( texture );
  
  				} else {
  
  					state.activeTexture( _gl.TEXTURE0 + slot );
  					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  
  				}
  
  			}
  
  		}
  
  		function setTextureCubeDynamic( texture, slot ) {
  
  			state.activeTexture( _gl.TEXTURE0 + slot );
  			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  
  		}
  
  		function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
  
  			var extension;
  
  			if ( isPowerOfTwoImage ) {
  
  				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  
  				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  
  			} else {
  
  				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  
  				if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  
  					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  
  				}
  
  				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  
  				if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  
  					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  
  				}
  
  			}
  
  			extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  
  			if ( extension ) {
  
  				if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  				if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  
  				if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  
  					_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  					properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  
  				}
  
  			}
  
  		}
  
  		function uploadTexture( textureProperties, texture, slot ) {
  
  			if ( textureProperties.__webglInit === undefined ) {
  
  				textureProperties.__webglInit = true;
  
  				texture.addEventListener( 'dispose', onTextureDispose );
  
  				textureProperties.__webglTexture = _gl.createTexture();
  
  				_infoMemory.textures ++;
  
  			}
  
  			state.activeTexture( _gl.TEXTURE0 + slot );
  			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  
  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  
  			var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  
  			if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
  
  				image = makePowerOfTwo( image );
  
  			}
  
  			var isPowerOfTwoImage = isPowerOfTwo( image ),
  			glFormat = paramThreeToGL( texture.format ),
  			glType = paramThreeToGL( texture.type );
  
  			setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
  
  			var mipmap, mipmaps = texture.mipmaps;
  
  			if ( texture.isDepthTexture ) {
  
  				// populate depth texture with dummy data
  
  				var internalFormat = _gl.DEPTH_COMPONENT;
  
  				if ( texture.type === FloatType ) {
  
  					if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
  					internalFormat = _gl.DEPTH_COMPONENT32F;
  
  				} else if ( _isWebGL2 ) {
  
  					// WebGL 2.0 requires signed internalformat for glTexImage2D
  					internalFormat = _gl.DEPTH_COMPONENT16;
  
  				}
  
  				if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
  
  					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  					// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  					if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  
  					        console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  
  						texture.type = UnsignedShortType;
  						glType = paramThreeToGL( texture.type );
  
  					}
  
  				}
  
  				// Depth stencil textures need the DEPTH_STENCIL internal format
  				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  				if ( texture.format === DepthStencilFormat ) {
  
  					internalFormat = _gl.DEPTH_STENCIL;
  
  					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  					// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  					if ( texture.type !== UnsignedInt248Type ) {
  
  					        console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  
  						texture.type = UnsignedInt248Type;
  						glType = paramThreeToGL( texture.type );
  
  					}
  
  				}
  
  				state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
  
  			} else if ( texture.isDataTexture ) {
  
  				// use manually created mipmaps if available
  				// if there are no manual mipmaps
  				// set 0 level mipmap and then use GL to generate other mipmap levels
  
  				if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  
  					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  
  						mipmap = mipmaps[ i ];
  						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  
  					}
  
  					texture.generateMipmaps = false;
  
  				} else {
  
  					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  
  				}
  
  			} else if ( texture.isCompressedTexture ) {
  
  				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  
  					mipmap = mipmaps[ i ];
  
  					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  
  						if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  
  							state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  
  						} else {
  
  							console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  
  						}
  
  					} else {
  
  						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  
  					}
  
  				}
  
  			} else {
  
  				// regular Texture (image, video, canvas)
  
  				// use manually created mipmaps if available
  				// if there are no manual mipmaps
  				// set 0 level mipmap and then use GL to generate other mipmap levels
  
  				if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  
  					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  
  						mipmap = mipmaps[ i ];
  						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  
  					}
  
  					texture.generateMipmaps = false;
  
  				} else {
  
  					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
  
  				}
  
  			}
  
  			if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
  
  			textureProperties.__version = texture.version;
  
  			if ( texture.onUpdate ) texture.onUpdate( texture );
  
  		}
  
  		// Render targets
  
  		// Setup storage for target texture and bind it to correct framebuffer
  		function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  
  			var glFormat = paramThreeToGL( renderTarget.texture.format );
  			var glType = paramThreeToGL( renderTarget.texture.type );
  			state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  
  		}
  
  		// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  		function setupRenderBufferStorage( renderbuffer, renderTarget ) {
  
  			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  
  			if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  
  				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  
  			} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  
  				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  
  			} else {
  
  				// FIXME: We don't support !depth !stencil
  				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  
  			}
  
  			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  
  		}
  
  		// Setup resources for a Depth Texture for a FBO (needs an extension)
  		function setupDepthTexture( framebuffer, renderTarget ) {
  
  			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  			if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');
  
  			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  
  			if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  
  				throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  
  			}
  
  			// upload an empty depth texture with framebuffer size
  			if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
  					renderTarget.depthTexture.image.width !== renderTarget.width ||
  					renderTarget.depthTexture.image.height !== renderTarget.height ) {
  				renderTarget.depthTexture.image.width = renderTarget.width;
  				renderTarget.depthTexture.image.height = renderTarget.height;
  				renderTarget.depthTexture.needsUpdate = true;
  			}
  
  			setTexture2D( renderTarget.depthTexture, 0 );
  
  			var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  
  			if ( renderTarget.depthTexture.format === DepthFormat ) {
  
  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  
  			} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  
  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  
  			} else {
  
  				throw new Error('Unknown depthTexture format')
  
  			}
  
  		}
  
  		// Setup GL resources for a non-texture depth buffer
  		function setupDepthRenderbuffer( renderTarget ) {
  
  			var renderTargetProperties = properties.get( renderTarget );
  
  			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  
  			if ( renderTarget.depthTexture ) {
  
  				if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');
  
  				setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  
  			} else {
  
  				if ( isCube ) {
  
  					renderTargetProperties.__webglDepthbuffer = [];
  
  					for ( var i = 0; i < 6; i ++ ) {
  
  						_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  						renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  						setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  
  					}
  
  				} else {
  
  					_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  
  				}
  
  			}
  
  			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  
  		}
  
  		// Set up GL resources for the render target
  		function setupRenderTarget( renderTarget ) {
  
  			var renderTargetProperties = properties.get( renderTarget );
  			var textureProperties = properties.get( renderTarget.texture );
  
  			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  
  			textureProperties.__webglTexture = _gl.createTexture();
  
  			_infoMemory.textures ++;
  
  			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  
  			// Setup framebuffer
  
  			if ( isCube ) {
  
  				renderTargetProperties.__webglFramebuffer = [];
  
  				for ( var i = 0; i < 6; i ++ ) {
  
  					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  
  				}
  
  			} else {
  
  				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  
  			}
  
  			// Setup color buffer
  
  			if ( isCube ) {
  
  				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  
  				for ( var i = 0; i < 6; i ++ ) {
  
  					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  
  				}
  
  				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  
  			} else {
  
  				state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  				setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  
  				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  				state.bindTexture( _gl.TEXTURE_2D, null );
  
  			}
  
  			// Setup depth and stencil buffers
  
  			if ( renderTarget.depthBuffer ) {
  
  				setupDepthRenderbuffer( renderTarget );
  
  			}
  
  		}
  
  		function updateRenderTargetMipmap( renderTarget ) {
  
  			var texture = renderTarget.texture;
  
  			if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  					texture.minFilter !== NearestFilter &&
  					texture.minFilter !== LinearFilter ) {
  
  				var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  				var webglTexture = properties.get( texture ).__webglTexture;
  
  				state.bindTexture( target, webglTexture );
  				_gl.generateMipmap( target );
  				state.bindTexture( target, null );
  
  			}
  
  		}
  
  		this.setTexture2D = setTexture2D;
  		this.setTextureCube = setTextureCube;
  		this.setTextureCubeDynamic = setTextureCubeDynamic;
  		this.setupRenderTarget = setupRenderTarget;
  		this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  
  	}
  
  	/**
  	 * @author fordacious / fordacious.github.io
  	 */
  
  	function WebGLProperties() {
  
  		var properties = {};
  
  		return {
  
  			get: function ( object ) {
  
  				var uuid = object.uuid;
  				var map = properties[ uuid ];
  
  				if ( map === undefined ) {
  
  					map = {};
  					properties[ uuid ] = map;
  
  				}
  
  				return map;
  
  			},
  
  			delete: function ( object ) {
  
  				delete properties[ object.uuid ];
  
  			},
  
  			clear: function () {
  
  				properties = {};
  
  			}
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLState( gl, extensions, paramThreeToGL ) {
  
  		function ColorBuffer() {
  
  			var locked = false;
  
  			var color = new Vector4();
  			var currentColorMask = null;
  			var currentColorClear = new Vector4();
  
  			return {
  
  				setMask: function ( colorMask ) {
  
  					if ( currentColorMask !== colorMask && ! locked ) {
  
  						gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  						currentColorMask = colorMask;
  
  					}
  
  				},
  
  				setLocked: function ( lock ) {
  
  					locked = lock;
  
  				},
  
  				setClear: function ( r, g, b, a, premultipliedAlpha ) {
  
  					if ( premultipliedAlpha === true ) {
  
  						r *= a; g *= a; b *= a;
  
  					}
  
  					color.set( r, g, b, a );
  
  					if ( currentColorClear.equals( color ) === false ) {
  
  						gl.clearColor( r, g, b, a );
  						currentColorClear.copy( color );
  
  					}
  
  				},
  
  				reset: function () {
  
  					locked = false;
  
  					currentColorMask = null;
  					currentColorClear.set( 0, 0, 0, 1 );
  
  				}
  
  			};
  
  		}
  
  		function DepthBuffer() {
  
  			var locked = false;
  
  			var currentDepthMask = null;
  			var currentDepthFunc = null;
  			var currentDepthClear = null;
  
  			return {
  
  				setTest: function ( depthTest ) {
  
  					if ( depthTest ) {
  
  						enable( gl.DEPTH_TEST );
  
  					} else {
  
  						disable( gl.DEPTH_TEST );
  
  					}
  
  				},
  
  				setMask: function ( depthMask ) {
  
  					if ( currentDepthMask !== depthMask && ! locked ) {
  
  						gl.depthMask( depthMask );
  						currentDepthMask = depthMask;
  
  					}
  
  				},
  
  				setFunc: function ( depthFunc ) {
  
  					if ( currentDepthFunc !== depthFunc ) {
  
  						if ( depthFunc ) {
  
  							switch ( depthFunc ) {
  
  								case NeverDepth:
  
  									gl.depthFunc( gl.NEVER );
  									break;
  
  								case AlwaysDepth:
  
  									gl.depthFunc( gl.ALWAYS );
  									break;
  
  								case LessDepth:
  
  									gl.depthFunc( gl.LESS );
  									break;
  
  								case LessEqualDepth:
  
  									gl.depthFunc( gl.LEQUAL );
  									break;
  
  								case EqualDepth:
  
  									gl.depthFunc( gl.EQUAL );
  									break;
  
  								case GreaterEqualDepth:
  
  									gl.depthFunc( gl.GEQUAL );
  									break;
  
  								case GreaterDepth:
  
  									gl.depthFunc( gl.GREATER );
  									break;
  
  								case NotEqualDepth:
  
  									gl.depthFunc( gl.NOTEQUAL );
  									break;
  
  								default:
  
  									gl.depthFunc( gl.LEQUAL );
  
  							}
  
  						} else {
  
  							gl.depthFunc( gl.LEQUAL );
  
  						}
  
  						currentDepthFunc = depthFunc;
  
  					}
  
  				},
  
  				setLocked: function ( lock ) {
  
  					locked = lock;
  
  				},
  
  				setClear: function ( depth ) {
  
  					if ( currentDepthClear !== depth ) {
  
  						gl.clearDepth( depth );
  						currentDepthClear = depth;
  
  					}
  
  				},
  
  				reset: function () {
  
  					locked = false;
  
  					currentDepthMask = null;
  					currentDepthFunc = null;
  					currentDepthClear = null;
  
  				}
  
  			};
  
  		}
  
  		function StencilBuffer() {
  
  			var locked = false;
  
  			var currentStencilMask = null;
  			var currentStencilFunc = null;
  			var currentStencilRef = null;
  			var currentStencilFuncMask = null;
  			var currentStencilFail = null;
  			var currentStencilZFail = null;
  			var currentStencilZPass = null;
  			var currentStencilClear = null;
  
  			return {
  
  				setTest: function ( stencilTest ) {
  
  					if ( stencilTest ) {
  
  						enable( gl.STENCIL_TEST );
  
  					} else {
  
  						disable( gl.STENCIL_TEST );
  
  					}
  
  				},
  
  				setMask: function ( stencilMask ) {
  
  					if ( currentStencilMask !== stencilMask && ! locked ) {
  
  						gl.stencilMask( stencilMask );
  						currentStencilMask = stencilMask;
  
  					}
  
  				},
  
  				setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  
  					if ( currentStencilFunc !== stencilFunc ||
  					     currentStencilRef 	!== stencilRef 	||
  					     currentStencilFuncMask !== stencilMask ) {
  
  						gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  
  						currentStencilFunc = stencilFunc;
  						currentStencilRef = stencilRef;
  						currentStencilFuncMask = stencilMask;
  
  					}
  
  				},
  
  				setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  
  					if ( currentStencilFail	 !== stencilFail 	||
  					     currentStencilZFail !== stencilZFail ||
  					     currentStencilZPass !== stencilZPass ) {
  
  						gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  
  						currentStencilFail = stencilFail;
  						currentStencilZFail = stencilZFail;
  						currentStencilZPass = stencilZPass;
  
  					}
  
  				},
  
  				setLocked: function ( lock ) {
  
  					locked = lock;
  
  				},
  
  				setClear: function ( stencil ) {
  
  					if ( currentStencilClear !== stencil ) {
  
  						gl.clearStencil( stencil );
  						currentStencilClear = stencil;
  
  					}
  
  				},
  
  				reset: function () {
  
  					locked = false;
  
  					currentStencilMask = null;
  					currentStencilFunc = null;
  					currentStencilRef = null;
  					currentStencilFuncMask = null;
  					currentStencilFail = null;
  					currentStencilZFail = null;
  					currentStencilZPass = null;
  					currentStencilClear = null;
  
  				}
  
  			};
  
  		}
  
  		//
  
  		var colorBuffer = new ColorBuffer();
  		var depthBuffer = new DepthBuffer();
  		var stencilBuffer = new StencilBuffer();
  
  		var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
  		var newAttributes = new Uint8Array( maxVertexAttributes );
  		var enabledAttributes = new Uint8Array( maxVertexAttributes );
  		var attributeDivisors = new Uint8Array( maxVertexAttributes );
  
  		var capabilities = {};
  
  		var compressedTextureFormats = null;
  
  		var currentBlending = null;
  		var currentBlendEquation = null;
  		var currentBlendSrc = null;
  		var currentBlendDst = null;
  		var currentBlendEquationAlpha = null;
  		var currentBlendSrcAlpha = null;
  		var currentBlendDstAlpha = null;
  		var currentPremultipledAlpha = false;
  
  		var currentFlipSided = null;
  		var currentCullFace = null;
  
  		var currentLineWidth = null;
  
  		var currentPolygonOffsetFactor = null;
  		var currentPolygonOffsetUnits = null;
  
  		var currentScissorTest = null;
  
  		var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
  
  		var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
  		var lineWidthAvailable = parseFloat( version ) >= 1.0;
  
  		var currentTextureSlot = null;
  		var currentBoundTextures = {};
  
  		var currentScissor = new Vector4();
  		var currentViewport = new Vector4();
  
  		function createTexture( type, target, count ) {
  
  			var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  			var texture = gl.createTexture();
  
  			gl.bindTexture( type, texture );
  			gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  			gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  
  			for ( var i = 0; i < count; i ++ ) {
  
  				gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  
  			}
  
  			return texture;
  
  		}
  
  		var emptyTextures = {};
  		emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
  		emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
  
  		//
  
  		function init() {
  
  			colorBuffer.setClear( 0, 0, 0, 1 );
  			depthBuffer.setClear( 1 );
  			stencilBuffer.setClear( 0 );
  
  			enable( gl.DEPTH_TEST );
  			setDepthFunc( LessEqualDepth );
  
  			setFlipSided( false );
  			setCullFace( CullFaceBack );
  			enable( gl.CULL_FACE );
  
  			enable( gl.BLEND );
  			setBlending( NormalBlending );
  
  		}
  
  		function initAttributes() {
  
  			for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  
  				newAttributes[ i ] = 0;
  
  			}
  
  		}
  
  		function enableAttribute( attribute ) {
  
  			newAttributes[ attribute ] = 1;
  
  			if ( enabledAttributes[ attribute ] === 0 ) {
  
  				gl.enableVertexAttribArray( attribute );
  				enabledAttributes[ attribute ] = 1;
  
  			}
  
  			if ( attributeDivisors[ attribute ] !== 0 ) {
  
  				var extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  				extension.vertexAttribDivisorANGLE( attribute, 0 );
  				attributeDivisors[ attribute ] = 0;
  
  			}
  
  		}
  
  		function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) {
  
  			newAttributes[ attribute ] = 1;
  
  			if ( enabledAttributes[ attribute ] === 0 ) {
  
  				gl.enableVertexAttribArray( attribute );
  				enabledAttributes[ attribute ] = 1;
  
  			}
  
  			if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  
  				extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
  				attributeDivisors[ attribute ] = meshPerAttribute;
  
  			}
  
  		}
  
  		function disableUnusedAttributes() {
  
  			for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  
  				if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  
  					gl.disableVertexAttribArray( i );
  					enabledAttributes[ i ] = 0;
  
  				}
  
  			}
  
  		}
  
  		function enable( id ) {
  
  			if ( capabilities[ id ] !== true ) {
  
  				gl.enable( id );
  				capabilities[ id ] = true;
  
  			}
  
  		}
  
  		function disable( id ) {
  
  			if ( capabilities[ id ] !== false ) {
  
  				gl.disable( id );
  				capabilities[ id ] = false;
  
  			}
  
  		}
  
  		function getCompressedTextureFormats() {
  
  			if ( compressedTextureFormats === null ) {
  
  				compressedTextureFormats = [];
  
  				if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  				     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  				     extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
  
  					var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
  
  					for ( var i = 0; i < formats.length; i ++ ) {
  
  						compressedTextureFormats.push( formats[ i ] );
  
  					}
  
  				}
  
  			}
  
  			return compressedTextureFormats;
  
  		}
  
  		function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  
  			if ( blending !== NoBlending ) {
  
  				enable( gl.BLEND );
  
  			} else {
  
  				disable( gl.BLEND );
  
  			}
  
  			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  
  				if ( blending === AdditiveBlending ) {
  
  					if ( premultipliedAlpha ) {
  
  						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  						gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
  
  					} else {
  
  						gl.blendEquation( gl.FUNC_ADD );
  						gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  
  					}
  
  				} else if ( blending === SubtractiveBlending ) {
  
  					if ( premultipliedAlpha ) {
  
  						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  						gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
  
  					} else {
  
  						gl.blendEquation( gl.FUNC_ADD );
  						gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
  
  					}
  
  				} else if ( blending === MultiplyBlending ) {
  
  					if ( premultipliedAlpha ) {
  
  						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  						gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  
  					} else {
  
  						gl.blendEquation( gl.FUNC_ADD );
  						gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  
  					}
  
  				} else {
  
  					if ( premultipliedAlpha ) {
  
  						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  						gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  
  					} else {
  
  						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  						gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  
  					}
  
  				}
  
  				currentBlending = blending;
  				currentPremultipledAlpha = premultipliedAlpha;
  
  			}
  
  			if ( blending === CustomBlending ) {
  
  				blendEquationAlpha = blendEquationAlpha || blendEquation;
  				blendSrcAlpha = blendSrcAlpha || blendSrc;
  				blendDstAlpha = blendDstAlpha || blendDst;
  
  				if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  
  					gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
  
  					currentBlendEquation = blendEquation;
  					currentBlendEquationAlpha = blendEquationAlpha;
  
  				}
  
  				if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  
  					gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
  
  					currentBlendSrc = blendSrc;
  					currentBlendDst = blendDst;
  					currentBlendSrcAlpha = blendSrcAlpha;
  					currentBlendDstAlpha = blendDstAlpha;
  
  				}
  
  			} else {
  
  				currentBlendEquation = null;
  				currentBlendSrc = null;
  				currentBlendDst = null;
  				currentBlendEquationAlpha = null;
  				currentBlendSrcAlpha = null;
  				currentBlendDstAlpha = null;
  
  			}
  
  		}
  
  		// TODO Deprecate
  
  		function setColorWrite( colorWrite ) {
  
  			colorBuffer.setMask( colorWrite );
  
  		}
  
  		function setDepthTest( depthTest ) {
  
  			depthBuffer.setTest( depthTest );
  
  		}
  
  		function setDepthWrite( depthWrite ) {
  
  			depthBuffer.setMask( depthWrite );
  
  		}
  
  		function setDepthFunc( depthFunc ) {
  
  			depthBuffer.setFunc( depthFunc );
  
  		}
  
  		function setStencilTest( stencilTest ) {
  
  			stencilBuffer.setTest( stencilTest );
  
  		}
  
  		function setStencilWrite( stencilWrite ) {
  
  			stencilBuffer.setMask( stencilWrite );
  
  		}
  
  		function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
  
  			stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
  
  		}
  
  		function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
  
  			stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
  
  		}
  
  		//
  
  		function setFlipSided( flipSided ) {
  
  			if ( currentFlipSided !== flipSided ) {
  
  				if ( flipSided ) {
  
  					gl.frontFace( gl.CW );
  
  				} else {
  
  					gl.frontFace( gl.CCW );
  
  				}
  
  				currentFlipSided = flipSided;
  
  			}
  
  		}
  
  		function setCullFace( cullFace ) {
  
  			if ( cullFace !== CullFaceNone ) {
  
  				enable( gl.CULL_FACE );
  
  				if ( cullFace !== currentCullFace ) {
  
  					if ( cullFace === CullFaceBack ) {
  
  						gl.cullFace( gl.BACK );
  
  					} else if ( cullFace === CullFaceFront ) {
  
  						gl.cullFace( gl.FRONT );
  
  					} else {
  
  						gl.cullFace( gl.FRONT_AND_BACK );
  
  					}
  
  				}
  
  			} else {
  
  				disable( gl.CULL_FACE );
  
  			}
  
  			currentCullFace = cullFace;
  
  		}
  
  		function setLineWidth( width ) {
  
  			if ( width !== currentLineWidth ) {
  
  				if ( lineWidthAvailable ) gl.lineWidth( width );
  
  				currentLineWidth = width;
  
  			}
  
  		}
  
  		function setPolygonOffset( polygonOffset, factor, units ) {
  
  			if ( polygonOffset ) {
  
  				enable( gl.POLYGON_OFFSET_FILL );
  
  				if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  
  					gl.polygonOffset( factor, units );
  
  					currentPolygonOffsetFactor = factor;
  					currentPolygonOffsetUnits = units;
  
  				}
  
  			} else {
  
  				disable( gl.POLYGON_OFFSET_FILL );
  
  			}
  
  		}
  
  		function getScissorTest() {
  
  			return currentScissorTest;
  
  		}
  
  		function setScissorTest( scissorTest ) {
  
  			currentScissorTest = scissorTest;
  
  			if ( scissorTest ) {
  
  				enable( gl.SCISSOR_TEST );
  
  			} else {
  
  				disable( gl.SCISSOR_TEST );
  
  			}
  
  		}
  
  		// texture
  
  		function activeTexture( webglSlot ) {
  
  			if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  
  			if ( currentTextureSlot !== webglSlot ) {
  
  				gl.activeTexture( webglSlot );
  				currentTextureSlot = webglSlot;
  
  			}
  
  		}
  
  		function bindTexture( webglType, webglTexture ) {
  
  			if ( currentTextureSlot === null ) {
  
  				activeTexture();
  
  			}
  
  			var boundTexture = currentBoundTextures[ currentTextureSlot ];
  
  			if ( boundTexture === undefined ) {
  
  				boundTexture = { type: undefined, texture: undefined };
  				currentBoundTextures[ currentTextureSlot ] = boundTexture;
  
  			}
  
  			if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  
  				gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  
  				boundTexture.type = webglType;
  				boundTexture.texture = webglTexture;
  
  			}
  
  		}
  
  		function compressedTexImage2D() {
  
  			try {
  
  				gl.compressedTexImage2D.apply( gl, arguments );
  
  			} catch ( error ) {
  
  				console.error( error );
  
  			}
  
  		}
  
  		function texImage2D() {
  
  			try {
  
  				gl.texImage2D.apply( gl, arguments );
  
  			} catch ( error ) {
  
  				console.error( error );
  
  			}
  
  		}
  
  		//
  
  		function scissor( scissor ) {
  
  			if ( currentScissor.equals( scissor ) === false ) {
  
  				gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  				currentScissor.copy( scissor );
  
  			}
  
  		}
  
  		function viewport( viewport ) {
  
  			if ( currentViewport.equals( viewport ) === false ) {
  
  				gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  				currentViewport.copy( viewport );
  
  			}
  
  		}
  
  		//
  
  		function reset() {
  
  			for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  
  				if ( enabledAttributes[ i ] === 1 ) {
  
  					gl.disableVertexAttribArray( i );
  					enabledAttributes[ i ] = 0;
  
  				}
  
  			}
  
  			capabilities = {};
  
  			compressedTextureFormats = null;
  
  			currentTextureSlot = null;
  			currentBoundTextures = {};
  
  			currentBlending = null;
  
  			currentFlipSided = null;
  			currentCullFace = null;
  
  			colorBuffer.reset();
  			depthBuffer.reset();
  			stencilBuffer.reset();
  
  		}
  
  		return {
  
  			buffers: {
  				color: colorBuffer,
  				depth: depthBuffer,
  				stencil: stencilBuffer
  			},
  
  			init: init,
  			initAttributes: initAttributes,
  			enableAttribute: enableAttribute,
  			enableAttributeAndDivisor: enableAttributeAndDivisor,
  			disableUnusedAttributes: disableUnusedAttributes,
  			enable: enable,
  			disable: disable,
  			getCompressedTextureFormats: getCompressedTextureFormats,
  
  			setBlending: setBlending,
  
  			setColorWrite: setColorWrite,
  			setDepthTest: setDepthTest,
  			setDepthWrite: setDepthWrite,
  			setDepthFunc: setDepthFunc,
  			setStencilTest: setStencilTest,
  			setStencilWrite: setStencilWrite,
  			setStencilFunc: setStencilFunc,
  			setStencilOp: setStencilOp,
  
  			setFlipSided: setFlipSided,
  			setCullFace: setCullFace,
  
  			setLineWidth: setLineWidth,
  			setPolygonOffset: setPolygonOffset,
  
  			getScissorTest: getScissorTest,
  			setScissorTest: setScissorTest,
  
  			activeTexture: activeTexture,
  			bindTexture: bindTexture,
  			compressedTexImage2D: compressedTexImage2D,
  			texImage2D: texImage2D,
  
  			scissor: scissor,
  			viewport: viewport,
  
  			reset: reset
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLCapabilities( gl, extensions, parameters ) {
  
  		var maxAnisotropy;
  
  		function getMaxAnisotropy() {
  
  			if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  
  			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  
  			if ( extension !== null ) {
  
  				maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  
  			} else {
  
  				maxAnisotropy = 0;
  
  			}
  
  			return maxAnisotropy;
  
  		}
  
  		function getMaxPrecision( precision ) {
  
  			if ( precision === 'highp' ) {
  
  				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
  				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
  
  					return 'highp';
  
  				}
  
  				precision = 'mediump';
  
  			}
  
  			if ( precision === 'mediump' ) {
  
  				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
  				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
  
  					return 'mediump';
  
  				}
  
  			}
  
  			return 'lowp';
  
  		}
  
  		var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  		var maxPrecision = getMaxPrecision( precision );
  
  		if ( maxPrecision !== precision ) {
  
  			console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  			precision = maxPrecision;
  
  		}
  
  		var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );
  
  		var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
  		var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  		var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
  		var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  
  		var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
  		var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
  		var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
  		var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
  
  		var vertexTextures = maxVertexTextures > 0;
  		var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
  		var floatVertexTextures = vertexTextures && floatFragmentTextures;
  
  		return {
  
  			getMaxAnisotropy: getMaxAnisotropy,
  			getMaxPrecision: getMaxPrecision,
  
  			precision: precision,
  			logarithmicDepthBuffer: logarithmicDepthBuffer,
  
  			maxTextures: maxTextures,
  			maxVertexTextures: maxVertexTextures,
  			maxTextureSize: maxTextureSize,
  			maxCubemapSize: maxCubemapSize,
  
  			maxAttributes: maxAttributes,
  			maxVertexUniforms: maxVertexUniforms,
  			maxVaryings: maxVaryings,
  			maxFragmentUniforms: maxFragmentUniforms,
  
  			vertexTextures: vertexTextures,
  			floatFragmentTextures: floatFragmentTextures,
  			floatVertexTextures: floatVertexTextures
  
  		};
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WebGLExtensions( gl ) {
  
  		var extensions = {};
  
  		return {
  
  			get: function ( name ) {
  
  				if ( extensions[ name ] !== undefined ) {
  
  					return extensions[ name ];
  
  				}
  
  				var extension;
  
  				switch ( name ) {
  
  					case 'WEBGL_depth_texture':
  						extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  						break;
  
  					case 'EXT_texture_filter_anisotropic':
  						extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  						break;
  
  					case 'WEBGL_compressed_texture_s3tc':
  						extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  						break;
  
  					case 'WEBGL_compressed_texture_pvrtc':
  						extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  						break;
  
  					case 'WEBGL_compressed_texture_etc1':
  						extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
  						break;
  
  					default:
  						extension = gl.getExtension( name );
  
  				}
  
  				if ( extension === null ) {
  
  					console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  
  				}
  
  				extensions[ name ] = extension;
  
  				return extension;
  
  			}
  
  		};
  
  	}
  
  	/**
  	 * @author tschw
  	 */
  
  	function WebGLClipping() {
  
  		var scope = this,
  
  			globalState = null,
  			numGlobalPlanes = 0,
  			localClippingEnabled = false,
  			renderingShadows = false,
  
  			plane = new Plane(),
  			viewNormalMatrix = new Matrix3(),
  
  			uniform = { value: null, needsUpdate: false };
  
  		this.uniform = uniform;
  		this.numPlanes = 0;
  		this.numIntersection = 0;
  
  		this.init = function( planes, enableLocalClipping, camera ) {
  
  			var enabled =
  				planes.length !== 0 ||
  				enableLocalClipping ||
  				// enable state of previous frame - the clipping code has to
  				// run another frame in order to reset the state:
  				numGlobalPlanes !== 0 ||
  				localClippingEnabled;
  
  			localClippingEnabled = enableLocalClipping;
  
  			globalState = projectPlanes( planes, camera, 0 );
  			numGlobalPlanes = planes.length;
  
  			return enabled;
  
  		};
  
  		this.beginShadows = function() {
  
  			renderingShadows = true;
  			projectPlanes( null );
  
  		};
  
  		this.endShadows = function() {
  
  			renderingShadows = false;
  			resetGlobalState();
  
  		};
  
  		this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  
  			if ( ! localClippingEnabled ||
  					planes === null || planes.length === 0 ||
  					renderingShadows && ! clipShadows ) {
  				// there's no local clipping
  
  				if ( renderingShadows ) {
  					// there's no global clipping
  
  					projectPlanes( null );
  
  				} else {
  
  					resetGlobalState();
  				}
  
  			} else {
  
  				var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  					lGlobal = nGlobal * 4,
  
  					dstArray = cache.clippingState || null;
  
  				uniform.value = dstArray; // ensure unique state
  
  				dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  
  				for ( var i = 0; i !== lGlobal; ++ i ) {
  
  					dstArray[ i ] = globalState[ i ];
  
  				}
  
  				cache.clippingState = dstArray;
  				this.numIntersection = clipIntersection ? this.numPlanes : 0;
  				this.numPlanes += nGlobal;
  
  			}
  
  
  		};
  
  		function resetGlobalState() {
  
  			if ( uniform.value !== globalState ) {
  
  				uniform.value = globalState;
  				uniform.needsUpdate = numGlobalPlanes > 0;
  
  			}
  
  			scope.numPlanes = numGlobalPlanes;
  			scope.numIntersection = 0;
  
  		}
  
  		function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  
  			var nPlanes = planes !== null ? planes.length : 0,
  				dstArray = null;
  
  			if ( nPlanes !== 0 ) {
  
  				dstArray = uniform.value;
  
  				if ( skipTransform !== true || dstArray === null ) {
  
  					var flatSize = dstOffset + nPlanes * 4,
  						viewMatrix = camera.matrixWorldInverse;
  
  					viewNormalMatrix.getNormalMatrix( viewMatrix );
  
  					if ( dstArray === null || dstArray.length < flatSize ) {
  
  						dstArray = new Float32Array( flatSize );
  
  					}
  
  					for ( var i = 0, i4 = dstOffset;
  										i !== nPlanes; ++ i, i4 += 4 ) {
  
  						plane.copy( planes[ i ] ).
  								applyMatrix4( viewMatrix, viewNormalMatrix );
  
  						plane.normal.toArray( dstArray, i4 );
  						dstArray[ i4 + 3 ] = plane.constant;
  
  					}
  
  				}
  
  				uniform.value = dstArray;
  				uniform.needsUpdate = true;
  
  			}
  
  			scope.numPlanes = nPlanes;
  			
  			return dstArray;
  
  		}
  
  	}
  
  	/**
  	 * @author supereggbert / http://www.paulbrunt.co.uk/
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author szimek / https://github.com/szimek/
  	 * @author tschw
  	 */
  
  	function WebGLRenderer( parameters ) {
  
  		console.log( 'THREE.WebGLRenderer', REVISION );
  
  		parameters = parameters || {};
  
  		var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  			_context = parameters.context !== undefined ? parameters.context : null,
  
  			_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  			_depth = parameters.depth !== undefined ? parameters.depth : true,
  			_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  			_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  			_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  			_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
  
  		var lights = [];
  
  		var opaqueObjects = [];
  		var opaqueObjectsLastIndex = - 1;
  		var transparentObjects = [];
  		var transparentObjectsLastIndex = - 1;
  
  		var morphInfluences = new Float32Array( 8 );
  
  		var sprites = [];
  		var lensFlares = [];
  
  		// public properties
  
  		this.domElement = _canvas;
  		this.context = null;
  
  		// clearing
  
  		this.autoClear = true;
  		this.autoClearColor = true;
  		this.autoClearDepth = true;
  		this.autoClearStencil = true;
  
  		// scene graph
  
  		this.sortObjects = true;
  
  		// user-defined clipping
  
  		this.clippingPlanes = [];
  		this.localClippingEnabled = false;
  
  		// physically based shading
  
  		this.gammaFactor = 2.0;	// for backwards compatibility
  		this.gammaInput = false;
  		this.gammaOutput = false;
  
  		// physical lights
  
  		this.physicallyCorrectLights = false;
  
  		// tone mapping
  
  		this.toneMapping = LinearToneMapping;
  		this.toneMappingExposure = 1.0;
  		this.toneMappingWhitePoint = 1.0;
  
  		// morphs
  
  		this.maxMorphTargets = 8;
  		this.maxMorphNormals = 4;
  
  		// internal properties
  
  		var _this = this,
  
  			// internal state cache
  
  			_currentProgram = null,
  			_currentRenderTarget = null,
  			_currentFramebuffer = null,
  			_currentMaterialId = - 1,
  			_currentGeometryProgram = '',
  			_currentCamera = null,
  
  			_currentScissor = new Vector4(),
  			_currentScissorTest = null,
  
  			_currentViewport = new Vector4(),
  
  			//
  
  			_usedTextureUnits = 0,
  
  			//
  
  			_clearColor = new Color( 0x000000 ),
  			_clearAlpha = 0,
  
  			_width = _canvas.width,
  			_height = _canvas.height,
  
  			_pixelRatio = 1,
  
  			_scissor = new Vector4( 0, 0, _width, _height ),
  			_scissorTest = false,
  
  			_viewport = new Vector4( 0, 0, _width, _height ),
  
  			// frustum
  
  			_frustum = new Frustum(),
  
  			// clipping
  
  			_clipping = new WebGLClipping(),
  			_clippingEnabled = false,
  			_localClippingEnabled = false,
  
  			_sphere = new Sphere(),
  
  			// camera matrices cache
  
  			_projScreenMatrix = new Matrix4(),
  
  			_vector3 = new Vector3(),
  			_matrix4 = new Matrix4(),
  			_matrix42 = new Matrix4(),
  
  			// light arrays cache
  
  			_lights = {
  
  				hash: '',
  
  			ambient: [ 0, 0, 0 ],
  			directional: [],
  			directionalShadowMap: [],
  			directionalShadowMatrix: [],
  			spot: [],
  			spotShadowMap: [],
  			spotShadowMatrix: [],
  			rectArea: [],
  			point: [],
  			pointShadowMap: [],
  			pointShadowMatrix: [],
  			hemi: [],
  
  				shadows: []
  
  			},
  
  			// info
  
  			_infoRender = {
  
  				calls: 0,
  				vertices: 0,
  				faces: 0,
  				points: 0
  
  			};
  
  		this.info = {
  
  			render: _infoRender,
  			memory: {
  
  				geometries: 0,
  				textures: 0
  
  			},
  			programs: null
  
  		};
  
  
  		// initialize
  
  		var _gl;
  
  		try {
  
  			var attributes = {
  				alpha: _alpha,
  				depth: _depth,
  				stencil: _stencil,
  				antialias: _antialias,
  				premultipliedAlpha: _premultipliedAlpha,
  				preserveDrawingBuffer: _preserveDrawingBuffer
  			};
  
  			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  
  			if ( _gl === null ) {
  
  				if ( _canvas.getContext( 'webgl' ) !== null ) {
  
  					throw 'Error creating WebGL context with your selected attributes.';
  
  				} else {
  
  					throw 'Error creating WebGL context.';
  
  				}
  
  			}
  
  			// Some experimental-webgl implementations do not have getShaderPrecisionFormat
  
  			if ( _gl.getShaderPrecisionFormat === undefined ) {
  
  				_gl.getShaderPrecisionFormat = function () {
  
  					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  
  				};
  
  			}
  
  			_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  
  		} catch ( error ) {
  
  			console.error( 'THREE.WebGLRenderer: ' + error );
  
  		}
  
  		var extensions = new WebGLExtensions( _gl );
  
  		extensions.get( 'WEBGL_depth_texture' );
  		extensions.get( 'OES_texture_float' );
  		extensions.get( 'OES_texture_float_linear' );
  		extensions.get( 'OES_texture_half_float' );
  		extensions.get( 'OES_texture_half_float_linear' );
  		extensions.get( 'OES_standard_derivatives' );
  		extensions.get( 'ANGLE_instanced_arrays' );
  
  		if ( extensions.get( 'OES_element_index_uint' ) ) {
  
  			BufferGeometry.MaxIndex = 4294967296;
  
  		}
  
  		var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  
  		var state = new WebGLState( _gl, extensions, paramThreeToGL );
  		var properties = new WebGLProperties();
  		var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
  		var objects = new WebGLObjects( _gl, properties, this.info );
  		var programCache = new WebGLPrograms( this, capabilities );
  		var lightCache = new WebGLLights();
  
  		this.info.programs = programCache.programs;
  
  		var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
  		var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  
  		//
  
  		var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  		var backgroundCamera2 = new PerspectiveCamera();
  		var backgroundPlaneMesh = new Mesh(
  			new PlaneBufferGeometry( 2, 2 ),
  			new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
  		);
  		var backgroundBoxShader = ShaderLib[ 'cube' ];
  		var backgroundBoxMesh = new Mesh(
  			new BoxBufferGeometry( 5, 5, 5 ),
  			new ShaderMaterial( {
  				uniforms: backgroundBoxShader.uniforms,
  				vertexShader: backgroundBoxShader.vertexShader,
  				fragmentShader: backgroundBoxShader.fragmentShader,
  				side: BackSide,
  				depthTest: false,
  				depthWrite: false,
  				fog: false
  			} )
  		);
  
  		//
  
  		function getTargetPixelRatio() {
  
  			return _currentRenderTarget === null ? _pixelRatio : 1;
  
  		}
  
  		function setDefaultGLState() {
  
  			state.init();
  
  			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  
  			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
  
  		}
  
  		function resetGLState() {
  
  			_currentProgram = null;
  			_currentCamera = null;
  
  			_currentGeometryProgram = '';
  			_currentMaterialId = - 1;
  
  			state.reset();
  
  		}
  
  		setDefaultGLState();
  
  		this.context = _gl;
  		this.capabilities = capabilities;
  		this.extensions = extensions;
  		this.properties = properties;
  		this.state = state;
  
  		// shadow map
  
  		var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
  
  		this.shadowMap = shadowMap;
  
  
  		// Plugins
  
  		var spritePlugin = new SpritePlugin( this, sprites );
  		var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
  
  		// API
  
  		this.getContext = function () {
  
  			return _gl;
  
  		};
  
  		this.getContextAttributes = function () {
  
  			return _gl.getContextAttributes();
  
  		};
  
  		this.forceContextLoss = function () {
  
  			extensions.get( 'WEBGL_lose_context' ).loseContext();
  
  		};
  
  		this.getMaxAnisotropy = function () {
  
  			return capabilities.getMaxAnisotropy();
  
  		};
  
  		this.getPrecision = function () {
  
  			return capabilities.precision;
  
  		};
  
  		this.getPixelRatio = function () {
  
  			return _pixelRatio;
  
  		};
  
  		this.setPixelRatio = function ( value ) {
  
  			if ( value === undefined ) return;
  
  			_pixelRatio = value;
  
  			this.setSize( _viewport.z, _viewport.w, false );
  
  		};
  
  		this.getSize = function () {
  
  			return {
  				width: _width,
  				height: _height
  			};
  
  		};
  
  		this.setSize = function ( width, height, updateStyle ) {
  
  			_width = width;
  			_height = height;
  
  			_canvas.width = width * _pixelRatio;
  			_canvas.height = height * _pixelRatio;
  
  			if ( updateStyle !== false ) {
  
  				_canvas.style.width = width + 'px';
  				_canvas.style.height = height + 'px';
  
  			}
  
  			this.setViewport( 0, 0, width, height );
  
  		};
  
  		this.setViewport = function ( x, y, width, height ) {
  
  			state.viewport( _viewport.set( x, y, width, height ) );
  
  		};
  
  		this.setScissor = function ( x, y, width, height ) {
  
  			state.scissor( _scissor.set( x, y, width, height ) );
  
  		};
  
  		this.setScissorTest = function ( boolean ) {
  
  			state.setScissorTest( _scissorTest = boolean );
  
  		};
  
  		// Clearing
  
  		this.getClearColor = function () {
  
  			return _clearColor;
  
  		};
  
  		this.setClearColor = function ( color, alpha ) {
  
  			_clearColor.set( color );
  
  			_clearAlpha = alpha !== undefined ? alpha : 1;
  
  			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
  
  		};
  
  		this.getClearAlpha = function () {
  
  			return _clearAlpha;
  
  		};
  
  		this.setClearAlpha = function ( alpha ) {
  
  			_clearAlpha = alpha;
  
  			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
  
  		};
  
  		this.clear = function ( color, depth, stencil ) {
  
  			var bits = 0;
  
  			if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  			if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  			if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  
  			_gl.clear( bits );
  
  		};
  
  		this.clearColor = function () {
  
  			this.clear( true, false, false );
  
  		};
  
  		this.clearDepth = function () {
  
  			this.clear( false, true, false );
  
  		};
  
  		this.clearStencil = function () {
  
  			this.clear( false, false, true );
  
  		};
  
  		this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  
  			this.setRenderTarget( renderTarget );
  			this.clear( color, depth, stencil );
  
  		};
  
  		// Reset
  
  		this.resetGLState = resetGLState;
  
  		this.dispose = function() {
  
  			transparentObjects = [];
  			transparentObjectsLastIndex = -1;
  			opaqueObjects = [];
  			opaqueObjectsLastIndex = -1;
  
  			_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  
  		};
  
  		// Events
  
  		function onContextLost( event ) {
  
  			event.preventDefault();
  
  			resetGLState();
  			setDefaultGLState();
  
  			properties.clear();
  
  		}
  
  		function onMaterialDispose( event ) {
  
  			var material = event.target;
  
  			material.removeEventListener( 'dispose', onMaterialDispose );
  
  			deallocateMaterial( material );
  
  		}
  
  		// Buffer deallocation
  
  		function deallocateMaterial( material ) {
  
  			releaseMaterialProgramReference( material );
  
  			properties.delete( material );
  
  		}
  
  
  		function releaseMaterialProgramReference( material ) {
  
  			var programInfo = properties.get( material ).program;
  
  			material.program = undefined;
  
  			if ( programInfo !== undefined ) {
  
  				programCache.releaseProgram( programInfo );
  
  			}
  
  		}
  
  		// Buffer rendering
  
  		this.renderBufferImmediate = function ( object, program, material ) {
  
  			state.initAttributes();
  
  			var buffers = properties.get( object );
  
  			if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  			if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  			if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  			if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  
  			var attributes = program.getAttributes();
  
  			if ( object.hasPositions ) {
  
  				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  				_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  
  				state.enableAttribute( attributes.position );
  				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  
  			}
  
  			if ( object.hasNormals ) {
  
  				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  
  				if ( ! material.isMeshPhongMaterial &&
  					! material.isMeshStandardMaterial &&
  					! material.isMeshNormalMaterial &&
  					material.shading === FlatShading ) {
  
  					for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  
  						var array = object.normalArray;
  
  						var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  						var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  						var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  
  						array[ i + 0 ] = nx;
  						array[ i + 1 ] = ny;
  						array[ i + 2 ] = nz;
  
  						array[ i + 3 ] = nx;
  						array[ i + 4 ] = ny;
  						array[ i + 5 ] = nz;
  
  						array[ i + 6 ] = nx;
  						array[ i + 7 ] = ny;
  						array[ i + 8 ] = nz;
  
  					}
  
  				}
  
  				_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  
  				state.enableAttribute( attributes.normal );
  
  				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  
  			}
  
  			if ( object.hasUvs && material.map ) {
  
  				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  				_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  
  				state.enableAttribute( attributes.uv );
  
  				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  
  			}
  
  			if ( object.hasColors && material.vertexColors !== NoColors ) {
  
  				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  				_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  
  				state.enableAttribute( attributes.color );
  
  				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  
  			}
  
  			state.disableUnusedAttributes();
  
  			_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  
  			object.count = 0;
  
  		};
  
  		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  
  			setMaterial( material );
  
  			var program = setProgram( camera, fog, material, object );
  
  			var updateBuffers = false;
  			var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  
  			if ( geometryProgram !== _currentGeometryProgram ) {
  
  				_currentGeometryProgram = geometryProgram;
  				updateBuffers = true;
  
  			}
  
  			// morph targets
  
  			var morphTargetInfluences = object.morphTargetInfluences;
  
  			if ( morphTargetInfluences !== undefined ) {
  
  				var activeInfluences = [];
  
  				for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  
  					var influence = morphTargetInfluences[ i ];
  					activeInfluences.push( [ influence, i ] );
  
  				}
  
  				activeInfluences.sort( absNumericalSort );
  
  				if ( activeInfluences.length > 8 ) {
  
  					activeInfluences.length = 8;
  
  				}
  
  				var morphAttributes = geometry.morphAttributes;
  
  				for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  
  					var influence = activeInfluences[ i ];
  					morphInfluences[ i ] = influence[ 0 ];
  
  					if ( influence[ 0 ] !== 0 ) {
  
  						var index = influence[ 1 ];
  
  						if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  						if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  
  					} else {
  
  						if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  						if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  
  					}
  
  				}
  
  				for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {
  
  					morphInfluences[ i ] = 0.0;
  
  				}
  
  				program.getUniforms().setValue(
  					_gl, 'morphTargetInfluences', morphInfluences );
  
  				updateBuffers = true;
  
  			}
  
  			//
  
  			var index = geometry.index;
  			var position = geometry.attributes.position;
  			var rangeFactor = 1;
  
  			if ( material.wireframe === true ) {
  
  				index = objects.getWireframeAttribute( geometry );
  				rangeFactor = 2;
  
  			}
  
  			var renderer;
  
  			if ( index !== null ) {
  
  				renderer = indexedBufferRenderer;
  				renderer.setIndex( index );
  
  			} else {
  
  				renderer = bufferRenderer;
  
  			}
  
  			if ( updateBuffers ) {
  
  				setupVertexAttributes( material, program, geometry );
  
  				if ( index !== null ) {
  
  					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  
  				}
  
  			}
  
  			//
  
  			var dataCount = 0;
  
  			if ( index !== null ) {
  
  				dataCount = index.count;
  
  			} else if ( position !== undefined ) {
  
  				dataCount = position.count;
  
  			}
  
  			var rangeStart = geometry.drawRange.start * rangeFactor;
  			var rangeCount = geometry.drawRange.count * rangeFactor;
  
  			var groupStart = group !== null ? group.start * rangeFactor : 0;
  			var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  
  			var drawStart = Math.max( rangeStart, groupStart );
  			var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  
  			var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  
  			if ( drawCount === 0 ) return;
  
  			//
  
  			if ( object.isMesh ) {
  
  				if ( material.wireframe === true ) {
  
  					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  					renderer.setMode( _gl.LINES );
  
  				} else {
  
  					switch ( object.drawMode ) {
  
  						case TrianglesDrawMode:
  							renderer.setMode( _gl.TRIANGLES );
  							break;
  
  						case TriangleStripDrawMode:
  							renderer.setMode( _gl.TRIANGLE_STRIP );
  							break;
  
  						case TriangleFanDrawMode:
  							renderer.setMode( _gl.TRIANGLE_FAN );
  							break;
  
  					}
  
  				}
  
  
  			} else if ( object.isLine ) {
  
  				var lineWidth = material.linewidth;
  
  				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  
  				state.setLineWidth( lineWidth * getTargetPixelRatio() );
  
  				if ( object.isLineSegments ) {
  
  					renderer.setMode( _gl.LINES );
  
  				} else {
  
  					renderer.setMode( _gl.LINE_STRIP );
  
  				}
  
  			} else if ( object.isPoints ) {
  
  				renderer.setMode( _gl.POINTS );
  
  			}
  
  			if ( geometry && geometry.isInstancedBufferGeometry ) {
  
  				if ( geometry.maxInstancedCount > 0 ) {
  
  					renderer.renderInstances( geometry, drawStart, drawCount );
  
  				}
  
  			} else {
  
  				renderer.render( drawStart, drawCount );
  
  			}
  
  		};
  
  		function setupVertexAttributes( material, program, geometry, startIndex ) {
  
  			var extension;
  
  			if ( geometry && geometry.isInstancedBufferGeometry ) {
  
  				extension = extensions.get( 'ANGLE_instanced_arrays' );
  
  				if ( extension === null ) {
  
  					console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  					return;
  
  				}
  
  			}
  
  			if ( startIndex === undefined ) startIndex = 0;
  
  			state.initAttributes();
  
  			var geometryAttributes = geometry.attributes;
  
  			var programAttributes = program.getAttributes();
  
  			var materialDefaultAttributeValues = material.defaultAttributeValues;
  
  			for ( var name in programAttributes ) {
  
  				var programAttribute = programAttributes[ name ];
  
  				if ( programAttribute >= 0 ) {
  
  					var geometryAttribute = geometryAttributes[ name ];
  
  					if ( geometryAttribute !== undefined ) {
  
  						var normalized = geometryAttribute.normalized;
  						var size = geometryAttribute.itemSize;
  
  						var attributeProperties = objects.getAttributeProperties( geometryAttribute );
  
  						var buffer = attributeProperties.__webglBuffer;
  						var type = attributeProperties.type;
  						var bytesPerElement = attributeProperties.bytesPerElement;
  
  						if ( geometryAttribute.isInterleavedBufferAttribute ) {
  
  							var data = geometryAttribute.data;
  							var stride = data.stride;
  							var offset = geometryAttribute.offset;
  
  							if ( data && data.isInstancedInterleavedBuffer ) {
  
  								state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  
  								if ( geometry.maxInstancedCount === undefined ) {
  
  									geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  
  								}
  
  							} else {
  
  								state.enableAttribute( programAttribute );
  
  							}
  
  							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  							_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
  
  						} else {
  
  							if ( geometryAttribute.isInstancedBufferAttribute ) {
  
  								state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  
  								if ( geometry.maxInstancedCount === undefined ) {
  
  									geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  
  								}
  
  							} else {
  
  								state.enableAttribute( programAttribute );
  
  							}
  
  							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  							_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
  
  						}
  
  					} else if ( materialDefaultAttributeValues !== undefined ) {
  
  						var value = materialDefaultAttributeValues[ name ];
  
  						if ( value !== undefined ) {
  
  							switch ( value.length ) {
  
  								case 2:
  									_gl.vertexAttrib2fv( programAttribute, value );
  									break;
  
  								case 3:
  									_gl.vertexAttrib3fv( programAttribute, value );
  									break;
  
  								case 4:
  									_gl.vertexAttrib4fv( programAttribute, value );
  									break;
  
  								default:
  									_gl.vertexAttrib1fv( programAttribute, value );
  
  							}
  
  						}
  
  					}
  
  				}
  
  			}
  
  			state.disableUnusedAttributes();
  
  		}
  
  		// Sorting
  
  		function absNumericalSort( a, b ) {
  
  			return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
  
  		}
  
  		function painterSortStable( a, b ) {
  
  			if ( a.object.renderOrder !== b.object.renderOrder ) {
  
  				return a.object.renderOrder - b.object.renderOrder;
  
  			} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {
  
  				return a.material.program.id - b.material.program.id;
  
  			} else if ( a.material.id !== b.material.id ) {
  
  				return a.material.id - b.material.id;
  
  			} else if ( a.z !== b.z ) {
  
  				return a.z - b.z;
  
  			} else {
  
  				return a.id - b.id;
  
  			}
  
  		}
  
  		function reversePainterSortStable( a, b ) {
  
  			if ( a.object.renderOrder !== b.object.renderOrder ) {
  
  				return a.object.renderOrder - b.object.renderOrder;
  
  			} if ( a.z !== b.z ) {
  
  				return b.z - a.z;
  
  			} else {
  
  				return a.id - b.id;
  
  			}
  
  		}
  
  		// Rendering
  
  		this.render = function ( scene, camera, renderTarget, forceClear ) {
  
  			if ( camera !== undefined && camera.isCamera !== true ) {
  
  				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  				return;
  
  			}
  
  			// reset caching for this frame
  
  			_currentGeometryProgram = '';
  			_currentMaterialId = - 1;
  			_currentCamera = null;
  
  			// update scene graph
  
  			if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  
  			// update camera matrices and frustum
  
  			if ( camera.parent === null ) camera.updateMatrixWorld();
  
  			camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  
  			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  			_frustum.setFromMatrix( _projScreenMatrix );
  
  			lights.length = 0;
  
  			opaqueObjectsLastIndex = - 1;
  			transparentObjectsLastIndex = - 1;
  
  			sprites.length = 0;
  			lensFlares.length = 0;
  
  			_localClippingEnabled = this.localClippingEnabled;
  			_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  
  			projectObject( scene, camera );
  
  			opaqueObjects.length = opaqueObjectsLastIndex + 1;
  			transparentObjects.length = transparentObjectsLastIndex + 1;
  
  			if ( _this.sortObjects === true ) {
  
  				opaqueObjects.sort( painterSortStable );
  				transparentObjects.sort( reversePainterSortStable );
  
  			}
  
  			//
  
  			if ( _clippingEnabled ) _clipping.beginShadows();
  
  			setupShadows( lights );
  
  			shadowMap.render( scene, camera );
  
  			setupLights( lights, camera );
  
  			if ( _clippingEnabled ) _clipping.endShadows();
  
  			//
  
  			_infoRender.calls = 0;
  			_infoRender.vertices = 0;
  			_infoRender.faces = 0;
  			_infoRender.points = 0;
  
  			if ( renderTarget === undefined ) {
  
  				renderTarget = null;
  
  			}
  
  			this.setRenderTarget( renderTarget );
  
  			//
  
  			var background = scene.background;
  
  			if ( background === null ) {
  
  				state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
  
  			} else if ( background && background.isColor ) {
  
  				state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
  				forceClear = true;
  
  			}
  
  			if ( this.autoClear || forceClear ) {
  
  				this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  
  			}
  
  			if ( background && background.isCubeTexture ) {
  
  				backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
  
  				backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld );
  				backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld );
  
  				backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
  				backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
  
  				objects.update( backgroundBoxMesh );
  
  				_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
  
  			} else if ( background && background.isTexture ) {
  
  				backgroundPlaneMesh.material.map = background;
  
  				objects.update( backgroundPlaneMesh );
  
  				_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
  
  			}
  
  			//
  
  			if ( scene.overrideMaterial ) {
  
  				var overrideMaterial = scene.overrideMaterial;
  
  				renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  				renderObjects( transparentObjects, scene, camera, overrideMaterial );
  
  			} else {
  
  				// opaque pass (front-to-back order)
  
  				state.setBlending( NoBlending );
  				renderObjects( opaqueObjects, scene, camera );
  
  				// transparent pass (back-to-front order)
  
  				renderObjects( transparentObjects, scene, camera );
  
  			}
  
  			// custom render plugins (post pass)
  
  			spritePlugin.render( scene, camera );
  			lensFlarePlugin.render( scene, camera, _currentViewport );
  
  			// Generate mipmap if we're using any kind of mipmap filtering
  
  			if ( renderTarget ) {
  
  				textures.updateRenderTargetMipmap( renderTarget );
  
  			}
  
  			// Ensure depth buffer writing is enabled so it can be cleared on next render
  
  			state.setDepthTest( true );
  			state.setDepthWrite( true );
  			state.setColorWrite( true );
  
  			// _gl.finish();
  
  		};
  
  		function pushRenderItem( object, geometry, material, z, group ) {
  
  			var array, index;
  
  			// allocate the next position in the appropriate array
  
  			if ( material.transparent ) {
  
  				array = transparentObjects;
  				index = ++ transparentObjectsLastIndex;
  
  			} else {
  
  				array = opaqueObjects;
  				index = ++ opaqueObjectsLastIndex;
  
  			}
  
  			// recycle existing render item or grow the array
  
  			var renderItem = array[ index ];
  
  			if ( renderItem !== undefined ) {
  
  				renderItem.id = object.id;
  				renderItem.object = object;
  				renderItem.geometry = geometry;
  				renderItem.material = material;
  				renderItem.z = _vector3.z;
  				renderItem.group = group;
  
  			} else {
  
  				renderItem = {
  					id: object.id,
  					object: object,
  					geometry: geometry,
  					material: material,
  					z: _vector3.z,
  					group: group
  				};
  
  				// assert( index === array.length );
  				array.push( renderItem );
  
  			}
  
  		}
  
  		// TODO Duplicated code (Frustum)
  
  		function isObjectViewable( object ) {
  
  			var geometry = object.geometry;
  
  			if ( geometry.boundingSphere === null )
  				geometry.computeBoundingSphere();
  
  			_sphere.copy( geometry.boundingSphere ).
  			applyMatrix4( object.matrixWorld );
  
  			return isSphereViewable( _sphere );
  
  		}
  
  		function isSpriteViewable( sprite ) {
  
  			_sphere.center.set( 0, 0, 0 );
  			_sphere.radius = 0.7071067811865476;
  			_sphere.applyMatrix4( sprite.matrixWorld );
  
  			return isSphereViewable( _sphere );
  
  		}
  
  		function isSphereViewable( sphere ) {
  
  			if ( ! _frustum.intersectsSphere( sphere ) ) return false;
  
  			var numPlanes = _clipping.numPlanes;
  
  			if ( numPlanes === 0 ) return true;
  
  			var planes = _this.clippingPlanes,
  
  				center = sphere.center,
  				negRad = - sphere.radius,
  				i = 0;
  
  			do {
  
  				// out when deeper than radius in the negative halfspace
  				if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
  
  			} while ( ++ i !== numPlanes );
  
  			return true;
  
  		}
  
  		function projectObject( object, camera ) {
  
  			if ( object.visible === false ) return;
  
  			var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
  
  			if ( visible ) {
  
  				if ( object.isLight ) {
  
  					lights.push( object );
  
  				} else if ( object.isSprite ) {
  
  					if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
  
  						sprites.push( object );
  
  					}
  
  				} else if ( object.isLensFlare ) {
  
  					lensFlares.push( object );
  
  				} else if ( object.isImmediateRenderObject ) {
  
  					if ( _this.sortObjects === true ) {
  
  						_vector3.setFromMatrixPosition( object.matrixWorld );
  						_vector3.applyMatrix4( _projScreenMatrix );
  
  					}
  
  					pushRenderItem( object, null, object.material, _vector3.z, null );
  
  				} else if ( object.isMesh || object.isLine || object.isPoints ) {
  
  					if ( object.isSkinnedMesh ) {
  
  						object.skeleton.update();
  
  					}
  
  					if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
  
  						var material = object.material;
  
  						if ( material.visible === true ) {
  
  							if ( _this.sortObjects === true ) {
  
  								_vector3.setFromMatrixPosition( object.matrixWorld );
  								_vector3.applyMatrix4( _projScreenMatrix );
  
  							}
  
  							var geometry = objects.update( object );
  
  							if ( material.isMultiMaterial ) {
  
  								var groups = geometry.groups;
  								var materials = material.materials;
  
  								for ( var i = 0, l = groups.length; i < l; i ++ ) {
  
  									var group = groups[ i ];
  									var groupMaterial = materials[ group.materialIndex ];
  
  									if ( groupMaterial.visible === true ) {
  
  										pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  
  									}
  
  								}
  
  							} else {
  
  								pushRenderItem( object, geometry, material, _vector3.z, null );
  
  							}
  
  						}
  
  					}
  
  				}
  
  			}
  
  			var children = object.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				projectObject( children[ i ], camera );
  
  			}
  
  		}
  
  		function renderObjects( renderList, scene, camera, overrideMaterial ) {
  
  			for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  
  				var renderItem = renderList[ i ];
  
  				var object = renderItem.object;
  				var geometry = renderItem.geometry;
  				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  				var group = renderItem.group;
  
  				object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  				object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  
  				object.onBeforeRender( _this, scene, camera, geometry, material, group );
  
  				if ( object.isImmediateRenderObject ) {
  
  					setMaterial( material );
  
  					var program = setProgram( camera, scene.fog, material, object );
  
  					_currentGeometryProgram = '';
  
  					object.render( function ( object ) {
  
  						_this.renderBufferImmediate( object, program, material );
  
  					} );
  
  				} else {
  
  					_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  
  				}
  
  				object.onAfterRender( _this, scene, camera, geometry, material, group );
  
  
  			}
  
  		}
  
  		function initMaterial( material, fog, object ) {
  
  			var materialProperties = properties.get( material );
  
  			var parameters = programCache.getParameters(
  				material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  
  			var code = programCache.getProgramCode( material, parameters );
  
  			var program = materialProperties.program;
  			var programChange = true;
  
  			if ( program === undefined ) {
  
  				// new material
  				material.addEventListener( 'dispose', onMaterialDispose );
  
  			} else if ( program.code !== code ) {
  
  				// changed glsl or parameters
  				releaseMaterialProgramReference( material );
  
  			} else if ( parameters.shaderID !== undefined ) {
  
  				// same glsl and uniform list
  				return;
  
  			} else {
  
  				// only rebuild uniform list
  				programChange = false;
  
  			}
  
  			if ( programChange ) {
  
  				if ( parameters.shaderID ) {
  
  					var shader = ShaderLib[ parameters.shaderID ];
  
  					materialProperties.__webglShader = {
  						name: material.type,
  						uniforms: UniformsUtils.clone( shader.uniforms ),
  						vertexShader: shader.vertexShader,
  						fragmentShader: shader.fragmentShader
  					};
  
  				} else {
  
  					materialProperties.__webglShader = {
  						name: material.type,
  						uniforms: material.uniforms,
  						vertexShader: material.vertexShader,
  						fragmentShader: material.fragmentShader
  					};
  
  				}
  
  				material.__webglShader = materialProperties.__webglShader;
  
  				program = programCache.acquireProgram( material, parameters, code );
  
  				materialProperties.program = program;
  				material.program = program;
  
  			}
  
  			var attributes = program.getAttributes();
  
  			if ( material.morphTargets ) {
  
  				material.numSupportedMorphTargets = 0;
  
  				for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  
  					if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  
  						material.numSupportedMorphTargets ++;
  
  					}
  
  				}
  
  			}
  
  			if ( material.morphNormals ) {
  
  				material.numSupportedMorphNormals = 0;
  
  				for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  
  					if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  
  						material.numSupportedMorphNormals ++;
  
  					}
  
  				}
  
  			}
  
  			var uniforms = materialProperties.__webglShader.uniforms;
  
  			if ( ! material.isShaderMaterial &&
  				! material.isRawShaderMaterial ||
  				material.clipping === true ) {
  
  				materialProperties.numClippingPlanes = _clipping.numPlanes;
  				materialProperties.numIntersection = _clipping.numIntersection;
  				uniforms.clippingPlanes = _clipping.uniform;
  
  			}
  
  			materialProperties.fog = fog;
  
  			// store the light setup it was created for
  
  			materialProperties.lightsHash = _lights.hash;
  
  			if ( material.lights ) {
  
  				// wire up the material to this renderer's lighting state
  
  				uniforms.ambientLightColor.value = _lights.ambient;
  				uniforms.directionalLights.value = _lights.directional;
  				uniforms.spotLights.value = _lights.spot;
  				uniforms.rectAreaLights.value = _lights.rectArea;
  				uniforms.pointLights.value = _lights.point;
  				uniforms.hemisphereLights.value = _lights.hemi;
  
  				uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
  				uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
  				uniforms.spotShadowMap.value = _lights.spotShadowMap;
  				uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
  				uniforms.pointShadowMap.value = _lights.pointShadowMap;
  				uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
  				// TODO (abelnation): add area lights shadow info to uniforms
  
  			}
  
  			var progUniforms = materialProperties.program.getUniforms(),
  				uniformsList =
  					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  
  			materialProperties.uniformsList = uniformsList;
  
  		}
  
  		function setMaterial( material ) {
  
  			material.side === DoubleSide
  				? state.disable( _gl.CULL_FACE )
  				: state.enable( _gl.CULL_FACE );
  
  			state.setFlipSided( material.side === BackSide );
  
  			material.transparent === true
  				? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
  				: state.setBlending( NoBlending );
  
  			state.setDepthFunc( material.depthFunc );
  			state.setDepthTest( material.depthTest );
  			state.setDepthWrite( material.depthWrite );
  			state.setColorWrite( material.colorWrite );
  			state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  
  		}
  
  		function setProgram( camera, fog, material, object ) {
  
  			_usedTextureUnits = 0;
  
  			var materialProperties = properties.get( material );
  
  			if ( _clippingEnabled ) {
  
  				if ( _localClippingEnabled || camera !== _currentCamera ) {
  
  					var useCache =
  						camera === _currentCamera &&
  						material.id === _currentMaterialId;
  
  					// we might want to call this function with some ClippingGroup
  					// object instead of the material, once it becomes feasible
  					// (#8465, #8379)
  					_clipping.setState(
  						material.clippingPlanes, material.clipIntersection, material.clipShadows,
  						camera, materialProperties, useCache );
  
  				}
  
  			}
  
  			if ( material.needsUpdate === false ) {
  
  				if ( materialProperties.program === undefined ) {
  
  					material.needsUpdate = true;
  
  				} else if ( material.fog && materialProperties.fog !== fog ) {
  
  					material.needsUpdate = true;
  
  				} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
  
  					material.needsUpdate = true;
  
  				} else if ( materialProperties.numClippingPlanes !== undefined &&
  					( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  					materialProperties.numIntersection  !== _clipping.numIntersection ) ) {
  
  					material.needsUpdate = true;
  
  				}
  
  			}
  
  			if ( material.needsUpdate ) {
  
  				initMaterial( material, fog, object );
  				material.needsUpdate = false;
  
  			}
  
  			var refreshProgram = false;
  			var refreshMaterial = false;
  			var refreshLights = false;
  
  			var program = materialProperties.program,
  				p_uniforms = program.getUniforms(),
  				m_uniforms = materialProperties.__webglShader.uniforms;
  
  			if ( program.id !== _currentProgram ) {
  
  				_gl.useProgram( program.program );
  				_currentProgram = program.id;
  
  				refreshProgram = true;
  				refreshMaterial = true;
  				refreshLights = true;
  
  			}
  
  			if ( material.id !== _currentMaterialId ) {
  
  				_currentMaterialId = material.id;
  
  				refreshMaterial = true;
  
  			}
  
  			if ( refreshProgram || camera !== _currentCamera ) {
  
  				p_uniforms.set( _gl, camera, 'projectionMatrix' );
  
  				if ( capabilities.logarithmicDepthBuffer ) {
  
  					p_uniforms.setValue( _gl, 'logDepthBufFC',
  						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  
  				}
  
  
  				if ( camera !== _currentCamera ) {
  
  					_currentCamera = camera;
  
  					// lighting uniforms depend on the camera so enforce an update
  					// now, in case this material supports lights - or later, when
  					// the next material that does gets activated:
  
  					refreshMaterial = true;		// set to true on material change
  					refreshLights = true;		// remains set until update done
  
  				}
  
  				// load material specific uniforms
  				// (shader material also gets them for the sake of genericity)
  
  				if ( material.isShaderMaterial ||
  					material.isMeshPhongMaterial ||
  					material.isMeshStandardMaterial ||
  					material.envMap ) {
  
  					var uCamPos = p_uniforms.map.cameraPosition;
  
  					if ( uCamPos !== undefined ) {
  
  						uCamPos.setValue( _gl,
  							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
  
  					}
  
  				}
  
  				if ( material.isMeshPhongMaterial ||
  					material.isMeshLambertMaterial ||
  					material.isMeshBasicMaterial ||
  					material.isMeshStandardMaterial ||
  					material.isShaderMaterial ||
  					material.skinning ) {
  
  					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  
  				}
  
  				p_uniforms.set( _gl, _this, 'toneMappingExposure' );
  				p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
  
  			}
  
  			// skinning uniforms must be set even if material didn't change
  			// auto-setting of texture unit for bone texture must go before other textures
  			// not sure why, but otherwise weird things happen
  
  			if ( material.skinning ) {
  
  				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  
  				var skeleton = object.skeleton;
  
  				if ( skeleton ) {
  
  					if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
  
  						p_uniforms.set( _gl, skeleton, 'boneTexture' );
  						p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
  						p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
  
  					} else {
  
  						p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  
  					}
  
  				}
  
  			}
  
  			if ( refreshMaterial ) {
  
  				if ( material.lights ) {
  
  					// the current material requires lighting info
  
  					// note: all lighting uniforms are always set correctly
  					// they simply reference the renderer's state for their
  					// values
  					//
  					// use the current material's .needsUpdate flags to set
  					// the GL state when required
  
  					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  
  				}
  
  				// refresh uniforms common to several materials
  
  				if ( fog && material.fog ) {
  
  					refreshUniformsFog( m_uniforms, fog );
  
  				}
  
  				if ( material.isMeshBasicMaterial ||
  					material.isMeshLambertMaterial ||
  					material.isMeshPhongMaterial ||
  					material.isMeshStandardMaterial ||
  					material.isMeshNormalMaterial ||
  					material.isMeshDepthMaterial ) {
  
  					refreshUniformsCommon( m_uniforms, material );
  
  				}
  
  				// refresh single material specific uniforms
  
  				if ( material.isLineBasicMaterial ) {
  
  					refreshUniformsLine( m_uniforms, material );
  
  				} else if ( material.isLineDashedMaterial ) {
  
  					refreshUniformsLine( m_uniforms, material );
  					refreshUniformsDash( m_uniforms, material );
  
  				} else if ( material.isPointsMaterial ) {
  
  					refreshUniformsPoints( m_uniforms, material );
  
  				} else if ( material.isMeshLambertMaterial ) {
  
  					refreshUniformsLambert( m_uniforms, material );
  
  				} else if ( material.isMeshToonMaterial ) {
  
  					refreshUniformsToon( m_uniforms, material );
  
  				} else if ( material.isMeshPhongMaterial ) {
  
  					refreshUniformsPhong( m_uniforms, material );
  
  				} else if ( material.isMeshPhysicalMaterial ) {
  
  					refreshUniformsPhysical( m_uniforms, material );
  
  				} else if ( material.isMeshStandardMaterial ) {
  
  					refreshUniformsStandard( m_uniforms, material );
  
  				} else if ( material.isMeshDepthMaterial ) {
  
  					if ( material.displacementMap ) {
  
  						m_uniforms.displacementMap.value = material.displacementMap;
  						m_uniforms.displacementScale.value = material.displacementScale;
  						m_uniforms.displacementBias.value = material.displacementBias;
  
  					}
  
  				} else if ( material.isMeshNormalMaterial ) {
  
  					refreshUniformsNormal( m_uniforms, material );
  
  				}
  
  				// RectAreaLight Texture
  				// TODO (mrdoob): Find a nicer implementation
  
  				if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
  				if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;
  
  				WebGLUniforms.upload(
  					_gl, materialProperties.uniformsList, m_uniforms, _this );
  
  			}
  
  
  			// common matrices
  
  			p_uniforms.set( _gl, object, 'modelViewMatrix' );
  			p_uniforms.set( _gl, object, 'normalMatrix' );
  			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  
  			return program;
  
  		}
  
  		// Uniforms (refresh uniforms objects)
  
  		function refreshUniformsCommon( uniforms, material ) {
  
  			uniforms.opacity.value = material.opacity;
  
  			uniforms.diffuse.value = material.color;
  
  			if ( material.emissive ) {
  
  				uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  
  			}
  
  			uniforms.map.value = material.map;
  			uniforms.specularMap.value = material.specularMap;
  			uniforms.alphaMap.value = material.alphaMap;
  
  			if ( material.lightMap ) {
  
  				uniforms.lightMap.value = material.lightMap;
  				uniforms.lightMapIntensity.value = material.lightMapIntensity;
  
  			}
  
  			if ( material.aoMap ) {
  
  				uniforms.aoMap.value = material.aoMap;
  				uniforms.aoMapIntensity.value = material.aoMapIntensity;
  
  			}
  
  			// uv repeat and offset setting priorities
  			// 1. color map
  			// 2. specular map
  			// 3. normal map
  			// 4. bump map
  			// 5. alpha map
  			// 6. emissive map
  
  			var uvScaleMap;
  
  			if ( material.map ) {
  
  				uvScaleMap = material.map;
  
  			} else if ( material.specularMap ) {
  
  				uvScaleMap = material.specularMap;
  
  			} else if ( material.displacementMap ) {
  
  				uvScaleMap = material.displacementMap;
  
  			} else if ( material.normalMap ) {
  
  				uvScaleMap = material.normalMap;
  
  			} else if ( material.bumpMap ) {
  
  				uvScaleMap = material.bumpMap;
  
  			} else if ( material.roughnessMap ) {
  
  				uvScaleMap = material.roughnessMap;
  
  			} else if ( material.metalnessMap ) {
  
  				uvScaleMap = material.metalnessMap;
  
  			} else if ( material.alphaMap ) {
  
  				uvScaleMap = material.alphaMap;
  
  			} else if ( material.emissiveMap ) {
  
  				uvScaleMap = material.emissiveMap;
  
  			}
  
  			if ( uvScaleMap !== undefined ) {
  
  				// backwards compatibility
  				if ( uvScaleMap.isWebGLRenderTarget ) {
  
  					uvScaleMap = uvScaleMap.texture;
  
  				}
  
  				var offset = uvScaleMap.offset;
  				var repeat = uvScaleMap.repeat;
  
  				uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  
  			}
  
  			uniforms.envMap.value = material.envMap;
  
  			// don't flip CubeTexture envMaps, flip everything else:
  			//  WebGLRenderTargetCube will be flipped for backwards compatibility
  			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
  
  			uniforms.reflectivity.value = material.reflectivity;
  			uniforms.refractionRatio.value = material.refractionRatio;
  
  		}
  
  		function refreshUniformsLine( uniforms, material ) {
  
  			uniforms.diffuse.value = material.color;
  			uniforms.opacity.value = material.opacity;
  
  		}
  
  		function refreshUniformsDash( uniforms, material ) {
  
  			uniforms.dashSize.value = material.dashSize;
  			uniforms.totalSize.value = material.dashSize + material.gapSize;
  			uniforms.scale.value = material.scale;
  
  		}
  
  		function refreshUniformsPoints( uniforms, material ) {
  
  			uniforms.diffuse.value = material.color;
  			uniforms.opacity.value = material.opacity;
  			uniforms.size.value = material.size * _pixelRatio;
  			uniforms.scale.value = _height * 0.5;
  
  			uniforms.map.value = material.map;
  
  			if ( material.map !== null ) {
  
  				var offset = material.map.offset;
  				var repeat = material.map.repeat;
  
  				uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  
  			}
  
  		}
  
  		function refreshUniformsFog( uniforms, fog ) {
  
  			uniforms.fogColor.value = fog.color;
  
  			if ( fog.isFog ) {
  
  				uniforms.fogNear.value = fog.near;
  				uniforms.fogFar.value = fog.far;
  
  			} else if ( fog.isFogExp2 ) {
  
  				uniforms.fogDensity.value = fog.density;
  
  			}
  
  		}
  
  		function refreshUniformsLambert( uniforms, material ) {
  
  			if ( material.emissiveMap ) {
  
  				uniforms.emissiveMap.value = material.emissiveMap;
  
  			}
  
  		}
  
  		function refreshUniformsPhong( uniforms, material ) {
  
  			uniforms.specular.value = material.specular;
  			uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  
  			if ( material.emissiveMap ) {
  
  				uniforms.emissiveMap.value = material.emissiveMap;
  
  			}
  
  			if ( material.bumpMap ) {
  
  				uniforms.bumpMap.value = material.bumpMap;
  				uniforms.bumpScale.value = material.bumpScale;
  
  			}
  
  			if ( material.normalMap ) {
  
  				uniforms.normalMap.value = material.normalMap;
  				uniforms.normalScale.value.copy( material.normalScale );
  
  			}
  
  			if ( material.displacementMap ) {
  
  				uniforms.displacementMap.value = material.displacementMap;
  				uniforms.displacementScale.value = material.displacementScale;
  				uniforms.displacementBias.value = material.displacementBias;
  
  			}
  
  		}
  
  		function refreshUniformsToon( uniforms, material ) {
  
  			refreshUniformsPhong( uniforms, material );
  
  			if ( material.gradientMap ) {
  
  				uniforms.gradientMap.value = material.gradientMap;
  
  			}
  
  		}
  
  		function refreshUniformsStandard( uniforms, material ) {
  
  			uniforms.roughness.value = material.roughness;
  			uniforms.metalness.value = material.metalness;
  
  			if ( material.roughnessMap ) {
  
  				uniforms.roughnessMap.value = material.roughnessMap;
  
  			}
  
  			if ( material.metalnessMap ) {
  
  				uniforms.metalnessMap.value = material.metalnessMap;
  
  			}
  
  			if ( material.emissiveMap ) {
  
  				uniforms.emissiveMap.value = material.emissiveMap;
  
  			}
  
  			if ( material.bumpMap ) {
  
  				uniforms.bumpMap.value = material.bumpMap;
  				uniforms.bumpScale.value = material.bumpScale;
  
  			}
  
  			if ( material.normalMap ) {
  
  				uniforms.normalMap.value = material.normalMap;
  				uniforms.normalScale.value.copy( material.normalScale );
  
  			}
  
  			if ( material.displacementMap ) {
  
  				uniforms.displacementMap.value = material.displacementMap;
  				uniforms.displacementScale.value = material.displacementScale;
  				uniforms.displacementBias.value = material.displacementBias;
  
  			}
  
  			if ( material.envMap ) {
  
  				//uniforms.envMap.value = material.envMap; // part of uniforms common
  				uniforms.envMapIntensity.value = material.envMapIntensity;
  
  			}
  
  		}
  
  		function refreshUniformsPhysical( uniforms, material ) {
  
  			uniforms.clearCoat.value = material.clearCoat;
  			uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  
  			refreshUniformsStandard( uniforms, material );
  
  		}
  
  		function refreshUniformsNormal( uniforms, material ) {
  
  			if ( material.bumpMap ) {
  
  				uniforms.bumpMap.value = material.bumpMap;
  				uniforms.bumpScale.value = material.bumpScale;
  
  			}
  
  			if ( material.normalMap ) {
  
  				uniforms.normalMap.value = material.normalMap;
  				uniforms.normalScale.value.copy( material.normalScale );
  
  			}
  
  			if ( material.displacementMap ) {
  
  				uniforms.displacementMap.value = material.displacementMap;
  				uniforms.displacementScale.value = material.displacementScale;
  				uniforms.displacementBias.value = material.displacementBias;
  
  			}
  
  		}
  
  		// If uniforms are marked as clean, they don't need to be loaded to the GPU.
  
  		function markUniformsLightsNeedsUpdate( uniforms, value ) {
  
  			uniforms.ambientLightColor.needsUpdate = value;
  
  			uniforms.directionalLights.needsUpdate = value;
  			uniforms.pointLights.needsUpdate = value;
  			uniforms.spotLights.needsUpdate = value;
  			uniforms.rectAreaLights.needsUpdate = value;
  			uniforms.hemisphereLights.needsUpdate = value;
  
  		}
  
  		// Lighting
  
  		function setupShadows( lights ) {
  
  			var lightShadowsLength = 0;
  
  			for ( var i = 0, l = lights.length; i < l; i ++ ) {
  
  				var light = lights[ i ];
  
  				if ( light.castShadow ) {
  
  					_lights.shadows[ lightShadowsLength ++ ] = light;
  
  				}
  
  			}
  
  			_lights.shadows.length = lightShadowsLength;
  
  		}
  
  		function setupLights( lights, camera ) {
  
  			var l, ll, light,
  				r = 0, g = 0, b = 0,
  				color,
  				intensity,
  				distance,
  				shadowMap,
  
  				viewMatrix = camera.matrixWorldInverse,
  
  			directionalLength = 0,
  			pointLength = 0,
  			spotLength = 0,
  			rectAreaLength = 0,
  			hemiLength = 0;
  
  			for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  
  				light = lights[ l ];
  
  				color = light.color;
  				intensity = light.intensity;
  				distance = light.distance;
  
  				shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  
  				if ( light.isAmbientLight ) {
  
  					r += color.r * intensity;
  					g += color.g * intensity;
  					b += color.b * intensity;
  
  				} else if ( light.isDirectionalLight ) {
  
  					var uniforms = lightCache.get( light );
  
  					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  					_vector3.setFromMatrixPosition( light.target.matrixWorld );
  					uniforms.direction.sub( _vector3 );
  					uniforms.direction.transformDirection( viewMatrix );
  
  					uniforms.shadow = light.castShadow;
  
  					if ( light.castShadow ) {
  
  						uniforms.shadowBias = light.shadow.bias;
  						uniforms.shadowRadius = light.shadow.radius;
  						uniforms.shadowMapSize = light.shadow.mapSize;
  
  					}
  
  					_lights.directionalShadowMap[ directionalLength ] = shadowMap;
  					_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  					_lights.directional[ directionalLength ++ ] = uniforms;
  
  				} else if ( light.isSpotLight ) {
  
  					var uniforms = lightCache.get( light );
  
  					uniforms.position.setFromMatrixPosition( light.matrixWorld );
  					uniforms.position.applyMatrix4( viewMatrix );
  
  					uniforms.color.copy( color ).multiplyScalar( intensity );
  					uniforms.distance = distance;
  
  					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  					_vector3.setFromMatrixPosition( light.target.matrixWorld );
  					uniforms.direction.sub( _vector3 );
  					uniforms.direction.transformDirection( viewMatrix );
  
  					uniforms.coneCos = Math.cos( light.angle );
  					uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  					uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  
  					uniforms.shadow = light.castShadow;
  
  					if ( light.castShadow ) {
  
  						uniforms.shadowBias = light.shadow.bias;
  						uniforms.shadowRadius = light.shadow.radius;
  						uniforms.shadowMapSize = light.shadow.mapSize;
  
  					}
  
  					_lights.spotShadowMap[ spotLength ] = shadowMap;
  					_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  					_lights.spot[ spotLength ++ ] = uniforms;
  
  				} else if ( light.isRectAreaLight ) {
  
  					var uniforms = lightCache.get( light );
  
  					// (a) intensity controls irradiance of entire light
  					uniforms.color
  						.copy( color )
  						.multiplyScalar( intensity / ( light.width * light.height ) );
  
  					// (b) intensity controls the radiance per light area
  					// uniforms.color.copy( color ).multiplyScalar( intensity );
  
  					uniforms.position.setFromMatrixPosition( light.matrixWorld );
  					uniforms.position.applyMatrix4( viewMatrix );
  
  					// extract local rotation of light to derive width/height half vectors
  					_matrix42.identity();
  					_matrix4.copy( light.matrixWorld );
  					_matrix4.premultiply( viewMatrix );
  					_matrix42.extractRotation( _matrix4 );
  
  					uniforms.halfWidth.set( light.width * 0.5,                0.0, 0.0 );
  					uniforms.halfHeight.set(              0.0, light.height * 0.5, 0.0 );
  
  					uniforms.halfWidth.applyMatrix4( _matrix42 );
  					uniforms.halfHeight.applyMatrix4( _matrix42 );
  
  					// TODO (abelnation): RectAreaLight distance?
  					// uniforms.distance = distance;
  
  					_lights.rectArea[ rectAreaLength ++ ] = uniforms;
  
  				} else if ( light.isPointLight ) {
  
  					var uniforms = lightCache.get( light );
  
  					uniforms.position.setFromMatrixPosition( light.matrixWorld );
  					uniforms.position.applyMatrix4( viewMatrix );
  
  					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  					uniforms.distance = light.distance;
  					uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  
  					uniforms.shadow = light.castShadow;
  
  					if ( light.castShadow ) {
  
  						uniforms.shadowBias = light.shadow.bias;
  						uniforms.shadowRadius = light.shadow.radius;
  						uniforms.shadowMapSize = light.shadow.mapSize;
  
  					}
  
  					_lights.pointShadowMap[ pointLength ] = shadowMap;
  
  					if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
  
  						_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
  
  					}
  
  					// for point lights we set the shadow matrix to be a translation-only matrix
  					// equal to inverse of the light's position
  					_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  					_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
  
  					_lights.point[ pointLength ++ ] = uniforms;
  
  				} else if ( light.isHemisphereLight ) {
  
  					var uniforms = lightCache.get( light );
  
  					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  					uniforms.direction.transformDirection( viewMatrix );
  					uniforms.direction.normalize();
  
  					uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  					uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  
  					_lights.hemi[ hemiLength ++ ] = uniforms;
  
  				}
  
  			}
  
  			_lights.ambient[ 0 ] = r;
  			_lights.ambient[ 1 ] = g;
  			_lights.ambient[ 2 ] = b;
  
  			_lights.directional.length = directionalLength;
  			_lights.spot.length = spotLength;
  			_lights.rectArea.length = rectAreaLength;
  			_lights.point.length = pointLength;
  			_lights.hemi.length = hemiLength;
  
  			// TODO (sam-g-steel) why aren't we using join
  			_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
  
  		}
  
  		// GL state setting
  
  		this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  
  			state.setCullFace( cullFace );
  			state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
  
  		};
  
  		// Textures
  
  		function allocTextureUnit() {
  
  			var textureUnit = _usedTextureUnits;
  
  			if ( textureUnit >= capabilities.maxTextures ) {
  
  				console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  
  			}
  
  			_usedTextureUnits += 1;
  
  			return textureUnit;
  
  		}
  
  		this.allocTextureUnit = allocTextureUnit;
  
  		// this.setTexture2D = setTexture2D;
  		this.setTexture2D = ( function() {
  
  			var warned = false;
  
  			// backwards compatibility: peel texture.texture
  			return function setTexture2D( texture, slot ) {
  
  				if ( texture && texture.isWebGLRenderTarget ) {
  
  					if ( ! warned ) {
  
  						console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  						warned = true;
  
  					}
  
  					texture = texture.texture;
  
  				}
  
  				textures.setTexture2D( texture, slot );
  
  			};
  
  		}() );
  
  		this.setTexture = ( function() {
  
  			var warned = false;
  
  			return function setTexture( texture, slot ) {
  
  				if ( ! warned ) {
  
  					console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  					warned = true;
  
  				}
  
  				textures.setTexture2D( texture, slot );
  
  			};
  
  		}() );
  
  		this.setTextureCube = ( function() {
  
  			var warned = false;
  
  			return function setTextureCube( texture, slot ) {
  
  				// backwards compatibility: peel texture.texture
  				if ( texture && texture.isWebGLRenderTargetCube ) {
  
  					if ( ! warned ) {
  
  						console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  						warned = true;
  
  					}
  
  					texture = texture.texture;
  
  				}
  
  				// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  				// TODO: unify these code paths
  				if ( ( texture && texture.isCubeTexture ) ||
  					( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  
  					// CompressedTexture can have Array in image :/
  
  					// this function alone should take care of cube textures
  					textures.setTextureCube( texture, slot );
  
  				} else {
  
  					// assumed: texture property of THREE.WebGLRenderTargetCube
  
  					textures.setTextureCubeDynamic( texture, slot );
  
  				}
  
  			};
  
  		}() );
  
  		this.getCurrentRenderTarget = function() {
  
  			return _currentRenderTarget;
  
  		};
  
  		this.setRenderTarget = function ( renderTarget ) {
  
  			_currentRenderTarget = renderTarget;
  
  			if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  
  				textures.setupRenderTarget( renderTarget );
  
  			}
  
  			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  			var framebuffer;
  
  			if ( renderTarget ) {
  
  				var renderTargetProperties = properties.get( renderTarget );
  
  				if ( isCube ) {
  
  					framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  
  				} else {
  
  					framebuffer = renderTargetProperties.__webglFramebuffer;
  
  				}
  
  				_currentScissor.copy( renderTarget.scissor );
  				_currentScissorTest = renderTarget.scissorTest;
  
  				_currentViewport.copy( renderTarget.viewport );
  
  			} else {
  
  				framebuffer = null;
  
  				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  				_currentScissorTest = _scissorTest;
  
  				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  
  			}
  
  			if ( _currentFramebuffer !== framebuffer ) {
  
  				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  				_currentFramebuffer = framebuffer;
  
  			}
  
  			state.scissor( _currentScissor );
  			state.setScissorTest( _currentScissorTest );
  
  			state.viewport( _currentViewport );
  
  			if ( isCube ) {
  
  				var textureProperties = properties.get( renderTarget.texture );
  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
  
  			}
  
  		};
  
  		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  
  			if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
  
  				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  				return;
  
  			}
  
  			var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  
  			if ( framebuffer ) {
  
  				var restore = false;
  
  				if ( framebuffer !== _currentFramebuffer ) {
  
  					_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  
  					restore = true;
  
  				}
  
  				try {
  
  					var texture = renderTarget.texture;
  					var textureFormat = texture.format;
  					var textureType = texture.type;
  
  					if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  
  						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  						return;
  
  					}
  
  					if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  						! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  						! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  
  						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  						return;
  
  					}
  
  					if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  
  						// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  
  						if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  
  							_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
  
  						}
  
  					} else {
  
  						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  
  					}
  
  				} finally {
  
  					if ( restore ) {
  
  						_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  
  					}
  
  				}
  
  			}
  
  		};
  
  		// Map three.js constants to WebGL constants
  
  		function paramThreeToGL( p ) {
  
  			var extension;
  
  			if ( p === RepeatWrapping ) return _gl.REPEAT;
  			if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  			if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  
  			if ( p === NearestFilter ) return _gl.NEAREST;
  			if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  			if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  
  			if ( p === LinearFilter ) return _gl.LINEAR;
  			if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  			if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  
  			if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  			if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  			if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  			if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  
  			if ( p === ByteType ) return _gl.BYTE;
  			if ( p === ShortType ) return _gl.SHORT;
  			if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  			if ( p === IntType ) return _gl.INT;
  			if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
  			if ( p === FloatType ) return _gl.FLOAT;
  
  			if ( p === HalfFloatType ) {
  
  				extension = extensions.get( 'OES_texture_half_float' );
  
  				if ( extension !== null ) return extension.HALF_FLOAT_OES;
  
  			}
  
  			if ( p === AlphaFormat ) return _gl.ALPHA;
  			if ( p === RGBFormat ) return _gl.RGB;
  			if ( p === RGBAFormat ) return _gl.RGBA;
  			if ( p === LuminanceFormat ) return _gl.LUMINANCE;
  			if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  			if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
  			if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
  
  			if ( p === AddEquation ) return _gl.FUNC_ADD;
  			if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
  			if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  
  			if ( p === ZeroFactor ) return _gl.ZERO;
  			if ( p === OneFactor ) return _gl.ONE;
  			if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
  			if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  			if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
  			if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  			if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
  			if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  
  			if ( p === DstColorFactor ) return _gl.DST_COLOR;
  			if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  			if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  
  			if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  				p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  
  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  
  				if ( extension !== null ) {
  
  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  
  				}
  
  			}
  
  			if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  				p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  
  				extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  
  				if ( extension !== null ) {
  
  					if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  					if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  					if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  					if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  
  				}
  
  			}
  
  			if ( p === RGB_ETC1_Format ) {
  
  				extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  
  				if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  
  			}
  
  			if ( p === MinEquation || p === MaxEquation ) {
  
  				extension = extensions.get( 'EXT_blend_minmax' );
  
  				if ( extension !== null ) {
  
  					if ( p === MinEquation ) return extension.MIN_EXT;
  					if ( p === MaxEquation ) return extension.MAX_EXT;
  
  				}
  
  			}
  
  			if ( p === UnsignedInt248Type ) {
  
  				extension = extensions.get( 'WEBGL_depth_texture' );
  
  				if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  
  			}
  
  			return 0;
  
  		}
  
  	}
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function FogExp2 ( color, density ) {
  
  		this.name = '';
  
  		this.color = new Color( color );
  		this.density = ( density !== undefined ) ? density : 0.00025;
  
  	}
  
  	FogExp2.prototype.isFogExp2 = true;
  
  	FogExp2.prototype.clone = function () {
  
  		return new FogExp2( this.color.getHex(), this.density );
  
  	};
  
  	FogExp2.prototype.toJSON = function ( meta ) {
  
  		return {
  			type: 'FogExp2',
  			color: this.color.getHex(),
  			density: this.density
  		};
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Fog ( color, near, far ) {
  
  		this.name = '';
  
  		this.color = new Color( color );
  
  		this.near = ( near !== undefined ) ? near : 1;
  		this.far = ( far !== undefined ) ? far : 1000;
  
  	}
  
  	Fog.prototype.isFog = true;
  
  	Fog.prototype.clone = function () {
  
  		return new Fog( this.color.getHex(), this.near, this.far );
  
  	};
  
  	Fog.prototype.toJSON = function ( meta ) {
  
  		return {
  			type: 'Fog',
  			color: this.color.getHex(),
  			near: this.near,
  			far: this.far
  		};
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Scene () {
  
  		Object3D.call( this );
  
  		this.type = 'Scene';
  
  		this.background = null;
  		this.fog = null;
  		this.overrideMaterial = null;
  
  		this.autoUpdate = true; // checked by the renderer
  
  	}
  
  	Scene.prototype = Object.create( Object3D.prototype );
  
  	Scene.prototype.constructor = Scene;
  
  	Scene.prototype.copy = function ( source, recursive ) {
  
  		Object3D.prototype.copy.call( this, source, recursive );
  
  		if ( source.background !== null ) this.background = source.background.clone();
  		if ( source.fog !== null ) this.fog = source.fog.clone();
  		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  
  		this.autoUpdate = source.autoUpdate;
  		this.matrixAutoUpdate = source.matrixAutoUpdate;
  
  		return this;
  
  	};
  
  	Scene.prototype.toJSON = function ( meta ) {
  
  		var data = Object3D.prototype.toJSON.call( this, meta );
  
  		if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  
  		return data;
  
  	};
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function LensFlare( texture, size, distance, blending, color ) {
  
  		Object3D.call( this );
  
  		this.lensFlares = [];
  
  		this.positionScreen = new Vector3();
  		this.customUpdateCallback = undefined;
  
  		if ( texture !== undefined ) {
  
  			this.add( texture, size, distance, blending, color );
  
  		}
  
  	}
  
  	LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: LensFlare,
  
  		isLensFlare: true,
  
  		copy: function ( source ) {
  
  			Object3D.prototype.copy.call( this, source );
  
  			this.positionScreen.copy( source.positionScreen );
  			this.customUpdateCallback = source.customUpdateCallback;
  
  			for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
  
  				this.lensFlares.push( source.lensFlares[ i ] );
  
  			}
  
  			return this;
  
  		},
  
  		add: function ( texture, size, distance, blending, color, opacity ) {
  
  			if ( size === undefined ) size = - 1;
  			if ( distance === undefined ) distance = 0;
  			if ( opacity === undefined ) opacity = 1;
  			if ( color === undefined ) color = new Color( 0xffffff );
  			if ( blending === undefined ) blending = NormalBlending;
  
  			distance = Math.min( distance, Math.max( 0, distance ) );
  
  			this.lensFlares.push( {
  				texture: texture,	// THREE.Texture
  				size: size, 		// size in pixels (-1 = use texture.width)
  				distance: distance, 	// distance (0-1) from light source (0=at light source)
  				x: 0, y: 0, z: 0,	// screen position (-1 => 1) z = 0 is in front z = 1 is back
  				scale: 1, 		// scale
  				rotation: 0, 		// rotation
  				opacity: opacity,	// opacity
  				color: color,		// color
  				blending: blending	// blending
  			} );
  
  		},
  
  		/*
  		 * Update lens flares update positions on all flares based on the screen position
  		 * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  		 */
  
  		updateLensFlares: function () {
  
  			var f, fl = this.lensFlares.length;
  			var flare;
  			var vecX = - this.positionScreen.x * 2;
  			var vecY = - this.positionScreen.y * 2;
  
  			for ( f = 0; f < fl; f ++ ) {
  
  				flare = this.lensFlares[ f ];
  
  				flare.x = this.positionScreen.x + vecX * flare.distance;
  				flare.y = this.positionScreen.y + vecY * flare.distance;
  
  				flare.wantedRotation = flare.x * Math.PI * 0.25;
  				flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  
  			}
  
  		}
  
  	} );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  opacity: <float>,
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *	uvOffset: new THREE.Vector2(),
  	 *	uvScale: new THREE.Vector2()
  	 * }
  	 */
  
  	function SpriteMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'SpriteMaterial';
  
  		this.color = new Color( 0xffffff );
  		this.map = null;
  
  		this.rotation = 0;
  
  		this.fog = false;
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	SpriteMaterial.prototype = Object.create( Material.prototype );
  	SpriteMaterial.prototype.constructor = SpriteMaterial;
  
  	SpriteMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  		this.map = source.map;
  
  		this.rotation = source.rotation;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Sprite( material ) {
  
  		Object3D.call( this );
  
  		this.type = 'Sprite';
  
  		this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  
  	}
  
  	Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Sprite,
  
  		isSprite: true,
  
  		raycast: ( function () {
  
  			var matrixPosition = new Vector3();
  
  			return function raycast( raycaster, intersects ) {
  
  				matrixPosition.setFromMatrixPosition( this.matrixWorld );
  
  				var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
  				var guessSizeSq = this.scale.x * this.scale.y / 4;
  
  				if ( distanceSq > guessSizeSq ) {
  
  					return;
  
  				}
  
  				intersects.push( {
  
  					distance: Math.sqrt( distanceSq ),
  					point: this.position,
  					face: null,
  					object: this
  
  				} );
  
  			};
  
  		}() ),
  
  		clone: function () {
  
  			return new this.constructor( this.material ).copy( this );
  
  		}
  
  	} );
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function LOD() {
  
  		Object3D.call( this );
  
  		this.type = 'LOD';
  
  		Object.defineProperties( this, {
  			levels: {
  				enumerable: true,
  				value: []
  			}
  		} );
  
  	}
  
  
  	LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: LOD,
  
  		copy: function ( source ) {
  
  			Object3D.prototype.copy.call( this, source, false );
  
  			var levels = source.levels;
  
  			for ( var i = 0, l = levels.length; i < l; i ++ ) {
  
  				var level = levels[ i ];
  
  				this.addLevel( level.object.clone(), level.distance );
  
  			}
  
  			return this;
  
  		},
  
  		addLevel: function ( object, distance ) {
  
  			if ( distance === undefined ) distance = 0;
  
  			distance = Math.abs( distance );
  
  			var levels = this.levels;
  
  			for ( var l = 0; l < levels.length; l ++ ) {
  
  				if ( distance < levels[ l ].distance ) {
  
  					break;
  
  				}
  
  			}
  
  			levels.splice( l, 0, { distance: distance, object: object } );
  
  			this.add( object );
  
  		},
  
  		getObjectForDistance: function ( distance ) {
  
  			var levels = this.levels;
  
  			for ( var i = 1, l = levels.length; i < l; i ++ ) {
  
  				if ( distance < levels[ i ].distance ) {
  
  					break;
  
  				}
  
  			}
  
  			return levels[ i - 1 ].object;
  
  		},
  
  		raycast: ( function () {
  
  			var matrixPosition = new Vector3();
  
  			return function raycast( raycaster, intersects ) {
  
  				matrixPosition.setFromMatrixPosition( this.matrixWorld );
  
  				var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  
  				this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  
  			};
  
  		}() ),
  
  		update: function () {
  
  			var v1 = new Vector3();
  			var v2 = new Vector3();
  
  			return function update( camera ) {
  
  				var levels = this.levels;
  
  				if ( levels.length > 1 ) {
  
  					v1.setFromMatrixPosition( camera.matrixWorld );
  					v2.setFromMatrixPosition( this.matrixWorld );
  
  					var distance = v1.distanceTo( v2 );
  
  					levels[ 0 ].object.visible = true;
  
  					for ( var i = 1, l = levels.length; i < l; i ++ ) {
  
  						if ( distance >= levels[ i ].distance ) {
  
  							levels[ i - 1 ].object.visible = false;
  							levels[ i ].object.visible = true;
  
  						} else {
  
  							break;
  
  						}
  
  					}
  
  					for ( ; i < l; i ++ ) {
  
  						levels[ i ].object.visible = false;
  
  					}
  
  				}
  
  			};
  
  		}(),
  
  		toJSON: function ( meta ) {
  
  			var data = Object3D.prototype.toJSON.call( this, meta );
  
  			data.object.levels = [];
  
  			var levels = this.levels;
  
  			for ( var i = 0, l = levels.length; i < l; i ++ ) {
  
  				var level = levels[ i ];
  
  				data.object.levels.push( {
  					object: level.object.uuid,
  					distance: level.distance
  				} );
  
  			}
  
  			return data;
  
  		}
  
  	} );
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author michael guerrero / http://realitymeltdown.com
  	 * @author ikerr / http://verold.com
  	 */
  
  	function Skeleton( bones, boneInverses, useVertexTexture ) {
  
  		this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  
  		this.identityMatrix = new Matrix4();
  
  		// copy the bone array
  
  		bones = bones || [];
  
  		this.bones = bones.slice( 0 );
  
  		// create a bone texture or an array of floats
  
  		if ( this.useVertexTexture ) {
  
  			// layout (1 matrix = 4 pixels)
  			//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  			//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
  			//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
  			//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
  			//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  
  
  			var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  			size = _Math.nextPowerOfTwo( Math.ceil( size ) );
  			size = Math.max( size, 4 );
  
  			this.boneTextureWidth = size;
  			this.boneTextureHeight = size;
  
  			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  			this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType );
  
  		} else {
  
  			this.boneMatrices = new Float32Array( 16 * this.bones.length );
  
  		}
  
  		// use the supplied bone inverses or calculate the inverses
  
  		if ( boneInverses === undefined ) {
  
  			this.calculateInverses();
  
  		} else {
  
  			if ( this.bones.length === boneInverses.length ) {
  
  				this.boneInverses = boneInverses.slice( 0 );
  
  			} else {
  
  				console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
  
  				this.boneInverses = [];
  
  				for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  					this.boneInverses.push( new Matrix4() );
  
  				}
  
  			}
  
  		}
  
  	}
  
  	Object.assign( Skeleton.prototype, {
  
  		calculateInverses: function () {
  
  			this.boneInverses = [];
  
  			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  				var inverse = new Matrix4();
  
  				if ( this.bones[ b ] ) {
  
  					inverse.getInverse( this.bones[ b ].matrixWorld );
  
  				}
  
  				this.boneInverses.push( inverse );
  
  			}
  
  		},
  
  		pose: function () {
  
  			var bone;
  
  			// recover the bind-time world matrices
  
  			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  				bone = this.bones[ b ];
  
  				if ( bone ) {
  
  					bone.matrixWorld.getInverse( this.boneInverses[ b ] );
  
  				}
  
  			}
  
  			// compute the local matrices, positions, rotations and scales
  
  			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  				bone = this.bones[ b ];
  
  				if ( bone ) {
  
  					if ( bone.parent && bone.parent.isBone ) {
  
  						bone.matrix.getInverse( bone.parent.matrixWorld );
  						bone.matrix.multiply( bone.matrixWorld );
  
  					} else {
  
  						bone.matrix.copy( bone.matrixWorld );
  
  					}
  
  					bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  
  				}
  
  			}
  
  		},
  
  		update: ( function () {
  
  			var offsetMatrix = new Matrix4();
  
  			return function update() {
  
  				// flatten bone matrices to array
  
  				for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  
  					// compute the offset between the current and the original transform
  
  					var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
  
  					offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
  					offsetMatrix.toArray( this.boneMatrices, b * 16 );
  
  				}
  
  				if ( this.useVertexTexture ) {
  
  					this.boneTexture.needsUpdate = true;
  
  				}
  
  			};
  
  		} )(),
  
  		clone: function () {
  
  			return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
  
  		}
  
  	} );
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author ikerr / http://verold.com
  	 */
  
  	function Bone() {
  
  		Object3D.call( this );
  
  		this.type = 'Bone';
  
  	}
  
  	Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Bone,
  
  		isBone: true
  
  	} );
  
  	/**
  	 * @author mikael emtinger / http://gomo.se/
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author ikerr / http://verold.com
  	 */
  
  	function SkinnedMesh( geometry, material, useVertexTexture ) {
  
  		Mesh.call( this, geometry, material );
  
  		this.type = 'SkinnedMesh';
  
  		this.bindMode = "attached";
  		this.bindMatrix = new Matrix4();
  		this.bindMatrixInverse = new Matrix4();
  
  		// init bones
  
  		// TODO: remove bone creation as there is no reason (other than
  		// convenience) for THREE.SkinnedMesh to do this.
  
  		var bones = [];
  
  		if ( this.geometry && this.geometry.bones !== undefined ) {
  
  			var bone, gbone;
  
  			for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
  
  				gbone = this.geometry.bones[ b ];
  
  				bone = new Bone();
  				bones.push( bone );
  
  				bone.name = gbone.name;
  				bone.position.fromArray( gbone.pos );
  				bone.quaternion.fromArray( gbone.rotq );
  				if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
  
  			}
  
  			for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
  
  				gbone = this.geometry.bones[ b ];
  
  				if ( gbone.parent !== - 1 && gbone.parent !== null &&
  						bones[ gbone.parent ] !== undefined ) {
  
  					bones[ gbone.parent ].add( bones[ b ] );
  
  				} else {
  
  					this.add( bones[ b ] );
  
  				}
  
  			}
  
  		}
  
  		this.normalizeSkinWeights();
  
  		this.updateMatrixWorld( true );
  		this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
  
  	}
  
  
  	SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  
  		constructor: SkinnedMesh,
  
  		isSkinnedMesh: true,
  
  		bind: function( skeleton, bindMatrix ) {
  
  			this.skeleton = skeleton;
  
  			if ( bindMatrix === undefined ) {
  
  				this.updateMatrixWorld( true );
  
  				this.skeleton.calculateInverses();
  
  				bindMatrix = this.matrixWorld;
  
  			}
  
  			this.bindMatrix.copy( bindMatrix );
  			this.bindMatrixInverse.getInverse( bindMatrix );
  
  		},
  
  		pose: function () {
  
  			this.skeleton.pose();
  
  		},
  
  		normalizeSkinWeights: function () {
  
  			if ( this.geometry && this.geometry.isGeometry ) {
  
  				for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {
  
  					var sw = this.geometry.skinWeights[ i ];
  
  					var scale = 1.0 / sw.lengthManhattan();
  
  					if ( scale !== Infinity ) {
  
  						sw.multiplyScalar( scale );
  
  					} else {
  
  						sw.set( 1, 0, 0, 0 ); // do something reasonable
  
  					}
  
  				}
  
  			} else if ( this.geometry && this.geometry.isBufferGeometry ) {
  
  				var vec = new Vector4();
  
  				var skinWeight = this.geometry.attributes.skinWeight;
  
  				for ( var i = 0; i < skinWeight.count; i ++ ) {
  
  					vec.x = skinWeight.getX( i );
  					vec.y = skinWeight.getY( i );
  					vec.z = skinWeight.getZ( i );
  					vec.w = skinWeight.getW( i );
  
  					var scale = 1.0 / vec.lengthManhattan();
  
  					if ( scale !== Infinity ) {
  
  						vec.multiplyScalar( scale );
  
  					} else {
  
  						vec.set( 1, 0, 0, 0 ); // do something reasonable
  
  					}
  
  					skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
  
  				}
  
  			}
  
  		},
  
  		updateMatrixWorld: function( force ) {
  
  			Mesh.prototype.updateMatrixWorld.call( this, true );
  
  			if ( this.bindMode === "attached" ) {
  
  				this.bindMatrixInverse.getInverse( this.matrixWorld );
  
  			} else if ( this.bindMode === "detached" ) {
  
  				this.bindMatrixInverse.getInverse( this.bindMatrix );
  
  			} else {
  
  				console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
  
  			}
  
  		},
  
  		clone: function() {
  
  			return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this );
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  opacity: <float>,
  	 *
  	 *  linewidth: <float>,
  	 *  linecap: "round",
  	 *  linejoin: "round"
  	 * }
  	 */
  
  	function LineBasicMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'LineBasicMaterial';
  
  		this.color = new Color( 0xffffff );
  
  		this.linewidth = 1;
  		this.linecap = 'round';
  		this.linejoin = 'round';
  
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	LineBasicMaterial.prototype = Object.create( Material.prototype );
  	LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  
  	LineBasicMaterial.prototype.isLineBasicMaterial = true;
  
  	LineBasicMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  
  		this.linewidth = source.linewidth;
  		this.linecap = source.linecap;
  		this.linejoin = source.linejoin;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Line( geometry, material, mode ) {
  
  		if ( mode === 1 ) {
  
  			console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
  			return new LineSegments( geometry, material );
  
  		}
  
  		Object3D.call( this );
  
  		this.type = 'Line';
  
  		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  		this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  
  	}
  
  	Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Line,
  
  		isLine: true,
  
  		raycast: ( function () {
  
  			var inverseMatrix = new Matrix4();
  			var ray = new Ray();
  			var sphere = new Sphere();
  
  			return function raycast( raycaster, intersects ) {
  
  				var precision = raycaster.linePrecision;
  				var precisionSq = precision * precision;
  
  				var geometry = this.geometry;
  				var matrixWorld = this.matrixWorld;
  
  				// Checking boundingSphere distance to ray
  
  				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  				sphere.copy( geometry.boundingSphere );
  				sphere.applyMatrix4( matrixWorld );
  
  				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  				//
  
  				inverseMatrix.getInverse( matrixWorld );
  				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  				var vStart = new Vector3();
  				var vEnd = new Vector3();
  				var interSegment = new Vector3();
  				var interRay = new Vector3();
  				var step = (this && this.isLineSegments) ? 2 : 1;
  
  				if ( geometry.isBufferGeometry ) {
  
  					var index = geometry.index;
  					var attributes = geometry.attributes;
  					var positions = attributes.position.array;
  
  					if ( index !== null ) {
  
  						var indices = index.array;
  
  						for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  
  							var a = indices[ i ];
  							var b = indices[ i + 1 ];
  
  							vStart.fromArray( positions, a * 3 );
  							vEnd.fromArray( positions, b * 3 );
  
  							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  
  							if ( distSq > precisionSq ) continue;
  
  							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  							var distance = raycaster.ray.origin.distanceTo( interRay );
  
  							if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  							intersects.push( {
  
  								distance: distance,
  								// What do we want? intersection point on the ray or on the segment??
  								// point: raycaster.ray.at( distance ),
  								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  								index: i,
  								face: null,
  								faceIndex: null,
  								object: this
  
  							} );
  
  						}
  
  					} else {
  
  						for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  
  							vStart.fromArray( positions, 3 * i );
  							vEnd.fromArray( positions, 3 * i + 3 );
  
  							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  
  							if ( distSq > precisionSq ) continue;
  
  							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  							var distance = raycaster.ray.origin.distanceTo( interRay );
  
  							if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  							intersects.push( {
  
  								distance: distance,
  								// What do we want? intersection point on the ray or on the segment??
  								// point: raycaster.ray.at( distance ),
  								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  								index: i,
  								face: null,
  								faceIndex: null,
  								object: this
  
  							} );
  
  						}
  
  					}
  
  				} else if ( geometry.isGeometry ) {
  
  					var vertices = geometry.vertices;
  					var nbVertices = vertices.length;
  
  					for ( var i = 0; i < nbVertices - 1; i += step ) {
  
  						var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  
  						if ( distSq > precisionSq ) continue;
  
  						interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  
  						var distance = raycaster.ray.origin.distanceTo( interRay );
  
  						if ( distance < raycaster.near || distance > raycaster.far ) continue;
  
  						intersects.push( {
  
  							distance: distance,
  							// What do we want? intersection point on the ray or on the segment??
  							// point: raycaster.ray.at( distance ),
  							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  							index: i,
  							face: null,
  							faceIndex: null,
  							object: this
  
  						} );
  
  					}
  
  				}
  
  			};
  
  		}() ),
  
  		clone: function () {
  
  			return new this.constructor( this.geometry, this.material ).copy( this );
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function LineSegments( geometry, material ) {
  
  		Line.call( this, geometry, material );
  
  		this.type = 'LineSegments';
  
  	}
  
  	LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  
  		constructor: LineSegments,
  
  		isLineSegments: true
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  opacity: <float>,
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *  size: <float>,
  	 *  sizeAttenuation: <bool>
  	 * }
  	 */
  
  	function PointsMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'PointsMaterial';
  
  		this.color = new Color( 0xffffff );
  
  		this.map = null;
  
  		this.size = 1;
  		this.sizeAttenuation = true;
  
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	PointsMaterial.prototype = Object.create( Material.prototype );
  	PointsMaterial.prototype.constructor = PointsMaterial;
  
  	PointsMaterial.prototype.isPointsMaterial = true;
  
  	PointsMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  
  		this.map = source.map;
  
  		this.size = source.size;
  		this.sizeAttenuation = source.sizeAttenuation;
  
  		return this;
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Points( geometry, material ) {
  
  		Object3D.call( this );
  
  		this.type = 'Points';
  
  		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  		this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  
  	}
  
  	Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Points,
  
  		isPoints: true,
  
  		raycast: ( function () {
  
  			var inverseMatrix = new Matrix4();
  			var ray = new Ray();
  			var sphere = new Sphere();
  
  			return function raycast( raycaster, intersects ) {
  
  				var object = this;
  				var geometry = this.geometry;
  				var matrixWorld = this.matrixWorld;
  				var threshold = raycaster.params.Points.threshold;
  
  				// Checking boundingSphere distance to ray
  
  				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  				sphere.copy( geometry.boundingSphere );
  				sphere.applyMatrix4( matrixWorld );
  
  				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  
  				//
  
  				inverseMatrix.getInverse( matrixWorld );
  				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  				var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  				var localThresholdSq = localThreshold * localThreshold;
  				var position = new Vector3();
  
  				function testPoint( point, index ) {
  
  					var rayPointDistanceSq = ray.distanceSqToPoint( point );
  
  					if ( rayPointDistanceSq < localThresholdSq ) {
  
  						var intersectPoint = ray.closestPointToPoint( point );
  						intersectPoint.applyMatrix4( matrixWorld );
  
  						var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  
  						if ( distance < raycaster.near || distance > raycaster.far ) return;
  
  						intersects.push( {
  
  							distance: distance,
  							distanceToRay: Math.sqrt( rayPointDistanceSq ),
  							point: intersectPoint.clone(),
  							index: index,
  							face: null,
  							object: object
  
  						} );
  
  					}
  
  				}
  
  				if ( geometry.isBufferGeometry ) {
  
  					var index = geometry.index;
  					var attributes = geometry.attributes;
  					var positions = attributes.position.array;
  
  					if ( index !== null ) {
  
  						var indices = index.array;
  
  						for ( var i = 0, il = indices.length; i < il; i ++ ) {
  
  							var a = indices[ i ];
  
  							position.fromArray( positions, a * 3 );
  
  							testPoint( position, a );
  
  						}
  
  					} else {
  
  						for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  
  							position.fromArray( positions, i * 3 );
  
  							testPoint( position, i );
  
  						}
  
  					}
  
  				} else {
  
  					var vertices = geometry.vertices;
  
  					for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  
  						testPoint( vertices[ i ], i );
  
  					}
  
  				}
  
  			};
  
  		}() ),
  
  		clone: function () {
  
  			return new this.constructor( this.geometry, this.material ).copy( this );
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Group() {
  
  		Object3D.call( this );
  
  		this.type = 'Group';
  
  	}
  
  	Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Group
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  
  		Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  
  		this.generateMipmaps = false;
  
  		var scope = this;
  
  		function update() {
  
  			requestAnimationFrame( update );
  
  			if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  
  				scope.needsUpdate = true;
  
  			}
  
  		}
  
  		update();
  
  	}
  
  	VideoTexture.prototype = Object.create( Texture.prototype );
  	VideoTexture.prototype.constructor = VideoTexture;
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  
  		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  
  		this.image = { width: width, height: height };
  		this.mipmaps = mipmaps;
  
  		// no flipping for cube textures
  		// (also flipping doesn't work for compressed textures )
  
  		this.flipY = false;
  
  		// can't generate mipmaps for compressed textures
  		// mips must be embedded in DDS files
  
  		this.generateMipmaps = false;
  
  	}
  
  	CompressedTexture.prototype = Object.create( Texture.prototype );
  	CompressedTexture.prototype.constructor = CompressedTexture;
  
  	CompressedTexture.prototype.isCompressedTexture = true;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  
  		Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  
  		this.needsUpdate = true;
  
  	}
  
  	CanvasTexture.prototype = Object.create( Texture.prototype );
  	CanvasTexture.prototype.constructor = CanvasTexture;
  
  	/**
  	 * @author Matt DesLauriers / @mattdesl
  	 * @author atix / arthursilber.de
  	 */
  
  	function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  
  		format = format !== undefined ? format : DepthFormat;
  
  		if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  
  			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' )
  
  		}
  
  		if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  
  		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  
  		this.image = { width: width, height: height };
  
  		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  
  		this.flipY = false;
  		this.generateMipmaps	= false;
  
  	}
  
  	DepthTexture.prototype = Object.create( Texture.prototype );
  	DepthTexture.prototype.constructor = DepthTexture;
  	DepthTexture.prototype.isDepthTexture = true;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function WireframeGeometry( geometry ) {
  
  		BufferGeometry.call( this );
  
  		var edge = [ 0, 0 ], hash = {};
  
  		function sortFunction( a, b ) {
  
  			return a - b;
  
  		}
  
  		var keys = [ 'a', 'b', 'c' ];
  
  		if ( geometry && geometry.isGeometry ) {
  
  			var vertices = geometry.vertices;
  			var faces = geometry.faces;
  			var numEdges = 0;
  
  			// allocate maximal size
  			var edges = new Uint32Array( 6 * faces.length );
  
  			for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  				var face = faces[ i ];
  
  				for ( var j = 0; j < 3; j ++ ) {
  
  					edge[ 0 ] = face[ keys[ j ] ];
  					edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  					edge.sort( sortFunction );
  
  					var key = edge.toString();
  
  					if ( hash[ key ] === undefined ) {
  
  						edges[ 2 * numEdges ] = edge[ 0 ];
  						edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  						hash[ key ] = true;
  						numEdges ++;
  
  					}
  
  				}
  
  			}
  
  			var coords = new Float32Array( numEdges * 2 * 3 );
  
  			for ( var i = 0, l = numEdges; i < l; i ++ ) {
  
  				for ( var j = 0; j < 2; j ++ ) {
  
  					var vertex = vertices[ edges [ 2 * i + j ] ];
  
  					var index = 6 * i + 3 * j;
  					coords[ index + 0 ] = vertex.x;
  					coords[ index + 1 ] = vertex.y;
  					coords[ index + 2 ] = vertex.z;
  
  				}
  
  			}
  
  			this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
  
  		} else if ( geometry && geometry.isBufferGeometry ) {
  
  			if ( geometry.index !== null ) {
  
  				// Indexed BufferGeometry
  
  				var indices = geometry.index.array;
  				var vertices = geometry.attributes.position;
  				var groups = geometry.groups;
  				var numEdges = 0;
  
  				if ( groups.length === 0 ) {
  
  					geometry.addGroup( 0, indices.length );
  
  				}
  
  				// allocate maximal size
  				var edges = new Uint32Array( 2 * indices.length );
  
  				for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  
  					var group = groups[ o ];
  
  					var start = group.start;
  					var count = group.count;
  
  					for ( var i = start, il = start + count; i < il; i += 3 ) {
  
  						for ( var j = 0; j < 3; j ++ ) {
  
  							edge[ 0 ] = indices[ i + j ];
  							edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
  							edge.sort( sortFunction );
  
  							var key = edge.toString();
  
  							if ( hash[ key ] === undefined ) {
  
  								edges[ 2 * numEdges ] = edge[ 0 ];
  								edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  								hash[ key ] = true;
  								numEdges ++;
  
  							}
  
  						}
  
  					}
  
  				}
  
  				var coords = new Float32Array( numEdges * 2 * 3 );
  
  				for ( var i = 0, l = numEdges; i < l; i ++ ) {
  
  					for ( var j = 0; j < 2; j ++ ) {
  
  						var index = 6 * i + 3 * j;
  						var index2 = edges[ 2 * i + j ];
  
  						coords[ index + 0 ] = vertices.getX( index2 );
  						coords[ index + 1 ] = vertices.getY( index2 );
  						coords[ index + 2 ] = vertices.getZ( index2 );
  
  					}
  
  				}
  
  				this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
  
  			} else {
  
  				// non-indexed BufferGeometry
  
  				var vertices = geometry.attributes.position.array;
  				var numEdges = vertices.length / 3;
  				var numTris = numEdges / 3;
  
  				var coords = new Float32Array( numEdges * 2 * 3 );
  
  				for ( var i = 0, l = numTris; i < l; i ++ ) {
  
  					for ( var j = 0; j < 3; j ++ ) {
  
  						var index = 18 * i + 6 * j;
  
  						var index1 = 9 * i + 3 * j;
  						coords[ index + 0 ] = vertices[ index1 ];
  						coords[ index + 1 ] = vertices[ index1 + 1 ];
  						coords[ index + 2 ] = vertices[ index1 + 2 ];
  
  						var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  						coords[ index + 3 ] = vertices[ index2 ];
  						coords[ index + 4 ] = vertices[ index2 + 1 ];
  						coords[ index + 5 ] = vertices[ index2 + 2 ];
  
  					}
  
  				}
  
  				this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
  
  			}
  
  		}
  
  	}
  
  	WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  	WireframeGeometry.prototype.constructor = WireframeGeometry;
  
  	/**
  	 * @author zz85 / https://github.com/zz85
  	 *
  	 * Parametric Surfaces Geometry
  	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  	 */
  
  	function ParametricGeometry( func, slices, stacks ) {
  
  		Geometry.call( this );
  
  		this.type = 'ParametricGeometry';
  
  		this.parameters = {
  			func: func,
  			slices: slices,
  			stacks: stacks
  		};
  
  		this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  		this.mergeVertices();
  
  	}
  
  	ParametricGeometry.prototype = Object.create( Geometry.prototype );
  	ParametricGeometry.prototype.constructor = ParametricGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 *
  	 * Parametric Surfaces Geometry
  	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  	 */
  
  	function ParametricBufferGeometry( func, slices, stacks ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'ParametricBufferGeometry';
  
  		this.parameters = {
  			func: func,
  			slices: slices,
  			stacks: stacks
  		};
  
  		// generate vertices and uvs
  
  		var vertices = [];
  		var uvs = [];
  
  		var i, j, p;
  		var u, v;
  
  		var sliceCount = slices + 1;
  
  		for ( i = 0; i <= stacks; i ++ ) {
  
  			v = i / stacks;
  
  			for ( j = 0; j <= slices; j ++ ) {
  
  				u = j / slices;
  
  				p = func( u, v );
  				vertices.push( p.x, p.y, p.z );
  
  				uvs.push( u, v );
  
  			}
  
  		}
  
  		// generate indices
  
  		var indices = [];
  		var a, b, c, d;
  
  		for ( i = 0; i < stacks; i ++ ) {
  
  			for ( j = 0; j < slices; j ++ ) {
  
  				a = i * sliceCount + j;
  				b = i * sliceCount + j + 1;
  				c = ( i + 1 ) * sliceCount + j + 1;
  				d = ( i + 1 ) * sliceCount + j;
  
  				// faces one and two
  
  				indices.push( a, b, d );
  				indices.push( b, c, d );
  
  			}
  
  		}
  
  		// build geometry
  
  		this.setIndex( new ( indices.length > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
  		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  
  		// generate normals
  
  		this.computeVertexNormals();
  
  	}
  
  	ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  
  	/**
  	 * @author clockworkgeek / https://github.com/clockworkgeek
  	 * @author timothypratley / https://github.com/timothypratley
  	 * @author WestLangley / http://github.com/WestLangley
  	*/
  
  	function PolyhedronGeometry( vertices, indices, radius, detail ) {
  
  		Geometry.call( this );
  
  		this.type = 'PolyhedronGeometry';
  
  		this.parameters = {
  			vertices: vertices,
  			indices: indices,
  			radius: radius,
  			detail: detail
  		};
  
  		this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  		this.mergeVertices();
  
  	}
  
  	PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  	PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'PolyhedronBufferGeometry';
  
  		this.parameters = {
  			vertices: vertices,
  			indices: indices,
  			radius: radius,
  			detail: detail
  		};
  
  		radius = radius || 1;
  		detail = detail || 0;
  
  		// default buffer data
  
  		var vertexBuffer = [];
  		var uvBuffer = [];
  
  		// the subdivision creates the vertex buffer data
  
  		subdivide( detail );
  
  		// all vertices should lie on a conceptual sphere with a given radius
  
  		appplyRadius( radius );
  
  		// finally, create the uv data
  
  		generateUVs();
  
  		// build non-indexed geometry
  
  		this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  		this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  		this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  		this.normalizeNormals();
  
  		this.boundingSphere = new Sphere( new Vector3(), radius );
  
  		// helper functions
  
  		function subdivide( detail ) {
  
  			var a = new Vector3();
  			var b = new Vector3();
  			var c = new Vector3();
  
  			// iterate over all faces and apply a subdivison with the given detail value
  
  			for ( var i = 0; i < indices.length; i += 3 ) {
  
  				// get the vertices of the face
  
  				getVertexByIndex( indices[ i + 0 ], a );
  				getVertexByIndex( indices[ i + 1 ], b );
  				getVertexByIndex( indices[ i + 2 ], c );
  
  				// perform subdivision
  
  				subdivideFace( a, b, c, detail );
  
  			}
  
  		}
  
  		function subdivideFace( a, b, c, detail ) {
  
  			var cols = Math.pow( 2, detail );
  
  			// we use this multidimensional array as a data structure for creating the subdivision
  
  			var v = [];
  
  			var i, j;
  
  			// construct all of the vertices for this subdivision
  
  			for ( i = 0; i <= cols; i ++ ) {
  
  				v[ i ] = [];
  
  				var aj = a.clone().lerp( c, i / cols );
  				var bj = b.clone().lerp( c, i / cols );
  
  				var rows = cols - i;
  
  				for ( j = 0; j <= rows; j ++ ) {
  
  					if ( j === 0 && i === cols ) {
  
  						v[ i ][ j ] = aj;
  
  					} else {
  
  						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  
  					}
  
  				}
  
  			}
  
  			// construct all of the faces
  
  			for ( i = 0; i < cols; i ++ ) {
  
  				for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  
  					var k = Math.floor( j / 2 );
  
  					if ( j % 2 === 0 ) {
  
  						pushVertex( v[ i ][ k + 1 ] );
  						pushVertex( v[ i + 1 ][ k ] );
  						pushVertex( v[ i ][ k ] );
  
  					} else {
  
  						pushVertex( v[ i ][ k + 1 ] );
  						pushVertex( v[ i + 1 ][ k + 1 ] );
  						pushVertex( v[ i + 1 ][ k ] );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		function appplyRadius( radius ) {
  
  			var vertex = new Vector3();
  
  			// iterate over the entire buffer and apply the radius to each vertex
  
  			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  
  				vertex.x = vertexBuffer[ i + 0 ];
  				vertex.y = vertexBuffer[ i + 1 ];
  				vertex.z = vertexBuffer[ i + 2 ];
  
  				vertex.normalize().multiplyScalar( radius );
  
  				vertexBuffer[ i + 0 ] = vertex.x;
  				vertexBuffer[ i + 1 ] = vertex.y;
  				vertexBuffer[ i + 2 ] = vertex.z;
  
  			}
  
  		}
  
  		function generateUVs() {
  
  			var vertex = new Vector3();
  
  			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  
  				vertex.x = vertexBuffer[ i + 0 ];
  				vertex.y = vertexBuffer[ i + 1 ];
  				vertex.z = vertexBuffer[ i + 2 ];
  
  				var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  				var v = inclination( vertex ) / Math.PI + 0.5;
  				uvBuffer.push( u, 1 - v );
  
  			}
  
  			correctUVs();
  
  			correctSeam();
  
  		}
  
  		function correctSeam() {
  
  			// handle case when face straddles the seam, see #3269
  
  			for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  
  				// uv data of a single face
  
  				var x0 = uvBuffer[ i + 0 ];
  				var x1 = uvBuffer[ i + 2 ];
  				var x2 = uvBuffer[ i + 4 ];
  
  				var max = Math.max( x0, x1, x2 );
  				var min = Math.min( x0, x1, x2 );
  
  				// 0.9 is somewhat arbitrary
  
  				if ( max > 0.9 && min < 0.1 ) {
  
  					if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  					if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  					if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  
  				}
  
  			}
  
  		}
  
  		function pushVertex( vertex ) {
  
  			vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  
  		}
  
  		function getVertexByIndex( index, vertex ) {
  
  			var stride = index * 3;
  
  			vertex.x = vertices[ stride + 0 ];
  			vertex.y = vertices[ stride + 1 ];
  			vertex.z = vertices[ stride + 2 ];
  
  		}
  
  		function correctUVs() {
  
  			var a = new Vector3();
  			var b = new Vector3();
  			var c = new Vector3();
  
  			var centroid = new Vector3();
  
  			var uvA = new Vector2();
  			var uvB = new Vector2();
  			var uvC = new Vector2();
  
  			for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  
  				a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  				b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  				c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  
  				uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  				uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  				uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  
  				centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  
  				var azi = azimuth( centroid );
  
  				correctUV( uvA, j + 0, a, azi );
  				correctUV( uvB, j + 2, b, azi );
  				correctUV( uvC, j + 4, c, azi );
  
  			}
  
  		}
  
  		function correctUV( uv, stride, vector, azimuth ) {
  
  			if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  
  				uvBuffer[ stride ] = uv.x - 1;
  
  			}
  
  			if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  
  				uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  
  			}
  
  		}
  
  		// Angle around the Y axis, counter-clockwise when looking from above.
  
  		function azimuth( vector ) {
  
  			return Math.atan2( vector.z, - vector.x );
  
  		}
  
  
  		// Angle above the XZ plane.
  
  		function inclination( vector ) {
  
  			return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  
  		}
  
  	}
  
  	PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  
  	/**
  	 * @author timothypratley / https://github.com/timothypratley
  	 */
  
  	function TetrahedronGeometry( radius, detail ) {
  
  		Geometry.call( this );
  
  		this.type = 'TetrahedronGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  		this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  		this.mergeVertices();
  
  	}
  
  	TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  	TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function TetrahedronBufferGeometry( radius, detail ) {
  
  		var vertices = [
  			1,  1,  1,   - 1, - 1,  1,   - 1,  1, - 1,    1, - 1, - 1
  		];
  
  		var indices = [
  			2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
  		];
  
  		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  
  		this.type = 'TetrahedronBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  	}
  
  	TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  	TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  
  	/**
  	 * @author timothypratley / https://github.com/timothypratley
  	 */
  
  	function OctahedronGeometry( radius, detail ) {
  
  		Geometry.call( this );
  
  		this.type = 'OctahedronGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  		this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  		this.mergeVertices();
  
  	}
  
  	OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  	OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function OctahedronBufferGeometry( radius, detail ) {
  
  		var vertices = [
  			1, 0, 0,   - 1, 0, 0,    0, 1, 0,    0, - 1, 0,    0, 0, 1,    0, 0, - 1
  		];
  
  		var indices = [
  			0, 2, 4,    0, 4, 3,    0, 3, 5,    0, 5, 2,    1, 2, 5,    1, 5, 3,    1, 3, 4,    1, 4, 2
  		];
  
  		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  
  		this.type = 'OctahedronBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  	}
  
  	OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  	OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  
  	/**
  	 * @author timothypratley / https://github.com/timothypratley
  	 */
  
  	function IcosahedronGeometry( radius, detail ) {
  
  	 	Geometry.call( this );
  
  		this.type = 'IcosahedronGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  		this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  		this.mergeVertices();
  
  	}
  
  	IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  	IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function IcosahedronBufferGeometry( radius, detail ) {
  
  		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  
  		var vertices = [
  			- 1,  t,  0,    1,  t,  0,   - 1, - t,  0,    1, - t,  0,
  			 0, - 1,  t,    0,  1,  t,    0, - 1, - t,    0,  1, - t,
  			 t,  0, - 1,    t,  0,  1,   - t,  0, - 1,   - t,  0,  1
  		];
  
  		var indices = [
  			 0, 11,  5,    0,  5,  1,    0,  1,  7,    0,  7, 10,    0, 10, 11,
  			 1,  5,  9,    5, 11,  4,   11, 10,  2,   10,  7,  6,    7,  1,  8,
  			 3,  9,  4,    3,  4,  2,    3,  2,  6,    3,  6,  8,    3,  8,  9,
  			 4,  9,  5,    2,  4, 11,    6,  2, 10,    8,  6,  7,    9,  8,  1
  		];
  
  		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  
  		this.type = 'IcosahedronBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  	}
  
  	IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  	IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  
  	/**
  	 * @author Abe Pazos / https://hamoid.com
  	 */
  
  	function DodecahedronGeometry( radius, detail ) {
  
  		Geometry.call( this );
  
  		this.type = 'DodecahedronGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  		this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  		this.mergeVertices();
  
  	}
  
  	DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  	DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function DodecahedronBufferGeometry( radius, detail ) {
  
  		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  		var r = 1 / t;
  
  		var vertices = [
  
  			// (±1, ±1, ±1)
  			- 1, - 1, - 1,    - 1, - 1,  1,
  			- 1,  1, - 1,    - 1,  1,  1,
  			  1, - 1, - 1,     1, - 1,  1,
  			  1,  1, - 1,     1,  1,  1,
  
  			// (0, ±1/φ, ±φ)
  			 0, - r, - t,     0, - r,  t,
  			 0,  r, - t,     0,  r,  t,
  
  			// (±1/φ, ±φ, 0)
  			- r, - t,  0,    - r,  t,  0,
  			 r, - t,  0,     r,  t,  0,
  
  			// (±φ, 0, ±1/φ)
  			- t,  0, - r,     t,  0, - r,
  			- t,  0,  r,     t,  0,  r
  		];
  
  		var indices = [
  			 3, 11,  7,      3,  7, 15,      3, 15, 13,
  			 7, 19, 17,      7, 17,  6,      7,  6, 15,
  			17,  4,  8,     17,  8, 10,     17, 10,  6,
  			 8,  0, 16,      8, 16,  2,      8,  2, 10,
  			 0, 12,  1,      0,  1, 18,      0, 18, 16,
  			 6, 10,  2,      6,  2, 13,      6, 13, 15,
  			 2, 16, 18,      2, 18,  3,      2,  3, 13,
  			18,  1,  9,     18,  9, 11,     18, 11,  3,
  			 4, 14, 12,      4, 12,  0,      4,  0,  8,
  			11,  9,  5,     11,  5, 19,     11, 19,  7,
  			19,  5, 14,     19, 14,  4,     19,  4, 17,
  			 1, 12, 14,      1, 14,  5,      1,  5,  9
  		];
  
  		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  
  		this.type = 'DodecahedronBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			detail: detail
  		};
  
  	}
  
  	DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  	DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  
  	/**
  	 * @author oosmoxiecode / https://github.com/oosmoxiecode
  	 * @author WestLangley / https://github.com/WestLangley
  	 * @author zz85 / https://github.com/zz85
  	 * @author miningold / https://github.com/miningold
  	 * @author jonobr1 / https://github.com/jonobr1
  	 *
  	 * Creates a tube which extrudes along a 3d spline.
  	 */
  
  	function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  
  		Geometry.call( this );
  
  		this.type = 'TubeGeometry';
  
  		this.parameters = {
  			path: path,
  			tubularSegments: tubularSegments,
  			radius: radius,
  			radialSegments: radialSegments,
  			closed: closed
  		};
  
  		if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  
  		var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  
  		// expose internals
  
  		this.tangents = bufferGeometry.tangents;
  		this.normals = bufferGeometry.normals;
  		this.binormals = bufferGeometry.binormals;
  
  		// create geometry
  
  		this.fromBufferGeometry( bufferGeometry );
  		this.mergeVertices();
  
  	}
  
  	TubeGeometry.prototype = Object.create( Geometry.prototype );
  	TubeGeometry.prototype.constructor = TubeGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'TubeBufferGeometry';
  
  		this.parameters = {
  			path: path,
  			tubularSegments: tubularSegments,
  			radius: radius,
  			radialSegments: radialSegments,
  			closed: closed
  		};
  
  		tubularSegments = tubularSegments || 64;
  		radius = radius || 1;
  		radialSegments = radialSegments || 8;
  		closed = closed || false;
  
  		var frames = path.computeFrenetFrames( tubularSegments, closed );
  
  		// expose internals
  
  		this.tangents = frames.tangents;
  		this.normals = frames.normals;
  		this.binormals = frames.binormals;
  
  		// helper variables
  
  		var vertex = new Vector3();
  		var normal = new Vector3();
  		var uv = new Vector2();
  
  		var i, j;
  
  		// buffer
  
  		var vertices = [];
  		var normals = [];
  		var uvs = [];
  		var indices = [];
  
  		// create buffer data
  
  		generateBufferData();
  
  		// build geometry
  
  		this.setIndex( new ( indices.length > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
  		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  
  		// functions
  
  		function generateBufferData() {
  
  			for ( i = 0; i < tubularSegments; i ++ ) {
  
  				generateSegment( i );
  
  			}
  
  			// if the geometry is not closed, generate the last row of vertices and normals
  			// at the regular position on the given path
  			//
  			// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  
  			generateSegment( ( closed === false ) ? tubularSegments : 0 );
  
  			// uvs are generated in a separate function.
  			// this makes it easy compute correct values for closed geometries
  
  			generateUVs();
  
  			// finally create faces
  
  			generateIndices();
  
  		}
  
  		function generateSegment( i ) {
  
  			// we use getPointAt to sample evenly distributed points from the given path
  
  			var P = path.getPointAt( i / tubularSegments );
  
  			// retrieve corresponding normal and binormal
  
  			var N = frames.normals[ i ];
  			var B = frames.binormals[ i ];
  
  			// generate normals and vertices for the current segment
  
  			for ( j = 0; j <= radialSegments; j ++ ) {
  
  				var v = j / radialSegments * Math.PI * 2;
  
  				var sin =   Math.sin( v );
  				var cos = - Math.cos( v );
  
  				// normal
  
  				normal.x = ( cos * N.x + sin * B.x );
  				normal.y = ( cos * N.y + sin * B.y );
  				normal.z = ( cos * N.z + sin * B.z );
  				normal.normalize();
  
  				normals.push( normal.x, normal.y, normal.z );
  
  				// vertex
  
  				vertex.x = P.x + radius * normal.x;
  				vertex.y = P.y + radius * normal.y;
  				vertex.z = P.z + radius * normal.z;
  
  				vertices.push( vertex.x, vertex.y, vertex.z );
  
  			}
  
  		}
  
  		function generateIndices() {
  
  			for ( j = 1; j <= tubularSegments; j ++ ) {
  
  				for ( i = 1; i <= radialSegments; i ++ ) {
  
  					var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  					var b = ( radialSegments + 1 ) * j + ( i - 1 );
  					var c = ( radialSegments + 1 ) * j + i;
  					var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  
  					// faces
  
  					indices.push( a, b, d );
  					indices.push( b, c, d );
  
  				}
  
  			}
  
  		}
  
  		function generateUVs() {
  
  			for ( i = 0; i <= tubularSegments; i ++ ) {
  
  				for ( j = 0; j <= radialSegments; j ++ ) {
  
  					uv.x = i / tubularSegments;
  					uv.y = j / radialSegments;
  
  					uvs.push( uv.x, uv.y );
  
  				}
  
  			}
  
  		}
  
  	}
  
  	TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  
  	/**
  	 * @author oosmoxiecode
  	 */
  
  	function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  
  		Geometry.call( this );
  
  		this.type = 'TorusKnotGeometry';
  
  		this.parameters = {
  			radius: radius,
  			tube: tube,
  			tubularSegments: tubularSegments,
  			radialSegments: radialSegments,
  			p: p,
  			q: q
  		};
  
  		if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  
  		this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  		this.mergeVertices();
  
  	}
  
  	TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  	TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 * see: http://www.blackpawn.com/texts/pqtorus/
  	 */
  
  	function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'TorusKnotBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			tube: tube,
  			tubularSegments: tubularSegments,
  			radialSegments: radialSegments,
  			p: p,
  			q: q
  		};
  
  		radius = radius || 100;
  		tube = tube || 40;
  		tubularSegments = Math.floor( tubularSegments ) || 64;
  		radialSegments = Math.floor( radialSegments ) || 8;
  		p = p || 2;
  		q = q || 3;
  
  		// used to calculate buffer length
  		var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) );
  		var indexCount = radialSegments * tubularSegments * 2 * 3;
  
  		// buffers
  		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 );
  		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  		// helper variables
  		var i, j, index = 0, indexOffset = 0;
  
  		var vertex = new Vector3();
  		var normal = new Vector3();
  		var uv = new Vector2();
  
  		var P1 = new Vector3();
  		var P2 = new Vector3();
  
  		var B = new Vector3();
  		var T = new Vector3();
  		var N = new Vector3();
  
  		// generate vertices, normals and uvs
  
  		for ( i = 0; i <= tubularSegments; ++ i ) {
  
  			// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  
  			var u = i / tubularSegments * p * Math.PI * 2;
  
  			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  
  			calculatePositionOnCurve( u, p, q, radius, P1 );
  			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  
  			// calculate orthonormal basis
  
  			T.subVectors( P2, P1 );
  			N.addVectors( P2, P1 );
  			B.crossVectors( T, N );
  			N.crossVectors( B, T );
  
  			// normalize B, N. T can be ignored, we don't use it
  
  			B.normalize();
  			N.normalize();
  
  			for ( j = 0; j <= radialSegments; ++ j ) {
  
  				// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  				// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  
  				var v = j / radialSegments * Math.PI * 2;
  				var cx = - tube * Math.cos( v );
  				var cy = tube * Math.sin( v );
  
  				// now calculate the final vertex position.
  				// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  
  				vertex.x = P1.x + ( cx * N.x + cy * B.x );
  				vertex.y = P1.y + ( cx * N.y + cy * B.y );
  				vertex.z = P1.z + ( cx * N.z + cy * B.z );
  
  				// vertex
  				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  				normal.subVectors( vertex, P1 ).normalize();
  				normals.setXYZ( index, normal.x, normal.y, normal.z );
  
  				// uv
  				uv.x = i / tubularSegments;
  				uv.y = j / radialSegments;
  				uvs.setXY( index, uv.x, uv.y );
  
  				// increase index
  				index ++;
  
  			}
  
  		}
  
  		// generate indices
  
  		for ( j = 1; j <= tubularSegments; j ++ ) {
  
  			for ( i = 1; i <= radialSegments; i ++ ) {
  
  				// indices
  				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  				var b = ( radialSegments + 1 ) * j + ( i - 1 );
  				var c = ( radialSegments + 1 ) * j + i;
  				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  
  				// face one
  				indices.setX( indexOffset, a ); indexOffset ++;
  				indices.setX( indexOffset, b ); indexOffset ++;
  				indices.setX( indexOffset, d ); indexOffset ++;
  
  				// face two
  				indices.setX( indexOffset, b ); indexOffset ++;
  				indices.setX( indexOffset, c ); indexOffset ++;
  				indices.setX( indexOffset, d ); indexOffset ++;
  
  			}
  
  		}
  
  		// build geometry
  
  		this.setIndex( indices );
  		this.addAttribute( 'position', vertices );
  		this.addAttribute( 'normal', normals );
  		this.addAttribute( 'uv', uvs );
  
  		// this function calculates the current position on the torus curve
  
  		function calculatePositionOnCurve( u, p, q, radius, position ) {
  
  			var cu = Math.cos( u );
  			var su = Math.sin( u );
  			var quOverP = q / p * u;
  			var cs = Math.cos( quOverP );
  
  			position.x = radius * ( 2 + cs ) * 0.5 * cu;
  			position.y = radius * ( 2 + cs ) * su * 0.5;
  			position.z = radius * Math.sin( quOverP ) * 0.5;
  
  		}
  
  	}
  
  	TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  
  	/**
  	 * @author oosmoxiecode
  	 * @author mrdoob / http://mrdoob.com/
  	 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  	 */
  
  	function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  
  		Geometry.call( this );
  
  		this.type = 'TorusGeometry';
  
  		this.parameters = {
  			radius: radius,
  			tube: tube,
  			radialSegments: radialSegments,
  			tubularSegments: tubularSegments,
  			arc: arc
  		};
  
  		this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  
  	}
  
  	TorusGeometry.prototype = Object.create( Geometry.prototype );
  	TorusGeometry.prototype.constructor = TorusGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'TorusBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			tube: tube,
  			radialSegments: radialSegments,
  			tubularSegments: tubularSegments,
  			arc: arc
  		};
  
  		radius = radius || 100;
  		tube = tube || 40;
  		radialSegments = Math.floor( radialSegments ) || 8;
  		tubularSegments = Math.floor( tubularSegments ) || 6;
  		arc = arc || Math.PI * 2;
  
  		// used to calculate buffer length
  		var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) );
  		var indexCount = radialSegments * tubularSegments * 2 * 3;
  
  		// buffers
  		var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount );
  		var vertices = new Float32Array( vertexCount * 3 );
  		var normals = new Float32Array( vertexCount * 3 );
  		var uvs = new Float32Array( vertexCount * 2 );
  
  		// offset variables
  		var vertexBufferOffset = 0;
  		var uvBufferOffset = 0;
  		var indexBufferOffset = 0;
  
  		// helper variables
  		var center = new Vector3();
  		var vertex = new Vector3();
  		var normal = new Vector3();
  
  		var j, i;
  
  		// generate vertices, normals and uvs
  
  		for ( j = 0; j <= radialSegments; j ++ ) {
  
  			for ( i = 0; i <= tubularSegments; i ++ ) {
  
  				var u = i / tubularSegments * arc;
  				var v = j / radialSegments * Math.PI * 2;
  
  				// vertex
  				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  				vertex.z = tube * Math.sin( v );
  
  				vertices[ vertexBufferOffset ] = vertex.x;
  				vertices[ vertexBufferOffset + 1 ] = vertex.y;
  				vertices[ vertexBufferOffset + 2 ] = vertex.z;
  
  				// this vector is used to calculate the normal
  				center.x = radius * Math.cos( u );
  				center.y = radius * Math.sin( u );
  
  				// normal
  				normal.subVectors( vertex, center ).normalize();
  
  				normals[ vertexBufferOffset ] = normal.x;
  				normals[ vertexBufferOffset + 1 ] = normal.y;
  				normals[ vertexBufferOffset + 2 ] = normal.z;
  
  				// uv
  				uvs[ uvBufferOffset ] = i / tubularSegments;
  				uvs[ uvBufferOffset + 1 ] = j / radialSegments;
  
  				// update offsets
  				vertexBufferOffset += 3;
  				uvBufferOffset += 2;
  
  			}
  
  		}
  
  		// generate indices
  
  		for ( j = 1; j <= radialSegments; j ++ ) {
  
  			for ( i = 1; i <= tubularSegments; i ++ ) {
  
  				// indices
  				var a = ( tubularSegments + 1 ) * j + i - 1;
  				var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  				var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  				var d = ( tubularSegments + 1 ) * j + i;
  
  				// face one
  				indices[ indexBufferOffset ] = a;
  				indices[ indexBufferOffset + 1 ] = b;
  				indices[ indexBufferOffset + 2 ] = d;
  
  				// face two
  				indices[ indexBufferOffset + 3 ] = b;
  				indices[ indexBufferOffset + 4 ] = c;
  				indices[ indexBufferOffset + 5 ] = d;
  
  				// update offset
  				indexBufferOffset += 6;
  
  			}
  
  		}
  
  		// build geometry
  		this.setIndex( new BufferAttribute( indices, 1 ) );
  		this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );
  
  	}
  
  	TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 */
  
  	var ShapeUtils = {
  
  		// calculate area of the contour polygon
  
  		area: function ( contour ) {
  
  			var n = contour.length;
  			var a = 0.0;
  
  			for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  
  				a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  
  			}
  
  			return a * 0.5;
  
  		},
  
  		triangulate: ( function () {
  
  			/**
  			 * This code is a quick port of code written in C++ which was submitted to
  			 * flipcode.com by John W. Ratcliff  // July 22, 2000
  			 * See original code and more information here:
  			 * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  			 *
  			 * ported to actionscript by Zevan Rosser
  			 * www.actionsnippet.com
  			 *
  			 * ported to javascript by Joshua Koo
  			 * http://www.lab4games.net/zz85/blog
  			 *
  			 */
  
  			function snip( contour, u, v, w, n, verts ) {
  
  				var p;
  				var ax, ay, bx, by;
  				var cx, cy, px, py;
  
  				ax = contour[ verts[ u ] ].x;
  				ay = contour[ verts[ u ] ].y;
  
  				bx = contour[ verts[ v ] ].x;
  				by = contour[ verts[ v ] ].y;
  
  				cx = contour[ verts[ w ] ].x;
  				cy = contour[ verts[ w ] ].y;
  
  				if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;
  
  				var aX, aY, bX, bY, cX, cY;
  				var apx, apy, bpx, bpy, cpx, cpy;
  				var cCROSSap, bCROSScp, aCROSSbp;
  
  				aX = cx - bx;  aY = cy - by;
  				bX = ax - cx;  bY = ay - cy;
  				cX = bx - ax;  cY = by - ay;
  
  				for ( p = 0; p < n; p ++ ) {
  
  					px = contour[ verts[ p ] ].x;
  					py = contour[ verts[ p ] ].y;
  
  					if ( ( ( px === ax ) && ( py === ay ) ) ||
  						 ( ( px === bx ) && ( py === by ) ) ||
  						 ( ( px === cx ) && ( py === cy ) ) )	continue;
  
  					apx = px - ax;  apy = py - ay;
  					bpx = px - bx;  bpy = py - by;
  					cpx = px - cx;  cpy = py - cy;
  
  					// see if p is inside triangle abc
  
  					aCROSSbp = aX * bpy - aY * bpx;
  					cCROSSap = cX * apy - cY * apx;
  					bCROSScp = bX * cpy - bY * cpx;
  
  					if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
  
  				}
  
  				return true;
  
  			}
  
  			// takes in an contour array and returns
  
  			return function triangulate( contour, indices ) {
  
  				var n = contour.length;
  
  				if ( n < 3 ) return null;
  
  				var result = [],
  					verts = [],
  					vertIndices = [];
  
  				/* we want a counter-clockwise polygon in verts */
  
  				var u, v, w;
  
  				if ( ShapeUtils.area( contour ) > 0.0 ) {
  
  					for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  
  				} else {
  
  					for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  
  				}
  
  				var nv = n;
  
  				/*  remove nv - 2 vertices, creating 1 triangle every time */
  
  				var count = 2 * nv;   /* error detection */
  
  				for ( v = nv - 1; nv > 2; ) {
  
  					/* if we loop, it is probably a non-simple polygon */
  
  					if ( ( count -- ) <= 0 ) {
  
  						//** Triangulate: ERROR - probable bad polygon!
  
  						//throw ( "Warning, unable to triangulate polygon!" );
  						//return null;
  						// Sometimes warning is fine, especially polygons are triangulated in reverse.
  						console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
  
  						if ( indices ) return vertIndices;
  						return result;
  
  					}
  
  					/* three consecutive vertices in current polygon, <u,v,w> */
  
  					u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
  					v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
  					w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
  
  					if ( snip( contour, u, v, w, nv, verts ) ) {
  
  						var a, b, c, s, t;
  
  						/* true names of the vertices */
  
  						a = verts[ u ];
  						b = verts[ v ];
  						c = verts[ w ];
  
  						/* output Triangle */
  
  						result.push( [ contour[ a ],
  							contour[ b ],
  							contour[ c ] ] );
  
  
  						vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  
  						/* remove v from the remaining polygon */
  
  						for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
  
  							verts[ s ] = verts[ t ];
  
  						}
  
  						nv --;
  
  						/* reset error detection counter */
  
  						count = 2 * nv;
  
  					}
  
  				}
  
  				if ( indices ) return vertIndices;
  				return result;
  
  			}
  
  		} )(),
  
  		triangulateShape: function ( contour, holes ) {
  
  			function removeDupEndPts(points) {
  
  				var l = points.length;
  
  				if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  
  					points.pop();
  
  				}
  
  			}
  
  			removeDupEndPts( contour );
  			holes.forEach( removeDupEndPts );
  
  			function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  
  				// inOtherPt needs to be collinear to the inSegment
  				if ( inSegPt1.x !== inSegPt2.x ) {
  
  					if ( inSegPt1.x < inSegPt2.x ) {
  
  						return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  
  					} else {
  
  						return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  
  					}
  
  				} else {
  
  					if ( inSegPt1.y < inSegPt2.y ) {
  
  						return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  
  					} else {
  
  						return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  
  					}
  
  				}
  
  			}
  
  			function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  
  				var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  				var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  
  				var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  				var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  
  				var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
  				var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  
  				if ( Math.abs( limit ) > Number.EPSILON ) {
  
  					// not parallel
  
  					var perpSeg2;
  					if ( limit > 0 ) {
  
  						if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
  						perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  						if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];
  
  					} else {
  
  						if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
  						perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  						if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];
  
  					}
  
  					// i.e. to reduce rounding errors
  					// intersection at endpoint of segment#1?
  					if ( perpSeg2 === 0 ) {
  
  						if ( ( inExcludeAdjacentSegs ) &&
  							 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
  						return [ inSeg1Pt1 ];
  
  					}
  					if ( perpSeg2 === limit ) {
  
  						if ( ( inExcludeAdjacentSegs ) &&
  							 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
  						return [ inSeg1Pt2 ];
  
  					}
  					// intersection at endpoint of segment#2?
  					if ( perpSeg1 === 0 )		return [ inSeg2Pt1 ];
  					if ( perpSeg1 === limit )	return [ inSeg2Pt2 ];
  
  					// return real intersection point
  					var factorSeg1 = perpSeg2 / limit;
  					return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  								y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  
  				} else {
  
  					// parallel or collinear
  					if ( ( perpSeg1 !== 0 ) ||
  						 ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];
  
  					// they are collinear or degenerate
  					var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );	// segment1 is just a point?
  					var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );	// segment2 is just a point?
  					// both segments are points
  					if ( seg1Pt && seg2Pt ) {
  
  						if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
  							 ( inSeg1Pt1.y !== inSeg2Pt1.y ) )		return [];	// they are distinct  points
  						return [ inSeg1Pt1 ];                 						// they are the same point
  
  					}
  					// segment#1  is a single point
  					if ( seg1Pt ) {
  
  						if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
  						return [ inSeg1Pt1 ];
  
  					}
  					// segment#2  is a single point
  					if ( seg2Pt ) {
  
  						if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
  						return [ inSeg2Pt1 ];
  
  					}
  
  					// they are collinear segments, which might overlap
  					var seg1min, seg1max, seg1minVal, seg1maxVal;
  					var seg2min, seg2max, seg2minVal, seg2maxVal;
  					if ( seg1dx !== 0 ) {
  
  						// the segments are NOT on a vertical line
  						if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  
  							seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  							seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  
  						} else {
  
  							seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  							seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  
  						}
  						if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  
  							seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  							seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  
  						} else {
  
  							seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  							seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  
  						}
  
  					} else {
  
  						// the segments are on a vertical line
  						if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  
  							seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  							seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  
  						} else {
  
  							seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  							seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  
  						}
  						if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  
  							seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  							seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  
  						} else {
  
  							seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  							seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  
  						}
  
  					}
  					if ( seg1minVal <= seg2minVal ) {
  
  						if ( seg1maxVal <  seg2minVal )	return [];
  						if ( seg1maxVal === seg2minVal )	{
  
  							if ( inExcludeAdjacentSegs )		return [];
  							return [ seg2min ];
  
  						}
  						if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
  						return	[ seg2min, seg2max ];
  
  					} else {
  
  						if ( seg1minVal >  seg2maxVal )	return [];
  						if ( seg1minVal === seg2maxVal )	{
  
  							if ( inExcludeAdjacentSegs )		return [];
  							return [ seg1min ];
  
  						}
  						if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
  						return	[ seg1min, seg2max ];
  
  					}
  
  				}
  
  			}
  
  			function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  
  				// The order of legs is important
  
  				// translation of all points, so that Vertex is at (0,0)
  				var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
  				var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
  				var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;
  
  				// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  				var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
  				var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;
  
  				if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
  
  					// angle != 180 deg.
  
  					var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
  					// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  
  					if ( from2toAngle > 0 ) {
  
  						// main angle < 180 deg.
  						return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  
  					} else {
  
  						// main angle > 180 deg.
  						return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  
  					}
  
  				} else {
  
  					// angle == 180 deg.
  					// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
  					return	( from2otherAngle > 0 );
  
  				}
  
  			}
  
  
  			function removeHoles( contour, holes ) {
  
  				var shape = contour.concat(); // work on this shape
  				var hole;
  
  				function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  
  					// Check if hole point lies within angle around shape point
  					var lastShapeIdx = shape.length - 1;
  
  					var prevShapeIdx = inShapeIdx - 1;
  					if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;
  
  					var nextShapeIdx = inShapeIdx + 1;
  					if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;
  
  					var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
  					if ( ! insideAngle ) {
  
  						// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  						return	false;
  
  					}
  
  					// Check if shape point lies within angle around hole point
  					var lastHoleIdx = hole.length - 1;
  
  					var prevHoleIdx = inHoleIdx - 1;
  					if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;
  
  					var nextHoleIdx = inHoleIdx + 1;
  					if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;
  
  					insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
  					if ( ! insideAngle ) {
  
  						// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  						return	false;
  
  					}
  
  					return	true;
  
  				}
  
  				function intersectsShapeEdge( inShapePt, inHolePt ) {
  
  					// checks for intersections with shape edges
  					var sIdx, nextIdx, intersection;
  					for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  
  						nextIdx = sIdx + 1; nextIdx %= shape.length;
  						intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
  						if ( intersection.length > 0 )		return	true;
  
  					}
  
  					return	false;
  
  				}
  
  				var indepHoles = [];
  
  				function intersectsHoleEdge( inShapePt, inHolePt ) {
  
  					// checks for intersections with hole edges
  					var ihIdx, chkHole,
  						hIdx, nextIdx, intersection;
  					for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  
  						chkHole = holes[ indepHoles[ ihIdx ]];
  						for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  
  							nextIdx = hIdx + 1; nextIdx %= chkHole.length;
  							intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
  							if ( intersection.length > 0 )		return	true;
  
  						}
  
  					}
  					return	false;
  
  				}
  
  				var holeIndex, shapeIndex,
  					shapePt, holePt,
  					holeIdx, cutKey, failedCuts = [],
  					tmpShape1, tmpShape2,
  					tmpHole1, tmpHole2;
  
  				for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  
  					indepHoles.push( h );
  
  				}
  
  				var minShapeIndex = 0;
  				var counter = indepHoles.length * 2;
  				while ( indepHoles.length > 0 ) {
  
  					counter --;
  					if ( counter < 0 ) {
  
  						console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  						break;
  
  					}
  
  					// search for shape-vertex and hole-vertex,
  					// which can be connected without intersections
  					for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  
  						shapePt = shape[ shapeIndex ];
  						holeIndex	= - 1;
  
  						// search for hole which can be reached without intersections
  						for ( var h = 0; h < indepHoles.length; h ++ ) {
  
  							holeIdx = indepHoles[ h ];
  
  							// prevent multiple checks
  							cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  							if ( failedCuts[ cutKey ] !== undefined )			continue;
  
  							hole = holes[ holeIdx ];
  							for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  
  								holePt = hole[ h2 ];
  								if ( ! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
  								if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
  								if ( intersectsHoleEdge( shapePt, holePt ) )		continue;
  
  								holeIndex = h2;
  								indepHoles.splice( h, 1 );
  
  								tmpShape1 = shape.slice( 0, shapeIndex + 1 );
  								tmpShape2 = shape.slice( shapeIndex );
  								tmpHole1 = hole.slice( holeIndex );
  								tmpHole2 = hole.slice( 0, holeIndex + 1 );
  
  								shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  
  								minShapeIndex = shapeIndex;
  
  								// Debug only, to show the selected cuts
  								// glob_CutLines.push( [ shapePt, holePt ] );
  
  								break;
  
  							}
  							if ( holeIndex >= 0 )	break;		// hole-vertex found
  
  							failedCuts[ cutKey ] = true;			// remember failure
  
  						}
  						if ( holeIndex >= 0 )	break;		// hole-vertex found
  
  					}
  
  				}
  
  				return shape; 			/* shape with no holes */
  
  			}
  
  
  			var i, il, f, face,
  				key, index,
  				allPointsMap = {};
  
  			// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
  
  			var allpoints = contour.concat();
  
  			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  
  				Array.prototype.push.apply( allpoints, holes[ h ] );
  
  			}
  
  			//console.log( "allpoints",allpoints, allpoints.length );
  
  			// prepare all points map
  
  			for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  
  				key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  
  				if ( allPointsMap[ key ] !== undefined ) {
  
  					console.warn( "THREE.ShapeUtils: Duplicate point", key, i );
  
  				}
  
  				allPointsMap[ key ] = i;
  
  			}
  
  			// remove holes by cutting paths to holes and adding them to the shape
  			var shapeWithoutHoles = removeHoles( contour, holes );
  
  			var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  			//console.log( "triangles",triangles, triangles.length );
  
  			// check all face vertices against all points map
  
  			for ( i = 0, il = triangles.length; i < il; i ++ ) {
  
  				face = triangles[ i ];
  
  				for ( f = 0; f < 3; f ++ ) {
  
  					key = face[ f ].x + ":" + face[ f ].y;
  
  					index = allPointsMap[ key ];
  
  					if ( index !== undefined ) {
  
  						face[ f ] = index;
  
  					}
  
  				}
  
  			}
  
  			return triangles.concat();
  
  		},
  
  		isClockWise: function ( pts ) {
  
  			return ShapeUtils.area( pts ) < 0;
  
  		}
  
  	};
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 *
  	 * Creates extruded geometry from a path shape.
  	 *
  	 * parameters = {
  	 *
  	 *  curveSegments: <int>, // number of points on the curves
  	 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  	 *  amount: <int>, // Depth to extrude the shape
  	 *
  	 *  bevelEnabled: <bool>, // turn on bevel
  	 *  bevelThickness: <float>, // how deep into the original shape bevel goes
  	 *  bevelSize: <float>, // how far from shape outline is bevel
  	 *  bevelSegments: <int>, // number of bevel layers
  	 *
  	 *  extrudePath: <THREE.Curve> // curve to extrude shape along
  	 *  frames: <Object> // containing arrays of tangents, normals, binormals
  	 *
  	 *  uvGenerator: <Object> // object that provides UV generator functions
  	 *
  	 * }
  	 **/
  
  	function ExtrudeGeometry( shapes, options ) {
  
  		if ( typeof( shapes ) === "undefined" ) {
  
  			shapes = [];
  			return;
  
  		}
  
  		Geometry.call( this );
  
  		this.type = 'ExtrudeGeometry';
  
  		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  
  		this.addShapeList( shapes, options );
  
  		this.computeFaceNormals();
  
  		// can't really use automatic vertex normals
  		// as then front and back sides get smoothed too
  		// should do separate smoothing just for sides
  
  		//this.computeVertexNormals();
  
  		//console.log( "took", ( Date.now() - startTime ) );
  
  	}
  
  	ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  	ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  
  	ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  
  		var sl = shapes.length;
  
  		for ( var s = 0; s < sl; s ++ ) {
  
  			var shape = shapes[ s ];
  			this.addShape( shape, options );
  
  		}
  
  	};
  
  	ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  
  		var amount = options.amount !== undefined ? options.amount : 100;
  
  		var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  		var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  		var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  
  		var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  
  		var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  
  		var steps = options.steps !== undefined ? options.steps : 1;
  
  		var extrudePath = options.extrudePath;
  		var extrudePts, extrudeByPath = false;
  
  		// Use default WorldUVGenerator if no UV generators are specified.
  		var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;
  
  		var splineTube, binormal, normal, position2;
  		if ( extrudePath ) {
  
  			extrudePts = extrudePath.getSpacedPoints( steps );
  
  			extrudeByPath = true;
  			bevelEnabled = false; // bevels not supported for path extrusion
  
  			// SETUP TNB variables
  
  			// TODO1 - have a .isClosed in spline?
  
  			splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );
  
  			// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  
  			binormal = new Vector3();
  			normal = new Vector3();
  			position2 = new Vector3();
  
  		}
  
  		// Safeguards if bevels are not enabled
  
  		if ( ! bevelEnabled ) {
  
  			bevelSegments = 0;
  			bevelThickness = 0;
  			bevelSize = 0;
  
  		}
  
  		// Variables initialization
  
  		var ahole, h, hl; // looping of holes
  		var scope = this;
  
  		var shapesOffset = this.vertices.length;
  
  		var shapePoints = shape.extractPoints( curveSegments );
  
  		var vertices = shapePoints.shape;
  		var holes = shapePoints.holes;
  
  		var reverse = ! ShapeUtils.isClockWise( vertices );
  
  		if ( reverse ) {
  
  			vertices = vertices.reverse();
  
  			// Maybe we should also check if holes are in the opposite direction, just to be safe ...
  
  			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  				ahole = holes[ h ];
  
  				if ( ShapeUtils.isClockWise( ahole ) ) {
  
  					holes[ h ] = ahole.reverse();
  
  				}
  
  			}
  
  			reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  
  		}
  
  
  		var faces = ShapeUtils.triangulateShape( vertices, holes );
  
  		/* Vertices */
  
  		var contour = vertices; // vertices has all points but contour has only points of circumference
  
  		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			ahole = holes[ h ];
  
  			vertices = vertices.concat( ahole );
  
  		}
  
  
  		function scalePt2( pt, vec, size ) {
  
  			if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  
  			return vec.clone().multiplyScalar( size ).add( pt );
  
  		}
  
  		var b, bs, t, z,
  			vert, vlen = vertices.length,
  			face, flen = faces.length;
  
  
  		// Find directions for point movement
  
  
  		function getBevelVec( inPt, inPrev, inNext ) {
  
  			// computes for inPt the corresponding point inPt' on a new contour
  			//   shifted by 1 unit (length of normalized vector) to the left
  			// if we walk along contour clockwise, this new contour is outside the old one
  			//
  			// inPt' is the intersection of the two lines parallel to the two
  			//  adjacent edges of inPt at a distance of 1 unit on the left side.
  
  			var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt
  
  			// good reading for geometry algorithms (here: line-line intersection)
  			// http://geomalgorithms.com/a05-_intersect-1.html
  
  			var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  			var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  
  			var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  
  			// check for collinear edges
  			var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  
  			if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  
  				// not collinear
  
  				// length of vectors for normalizing
  
  				var v_prev_len = Math.sqrt( v_prev_lensq );
  				var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  
  				// shift adjacent points by unit vectors to the left
  
  				var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  				var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  
  				var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  				var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  
  				// scaling factor for v_prev to intersection point
  
  				var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  							( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
  						  ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  
  				// vector from inPt to intersection point
  
  				v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  				v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  
  				// Don't normalize!, otherwise sharp corners become ugly
  				//  but prevent crazy spikes
  				var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  				if ( v_trans_lensq <= 2 ) {
  
  					return	new Vector2( v_trans_x, v_trans_y );
  
  				} else {
  
  					shrink_by = Math.sqrt( v_trans_lensq / 2 );
  
  				}
  
  			} else {
  
  				// handle special case of collinear edges
  
  				var direction_eq = false;		// assumes: opposite
  				if ( v_prev_x > Number.EPSILON ) {
  
  					if ( v_next_x > Number.EPSILON ) {
  
  						direction_eq = true;
  
  					}
  
  				} else {
  
  					if ( v_prev_x < - Number.EPSILON ) {
  
  						if ( v_next_x < - Number.EPSILON ) {
  
  							direction_eq = true;
  
  						}
  
  					} else {
  
  						if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  
  							direction_eq = true;
  
  						}
  
  					}
  
  				}
  
  				if ( direction_eq ) {
  
  					// console.log("Warning: lines are a straight sequence");
  					v_trans_x = - v_prev_y;
  					v_trans_y =  v_prev_x;
  					shrink_by = Math.sqrt( v_prev_lensq );
  
  				} else {
  
  					// console.log("Warning: lines are a straight spike");
  					v_trans_x = v_prev_x;
  					v_trans_y = v_prev_y;
  					shrink_by = Math.sqrt( v_prev_lensq / 2 );
  
  				}
  
  			}
  
  			return	new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  
  		}
  
  
  		var contourMovements = [];
  
  		for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  
  			if ( j === il ) j = 0;
  			if ( k === il ) k = 0;
  
  			//  (j)---(i)---(k)
  			// console.log('i,j,k', i, j , k)
  
  			contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  
  		}
  
  		var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  
  		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  			ahole = holes[ h ];
  
  			oneHoleMovements = [];
  
  			for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  
  				if ( j === il ) j = 0;
  				if ( k === il ) k = 0;
  
  				//  (j)---(i)---(k)
  				oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  
  			}
  
  			holesMovements.push( oneHoleMovements );
  			verticesMovements = verticesMovements.concat( oneHoleMovements );
  
  		}
  
  
  		// Loop bevelSegments, 1 for the front, 1 for the back
  
  		for ( b = 0; b < bevelSegments; b ++ ) {
  
  			//for ( b = bevelSegments; b > 0; b -- ) {
  
  			t = b / bevelSegments;
  			z = bevelThickness * Math.cos( t * Math.PI / 2 );
  			bs = bevelSize * Math.sin( t * Math.PI / 2 );
  
  			// contract shape
  
  			for ( i = 0, il = contour.length; i < il; i ++ ) {
  
  				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  
  				v( vert.x, vert.y,  - z );
  
  			}
  
  			// expand holes
  
  			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  				ahole = holes[ h ];
  				oneHoleMovements = holesMovements[ h ];
  
  				for ( i = 0, il = ahole.length; i < il; i ++ ) {
  
  					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  
  					v( vert.x, vert.y,  - z );
  
  				}
  
  			}
  
  		}
  
  		bs = bevelSize;
  
  		// Back facing vertices
  
  		for ( i = 0; i < vlen; i ++ ) {
  
  			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  
  			if ( ! extrudeByPath ) {
  
  				v( vert.x, vert.y, 0 );
  
  			} else {
  
  				// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  
  				normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  				binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  
  				position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  
  				v( position2.x, position2.y, position2.z );
  
  			}
  
  		}
  
  		// Add stepped vertices...
  		// Including front facing vertices
  
  		var s;
  
  		for ( s = 1; s <= steps; s ++ ) {
  
  			for ( i = 0; i < vlen; i ++ ) {
  
  				vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  
  				if ( ! extrudeByPath ) {
  
  					v( vert.x, vert.y, amount / steps * s );
  
  				} else {
  
  					// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  
  					normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  					binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  
  					position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  
  					v( position2.x, position2.y, position2.z );
  
  				}
  
  			}
  
  		}
  
  
  		// Add bevel segments planes
  
  		//for ( b = 1; b <= bevelSegments; b ++ ) {
  		for ( b = bevelSegments - 1; b >= 0; b -- ) {
  
  			t = b / bevelSegments;
  			z = bevelThickness * Math.cos ( t * Math.PI / 2 );
  			bs = bevelSize * Math.sin( t * Math.PI / 2 );
  
  			// contract shape
  
  			for ( i = 0, il = contour.length; i < il; i ++ ) {
  
  				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  				v( vert.x, vert.y,  amount + z );
  
  			}
  
  			// expand holes
  
  			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  				ahole = holes[ h ];
  				oneHoleMovements = holesMovements[ h ];
  
  				for ( i = 0, il = ahole.length; i < il; i ++ ) {
  
  					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  
  					if ( ! extrudeByPath ) {
  
  						v( vert.x, vert.y,  amount + z );
  
  					} else {
  
  						v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		/* Faces */
  
  		// Top and bottom faces
  
  		buildLidFaces();
  
  		// Sides faces
  
  		buildSideFaces();
  
  
  		/////  Internal functions
  
  		function buildLidFaces() {
  
  			if ( bevelEnabled ) {
  
  				var layer = 0; // steps + 1
  				var offset = vlen * layer;
  
  				// Bottom faces
  
  				for ( i = 0; i < flen; i ++ ) {
  
  					face = faces[ i ];
  					f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  
  				}
  
  				layer = steps + bevelSegments * 2;
  				offset = vlen * layer;
  
  				// Top faces
  
  				for ( i = 0; i < flen; i ++ ) {
  
  					face = faces[ i ];
  					f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  
  				}
  
  			} else {
  
  				// Bottom faces
  
  				for ( i = 0; i < flen; i ++ ) {
  
  					face = faces[ i ];
  					f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  
  				}
  
  				// Top faces
  
  				for ( i = 0; i < flen; i ++ ) {
  
  					face = faces[ i ];
  					f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  
  				}
  
  			}
  
  		}
  
  		// Create faces for the z-sides of the shape
  
  		function buildSideFaces() {
  
  			var layeroffset = 0;
  			sidewalls( contour, layeroffset );
  			layeroffset += contour.length;
  
  			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  
  				ahole = holes[ h ];
  				sidewalls( ahole, layeroffset );
  
  				//, true
  				layeroffset += ahole.length;
  
  			}
  
  		}
  
  		function sidewalls( contour, layeroffset ) {
  
  			var j, k;
  			i = contour.length;
  
  			while ( -- i >= 0 ) {
  
  				j = i;
  				k = i - 1;
  				if ( k < 0 ) k = contour.length - 1;
  
  				//console.log('b', i,j, i-1, k,vertices.length);
  
  				var s = 0, sl = steps  + bevelSegments * 2;
  
  				for ( s = 0; s < sl; s ++ ) {
  
  					var slen1 = vlen * s;
  					var slen2 = vlen * ( s + 1 );
  
  					var a = layeroffset + j + slen1,
  						b = layeroffset + k + slen1,
  						c = layeroffset + k + slen2,
  						d = layeroffset + j + slen2;
  
  					f4( a, b, c, d, contour, s, sl, j, k );
  
  				}
  
  			}
  
  		}
  
  
  		function v( x, y, z ) {
  
  			scope.vertices.push( new Vector3( x, y, z ) );
  
  		}
  
  		function f3( a, b, c ) {
  
  			a += shapesOffset;
  			b += shapesOffset;
  			c += shapesOffset;
  
  			scope.faces.push( new Face3( a, b, c, null, null, 0 ) );
  
  			var uvs = uvgen.generateTopUV( scope, a, b, c );
  
  			scope.faceVertexUvs[ 0 ].push( uvs );
  
  		}
  
  		function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  
  			a += shapesOffset;
  			b += shapesOffset;
  			c += shapesOffset;
  			d += shapesOffset;
  
  			scope.faces.push( new Face3( a, b, d, null, null, 1 ) );
  			scope.faces.push( new Face3( b, c, d, null, null, 1 ) );
  
  			var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
  
  			scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  			scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  
  		}
  
  	};
  
  	ExtrudeGeometry.WorldUVGenerator = {
  
  		generateTopUV: function ( geometry, indexA, indexB, indexC ) {
  
  			var vertices = geometry.vertices;
  
  			var a = vertices[ indexA ];
  			var b = vertices[ indexB ];
  			var c = vertices[ indexC ];
  
  			return [
  				new Vector2( a.x, a.y ),
  				new Vector2( b.x, b.y ),
  				new Vector2( c.x, c.y )
  			];
  
  		},
  
  		generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
  
  			var vertices = geometry.vertices;
  
  			var a = vertices[ indexA ];
  			var b = vertices[ indexB ];
  			var c = vertices[ indexC ];
  			var d = vertices[ indexD ];
  
  			if ( Math.abs( a.y - b.y ) < 0.01 ) {
  
  				return [
  					new Vector2( a.x, 1 - a.z ),
  					new Vector2( b.x, 1 - b.z ),
  					new Vector2( c.x, 1 - c.z ),
  					new Vector2( d.x, 1 - d.z )
  				];
  
  			} else {
  
  				return [
  					new Vector2( a.y, 1 - a.z ),
  					new Vector2( b.y, 1 - b.z ),
  					new Vector2( c.y, 1 - c.z ),
  					new Vector2( d.y, 1 - d.z )
  				];
  
  			}
  
  		}
  	};
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * Text = 3D Text
  	 *
  	 * parameters = {
  	 *  font: <THREE.Font>, // font
  	 *
  	 *  size: <float>, // size of the text
  	 *  height: <float>, // thickness to extrude text
  	 *  curveSegments: <int>, // number of points on the curves
  	 *
  	 *  bevelEnabled: <bool>, // turn on bevel
  	 *  bevelThickness: <float>, // how deep into text bevel goes
  	 *  bevelSize: <float> // how far from text outline is bevel
  	 * }
  	 */
  
  	function TextGeometry( text, parameters ) {
  
  		parameters = parameters || {};
  
  		var font = parameters.font;
  
  		if ( (font && font.isFont) === false ) {
  
  			console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  			return new Geometry();
  
  		}
  
  		var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );
  
  		// translate parameters to ExtrudeGeometry API
  
  		parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  
  		// defaults
  
  		if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  		if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  		if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  
  		ExtrudeGeometry.call( this, shapes, parameters );
  
  		this.type = 'TextGeometry';
  
  	}
  
  	TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype );
  	TextGeometry.prototype.constructor = TextGeometry;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  
  		Geometry.call( this );
  
  		this.type = 'SphereGeometry';
  
  		this.parameters = {
  			radius: radius,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			phiStart: phiStart,
  			phiLength: phiLength,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  
  	}
  
  	SphereGeometry.prototype = Object.create( Geometry.prototype );
  	SphereGeometry.prototype.constructor = SphereGeometry;
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'SphereBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			phiStart: phiStart,
  			phiLength: phiLength,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		radius = radius || 50;
  
  		widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  		heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  
  		phiStart = phiStart !== undefined ? phiStart : 0;
  		phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  
  		thetaStart = thetaStart !== undefined ? thetaStart : 0;
  		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  
  		var thetaEnd = thetaStart + thetaLength;
  
  		var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) );
  
  		var positions = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  		var index = 0, vertices = [], normal = new Vector3();
  
  		for ( var y = 0; y <= heightSegments; y ++ ) {
  
  			var verticesRow = [];
  
  			var v = y / heightSegments;
  
  			for ( var x = 0; x <= widthSegments; x ++ ) {
  
  				var u = x / widthSegments;
  
  				var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  				var py = radius * Math.cos( thetaStart + v * thetaLength );
  				var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  
  				normal.set( px, py, pz ).normalize();
  
  				positions.setXYZ( index, px, py, pz );
  				normals.setXYZ( index, normal.x, normal.y, normal.z );
  				uvs.setXY( index, u, 1 - v );
  
  				verticesRow.push( index );
  
  				index ++;
  
  			}
  
  			vertices.push( verticesRow );
  
  		}
  
  		var indices = [];
  
  		for ( var y = 0; y < heightSegments; y ++ ) {
  
  			for ( var x = 0; x < widthSegments; x ++ ) {
  
  				var v1 = vertices[ y ][ x + 1 ];
  				var v2 = vertices[ y ][ x ];
  				var v3 = vertices[ y + 1 ][ x ];
  				var v4 = vertices[ y + 1 ][ x + 1 ];
  
  				if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 );
  				if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 );
  
  			}
  
  		}
  
  		this.setIndex( new ( positions.count > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
  		this.addAttribute( 'position', positions );
  		this.addAttribute( 'normal', normals );
  		this.addAttribute( 'uv', uvs );
  
  		this.boundingSphere = new Sphere( new Vector3(), radius );
  
  	}
  
  	SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  
  	/**
  	 * @author Kaleb Murphy
  	 */
  
  	function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  
  		Geometry.call( this );
  
  		this.type = 'RingGeometry';
  
  		this.parameters = {
  			innerRadius: innerRadius,
  			outerRadius: outerRadius,
  			thetaSegments: thetaSegments,
  			phiSegments: phiSegments,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  
  	}
  
  	RingGeometry.prototype = Object.create( Geometry.prototype );
  	RingGeometry.prototype.constructor = RingGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'RingBufferGeometry';
  
  		this.parameters = {
  			innerRadius: innerRadius,
  			outerRadius: outerRadius,
  			thetaSegments: thetaSegments,
  			phiSegments: phiSegments,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		innerRadius = innerRadius || 20;
  		outerRadius = outerRadius || 50;
  
  		thetaStart = thetaStart !== undefined ? thetaStart : 0;
  		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  
  		thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  		phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  
  		// these are used to calculate buffer length
  		var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 );
  		var indexCount = thetaSegments * phiSegments * 2 * 3;
  
  		// buffers
  		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 );
  		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  		// some helper variables
  		var index = 0, indexOffset = 0, segment;
  		var radius = innerRadius;
  		var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  		var vertex = new Vector3();
  		var uv = new Vector2();
  		var j, i;
  
  		// generate vertices, normals and uvs
  
  		// values are generate from the inside of the ring to the outside
  
  		for ( j = 0; j <= phiSegments; j ++ ) {
  
  			for ( i = 0; i <= thetaSegments; i ++ ) {
  
  				segment = thetaStart + i / thetaSegments * thetaLength;
  
  				// vertex
  				vertex.x = radius * Math.cos( segment );
  				vertex.y = radius * Math.sin( segment );
  				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  				// normal
  				normals.setXYZ( index, 0, 0, 1 );
  
  				// uv
  				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  				uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  				uvs.setXY( index, uv.x, uv.y );
  
  				// increase index
  				index ++;
  
  			}
  
  			// increase the radius for next row of vertices
  			radius += radiusStep;
  
  		}
  
  		// generate indices
  
  		for ( j = 0; j < phiSegments; j ++ ) {
  
  			var thetaSegmentLevel = j * ( thetaSegments + 1 );
  
  			for ( i = 0; i < thetaSegments; i ++ ) {
  
  				segment = i + thetaSegmentLevel;
  
  				// indices
  				var a = segment;
  				var b = segment + thetaSegments + 1;
  				var c = segment + thetaSegments + 2;
  				var d = segment + 1;
  
  				// face one
  				indices.setX( indexOffset, a ); indexOffset ++;
  				indices.setX( indexOffset, b ); indexOffset ++;
  				indices.setX( indexOffset, c ); indexOffset ++;
  
  				// face two
  				indices.setX( indexOffset, a ); indexOffset ++;
  				indices.setX( indexOffset, c ); indexOffset ++;
  				indices.setX( indexOffset, d ); indexOffset ++;
  
  			}
  
  		}
  
  		// build geometry
  
  		this.setIndex( indices );
  		this.addAttribute( 'position', vertices );
  		this.addAttribute( 'normal', normals );
  		this.addAttribute( 'uv', uvs );
  
  	}
  
  	RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  
  	/**
  	 * @author astrodud / http://astrodud.isgreat.org/
  	 * @author zz85 / https://github.com/zz85
  	 * @author bhouston / http://clara.io
  	 */
  
  	// points - to create a closed torus, one must use a set of points
  	//    like so: [ a, b, c, d, a ], see first is the same as last.
  	// segments - the number of circumference segments to create
  	// phiStart - the starting radian
  	// phiLength - the radian (0 to 2PI) range of the lathed section
  	//    2PI is a closed lathe, less than 2PI is a portion.
  
  	function LatheGeometry( points, segments, phiStart, phiLength ) {
  
  		Geometry.call( this );
  
  		this.type = 'LatheGeometry';
  
  		this.parameters = {
  			points: points,
  			segments: segments,
  			phiStart: phiStart,
  			phiLength: phiLength
  		};
  
  		this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  		this.mergeVertices();
  
  	}
  
  	LatheGeometry.prototype = Object.create( Geometry.prototype );
  	LatheGeometry.prototype.constructor = LatheGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'LatheBufferGeometry';
  
  		this.parameters = {
  			points: points,
  			segments: segments,
  			phiStart: phiStart,
  			phiLength: phiLength
  		};
  
  		segments = Math.floor( segments ) || 12;
  		phiStart = phiStart || 0;
  		phiLength = phiLength || Math.PI * 2;
  
  		// clamp phiLength so it's in range of [ 0, 2PI ]
  		phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  
  		// these are used to calculate buffer length
  		var vertexCount = ( segments + 1 ) * points.length;
  		var indexCount = segments * points.length * 2 * 3;
  
  		// buffers
  		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
  		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  		// helper variables
  		var index = 0, indexOffset = 0, base;
  		var inverseSegments = 1.0 / segments;
  		var vertex = new Vector3();
  		var uv = new Vector2();
  		var i, j;
  
  		// generate vertices and uvs
  
  		for ( i = 0; i <= segments; i ++ ) {
  
  			var phi = phiStart + i * inverseSegments * phiLength;
  
  			var sin = Math.sin( phi );
  			var cos = Math.cos( phi );
  
  			for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  
  				// vertex
  				vertex.x = points[ j ].x * sin;
  				vertex.y = points[ j ].y;
  				vertex.z = points[ j ].x * cos;
  				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  				// uv
  				uv.x = i / segments;
  				uv.y = j / ( points.length - 1 );
  				uvs.setXY( index, uv.x, uv.y );
  
  				// increase index
  				index ++;
  
  			}
  
  		}
  
  		// generate indices
  
  		for ( i = 0; i < segments; i ++ ) {
  
  			for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  
  				base = j + i * points.length;
  
  				// indices
  				var a = base;
  				var b = base + points.length;
  				var c = base + points.length + 1;
  				var d = base + 1;
  
  				// face one
  				indices.setX( indexOffset, a ); indexOffset ++;
  				indices.setX( indexOffset, b ); indexOffset ++;
  				indices.setX( indexOffset, d ); indexOffset ++;
  
  				// face two
  				indices.setX( indexOffset, b ); indexOffset ++;
  				indices.setX( indexOffset, c ); indexOffset ++;
  				indices.setX( indexOffset, d ); indexOffset ++;
  
  			}
  
  		}
  
  		// build geometry
  
  		this.setIndex( indices );
  		this.addAttribute( 'position', vertices );
  		this.addAttribute( 'uv', uvs );
  
  		// generate normals
  
  		this.computeVertexNormals();
  
  		// if the geometry is closed, we need to average the normals along the seam.
  		// because the corresponding vertices are identical (but still have different UVs).
  
  		if ( phiLength === Math.PI * 2 ) {
  
  			var normals = this.attributes.normal.array;
  			var n1 = new Vector3();
  			var n2 = new Vector3();
  			var n = new Vector3();
  
  			// this is the buffer offset for the last line of vertices
  			base = segments * points.length * 3;
  
  			for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  
  				// select the normal of the vertex in the first line
  				n1.x = normals[ j + 0 ];
  				n1.y = normals[ j + 1 ];
  				n1.z = normals[ j + 2 ];
  
  				// select the normal of the vertex in the last line
  				n2.x = normals[ base + j + 0 ];
  				n2.y = normals[ base + j + 1 ];
  				n2.z = normals[ base + j + 2 ];
  
  				// average normals
  				n.addVectors( n1, n2 ).normalize();
  
  				// assign the new values to both normals
  				normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  				normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  				normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  
  			} // next row
  
  		}
  
  	}
  
  	LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  
  	/**
  	 * @author jonobr1 / http://jonobr1.com
  	 */
  
  	function ShapeGeometry( shapes, curveSegments ) {
  
  		Geometry.call( this );
  
  		this.type = 'ShapeGeometry';
  
  		if ( typeof curveSegments === 'object' ) {
  
  			console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  
  			curveSegments = curveSegments.curveSegments;
  
  		}
  
  		this.parameters = {
  			shapes: shapes,
  			curveSegments: curveSegments
  		};
  
  		this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  		this.mergeVertices();
  
  	}
  
  	ShapeGeometry.prototype = Object.create( Geometry.prototype );
  	ShapeGeometry.prototype.constructor = ShapeGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function ShapeBufferGeometry( shapes, curveSegments ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'ShapeBufferGeometry';
  
  		this.parameters = {
  			shapes: shapes,
  			curveSegments: curveSegments
  		};
  
  		curveSegments = curveSegments || 12;
  
  		var vertices = [];
  		var normals = [];
  		var uvs = [];
  		var indices = [];
  
  		var groupStart = 0;
  		var groupCount = 0;
  
  		// allow single and array values for "shapes" parameter
  
  		if ( Array.isArray( shapes ) === false ) {
  
  			addShape( shapes );
  
  		} else {
  
  			for ( var i = 0; i < shapes.length; i ++ ) {
  
  				addShape( shapes[ i ] );
  
  				this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  
  				groupStart += groupCount;
  				groupCount = 0;
  
  			}
  
  		}
  
  		// build geometry
  
  		this.setIndex( new ( indices.length > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
  		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  
  
  		// helper functions
  
  		function addShape( shape ) {
  
  			var i, l, shapeHole;
  
  			var indexOffset = vertices.length / 3;
  			var points = shape.extractPoints( curveSegments );
  
  			var shapeVertices = points.shape;
  			var shapeHoles = points.holes;
  
  			// check direction of vertices
  
  			if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  
  				shapeVertices = shapeVertices.reverse();
  
  				// also check if holes are in the opposite direction
  
  				for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  
  					shapeHole = shapeHoles[ i ];
  
  					if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  
  						shapeHoles[ i ] = shapeHole.reverse();
  
  					}
  
  				}
  
  			}
  
  			var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  
  			// join vertices of inner and outer paths to a single array
  
  			for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  
  				shapeHole = shapeHoles[ i ];
  				shapeVertices = shapeVertices.concat( shapeHole );
  
  			}
  
  			// vertices, normals, uvs
  
  			for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  
  				var vertex = shapeVertices[ i ];
  
  				vertices.push( vertex.x, vertex.y, 0 );
  				normals.push( 0, 0, 1 );
  				uvs.push( vertex.x, vertex.y ); // world uvs
  
  			}
  
  			// incides
  
  			for ( i = 0, l = faces.length; i < l; i ++ ) {
  
  				var face = faces[ i ];
  
  				var a = face[ 0 ] + indexOffset;
  				var b = face[ 1 ] + indexOffset;
  				var c = face[ 2 ] + indexOffset;
  
  				indices.push( a, b, c );
  				groupCount += 3;
  
  			}
  
  		}
  
  	}
  
  	ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  
  	/**
  	 * @author WestLangley / http://github.com/WestLangley
  	 */
  
  	function EdgesGeometry( geometry, thresholdAngle ) {
  
  		BufferGeometry.call( this );
  
  		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  
  		var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  
  		var edge = [ 0, 0 ], hash = {};
  
  		function sortFunction( a, b ) {
  
  			return a - b;
  
  		}
  
  		var keys = [ 'a', 'b', 'c' ];
  
  		var geometry2;
  
  		if ( geometry.isBufferGeometry ) {
  
  			geometry2 = new Geometry();
  			geometry2.fromBufferGeometry( geometry );
  
  		} else {
  
  			geometry2 = geometry.clone();
  
  		}
  
  		geometry2.mergeVertices();
  		geometry2.computeFaceNormals();
  
  		var vertices = geometry2.vertices;
  		var faces = geometry2.faces;
  
  		for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  			var face = faces[ i ];
  
  			for ( var j = 0; j < 3; j ++ ) {
  
  				edge[ 0 ] = face[ keys[ j ] ];
  				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  				edge.sort( sortFunction );
  
  				var key = edge.toString();
  
  				if ( hash[ key ] === undefined ) {
  
  					hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  
  				} else {
  
  					hash[ key ].face2 = i;
  
  				}
  
  			}
  
  		}
  
  		var coords = [];
  
  		for ( var key in hash ) {
  
  			var h = hash[ key ];
  
  			// An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  
  			if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
  
  				var vertex = vertices[ h.vert1 ];
  				coords.push( vertex.x );
  				coords.push( vertex.y );
  				coords.push( vertex.z );
  
  				vertex = vertices[ h.vert2 ];
  				coords.push( vertex.x );
  				coords.push( vertex.y );
  				coords.push( vertex.z );
  
  			}
  
  		}
  
  		this.addAttribute( 'position', new Float32BufferAttribute( coords, 3 ) );
  
  	}
  
  	EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  	EdgesGeometry.prototype.constructor = EdgesGeometry;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  
  		Geometry.call( this );
  
  		this.type = 'CylinderGeometry';
  
  		this.parameters = {
  			radiusTop: radiusTop,
  			radiusBottom: radiusBottom,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  		this.mergeVertices();
  
  	}
  
  	CylinderGeometry.prototype = Object.create( Geometry.prototype );
  	CylinderGeometry.prototype.constructor = CylinderGeometry;
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'CylinderBufferGeometry';
  
  		this.parameters = {
  			radiusTop: radiusTop,
  			radiusBottom: radiusBottom,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		var scope = this;
  
  		radiusTop = radiusTop !== undefined ? radiusTop : 20;
  		radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  		height = height !== undefined ? height : 100;
  
  		radialSegments = Math.floor( radialSegments ) || 8;
  		heightSegments = Math.floor( heightSegments ) || 1;
  
  		openEnded = openEnded !== undefined ? openEnded : false;
  		thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  		thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;
  
  		// used to calculate buffer length
  
  		var nbCap = 0;
  
  		if ( openEnded === false ) {
  
  			if ( radiusTop > 0 ) nbCap ++;
  			if ( radiusBottom > 0 ) nbCap ++;
  
  		}
  
  		var vertexCount = calculateVertexCount();
  		var indexCount = calculateIndexCount();
  
  		// buffers
  
  		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 );
  		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
  		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
  
  		// helper variables
  
  		var index = 0,
  		    indexOffset = 0,
  		    indexArray = [],
  		    halfHeight = height / 2;
  
  		// group variables
  		var groupStart = 0;
  
  		// generate geometry
  
  		generateTorso();
  
  		if ( openEnded === false ) {
  
  			if ( radiusTop > 0 ) generateCap( true );
  			if ( radiusBottom > 0 ) generateCap( false );
  
  		}
  
  		// build geometry
  
  		this.setIndex( indices );
  		this.addAttribute( 'position', vertices );
  		this.addAttribute( 'normal', normals );
  		this.addAttribute( 'uv', uvs );
  
  		// helper functions
  
  		function calculateVertexCount() {
  
  			var count = ( radialSegments + 1 ) * ( heightSegments + 1 );
  
  			if ( openEnded === false ) {
  
  				count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap );
  
  			}
  
  			return count;
  
  		}
  
  		function calculateIndexCount() {
  
  			var count = radialSegments * heightSegments * 2 * 3;
  
  			if ( openEnded === false ) {
  
  				count += radialSegments * nbCap * 3;
  
  			}
  
  			return count;
  
  		}
  
  		function generateTorso() {
  
  			var x, y;
  			var normal = new Vector3();
  			var vertex = new Vector3();
  
  			var groupCount = 0;
  
  			// this will be used to calculate the normal
  			var slope = ( radiusBottom - radiusTop ) / height;
  
  			// generate vertices, normals and uvs
  
  			for ( y = 0; y <= heightSegments; y ++ ) {
  
  				var indexRow = [];
  
  				var v = y / heightSegments;
  
  				// calculate the radius of the current row
  				var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  
  				for ( x = 0; x <= radialSegments; x ++ ) {
  
  					var u = x / radialSegments;
  
  					var theta = u * thetaLength + thetaStart;
  
  					var sinTheta = Math.sin( theta );
  					var cosTheta = Math.cos( theta );
  
  					// vertex
  					vertex.x = radius * sinTheta;
  					vertex.y = - v * height + halfHeight;
  					vertex.z = radius * cosTheta;
  					vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  					// normal
  					normal.set( sinTheta, slope, cosTheta ).normalize();
  					normals.setXYZ( index, normal.x, normal.y, normal.z );
  
  					// uv
  					uvs.setXY( index, u, 1 - v );
  
  					// save index of vertex in respective row
  					indexRow.push( index );
  
  					// increase index
  					index ++;
  
  				}
  
  				// now save vertices of the row in our index array
  				indexArray.push( indexRow );
  
  			}
  
  			// generate indices
  
  			for ( x = 0; x < radialSegments; x ++ ) {
  
  				for ( y = 0; y < heightSegments; y ++ ) {
  
  					// we use the index array to access the correct indices
  					var i1 = indexArray[ y ][ x ];
  					var i2 = indexArray[ y + 1 ][ x ];
  					var i3 = indexArray[ y + 1 ][ x + 1 ];
  					var i4 = indexArray[ y ][ x + 1 ];
  
  					// face one
  					indices.setX( indexOffset, i1 ); indexOffset ++;
  					indices.setX( indexOffset, i2 ); indexOffset ++;
  					indices.setX( indexOffset, i4 ); indexOffset ++;
  
  					// face two
  					indices.setX( indexOffset, i2 ); indexOffset ++;
  					indices.setX( indexOffset, i3 ); indexOffset ++;
  					indices.setX( indexOffset, i4 ); indexOffset ++;
  
  					// update counters
  					groupCount += 6;
  
  				}
  
  			}
  
  			// add a group to the geometry. this will ensure multi material support
  			scope.addGroup( groupStart, groupCount, 0 );
  
  			// calculate new start value for groups
  			groupStart += groupCount;
  
  		}
  
  		function generateCap( top ) {
  
  			var x, centerIndexStart, centerIndexEnd;
  
  			var uv = new Vector2();
  			var vertex = new Vector3();
  
  			var groupCount = 0;
  
  			var radius = ( top === true ) ? radiusTop : radiusBottom;
  			var sign = ( top === true ) ? 1 : - 1;
  
  			// save the index of the first center vertex
  			centerIndexStart = index;
  
  			// first we generate the center vertex data of the cap.
  			// because the geometry needs one set of uvs per face,
  			// we must generate a center vertex per face/segment
  
  			for ( x = 1; x <= radialSegments; x ++ ) {
  
  				// vertex
  				vertices.setXYZ( index, 0, halfHeight * sign, 0 );
  
  				// normal
  				normals.setXYZ( index, 0, sign, 0 );
  
  				// uv
  				uv.x = 0.5;
  				uv.y = 0.5;
  
  				uvs.setXY( index, uv.x, uv.y );
  
  				// increase index
  				index ++;
  
  			}
  
  			// save the index of the last center vertex
  			centerIndexEnd = index;
  
  			// now we generate the surrounding vertices, normals and uvs
  
  			for ( x = 0; x <= radialSegments; x ++ ) {
  
  				var u = x / radialSegments;
  				var theta = u * thetaLength + thetaStart;
  
  				var cosTheta = Math.cos( theta );
  				var sinTheta = Math.sin( theta );
  
  				// vertex
  				vertex.x = radius * sinTheta;
  				vertex.y = halfHeight * sign;
  				vertex.z = radius * cosTheta;
  				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
  
  				// normal
  				normals.setXYZ( index, 0, sign, 0 );
  
  				// uv
  				uv.x = ( cosTheta * 0.5 ) + 0.5;
  				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  				uvs.setXY( index, uv.x, uv.y );
  
  				// increase index
  				index ++;
  
  			}
  
  			// generate indices
  
  			for ( x = 0; x < radialSegments; x ++ ) {
  
  				var c = centerIndexStart + x;
  				var i = centerIndexEnd + x;
  
  				if ( top === true ) {
  
  					// face top
  					indices.setX( indexOffset, i ); indexOffset ++;
  					indices.setX( indexOffset, i + 1 ); indexOffset ++;
  					indices.setX( indexOffset, c ); indexOffset ++;
  
  				} else {
  
  					// face bottom
  					indices.setX( indexOffset, i + 1 ); indexOffset ++;
  					indices.setX( indexOffset, i ); indexOffset ++;
  					indices.setX( indexOffset, c ); indexOffset ++;
  
  				}
  
  				// update counters
  				groupCount += 3;
  
  			}
  
  			// add a group to the geometry. this will ensure multi material support
  			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  
  			// calculate new start value for groups
  			groupStart += groupCount;
  
  		}
  
  	}
  
  	CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  
  	/**
  	 * @author abelnation / http://github.com/abelnation
  	 */
  
  	function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  
  		CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  
  		this.type = 'ConeGeometry';
  
  		this.parameters = {
  			radius: radius,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  	}
  
  	ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  	ConeGeometry.prototype.constructor = ConeGeometry;
  
  	/**
  	 * @author: abelnation / http://github.com/abelnation
  	 */
  
  	function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  
  		CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  
  		this.type = 'ConeBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  	}
  
  	ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  	ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  
  	/**
  	 * @author hughes
  	 */
  
  	function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  
  		Geometry.call( this );
  
  		this.type = 'CircleGeometry';
  
  		this.parameters = {
  			radius: radius,
  			segments: segments,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  
  	}
  
  	CircleGeometry.prototype = Object.create( Geometry.prototype );
  	CircleGeometry.prototype.constructor = CircleGeometry;
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  
  		BufferGeometry.call( this );
  
  		this.type = 'CircleBufferGeometry';
  
  		this.parameters = {
  			radius: radius,
  			segments: segments,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};
  
  		radius = radius || 50;
  		segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  
  		thetaStart = thetaStart !== undefined ? thetaStart : 0;
  		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  
  		var vertices = segments + 2;
  
  		var positions = new Float32Array( vertices * 3 );
  		var normals = new Float32Array( vertices * 3 );
  		var uvs = new Float32Array( vertices * 2 );
  
  		// center data is already zero, but need to set a few extras
  		normals[ 2 ] = 1.0;
  		uvs[ 0 ] = 0.5;
  		uvs[ 1 ] = 0.5;
  
  		for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {
  
  			var segment = thetaStart + s / segments * thetaLength;
  
  			positions[ i ] = radius * Math.cos( segment );
  			positions[ i + 1 ] = radius * Math.sin( segment );
  
  			normals[ i + 2 ] = 1; // normal z
  
  			uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
  			uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;
  
  		}
  
  		var indices = [];
  
  		for ( var i = 1; i <= segments; i ++ ) {
  
  			indices.push( i, i + 1, 0 );
  
  		}
  
  		this.setIndex( new BufferAttribute( new Uint16Array( indices ), 1 ) );
  		this.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );
  
  		this.boundingSphere = new Sphere( new Vector3(), radius );
  
  	}
  
  	CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  
  
  
  	var Geometries = Object.freeze({
  		WireframeGeometry: WireframeGeometry,
  		ParametricGeometry: ParametricGeometry,
  		ParametricBufferGeometry: ParametricBufferGeometry,
  		TetrahedronGeometry: TetrahedronGeometry,
  		TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  		OctahedronGeometry: OctahedronGeometry,
  		OctahedronBufferGeometry: OctahedronBufferGeometry,
  		IcosahedronGeometry: IcosahedronGeometry,
  		IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  		DodecahedronGeometry: DodecahedronGeometry,
  		DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  		PolyhedronGeometry: PolyhedronGeometry,
  		PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  		TubeGeometry: TubeGeometry,
  		TubeBufferGeometry: TubeBufferGeometry,
  		TorusKnotGeometry: TorusKnotGeometry,
  		TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  		TorusGeometry: TorusGeometry,
  		TorusBufferGeometry: TorusBufferGeometry,
  		TextGeometry: TextGeometry,
  		SphereGeometry: SphereGeometry,
  		SphereBufferGeometry: SphereBufferGeometry,
  		RingGeometry: RingGeometry,
  		RingBufferGeometry: RingBufferGeometry,
  		PlaneGeometry: PlaneGeometry,
  		PlaneBufferGeometry: PlaneBufferGeometry,
  		LatheGeometry: LatheGeometry,
  		LatheBufferGeometry: LatheBufferGeometry,
  		ShapeGeometry: ShapeGeometry,
  		ShapeBufferGeometry: ShapeBufferGeometry,
  		ExtrudeGeometry: ExtrudeGeometry,
  		EdgesGeometry: EdgesGeometry,
  		ConeGeometry: ConeGeometry,
  		ConeBufferGeometry: ConeBufferGeometry,
  		CylinderGeometry: CylinderGeometry,
  		CylinderBufferGeometry: CylinderBufferGeometry,
  		CircleGeometry: CircleGeometry,
  		CircleBufferGeometry: CircleBufferGeometry,
  		BoxGeometry: BoxGeometry,
  		BoxBufferGeometry: BoxBufferGeometry
  	});
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function ShadowMaterial() {
  
  		ShaderMaterial.call( this, {
  			uniforms: UniformsUtils.merge( [
  				UniformsLib.lights,
  				{
  					opacity: { value: 1.0 }
  				}
  			] ),
  			vertexShader: ShaderChunk[ 'shadow_vert' ],
  			fragmentShader: ShaderChunk[ 'shadow_frag' ]
  		} );
  
  		this.lights = true;
  		this.transparent = true;
  
  		Object.defineProperties( this, {
  			opacity: {
  				enumerable: true,
  				get: function () {
  					return this.uniforms.opacity.value;
  				},
  				set: function ( value ) {
  					this.uniforms.opacity.value = value;
  				}
  			}
  		} );
  
  	}
  
  	ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype );
  	ShadowMaterial.prototype.constructor = ShadowMaterial;
  
  	ShadowMaterial.prototype.isShadowMaterial = true;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function RawShaderMaterial( parameters ) {
  
  		ShaderMaterial.call( this, parameters );
  
  		this.type = 'RawShaderMaterial';
  
  	}
  
  	RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  	RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  
  	RawShaderMaterial.prototype.isRawShaderMaterial = true;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function MultiMaterial( materials ) {
  
  		this.uuid = _Math.generateUUID();
  
  		this.type = 'MultiMaterial';
  
  		this.materials = Array.isArray( materials ) ? materials : [];
  
  		this.visible = true;
  
  	}
  
  	MultiMaterial.prototype = {
  
  		constructor: MultiMaterial,
  
  		isMultiMaterial: true,
  
  		toJSON: function ( meta ) {
  
  			var output = {
  				metadata: {
  					version: 4.2,
  					type: 'material',
  					generator: 'MaterialExporter'
  				},
  				uuid: this.uuid,
  				type: this.type,
  				materials: []
  			};
  
  			var materials = this.materials;
  
  			for ( var i = 0, l = materials.length; i < l; i ++ ) {
  
  				var material = materials[ i ].toJSON( meta );
  				delete material.metadata;
  
  				output.materials.push( material );
  
  			}
  
  			output.visible = this.visible;
  
  			return output;
  
  		},
  
  		clone: function () {
  
  			var material = new this.constructor();
  
  			for ( var i = 0; i < this.materials.length; i ++ ) {
  
  				material.materials.push( this.materials[ i ].clone() );
  
  			}
  
  			material.visible = this.visible;
  
  			return material;
  
  		}
  
  	};
  
  	/**
  	 * @author WestLangley / http://github.com/WestLangley
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  roughness: <float>,
  	 *  metalness: <float>,
  	 *  opacity: <float>,
  	 *
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *  lightMap: new THREE.Texture( <Image> ),
  	 *  lightMapIntensity: <float>
  	 *
  	 *  aoMap: new THREE.Texture( <Image> ),
  	 *  aoMapIntensity: <float>
  	 *
  	 *  emissive: <hex>,
  	 *  emissiveIntensity: <float>
  	 *  emissiveMap: new THREE.Texture( <Image> ),
  	 *
  	 *  bumpMap: new THREE.Texture( <Image> ),
  	 *  bumpScale: <float>,
  	 *
  	 *  normalMap: new THREE.Texture( <Image> ),
  	 *  normalScale: <Vector2>,
  	 *
  	 *  displacementMap: new THREE.Texture( <Image> ),
  	 *  displacementScale: <float>,
  	 *  displacementBias: <float>,
  	 *
  	 *  roughnessMap: new THREE.Texture( <Image> ),
  	 *
  	 *  metalnessMap: new THREE.Texture( <Image> ),
  	 *
  	 *  alphaMap: new THREE.Texture( <Image> ),
  	 *
  	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  	 *  envMapIntensity: <float>
  	 *
  	 *  refractionRatio: <float>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>,
  	 *
  	 *  skinning: <bool>,
  	 *  morphTargets: <bool>,
  	 *  morphNormals: <bool>
  	 * }
  	 */
  
  	function MeshStandardMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.defines = { 'STANDARD': '' };
  
  		this.type = 'MeshStandardMaterial';
  
  		this.color = new Color( 0xffffff ); // diffuse
  		this.roughness = 0.5;
  		this.metalness = 0.5;
  
  		this.map = null;
  
  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;
  
  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;
  
  		this.emissive = new Color( 0x000000 );
  		this.emissiveIntensity = 1.0;
  		this.emissiveMap = null;
  
  		this.bumpMap = null;
  		this.bumpScale = 1;
  
  		this.normalMap = null;
  		this.normalScale = new Vector2( 1, 1 );
  
  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;
  
  		this.roughnessMap = null;
  
  		this.metalnessMap = null;
  
  		this.alphaMap = null;
  
  		this.envMap = null;
  		this.envMapIntensity = 1.0;
  
  		this.refractionRatio = 0.98;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';
  
  		this.skinning = false;
  		this.morphTargets = false;
  		this.morphNormals = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshStandardMaterial.prototype = Object.create( Material.prototype );
  	MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  
  	MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  
  	MeshStandardMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.defines = { 'STANDARD': '' };
  
  		this.color.copy( source.color );
  		this.roughness = source.roughness;
  		this.metalness = source.metalness;
  
  		this.map = source.map;
  
  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;
  
  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;
  
  		this.emissive.copy( source.emissive );
  		this.emissiveMap = source.emissiveMap;
  		this.emissiveIntensity = source.emissiveIntensity;
  
  		this.bumpMap = source.bumpMap;
  		this.bumpScale = source.bumpScale;
  
  		this.normalMap = source.normalMap;
  		this.normalScale.copy( source.normalScale );
  
  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;
  
  		this.roughnessMap = source.roughnessMap;
  
  		this.metalnessMap = source.metalnessMap;
  
  		this.alphaMap = source.alphaMap;
  
  		this.envMap = source.envMap;
  		this.envMapIntensity = source.envMapIntensity;
  
  		this.refractionRatio = source.refractionRatio;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  		this.morphNormals = source.morphNormals;
  
  		return this;
  
  	};
  
  	/**
  	 * @author WestLangley / http://github.com/WestLangley
  	 *
  	 * parameters = {
  	 *  reflectivity: <float>
  	 * }
  	 */
  
  	function MeshPhysicalMaterial( parameters ) {
  
  		MeshStandardMaterial.call( this );
  
  		this.defines = { 'PHYSICAL': '' };
  
  		this.type = 'MeshPhysicalMaterial';
  
  		this.reflectivity = 0.5; // maps to F0 = 0.04
  
  		this.clearCoat = 0.0;
  		this.clearCoatRoughness = 0.0;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  	MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  
  	MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  
  	MeshPhysicalMaterial.prototype.copy = function ( source ) {
  
  		MeshStandardMaterial.prototype.copy.call( this, source );
  
  		this.defines = { 'PHYSICAL': '' };
  
  		this.reflectivity = source.reflectivity;
  
  		this.clearCoat = source.clearCoat;
  		this.clearCoatRoughness = source.clearCoatRoughness;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  specular: <hex>,
  	 *  shininess: <float>,
  	 *  opacity: <float>,
  	 *
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *  lightMap: new THREE.Texture( <Image> ),
  	 *  lightMapIntensity: <float>
  	 *
  	 *  aoMap: new THREE.Texture( <Image> ),
  	 *  aoMapIntensity: <float>
  	 *
  	 *  emissive: <hex>,
  	 *  emissiveIntensity: <float>
  	 *  emissiveMap: new THREE.Texture( <Image> ),
  	 *
  	 *  bumpMap: new THREE.Texture( <Image> ),
  	 *  bumpScale: <float>,
  	 *
  	 *  normalMap: new THREE.Texture( <Image> ),
  	 *  normalScale: <Vector2>,
  	 *
  	 *  displacementMap: new THREE.Texture( <Image> ),
  	 *  displacementScale: <float>,
  	 *  displacementBias: <float>,
  	 *
  	 *  specularMap: new THREE.Texture( <Image> ),
  	 *
  	 *  alphaMap: new THREE.Texture( <Image> ),
  	 *
  	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  	 *  combine: THREE.Multiply,
  	 *  reflectivity: <float>,
  	 *  refractionRatio: <float>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>,
  	 *
  	 *  skinning: <bool>,
  	 *  morphTargets: <bool>,
  	 *  morphNormals: <bool>
  	 * }
  	 */
  
  	function MeshPhongMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'MeshPhongMaterial';
  
  		this.color = new Color( 0xffffff ); // diffuse
  		this.specular = new Color( 0x111111 );
  		this.shininess = 30;
  
  		this.map = null;
  
  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;
  
  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;
  
  		this.emissive = new Color( 0x000000 );
  		this.emissiveIntensity = 1.0;
  		this.emissiveMap = null;
  
  		this.bumpMap = null;
  		this.bumpScale = 1;
  
  		this.normalMap = null;
  		this.normalScale = new Vector2( 1, 1 );
  
  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;
  
  		this.specularMap = null;
  
  		this.alphaMap = null;
  
  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';
  
  		this.skinning = false;
  		this.morphTargets = false;
  		this.morphNormals = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshPhongMaterial.prototype = Object.create( Material.prototype );
  	MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  
  	MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  
  	MeshPhongMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  		this.specular.copy( source.specular );
  		this.shininess = source.shininess;
  
  		this.map = source.map;
  
  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;
  
  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;
  
  		this.emissive.copy( source.emissive );
  		this.emissiveMap = source.emissiveMap;
  		this.emissiveIntensity = source.emissiveIntensity;
  
  		this.bumpMap = source.bumpMap;
  		this.bumpScale = source.bumpScale;
  
  		this.normalMap = source.normalMap;
  		this.normalScale.copy( source.normalScale );
  
  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;
  
  		this.specularMap = source.specularMap;
  
  		this.alphaMap = source.alphaMap;
  
  		this.envMap = source.envMap;
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  		this.morphNormals = source.morphNormals;
  
  		return this;
  
  	};
  
  	/**
  	 * @author takahirox / http://github.com/takahirox
  	 *
  	 * parameters = {
  	 *  gradientMap: new THREE.Texture( <Image> )
  	 * }
  	 */
  
  	function MeshToonMaterial( parameters ) {
  
  		MeshPhongMaterial.call( this );
  
  		this.defines = { 'TOON': '' };
  
  		this.type = 'MeshToonMaterial';
  
  		this.gradientMap = null;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  	MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  
  	MeshToonMaterial.prototype.isMeshToonMaterial = true;
  
  	MeshToonMaterial.prototype.copy = function ( source ) {
  
  		MeshPhongMaterial.prototype.copy.call( this, source );
  
  		this.gradientMap = source.gradientMap;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 *
  	 * parameters = {
  	 *  opacity: <float>,
  	 *
  	 *  bumpMap: new THREE.Texture( <Image> ),
  	 *  bumpScale: <float>,
  	 *
  	 *  normalMap: new THREE.Texture( <Image> ),
  	 *  normalScale: <Vector2>,
  	 *
  	 *  displacementMap: new THREE.Texture( <Image> ),
  	 *  displacementScale: <float>,
  	 *  displacementBias: <float>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>
  	 *
  	 *  skinning: <bool>,
  	 *  morphTargets: <bool>,
  	 *  morphNormals: <bool>
  	 * }
  	 */
  
  	function MeshNormalMaterial( parameters ) {
  
  		Material.call( this, parameters );
  
  		this.type = 'MeshNormalMaterial';
  
  		this.bumpMap = null;
  		this.bumpScale = 1;
  
  		this.normalMap = null;
  		this.normalScale = new Vector2( 1, 1 );
  
  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  
  		this.fog = false;
  		this.lights = false;
  
  		this.skinning = false;
  		this.morphTargets = false;
  		this.morphNormals = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshNormalMaterial.prototype = Object.create( Material.prototype );
  	MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  
  	MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  
  	MeshNormalMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.bumpMap = source.bumpMap;
  		this.bumpScale = source.bumpScale;
  
  		this.normalMap = source.normalMap;
  		this.normalScale.copy( source.normalScale );
  
  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  		this.morphNormals = source.morphNormals;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  opacity: <float>,
  	 *
  	 *  map: new THREE.Texture( <Image> ),
  	 *
  	 *  lightMap: new THREE.Texture( <Image> ),
  	 *  lightMapIntensity: <float>
  	 *
  	 *  aoMap: new THREE.Texture( <Image> ),
  	 *  aoMapIntensity: <float>
  	 *
  	 *  emissive: <hex>,
  	 *  emissiveIntensity: <float>
  	 *  emissiveMap: new THREE.Texture( <Image> ),
  	 *
  	 *  specularMap: new THREE.Texture( <Image> ),
  	 *
  	 *  alphaMap: new THREE.Texture( <Image> ),
  	 *
  	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  	 *  combine: THREE.Multiply,
  	 *  reflectivity: <float>,
  	 *  refractionRatio: <float>,
  	 *
  	 *  wireframe: <boolean>,
  	 *  wireframeLinewidth: <float>,
  	 *
  	 *  skinning: <bool>,
  	 *  morphTargets: <bool>,
  	 *  morphNormals: <bool>
  	 * }
  	 */
  
  	function MeshLambertMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'MeshLambertMaterial';
  
  		this.color = new Color( 0xffffff ); // diffuse
  
  		this.map = null;
  
  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;
  
  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;
  
  		this.emissive = new Color( 0x000000 );
  		this.emissiveIntensity = 1.0;
  		this.emissiveMap = null;
  
  		this.specularMap = null;
  
  		this.alphaMap = null;
  
  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;
  
  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';
  
  		this.skinning = false;
  		this.morphTargets = false;
  		this.morphNormals = false;
  
  		this.setValues( parameters );
  
  	}
  
  	MeshLambertMaterial.prototype = Object.create( Material.prototype );
  	MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  
  	MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  
  	MeshLambertMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  
  		this.map = source.map;
  
  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;
  
  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;
  
  		this.emissive.copy( source.emissive );
  		this.emissiveMap = source.emissiveMap;
  		this.emissiveIntensity = source.emissiveIntensity;
  
  		this.specularMap = source.specularMap;
  
  		this.alphaMap = source.alphaMap;
  
  		this.envMap = source.envMap;
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;
  
  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;
  
  		this.skinning = source.skinning;
  		this.morphTargets = source.morphTargets;
  		this.morphNormals = source.morphNormals;
  
  		return this;
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * parameters = {
  	 *  color: <hex>,
  	 *  opacity: <float>,
  	 *
  	 *  linewidth: <float>,
  	 *
  	 *  scale: <float>,
  	 *  dashSize: <float>,
  	 *  gapSize: <float>
  	 * }
  	 */
  
  	function LineDashedMaterial( parameters ) {
  
  		Material.call( this );
  
  		this.type = 'LineDashedMaterial';
  
  		this.color = new Color( 0xffffff );
  
  		this.linewidth = 1;
  
  		this.scale = 1;
  		this.dashSize = 3;
  		this.gapSize = 1;
  
  		this.lights = false;
  
  		this.setValues( parameters );
  
  	}
  
  	LineDashedMaterial.prototype = Object.create( Material.prototype );
  	LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  
  	LineDashedMaterial.prototype.isLineDashedMaterial = true;
  
  	LineDashedMaterial.prototype.copy = function ( source ) {
  
  		Material.prototype.copy.call( this, source );
  
  		this.color.copy( source.color );
  
  		this.linewidth = source.linewidth;
  
  		this.scale = source.scale;
  		this.dashSize = source.dashSize;
  		this.gapSize = source.gapSize;
  
  		return this;
  
  	};
  
  
  
  	var Materials = Object.freeze({
  		ShadowMaterial: ShadowMaterial,
  		SpriteMaterial: SpriteMaterial,
  		RawShaderMaterial: RawShaderMaterial,
  		ShaderMaterial: ShaderMaterial,
  		PointsMaterial: PointsMaterial,
  		MultiMaterial: MultiMaterial,
  		MeshPhysicalMaterial: MeshPhysicalMaterial,
  		MeshStandardMaterial: MeshStandardMaterial,
  		MeshPhongMaterial: MeshPhongMaterial,
  		MeshToonMaterial: MeshToonMaterial,
  		MeshNormalMaterial: MeshNormalMaterial,
  		MeshLambertMaterial: MeshLambertMaterial,
  		MeshDepthMaterial: MeshDepthMaterial,
  		MeshBasicMaterial: MeshBasicMaterial,
  		LineDashedMaterial: LineDashedMaterial,
  		LineBasicMaterial: LineBasicMaterial,
  		Material: Material
  	});
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	var Cache = {
  
  		enabled: false,
  
  		files: {},
  
  		add: function ( key, file ) {
  
  			if ( this.enabled === false ) return;
  
  			// console.log( 'THREE.Cache', 'Adding key:', key );
  
  			this.files[ key ] = file;
  
  		},
  
  		get: function ( key ) {
  
  			if ( this.enabled === false ) return;
  
  			// console.log( 'THREE.Cache', 'Checking key:', key );
  
  			return this.files[ key ];
  
  		},
  
  		remove: function ( key ) {
  
  			delete this.files[ key ];
  
  		},
  
  		clear: function () {
  
  			this.files = {};
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function LoadingManager( onLoad, onProgress, onError ) {
  
  		var scope = this;
  
  		var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
  
  		this.onStart = undefined;
  		this.onLoad = onLoad;
  		this.onProgress = onProgress;
  		this.onError = onError;
  
  		this.itemStart = function ( url ) {
  
  			itemsTotal ++;
  
  			if ( isLoading === false ) {
  
  				if ( scope.onStart !== undefined ) {
  
  					scope.onStart( url, itemsLoaded, itemsTotal );
  
  				}
  
  			}
  
  			isLoading = true;
  
  		};
  
  		this.itemEnd = function ( url ) {
  
  			itemsLoaded ++;
  
  			if ( scope.onProgress !== undefined ) {
  
  				scope.onProgress( url, itemsLoaded, itemsTotal );
  
  			}
  
  			if ( itemsLoaded === itemsTotal ) {
  
  				isLoading = false;
  
  				if ( scope.onLoad !== undefined ) {
  
  					scope.onLoad();
  
  				}
  
  			}
  
  		};
  
  		this.itemError = function ( url ) {
  
  			if ( scope.onError !== undefined ) {
  
  				scope.onError( url );
  
  			}
  
  		};
  
  	}
  
  	var DefaultLoadingManager = new LoadingManager();
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function FileLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( FileLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			if ( url === undefined ) url = '';
  
  			if ( this.path !== undefined ) url = this.path + url;
  
  			var scope = this;
  
  			var cached = Cache.get( url );
  
  			if ( cached !== undefined ) {
  
  				scope.manager.itemStart( url );
  
  				setTimeout( function () {
  
  					if ( onLoad ) onLoad( cached );
  
  					scope.manager.itemEnd( url );
  
  				}, 0 );
  
  				return cached;
  
  			}
  
  			// Check for data: URI
  			var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  			var dataUriRegexResult = url.match( dataUriRegex );
  
  			// Safari can not handle Data URIs through XMLHttpRequest so process manually
  			if ( dataUriRegexResult ) {
  
  				var mimeType = dataUriRegexResult[ 1 ];
  				var isBase64 = !! dataUriRegexResult[ 2 ];
  				var data = dataUriRegexResult[ 3 ];
  
  				data = window.decodeURIComponent( data );
  
  				if ( isBase64 ) data = window.atob( data );
  
  				try {
  
  					var response;
  					var responseType = ( this.responseType || '' ).toLowerCase();
  
  					switch ( responseType ) {
  
  						case 'arraybuffer':
  						case 'blob':
  
  						 	response = new ArrayBuffer( data.length );
  
  							var view = new Uint8Array( response );
  
  							for ( var i = 0; i < data.length; i ++ ) {
  
  								view[ i ] = data.charCodeAt( i );
  
  							}
  
  							if ( responseType === 'blob' ) {
  
  								response = new Blob( [ response ], { type: mimeType } );
  
  							}
  
  							break;
  
  						case 'document':
  
  							var parser = new DOMParser();
  							response = parser.parseFromString( data, mimeType );
  
  							break;
  
  						case 'json':
  
  							response = JSON.parse( data );
  
  							break;
  
  						default: // 'text' or other
  
  							response = data;
  
  							break;
  
  					}
  
  					// Wait for next browser tick
  					window.setTimeout( function () {
  
  						if ( onLoad ) onLoad( response );
  
  						scope.manager.itemEnd( url );
  
  					}, 0 );
  
  				} catch ( error ) {
  
  					// Wait for next browser tick
  					window.setTimeout( function () {
  
  						if ( onError ) onError( error );
  
  						scope.manager.itemError( url );
  
  					}, 0 );
  
  				}
  
  			} else {
  
  				var request = new XMLHttpRequest();
  				request.open( 'GET', url, true );
  
  				request.addEventListener( 'load', function ( event ) {
  
  					var response = event.target.response;
  
  					Cache.add( url, response );
  
  					if ( this.status === 200 ) {
  
  						if ( onLoad ) onLoad( response );
  
  						scope.manager.itemEnd( url );
  
  					} else if ( this.status === 0 ) {
  
  						// Some browsers return HTTP Status 0 when using non-http protocol
  						// e.g. 'file://' or 'data://'. Handle as success.
  
  						console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  
  						if ( onLoad ) onLoad( response );
  
  						scope.manager.itemEnd( url );
  
  					} else {
  
  						if ( onError ) onError( event );
  
  						scope.manager.itemError( url );
  
  					}
  
  				}, false );
  
  				if ( onProgress !== undefined ) {
  
  					request.addEventListener( 'progress', function ( event ) {
  
  						onProgress( event );
  
  					}, false );
  
  				}
  
  				request.addEventListener( 'error', function ( event ) {
  
  					if ( onError ) onError( event );
  
  					scope.manager.itemError( url );
  
  				}, false );
  
  				if ( this.responseType !== undefined ) request.responseType = this.responseType;
  				if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  
  				if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  
  				request.send( null );
  
  			}
  
  			scope.manager.itemStart( url );
  
  			return request;
  
  		},
  
  		setPath: function ( value ) {
  
  			this.path = value;
  			return this;
  
  		},
  
  		setResponseType: function ( value ) {
  
  			this.responseType = value;
  			return this;
  
  		},
  
  		setWithCredentials: function ( value ) {
  
  			this.withCredentials = value;
  			return this;
  
  		},
  
  		setMimeType: function ( value ) {
  
  			this.mimeType = value;
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 *
  	 * Abstract Base class to block based textures loader (dds, pvr, ...)
  	 */
  
  	function CompressedTextureLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  		// override in sub classes
  		this._parser = null;
  
  	}
  
  	Object.assign( CompressedTextureLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var images = [];
  
  			var texture = new CompressedTexture();
  			texture.image = images;
  
  			var loader = new FileLoader( this.manager );
  			loader.setPath( this.path );
  			loader.setResponseType( 'arraybuffer' );
  
  			function loadTexture( i ) {
  
  				loader.load( url[ i ], function ( buffer ) {
  
  					var texDatas = scope._parser( buffer, true );
  
  					images[ i ] = {
  						width: texDatas.width,
  						height: texDatas.height,
  						format: texDatas.format,
  						mipmaps: texDatas.mipmaps
  					};
  
  					loaded += 1;
  
  					if ( loaded === 6 ) {
  
  						if ( texDatas.mipmapCount === 1 )
  							texture.minFilter = LinearFilter;
  
  						texture.format = texDatas.format;
  						texture.needsUpdate = true;
  
  						if ( onLoad ) onLoad( texture );
  
  					}
  
  				}, onProgress, onError );
  
  			}
  
  			if ( Array.isArray( url ) ) {
  
  				var loaded = 0;
  
  				for ( var i = 0, il = url.length; i < il; ++ i ) {
  
  					loadTexture( i );
  
  				}
  
  			} else {
  
  				// compressed cubemap texture stored in a single DDS file
  
  				loader.load( url, function ( buffer ) {
  
  					var texDatas = scope._parser( buffer, true );
  
  					if ( texDatas.isCubemap ) {
  
  						var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  
  						for ( var f = 0; f < faces; f ++ ) {
  
  							images[ f ] = { mipmaps : [] };
  
  							for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  
  								images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  								images[ f ].format = texDatas.format;
  								images[ f ].width = texDatas.width;
  								images[ f ].height = texDatas.height;
  
  							}
  
  						}
  
  					} else {
  
  						texture.image.width = texDatas.width;
  						texture.image.height = texDatas.height;
  						texture.mipmaps = texDatas.mipmaps;
  
  					}
  
  					if ( texDatas.mipmapCount === 1 ) {
  
  						texture.minFilter = LinearFilter;
  
  					}
  
  					texture.format = texDatas.format;
  					texture.needsUpdate = true;
  
  					if ( onLoad ) onLoad( texture );
  
  				}, onProgress, onError );
  
  			}
  
  			return texture;
  
  		},
  
  		setPath: function ( value ) {
  
  			this.path = value;
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author Nikos M. / https://github.com/foo123/
  	 *
  	 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  	 */
  
  	function DataTextureLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  		// override in sub classes
  		this._parser = null;
  
  	}
  
  	Object.assign( DataTextureLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var texture = new DataTexture();
  
  			var loader = new FileLoader( this.manager );
  			loader.setResponseType( 'arraybuffer' );
  
  			loader.load( url, function ( buffer ) {
  
  				var texData = scope._parser( buffer );
  
  				if ( ! texData ) return;
  
  				if ( undefined !== texData.image ) {
  
  					texture.image = texData.image;
  
  				} else if ( undefined !== texData.data ) {
  
  					texture.image.width = texData.width;
  					texture.image.height = texData.height;
  					texture.image.data = texData.data;
  
  				}
  
  				texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
  				texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;
  
  				texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
  				texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;
  
  				texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
  
  				if ( undefined !== texData.format ) {
  
  					texture.format = texData.format;
  
  				}
  				if ( undefined !== texData.type ) {
  
  					texture.type = texData.type;
  
  				}
  
  				if ( undefined !== texData.mipmaps ) {
  
  					texture.mipmaps = texData.mipmaps;
  
  				}
  
  				if ( 1 === texData.mipmapCount ) {
  
  					texture.minFilter = LinearFilter;
  
  				}
  
  				texture.needsUpdate = true;
  
  				if ( onLoad ) onLoad( texture, texData );
  
  			}, onProgress, onError );
  
  
  			return texture;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function ImageLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( ImageLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			if ( url === undefined ) url = '';
  
  			if ( this.path !== undefined ) url = this.path + url;
  
  			var scope = this;
  
  			var cached = Cache.get( url );
  
  			if ( cached !== undefined ) {
  
  				scope.manager.itemStart( url );
  
  				setTimeout( function () {
  
  					if ( onLoad ) onLoad( cached );
  
  					scope.manager.itemEnd( url );
  
  				}, 0 );
  
  				return cached;
  
  			}
  
  			var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  
  			image.addEventListener( 'load', function () {
  
  				Cache.add( url, this );
  
  				if ( onLoad ) onLoad( this );
  
  				scope.manager.itemEnd( url );
  
  			}, false );
  
  			/*
  			image.addEventListener( 'progress', function ( event ) {
  
  				if ( onProgress ) onProgress( event );
  
  			}, false );
  			*/
  
  			image.addEventListener( 'error', function ( event ) {
  
  				if ( onError ) onError( event );
  
  				scope.manager.itemError( url );
  
  			}, false );
  
  			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  
  			scope.manager.itemStart( url );
  
  			image.src = url;
  
  			return image;
  
  		},
  
  		setCrossOrigin: function ( value ) {
  
  			this.crossOrigin = value;
  			return this;
  
  		},
  
  		setPath: function ( value ) {
  
  			this.path = value;
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function CubeTextureLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( CubeTextureLoader.prototype, {
  
  		load: function ( urls, onLoad, onProgress, onError ) {
  
  			var texture = new CubeTexture();
  
  			var loader = new ImageLoader( this.manager );
  			loader.setCrossOrigin( this.crossOrigin );
  			loader.setPath( this.path );
  
  			var loaded = 0;
  
  			function loadTexture( i ) {
  
  				loader.load( urls[ i ], function ( image ) {
  
  					texture.images[ i ] = image;
  
  					loaded ++;
  
  					if ( loaded === 6 ) {
  
  						texture.needsUpdate = true;
  
  						if ( onLoad ) onLoad( texture );
  
  					}
  
  				}, undefined, onError );
  
  			}
  
  			for ( var i = 0; i < urls.length; ++ i ) {
  
  				loadTexture( i );
  
  			}
  
  			return texture;
  
  		},
  
  		setCrossOrigin: function ( value ) {
  
  			this.crossOrigin = value;
  			return this;
  
  		},
  
  		setPath: function ( value ) {
  
  			this.path = value;
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function TextureLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( TextureLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var texture = new Texture();
  
  			var loader = new ImageLoader( this.manager );
  			loader.setCrossOrigin( this.crossOrigin );
  			loader.setPath( this.path );
  			loader.load( url, function ( image ) {
  
  				// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  				var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  
  				texture.format = isJPEG ? RGBFormat : RGBAFormat;
  				texture.image = image;
  				texture.needsUpdate = true;
  
  				if ( onLoad !== undefined ) {
  
  					onLoad( texture );
  
  				}
  
  			}, onProgress, onError );
  
  			return texture;
  
  		},
  
  		setCrossOrigin: function ( value ) {
  
  			this.crossOrigin = value;
  			return this;
  
  		},
  
  		setPath: function ( value ) {
  
  			this.path = value;
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Light( color, intensity ) {
  
  		Object3D.call( this );
  
  		this.type = 'Light';
  
  		this.color = new Color( color );
  		this.intensity = intensity !== undefined ? intensity : 1;
  
  		this.receiveShadow = undefined;
  
  	}
  
  	Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Light,
  
  		isLight: true,
  
  		copy: function ( source ) {
  
  			Object3D.prototype.copy.call( this, source );
  
  			this.color.copy( source.color );
  			this.intensity = source.intensity;
  
  			return this;
  
  		},
  
  		toJSON: function ( meta ) {
  
  			var data = Object3D.prototype.toJSON.call( this, meta );
  
  			data.object.color = this.color.getHex();
  			data.object.intensity = this.intensity;
  
  			if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  
  			if ( this.distance !== undefined ) data.object.distance = this.distance;
  			if ( this.angle !== undefined ) data.object.angle = this.angle;
  			if ( this.decay !== undefined ) data.object.decay = this.decay;
  			if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  
  			if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  
  			return data;
  
  		}
  
  	} );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function HemisphereLight( skyColor, groundColor, intensity ) {
  
  		Light.call( this, skyColor, intensity );
  
  		this.type = 'HemisphereLight';
  
  		this.castShadow = undefined;
  
  		this.position.copy( Object3D.DefaultUp );
  		this.updateMatrix();
  
  		this.groundColor = new Color( groundColor );
  
  	}
  
  	HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  
  		constructor: HemisphereLight,
  
  		isHemisphereLight: true,
  
  		copy: function ( source ) {
  
  			Light.prototype.copy.call( this, source );
  
  			this.groundColor.copy( source.groundColor );
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function LightShadow( camera ) {
  
  		this.camera = camera;
  
  		this.bias = 0;
  		this.radius = 1;
  
  		this.mapSize = new Vector2( 512, 512 );
  
  		this.map = null;
  		this.matrix = new Matrix4();
  
  	}
  
  	Object.assign( LightShadow.prototype, {
  
  		copy: function ( source ) {
  
  			this.camera = source.camera.clone();
  
  			this.bias = source.bias;
  			this.radius = source.radius;
  
  			this.mapSize.copy( source.mapSize );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		toJSON: function () {
  
  			var object = {};
  
  			if ( this.bias !== 0 ) object.bias = this.bias;
  			if ( this.radius !== 1 ) object.radius = this.radius;
  			if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  
  			object.camera = this.camera.toJSON( false ).object;
  			delete object.camera.matrix;
  
  			return object;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function SpotLightShadow() {
  
  		LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  
  	}
  
  	SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  
  		constructor: SpotLightShadow,
  
  		isSpotLightShadow: true,
  
  		update: function ( light ) {
  
  			var fov = _Math.RAD2DEG * 2 * light.angle;
  			var aspect = this.mapSize.width / this.mapSize.height;
  			var far = light.distance || 500;
  
  			var camera = this.camera;
  
  			if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  
  				camera.fov = fov;
  				camera.aspect = aspect;
  				camera.far = far;
  				camera.updateProjectionMatrix();
  
  			}
  
  		}
  
  	} );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  
  		Light.call( this, color, intensity );
  
  		this.type = 'SpotLight';
  
  		this.position.copy( Object3D.DefaultUp );
  		this.updateMatrix();
  
  		this.target = new Object3D();
  
  		Object.defineProperty( this, 'power', {
  			get: function () {
  				// intensity = power per solid angle.
  				// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  				return this.intensity * Math.PI;
  			},
  			set: function ( power ) {
  				// intensity = power per solid angle.
  				// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  				this.intensity = power / Math.PI;
  			}
  		} );
  
  		this.distance = ( distance !== undefined ) ? distance : 0;
  		this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  		this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
  
  		this.shadow = new SpotLightShadow();
  
  	}
  
  	SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  
  		constructor: SpotLight,
  
  		isSpotLight: true,
  
  		copy: function ( source ) {
  
  			Light.prototype.copy.call( this, source );
  
  			this.distance = source.distance;
  			this.angle = source.angle;
  			this.penumbra = source.penumbra;
  			this.decay = source.decay;
  
  			this.target = source.target.clone();
  
  			this.shadow = source.shadow.clone();
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  
  	function PointLight( color, intensity, distance, decay ) {
  
  		Light.call( this, color, intensity );
  
  		this.type = 'PointLight';
  
  		Object.defineProperty( this, 'power', {
  			get: function () {
  				// intensity = power per solid angle.
  				// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  				return this.intensity * 4 * Math.PI;
  
  			},
  			set: function ( power ) {
  				// intensity = power per solid angle.
  				// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
  				this.intensity = power / ( 4 * Math.PI );
  			}
  		} );
  
  		this.distance = ( distance !== undefined ) ? distance : 0;
  		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
  
  		this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  
  	}
  
  	PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  
  		constructor: PointLight,
  
  		isPointLight: true,
  
  		copy: function ( source ) {
  
  			Light.prototype.copy.call( this, source );
  
  			this.distance = source.distance;
  			this.decay = source.decay;
  
  			this.shadow = source.shadow.clone();
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function DirectionalLightShadow( ) {
  
  		LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  
  	}
  
  	DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  
  		constructor: DirectionalLightShadow
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function DirectionalLight( color, intensity ) {
  
  		Light.call( this, color, intensity );
  
  		this.type = 'DirectionalLight';
  
  		this.position.copy( Object3D.DefaultUp );
  		this.updateMatrix();
  
  		this.target = new Object3D();
  
  		this.shadow = new DirectionalLightShadow();
  
  	}
  
  	DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  
  		constructor: DirectionalLight,
  
  		isDirectionalLight: true,
  
  		copy: function ( source ) {
  
  			Light.prototype.copy.call( this, source );
  
  			this.target = source.target.clone();
  
  			this.shadow = source.shadow.clone();
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function AmbientLight( color, intensity ) {
  
  		Light.call( this, color, intensity );
  
  		this.type = 'AmbientLight';
  
  		this.castShadow = undefined;
  
  	}
  
  	AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  
  		constructor: AmbientLight,
  
  		isAmbientLight: true
  
  	} );
  
  	/**
  	 * @author tschw
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 */
  
  	var AnimationUtils = {
  
  		// same as Array.prototype.slice, but also works on typed arrays
  		arraySlice: function( array, from, to ) {
  
  			if ( AnimationUtils.isTypedArray( array ) ) {
  
  				return new array.constructor( array.subarray( from, to ) );
  
  			}
  
  			return array.slice( from, to );
  
  		},
  
  		// converts an array to a specific type
  		convertArray: function( array, type, forceClone ) {
  
  			if ( ! array || // let 'undefined' and 'null' pass
  					! forceClone && array.constructor === type ) return array;
  
  			if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  
  				return new type( array ); // create typed array
  
  			}
  
  			return Array.prototype.slice.call( array ); // create Array
  
  		},
  
  		isTypedArray: function( object ) {
  
  			return ArrayBuffer.isView( object ) &&
  					! ( object instanceof DataView );
  
  		},
  
  		// returns an array by which times and values can be sorted
  		getKeyframeOrder: function( times ) {
  
  			function compareTime( i, j ) {
  
  				return times[ i ] - times[ j ];
  
  			}
  
  			var n = times.length;
  			var result = new Array( n );
  			for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  
  			result.sort( compareTime );
  
  			return result;
  
  		},
  
  		// uses the array previously returned by 'getKeyframeOrder' to sort data
  		sortedArray: function( values, stride, order ) {
  
  			var nValues = values.length;
  			var result = new values.constructor( nValues );
  
  			for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  
  				var srcOffset = order[ i ] * stride;
  
  				for ( var j = 0; j !== stride; ++ j ) {
  
  					result[ dstOffset ++ ] = values[ srcOffset + j ];
  
  				}
  
  			}
  
  			return result;
  
  		},
  
  		// function for parsing AOS keyframe formats
  		flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {
  
  			var i = 1, key = jsonKeys[ 0 ];
  
  			while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  
  				key = jsonKeys[ i ++ ];
  
  			}
  
  			if ( key === undefined ) return; // no data
  
  			var value = key[ valuePropertyName ];
  			if ( value === undefined ) return; // no data
  
  			if ( Array.isArray( value ) ) {
  
  				do {
  
  					value = key[ valuePropertyName ];
  
  					if ( value !== undefined ) {
  
  						times.push( key.time );
  						values.push.apply( values, value ); // push all elements
  
  					}
  
  					key = jsonKeys[ i ++ ];
  
  				} while ( key !== undefined );
  
  			} else if ( value.toArray !== undefined ) {
  				// ...assume THREE.Math-ish
  
  				do {
  
  					value = key[ valuePropertyName ];
  
  					if ( value !== undefined ) {
  
  						times.push( key.time );
  						value.toArray( values, values.length );
  
  					}
  
  					key = jsonKeys[ i ++ ];
  
  				} while ( key !== undefined );
  
  			} else {
  				// otherwise push as-is
  
  				do {
  
  					value = key[ valuePropertyName ];
  
  					if ( value !== undefined ) {
  
  						times.push( key.time );
  						values.push( value );
  
  					}
  
  					key = jsonKeys[ i ++ ];
  
  				} while ( key !== undefined );
  
  			}
  
  		}
  
  	};
  
  	/**
  	 * Abstract base class of interpolants over parametric samples.
  	 *
  	 * The parameter domain is one dimensional, typically the time or a path
  	 * along a curve defined by the data.
  	 *
  	 * The sample values can have any dimensionality and derived classes may
  	 * apply special interpretations to the data.
  	 *
  	 * This class provides the interval seek in a Template Method, deferring
  	 * the actual interpolation to derived classes.
  	 *
  	 * Time complexity is O(1) for linear access crossing at most two points
  	 * and O(log N) for random access, where N is the number of positions.
  	 *
  	 * References:
  	 *
  	 * 		http://www.oodesign.com/template-method-pattern.html
  	 *
  	 * @author tschw
  	 */
  
  	function Interpolant(
  			parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  		this.parameterPositions = parameterPositions;
  		this._cachedIndex = 0;
  
  		this.resultBuffer = resultBuffer !== undefined ?
  				resultBuffer : new sampleValues.constructor( sampleSize );
  		this.sampleValues = sampleValues;
  		this.valueSize = sampleSize;
  
  	}
  
  	Interpolant.prototype = {
  
  		constructor: Interpolant,
  
  		evaluate: function( t ) {
  
  			var pp = this.parameterPositions,
  				i1 = this._cachedIndex,
  
  				t1 = pp[   i1   ],
  				t0 = pp[ i1 - 1 ];
  
  			validate_interval: {
  
  				seek: {
  
  					var right;
  
  					linear_scan: {
  	//- See http://jsperf.com/comparison-to-undefined/3
  	//- slower code:
  	//-
  	//- 				if ( t >= t1 || t1 === undefined ) {
  						forward_scan: if ( ! ( t < t1 ) ) {
  
  							for ( var giveUpAt = i1 + 2; ;) {
  
  								if ( t1 === undefined ) {
  
  									if ( t < t0 ) break forward_scan;
  
  									// after end
  
  									i1 = pp.length;
  									this._cachedIndex = i1;
  									return this.afterEnd_( i1 - 1, t, t0 );
  
  								}
  
  								if ( i1 === giveUpAt ) break; // this loop
  
  								t0 = t1;
  								t1 = pp[ ++ i1 ];
  
  								if ( t < t1 ) {
  
  									// we have arrived at the sought interval
  									break seek;
  
  								}
  
  							}
  
  							// prepare binary search on the right side of the index
  							right = pp.length;
  							break linear_scan;
  
  						}
  
  	//- slower code:
  	//-					if ( t < t0 || t0 === undefined ) {
  						if ( ! ( t >= t0 ) ) {
  
  							// looping?
  
  							var t1global = pp[ 1 ];
  
  							if ( t < t1global ) {
  
  								i1 = 2; // + 1, using the scan for the details
  								t0 = t1global;
  
  							}
  
  							// linear reverse scan
  
  							for ( var giveUpAt = i1 - 2; ;) {
  
  								if ( t0 === undefined ) {
  
  									// before start
  
  									this._cachedIndex = 0;
  									return this.beforeStart_( 0, t, t1 );
  
  								}
  
  								if ( i1 === giveUpAt ) break; // this loop
  
  								t1 = t0;
  								t0 = pp[ -- i1 - 1 ];
  
  								if ( t >= t0 ) {
  
  									// we have arrived at the sought interval
  									break seek;
  
  								}
  
  							}
  
  							// prepare binary search on the left side of the index
  							right = i1;
  							i1 = 0;
  							break linear_scan;
  
  						}
  
  						// the interval is valid
  
  						break validate_interval;
  
  					} // linear scan
  
  					// binary search
  
  					while ( i1 < right ) {
  
  						var mid = ( i1 + right ) >>> 1;
  
  						if ( t < pp[ mid ] ) {
  
  							right = mid;
  
  						} else {
  
  							i1 = mid + 1;
  
  						}
  
  					}
  
  					t1 = pp[   i1   ];
  					t0 = pp[ i1 - 1 ];
  
  					// check boundary cases, again
  
  					if ( t0 === undefined ) {
  
  						this._cachedIndex = 0;
  						return this.beforeStart_( 0, t, t1 );
  
  					}
  
  					if ( t1 === undefined ) {
  
  						i1 = pp.length;
  						this._cachedIndex = i1;
  						return this.afterEnd_( i1 - 1, t0, t );
  
  					}
  
  				} // seek
  
  				this._cachedIndex = i1;
  
  				this.intervalChanged_( i1, t0, t1 );
  
  			} // validate_interval
  
  			return this.interpolate_( i1, t0, t, t1 );
  
  		},
  
  		settings: null, // optional, subclass-specific settings structure
  		// Note: The indirection allows central control of many interpolants.
  
  		// --- Protected interface
  
  		DefaultSettings_: {},
  
  		getSettings_: function() {
  
  			return this.settings || this.DefaultSettings_;
  
  		},
  
  		copySampleValue_: function( index ) {
  
  			// copies a sample value to the result buffer
  
  			var result = this.resultBuffer,
  				values = this.sampleValues,
  				stride = this.valueSize,
  				offset = index * stride;
  
  			for ( var i = 0; i !== stride; ++ i ) {
  
  				result[ i ] = values[ offset + i ];
  
  			}
  
  			return result;
  
  		},
  
  		// Template methods for derived classes:
  
  		interpolate_: function( i1, t0, t, t1 ) {
  
  			throw new Error( "call to abstract method" );
  			// implementations shall return this.resultBuffer
  
  		},
  
  		intervalChanged_: function( i1, t0, t1 ) {
  
  			// empty
  
  		}
  
  	};
  
  	Object.assign( Interpolant.prototype, {
  
  		beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
  			Interpolant.prototype.copySampleValue_,
  
  		afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
  			Interpolant.prototype.copySampleValue_
  
  	} );
  
  	/**
  	 * Fast and simple cubic spline interpolant.
  	 *
  	 * It was derived from a Hermitian construction setting the first derivative
  	 * at each sample position to the linear slope between neighboring positions
  	 * over their parameter interval.
  	 *
  	 * @author tschw
  	 */
  
  	function CubicInterpolant(
  			parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  		Interpolant.call(
  				this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  		this._weightPrev = -0;
  		this._offsetPrev = -0;
  		this._weightNext = -0;
  		this._offsetNext = -0;
  
  	}
  
  	CubicInterpolant.prototype =
  			Object.assign( Object.create( Interpolant.prototype ), {
  
  		constructor: CubicInterpolant,
  
  		DefaultSettings_: {
  
  			endingStart: 	ZeroCurvatureEnding,
  			endingEnd:		ZeroCurvatureEnding
  
  		},
  
  		intervalChanged_: function( i1, t0, t1 ) {
  
  			var pp = this.parameterPositions,
  				iPrev = i1 - 2,
  				iNext = i1 + 1,
  
  				tPrev = pp[ iPrev ],
  				tNext = pp[ iNext ];
  
  			if ( tPrev === undefined ) {
  
  				switch ( this.getSettings_().endingStart ) {
  
  					case ZeroSlopeEnding:
  
  						// f'(t0) = 0
  						iPrev = i1;
  						tPrev = 2 * t0 - t1;
  
  						break;
  
  					case WrapAroundEnding:
  
  						// use the other end of the curve
  						iPrev = pp.length - 2;
  						tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  
  						break;
  
  					default: // ZeroCurvatureEnding
  
  						// f''(t0) = 0 a.k.a. Natural Spline
  						iPrev = i1;
  						tPrev = t1;
  
  				}
  
  			}
  
  			if ( tNext === undefined ) {
  
  				switch ( this.getSettings_().endingEnd ) {
  
  					case ZeroSlopeEnding:
  
  						// f'(tN) = 0
  						iNext = i1;
  						tNext = 2 * t1 - t0;
  
  						break;
  
  					case WrapAroundEnding:
  
  						// use the other end of the curve
  						iNext = 1;
  						tNext = t1 + pp[ 1 ] - pp[ 0 ];
  
  						break;
  
  					default: // ZeroCurvatureEnding
  
  						// f''(tN) = 0, a.k.a. Natural Spline
  						iNext = i1 - 1;
  						tNext = t0;
  
  				}
  
  			}
  
  			var halfDt = ( t1 - t0 ) * 0.5,
  				stride = this.valueSize;
  
  			this._weightPrev = halfDt / ( t0 - tPrev );
  			this._weightNext = halfDt / ( tNext - t1 );
  			this._offsetPrev = iPrev * stride;
  			this._offsetNext = iNext * stride;
  
  		},
  
  		interpolate_: function( i1, t0, t, t1 ) {
  
  			var result = this.resultBuffer,
  				values = this.sampleValues,
  				stride = this.valueSize,
  
  				o1 = i1 * stride,		o0 = o1 - stride,
  				oP = this._offsetPrev, 	oN = this._offsetNext,
  				wP = this._weightPrev,	wN = this._weightNext,
  
  				p = ( t - t0 ) / ( t1 - t0 ),
  				pp = p * p,
  				ppp = pp * p;
  
  			// evaluate polynomials
  
  			var sP =     - wP   * ppp   +         2 * wP    * pp    -          wP   * p;
  			var s0 = ( 1 + wP ) * ppp   + (-1.5 - 2 * wP )  * pp    + ( -0.5 + wP ) * p     + 1;
  			var s1 = (-1 - wN ) * ppp   + ( 1.5 +   wN   )  * pp    +    0.5        * p;
  			var sN =       wN   * ppp   -           wN      * pp;
  
  			// combine data linearly
  
  			for ( var i = 0; i !== stride; ++ i ) {
  
  				result[ i ] =
  						sP * values[ oP + i ] +
  						s0 * values[ o0 + i ] +
  						s1 * values[ o1 + i ] +
  						sN * values[ oN + i ];
  
  			}
  
  			return result;
  
  		}
  
  	} );
  
  	/**
  	 * @author tschw
  	 */
  
  	function LinearInterpolant(
  			parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  		Interpolant.call(
  				this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  	}
  
  	LinearInterpolant.prototype =
  			Object.assign( Object.create( Interpolant.prototype ), {
  
  		constructor: LinearInterpolant,
  
  		interpolate_: function( i1, t0, t, t1 ) {
  
  			var result = this.resultBuffer,
  				values = this.sampleValues,
  				stride = this.valueSize,
  
  				offset1 = i1 * stride,
  				offset0 = offset1 - stride,
  
  				weight1 = ( t - t0 ) / ( t1 - t0 ),
  				weight0 = 1 - weight1;
  
  			for ( var i = 0; i !== stride; ++ i ) {
  
  				result[ i ] =
  						values[ offset0 + i ] * weight0 +
  						values[ offset1 + i ] * weight1;
  
  			}
  
  			return result;
  
  		}
  
  	} );
  
  	/**
  	 *
  	 * Interpolant that evaluates to the sample value at the position preceeding
  	 * the parameter.
  	 *
  	 * @author tschw
  	 */
  
  	function DiscreteInterpolant(
  			parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  		Interpolant.call(
  				this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  	}
  
  	DiscreteInterpolant.prototype =
  			Object.assign( Object.create( Interpolant.prototype ), {
  
  		constructor: DiscreteInterpolant,
  
  		interpolate_: function( i1, t0, t, t1 ) {
  
  			return this.copySampleValue_( i1 - 1 );
  
  		}
  
  	} );
  
  	var KeyframeTrackPrototype;
  
  	KeyframeTrackPrototype = {
  
  		TimeBufferType: Float32Array,
  		ValueBufferType: Float32Array,
  
  		DefaultInterpolation: InterpolateLinear,
  
  		InterpolantFactoryMethodDiscrete: function ( result ) {
  
  			return new DiscreteInterpolant(
  					this.times, this.values, this.getValueSize(), result );
  
  		},
  
  		InterpolantFactoryMethodLinear: function ( result ) {
  
  			return new LinearInterpolant(
  					this.times, this.values, this.getValueSize(), result );
  
  		},
  
  		InterpolantFactoryMethodSmooth: function ( result ) {
  
  			return new CubicInterpolant(
  					this.times, this.values, this.getValueSize(), result );
  
  		},
  
  		setInterpolation: function ( interpolation ) {
  
  			var factoryMethod;
  
  			switch ( interpolation ) {
  
  				case InterpolateDiscrete:
  
  					factoryMethod = this.InterpolantFactoryMethodDiscrete;
  
  					break;
  
  				case InterpolateLinear:
  
  					factoryMethod = this.InterpolantFactoryMethodLinear;
  
  					break;
  
  				case InterpolateSmooth:
  
  					factoryMethod = this.InterpolantFactoryMethodSmooth;
  
  					break;
  
  			}
  
  			if ( factoryMethod === undefined ) {
  
  				var message = "unsupported interpolation for " +
  						this.ValueTypeName + " keyframe track named " + this.name;
  
  				if ( this.createInterpolant === undefined ) {
  
  					// fall back to default, unless the default itself is messed up
  					if ( interpolation !== this.DefaultInterpolation ) {
  
  						this.setInterpolation( this.DefaultInterpolation );
  
  					} else {
  
  						throw new Error( message ); // fatal, in this case
  
  					}
  
  				}
  
  				console.warn( message );
  				return;
  
  			}
  
  			this.createInterpolant = factoryMethod;
  
  		},
  
  		getInterpolation: function () {
  
  			switch ( this.createInterpolant ) {
  
  				case this.InterpolantFactoryMethodDiscrete:
  
  					return InterpolateDiscrete;
  
  				case this.InterpolantFactoryMethodLinear:
  
  					return InterpolateLinear;
  
  				case this.InterpolantFactoryMethodSmooth:
  
  					return InterpolateSmooth;
  
  			}
  
  		},
  
  		getValueSize: function () {
  
  			return this.values.length / this.times.length;
  
  		},
  
  		// move all keyframes either forwards or backwards in time
  		shift: function ( timeOffset ) {
  
  			if ( timeOffset !== 0.0 ) {
  
  				var times = this.times;
  
  				for ( var i = 0, n = times.length; i !== n; ++ i ) {
  
  					times[ i ] += timeOffset;
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  		scale: function ( timeScale ) {
  
  			if ( timeScale !== 1.0 ) {
  
  				var times = this.times;
  
  				for ( var i = 0, n = times.length; i !== n; ++ i ) {
  
  					times[ i ] *= timeScale;
  
  				}
  
  			}
  
  			return this;
  
  		},
  
  		// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  		// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  		trim: function ( startTime, endTime ) {
  
  			var times = this.times,
  				nKeys = times.length,
  				from = 0,
  				to = nKeys - 1;
  
  			while ( from !== nKeys && times[ from ] < startTime ) ++ from;
  			while ( to !== - 1 && times[ to ] > endTime ) -- to;
  
  			++ to; // inclusive -> exclusive bound
  
  			if ( from !== 0 || to !== nKeys ) {
  
  				// empty tracks are forbidden, so keep at least one keyframe
  				if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  
  				var stride = this.getValueSize();
  				this.times = AnimationUtils.arraySlice( times, from, to );
  				this.values = AnimationUtils.
  						arraySlice( this.values, from * stride, to * stride );
  
  			}
  
  			return this;
  
  		},
  
  		// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  		validate: function () {
  
  			var valid = true;
  
  			var valueSize = this.getValueSize();
  			if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  
  				console.error( "invalid value size in track", this );
  				valid = false;
  
  			}
  
  			var times = this.times,
  				values = this.values,
  
  				nKeys = times.length;
  
  			if ( nKeys === 0 ) {
  
  				console.error( "track is empty", this );
  				valid = false;
  
  			}
  
  			var prevTime = null;
  
  			for ( var i = 0; i !== nKeys; i ++ ) {
  
  				var currTime = times[ i ];
  
  				if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  
  					console.error( "time is not a valid number", this, i, currTime );
  					valid = false;
  					break;
  
  				}
  
  				if ( prevTime !== null && prevTime > currTime ) {
  
  					console.error( "out of order keys", this, i, currTime, prevTime );
  					valid = false;
  					break;
  
  				}
  
  				prevTime = currTime;
  
  			}
  
  			if ( values !== undefined ) {
  
  				if ( AnimationUtils.isTypedArray( values ) ) {
  
  					for ( var i = 0, n = values.length; i !== n; ++ i ) {
  
  						var value = values[ i ];
  
  						if ( isNaN( value ) ) {
  
  							console.error( "value is not a valid number", this, i, value );
  							valid = false;
  							break;
  
  						}
  
  					}
  
  				}
  
  			}
  
  			return valid;
  
  		},
  
  		// removes equivalent sequential keys as common in morph target sequences
  		// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  		optimize: function () {
  
  			var times = this.times,
  				values = this.values,
  				stride = this.getValueSize(),
  
  				smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  
  				writeIndex = 1,
  				lastIndex = times.length - 1;
  
  			for ( var i = 1; i < lastIndex; ++ i ) {
  
  				var keep = false;
  
  				var time = times[ i ];
  				var timeNext = times[ i + 1 ];
  
  				// remove adjacent keyframes scheduled at the same time
  
  				if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  
  					if ( ! smoothInterpolation ) {
  
  						// remove unnecessary keyframes same as their neighbors
  
  						var offset = i * stride,
  							offsetP = offset - stride,
  							offsetN = offset + stride;
  
  						for ( var j = 0; j !== stride; ++ j ) {
  
  							var value = values[ offset + j ];
  
  							if ( value !== values[ offsetP + j ] ||
  									value !== values[ offsetN + j ] ) {
  
  								keep = true;
  								break;
  
  							}
  
  						}
  
  					} else keep = true;
  
  				}
  
  				// in-place compaction
  
  				if ( keep ) {
  
  					if ( i !== writeIndex ) {
  
  						times[ writeIndex ] = times[ i ];
  
  						var readOffset = i * stride,
  							writeOffset = writeIndex * stride;
  
  						for ( var j = 0; j !== stride; ++ j )
  
  							values[ writeOffset + j ] = values[ readOffset + j ];
  
  					}
  
  					++ writeIndex;
  
  				}
  
  			}
  
  			// flush last keyframe (compaction looks ahead)
  
  			if ( lastIndex > 0 ) {
  
  				times[ writeIndex ] = times[ lastIndex ];
  
  				for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )
  
  					values[ writeOffset + j ] = values[ readOffset + j ];
  
  				++ writeIndex;
  
  			}
  
  			if ( writeIndex !== times.length ) {
  
  				this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  				this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  
  			}
  
  			return this;
  
  		}
  
  	};
  
  	function KeyframeTrackConstructor( name, times, values, interpolation ) {
  
  		if( name === undefined ) throw new Error( "track name is undefined" );
  
  		if( times === undefined || times.length === 0 ) {
  
  			throw new Error( "no keyframes in track named " + name );
  
  		}
  
  		this.name = name;
  
  		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  
  		this.setInterpolation( interpolation || this.DefaultInterpolation );
  
  		this.validate();
  		this.optimize();
  
  	}
  
  	/**
  	 *
  	 * A Track of vectored keyframe values.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function VectorKeyframeTrack( name, times, values, interpolation ) {
  
  		KeyframeTrackConstructor.call( this, name, times, values, interpolation );
  
  	}
  
  	VectorKeyframeTrack.prototype =
  			Object.assign( Object.create( KeyframeTrackPrototype ), {
  
  		constructor: VectorKeyframeTrack,
  
  		ValueTypeName: 'vector'
  
  		// ValueBufferType is inherited
  
  		// DefaultInterpolation is inherited
  
  	} );
  
  	/**
  	 * Spherical linear unit quaternion interpolant.
  	 *
  	 * @author tschw
  	 */
  
  	function QuaternionLinearInterpolant(
  			parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  
  		Interpolant.call(
  				this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  
  	}
  
  	QuaternionLinearInterpolant.prototype =
  			Object.assign( Object.create( Interpolant.prototype ), {
  
  		constructor: QuaternionLinearInterpolant,
  
  		interpolate_: function( i1, t0, t, t1 ) {
  
  			var result = this.resultBuffer,
  				values = this.sampleValues,
  				stride = this.valueSize,
  
  				offset = i1 * stride,
  
  				alpha = ( t - t0 ) / ( t1 - t0 );
  
  			for ( var end = offset + stride; offset !== end; offset += 4 ) {
  
  				Quaternion.slerpFlat( result, 0,
  						values, offset - stride, values, offset, alpha );
  
  			}
  
  			return result;
  
  		}
  
  	} );
  
  	/**
  	 *
  	 * A Track of quaternion keyframe values.
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  
  		KeyframeTrackConstructor.call( this, name, times, values, interpolation );
  
  	}
  
  	QuaternionKeyframeTrack.prototype =
  			Object.assign( Object.create( KeyframeTrackPrototype ), {
  
  		constructor: QuaternionKeyframeTrack,
  
  		ValueTypeName: 'quaternion',
  
  		// ValueBufferType is inherited
  
  		DefaultInterpolation: InterpolateLinear,
  
  		InterpolantFactoryMethodLinear: function( result ) {
  
  			return new QuaternionLinearInterpolant(
  					this.times, this.values, this.getValueSize(), result );
  
  		},
  
  		InterpolantFactoryMethodSmooth: undefined // not yet implemented
  
  	} );
  
  	/**
  	 *
  	 * A Track of numeric keyframe values.
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function NumberKeyframeTrack( name, times, values, interpolation ) {
  
  		KeyframeTrackConstructor.call( this, name, times, values, interpolation );
  
  	}
  
  	NumberKeyframeTrack.prototype =
  			Object.assign( Object.create( KeyframeTrackPrototype ), {
  
  		constructor: NumberKeyframeTrack,
  
  		ValueTypeName: 'number'
  
  		// ValueBufferType is inherited
  
  		// DefaultInterpolation is inherited
  
  	} );
  
  	/**
  	 *
  	 * A Track that interpolates Strings
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function StringKeyframeTrack( name, times, values, interpolation ) {
  
  		KeyframeTrackConstructor.call( this, name, times, values, interpolation );
  
  	}
  
  	StringKeyframeTrack.prototype =
  			Object.assign( Object.create( KeyframeTrackPrototype ), {
  
  		constructor: StringKeyframeTrack,
  
  		ValueTypeName: 'string',
  		ValueBufferType: Array,
  
  		DefaultInterpolation: InterpolateDiscrete,
  
  		InterpolantFactoryMethodLinear: undefined,
  
  		InterpolantFactoryMethodSmooth: undefined
  
  	} );
  
  	/**
  	 *
  	 * A Track of Boolean keyframe values.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function BooleanKeyframeTrack( name, times, values ) {
  
  		KeyframeTrackConstructor.call( this, name, times, values );
  
  	}
  
  	BooleanKeyframeTrack.prototype =
  			Object.assign( Object.create( KeyframeTrackPrototype ), {
  
  		constructor: BooleanKeyframeTrack,
  
  		ValueTypeName: 'bool',
  		ValueBufferType: Array,
  
  		DefaultInterpolation: InterpolateDiscrete,
  
  		InterpolantFactoryMethodLinear: undefined,
  		InterpolantFactoryMethodSmooth: undefined
  
  		// Note: Actually this track could have a optimized / compressed
  		// representation of a single value and a custom interpolant that
  		// computes "firstValue ^ isOdd( index )".
  
  	} );
  
  	/**
  	 *
  	 * A Track of keyframe values that represent color.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function ColorKeyframeTrack( name, times, values, interpolation ) {
  
  		KeyframeTrackConstructor.call( this, name, times, values, interpolation );
  
  	}
  
  	ColorKeyframeTrack.prototype =
  			Object.assign( Object.create( KeyframeTrackPrototype ), {
  
  		constructor: ColorKeyframeTrack,
  
  		ValueTypeName: 'color'
  
  		// ValueBufferType is inherited
  
  		// DefaultInterpolation is inherited
  
  
  		// Note: Very basic implementation and nothing special yet.
  		// However, this is the place for color space parameterization.
  
  	} );
  
  	/**
  	 *
  	 * A timed sequence of keyframes for a specific property.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function KeyframeTrack( name, times, values, interpolation ) {
  
  		KeyframeTrackConstructor.apply( this, arguments );
  
  	}
  
  	KeyframeTrack.prototype = KeyframeTrackPrototype;
  	KeyframeTrackPrototype.constructor = KeyframeTrack;
  
  	// Static methods:
  
  	Object.assign( KeyframeTrack, {
  
  		// Serialization (in static context, because of constructor invocation
  		// and automatic invocation of .toJSON):
  
  		parse: function( json ) {
  
  			if( json.type === undefined ) {
  
  				throw new Error( "track type undefined, can not parse" );
  
  			}
  
  			var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );
  
  			if ( json.times === undefined ) {
  
  				var times = [], values = [];
  
  				AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  
  				json.times = times;
  				json.values = values;
  
  			}
  
  			// derived classes can define a static parse method
  			if ( trackType.parse !== undefined ) {
  
  				return trackType.parse( json );
  
  			} else {
  
  				// by default, we asssume a constructor compatible with the base
  				return new trackType(
  						json.name, json.times, json.values, json.interpolation );
  
  			}
  
  		},
  
  		toJSON: function( track ) {
  
  			var trackType = track.constructor;
  
  			var json;
  
  			// derived classes can define a static toJSON method
  			if ( trackType.toJSON !== undefined ) {
  
  				json = trackType.toJSON( track );
  
  			} else {
  
  				// by default, we assume the data can be serialized as-is
  				json = {
  
  					'name': track.name,
  					'times': AnimationUtils.convertArray( track.times, Array ),
  					'values': AnimationUtils.convertArray( track.values, Array )
  
  				};
  
  				var interpolation = track.getInterpolation();
  
  				if ( interpolation !== track.DefaultInterpolation ) {
  
  					json.interpolation = interpolation;
  
  				}
  
  			}
  
  			json.type = track.ValueTypeName; // mandatory
  
  			return json;
  
  		},
  
  		_getTrackTypeForValueTypeName: function( typeName ) {
  
  			switch( typeName.toLowerCase() ) {
  
  				case "scalar":
  				case "double":
  				case "float":
  				case "number":
  				case "integer":
  
  					return NumberKeyframeTrack;
  
  				case "vector":
  				case "vector2":
  				case "vector3":
  				case "vector4":
  
  					return VectorKeyframeTrack;
  
  				case "color":
  
  					return ColorKeyframeTrack;
  
  				case "quaternion":
  
  					return QuaternionKeyframeTrack;
  
  				case "bool":
  				case "boolean":
  
  					return BooleanKeyframeTrack;
  
  				case "string":
  
  					return StringKeyframeTrack;
  
  			}
  
  			throw new Error( "Unsupported typeName: " + typeName );
  
  		}
  
  	} );
  
  	/**
  	 *
  	 * Reusable set of Tracks that represent an animation.
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 */
  
  	function AnimationClip( name, duration, tracks ) {
  
  		this.name = name;
  		this.tracks = tracks;
  		this.duration = ( duration !== undefined ) ? duration : -1;
  
  		this.uuid = _Math.generateUUID();
  
  		// this means it should figure out its duration by scanning the tracks
  		if ( this.duration < 0 ) {
  
  			this.resetDuration();
  
  		}
  
  		this.optimize();
  
  	}
  
  	AnimationClip.prototype = {
  
  		constructor: AnimationClip,
  
  		resetDuration: function() {
  
  			var tracks = this.tracks,
  				duration = 0;
  
  			for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  
  				var track = this.tracks[ i ];
  
  				duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  
  			}
  
  			this.duration = duration;
  
  		},
  
  		trim: function() {
  
  			for ( var i = 0; i < this.tracks.length; i ++ ) {
  
  				this.tracks[ i ].trim( 0, this.duration );
  
  			}
  
  			return this;
  
  		},
  
  		optimize: function() {
  
  			for ( var i = 0; i < this.tracks.length; i ++ ) {
  
  				this.tracks[ i ].optimize();
  
  			}
  
  			return this;
  
  		}
  
  	};
  
  	// Static methods:
  
  	Object.assign( AnimationClip, {
  
  		parse: function( json ) {
  
  			var tracks = [],
  				jsonTracks = json.tracks,
  				frameTime = 1.0 / ( json.fps || 1.0 );
  
  			for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  
  				tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );
  
  			}
  
  			return new AnimationClip( json.name, json.duration, tracks );
  
  		},
  
  
  		toJSON: function( clip ) {
  
  			var tracks = [],
  				clipTracks = clip.tracks;
  
  			var json = {
  
  				'name': clip.name,
  				'duration': clip.duration,
  				'tracks': tracks
  
  			};
  
  			for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  
  				tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  
  			}
  
  			return json;
  
  		},
  
  
  		CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) {
  
  			var numMorphTargets = morphTargetSequence.length;
  			var tracks = [];
  
  			for ( var i = 0; i < numMorphTargets; i ++ ) {
  
  				var times = [];
  				var values = [];
  
  				times.push(
  						( i + numMorphTargets - 1 ) % numMorphTargets,
  						i,
  						( i + 1 ) % numMorphTargets );
  
  				values.push( 0, 1, 0 );
  
  				var order = AnimationUtils.getKeyframeOrder( times );
  				times = AnimationUtils.sortedArray( times, 1, order );
  				values = AnimationUtils.sortedArray( values, 1, order );
  
  				// if there is a key at the first frame, duplicate it as the
  				// last frame as well for perfect loop.
  				if ( ! noLoop && times[ 0 ] === 0 ) {
  
  					times.push( numMorphTargets );
  					values.push( values[ 0 ] );
  
  				}
  
  				tracks.push(
  						new NumberKeyframeTrack(
  							'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  							times, values
  						).scale( 1.0 / fps ) );
  			}
  
  			return new AnimationClip( name, -1, tracks );
  
  		},
  
  		findByName: function( objectOrClipArray, name ) {
  
  			var clipArray = objectOrClipArray;
  
  			if ( ! Array.isArray( objectOrClipArray ) ) {
  
  				var o = objectOrClipArray;
  				clipArray = o.geometry && o.geometry.animations || o.animations;
  
  			}
  
  			for ( var i = 0; i < clipArray.length; i ++ ) {
  
  				if ( clipArray[ i ].name === name ) {
  
  					return clipArray[ i ];
  
  				}
  			}
  
  			return null;
  
  		},
  
  		CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) {
  
  			var animationToMorphTargets = {};
  
  			// tested with https://regex101.com/ on trick sequences
  			// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  			var pattern = /^([\w-]*?)([\d]+)$/;
  
  			// sort morph target names into animation groups based
  			// patterns like Walk_001, Walk_002, Run_001, Run_002
  			for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  
  				var morphTarget = morphTargets[ i ];
  				var parts = morphTarget.name.match( pattern );
  
  				if ( parts && parts.length > 1 ) {
  
  					var name = parts[ 1 ];
  
  					var animationMorphTargets = animationToMorphTargets[ name ];
  					if ( ! animationMorphTargets ) {
  
  						animationToMorphTargets[ name ] = animationMorphTargets = [];
  
  					}
  
  					animationMorphTargets.push( morphTarget );
  
  				}
  
  			}
  
  			var clips = [];
  
  			for ( var name in animationToMorphTargets ) {
  
  				clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  
  			}
  
  			return clips;
  
  		},
  
  		// parse the animation.hierarchy format
  		parseAnimation: function( animation, bones ) {
  
  			if ( ! animation ) {
  
  				console.error( "  no animation in JSONLoader data" );
  				return null;
  
  			}
  
  			var addNonemptyTrack = function(
  					trackType, trackName, animationKeys, propertyName, destTracks ) {
  
  				// only return track if there are actually keys.
  				if ( animationKeys.length !== 0 ) {
  
  					var times = [];
  					var values = [];
  
  					AnimationUtils.flattenJSON(
  							animationKeys, times, values, propertyName );
  
  					// empty keys are filtered out, so check again
  					if ( times.length !== 0 ) {
  
  						destTracks.push( new trackType( trackName, times, values ) );
  
  					}
  
  				}
  
  			};
  
  			var tracks = [];
  
  			var clipName = animation.name || 'default';
  			// automatic length determination in AnimationClip.
  			var duration = animation.length || -1;
  			var fps = animation.fps || 30;
  
  			var hierarchyTracks = animation.hierarchy || [];
  
  			for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  
  				var animationKeys = hierarchyTracks[ h ].keys;
  
  				// skip empty tracks
  				if ( ! animationKeys || animationKeys.length === 0 ) continue;
  
  				// process morph targets in a way exactly compatible
  				// with AnimationHandler.init( animation )
  				if ( animationKeys[0].morphTargets ) {
  
  					// figure out all morph targets used in this track
  					var morphTargetNames = {};
  					for ( var k = 0; k < animationKeys.length; k ++ ) {
  
  						if ( animationKeys[k].morphTargets ) {
  
  							for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
  
  								morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
  							}
  
  						}
  
  					}
  
  					// create a track for each morph target with all zero
  					// morphTargetInfluences except for the keys in which
  					// the morphTarget is named.
  					for ( var morphTargetName in morphTargetNames ) {
  
  						var times = [];
  						var values = [];
  
  						for ( var m = 0; m !== animationKeys[k].morphTargets.length; ++ m ) {
  
  							var animationKey = animationKeys[k];
  
  							times.push( animationKey.time );
  							values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  
  						}
  
  						tracks.push( new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  
  					}
  
  					duration = morphTargetNames.length * ( fps || 1.0 );
  
  				} else {
  					// ...assume skeletal animation
  
  					var boneName = '.bones[' + bones[ h ].name + ']';
  
  					addNonemptyTrack(
  							VectorKeyframeTrack, boneName + '.position',
  							animationKeys, 'pos', tracks );
  
  					addNonemptyTrack(
  							QuaternionKeyframeTrack, boneName + '.quaternion',
  							animationKeys, 'rot', tracks );
  
  					addNonemptyTrack(
  							VectorKeyframeTrack, boneName + '.scale',
  							animationKeys, 'scl', tracks );
  
  				}
  
  			}
  
  			if ( tracks.length === 0 ) {
  
  				return null;
  
  			}
  
  			var clip = new AnimationClip( clipName, duration, tracks );
  
  			return clip;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function MaterialLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  		this.textures = {};
  
  	}
  
  	Object.assign( MaterialLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var loader = new FileLoader( scope.manager );
  			loader.load( url, function ( text ) {
  
  				onLoad( scope.parse( JSON.parse( text ) ) );
  
  			}, onProgress, onError );
  
  		},
  
  		setTextures: function ( value ) {
  
  			this.textures = value;
  
  		},
  
  		parse: function ( json ) {
  
  			var textures = this.textures;
  
  			function getTexture( name ) {
  
  				if ( textures[ name ] === undefined ) {
  
  					console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  
  				}
  
  				return textures[ name ];
  
  			}
  
  			var material = new Materials[ json.type ]();
  
  			if ( json.uuid !== undefined ) material.uuid = json.uuid;
  			if ( json.name !== undefined ) material.name = json.name;
  			if ( json.color !== undefined ) material.color.setHex( json.color );
  			if ( json.roughness !== undefined ) material.roughness = json.roughness;
  			if ( json.metalness !== undefined ) material.metalness = json.metalness;
  			if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  			if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  			if ( json.shininess !== undefined ) material.shininess = json.shininess;
  			if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  			if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  			if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
  			if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  			if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  			if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  			if ( json.fog !== undefined ) material.fog = json.fog;
  			if ( json.shading !== undefined ) material.shading = json.shading;
  			if ( json.blending !== undefined ) material.blending = json.blending;
  			if ( json.side !== undefined ) material.side = json.side;
  			if ( json.opacity !== undefined ) material.opacity = json.opacity;
  			if ( json.transparent !== undefined ) material.transparent = json.transparent;
  			if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  			if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  			if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  			if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  			if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  			if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  			if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  			if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  			if ( json.skinning !== undefined ) material.skinning = json.skinning;
  			if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  
  			// for PointsMaterial
  
  			if ( json.size !== undefined ) material.size = json.size;
  			if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  
  			// maps
  
  			if ( json.map !== undefined ) material.map = getTexture( json.map );
  
  			if ( json.alphaMap !== undefined ) {
  
  				material.alphaMap = getTexture( json.alphaMap );
  				material.transparent = true;
  
  			}
  
  			if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  			if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  
  			if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  			if ( json.normalScale !== undefined ) {
  
  				var normalScale = json.normalScale;
  
  				if ( Array.isArray( normalScale ) === false ) {
  
  					// Blender exporter used to export a scalar. See #7459
  
  					normalScale = [ normalScale, normalScale ];
  
  				}
  
  				material.normalScale = new Vector2().fromArray( normalScale );
  
  			}
  
  			if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  			if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  			if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  
  			if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  			if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  
  			if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  			if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  
  			if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  
  			if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  
  			if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  
  			if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  			if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  
  			if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  			if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  
  			if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  
  			// MultiMaterial
  
  			if ( json.materials !== undefined ) {
  
  				for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  
  					material.materials.push( this.parse( json.materials[ i ] ) );
  
  				}
  
  			}
  
  			return material;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function BufferGeometryLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( BufferGeometryLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var loader = new FileLoader( scope.manager );
  			loader.load( url, function ( text ) {
  
  				onLoad( scope.parse( JSON.parse( text ) ) );
  
  			}, onProgress, onError );
  
  		},
  
  		parse: function ( json ) {
  
  			var geometry = new BufferGeometry();
  
  			var index = json.data.index;
  
  			var TYPED_ARRAYS = {
  				'Int8Array': Int8Array,
  				'Uint8Array': Uint8Array,
  				'Uint8ClampedArray': Uint8ClampedArray,
  				'Int16Array': Int16Array,
  				'Uint16Array': Uint16Array,
  				'Int32Array': Int32Array,
  				'Uint32Array': Uint32Array,
  				'Float32Array': Float32Array,
  				'Float64Array': Float64Array
  			};
  
  			if ( index !== undefined ) {
  
  				var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  				geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  
  			}
  
  			var attributes = json.data.attributes;
  
  			for ( var key in attributes ) {
  
  				var attribute = attributes[ key ];
  				var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  
  				geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
  
  			}
  
  			var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  
  			if ( groups !== undefined ) {
  
  				for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  
  					var group = groups[ i ];
  
  					geometry.addGroup( group.start, group.count, group.materialIndex );
  
  				}
  
  			}
  
  			var boundingSphere = json.data.boundingSphere;
  
  			if ( boundingSphere !== undefined ) {
  
  				var center = new Vector3();
  
  				if ( boundingSphere.center !== undefined ) {
  
  					center.fromArray( boundingSphere.center );
  
  				}
  
  				geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  
  			}
  
  			return geometry;
  
  		}
  
  	} );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Loader() {
  
  		this.onLoadStart = function () {};
  		this.onLoadProgress = function () {};
  		this.onLoadComplete = function () {};
  
  	}
  
  	Loader.prototype = {
  
  		constructor: Loader,
  
  		crossOrigin: undefined,
  
  		extractUrlBase: function ( url ) {
  
  			var parts = url.split( '/' );
  
  			if ( parts.length === 1 ) return './';
  
  			parts.pop();
  
  			return parts.join( '/' ) + '/';
  
  		},
  
  		initMaterials: function ( materials, texturePath, crossOrigin ) {
  
  			var array = [];
  
  			for ( var i = 0; i < materials.length; ++ i ) {
  
  				array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  
  			}
  
  			return array;
  
  		},
  
  		createMaterial: ( function () {
  
  			var BlendingMode = {
  				NoBlending: NoBlending,
  				NormalBlending: NormalBlending,
  				AdditiveBlending: AdditiveBlending,
  				SubtractiveBlending: SubtractiveBlending,
  				MultiplyBlending: MultiplyBlending,
  				CustomBlending: CustomBlending
  			};
  
  			var color, textureLoader, materialLoader;
  
  			return function createMaterial( m, texturePath, crossOrigin ) {
  
  				if ( color === undefined ) color = new Color();
  				if ( textureLoader === undefined ) textureLoader = new TextureLoader();
  				if ( materialLoader === undefined ) materialLoader = new MaterialLoader();
  
  				// convert from old material format
  
  				var textures = {};
  
  				function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  
  					var fullPath = texturePath + path;
  					var loader = Loader.Handlers.get( fullPath );
  
  					var texture;
  
  					if ( loader !== null ) {
  
  						texture = loader.load( fullPath );
  
  					} else {
  
  						textureLoader.setCrossOrigin( crossOrigin );
  						texture = textureLoader.load( fullPath );
  
  					}
  
  					if ( repeat !== undefined ) {
  
  						texture.repeat.fromArray( repeat );
  
  						if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  						if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  
  					}
  
  					if ( offset !== undefined ) {
  
  						texture.offset.fromArray( offset );
  
  					}
  
  					if ( wrap !== undefined ) {
  
  						if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  						if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  
  						if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  						if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  
  					}
  
  					if ( anisotropy !== undefined ) {
  
  						texture.anisotropy = anisotropy;
  
  					}
  
  					var uuid = _Math.generateUUID();
  
  					textures[ uuid ] = texture;
  
  					return uuid;
  
  				}
  
  				//
  
  				var json = {
  					uuid: _Math.generateUUID(),
  					type: 'MeshLambertMaterial'
  				};
  
  				for ( var name in m ) {
  
  					var value = m[ name ];
  
  					switch ( name ) {
  
  						case 'DbgColor':
  						case 'DbgIndex':
  						case 'opticalDensity':
  						case 'illumination':
  							break;
  						case 'DbgName':
  							json.name = value;
  							break;
  						case 'blending':
  							json.blending = BlendingMode[ value ];
  							break;
  						case 'colorAmbient':
  						case 'mapAmbient':
  							console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  							break;
  						case 'colorDiffuse':
  							json.color = color.fromArray( value ).getHex();
  							break;
  						case 'colorSpecular':
  							json.specular = color.fromArray( value ).getHex();
  							break;
  						case 'colorEmissive':
  							json.emissive = color.fromArray( value ).getHex();
  							break;
  						case 'specularCoef':
  							json.shininess = value;
  							break;
  						case 'shading':
  							if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  							if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  							if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  							break;
  						case 'mapDiffuse':
  							json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  							break;
  						case 'mapDiffuseRepeat':
  						case 'mapDiffuseOffset':
  						case 'mapDiffuseWrap':
  						case 'mapDiffuseAnisotropy':
  							break;
  						case 'mapEmissive':
  							json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  							break;
  						case 'mapEmissiveRepeat':
  						case 'mapEmissiveOffset':
  						case 'mapEmissiveWrap':
  						case 'mapEmissiveAnisotropy':
  							break;
  						case 'mapLight':
  							json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  							break;
  						case 'mapLightRepeat':
  						case 'mapLightOffset':
  						case 'mapLightWrap':
  						case 'mapLightAnisotropy':
  							break;
  						case 'mapAO':
  							json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  							break;
  						case 'mapAORepeat':
  						case 'mapAOOffset':
  						case 'mapAOWrap':
  						case 'mapAOAnisotropy':
  							break;
  						case 'mapBump':
  							json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  							break;
  						case 'mapBumpScale':
  							json.bumpScale = value;
  							break;
  						case 'mapBumpRepeat':
  						case 'mapBumpOffset':
  						case 'mapBumpWrap':
  						case 'mapBumpAnisotropy':
  							break;
  						case 'mapNormal':
  							json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  							break;
  						case 'mapNormalFactor':
  							json.normalScale = [ value, value ];
  							break;
  						case 'mapNormalRepeat':
  						case 'mapNormalOffset':
  						case 'mapNormalWrap':
  						case 'mapNormalAnisotropy':
  							break;
  						case 'mapSpecular':
  							json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  							break;
  						case 'mapSpecularRepeat':
  						case 'mapSpecularOffset':
  						case 'mapSpecularWrap':
  						case 'mapSpecularAnisotropy':
  							break;
  						case 'mapMetalness':
  							json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  							break;
  						case 'mapMetalnessRepeat':
  						case 'mapMetalnessOffset':
  						case 'mapMetalnessWrap':
  						case 'mapMetalnessAnisotropy':
  							break;
  						case 'mapRoughness':
  							json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  							break;
  						case 'mapRoughnessRepeat':
  						case 'mapRoughnessOffset':
  						case 'mapRoughnessWrap':
  						case 'mapRoughnessAnisotropy':
  							break;
  						case 'mapAlpha':
  							json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  							break;
  						case 'mapAlphaRepeat':
  						case 'mapAlphaOffset':
  						case 'mapAlphaWrap':
  						case 'mapAlphaAnisotropy':
  							break;
  						case 'flipSided':
  							json.side = BackSide;
  							break;
  						case 'doubleSided':
  							json.side = DoubleSide;
  							break;
  						case 'transparency':
  							console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  							json.opacity = value;
  							break;
  						case 'depthTest':
  						case 'depthWrite':
  						case 'colorWrite':
  						case 'opacity':
  						case 'reflectivity':
  						case 'transparent':
  						case 'visible':
  						case 'wireframe':
  							json[ name ] = value;
  							break;
  						case 'vertexColors':
  							if ( value === true ) json.vertexColors = VertexColors;
  							if ( value === 'face' ) json.vertexColors = FaceColors;
  							break;
  						default:
  							console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  							break;
  
  					}
  
  				}
  
  				if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  				if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  
  				if ( json.opacity < 1 ) json.transparent = true;
  
  				materialLoader.setTextures( textures );
  
  				return materialLoader.parse( json );
  
  			};
  
  		} )()
  
  	};
  
  	Loader.Handlers = {
  
  		handlers: [],
  
  		add: function ( regex, loader ) {
  
  			this.handlers.push( regex, loader );
  
  		},
  
  		get: function ( file ) {
  
  			var handlers = this.handlers;
  
  			for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  
  				var regex = handlers[ i ];
  				var loader = handlers[ i + 1 ];
  
  				if ( regex.test( file ) ) {
  
  					return loader;
  
  				}
  
  			}
  
  			return null;
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function JSONLoader( manager ) {
  
  		if ( typeof manager === 'boolean' ) {
  
  			console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
  			manager = undefined;
  
  		}
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  		this.withCredentials = false;
  
  	}
  
  	Object.assign( JSONLoader.prototype, {
  
  		load: function( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );
  
  			var loader = new FileLoader( this.manager );
  			loader.setWithCredentials( this.withCredentials );
  			loader.load( url, function ( text ) {
  
  				var json = JSON.parse( text );
  				var metadata = json.metadata;
  
  				if ( metadata !== undefined ) {
  
  					var type = metadata.type;
  
  					if ( type !== undefined ) {
  
  						if ( type.toLowerCase() === 'object' ) {
  
  							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
  							return;
  
  						}
  
  						if ( type.toLowerCase() === 'scene' ) {
  
  							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
  							return;
  
  						}
  
  					}
  
  				}
  
  				var object = scope.parse( json, texturePath );
  				onLoad( object.geometry, object.materials );
  
  			}, onProgress, onError );
  
  		},
  
  		setTexturePath: function ( value ) {
  
  			this.texturePath = value;
  
  		},
  
  		parse: function ( json, texturePath ) {
  
  			var geometry = new Geometry(),
  			scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  
  			parseModel( scale );
  
  			parseSkin();
  			parseMorphing( scale );
  			parseAnimations();
  
  			geometry.computeFaceNormals();
  			geometry.computeBoundingSphere();
  
  			function parseModel( scale ) {
  
  				function isBitSet( value, position ) {
  
  					return value & ( 1 << position );
  
  				}
  
  				var i, j, fi,
  
  				offset, zLength,
  
  			colorIndex, normalIndex, uvIndex, materialIndex,
  
  				type,
  				isQuad,
  				hasMaterial,
  				hasFaceVertexUv,
  				hasFaceNormal, hasFaceVertexNormal,
  				hasFaceColor, hasFaceVertexColor,
  
  			vertex, face, faceA, faceB, hex, normal,
  
  				uvLayer, uv, u, v,
  
  				faces = json.faces,
  				vertices = json.vertices,
  				normals = json.normals,
  				colors = json.colors,
  
  				nUvLayers = 0;
  
  				if ( json.uvs !== undefined ) {
  
  					// disregard empty arrays
  
  					for ( i = 0; i < json.uvs.length; i ++ ) {
  
  						if ( json.uvs[ i ].length ) nUvLayers ++;
  
  					}
  
  					for ( i = 0; i < nUvLayers; i ++ ) {
  
  						geometry.faceVertexUvs[ i ] = [];
  
  					}
  
  				}
  
  				offset = 0;
  				zLength = vertices.length;
  
  				while ( offset < zLength ) {
  
  					vertex = new Vector3();
  
  					vertex.x = vertices[ offset ++ ] * scale;
  					vertex.y = vertices[ offset ++ ] * scale;
  					vertex.z = vertices[ offset ++ ] * scale;
  
  					geometry.vertices.push( vertex );
  
  				}
  
  				offset = 0;
  				zLength = faces.length;
  
  				while ( offset < zLength ) {
  
  					type = faces[ offset ++ ];
  
  
  					isQuad              = isBitSet( type, 0 );
  					hasMaterial         = isBitSet( type, 1 );
  					hasFaceVertexUv     = isBitSet( type, 3 );
  					hasFaceNormal       = isBitSet( type, 4 );
  					hasFaceVertexNormal = isBitSet( type, 5 );
  					hasFaceColor	     = isBitSet( type, 6 );
  					hasFaceVertexColor  = isBitSet( type, 7 );
  
  					// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  
  					if ( isQuad ) {
  
  						faceA = new Face3();
  						faceA.a = faces[ offset ];
  						faceA.b = faces[ offset + 1 ];
  						faceA.c = faces[ offset + 3 ];
  
  						faceB = new Face3();
  						faceB.a = faces[ offset + 1 ];
  						faceB.b = faces[ offset + 2 ];
  						faceB.c = faces[ offset + 3 ];
  
  						offset += 4;
  
  						if ( hasMaterial ) {
  
  							materialIndex = faces[ offset ++ ];
  							faceA.materialIndex = materialIndex;
  							faceB.materialIndex = materialIndex;
  
  						}
  
  						// to get face <=> uv index correspondence
  
  						fi = geometry.faces.length;
  
  						if ( hasFaceVertexUv ) {
  
  							for ( i = 0; i < nUvLayers; i ++ ) {
  
  								uvLayer = json.uvs[ i ];
  
  								geometry.faceVertexUvs[ i ][ fi ] = [];
  								geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
  
  								for ( j = 0; j < 4; j ++ ) {
  
  									uvIndex = faces[ offset ++ ];
  
  									u = uvLayer[ uvIndex * 2 ];
  									v = uvLayer[ uvIndex * 2 + 1 ];
  
  									uv = new Vector2( u, v );
  
  									if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  									if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  
  								}
  
  							}
  
  						}
  
  						if ( hasFaceNormal ) {
  
  							normalIndex = faces[ offset ++ ] * 3;
  
  							faceA.normal.set(
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ]
  							);
  
  							faceB.normal.copy( faceA.normal );
  
  						}
  
  						if ( hasFaceVertexNormal ) {
  
  							for ( i = 0; i < 4; i ++ ) {
  
  								normalIndex = faces[ offset ++ ] * 3;
  
  								normal = new Vector3(
  									normals[ normalIndex ++ ],
  									normals[ normalIndex ++ ],
  									normals[ normalIndex ]
  								);
  
  
  								if ( i !== 2 ) faceA.vertexNormals.push( normal );
  								if ( i !== 0 ) faceB.vertexNormals.push( normal );
  
  							}
  
  						}
  
  
  						if ( hasFaceColor ) {
  
  							colorIndex = faces[ offset ++ ];
  							hex = colors[ colorIndex ];
  
  							faceA.color.setHex( hex );
  							faceB.color.setHex( hex );
  
  						}
  
  
  						if ( hasFaceVertexColor ) {
  
  							for ( i = 0; i < 4; i ++ ) {
  
  								colorIndex = faces[ offset ++ ];
  								hex = colors[ colorIndex ];
  
  								if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
  								if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );
  
  							}
  
  						}
  
  						geometry.faces.push( faceA );
  						geometry.faces.push( faceB );
  
  					} else {
  
  						face = new Face3();
  						face.a = faces[ offset ++ ];
  						face.b = faces[ offset ++ ];
  						face.c = faces[ offset ++ ];
  
  						if ( hasMaterial ) {
  
  							materialIndex = faces[ offset ++ ];
  							face.materialIndex = materialIndex;
  
  						}
  
  						// to get face <=> uv index correspondence
  
  						fi = geometry.faces.length;
  
  						if ( hasFaceVertexUv ) {
  
  							for ( i = 0; i < nUvLayers; i ++ ) {
  
  								uvLayer = json.uvs[ i ];
  
  								geometry.faceVertexUvs[ i ][ fi ] = [];
  
  								for ( j = 0; j < 3; j ++ ) {
  
  									uvIndex = faces[ offset ++ ];
  
  									u = uvLayer[ uvIndex * 2 ];
  									v = uvLayer[ uvIndex * 2 + 1 ];
  
  									uv = new Vector2( u, v );
  
  									geometry.faceVertexUvs[ i ][ fi ].push( uv );
  
  								}
  
  							}
  
  						}
  
  						if ( hasFaceNormal ) {
  
  							normalIndex = faces[ offset ++ ] * 3;
  
  							face.normal.set(
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ++ ],
  								normals[ normalIndex ]
  							);
  
  						}
  
  						if ( hasFaceVertexNormal ) {
  
  							for ( i = 0; i < 3; i ++ ) {
  
  								normalIndex = faces[ offset ++ ] * 3;
  
  								normal = new Vector3(
  									normals[ normalIndex ++ ],
  									normals[ normalIndex ++ ],
  									normals[ normalIndex ]
  								);
  
  								face.vertexNormals.push( normal );
  
  							}
  
  						}
  
  
  						if ( hasFaceColor ) {
  
  							colorIndex = faces[ offset ++ ];
  							face.color.setHex( colors[ colorIndex ] );
  
  						}
  
  
  						if ( hasFaceVertexColor ) {
  
  							for ( i = 0; i < 3; i ++ ) {
  
  								colorIndex = faces[ offset ++ ];
  								face.vertexColors.push( new Color( colors[ colorIndex ] ) );
  
  							}
  
  						}
  
  						geometry.faces.push( face );
  
  					}
  
  				}
  
  			}
  
  			function parseSkin() {
  
  				var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  
  				if ( json.skinWeights ) {
  
  					for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  
  						var x =                               json.skinWeights[ i ];
  						var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  						var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  						var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  
  						geometry.skinWeights.push( new Vector4( x, y, z, w ) );
  
  					}
  
  				}
  
  				if ( json.skinIndices ) {
  
  					for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  
  						var a =                               json.skinIndices[ i ];
  						var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  						var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  						var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  
  						geometry.skinIndices.push( new Vector4( a, b, c, d ) );
  
  					}
  
  				}
  
  				geometry.bones = json.bones;
  
  				if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  
  					console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  						geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  
  				}
  
  			}
  
  			function parseMorphing( scale ) {
  
  				if ( json.morphTargets !== undefined ) {
  
  					for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  
  						geometry.morphTargets[ i ] = {};
  						geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  						geometry.morphTargets[ i ].vertices = [];
  
  						var dstVertices = geometry.morphTargets[ i ].vertices;
  						var srcVertices = json.morphTargets[ i ].vertices;
  
  						for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  
  							var vertex = new Vector3();
  							vertex.x = srcVertices[ v ] * scale;
  							vertex.y = srcVertices[ v + 1 ] * scale;
  							vertex.z = srcVertices[ v + 2 ] * scale;
  
  							dstVertices.push( vertex );
  
  						}
  
  					}
  
  				}
  
  				if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
  
  					console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
  
  					var faces = geometry.faces;
  					var morphColors = json.morphColors[ 0 ].colors;
  
  					for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  						faces[ i ].color.fromArray( morphColors, i * 3 );
  
  					}
  
  				}
  
  			}
  
  			function parseAnimations() {
  
  				var outputAnimations = [];
  
  				// parse old style Bone/Hierarchy animations
  				var animations = [];
  
  				if ( json.animation !== undefined ) {
  
  					animations.push( json.animation );
  
  				}
  
  				if ( json.animations !== undefined ) {
  
  					if ( json.animations.length ) {
  
  						animations = animations.concat( json.animations );
  
  					} else {
  
  						animations.push( json.animations );
  
  					}
  
  				}
  
  				for ( var i = 0; i < animations.length; i ++ ) {
  
  					var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
  					if ( clip ) outputAnimations.push( clip );
  
  				}
  
  				// parse implicit morph animations
  				if ( geometry.morphTargets ) {
  
  					// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
  					var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
  					outputAnimations = outputAnimations.concat( morphAnimationClips );
  
  				}
  
  				if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
  
  			}
  
  			if ( json.materials === undefined || json.materials.length === 0 ) {
  
  				return { geometry: geometry };
  
  			} else {
  
  				var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
  
  				return { geometry: geometry, materials: materials };
  
  			}
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function ObjectLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  		this.texturePath = '';
  
  	}
  
  	Object.assign( ObjectLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			if ( this.texturePath === '' ) {
  
  				this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
  
  			}
  
  			var scope = this;
  
  			var loader = new FileLoader( scope.manager );
  			loader.load( url, function ( text ) {
  
  				var json = null;
  
  				try {
  
  					json = JSON.parse( text );
  
  				} catch ( error ) {
  
  					console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  					return;
  
  				}
  
  				var metadata = json.metadata;
  
  				if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  
  					console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
  					return;
  
  				}
  
  				scope.parse( json, onLoad );
  
  			}, onProgress, onError );
  
  		},
  
  		setTexturePath: function ( value ) {
  
  			this.texturePath = value;
  
  		},
  
  		setCrossOrigin: function ( value ) {
  
  			this.crossOrigin = value;
  
  		},
  
  		parse: function ( json, onLoad ) {
  
  			var geometries = this.parseGeometries( json.geometries );
  
  			var images = this.parseImages( json.images, function () {
  
  				if ( onLoad !== undefined ) onLoad( object );
  
  			} );
  
  			var textures = this.parseTextures( json.textures, images );
  			var materials = this.parseMaterials( json.materials, textures );
  
  			var object = this.parseObject( json.object, geometries, materials );
  
  			if ( json.animations ) {
  
  				object.animations = this.parseAnimations( json.animations );
  
  			}
  
  			if ( json.images === undefined || json.images.length === 0 ) {
  
  				if ( onLoad !== undefined ) onLoad( object );
  
  			}
  
  			return object;
  
  		},
  
  		parseGeometries: function ( json ) {
  
  			var geometries = {};
  
  			if ( json !== undefined ) {
  
  				var geometryLoader = new JSONLoader();
  				var bufferGeometryLoader = new BufferGeometryLoader();
  
  				for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  					var geometry;
  					var data = json[ i ];
  
  					switch ( data.type ) {
  
  						case 'PlaneGeometry':
  						case 'PlaneBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.width,
  								data.height,
  								data.widthSegments,
  								data.heightSegments
  							);
  
  							break;
  
  						case 'BoxGeometry':
  						case 'BoxBufferGeometry':
  						case 'CubeGeometry': // backwards compatible
  
  							geometry = new Geometries[ data.type ](
  								data.width,
  								data.height,
  								data.depth,
  								data.widthSegments,
  								data.heightSegments,
  								data.depthSegments
  							);
  
  							break;
  
  						case 'CircleGeometry':
  						case 'CircleBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radius,
  								data.segments,
  								data.thetaStart,
  								data.thetaLength
  							);
  
  							break;
  
  						case 'CylinderGeometry':
  						case 'CylinderBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radiusTop,
  								data.radiusBottom,
  								data.height,
  								data.radialSegments,
  								data.heightSegments,
  								data.openEnded,
  								data.thetaStart,
  								data.thetaLength
  							);
  
  							break;
  
  						case 'ConeGeometry':
  						case 'ConeBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radius,
  								data.height,
  								data.radialSegments,
  								data.heightSegments,
  								data.openEnded,
  								data.thetaStart,
  								data.thetaLength
  							);
  
  							break;
  
  						case 'SphereGeometry':
  						case 'SphereBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radius,
  								data.widthSegments,
  								data.heightSegments,
  								data.phiStart,
  								data.phiLength,
  								data.thetaStart,
  								data.thetaLength
  							);
  
  							break;
  
  						case 'DodecahedronGeometry':
  						case 'IcosahedronGeometry':
  						case 'OctahedronGeometry':
  						case 'TetrahedronGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radius,
  								data.detail
  							);
  
  							break;
  
  						case 'RingGeometry':
  						case 'RingBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.innerRadius,
  								data.outerRadius,
  								data.thetaSegments,
  								data.phiSegments,
  								data.thetaStart,
  								data.thetaLength
  							);
  
  							break;
  
  						case 'TorusGeometry':
  						case 'TorusBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radius,
  								data.tube,
  								data.radialSegments,
  								data.tubularSegments,
  								data.arc
  							);
  
  							break;
  
  						case 'TorusKnotGeometry':
  						case 'TorusKnotBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.radius,
  								data.tube,
  								data.tubularSegments,
  								data.radialSegments,
  								data.p,
  								data.q
  							);
  
  							break;
  
  						case 'LatheGeometry':
  						case 'LatheBufferGeometry':
  
  							geometry = new Geometries[ data.type ](
  								data.points,
  								data.segments,
  								data.phiStart,
  								data.phiLength
  							);
  
  							break;
  
  						case 'BufferGeometry':
  
  							geometry = bufferGeometryLoader.parse( data );
  
  							break;
  
  						case 'Geometry':
  
  							geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
  
  							break;
  
  						default:
  
  							console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  
  							continue;
  
  					}
  
  					geometry.uuid = data.uuid;
  
  					if ( data.name !== undefined ) geometry.name = data.name;
  
  					geometries[ data.uuid ] = geometry;
  
  				}
  
  			}
  
  			return geometries;
  
  		},
  
  		parseMaterials: function ( json, textures ) {
  
  			var materials = {};
  
  			if ( json !== undefined ) {
  
  				var loader = new MaterialLoader();
  				loader.setTextures( textures );
  
  				for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  					var material = loader.parse( json[ i ] );
  					materials[ material.uuid ] = material;
  
  				}
  
  			}
  
  			return materials;
  
  		},
  
  		parseAnimations: function ( json ) {
  
  			var animations = [];
  
  			for ( var i = 0; i < json.length; i ++ ) {
  
  				var clip = AnimationClip.parse( json[ i ] );
  
  				animations.push( clip );
  
  			}
  
  			return animations;
  
  		},
  
  		parseImages: function ( json, onLoad ) {
  
  			var scope = this;
  			var images = {};
  
  			function loadImage( url ) {
  
  				scope.manager.itemStart( url );
  
  				return loader.load( url, function () {
  
  					scope.manager.itemEnd( url );
  
  				}, undefined, function () {
  
  					scope.manager.itemError( url );
  
  				} );
  
  			}
  
  			if ( json !== undefined && json.length > 0 ) {
  
  				var manager = new LoadingManager( onLoad );
  
  				var loader = new ImageLoader( manager );
  				loader.setCrossOrigin( this.crossOrigin );
  
  				for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  					var image = json[ i ];
  					var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
  
  					images[ image.uuid ] = loadImage( path );
  
  				}
  
  			}
  
  			return images;
  
  		},
  
  		parseTextures: function ( json, images ) {
  
  			var TextureMapping = {
  				UVMapping: UVMapping,
  				CubeReflectionMapping: CubeReflectionMapping,
  				CubeRefractionMapping: CubeRefractionMapping,
  				EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  				EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  				SphericalReflectionMapping: SphericalReflectionMapping,
  				CubeUVReflectionMapping: CubeUVReflectionMapping,
  				CubeUVRefractionMapping: CubeUVRefractionMapping
  			};
  
  			var TextureWrapping = {
  				RepeatWrapping: RepeatWrapping,
  				ClampToEdgeWrapping: ClampToEdgeWrapping,
  				MirroredRepeatWrapping: MirroredRepeatWrapping
  			};
  
  			var TextureFilter = {
  				NearestFilter: NearestFilter,
  				NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  				NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  				LinearFilter: LinearFilter,
  				LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  				LinearMipMapLinearFilter: LinearMipMapLinearFilter
  			};
  
  			function parseConstant( value, type ) {
  
  				if ( typeof( value ) === 'number' ) return value;
  
  				console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  
  				return type[ value ];
  
  			}
  
  			var textures = {};
  
  			if ( json !== undefined ) {
  
  				for ( var i = 0, l = json.length; i < l; i ++ ) {
  
  					var data = json[ i ];
  
  					if ( data.image === undefined ) {
  
  						console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  
  					}
  
  					if ( images[ data.image ] === undefined ) {
  
  						console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  
  					}
  
  					var texture = new Texture( images[ data.image ] );
  					texture.needsUpdate = true;
  
  					texture.uuid = data.uuid;
  
  					if ( data.name !== undefined ) texture.name = data.name;
  
  					if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TextureMapping );
  
  					if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  					if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  					if ( data.wrap !== undefined ) {
  
  						texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping );
  						texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping );
  
  					}
  
  					if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter );
  					if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter );
  					if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  
  					if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  
  					textures[ data.uuid ] = texture;
  
  				}
  
  			}
  
  			return textures;
  
  		},
  
  		parseObject: function () {
  
  			var matrix = new Matrix4();
  
  			return function parseObject( data, geometries, materials ) {
  
  				var object;
  
  				function getGeometry( name ) {
  
  					if ( geometries[ name ] === undefined ) {
  
  						console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  
  					}
  
  					return geometries[ name ];
  
  				}
  
  				function getMaterial( name ) {
  
  					if ( name === undefined ) return undefined;
  
  					if ( materials[ name ] === undefined ) {
  
  						console.warn( 'THREE.ObjectLoader: Undefined material', name );
  
  					}
  
  					return materials[ name ];
  
  				}
  
  				switch ( data.type ) {
  
  					case 'Scene':
  
  						object = new Scene();
  
  						if ( data.background !== undefined ) {
  
  							if ( Number.isInteger( data.background ) ) {
  
  								object.background = new Color( data.background );
  
  							}
  
  						}
  
  						if ( data.fog !== undefined ) {
  
  							if ( data.fog.type === 'Fog' ) {
  
  								object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  
  							} else if ( data.fog.type === 'FogExp2' ) {
  
  								object.fog = new FogExp2( data.fog.color, data.fog.density );
  
  							}
  
  						}
  
  						break;
  
  					case 'PerspectiveCamera':
  
  						object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  
  						if ( data.focus !== undefined ) object.focus = data.focus;
  						if ( data.zoom !== undefined ) object.zoom = data.zoom;
  						if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  						if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  						if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  
  						break;
  
  					case 'OrthographicCamera':
  
  						object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  
  						break;
  
  					case 'AmbientLight':
  
  						object = new AmbientLight( data.color, data.intensity );
  
  						break;
  
  					case 'DirectionalLight':
  
  						object = new DirectionalLight( data.color, data.intensity );
  
  						break;
  
  					case 'PointLight':
  
  						object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  
  						break;
  
  					case 'SpotLight':
  
  						object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  
  						break;
  
  					case 'HemisphereLight':
  
  						object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  
  						break;
  
  					case 'Mesh':
  
  						var geometry = getGeometry( data.geometry );
  						var material = getMaterial( data.material );
  
  						if ( geometry.bones && geometry.bones.length > 0 ) {
  
  							object = new SkinnedMesh( geometry, material );
  
  						} else {
  
  							object = new Mesh( geometry, material );
  
  						}
  
  						break;
  
  					case 'LOD':
  
  						object = new LOD();
  
  						break;
  
  					case 'Line':
  
  						object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  
  						break;
  
  					case 'LineSegments':
  
  						object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  
  						break;
  
  					case 'PointCloud':
  					case 'Points':
  
  						object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  
  						break;
  
  					case 'Sprite':
  
  						object = new Sprite( getMaterial( data.material ) );
  
  						break;
  
  					case 'Group':
  
  						object = new Group();
  
  						break;
  
  					case 'SkinnedMesh':
  
  						console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.' );
  
  					default:
  
  						object = new Object3D();
  
  				}
  
  				object.uuid = data.uuid;
  
  				if ( data.name !== undefined ) object.name = data.name;
  				if ( data.matrix !== undefined ) {
  
  					matrix.fromArray( data.matrix );
  					matrix.decompose( object.position, object.quaternion, object.scale );
  
  				} else {
  
  					if ( data.position !== undefined ) object.position.fromArray( data.position );
  					if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  					if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  					if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  
  				}
  
  				if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  				if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  
  				if ( data.shadow ) {
  
  					if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  					if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  					if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  					if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  
  				}
  
  				if ( data.visible !== undefined ) object.visible = data.visible;
  				if ( data.userData !== undefined ) object.userData = data.userData;
  
  				if ( data.children !== undefined ) {
  
  					for ( var child in data.children ) {
  
  						object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  
  					}
  
  				}
  
  				if ( data.type === 'LOD' ) {
  
  					var levels = data.levels;
  
  					for ( var l = 0; l < levels.length; l ++ ) {
  
  						var level = levels[ l ];
  						var child = object.getObjectByProperty( 'uuid', level.object );
  
  						if ( child !== undefined ) {
  
  							object.addLevel( child, level.distance );
  
  						}
  
  					}
  
  				}
  
  				return object;
  
  			};
  
  		}()
  
  	} );
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 *
  	 * Bezier Curves formulas obtained from
  	 * http://en.wikipedia.org/wiki/Bézier_curve
  	 */
  
  	function CatmullRom( t, p0, p1, p2, p3 ) {
  
  		var v0 = ( p2 - p0 ) * 0.5;
  		var v1 = ( p3 - p1 ) * 0.5;
  		var t2 = t * t;
  		var t3 = t * t2;
  		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  
  	}
  
  	//
  
  	function QuadraticBezierP0( t, p ) {
  
  		var k = 1 - t;
  		return k * k * p;
  
  	}
  
  	function QuadraticBezierP1( t, p ) {
  
  		return 2 * ( 1 - t ) * t * p;
  
  	}
  
  	function QuadraticBezierP2( t, p ) {
  
  		return t * t * p;
  
  	}
  
  	function QuadraticBezier( t, p0, p1, p2 ) {
  
  		return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  			QuadraticBezierP2( t, p2 );
  
  	}
  
  	//
  
  	function CubicBezierP0( t, p ) {
  
  		var k = 1 - t;
  		return k * k * k * p;
  
  	}
  
  	function CubicBezierP1( t, p ) {
  
  		var k = 1 - t;
  		return 3 * k * k * t * p;
  
  	}
  
  	function CubicBezierP2( t, p ) {
  
  		return 3 * ( 1 - t ) * t * t * p;
  
  	}
  
  	function CubicBezierP3( t, p ) {
  
  		return t * t * t * p;
  
  	}
  
  	function CubicBezier( t, p0, p1, p2, p3 ) {
  
  		return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  			CubicBezierP3( t, p3 );
  
  	}
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * Extensible curve object
  	 *
  	 * Some common of Curve methods
  	 * .getPoint(t), getTangent(t)
  	 * .getPointAt(u), getTangentAt(u)
  	 * .getPoints(), .getSpacedPoints()
  	 * .getLength()
  	 * .updateArcLengths()
  	 *
  	 * This following classes subclasses THREE.Curve:
  	 *
  	 * -- 2d classes --
  	 * THREE.LineCurve
  	 * THREE.QuadraticBezierCurve
  	 * THREE.CubicBezierCurve
  	 * THREE.SplineCurve
  	 * THREE.ArcCurve
  	 * THREE.EllipseCurve
  	 *
  	 * -- 3d classes --
  	 * THREE.LineCurve3
  	 * THREE.QuadraticBezierCurve3
  	 * THREE.CubicBezierCurve3
  	 * THREE.CatmullRomCurve3
  	 *
  	 * A series of curves can be represented as a THREE.CurvePath
  	 *
  	 **/
  
  	/**************************************************************
  	 *	Abstract Curve base class
  	 **************************************************************/
  
  	function Curve() {}
  
  	Curve.prototype = {
  
  		constructor: Curve,
  
  		// Virtual base class method to overwrite and implement in subclasses
  		//	- t [0 .. 1]
  
  		getPoint: function ( t ) {
  
  			console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
  			return null;
  
  		},
  
  		// Get point at relative position in curve according to arc length
  		// - u [0 .. 1]
  
  		getPointAt: function ( u ) {
  
  			var t = this.getUtoTmapping( u );
  			return this.getPoint( t );
  
  		},
  
  		// Get sequence of points using getPoint( t )
  
  		getPoints: function ( divisions ) {
  
  			if ( ! divisions ) divisions = 5;
  
  			var points = [];
  
  			for ( var d = 0; d <= divisions; d ++ ) {
  
  				points.push( this.getPoint( d / divisions ) );
  
  			}
  
  			return points;
  
  		},
  
  		// Get sequence of points using getPointAt( u )
  
  		getSpacedPoints: function ( divisions ) {
  
  			if ( ! divisions ) divisions = 5;
  
  			var points = [];
  
  			for ( var d = 0; d <= divisions; d ++ ) {
  
  				points.push( this.getPointAt( d / divisions ) );
  
  			}
  
  			return points;
  
  		},
  
  		// Get total curve arc length
  
  		getLength: function () {
  
  			var lengths = this.getLengths();
  			return lengths[ lengths.length - 1 ];
  
  		},
  
  		// Get list of cumulative segment lengths
  
  		getLengths: function ( divisions ) {
  
  			if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
  
  			if ( this.cacheArcLengths
  				&& ( this.cacheArcLengths.length === divisions + 1 )
  				&& ! this.needsUpdate ) {
  
  				//console.log( "cached", this.cacheArcLengths );
  				return this.cacheArcLengths;
  
  			}
  
  			this.needsUpdate = false;
  
  			var cache = [];
  			var current, last = this.getPoint( 0 );
  			var p, sum = 0;
  
  			cache.push( 0 );
  
  			for ( p = 1; p <= divisions; p ++ ) {
  
  				current = this.getPoint ( p / divisions );
  				sum += current.distanceTo( last );
  				cache.push( sum );
  				last = current;
  
  			}
  
  			this.cacheArcLengths = cache;
  
  			return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  
  		},
  
  		updateArcLengths: function() {
  
  			this.needsUpdate = true;
  			this.getLengths();
  
  		},
  
  		// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  
  		getUtoTmapping: function ( u, distance ) {
  
  			var arcLengths = this.getLengths();
  
  			var i = 0, il = arcLengths.length;
  
  			var targetArcLength; // The targeted u distance value to get
  
  			if ( distance ) {
  
  				targetArcLength = distance;
  
  			} else {
  
  				targetArcLength = u * arcLengths[ il - 1 ];
  
  			}
  
  			//var time = Date.now();
  
  			// binary search for the index with largest value smaller than target u distance
  
  			var low = 0, high = il - 1, comparison;
  
  			while ( low <= high ) {
  
  				i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
  
  				comparison = arcLengths[ i ] - targetArcLength;
  
  				if ( comparison < 0 ) {
  
  					low = i + 1;
  
  				} else if ( comparison > 0 ) {
  
  					high = i - 1;
  
  				} else {
  
  					high = i;
  					break;
  
  					// DONE
  
  				}
  
  			}
  
  			i = high;
  
  			//console.log('b' , i, low, high, Date.now()- time);
  
  			if ( arcLengths[ i ] === targetArcLength ) {
  
  				var t = i / ( il - 1 );
  				return t;
  
  			}
  
  			// we could get finer grain at lengths, or use simple interpolation between two points
  
  			var lengthBefore = arcLengths[ i ];
  			var lengthAfter = arcLengths[ i + 1 ];
  
  			var segmentLength = lengthAfter - lengthBefore;
  
  			// determine where we are between the 'before' and 'after' points
  
  			var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  
  			// add that fractional amount to t
  
  			var t = ( i + segmentFraction ) / ( il - 1 );
  
  			return t;
  
  		},
  
  		// Returns a unit vector tangent at t
  		// In case any sub curve does not implement its tangent derivation,
  		// 2 points a small delta apart will be used to find its gradient
  		// which seems to give a reasonable approximation
  
  		getTangent: function( t ) {
  
  			var delta = 0.0001;
  			var t1 = t - delta;
  			var t2 = t + delta;
  
  			// Capping in case of danger
  
  			if ( t1 < 0 ) t1 = 0;
  			if ( t2 > 1 ) t2 = 1;
  
  			var pt1 = this.getPoint( t1 );
  			var pt2 = this.getPoint( t2 );
  
  			var vec = pt2.clone().sub( pt1 );
  			return vec.normalize();
  
  		},
  
  		getTangentAt: function ( u ) {
  
  			var t = this.getUtoTmapping( u );
  			return this.getTangent( t );
  
  		},
  
  		computeFrenetFrames: function ( segments, closed ) {
  
  			// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  
  			var normal = new Vector3();
  
  			var tangents = [];
  			var normals = [];
  			var binormals = [];
  
  			var vec = new Vector3();
  			var mat = new Matrix4();
  
  			var i, u, theta;
  
  			// compute the tangent vectors for each segment on the curve
  
  			for ( i = 0; i <= segments; i ++ ) {
  
  				u = i / segments;
  
  				tangents[ i ] = this.getTangentAt( u );
  				tangents[ i ].normalize();
  
  			}
  
  			// select an initial normal vector perpendicular to the first tangent vector,
  			// and in the direction of the minimum tangent xyz component
  
  			normals[ 0 ] = new Vector3();
  			binormals[ 0 ] = new Vector3();
  			var min = Number.MAX_VALUE;
  			var tx = Math.abs( tangents[ 0 ].x );
  			var ty = Math.abs( tangents[ 0 ].y );
  			var tz = Math.abs( tangents[ 0 ].z );
  
  			if ( tx <= min ) {
  
  				min = tx;
  				normal.set( 1, 0, 0 );
  
  			}
  
  			if ( ty <= min ) {
  
  				min = ty;
  				normal.set( 0, 1, 0 );
  
  			}
  
  			if ( tz <= min ) {
  
  				normal.set( 0, 0, 1 );
  
  			}
  
  			vec.crossVectors( tangents[ 0 ], normal ).normalize();
  
  			normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  			binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  
  
  			// compute the slowly-varying normal and binormal vectors for each segment on the curve
  
  			for ( i = 1; i <= segments; i ++ ) {
  
  				normals[ i ] = normals[ i - 1 ].clone();
  
  				binormals[ i ] = binormals[ i - 1 ].clone();
  
  				vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  
  				if ( vec.length() > Number.EPSILON ) {
  
  					vec.normalize();
  
  					theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  
  					normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  
  				}
  
  				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  
  			}
  
  			// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  
  			if ( closed === true ) {
  
  				theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  				theta /= segments;
  
  				if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  
  					theta = - theta;
  
  				}
  
  				for ( i = 1; i <= segments; i ++ ) {
  
  					// twist a little...
  					normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  					binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  
  				}
  
  			}
  
  			return {
  				tangents: tangents,
  				normals: normals,
  				binormals: binormals
  			};
  
  		}
  
  	};
  
  	function LineCurve( v1, v2 ) {
  
  		this.v1 = v1;
  		this.v2 = v2;
  
  	}
  
  	LineCurve.prototype = Object.create( Curve.prototype );
  	LineCurve.prototype.constructor = LineCurve;
  
  	LineCurve.prototype.isLineCurve = true;
  
  	LineCurve.prototype.getPoint = function ( t ) {
  
  		if ( t === 1 ) {
  
  			return this.v2.clone();
  
  		}
  
  		var point = this.v2.clone().sub( this.v1 );
  		point.multiplyScalar( t ).add( this.v1 );
  
  		return point;
  
  	};
  
  	// Line curve is linear, so we can overwrite default getPointAt
  
  	LineCurve.prototype.getPointAt = function ( u ) {
  
  		return this.getPoint( u );
  
  	};
  
  	LineCurve.prototype.getTangent = function ( t ) {
  
  		var tangent = this.v2.clone().sub( this.v1 );
  
  		return tangent.normalize();
  
  	};
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 *
  	 **/
  
  	/**************************************************************
  	 *	Curved Path - a curve path is simply a array of connected
  	 *  curves, but retains the api of a curve
  	 **************************************************************/
  
  	function CurvePath() {
  
  		this.curves = [];
  
  		this.autoClose = false; // Automatically closes the path
  
  	}
  
  	CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  
  		constructor: CurvePath,
  
  		add: function ( curve ) {
  
  			this.curves.push( curve );
  
  		},
  
  		closePath: function () {
  
  			// Add a line curve if start and end of lines are not connected
  			var startPoint = this.curves[ 0 ].getPoint( 0 );
  			var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  
  			if ( ! startPoint.equals( endPoint ) ) {
  
  				this.curves.push( new LineCurve( endPoint, startPoint ) );
  
  			}
  
  		},
  
  		// To get accurate point with reference to
  		// entire path distance at time t,
  		// following has to be done:
  
  		// 1. Length of each sub path have to be known
  		// 2. Locate and identify type of curve
  		// 3. Get t for the curve
  		// 4. Return curve.getPointAt(t')
  
  		getPoint: function ( t ) {
  
  			var d = t * this.getLength();
  			var curveLengths = this.getCurveLengths();
  			var i = 0;
  
  			// To think about boundaries points.
  
  			while ( i < curveLengths.length ) {
  
  				if ( curveLengths[ i ] >= d ) {
  
  					var diff = curveLengths[ i ] - d;
  					var curve = this.curves[ i ];
  
  					var segmentLength = curve.getLength();
  					var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  
  					return curve.getPointAt( u );
  
  				}
  
  				i ++;
  
  			}
  
  			return null;
  
  			// loop where sum != 0, sum > d , sum+1 <d
  
  		},
  
  		// We cannot use the default THREE.Curve getPoint() with getLength() because in
  		// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  		// getPoint() depends on getLength
  
  		getLength: function () {
  
  			var lens = this.getCurveLengths();
  			return lens[ lens.length - 1 ];
  
  		},
  
  		// cacheLengths must be recalculated.
  		updateArcLengths: function () {
  
  			this.needsUpdate = true;
  			this.cacheLengths = null;
  			this.getLengths();
  
  		},
  
  		// Compute lengths and cache them
  		// We cannot overwrite getLengths() because UtoT mapping uses it.
  
  		getCurveLengths: function () {
  
  			// We use cache values if curves and cache array are same length
  
  			if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  
  				return this.cacheLengths;
  
  			}
  
  			// Get length of sub-curve
  			// Push sums into cached array
  
  			var lengths = [], sums = 0;
  
  			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  
  				sums += this.curves[ i ].getLength();
  				lengths.push( sums );
  
  			}
  
  			this.cacheLengths = lengths;
  
  			return lengths;
  
  		},
  
  		getSpacedPoints: function ( divisions ) {
  
  			if ( ! divisions ) divisions = 40;
  
  			var points = [];
  
  			for ( var i = 0; i <= divisions; i ++ ) {
  
  				points.push( this.getPoint( i / divisions ) );
  
  			}
  
  			if ( this.autoClose ) {
  
  				points.push( points[ 0 ] );
  
  			}
  
  			return points;
  
  		},
  
  		getPoints: function ( divisions ) {
  
  			divisions = divisions || 12;
  
  			var points = [], last;
  
  			for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  
  				var curve = curves[ i ];
  				var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
  					: (curve && curve.isLineCurve) ? 1
  					: (curve && curve.isSplineCurve) ? divisions * curve.points.length
  					: divisions;
  
  				var pts = curve.getPoints( resolution );
  
  				for ( var j = 0; j < pts.length; j++ ) {
  
  					var point = pts[ j ];
  
  					if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  
  					points.push( point );
  					last = point;
  
  				}
  
  			}
  
  			if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  
  				points.push( points[ 0 ] );
  
  			}
  
  			return points;
  
  		},
  
  		/**************************************************************
  		 *	Create Geometries Helpers
  		 **************************************************************/
  
  		/// Generate geometry from path points (for Line or Points objects)
  
  		createPointsGeometry: function ( divisions ) {
  
  			var pts = this.getPoints( divisions );
  			return this.createGeometry( pts );
  
  		},
  
  		// Generate geometry from equidistant sampling along the path
  
  		createSpacedPointsGeometry: function ( divisions ) {
  
  			var pts = this.getSpacedPoints( divisions );
  			return this.createGeometry( pts );
  
  		},
  
  		createGeometry: function ( points ) {
  
  			var geometry = new Geometry();
  
  			for ( var i = 0, l = points.length; i < l; i ++ ) {
  
  				var point = points[ i ];
  				geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  
  			}
  
  			return geometry;
  
  		}
  
  	} );
  
  	function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  
  		this.aX = aX;
  		this.aY = aY;
  
  		this.xRadius = xRadius;
  		this.yRadius = yRadius;
  
  		this.aStartAngle = aStartAngle;
  		this.aEndAngle = aEndAngle;
  
  		this.aClockwise = aClockwise;
  
  		this.aRotation = aRotation || 0;
  
  	}
  
  	EllipseCurve.prototype = Object.create( Curve.prototype );
  	EllipseCurve.prototype.constructor = EllipseCurve;
  
  	EllipseCurve.prototype.isEllipseCurve = true;
  
  	EllipseCurve.prototype.getPoint = function ( t ) {
  
  		var twoPi = Math.PI * 2;
  		var deltaAngle = this.aEndAngle - this.aStartAngle;
  		var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  
  		// ensures that deltaAngle is 0 .. 2 PI
  		while ( deltaAngle < 0 ) deltaAngle += twoPi;
  		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  
  		if ( deltaAngle < Number.EPSILON ) {
  
  			if ( samePoints ) {
  
  				deltaAngle = 0;
  
  			} else {
  
  				deltaAngle = twoPi;
  
  			}
  
  		}
  
  		if ( this.aClockwise === true && ! samePoints ) {
  
  			if ( deltaAngle === twoPi ) {
  
  				deltaAngle = - twoPi;
  
  			} else {
  
  				deltaAngle = deltaAngle - twoPi;
  
  			}
  
  		}
  
  		var angle = this.aStartAngle + t * deltaAngle;
  		var x = this.aX + this.xRadius * Math.cos( angle );
  		var y = this.aY + this.yRadius * Math.sin( angle );
  
  		if ( this.aRotation !== 0 ) {
  
  			var cos = Math.cos( this.aRotation );
  			var sin = Math.sin( this.aRotation );
  
  			var tx = x - this.aX;
  			var ty = y - this.aY;
  
  			// Rotate the point about the center of the ellipse.
  			x = tx * cos - ty * sin + this.aX;
  			y = tx * sin + ty * cos + this.aY;
  
  		}
  
  		return new Vector2( x, y );
  
  	};
  
  	function SplineCurve( points /* array of Vector2 */ ) {
  
  		this.points = ( points === undefined ) ? [] : points;
  
  	}
  
  	SplineCurve.prototype = Object.create( Curve.prototype );
  	SplineCurve.prototype.constructor = SplineCurve;
  
  	SplineCurve.prototype.isSplineCurve = true;
  
  	SplineCurve.prototype.getPoint = function ( t ) {
  
  		var points = this.points;
  		var point = ( points.length - 1 ) * t;
  
  		var intPoint = Math.floor( point );
  		var weight = point - intPoint;
  
  		var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  		var point1 = points[ intPoint ];
  		var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  		var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  
  		return new Vector2(
  			CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
  			CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
  		);
  
  	};
  
  	function CubicBezierCurve( v0, v1, v2, v3 ) {
  
  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;
  		this.v3 = v3;
  
  	}
  
  	CubicBezierCurve.prototype = Object.create( Curve.prototype );
  	CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  
  	CubicBezierCurve.prototype.getPoint = function ( t ) {
  
  		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  
  		return new Vector2(
  			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  		);
  
  	};
  
  	function QuadraticBezierCurve( v0, v1, v2 ) {
  
  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;
  
  	}
  
  	QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  	QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  
  	QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  
  		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  
  		return new Vector2(
  			QuadraticBezier( t, v0.x, v1.x, v2.x ),
  			QuadraticBezier( t, v0.y, v1.y, v2.y )
  		);
  
  	};
  
  	var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {
  
  		fromPoints: function ( vectors ) {
  
  			this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  
  			for ( var i = 1, l = vectors.length; i < l; i ++ ) {
  
  				this.lineTo( vectors[ i ].x, vectors[ i ].y );
  
  			}
  
  		},
  
  		moveTo: function ( x, y ) {
  
  			this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  
  		},
  
  		lineTo: function ( x, y ) {
  
  			var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  			this.curves.push( curve );
  
  			this.currentPoint.set( x, y );
  
  		},
  
  		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  
  			var curve = new QuadraticBezierCurve(
  				this.currentPoint.clone(),
  				new Vector2( aCPx, aCPy ),
  				new Vector2( aX, aY )
  			);
  
  			this.curves.push( curve );
  
  			this.currentPoint.set( aX, aY );
  
  		},
  
  		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  
  			var curve = new CubicBezierCurve(
  				this.currentPoint.clone(),
  				new Vector2( aCP1x, aCP1y ),
  				new Vector2( aCP2x, aCP2y ),
  				new Vector2( aX, aY )
  			);
  
  			this.curves.push( curve );
  
  			this.currentPoint.set( aX, aY );
  
  		},
  
  		splineThru: function ( pts /*Array of Vector*/ ) {
  
  			var npts = [ this.currentPoint.clone() ].concat( pts );
  
  			var curve = new SplineCurve( npts );
  			this.curves.push( curve );
  
  			this.currentPoint.copy( pts[ pts.length - 1 ] );
  
  		},
  
  		arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  
  			var x0 = this.currentPoint.x;
  			var y0 = this.currentPoint.y;
  
  			this.absarc( aX + x0, aY + y0, aRadius,
  				aStartAngle, aEndAngle, aClockwise );
  
  		},
  
  		absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  
  			this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  
  		},
  
  		ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  
  			var x0 = this.currentPoint.x;
  			var y0 = this.currentPoint.y;
  
  			this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  
  		},
  
  		absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  
  			var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  
  			if ( this.curves.length > 0 ) {
  
  				// if a previous curve is present, attempt to join
  				var firstPoint = curve.getPoint( 0 );
  
  				if ( ! firstPoint.equals( this.currentPoint ) ) {
  
  					this.lineTo( firstPoint.x, firstPoint.y );
  
  				}
  
  			}
  
  			this.curves.push( curve );
  
  			var lastPoint = curve.getPoint( 1 );
  			this.currentPoint.copy( lastPoint );
  
  		}
  
  	} );
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * Creates free form 2d path using series of points, lines or curves.
  	 **/
  
  	function Path( points ) {
  
  		CurvePath.call( this );
  		this.currentPoint = new Vector2();
  
  		if ( points ) {
  
  			this.fromPoints( points );
  
  		}
  
  	}
  
  	Path.prototype = PathPrototype;
  	PathPrototype.constructor = Path;
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * Defines a 2d shape plane using paths.
  	 **/
  
  	// STEP 1 Create a path.
  	// STEP 2 Turn path into shape.
  	// STEP 3 ExtrudeGeometry takes in Shape/Shapes
  	// STEP 3a - Extract points from each shape, turn to vertices
  	// STEP 3b - Triangulate each shape, add faces.
  
  	function Shape() {
  
  		Path.apply( this, arguments );
  
  		this.holes = [];
  
  	}
  
  	Shape.prototype = Object.assign( Object.create( PathPrototype ), {
  
  		constructor: Shape,
  
  		getPointsHoles: function ( divisions ) {
  
  			var holesPts = [];
  
  			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  
  				holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  
  			}
  
  			return holesPts;
  
  		},
  
  		// Get points of shape and holes (keypoints based on segments parameter)
  
  		extractAllPoints: function ( divisions ) {
  
  			return {
  
  				shape: this.getPoints( divisions ),
  				holes: this.getPointsHoles( divisions )
  
  			};
  
  		},
  
  		extractPoints: function ( divisions ) {
  
  			return this.extractAllPoints( divisions );
  
  		}
  
  	} );
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  	 **/
  
  	function ShapePath() {
  
  		this.subPaths = [];
  		this.currentPath = null;
  
  	}
  
  	ShapePath.prototype = {
  
  		moveTo: function ( x, y ) {
  
  			this.currentPath = new Path();
  			this.subPaths.push( this.currentPath );
  			this.currentPath.moveTo( x, y );
  
  		},
  
  		lineTo: function ( x, y ) {
  
  			this.currentPath.lineTo( x, y );
  
  		},
  
  		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  
  			this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  
  		},
  
  		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  
  			this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  
  		},
  
  		splineThru: function ( pts ) {
  
  			this.currentPath.splineThru( pts );
  
  		},
  
  		toShapes: function ( isCCW, noHoles ) {
  
  			function toShapesNoHoles( inSubpaths ) {
  
  				var shapes = [];
  
  				for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  
  					var tmpPath = inSubpaths[ i ];
  
  					var tmpShape = new Shape();
  					tmpShape.curves = tmpPath.curves;
  
  					shapes.push( tmpShape );
  
  				}
  
  				return shapes;
  
  			}
  
  			function isPointInsidePolygon( inPt, inPolygon ) {
  
  				var polyLen = inPolygon.length;
  
  				// inPt on polygon contour => immediate success    or
  				// toggling of inside/outside at every single! intersection point of an edge
  				//  with the horizontal line through inPt, left of inPt
  				//  not counting lowerY endpoints of edges and whole edges on that line
  				var inside = false;
  				for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  
  					var edgeLowPt  = inPolygon[ p ];
  					var edgeHighPt = inPolygon[ q ];
  
  					var edgeDx = edgeHighPt.x - edgeLowPt.x;
  					var edgeDy = edgeHighPt.y - edgeLowPt.y;
  
  					if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  
  						// not parallel
  						if ( edgeDy < 0 ) {
  
  							edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
  							edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  
  						}
  						if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;
  
  						if ( inPt.y === edgeLowPt.y ) {
  
  							if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
  							// continue;				// no intersection or edgeLowPt => doesn't count !!!
  
  						} else {
  
  							var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  							if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
  							if ( perpEdge < 0 ) 				continue;
  							inside = ! inside;		// true intersection left of inPt
  
  						}
  
  					} else {
  
  						// parallel or collinear
  						if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
  						// edge lies on the same horizontal line as inPt
  						if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  							 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
  						// continue;
  
  					}
  
  				}
  
  				return	inside;
  
  			}
  
  			var isClockWise = ShapeUtils.isClockWise;
  
  			var subPaths = this.subPaths;
  			if ( subPaths.length === 0 ) return [];
  
  			if ( noHoles === true )	return	toShapesNoHoles( subPaths );
  
  
  			var solid, tmpPath, tmpShape, shapes = [];
  
  			if ( subPaths.length === 1 ) {
  
  				tmpPath = subPaths[ 0 ];
  				tmpShape = new Shape();
  				tmpShape.curves = tmpPath.curves;
  				shapes.push( tmpShape );
  				return shapes;
  
  			}
  
  			var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  			holesFirst = isCCW ? ! holesFirst : holesFirst;
  
  			// console.log("Holes first", holesFirst);
  
  			var betterShapeHoles = [];
  			var newShapes = [];
  			var newShapeHoles = [];
  			var mainIdx = 0;
  			var tmpPoints;
  
  			newShapes[ mainIdx ] = undefined;
  			newShapeHoles[ mainIdx ] = [];
  
  			for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  
  				tmpPath = subPaths[ i ];
  				tmpPoints = tmpPath.getPoints();
  				solid = isClockWise( tmpPoints );
  				solid = isCCW ? ! solid : solid;
  
  				if ( solid ) {
  
  					if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;
  
  					newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  					newShapes[ mainIdx ].s.curves = tmpPath.curves;
  
  					if ( holesFirst )	mainIdx ++;
  					newShapeHoles[ mainIdx ] = [];
  
  					//console.log('cw', i);
  
  				} else {
  
  					newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  
  					//console.log('ccw', i);
  
  				}
  
  			}
  
  			// only Holes? -> probably all Shapes with wrong orientation
  			if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );
  
  
  			if ( newShapes.length > 1 ) {
  
  				var ambiguous = false;
  				var toChange = [];
  
  				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  
  					betterShapeHoles[ sIdx ] = [];
  
  				}
  
  				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  
  					var sho = newShapeHoles[ sIdx ];
  
  					for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  
  						var ho = sho[ hIdx ];
  						var hole_unassigned = true;
  
  						for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  
  							if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  
  								if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  								if ( hole_unassigned ) {
  
  									hole_unassigned = false;
  									betterShapeHoles[ s2Idx ].push( ho );
  
  								} else {
  
  									ambiguous = true;
  
  								}
  
  							}
  
  						}
  						if ( hole_unassigned ) {
  
  							betterShapeHoles[ sIdx ].push( ho );
  
  						}
  
  					}
  
  				}
  				// console.log("ambiguous: ", ambiguous);
  				if ( toChange.length > 0 ) {
  
  					// console.log("to change: ", toChange);
  					if ( ! ambiguous )	newShapeHoles = betterShapeHoles;
  
  				}
  
  			}
  
  			var tmpHoles;
  
  			for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  
  				tmpShape = newShapes[ i ].s;
  				shapes.push( tmpShape );
  				tmpHoles = newShapeHoles[ i ];
  
  				for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  
  					tmpShape.holes.push( tmpHoles[ j ].h );
  
  				}
  
  			}
  
  			//console.log("shape", shapes);
  
  			return shapes;
  
  		}
  
  	};
  
  	/**
  	 * @author zz85 / http://www.lab4games.net/zz85/blog
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Font( data ) {
  
  		this.data = data;
  
  	}
  
  	Object.assign( Font.prototype, {
  
  		isFont: true,
  
  		generateShapes: function ( text, size, divisions ) {
  
  			function createPaths( text ) {
  
  				var chars = String( text ).split( '' );
  				var scale = size / data.resolution;
  				var offset = 0;
  
  				var paths = [];
  
  				for ( var i = 0; i < chars.length; i ++ ) {
  
  					var ret = createPath( chars[ i ], scale, offset );
  					offset += ret.offset;
  
  					paths.push( ret.path );
  
  				}
  
  				return paths;
  
  			}
  
  			function createPath( c, scale, offset ) {
  
  				var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
  
  				if ( ! glyph ) return;
  
  				var path = new ShapePath();
  
  				var pts = [];
  				var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
  
  				if ( glyph.o ) {
  
  					var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  
  					for ( var i = 0, l = outline.length; i < l; ) {
  
  						var action = outline[ i ++ ];
  
  						switch ( action ) {
  
  							case 'm': // moveTo
  
  								x = outline[ i ++ ] * scale + offset;
  								y = outline[ i ++ ] * scale;
  
  								path.moveTo( x, y );
  
  								break;
  
  							case 'l': // lineTo
  
  								x = outline[ i ++ ] * scale + offset;
  								y = outline[ i ++ ] * scale;
  
  								path.lineTo( x, y );
  
  								break;
  
  							case 'q': // quadraticCurveTo
  
  								cpx  = outline[ i ++ ] * scale + offset;
  								cpy  = outline[ i ++ ] * scale;
  								cpx1 = outline[ i ++ ] * scale + offset;
  								cpy1 = outline[ i ++ ] * scale;
  
  								path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  
  								laste = pts[ pts.length - 1 ];
  
  								if ( laste ) {
  
  									cpx0 = laste.x;
  									cpy0 = laste.y;
  
  									for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
  
  										var t = i2 / divisions;
  										QuadraticBezier( t, cpx0, cpx1, cpx );
  										QuadraticBezier( t, cpy0, cpy1, cpy );
  
  									}
  
  								}
  
  								break;
  
  							case 'b': // bezierCurveTo
  
  								cpx  = outline[ i ++ ] * scale + offset;
  								cpy  = outline[ i ++ ] * scale;
  								cpx1 = outline[ i ++ ] * scale + offset;
  								cpy1 = outline[ i ++ ] * scale;
  								cpx2 = outline[ i ++ ] * scale + offset;
  								cpy2 = outline[ i ++ ] * scale;
  
  								path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  
  								laste = pts[ pts.length - 1 ];
  
  								if ( laste ) {
  
  									cpx0 = laste.x;
  									cpy0 = laste.y;
  
  									for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
  
  										var t = i2 / divisions;
  										CubicBezier( t, cpx0, cpx1, cpx2, cpx );
  										CubicBezier( t, cpy0, cpy1, cpy2, cpy );
  
  									}
  
  								}
  
  								break;
  
  						}
  
  					}
  
  				}
  
  				return { offset: glyph.ha * scale, path: path };
  
  			}
  
  			//
  
  			if ( size === undefined ) size = 100;
  			if ( divisions === undefined ) divisions = 4;
  
  			var data = this.data;
  
  			var paths = createPaths( text );
  			var shapes = [];
  
  			for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  
  				Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  
  			}
  
  			return shapes;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function FontLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( FontLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var scope = this;
  
  			var loader = new FileLoader( this.manager );
  			loader.load( url, function ( text ) {
  
  				var json;
  
  				try {
  
  					json = JSON.parse( text );
  
  				} catch ( e ) {
  
  					console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  					json = JSON.parse( text.substring( 65, text.length - 2 ) );
  
  				}
  
  				var font = scope.parse( json );
  
  				if ( onLoad ) onLoad( font );
  
  			}, onProgress, onError );
  
  		},
  
  		parse: function ( json ) {
  
  			return new Font( json );
  
  		}
  
  	} );
  
  	var context;
  
  	var AudioContext = {
  
  		getContext: function () {
  
  			if ( context === undefined ) {
  
  				context = new ( window.AudioContext || window.webkitAudioContext )();
  
  			}
  
  			return context;
  
  		},
  
  		setContext: function ( value ) {
  
  			context = value;
  
  		}
  
  	};
  
  	/**
  	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
  	 */
  
  	function AudioLoader( manager ) {
  
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  	}
  
  	Object.assign( AudioLoader.prototype, {
  
  		load: function ( url, onLoad, onProgress, onError ) {
  
  			var loader = new FileLoader( this.manager );
  			loader.setResponseType( 'arraybuffer' );
  			loader.load( url, function ( buffer ) {
  
  				var context = AudioContext.getContext();
  
  				context.decodeAudioData( buffer, function ( audioBuffer ) {
  
  					onLoad( audioBuffer );
  
  				} );
  
  			}, onProgress, onError );
  
  		}
  
  	} );
  
  	/**
  	 * @author abelnation / http://github.com/abelnation
  	 */
  
  	function RectAreaLight ( color, intensity, width, height ) {
  
  		Light.call( this, color, intensity );
  
  		this.type = 'RectAreaLight';
  
  		this.position.set( 0, 1, 0 );
  		this.updateMatrix();
  
  		this.width = ( width !== undefined ) ? width : 10;
  		this.height = ( height !== undefined ) ? height : 10;
  
  		// TODO (abelnation): distance/decay
  
  		// TODO (abelnation): update method for RectAreaLight to update transform to lookat target
  
  		// TODO (abelnation): shadows
  		// this.shadow = new THREE.RectAreaLightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );
  
  	}
  
  	// TODO (abelnation): RectAreaLight update when light shape is changed
  	RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  
  		constructor: RectAreaLight,
  
  		isRectAreaLight: true,
  
  		copy: function ( source ) {
  
  			Light.prototype.copy.call( this, source );
  
  			this.width = source.width;
  			this.height = source.height;
  
  			// this.shadow = source.shadow.clone();
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function StereoCamera() {
  
  		this.type = 'StereoCamera';
  
  		this.aspect = 1;
  
  		this.eyeSep = 0.064;
  
  		this.cameraL = new PerspectiveCamera();
  		this.cameraL.layers.enable( 1 );
  		this.cameraL.matrixAutoUpdate = false;
  
  		this.cameraR = new PerspectiveCamera();
  		this.cameraR.layers.enable( 2 );
  		this.cameraR.matrixAutoUpdate = false;
  
  	}
  
  	Object.assign( StereoCamera.prototype, {
  
  		update: ( function () {
  
  			var instance, focus, fov, aspect, near, far, zoom;
  
  			var eyeRight = new Matrix4();
  			var eyeLeft = new Matrix4();
  
  			return function update( camera ) {
  
  				var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  													aspect !== camera.aspect * this.aspect || near !== camera.near ||
  													far !== camera.far || zoom !== camera.zoom;
  
  				if ( needsUpdate ) {
  
  					instance = this;
  					focus = camera.focus;
  					fov = camera.fov;
  					aspect = camera.aspect * this.aspect;
  					near = camera.near;
  					far = camera.far;
  					zoom = camera.zoom;
  
  					// Off-axis stereoscopic effect based on
  					// http://paulbourke.net/stereographics/stereorender/
  
  					var projectionMatrix = camera.projectionMatrix.clone();
  					var eyeSep = this.eyeSep / 2;
  					var eyeSepOnProjection = eyeSep * near / focus;
  					var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  					var xmin, xmax;
  
  					// translate xOffset
  
  					eyeLeft.elements[ 12 ] = - eyeSep;
  					eyeRight.elements[ 12 ] = eyeSep;
  
  					// for left eye
  
  					xmin = - ymax * aspect + eyeSepOnProjection;
  					xmax = ymax * aspect + eyeSepOnProjection;
  
  					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  
  					this.cameraL.projectionMatrix.copy( projectionMatrix );
  
  					// for right eye
  
  					xmin = - ymax * aspect - eyeSepOnProjection;
  					xmax = ymax * aspect - eyeSepOnProjection;
  
  					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  
  					this.cameraR.projectionMatrix.copy( projectionMatrix );
  
  				}
  
  				this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  				this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  
  			};
  
  		} )()
  
  	} );
  
  	/**
  	 * Camera for rendering cube maps
  	 *	- renders scene into axis-aligned cube
  	 *
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function CubeCamera( near, far, cubeResolution ) {
  
  		Object3D.call( this );
  
  		this.type = 'CubeCamera';
  
  		var fov = 90, aspect = 1;
  
  		var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  		cameraPX.up.set( 0, - 1, 0 );
  		cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  		this.add( cameraPX );
  
  		var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  		cameraNX.up.set( 0, - 1, 0 );
  		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  		this.add( cameraNX );
  
  		var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  		cameraPY.up.set( 0, 0, 1 );
  		cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  		this.add( cameraPY );
  
  		var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  		cameraNY.up.set( 0, 0, - 1 );
  		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  		this.add( cameraNY );
  
  		var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  		cameraPZ.up.set( 0, - 1, 0 );
  		cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  		this.add( cameraPZ );
  
  		var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  		cameraNZ.up.set( 0, - 1, 0 );
  		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  		this.add( cameraNZ );
  
  		var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  
  		this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  
  		this.updateCubeMap = function ( renderer, scene ) {
  
  			if ( this.parent === null ) this.updateMatrixWorld();
  
  			var renderTarget = this.renderTarget;
  			var generateMipmaps = renderTarget.texture.generateMipmaps;
  
  			renderTarget.texture.generateMipmaps = false;
  
  			renderTarget.activeCubeFace = 0;
  			renderer.render( scene, cameraPX, renderTarget );
  
  			renderTarget.activeCubeFace = 1;
  			renderer.render( scene, cameraNX, renderTarget );
  
  			renderTarget.activeCubeFace = 2;
  			renderer.render( scene, cameraPY, renderTarget );
  
  			renderTarget.activeCubeFace = 3;
  			renderer.render( scene, cameraNY, renderTarget );
  
  			renderTarget.activeCubeFace = 4;
  			renderer.render( scene, cameraPZ, renderTarget );
  
  			renderTarget.texture.generateMipmaps = generateMipmaps;
  
  			renderTarget.activeCubeFace = 5;
  			renderer.render( scene, cameraNZ, renderTarget );
  
  			renderer.setRenderTarget( null );
  
  		};
  
  	}
  
  	CubeCamera.prototype = Object.create( Object3D.prototype );
  	CubeCamera.prototype.constructor = CubeCamera;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function AudioListener() {
  
  		Object3D.call( this );
  
  		this.type = 'AudioListener';
  
  		this.context = AudioContext.getContext();
  
  		this.gain = this.context.createGain();
  		this.gain.connect( this.context.destination );
  
  		this.filter = null;
  
  	}
  
  	AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: AudioListener,
  
  		getInput: function () {
  
  			return this.gain;
  
  		},
  
  		removeFilter: function ( ) {
  
  			if ( this.filter !== null ) {
  
  				this.gain.disconnect( this.filter );
  				this.filter.disconnect( this.context.destination );
  				this.gain.connect( this.context.destination );
  				this.filter = null;
  
  			}
  
  		},
  
  		getFilter: function () {
  
  			return this.filter;
  
  		},
  
  		setFilter: function ( value ) {
  
  			if ( this.filter !== null ) {
  
  				this.gain.disconnect( this.filter );
  				this.filter.disconnect( this.context.destination );
  
  			} else {
  
  				this.gain.disconnect( this.context.destination );
  
  			}
  
  			this.filter = value;
  			this.gain.connect( this.filter );
  			this.filter.connect( this.context.destination );
  
  		},
  
  		getMasterVolume: function () {
  
  			return this.gain.gain.value;
  
  		},
  
  		setMasterVolume: function ( value ) {
  
  			this.gain.gain.value = value;
  
  		},
  
  		updateMatrixWorld: ( function () {
  
  			var position = new Vector3();
  			var quaternion = new Quaternion();
  			var scale = new Vector3();
  
  			var orientation = new Vector3();
  
  			return function updateMatrixWorld( force ) {
  
  				Object3D.prototype.updateMatrixWorld.call( this, force );
  
  				var listener = this.context.listener;
  				var up = this.up;
  
  				this.matrixWorld.decompose( position, quaternion, scale );
  
  				orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  
  				if ( listener.positionX ) {
  
  					listener.positionX.setValueAtTime( position.x, this.context.currentTime );
  					listener.positionY.setValueAtTime( position.y, this.context.currentTime );
  					listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
  					listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
  					listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
  					listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
  					listener.upX.setValueAtTime( up.x, this.context.currentTime );
  					listener.upY.setValueAtTime( up.y, this.context.currentTime );
  					listener.upZ.setValueAtTime( up.z, this.context.currentTime );
  
  				} else {
  
  					listener.setPosition( position.x, position.y, position.z );
  					listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  
  				}
  
  			};
  
  		} )()
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
  	 */
  
  	function Audio( listener ) {
  
  		Object3D.call( this );
  
  		this.type = 'Audio';
  
  		this.context = listener.context;
  
  		this.gain = this.context.createGain();
  		this.gain.connect( listener.getInput() );
  
  		this.autoplay = false;
  
  		this.buffer = null;
  		this.loop = false;
  		this.startTime = 0;
  		this.playbackRate = 1;
  		this.isPlaying = false;
  		this.hasPlaybackControl = true;
  		this.sourceType = 'empty';
  
  		this.filters = [];
  
  	}
  
  	Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  
  		constructor: Audio,
  
  		getOutput: function () {
  
  			return this.gain;
  
  		},
  
  		setNodeSource: function ( audioNode ) {
  
  			this.hasPlaybackControl = false;
  			this.sourceType = 'audioNode';
  			this.source = audioNode;
  			this.connect();
  
  			return this;
  
  		},
  
  		setBuffer: function ( audioBuffer ) {
  
  			this.buffer = audioBuffer;
  			this.sourceType = 'buffer';
  
  			if ( this.autoplay ) this.play();
  
  			return this;
  
  		},
  
  		play: function () {
  
  			if ( this.isPlaying === true ) {
  
  				console.warn( 'THREE.Audio: Audio is already playing.' );
  				return;
  
  			}
  
  			if ( this.hasPlaybackControl === false ) {
  
  				console.warn( 'THREE.Audio: this Audio has no playback control.' );
  				return;
  
  			}
  
  			var source = this.context.createBufferSource();
  
  			source.buffer = this.buffer;
  			source.loop = this.loop;
  			source.onended = this.onEnded.bind( this );
  			source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
  			source.start( 0, this.startTime );
  
  			this.isPlaying = true;
  
  			this.source = source;
  
  			return this.connect();
  
  		},
  
  		pause: function () {
  
  			if ( this.hasPlaybackControl === false ) {
  
  				console.warn( 'THREE.Audio: this Audio has no playback control.' );
  				return;
  
  			}
  
  			this.source.stop();
  			this.startTime = this.context.currentTime;
  			this.isPlaying = false;
  
  			return this;
  
  		},
  
  		stop: function () {
  
  			if ( this.hasPlaybackControl === false ) {
  
  				console.warn( 'THREE.Audio: this Audio has no playback control.' );
  				return;
  
  			}
  
  			this.source.stop();
  			this.startTime = 0;
  			this.isPlaying = false;
  
  			return this;
  
  		},
  
  		connect: function () {
  
  			if ( this.filters.length > 0 ) {
  
  				this.source.connect( this.filters[ 0 ] );
  
  				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  
  					this.filters[ i - 1 ].connect( this.filters[ i ] );
  
  				}
  
  				this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  
  			} else {
  
  				this.source.connect( this.getOutput() );
  
  			}
  
  			return this;
  
  		},
  
  		disconnect: function () {
  
  			if ( this.filters.length > 0 ) {
  
  				this.source.disconnect( this.filters[ 0 ] );
  
  				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  
  					this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  
  				}
  
  				this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  
  			} else {
  
  				this.source.disconnect( this.getOutput() );
  
  			}
  
  			return this;
  
  		},
  
  		getFilters: function () {
  
  			return this.filters;
  
  		},
  
  		setFilters: function ( value ) {
  
  			if ( ! value ) value = [];
  
  			if ( this.isPlaying === true ) {
  
  				this.disconnect();
  				this.filters = value;
  				this.connect();
  
  			} else {
  
  				this.filters = value;
  
  			}
  
  			return this;
  
  		},
  
  		getFilter: function () {
  
  			return this.getFilters()[ 0 ];
  
  		},
  
  		setFilter: function ( filter ) {
  
  			return this.setFilters( filter ? [ filter ] : [] );
  
  		},
  
  		setPlaybackRate: function ( value ) {
  
  			if ( this.hasPlaybackControl === false ) {
  
  				console.warn( 'THREE.Audio: this Audio has no playback control.' );
  				return;
  
  			}
  
  			this.playbackRate = value;
  
  			if ( this.isPlaying === true ) {
  
  				this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );
  
  			}
  
  			return this;
  
  		},
  
  		getPlaybackRate: function () {
  
  			return this.playbackRate;
  
  		},
  
  		onEnded: function () {
  
  			this.isPlaying = false;
  
  		},
  
  		getLoop: function () {
  
  			if ( this.hasPlaybackControl === false ) {
  
  				console.warn( 'THREE.Audio: this Audio has no playback control.' );
  				return false;
  
  			}
  
  			return this.loop;
  
  		},
  
  		setLoop: function ( value ) {
  
  			if ( this.hasPlaybackControl === false ) {
  
  				console.warn( 'THREE.Audio: this Audio has no playback control.' );
  				return;
  
  			}
  
  			this.loop = value;
  
  			if ( this.isPlaying === true ) {
  
  				this.source.loop = this.loop;
  
  			}
  
  			return this;
  
  		},
  
  		getVolume: function () {
  
  			return this.gain.gain.value;
  
  		},
  
  
  		setVolume: function ( value ) {
  
  			this.gain.gain.value = value;
  
  			return this;
  
  		}
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function PositionalAudio( listener ) {
  
  		Audio.call( this, listener );
  
  		this.panner = this.context.createPanner();
  		this.panner.connect( this.gain );
  
  	}
  
  	PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  
  		constructor: PositionalAudio,
  
  		getOutput: function () {
  
  			return this.panner;
  
  		},
  
  		getRefDistance: function () {
  
  			return this.panner.refDistance;
  
  		},
  
  		setRefDistance: function ( value ) {
  
  			this.panner.refDistance = value;
  
  		},
  
  		getRolloffFactor: function () {
  
  			return this.panner.rolloffFactor;
  
  		},
  
  		setRolloffFactor: function ( value ) {
  
  			this.panner.rolloffFactor = value;
  
  		},
  
  		getDistanceModel: function () {
  
  			return this.panner.distanceModel;
  
  		},
  
  		setDistanceModel: function ( value ) {
  
  			this.panner.distanceModel = value;
  
  		},
  
  		getMaxDistance: function () {
  
  			return this.panner.maxDistance;
  
  		},
  
  		setMaxDistance: function ( value ) {
  
  			this.panner.maxDistance = value;
  
  		},
  
  		updateMatrixWorld: ( function () {
  
  			var position = new Vector3();
  
  			return function updateMatrixWorld( force ) {
  
  				Object3D.prototype.updateMatrixWorld.call( this, force );
  
  				position.setFromMatrixPosition( this.matrixWorld );
  
  				this.panner.setPosition( position.x, position.y, position.z );
  
  			};
  
  		} )()
  
  
  	} );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function AudioAnalyser( audio, fftSize ) {
  
  		this.analyser = audio.context.createAnalyser();
  		this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  
  		this.data = new Uint8Array( this.analyser.frequencyBinCount );
  
  		audio.getOutput().connect( this.analyser );
  
  	}
  
  	Object.assign( AudioAnalyser.prototype, {
  
  		getFrequencyData: function () {
  
  			this.analyser.getByteFrequencyData( this.data );
  
  			return this.data;
  
  		},
  
  		getAverageFrequency: function () {
  
  			var value = 0, data = this.getFrequencyData();
  
  			for ( var i = 0; i < data.length; i ++ ) {
  
  				value += data[ i ];
  
  			}
  
  			return value / data.length;
  
  		}
  
  	} );
  
  	/**
  	 *
  	 * Buffered scene graph property that allows weighted accumulation.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function PropertyMixer( binding, typeName, valueSize ) {
  
  		this.binding = binding;
  		this.valueSize = valueSize;
  
  		var bufferType = Float64Array,
  			mixFunction;
  
  		switch ( typeName ) {
  
  			case 'quaternion':
  				mixFunction = this._slerp;
  				break;
  
  			case 'string':
  			case 'bool':
  				bufferType = Array;
  				mixFunction = this._select;
  				break;
  
  			default:
  				mixFunction = this._lerp;
  
  		}
  
  		this.buffer = new bufferType( valueSize * 4 );
  		// layout: [ incoming | accu0 | accu1 | orig ]
  		//
  		// interpolators can use .buffer as their .result
  		// the data then goes to 'incoming'
  		//
  		// 'accu0' and 'accu1' are used frame-interleaved for
  		// the cumulative result and are compared to detect
  		// changes
  		//
  		// 'orig' stores the original state of the property
  
  		this._mixBufferRegion = mixFunction;
  
  		this.cumulativeWeight = 0;
  
  		this.useCount = 0;
  		this.referenceCount = 0;
  
  	}
  
  	PropertyMixer.prototype = {
  
  		constructor: PropertyMixer,
  
  		// accumulate data in the 'incoming' region into 'accu<i>'
  		accumulate: function( accuIndex, weight ) {
  
  			// note: happily accumulating nothing when weight = 0, the caller knows
  			// the weight and shouldn't have made the call in the first place
  
  			var buffer = this.buffer,
  				stride = this.valueSize,
  				offset = accuIndex * stride + stride,
  
  				currentWeight = this.cumulativeWeight;
  
  			if ( currentWeight === 0 ) {
  
  				// accuN := incoming * weight
  
  				for ( var i = 0; i !== stride; ++ i ) {
  
  					buffer[ offset + i ] = buffer[ i ];
  
  				}
  
  				currentWeight = weight;
  
  			} else {
  
  				// accuN := accuN + incoming * weight
  
  				currentWeight += weight;
  				var mix = weight / currentWeight;
  				this._mixBufferRegion( buffer, offset, 0, mix, stride );
  
  			}
  
  			this.cumulativeWeight = currentWeight;
  
  		},
  
  		// apply the state of 'accu<i>' to the binding when accus differ
  		apply: function( accuIndex ) {
  
  			var stride = this.valueSize,
  				buffer = this.buffer,
  				offset = accuIndex * stride + stride,
  
  				weight = this.cumulativeWeight,
  
  				binding = this.binding;
  
  			this.cumulativeWeight = 0;
  
  			if ( weight < 1 ) {
  
  				// accuN := accuN + original * ( 1 - cumulativeWeight )
  
  				var originalValueOffset = stride * 3;
  
  				this._mixBufferRegion(
  						buffer, offset, originalValueOffset, 1 - weight, stride );
  
  			}
  
  			for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  
  				if ( buffer[ i ] !== buffer[ i + stride ] ) {
  
  					// value has changed -> update scene graph
  
  					binding.setValue( buffer, offset );
  					break;
  
  				}
  
  			}
  
  		},
  
  		// remember the state of the bound property and copy it to both accus
  		saveOriginalState: function() {
  
  			var binding = this.binding;
  
  			var buffer = this.buffer,
  				stride = this.valueSize,
  
  				originalValueOffset = stride * 3;
  
  			binding.getValue( buffer, originalValueOffset );
  
  			// accu[0..1] := orig -- initially detect changes against the original
  			for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  
  				buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  
  			}
  
  			this.cumulativeWeight = 0;
  
  		},
  
  		// apply the state previously taken via 'saveOriginalState' to the binding
  		restoreOriginalState: function() {
  
  			var originalValueOffset = this.valueSize * 3;
  			this.binding.setValue( this.buffer, originalValueOffset );
  
  		},
  
  
  		// mix functions
  
  		_select: function( buffer, dstOffset, srcOffset, t, stride ) {
  
  			if ( t >= 0.5 ) {
  
  				for ( var i = 0; i !== stride; ++ i ) {
  
  					buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  
  				}
  
  			}
  
  		},
  
  		_slerp: function( buffer, dstOffset, srcOffset, t, stride ) {
  
  			Quaternion.slerpFlat( buffer, dstOffset,
  					buffer, dstOffset, buffer, srcOffset, t );
  
  		},
  
  		_lerp: function( buffer, dstOffset, srcOffset, t, stride ) {
  
  			var s = 1 - t;
  
  			for ( var i = 0; i !== stride; ++ i ) {
  
  				var j = dstOffset + i;
  
  				buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  
  			}
  
  		}
  
  	};
  
  	/**
  	 *
  	 * A reference to a real property in the scene graph.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function PropertyBinding( rootNode, path, parsedPath ) {
  
  		this.path = path;
  		this.parsedPath = parsedPath ||
  				PropertyBinding.parseTrackName( path );
  
  		this.node = PropertyBinding.findNode(
  				rootNode, this.parsedPath.nodeName ) || rootNode;
  
  		this.rootNode = rootNode;
  
  	}
  
  	PropertyBinding.prototype = {
  
  		constructor: PropertyBinding,
  
  		getValue: function getValue_unbound( targetArray, offset ) {
  
  			this.bind();
  			this.getValue( targetArray, offset );
  
  			// Note: This class uses a State pattern on a per-method basis:
  			// 'bind' sets 'this.getValue' / 'setValue' and shadows the
  			// prototype version of these methods with one that represents
  			// the bound state. When the property is not found, the methods
  			// become no-ops.
  
  		},
  
  		setValue: function getValue_unbound( sourceArray, offset ) {
  
  			this.bind();
  			this.setValue( sourceArray, offset );
  
  		},
  
  		// create getter / setter pair for a property in the scene graph
  		bind: function() {
  
  			var targetObject = this.node,
  				parsedPath = this.parsedPath,
  
  				objectName = parsedPath.objectName,
  				propertyName = parsedPath.propertyName,
  				propertyIndex = parsedPath.propertyIndex;
  
  			if ( ! targetObject ) {
  
  				targetObject = PropertyBinding.findNode(
  						this.rootNode, parsedPath.nodeName ) || this.rootNode;
  
  				this.node = targetObject;
  
  			}
  
  			// set fail state so we can just 'return' on error
  			this.getValue = this._getValue_unavailable;
  			this.setValue = this._setValue_unavailable;
  
  	 		// ensure there is a value node
  			if ( ! targetObject ) {
  
  				console.error( "  trying to update node for track: " + this.path + " but it wasn't found." );
  				return;
  
  			}
  
  			if ( objectName ) {
  
  				var objectIndex = parsedPath.objectIndex;
  
  				// special cases were we need to reach deeper into the hierarchy to get the face materials....
  				switch ( objectName ) {
  
  					case 'materials':
  
  						if ( ! targetObject.material ) {
  
  							console.error( '  can not bind to material as node does not have a material', this );
  							return;
  
  						}
  
  						if ( ! targetObject.material.materials ) {
  
  							console.error( '  can not bind to material.materials as node.material does not have a materials array', this );
  							return;
  
  						}
  
  						targetObject = targetObject.material.materials;
  
  						break;
  
  					case 'bones':
  
  						if ( ! targetObject.skeleton ) {
  
  							console.error( '  can not bind to bones as node does not have a skeleton', this );
  							return;
  
  						}
  
  						// potential future optimization: skip this if propertyIndex is already an integer
  						// and convert the integer string to a true integer.
  
  						targetObject = targetObject.skeleton.bones;
  
  						// support resolving morphTarget names into indices.
  						for ( var i = 0; i < targetObject.length; i ++ ) {
  
  							if ( targetObject[ i ].name === objectIndex ) {
  
  								objectIndex = i;
  								break;
  
  							}
  
  						}
  
  						break;
  
  					default:
  
  						if ( targetObject[ objectName ] === undefined ) {
  
  							console.error( '  can not bind to objectName of node, undefined', this );
  							return;
  
  						}
  
  						targetObject = targetObject[ objectName ];
  
  				}
  
  
  				if ( objectIndex !== undefined ) {
  
  					if ( targetObject[ objectIndex ] === undefined ) {
  
  						console.error( "  trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
  						return;
  
  					}
  
  					targetObject = targetObject[ objectIndex ];
  
  				}
  
  			}
  
  			// resolve property
  			var nodeProperty = targetObject[ propertyName ];
  
  			if ( nodeProperty === undefined ) {
  
  				var nodeName = parsedPath.nodeName;
  
  				console.error( "  trying to update property for track: " + nodeName +
  						'.' + propertyName + " but it wasn't found.", targetObject );
  				return;
  
  			}
  
  			// determine versioning scheme
  			var versioning = this.Versioning.None;
  
  			if ( targetObject.needsUpdate !== undefined ) { // material
  
  				versioning = this.Versioning.NeedsUpdate;
  				this.targetObject = targetObject;
  
  			} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  
  				versioning = this.Versioning.MatrixWorldNeedsUpdate;
  				this.targetObject = targetObject;
  
  			}
  
  			// determine how the property gets bound
  			var bindingType = this.BindingType.Direct;
  
  			if ( propertyIndex !== undefined ) {
  				// access a sub element of the property array (only primitives are supported right now)
  
  				if ( propertyName === "morphTargetInfluences" ) {
  					// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  
  					// support resolving morphTarget names into indices.
  					if ( ! targetObject.geometry ) {
  
  						console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
  						return;
  
  					}
  
  					if ( ! targetObject.geometry.morphTargets ) {
  
  						console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
  						return;
  
  					}
  
  					for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  
  						if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  
  							propertyIndex = i;
  							break;
  
  						}
  
  					}
  
  				}
  
  				bindingType = this.BindingType.ArrayElement;
  
  				this.resolvedProperty = nodeProperty;
  				this.propertyIndex = propertyIndex;
  
  			} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  				// must use copy for Object3D.Euler/Quaternion
  
  				bindingType = this.BindingType.HasFromToArray;
  
  				this.resolvedProperty = nodeProperty;
  
  			} else if ( nodeProperty.length !== undefined ) {
  
  				bindingType = this.BindingType.EntireArray;
  
  				this.resolvedProperty = nodeProperty;
  
  			} else {
  
  				this.propertyName = propertyName;
  
  			}
  
  			// select getter / setter
  			this.getValue = this.GetterByBindingType[ bindingType ];
  			this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  
  		},
  
  		unbind: function() {
  
  			this.node = null;
  
  			// back to the prototype version of getValue / setValue
  			// note: avoiding to mutate the shape of 'this' via 'delete'
  			this.getValue = this._getValue_unbound;
  			this.setValue = this._setValue_unbound;
  
  		}
  
  	};
  
  	Object.assign( PropertyBinding.prototype, { // prototype, continued
  
  		// these are used to "bind" a nonexistent property
  		_getValue_unavailable: function() {},
  		_setValue_unavailable: function() {},
  
  		// initial state of these methods that calls 'bind'
  		_getValue_unbound: PropertyBinding.prototype.getValue,
  		_setValue_unbound: PropertyBinding.prototype.setValue,
  
  		BindingType: {
  			Direct: 0,
  			EntireArray: 1,
  			ArrayElement: 2,
  			HasFromToArray: 3
  		},
  
  		Versioning: {
  			None: 0,
  			NeedsUpdate: 1,
  			MatrixWorldNeedsUpdate: 2
  		},
  
  		GetterByBindingType: [
  
  			function getValue_direct( buffer, offset ) {
  
  				buffer[ offset ] = this.node[ this.propertyName ];
  
  			},
  
  			function getValue_array( buffer, offset ) {
  
  				var source = this.resolvedProperty;
  
  				for ( var i = 0, n = source.length; i !== n; ++ i ) {
  
  					buffer[ offset ++ ] = source[ i ];
  
  				}
  
  			},
  
  			function getValue_arrayElement( buffer, offset ) {
  
  				buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  
  			},
  
  			function getValue_toArray( buffer, offset ) {
  
  				this.resolvedProperty.toArray( buffer, offset );
  
  			}
  
  		],
  
  		SetterByBindingTypeAndVersioning: [
  
  			[
  				// Direct
  
  				function setValue_direct( buffer, offset ) {
  
  					this.node[ this.propertyName ] = buffer[ offset ];
  
  				},
  
  				function setValue_direct_setNeedsUpdate( buffer, offset ) {
  
  					this.node[ this.propertyName ] = buffer[ offset ];
  					this.targetObject.needsUpdate = true;
  
  				},
  
  				function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  					this.node[ this.propertyName ] = buffer[ offset ];
  					this.targetObject.matrixWorldNeedsUpdate = true;
  
  				}
  
  			], [
  
  				// EntireArray
  
  				function setValue_array( buffer, offset ) {
  
  					var dest = this.resolvedProperty;
  
  					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  
  						dest[ i ] = buffer[ offset ++ ];
  
  					}
  
  				},
  
  				function setValue_array_setNeedsUpdate( buffer, offset ) {
  
  					var dest = this.resolvedProperty;
  
  					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  
  						dest[ i ] = buffer[ offset ++ ];
  
  					}
  
  					this.targetObject.needsUpdate = true;
  
  				},
  
  				function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  					var dest = this.resolvedProperty;
  
  					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  
  						dest[ i ] = buffer[ offset ++ ];
  
  					}
  
  					this.targetObject.matrixWorldNeedsUpdate = true;
  
  				}
  
  			], [
  
  				// ArrayElement
  
  				function setValue_arrayElement( buffer, offset ) {
  
  					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  
  				},
  
  				function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  
  					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  					this.targetObject.needsUpdate = true;
  
  				},
  
  				function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  					this.targetObject.matrixWorldNeedsUpdate = true;
  
  				}
  
  			], [
  
  				// HasToFromArray
  
  				function setValue_fromArray( buffer, offset ) {
  
  					this.resolvedProperty.fromArray( buffer, offset );
  
  				},
  
  				function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  
  					this.resolvedProperty.fromArray( buffer, offset );
  					this.targetObject.needsUpdate = true;
  
  				},
  
  				function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  
  					this.resolvedProperty.fromArray( buffer, offset );
  					this.targetObject.matrixWorldNeedsUpdate = true;
  
  				}
  
  			]
  
  		]
  
  	} );
  
  	PropertyBinding.Composite =
  			function( targetGroup, path, optionalParsedPath ) {
  
  		var parsedPath = optionalParsedPath ||
  				PropertyBinding.parseTrackName( path );
  
  		this._targetGroup = targetGroup;
  		this._bindings = targetGroup.subscribe_( path, parsedPath );
  
  	};
  
  	PropertyBinding.Composite.prototype = {
  
  		constructor: PropertyBinding.Composite,
  
  		getValue: function( array, offset ) {
  
  			this.bind(); // bind all binding
  
  			var firstValidIndex = this._targetGroup.nCachedObjects_,
  				binding = this._bindings[ firstValidIndex ];
  
  			// and only call .getValue on the first
  			if ( binding !== undefined ) binding.getValue( array, offset );
  
  		},
  
  		setValue: function( array, offset ) {
  
  			var bindings = this._bindings;
  
  			for ( var i = this._targetGroup.nCachedObjects_,
  					n = bindings.length; i !== n; ++ i ) {
  
  				bindings[ i ].setValue( array, offset );
  
  			}
  
  		},
  
  		bind: function() {
  
  			var bindings = this._bindings;
  
  			for ( var i = this._targetGroup.nCachedObjects_,
  					n = bindings.length; i !== n; ++ i ) {
  
  				bindings[ i ].bind();
  
  			}
  
  		},
  
  		unbind: function() {
  
  			var bindings = this._bindings;
  
  			for ( var i = this._targetGroup.nCachedObjects_,
  					n = bindings.length; i !== n; ++ i ) {
  
  				bindings[ i ].unbind();
  
  			}
  
  		}
  
  	};
  
  	PropertyBinding.create = function( root, path, parsedPath ) {
  
  		if ( ! ( root && root.isAnimationObjectGroup ) ) {
  
  			return new PropertyBinding( root, path, parsedPath );
  
  		} else {
  
  			return new PropertyBinding.Composite( root, path, parsedPath );
  
  		}
  
  	};
  
  	PropertyBinding.parseTrackName = function( trackName ) {
  
  		// matches strings in the form of:
  		//    nodeName.property
  		//    nodeName.property[accessor]
  		//    nodeName.material.property[accessor]
  		//    uuid.property[accessor]
  		//    uuid.objectName[objectIndex].propertyName[propertyIndex]
  		//    parentName/nodeName.property
  		//    parentName/parentName/nodeName.property[index]
  		//    .bone[Armature.DEF_cog].position
  		//    scene:helium_balloon_model:helium_balloon_model.position
  		// created and tested via https://regex101.com/#javascript
  
  		var re = /^((?:[\w-]+[\/:])*)([\w-]+)?(?:\.([\w-]+)(?:\[(.+)\])?)?\.([\w-]+)(?:\[(.+)\])?$/;
  		var matches = re.exec( trackName );
  
  		if ( ! matches ) {
  
  			throw new Error( "cannot parse trackName at all: " + trackName );
  
  		}
  
  		var results = {
  			// directoryName: matches[ 1 ], // (tschw) currently unused
  			nodeName: matches[ 2 ], 	// allowed to be null, specified root node.
  			objectName: matches[ 3 ],
  			objectIndex: matches[ 4 ],
  			propertyName: matches[ 5 ],
  			propertyIndex: matches[ 6 ]	// allowed to be null, specifies that the whole property is set.
  		};
  
  		if ( results.propertyName === null || results.propertyName.length === 0 ) {
  
  			throw new Error( "can not parse propertyName from trackName: " + trackName );
  
  		}
  
  		return results;
  
  	};
  
  	PropertyBinding.findNode = function( root, nodeName ) {
  
  		if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  
  			return root;
  
  		}
  
  		// search into skeleton bones.
  		if ( root.skeleton ) {
  
  			var searchSkeleton = function( skeleton ) {
  
  				for( var i = 0; i < skeleton.bones.length; i ++ ) {
  
  					var bone = skeleton.bones[ i ];
  
  					if ( bone.name === nodeName ) {
  
  						return bone;
  
  					}
  				}
  
  				return null;
  
  			};
  
  			var bone = searchSkeleton( root.skeleton );
  
  			if ( bone ) {
  
  				return bone;
  
  			}
  		}
  
  		// search into node subtree.
  		if ( root.children ) {
  
  			var searchNodeSubtree = function( children ) {
  
  				for( var i = 0; i < children.length; i ++ ) {
  
  					var childNode = children[ i ];
  
  					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  
  						return childNode;
  
  					}
  
  					var result = searchNodeSubtree( childNode.children );
  
  					if ( result ) return result;
  
  				}
  
  				return null;
  
  			};
  
  			var subTreeNode = searchNodeSubtree( root.children );
  
  			if ( subTreeNode ) {
  
  				return subTreeNode;
  
  			}
  
  		}
  
  		return null;
  
  	};
  
  	/**
  	 *
  	 * A group of objects that receives a shared animation state.
  	 *
  	 * Usage:
  	 *
  	 * 	-	Add objects you would otherwise pass as 'root' to the
  	 * 		constructor or the .clipAction method of AnimationMixer.
  	 *
  	 * 	-	Instead pass this object as 'root'.
  	 *
  	 * 	-	You can also add and remove objects later when the mixer
  	 * 		is running.
  	 *
  	 * Note:
  	 *
  	 *  	Objects of this class appear as one object to the mixer,
  	 *  	so cache control of the individual objects must be done
  	 *  	on the group.
  	 *
  	 * Limitation:
  	 *
  	 * 	- 	The animated properties must be compatible among the
  	 * 		all objects in the group.
  	 *
  	 *  -	A single property can either be controlled through a
  	 *  	target group or directly, but not both.
  	 *
  	 * @author tschw
  	 */
  
  	function AnimationObjectGroup( var_args ) {
  
  		this.uuid = _Math.generateUUID();
  
  		// cached objects followed by the active ones
  		this._objects = Array.prototype.slice.call( arguments );
  
  		this.nCachedObjects_ = 0;			// threshold
  		// note: read by PropertyBinding.Composite
  
  		var indices = {};
  		this._indicesByUUID = indices;		// for bookkeeping
  
  		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  			indices[ arguments[ i ].uuid ] = i;
  
  		}
  
  		this._paths = [];					// inside: string
  		this._parsedPaths = [];				// inside: { we don't care, here }
  		this._bindings = []; 				// inside: Array< PropertyBinding >
  		this._bindingsIndicesByPath = {}; 	// inside: indices in these arrays
  
  		var scope = this;
  
  		this.stats = {
  
  			objects: {
  				get total() { return scope._objects.length; },
  				get inUse() { return this.total - scope.nCachedObjects_;  }
  			},
  
  			get bindingsPerObject() { return scope._bindings.length; }
  
  		};
  
  	}
  
  	AnimationObjectGroup.prototype = {
  
  		constructor: AnimationObjectGroup,
  
  		isAnimationObjectGroup: true,
  
  		add: function( var_args ) {
  
  			var objects = this._objects,
  				nObjects = objects.length,
  				nCachedObjects = this.nCachedObjects_,
  				indicesByUUID = this._indicesByUUID,
  				paths = this._paths,
  				parsedPaths = this._parsedPaths,
  				bindings = this._bindings,
  				nBindings = bindings.length;
  
  			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  				var object = arguments[ i ],
  					uuid = object.uuid,
  					index = indicesByUUID[ uuid ],
  					knownObject = undefined;
  
  				if ( index === undefined ) {
  
  					// unknown object -> add it to the ACTIVE region
  
  					index = nObjects ++;
  					indicesByUUID[ uuid ] = index;
  					objects.push( object );
  
  					// accounting is done, now do the same for all bindings
  
  					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  						bindings[ j ].push(
  								new PropertyBinding(
  									object, paths[ j ], parsedPaths[ j ] ) );
  
  					}
  
  				} else if ( index < nCachedObjects ) {
  
  					knownObject = objects[ index ];
  
  					// move existing object to the ACTIVE region
  
  					var firstActiveIndex = -- nCachedObjects,
  						lastCachedObject = objects[ firstActiveIndex ];
  
  					indicesByUUID[ lastCachedObject.uuid ] = index;
  					objects[ index ] = lastCachedObject;
  
  					indicesByUUID[ uuid ] = firstActiveIndex;
  					objects[ firstActiveIndex ] = object;
  
  					// accounting is done, now do the same for all bindings
  
  					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  						var bindingsForPath = bindings[ j ],
  							lastCached = bindingsForPath[ firstActiveIndex ],
  							binding = bindingsForPath[ index ];
  
  						bindingsForPath[ index ] = lastCached;
  
  						if ( binding === undefined ) {
  
  							// since we do not bother to create new bindings
  							// for objects that are cached, the binding may
  							// or may not exist
  
  							binding = new PropertyBinding(
  									object, paths[ j ], parsedPaths[ j ] );
  
  						}
  
  						bindingsForPath[ firstActiveIndex ] = binding;
  
  					}
  
  				} else if ( objects[ index ] !== knownObject) {
  
  					console.error( "Different objects with the same UUID " +
  							"detected. Clean the caches or recreate your " +
  							"infrastructure when reloading scenes..." );
  
  				} // else the object is already where we want it to be
  
  			} // for arguments
  
  			this.nCachedObjects_ = nCachedObjects;
  
  		},
  
  		remove: function( var_args ) {
  
  			var objects = this._objects,
  				nCachedObjects = this.nCachedObjects_,
  				indicesByUUID = this._indicesByUUID,
  				bindings = this._bindings,
  				nBindings = bindings.length;
  
  			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  				var object = arguments[ i ],
  					uuid = object.uuid,
  					index = indicesByUUID[ uuid ];
  
  				if ( index !== undefined && index >= nCachedObjects ) {
  
  					// move existing object into the CACHED region
  
  					var lastCachedIndex = nCachedObjects ++,
  						firstActiveObject = objects[ lastCachedIndex ];
  
  					indicesByUUID[ firstActiveObject.uuid ] = index;
  					objects[ index ] = firstActiveObject;
  
  					indicesByUUID[ uuid ] = lastCachedIndex;
  					objects[ lastCachedIndex ] = object;
  
  					// accounting is done, now do the same for all bindings
  
  					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  						var bindingsForPath = bindings[ j ],
  							firstActive = bindingsForPath[ lastCachedIndex ],
  							binding = bindingsForPath[ index ];
  
  						bindingsForPath[ index ] = firstActive;
  						bindingsForPath[ lastCachedIndex ] = binding;
  
  					}
  
  				}
  
  			} // for arguments
  
  			this.nCachedObjects_ = nCachedObjects;
  
  		},
  
  		// remove & forget
  		uncache: function( var_args ) {
  
  			var objects = this._objects,
  				nObjects = objects.length,
  				nCachedObjects = this.nCachedObjects_,
  				indicesByUUID = this._indicesByUUID,
  				bindings = this._bindings,
  				nBindings = bindings.length;
  
  			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  
  				var object = arguments[ i ],
  					uuid = object.uuid,
  					index = indicesByUUID[ uuid ];
  
  				if ( index !== undefined ) {
  
  					delete indicesByUUID[ uuid ];
  
  					if ( index < nCachedObjects ) {
  
  						// object is cached, shrink the CACHED region
  
  						var firstActiveIndex = -- nCachedObjects,
  							lastCachedObject = objects[ firstActiveIndex ],
  							lastIndex = -- nObjects,
  							lastObject = objects[ lastIndex ];
  
  						// last cached object takes this object's place
  						indicesByUUID[ lastCachedObject.uuid ] = index;
  						objects[ index ] = lastCachedObject;
  
  						// last object goes to the activated slot and pop
  						indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  						objects[ firstActiveIndex ] = lastObject;
  						objects.pop();
  
  						// accounting is done, now do the same for all bindings
  
  						for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  							var bindingsForPath = bindings[ j ],
  								lastCached = bindingsForPath[ firstActiveIndex ],
  								last = bindingsForPath[ lastIndex ];
  
  							bindingsForPath[ index ] = lastCached;
  							bindingsForPath[ firstActiveIndex ] = last;
  							bindingsForPath.pop();
  
  						}
  
  					} else {
  
  						// object is active, just swap with the last and pop
  
  						var lastIndex = -- nObjects,
  							lastObject = objects[ lastIndex ];
  
  						indicesByUUID[ lastObject.uuid ] = index;
  						objects[ index ] = lastObject;
  						objects.pop();
  
  						// accounting is done, now do the same for all bindings
  
  						for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  
  							var bindingsForPath = bindings[ j ];
  
  							bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  							bindingsForPath.pop();
  
  						}
  
  					} // cached or active
  
  				} // if object is known
  
  			} // for arguments
  
  			this.nCachedObjects_ = nCachedObjects;
  
  		},
  
  		// Internal interface used by befriended PropertyBinding.Composite:
  
  		subscribe_: function( path, parsedPath ) {
  			// returns an array of bindings for the given path that is changed
  			// according to the contained objects in the group
  
  			var indicesByPath = this._bindingsIndicesByPath,
  				index = indicesByPath[ path ],
  				bindings = this._bindings;
  
  			if ( index !== undefined ) return bindings[ index ];
  
  			var paths = this._paths,
  				parsedPaths = this._parsedPaths,
  				objects = this._objects,
  				nObjects = objects.length,
  				nCachedObjects = this.nCachedObjects_,
  				bindingsForPath = new Array( nObjects );
  
  			index = bindings.length;
  
  			indicesByPath[ path ] = index;
  
  			paths.push( path );
  			parsedPaths.push( parsedPath );
  			bindings.push( bindingsForPath );
  
  			for ( var i = nCachedObjects,
  					n = objects.length; i !== n; ++ i ) {
  
  				var object = objects[ i ];
  
  				bindingsForPath[ i ] =
  						new PropertyBinding( object, path, parsedPath );
  
  			}
  
  			return bindingsForPath;
  
  		},
  
  		unsubscribe_: function( path ) {
  			// tells the group to forget about a property path and no longer
  			// update the array previously obtained with 'subscribe_'
  
  			var indicesByPath = this._bindingsIndicesByPath,
  				index = indicesByPath[ path ];
  
  			if ( index !== undefined ) {
  
  				var paths = this._paths,
  					parsedPaths = this._parsedPaths,
  					bindings = this._bindings,
  					lastBindingsIndex = bindings.length - 1,
  					lastBindings = bindings[ lastBindingsIndex ],
  					lastBindingsPath = path[ lastBindingsIndex ];
  
  				indicesByPath[ lastBindingsPath ] = index;
  
  				bindings[ index ] = lastBindings;
  				bindings.pop();
  
  				parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  				parsedPaths.pop();
  
  				paths[ index ] = paths[ lastBindingsIndex ];
  				paths.pop();
  
  			}
  
  		}
  
  	};
  
  	/**
  	 *
  	 * Action provided by AnimationMixer for scheduling clip playback on specific
  	 * objects.
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 *
  	 */
  
  	function AnimationAction( mixer, clip, localRoot ) {
  
  		this._mixer = mixer;
  		this._clip = clip;
  		this._localRoot = localRoot || null;
  
  		var tracks = clip.tracks,
  			nTracks = tracks.length,
  			interpolants = new Array( nTracks );
  
  		var interpolantSettings = {
  				endingStart: 	ZeroCurvatureEnding,
  				endingEnd:		ZeroCurvatureEnding
  		};
  
  		for ( var i = 0; i !== nTracks; ++ i ) {
  
  			var interpolant = tracks[ i ].createInterpolant( null );
  			interpolants[ i ] = interpolant;
  			interpolant.settings = interpolantSettings;
  
  		}
  
  		this._interpolantSettings = interpolantSettings;
  
  		this._interpolants = interpolants;	// bound by the mixer
  
  		// inside: PropertyMixer (managed by the mixer)
  		this._propertyBindings = new Array( nTracks );
  
  		this._cacheIndex = null;			// for the memory manager
  		this._byClipCacheIndex = null;		// for the memory manager
  
  		this._timeScaleInterpolant = null;
  		this._weightInterpolant = null;
  
  		this.loop = LoopRepeat;
  		this._loopCount = -1;
  
  		// global mixer time when the action is to be started
  		// it's set back to 'null' upon start of the action
  		this._startTime = null;
  
  		// scaled local time of the action
  		// gets clamped or wrapped to 0..clip.duration according to loop
  		this.time = 0;
  
  		this.timeScale = 1;
  		this._effectiveTimeScale = 1;
  
  		this.weight = 1;
  		this._effectiveWeight = 1;
  
  		this.repetitions = Infinity; 		// no. of repetitions when looping
  
  		this.paused = false;				// false -> zero effective time scale
  		this.enabled = true;				// true -> zero effective weight
  
  		this.clampWhenFinished 	= false;	// keep feeding the last frame?
  
  		this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
  		this.zeroSlopeAtEnd		= true;		// clips for start, loop and end
  
  	}
  
  	AnimationAction.prototype = {
  
  		constructor: AnimationAction,
  
  		// State & Scheduling
  
  		play: function() {
  
  			this._mixer._activateAction( this );
  
  			return this;
  
  		},
  
  		stop: function() {
  
  			this._mixer._deactivateAction( this );
  
  			return this.reset();
  
  		},
  
  		reset: function() {
  
  			this.paused = false;
  			this.enabled = true;
  
  			this.time = 0;			// restart clip
  			this._loopCount = -1;	// forget previous loops
  			this._startTime = null;	// forget scheduling
  
  			return this.stopFading().stopWarping();
  
  		},
  
  		isRunning: function() {
  
  			return this.enabled && ! this.paused && this.timeScale !== 0 &&
  					this._startTime === null && this._mixer._isActiveAction( this );
  
  		},
  
  		// return true when play has been called
  		isScheduled: function() {
  
  			return this._mixer._isActiveAction( this );
  
  		},
  
  		startAt: function( time ) {
  
  			this._startTime = time;
  
  			return this;
  
  		},
  
  		setLoop: function( mode, repetitions ) {
  
  			this.loop = mode;
  			this.repetitions = repetitions;
  
  			return this;
  
  		},
  
  		// Weight
  
  		// set the weight stopping any scheduled fading
  		// although .enabled = false yields an effective weight of zero, this
  		// method does *not* change .enabled, because it would be confusing
  		setEffectiveWeight: function( weight ) {
  
  			this.weight = weight;
  
  			// note: same logic as when updated at runtime
  			this._effectiveWeight = this.enabled ? weight : 0;
  
  			return this.stopFading();
  
  		},
  
  		// return the weight considering fading and .enabled
  		getEffectiveWeight: function() {
  
  			return this._effectiveWeight;
  
  		},
  
  		fadeIn: function( duration ) {
  
  			return this._scheduleFading( duration, 0, 1 );
  
  		},
  
  		fadeOut: function( duration ) {
  
  			return this._scheduleFading( duration, 1, 0 );
  
  		},
  
  		crossFadeFrom: function( fadeOutAction, duration, warp ) {
  
  			fadeOutAction.fadeOut( duration );
  			this.fadeIn( duration );
  
  			if( warp ) {
  
  				var fadeInDuration = this._clip.duration,
  					fadeOutDuration = fadeOutAction._clip.duration,
  
  					startEndRatio = fadeOutDuration / fadeInDuration,
  					endStartRatio = fadeInDuration / fadeOutDuration;
  
  				fadeOutAction.warp( 1.0, startEndRatio, duration );
  				this.warp( endStartRatio, 1.0, duration );
  
  			}
  
  			return this;
  
  		},
  
  		crossFadeTo: function( fadeInAction, duration, warp ) {
  
  			return fadeInAction.crossFadeFrom( this, duration, warp );
  
  		},
  
  		stopFading: function() {
  
  			var weightInterpolant = this._weightInterpolant;
  
  			if ( weightInterpolant !== null ) {
  
  				this._weightInterpolant = null;
  				this._mixer._takeBackControlInterpolant( weightInterpolant );
  
  			}
  
  			return this;
  
  		},
  
  		// Time Scale Control
  
  		// set the weight stopping any scheduled warping
  		// although .paused = true yields an effective time scale of zero, this
  		// method does *not* change .paused, because it would be confusing
  		setEffectiveTimeScale: function( timeScale ) {
  
  			this.timeScale = timeScale;
  			this._effectiveTimeScale = this.paused ? 0 :timeScale;
  
  			return this.stopWarping();
  
  		},
  
  		// return the time scale considering warping and .paused
  		getEffectiveTimeScale: function() {
  
  			return this._effectiveTimeScale;
  
  		},
  
  		setDuration: function( duration ) {
  
  			this.timeScale = this._clip.duration / duration;
  
  			return this.stopWarping();
  
  		},
  
  		syncWith: function( action ) {
  
  			this.time = action.time;
  			this.timeScale = action.timeScale;
  
  			return this.stopWarping();
  
  		},
  
  		halt: function( duration ) {
  
  			return this.warp( this._effectiveTimeScale, 0, duration );
  
  		},
  
  		warp: function( startTimeScale, endTimeScale, duration ) {
  
  			var mixer = this._mixer, now = mixer.time,
  				interpolant = this._timeScaleInterpolant,
  
  				timeScale = this.timeScale;
  
  			if ( interpolant === null ) {
  
  				interpolant = mixer._lendControlInterpolant();
  				this._timeScaleInterpolant = interpolant;
  
  			}
  
  			var times = interpolant.parameterPositions,
  				values = interpolant.sampleValues;
  
  			times[ 0 ] = now;
  			times[ 1 ] = now + duration;
  
  			values[ 0 ] = startTimeScale / timeScale;
  			values[ 1 ] = endTimeScale / timeScale;
  
  			return this;
  
  		},
  
  		stopWarping: function() {
  
  			var timeScaleInterpolant = this._timeScaleInterpolant;
  
  			if ( timeScaleInterpolant !== null ) {
  
  				this._timeScaleInterpolant = null;
  				this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  
  			}
  
  			return this;
  
  		},
  
  		// Object Accessors
  
  		getMixer: function() {
  
  			return this._mixer;
  
  		},
  
  		getClip: function() {
  
  			return this._clip;
  
  		},
  
  		getRoot: function() {
  
  			return this._localRoot || this._mixer._root;
  
  		},
  
  		// Interna
  
  		_update: function( time, deltaTime, timeDirection, accuIndex ) {
  			// called by the mixer
  
  			var startTime = this._startTime;
  
  			if ( startTime !== null ) {
  
  				// check for scheduled start of action
  
  				var timeRunning = ( time - startTime ) * timeDirection;
  				if ( timeRunning < 0 || timeDirection === 0 ) {
  
  					return; // yet to come / don't decide when delta = 0
  
  				}
  
  				// start
  
  				this._startTime = null; // unschedule
  				deltaTime = timeDirection * timeRunning;
  
  			}
  
  			// apply time scale and advance time
  
  			deltaTime *= this._updateTimeScale( time );
  			var clipTime = this._updateTime( deltaTime );
  
  			// note: _updateTime may disable the action resulting in
  			// an effective weight of 0
  
  			var weight = this._updateWeight( time );
  
  			if ( weight > 0 ) {
  
  				var interpolants = this._interpolants;
  				var propertyMixers = this._propertyBindings;
  
  				for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  
  					interpolants[ j ].evaluate( clipTime );
  					propertyMixers[ j ].accumulate( accuIndex, weight );
  
  				}
  
  			}
  
  		},
  
  		_updateWeight: function( time ) {
  
  			var weight = 0;
  
  			if ( this.enabled ) {
  
  				weight = this.weight;
  				var interpolant = this._weightInterpolant;
  
  				if ( interpolant !== null ) {
  
  					var interpolantValue = interpolant.evaluate( time )[ 0 ];
  
  					weight *= interpolantValue;
  
  					if ( time > interpolant.parameterPositions[ 1 ] ) {
  
  						this.stopFading();
  
  						if ( interpolantValue === 0 ) {
  
  							// faded out, disable
  							this.enabled = false;
  
  						}
  
  					}
  
  				}
  
  			}
  
  			this._effectiveWeight = weight;
  			return weight;
  
  		},
  
  		_updateTimeScale: function( time ) {
  
  			var timeScale = 0;
  
  			if ( ! this.paused ) {
  
  				timeScale = this.timeScale;
  
  				var interpolant = this._timeScaleInterpolant;
  
  				if ( interpolant !== null ) {
  
  					var interpolantValue = interpolant.evaluate( time )[ 0 ];
  
  					timeScale *= interpolantValue;
  
  					if ( time > interpolant.parameterPositions[ 1 ] ) {
  
  						this.stopWarping();
  
  						if ( timeScale === 0 ) {
  
  							// motion has halted, pause
  							this.paused = true;
  
  						} else {
  
  							// warp done - apply final time scale
  							this.timeScale = timeScale;
  
  						}
  
  					}
  
  				}
  
  			}
  
  			this._effectiveTimeScale = timeScale;
  			return timeScale;
  
  		},
  
  		_updateTime: function( deltaTime ) {
  
  			var time = this.time + deltaTime;
  
  			if ( deltaTime === 0 ) return time;
  
  			var duration = this._clip.duration,
  
  				loop = this.loop,
  				loopCount = this._loopCount;
  
  			if ( loop === LoopOnce ) {
  
  				if ( loopCount === -1 ) {
  					// just started
  
  					this._loopCount = 0;
  					this._setEndings( true, true, false );
  
  				}
  
  				handle_stop: {
  
  					if ( time >= duration ) {
  
  						time = duration;
  
  					} else if ( time < 0 ) {
  
  						time = 0;
  
  					} else break handle_stop;
  
  					if ( this.clampWhenFinished ) this.paused = true;
  					else this.enabled = false;
  
  					this._mixer.dispatchEvent( {
  						type: 'finished', action: this,
  						direction: deltaTime < 0 ? -1 : 1
  					} );
  
  				}
  
  			} else { // repetitive Repeat or PingPong
  
  				var pingPong = ( loop === LoopPingPong );
  
  				if ( loopCount === -1 ) {
  					// just started
  
  					if ( deltaTime >= 0 ) {
  
  						loopCount = 0;
  
  						this._setEndings(
  								true, this.repetitions === 0, pingPong );
  
  					} else {
  
  						// when looping in reverse direction, the initial
  						// transition through zero counts as a repetition,
  						// so leave loopCount at -1
  
  						this._setEndings(
  								this.repetitions === 0, true, pingPong );
  
  					}
  
  				}
  
  				if ( time >= duration || time < 0 ) {
  					// wrap around
  
  					var loopDelta = Math.floor( time / duration ); // signed
  					time -= duration * loopDelta;
  
  					loopCount += Math.abs( loopDelta );
  
  					var pending = this.repetitions - loopCount;
  
  					if ( pending < 0 ) {
  						// have to stop (switch state, clamp time, fire event)
  
  						if ( this.clampWhenFinished ) this.paused = true;
  						else this.enabled = false;
  
  						time = deltaTime > 0 ? duration : 0;
  
  						this._mixer.dispatchEvent( {
  							type: 'finished', action: this,
  							direction: deltaTime > 0 ? 1 : -1
  						} );
  
  					} else {
  						// keep running
  
  						if ( pending === 0 ) {
  							// entering the last round
  
  							var atStart = deltaTime < 0;
  							this._setEndings( atStart, ! atStart, pingPong );
  
  						} else {
  
  							this._setEndings( false, false, pingPong );
  
  						}
  
  						this._loopCount = loopCount;
  
  						this._mixer.dispatchEvent( {
  							type: 'loop', action: this, loopDelta: loopDelta
  						} );
  
  					}
  
  				}
  
  				if ( pingPong && ( loopCount & 1 ) === 1 ) {
  					// invert time for the "pong round"
  
  					this.time = time;
  					return duration - time;
  
  				}
  
  			}
  
  			this.time = time;
  			return time;
  
  		},
  
  		_setEndings: function( atStart, atEnd, pingPong ) {
  
  			var settings = this._interpolantSettings;
  
  			if ( pingPong ) {
  
  				settings.endingStart 	= ZeroSlopeEnding;
  				settings.endingEnd		= ZeroSlopeEnding;
  
  			} else {
  
  				// assuming for LoopOnce atStart == atEnd == true
  
  				if ( atStart ) {
  
  					settings.endingStart = this.zeroSlopeAtStart ?
  							ZeroSlopeEnding : ZeroCurvatureEnding;
  
  				} else {
  
  					settings.endingStart = WrapAroundEnding;
  
  				}
  
  				if ( atEnd ) {
  
  					settings.endingEnd = this.zeroSlopeAtEnd ?
  							ZeroSlopeEnding : ZeroCurvatureEnding;
  
  				} else {
  
  					settings.endingEnd 	 = WrapAroundEnding;
  
  				}
  
  			}
  
  		},
  
  		_scheduleFading: function( duration, weightNow, weightThen ) {
  
  			var mixer = this._mixer, now = mixer.time,
  				interpolant = this._weightInterpolant;
  
  			if ( interpolant === null ) {
  
  				interpolant = mixer._lendControlInterpolant();
  				this._weightInterpolant = interpolant;
  
  			}
  
  			var times = interpolant.parameterPositions,
  				values = interpolant.sampleValues;
  
  			times[ 0 ] = now; 				values[ 0 ] = weightNow;
  			times[ 1 ] = now + duration;	values[ 1 ] = weightThen;
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 *
  	 * Player for AnimationClips.
  	 *
  	 *
  	 * @author Ben Houston / http://clara.io/
  	 * @author David Sarno / http://lighthaus.us/
  	 * @author tschw
  	 */
  
  	function AnimationMixer( root ) {
  
  		this._root = root;
  		this._initMemoryManager();
  		this._accuIndex = 0;
  
  		this.time = 0;
  
  		this.timeScale = 1.0;
  
  	}
  
  	AnimationMixer.prototype = {
  
  		constructor: AnimationMixer,
  
  		// return an action for a clip optionally using a custom root target
  		// object (this method allocates a lot of dynamic memory in case a
  		// previously unknown clip/root combination is specified)
  		clipAction: function ( clip, optionalRoot ) {
  
  			var root = optionalRoot || this._root,
  				rootUuid = root.uuid,
  
  				clipObject = typeof clip === 'string' ?
  						AnimationClip.findByName( root, clip ) : clip,
  
  				clipUuid = clipObject !== null ? clipObject.uuid : clip,
  
  				actionsForClip = this._actionsByClip[ clipUuid ],
  				prototypeAction = null;
  
  			if ( actionsForClip !== undefined ) {
  
  				var existingAction =
  						actionsForClip.actionByRoot[ rootUuid ];
  
  				if ( existingAction !== undefined ) {
  
  					return existingAction;
  
  				}
  
  				// we know the clip, so we don't have to parse all
  				// the bindings again but can just copy
  				prototypeAction = actionsForClip.knownActions[ 0 ];
  
  				// also, take the clip from the prototype action
  				if ( clipObject === null )
  					clipObject = prototypeAction._clip;
  
  			}
  
  			// clip must be known when specified via string
  			if ( clipObject === null ) return null;
  
  			// allocate all resources required to run it
  			var newAction = new AnimationAction( this, clipObject, optionalRoot );
  
  			this._bindAction( newAction, prototypeAction );
  
  			// and make the action known to the memory manager
  			this._addInactiveAction( newAction, clipUuid, rootUuid );
  
  			return newAction;
  
  		},
  
  		// get an existing action
  		existingAction: function ( clip, optionalRoot ) {
  
  			var root = optionalRoot || this._root,
  				rootUuid = root.uuid,
  
  				clipObject = typeof clip === 'string' ?
  						AnimationClip.findByName( root, clip ) : clip,
  
  				clipUuid = clipObject ? clipObject.uuid : clip,
  
  				actionsForClip = this._actionsByClip[ clipUuid ];
  
  			if ( actionsForClip !== undefined ) {
  
  				return actionsForClip.actionByRoot[ rootUuid ] || null;
  
  			}
  
  			return null;
  
  		},
  
  		// deactivates all previously scheduled actions
  		stopAllAction: function () {
  
  			var actions = this._actions,
  				nActions = this._nActiveActions,
  				bindings = this._bindings,
  				nBindings = this._nActiveBindings;
  
  			this._nActiveActions = 0;
  			this._nActiveBindings = 0;
  
  			for ( var i = 0; i !== nActions; ++ i ) {
  
  				actions[ i ].reset();
  
  			}
  
  			for ( var i = 0; i !== nBindings; ++ i ) {
  
  				bindings[ i ].useCount = 0;
  
  			}
  
  			return this;
  
  		},
  
  		// advance the time and update apply the animation
  		update: function ( deltaTime ) {
  
  			deltaTime *= this.timeScale;
  
  			var actions = this._actions,
  				nActions = this._nActiveActions,
  
  				time = this.time += deltaTime,
  				timeDirection = Math.sign( deltaTime ),
  
  				accuIndex = this._accuIndex ^= 1;
  
  			// run active actions
  
  			for ( var i = 0; i !== nActions; ++ i ) {
  
  				var action = actions[ i ];
  
  				if ( action.enabled ) {
  
  					action._update( time, deltaTime, timeDirection, accuIndex );
  
  				}
  
  			}
  
  			// update scene graph
  
  			var bindings = this._bindings,
  				nBindings = this._nActiveBindings;
  
  			for ( var i = 0; i !== nBindings; ++ i ) {
  
  				bindings[ i ].apply( accuIndex );
  
  			}
  
  			return this;
  
  		},
  
  		// return this mixer's root target object
  		getRoot: function () {
  
  			return this._root;
  
  		},
  
  		// free all resources specific to a particular clip
  		uncacheClip: function ( clip ) {
  
  			var actions = this._actions,
  				clipUuid = clip.uuid,
  				actionsByClip = this._actionsByClip,
  				actionsForClip = actionsByClip[ clipUuid ];
  
  			if ( actionsForClip !== undefined ) {
  
  				// note: just calling _removeInactiveAction would mess up the
  				// iteration state and also require updating the state we can
  				// just throw away
  
  				var actionsToRemove = actionsForClip.knownActions;
  
  				for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  
  					var action = actionsToRemove[ i ];
  
  					this._deactivateAction( action );
  
  					var cacheIndex = action._cacheIndex,
  						lastInactiveAction = actions[ actions.length - 1 ];
  
  					action._cacheIndex = null;
  					action._byClipCacheIndex = null;
  
  					lastInactiveAction._cacheIndex = cacheIndex;
  					actions[ cacheIndex ] = lastInactiveAction;
  					actions.pop();
  
  					this._removeInactiveBindingsForAction( action );
  
  				}
  
  				delete actionsByClip[ clipUuid ];
  
  			}
  
  		},
  
  		// free all resources specific to a particular root target object
  		uncacheRoot: function ( root ) {
  
  			var rootUuid = root.uuid,
  				actionsByClip = this._actionsByClip;
  
  			for ( var clipUuid in actionsByClip ) {
  
  				var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  					action = actionByRoot[ rootUuid ];
  
  				if ( action !== undefined ) {
  
  					this._deactivateAction( action );
  					this._removeInactiveAction( action );
  
  				}
  
  			}
  
  			var bindingsByRoot = this._bindingsByRootAndName,
  				bindingByName = bindingsByRoot[ rootUuid ];
  
  			if ( bindingByName !== undefined ) {
  
  				for ( var trackName in bindingByName ) {
  
  					var binding = bindingByName[ trackName ];
  					binding.restoreOriginalState();
  					this._removeInactiveBinding( binding );
  
  				}
  
  			}
  
  		},
  
  		// remove a targeted clip from the cache
  		uncacheAction: function ( clip, optionalRoot ) {
  
  			var action = this.existingAction( clip, optionalRoot );
  
  			if ( action !== null ) {
  
  				this._deactivateAction( action );
  				this._removeInactiveAction( action );
  
  			}
  
  		}
  
  	};
  
  	// Implementation details:
  
  	Object.assign( AnimationMixer.prototype, {
  
  		_bindAction: function ( action, prototypeAction ) {
  
  			var root = action._localRoot || this._root,
  				tracks = action._clip.tracks,
  				nTracks = tracks.length,
  				bindings = action._propertyBindings,
  				interpolants = action._interpolants,
  				rootUuid = root.uuid,
  				bindingsByRoot = this._bindingsByRootAndName,
  				bindingsByName = bindingsByRoot[ rootUuid ];
  
  			if ( bindingsByName === undefined ) {
  
  				bindingsByName = {};
  				bindingsByRoot[ rootUuid ] = bindingsByName;
  
  			}
  
  			for ( var i = 0; i !== nTracks; ++ i ) {
  
  				var track = tracks[ i ],
  					trackName = track.name,
  					binding = bindingsByName[ trackName ];
  
  				if ( binding !== undefined ) {
  
  					bindings[ i ] = binding;
  
  				} else {
  
  					binding = bindings[ i ];
  
  					if ( binding !== undefined ) {
  
  						// existing binding, make sure the cache knows
  
  						if ( binding._cacheIndex === null ) {
  
  							++ binding.referenceCount;
  							this._addInactiveBinding( binding, rootUuid, trackName );
  
  						}
  
  						continue;
  
  					}
  
  					var path = prototypeAction && prototypeAction.
  							_propertyBindings[ i ].binding.parsedPath;
  
  					binding = new PropertyMixer(
  							PropertyBinding.create( root, trackName, path ),
  							track.ValueTypeName, track.getValueSize() );
  
  					++ binding.referenceCount;
  					this._addInactiveBinding( binding, rootUuid, trackName );
  
  					bindings[ i ] = binding;
  
  				}
  
  				interpolants[ i ].resultBuffer = binding.buffer;
  
  			}
  
  		},
  
  		_activateAction: function ( action ) {
  
  			if ( ! this._isActiveAction( action ) ) {
  
  				if ( action._cacheIndex === null ) {
  
  					// this action has been forgotten by the cache, but the user
  					// appears to be still using it -> rebind
  
  					var rootUuid = ( action._localRoot || this._root ).uuid,
  						clipUuid = action._clip.uuid,
  						actionsForClip = this._actionsByClip[ clipUuid ];
  
  					this._bindAction( action,
  							actionsForClip && actionsForClip.knownActions[ 0 ] );
  
  					this._addInactiveAction( action, clipUuid, rootUuid );
  
  				}
  
  				var bindings = action._propertyBindings;
  
  				// increment reference counts / sort out state
  				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  
  					var binding = bindings[ i ];
  
  					if ( binding.useCount ++ === 0 ) {
  
  						this._lendBinding( binding );
  						binding.saveOriginalState();
  
  					}
  
  				}
  
  				this._lendAction( action );
  
  			}
  
  		},
  
  		_deactivateAction: function ( action ) {
  
  			if ( this._isActiveAction( action ) ) {
  
  				var bindings = action._propertyBindings;
  
  				// decrement reference counts / sort out state
  				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  
  					var binding = bindings[ i ];
  
  					if ( -- binding.useCount === 0 ) {
  
  						binding.restoreOriginalState();
  						this._takeBackBinding( binding );
  
  					}
  
  				}
  
  				this._takeBackAction( action );
  
  			}
  
  		},
  
  		// Memory manager
  
  		_initMemoryManager: function () {
  
  			this._actions = []; // 'nActiveActions' followed by inactive ones
  			this._nActiveActions = 0;
  
  			this._actionsByClip = {};
  			// inside:
  			// {
  			// 		knownActions: Array< AnimationAction >	- used as prototypes
  			// 		actionByRoot: AnimationAction			- lookup
  			// }
  
  
  			this._bindings = []; // 'nActiveBindings' followed by inactive ones
  			this._nActiveBindings = 0;
  
  			this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  
  
  			this._controlInterpolants = []; // same game as above
  			this._nActiveControlInterpolants = 0;
  
  			var scope = this;
  
  			this.stats = {
  
  				actions: {
  					get total() { return scope._actions.length; },
  					get inUse() { return scope._nActiveActions; }
  				},
  				bindings: {
  					get total() { return scope._bindings.length; },
  					get inUse() { return scope._nActiveBindings; }
  				},
  				controlInterpolants: {
  					get total() { return scope._controlInterpolants.length; },
  					get inUse() { return scope._nActiveControlInterpolants; }
  				}
  
  			};
  
  		},
  
  		// Memory management for AnimationAction objects
  
  		_isActiveAction: function ( action ) {
  
  			var index = action._cacheIndex;
  			return index !== null && index < this._nActiveActions;
  
  		},
  
  		_addInactiveAction: function ( action, clipUuid, rootUuid ) {
  
  			var actions = this._actions,
  				actionsByClip = this._actionsByClip,
  				actionsForClip = actionsByClip[ clipUuid ];
  
  			if ( actionsForClip === undefined ) {
  
  				actionsForClip = {
  
  					knownActions: [ action ],
  					actionByRoot: {}
  
  				};
  
  				action._byClipCacheIndex = 0;
  
  				actionsByClip[ clipUuid ] = actionsForClip;
  
  			} else {
  
  				var knownActions = actionsForClip.knownActions;
  
  				action._byClipCacheIndex = knownActions.length;
  				knownActions.push( action );
  
  			}
  
  			action._cacheIndex = actions.length;
  			actions.push( action );
  
  			actionsForClip.actionByRoot[ rootUuid ] = action;
  
  		},
  
  		_removeInactiveAction: function ( action ) {
  
  			var actions = this._actions,
  				lastInactiveAction = actions[ actions.length - 1 ],
  				cacheIndex = action._cacheIndex;
  
  			lastInactiveAction._cacheIndex = cacheIndex;
  			actions[ cacheIndex ] = lastInactiveAction;
  			actions.pop();
  
  			action._cacheIndex = null;
  
  
  			var clipUuid = action._clip.uuid,
  				actionsByClip = this._actionsByClip,
  				actionsForClip = actionsByClip[ clipUuid ],
  				knownActionsForClip = actionsForClip.knownActions,
  
  				lastKnownAction =
  					knownActionsForClip[ knownActionsForClip.length - 1 ],
  
  				byClipCacheIndex = action._byClipCacheIndex;
  
  			lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  			knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  			knownActionsForClip.pop();
  
  			action._byClipCacheIndex = null;
  
  
  			var actionByRoot = actionsForClip.actionByRoot,
  				rootUuid = ( actions._localRoot || this._root ).uuid;
  
  			delete actionByRoot[ rootUuid ];
  
  			if ( knownActionsForClip.length === 0 ) {
  
  				delete actionsByClip[ clipUuid ];
  
  			}
  
  			this._removeInactiveBindingsForAction( action );
  
  		},
  
  		_removeInactiveBindingsForAction: function ( action ) {
  
  			var bindings = action._propertyBindings;
  			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  
  				var binding = bindings[ i ];
  
  				if ( -- binding.referenceCount === 0 ) {
  
  					this._removeInactiveBinding( binding );
  
  				}
  
  			}
  
  		},
  
  		_lendAction: function ( action ) {
  
  			// [ active actions |  inactive actions  ]
  			// [  active actions >| inactive actions ]
  			//                 s        a
  			//                  <-swap->
  			//                 a        s
  
  			var actions = this._actions,
  				prevIndex = action._cacheIndex,
  
  				lastActiveIndex = this._nActiveActions ++,
  
  				firstInactiveAction = actions[ lastActiveIndex ];
  
  			action._cacheIndex = lastActiveIndex;
  			actions[ lastActiveIndex ] = action;
  
  			firstInactiveAction._cacheIndex = prevIndex;
  			actions[ prevIndex ] = firstInactiveAction;
  
  		},
  
  		_takeBackAction: function ( action ) {
  
  			// [  active actions  | inactive actions ]
  			// [ active actions |< inactive actions  ]
  			//        a        s
  			//         <-swap->
  			//        s        a
  
  			var actions = this._actions,
  				prevIndex = action._cacheIndex,
  
  				firstInactiveIndex = -- this._nActiveActions,
  
  				lastActiveAction = actions[ firstInactiveIndex ];
  
  			action._cacheIndex = firstInactiveIndex;
  			actions[ firstInactiveIndex ] = action;
  
  			lastActiveAction._cacheIndex = prevIndex;
  			actions[ prevIndex ] = lastActiveAction;
  
  		},
  
  		// Memory management for PropertyMixer objects
  
  		_addInactiveBinding: function ( binding, rootUuid, trackName ) {
  
  			var bindingsByRoot = this._bindingsByRootAndName,
  				bindingByName = bindingsByRoot[ rootUuid ],
  
  				bindings = this._bindings;
  
  			if ( bindingByName === undefined ) {
  
  				bindingByName = {};
  				bindingsByRoot[ rootUuid ] = bindingByName;
  
  			}
  
  			bindingByName[ trackName ] = binding;
  
  			binding._cacheIndex = bindings.length;
  			bindings.push( binding );
  
  		},
  
  		_removeInactiveBinding: function ( binding ) {
  
  			var bindings = this._bindings,
  				propBinding = binding.binding,
  				rootUuid = propBinding.rootNode.uuid,
  				trackName = propBinding.path,
  				bindingsByRoot = this._bindingsByRootAndName,
  				bindingByName = bindingsByRoot[ rootUuid ],
  
  				lastInactiveBinding = bindings[ bindings.length - 1 ],
  				cacheIndex = binding._cacheIndex;
  
  			lastInactiveBinding._cacheIndex = cacheIndex;
  			bindings[ cacheIndex ] = lastInactiveBinding;
  			bindings.pop();
  
  			delete bindingByName[ trackName ];
  
  			remove_empty_map: {
  
  				for ( var _ in bindingByName ) break remove_empty_map;
  
  				delete bindingsByRoot[ rootUuid ];
  
  			}
  
  		},
  
  		_lendBinding: function ( binding ) {
  
  			var bindings = this._bindings,
  				prevIndex = binding._cacheIndex,
  
  				lastActiveIndex = this._nActiveBindings ++,
  
  				firstInactiveBinding = bindings[ lastActiveIndex ];
  
  			binding._cacheIndex = lastActiveIndex;
  			bindings[ lastActiveIndex ] = binding;
  
  			firstInactiveBinding._cacheIndex = prevIndex;
  			bindings[ prevIndex ] = firstInactiveBinding;
  
  		},
  
  		_takeBackBinding: function ( binding ) {
  
  			var bindings = this._bindings,
  				prevIndex = binding._cacheIndex,
  
  				firstInactiveIndex = -- this._nActiveBindings,
  
  				lastActiveBinding = bindings[ firstInactiveIndex ];
  
  			binding._cacheIndex = firstInactiveIndex;
  			bindings[ firstInactiveIndex ] = binding;
  
  			lastActiveBinding._cacheIndex = prevIndex;
  			bindings[ prevIndex ] = lastActiveBinding;
  
  		},
  
  
  		// Memory management of Interpolants for weight and time scale
  
  		_lendControlInterpolant: function () {
  
  			var interpolants = this._controlInterpolants,
  				lastActiveIndex = this._nActiveControlInterpolants ++,
  				interpolant = interpolants[ lastActiveIndex ];
  
  			if ( interpolant === undefined ) {
  
  				interpolant = new LinearInterpolant(
  						new Float32Array( 2 ), new Float32Array( 2 ),
  							1, this._controlInterpolantsResultBuffer );
  
  				interpolant.__cacheIndex = lastActiveIndex;
  				interpolants[ lastActiveIndex ] = interpolant;
  
  			}
  
  			return interpolant;
  
  		},
  
  		_takeBackControlInterpolant: function ( interpolant ) {
  
  			var interpolants = this._controlInterpolants,
  				prevIndex = interpolant.__cacheIndex,
  
  				firstInactiveIndex = -- this._nActiveControlInterpolants,
  
  				lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  
  			interpolant.__cacheIndex = firstInactiveIndex;
  			interpolants[ firstInactiveIndex ] = interpolant;
  
  			lastActiveInterpolant.__cacheIndex = prevIndex;
  			interpolants[ prevIndex ] = lastActiveInterpolant;
  
  		},
  
  		_controlInterpolantsResultBuffer: new Float32Array( 1 )
  
  	} );
  
  	Object.assign( AnimationMixer.prototype, EventDispatcher.prototype );
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Uniform( value ) {
  
  		if ( typeof value === 'string' ) {
  
  			console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  			value = arguments[ 1 ];
  
  		}
  
  		this.value = value;
  
  	}
  
  	Uniform.prototype.clone = function () {
  
  		return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  
  	};
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function InstancedBufferGeometry() {
  
  		BufferGeometry.call( this );
  
  		this.type = 'InstancedBufferGeometry';
  		this.maxInstancedCount = undefined;
  
  	}
  
  	InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  	InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry;
  
  	InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
  
  	InstancedBufferGeometry.prototype.addGroup = function ( start, count, materialIndex ) {
  
  		this.groups.push( {
  
  			start: start,
  			count: count,
  			materialIndex: materialIndex
  
  		} );
  
  	};
  
  	InstancedBufferGeometry.prototype.copy = function ( source ) {
  
  		var index = source.index;
  
  		if ( index !== null ) {
  
  			this.setIndex( index.clone() );
  
  		}
  
  		var attributes = source.attributes;
  
  		for ( var name in attributes ) {
  
  			var attribute = attributes[ name ];
  			this.addAttribute( name, attribute.clone() );
  
  		}
  
  		var groups = source.groups;
  
  		for ( var i = 0, l = groups.length; i < l; i ++ ) {
  
  			var group = groups[ i ];
  			this.addGroup( group.start, group.count, group.materialIndex );
  
  		}
  
  		return this;
  
  	};
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  
  		this.uuid = _Math.generateUUID();
  
  		this.data = interleavedBuffer;
  		this.itemSize = itemSize;
  		this.offset = offset;
  
  		this.normalized = normalized === true;
  
  	}
  
  
  	InterleavedBufferAttribute.prototype = {
  
  		constructor: InterleavedBufferAttribute,
  
  		isInterleavedBufferAttribute: true,
  
  		get count() {
  
  			return this.data.count;
  
  		},
  
  		get array() {
  
  			return this.data.array;
  
  		},
  
  		setX: function ( index, x ) {
  
  			this.data.array[ index * this.data.stride + this.offset ] = x;
  
  			return this;
  
  		},
  
  		setY: function ( index, y ) {
  
  			this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  
  			return this;
  
  		},
  
  		setZ: function ( index, z ) {
  
  			this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  
  			return this;
  
  		},
  
  		setW: function ( index, w ) {
  
  			this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  
  			return this;
  
  		},
  
  		getX: function ( index ) {
  
  			return this.data.array[ index * this.data.stride + this.offset ];
  
  		},
  
  		getY: function ( index ) {
  
  			return this.data.array[ index * this.data.stride + this.offset + 1 ];
  
  		},
  
  		getZ: function ( index ) {
  
  			return this.data.array[ index * this.data.stride + this.offset + 2 ];
  
  		},
  
  		getW: function ( index ) {
  
  			return this.data.array[ index * this.data.stride + this.offset + 3 ];
  
  		},
  
  		setXY: function ( index, x, y ) {
  
  			index = index * this.data.stride + this.offset;
  
  			this.data.array[ index + 0 ] = x;
  			this.data.array[ index + 1 ] = y;
  
  			return this;
  
  		},
  
  		setXYZ: function ( index, x, y, z ) {
  
  			index = index * this.data.stride + this.offset;
  
  			this.data.array[ index + 0 ] = x;
  			this.data.array[ index + 1 ] = y;
  			this.data.array[ index + 2 ] = z;
  
  			return this;
  
  		},
  
  		setXYZW: function ( index, x, y, z, w ) {
  
  			index = index * this.data.stride + this.offset;
  
  			this.data.array[ index + 0 ] = x;
  			this.data.array[ index + 1 ] = y;
  			this.data.array[ index + 2 ] = z;
  			this.data.array[ index + 3 ] = w;
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function InterleavedBuffer( array, stride ) {
  
  		this.uuid = _Math.generateUUID();
  
  		this.array = array;
  		this.stride = stride;
  		this.count = array !== undefined ? array.length / stride : 0;
  
  		this.dynamic = false;
  		this.updateRange = { offset: 0, count: - 1 };
  
  		this.onUploadCallback = function () {};
  
  		this.version = 0;
  
  	}
  
  	InterleavedBuffer.prototype = {
  
  		constructor: InterleavedBuffer,
  
  		isInterleavedBuffer: true,
  
  		set needsUpdate( value ) {
  
  			if ( value === true ) this.version ++;
  
  		},
  
  		setArray: function ( array ) {
  
  			if ( Array.isArray( array ) ) {
  
  				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  
  			}
  
  			this.count = array !== undefined ? array.length / this.stride : 0;
  			this.array = array;
  
  		},
  
  		setDynamic: function ( value ) {
  
  			this.dynamic = value;
  
  			return this;
  
  		},
  
  		copy: function ( source ) {
  
  			this.array = new source.array.constructor( source.array );
  			this.count = source.count;
  			this.stride = source.stride;
  			this.dynamic = source.dynamic;
  
  			return this;
  
  		},
  
  		copyAt: function ( index1, attribute, index2 ) {
  
  			index1 *= this.stride;
  			index2 *= attribute.stride;
  
  			for ( var i = 0, l = this.stride; i < l; i ++ ) {
  
  				this.array[ index1 + i ] = attribute.array[ index2 + i ];
  
  			}
  
  			return this;
  
  		},
  
  		set: function ( value, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.array.set( value, offset );
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		onUpload: function ( callback ) {
  
  			this.onUploadCallback = callback;
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  
  		InterleavedBuffer.call( this, array, stride );
  
  		this.meshPerAttribute = meshPerAttribute || 1;
  
  	}
  
  	InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype );
  	InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer;
  
  	InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
  
  	InstancedInterleavedBuffer.prototype.copy = function ( source ) {
  
  		InterleavedBuffer.prototype.copy.call( this, source );
  
  		this.meshPerAttribute = source.meshPerAttribute;
  
  		return this;
  
  	};
  
  	/**
  	 * @author benaadams / https://twitter.com/ben_a_adams
  	 */
  
  	function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {
  
  		BufferAttribute.call( this, array, itemSize );
  
  		this.meshPerAttribute = meshPerAttribute || 1;
  
  	}
  
  	InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  	InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute;
  
  	InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
  
  	InstancedBufferAttribute.prototype.copy = function ( source ) {
  
  		BufferAttribute.prototype.copy.call( this, source );
  
  		this.meshPerAttribute = source.meshPerAttribute;
  
  		return this;
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author bhouston / http://clara.io/
  	 * @author stephomi / http://stephaneginier.com/
  	 */
  
  	function Raycaster( origin, direction, near, far ) {
  
  		this.ray = new Ray( origin, direction );
  		// direction is assumed to be normalized (for accurate distance calculations)
  
  		this.near = near || 0;
  		this.far = far || Infinity;
  
  		this.params = {
  			Mesh: {},
  			Line: {},
  			LOD: {},
  			Points: { threshold: 1 },
  			Sprite: {}
  		};
  
  		Object.defineProperties( this.params, {
  			PointCloud: {
  				get: function () {
  					console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  					return this.Points;
  				}
  			}
  		} );
  
  	}
  
  	function ascSort( a, b ) {
  
  		return a.distance - b.distance;
  
  	}
  
  	function intersectObject( object, raycaster, intersects, recursive ) {
  
  		if ( object.visible === false ) return;
  
  		object.raycast( raycaster, intersects );
  
  		if ( recursive === true ) {
  
  			var children = object.children;
  
  			for ( var i = 0, l = children.length; i < l; i ++ ) {
  
  				intersectObject( children[ i ], raycaster, intersects, true );
  
  			}
  
  		}
  
  	}
  
  	//
  
  	Raycaster.prototype = {
  
  		constructor: Raycaster,
  
  		linePrecision: 1,
  
  		set: function ( origin, direction ) {
  
  			// direction is assumed to be normalized (for accurate distance calculations)
  
  			this.ray.set( origin, direction );
  
  		},
  
  		setFromCamera: function ( coords, camera ) {
  
  			if ( (camera && camera.isPerspectiveCamera) ) {
  
  				this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  
  			} else if ( (camera && camera.isOrthographicCamera) ) {
  
  				this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  				this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  
  			} else {
  
  				console.error( 'THREE.Raycaster: Unsupported camera type.' );
  
  			}
  
  		},
  
  		intersectObject: function ( object, recursive ) {
  
  			var intersects = [];
  
  			intersectObject( object, this, intersects, recursive );
  
  			intersects.sort( ascSort );
  
  			return intersects;
  
  		},
  
  		intersectObjects: function ( objects, recursive ) {
  
  			var intersects = [];
  
  			if ( Array.isArray( objects ) === false ) {
  
  				console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  				return intersects;
  
  			}
  
  			for ( var i = 0, l = objects.length; i < l; i ++ ) {
  
  				intersectObject( objects[ i ], this, intersects, recursive );
  
  			}
  
  			intersects.sort( ascSort );
  
  			return intersects;
  
  		}
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function Clock( autoStart ) {
  
  		this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  
  		this.startTime = 0;
  		this.oldTime = 0;
  		this.elapsedTime = 0;
  
  		this.running = false;
  
  	}
  
  	Clock.prototype = {
  
  		constructor: Clock,
  
  		start: function () {
  
  			this.startTime = ( performance || Date ).now();
  
  			this.oldTime = this.startTime;
  			this.elapsedTime = 0;
  			this.running = true;
  
  		},
  
  		stop: function () {
  
  			this.getElapsedTime();
  			this.running = false;
  
  		},
  
  		getElapsedTime: function () {
  
  			this.getDelta();
  			return this.elapsedTime;
  
  		},
  
  		getDelta: function () {
  
  			var diff = 0;
  
  			if ( this.autoStart && ! this.running ) {
  
  				this.start();
  
  			}
  
  			if ( this.running ) {
  
  				var newTime = ( performance || Date ).now();
  
  				diff = ( newTime - this.oldTime ) / 1000;
  				this.oldTime = newTime;
  
  				this.elapsedTime += diff;
  
  			}
  
  			return diff;
  
  		}
  
  	};
  
  	/**
  	 * @author bhouston / http://clara.io
  	 * @author WestLangley / http://github.com/WestLangley
  	 *
  	 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  	 *
  	 * The poles (phi) are at the positive and negative y axis.
  	 * The equator starts at positive z.
  	 */
  
  	function Spherical( radius, phi, theta ) {
  
  		this.radius = ( radius !== undefined ) ? radius : 1.0;
  		this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
  		this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere
  
  		return this;
  
  	}
  
  	Spherical.prototype = {
  
  		constructor: Spherical,
  
  		set: function ( radius, phi, theta ) {
  
  			this.radius = radius;
  			this.phi = phi;
  			this.theta = theta;
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( other ) {
  
  			this.radius = other.radius;
  			this.phi = other.phi;
  			this.theta = other.theta;
  
  			return this;
  
  		},
  
  		// restrict phi to be betwee EPS and PI-EPS
  		makeSafe: function() {
  
  			var EPS = 0.000001;
  			this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  
  			return this;
  
  		},
  
  		setFromVector3: function( vec3 ) {
  
  			this.radius = vec3.length();
  
  			if ( this.radius === 0 ) {
  
  				this.theta = 0;
  				this.phi = 0;
  
  			} else {
  
  				this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
  				this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle
  
  			}
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author Mugen87 / https://github.com/Mugen87
  	 *
  	 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  	 *
  	 */
  
  	function Cylindrical( radius, theta, y ) {
  
  		this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  		this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  		this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  
  		return this;
  
  	}
  
  	Cylindrical.prototype = {
  
  		constructor: Cylindrical,
  
  		set: function ( radius, theta, y ) {
  
  			this.radius = radius;
  			this.theta = theta;
  			this.y = y;
  
  			return this;
  
  		},
  
  		clone: function () {
  
  			return new this.constructor().copy( this );
  
  		},
  
  		copy: function ( other ) {
  
  			this.radius = other.radius;
  			this.theta = other.theta;
  			this.y = other.y;
  
  			return this;
  
  		},
  
  		setFromVector3: function( vec3 ) {
  
  			this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
  			this.theta = Math.atan2( vec3.x, vec3.z );
  			this.y = vec3.y;
  
  			return this;
  
  		}
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function MorphBlendMesh( geometry, material ) {
  
  		Mesh.call( this, geometry, material );
  
  		this.animationsMap = {};
  		this.animationsList = [];
  
  		// prepare default animation
  		// (all frames played together in 1 second)
  
  		var numFrames = this.geometry.morphTargets.length;
  
  		var name = "__default";
  
  		var startFrame = 0;
  		var endFrame = numFrames - 1;
  
  		var fps = numFrames / 1;
  
  		this.createAnimation( name, startFrame, endFrame, fps );
  		this.setAnimationWeight( name, 1 );
  
  	}
  
  	MorphBlendMesh.prototype = Object.create( Mesh.prototype );
  	MorphBlendMesh.prototype.constructor = MorphBlendMesh;
  
  	MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  
  		var animation = {
  
  			start: start,
  			end: end,
  
  			length: end - start + 1,
  
  			fps: fps,
  			duration: ( end - start ) / fps,
  
  			lastFrame: 0,
  			currentFrame: 0,
  
  			active: false,
  
  			time: 0,
  			direction: 1,
  			weight: 1,
  
  			directionBackwards: false,
  			mirroredLoop: false
  
  		};
  
  		this.animationsMap[ name ] = animation;
  		this.animationsList.push( animation );
  
  	};
  
  	MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  
  		var pattern = /([a-z]+)_?(\d+)/i;
  
  		var firstAnimation, frameRanges = {};
  
  		var geometry = this.geometry;
  
  		for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  
  			var morph = geometry.morphTargets[ i ];
  			var chunks = morph.name.match( pattern );
  
  			if ( chunks && chunks.length > 1 ) {
  
  				var name = chunks[ 1 ];
  
  				if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  
  				var range = frameRanges[ name ];
  
  				if ( i < range.start ) range.start = i;
  				if ( i > range.end ) range.end = i;
  
  				if ( ! firstAnimation ) firstAnimation = name;
  
  			}
  
  		}
  
  		for ( var name in frameRanges ) {
  
  			var range = frameRanges[ name ];
  			this.createAnimation( name, range.start, range.end, fps );
  
  		}
  
  		this.firstAnimation = firstAnimation;
  
  	};
  
  	MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.direction = 1;
  			animation.directionBackwards = false;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.direction = - 1;
  			animation.directionBackwards = true;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.fps = fps;
  			animation.duration = ( animation.end - animation.start ) / animation.fps;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.duration = duration;
  			animation.fps = ( animation.end - animation.start ) / animation.duration;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.weight = weight;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.time = time;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  
  		var time = 0;
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			time = animation.time;
  
  		}
  
  		return time;
  
  	};
  
  	MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  
  		var duration = - 1;
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			duration = animation.duration;
  
  		}
  
  		return duration;
  
  	};
  
  	MorphBlendMesh.prototype.playAnimation = function ( name ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.time = 0;
  			animation.active = true;
  
  		} else {
  
  			console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  
  		var animation = this.animationsMap[ name ];
  
  		if ( animation ) {
  
  			animation.active = false;
  
  		}
  
  	};
  
  	MorphBlendMesh.prototype.update = function ( delta ) {
  
  		for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  
  			var animation = this.animationsList[ i ];
  
  			if ( ! animation.active ) continue;
  
  			var frameTime = animation.duration / animation.length;
  
  			animation.time += animation.direction * delta;
  
  			if ( animation.mirroredLoop ) {
  
  				if ( animation.time > animation.duration || animation.time < 0 ) {
  
  					animation.direction *= - 1;
  
  					if ( animation.time > animation.duration ) {
  
  						animation.time = animation.duration;
  						animation.directionBackwards = true;
  
  					}
  
  					if ( animation.time < 0 ) {
  
  						animation.time = 0;
  						animation.directionBackwards = false;
  
  					}
  
  				}
  
  			} else {
  
  				animation.time = animation.time % animation.duration;
  
  				if ( animation.time < 0 ) animation.time += animation.duration;
  
  			}
  
  			var keyframe = animation.start + _Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  			var weight = animation.weight;
  
  			if ( keyframe !== animation.currentFrame ) {
  
  				this.morphTargetInfluences[ animation.lastFrame ] = 0;
  				this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  
  				this.morphTargetInfluences[ keyframe ] = 0;
  
  				animation.lastFrame = animation.currentFrame;
  				animation.currentFrame = keyframe;
  
  			}
  
  			var mix = ( animation.time % frameTime ) / frameTime;
  
  			if ( animation.directionBackwards ) mix = 1 - mix;
  
  			if ( animation.currentFrame !== animation.lastFrame ) {
  
  				this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  				this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  
  			} else {
  
  				this.morphTargetInfluences[ animation.currentFrame ] = weight;
  
  			}
  
  		}
  
  	};
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	function ImmediateRenderObject( material ) {
  
  		Object3D.call( this );
  
  		this.material = material;
  		this.render = function ( renderCallback ) {};
  
  	}
  
  	ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  	ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  
  	ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	*/
  
  	function VertexNormalsHelper( object, size, hex, linewidth ) {
  
  		this.object = object;
  
  		this.size = ( size !== undefined ) ? size : 1;
  
  		var color = ( hex !== undefined ) ? hex : 0xff0000;
  
  		var width = ( linewidth !== undefined ) ? linewidth : 1;
  
  		//
  
  		var nNormals = 0;
  
  		var objGeometry = this.object.geometry;
  
  		if ( objGeometry && objGeometry.isGeometry ) {
  
  			nNormals = objGeometry.faces.length * 3;
  
  		} else if ( objGeometry && objGeometry.isBufferGeometry ) {
  
  			nNormals = objGeometry.attributes.normal.count;
  
  		}
  
  		//
  
  		var geometry = new BufferGeometry();
  
  		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  
  		geometry.addAttribute( 'position', positions );
  
  		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  
  		//
  
  		this.matrixAutoUpdate = false;
  
  		this.update();
  
  	}
  
  	VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  	VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  
  	VertexNormalsHelper.prototype.update = ( function () {
  
  		var v1 = new Vector3();
  		var v2 = new Vector3();
  		var normalMatrix = new Matrix3();
  
  		return function update() {
  
  			var keys = [ 'a', 'b', 'c' ];
  
  			this.object.updateMatrixWorld( true );
  
  			normalMatrix.getNormalMatrix( this.object.matrixWorld );
  
  			var matrixWorld = this.object.matrixWorld;
  
  			var position = this.geometry.attributes.position;
  
  			//
  
  			var objGeometry = this.object.geometry;
  
  			if ( objGeometry && objGeometry.isGeometry ) {
  
  				var vertices = objGeometry.vertices;
  
  				var faces = objGeometry.faces;
  
  				var idx = 0;
  
  				for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  					var face = faces[ i ];
  
  					for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  
  						var vertex = vertices[ face[ keys[ j ] ] ];
  
  						var normal = face.vertexNormals[ j ];
  
  						v1.copy( vertex ).applyMatrix4( matrixWorld );
  
  						v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  
  						position.setXYZ( idx, v1.x, v1.y, v1.z );
  
  						idx = idx + 1;
  
  						position.setXYZ( idx, v2.x, v2.y, v2.z );
  
  						idx = idx + 1;
  
  					}
  
  				}
  
  			} else if ( objGeometry && objGeometry.isBufferGeometry ) {
  
  				var objPos = objGeometry.attributes.position;
  
  				var objNorm = objGeometry.attributes.normal;
  
  				var idx = 0;
  
  				// for simplicity, ignore index and drawcalls, and render every normal
  
  				for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  
  					v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  
  					v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  
  					v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  
  					position.setXYZ( idx, v1.x, v1.y, v1.z );
  
  					idx = idx + 1;
  
  					position.setXYZ( idx, v2.x, v2.y, v2.z );
  
  					idx = idx + 1;
  
  				}
  
  			}
  
  			position.needsUpdate = true;
  
  			return this;
  
  		};
  
  	}() );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	*/
  
  	function SpotLightHelper( light ) {
  
  		Object3D.call( this );
  
  		this.light = light;
  		this.light.updateMatrixWorld();
  
  		this.matrix = light.matrixWorld;
  		this.matrixAutoUpdate = false;
  
  		var geometry = new BufferGeometry();
  
  		var positions = [
  			0, 0, 0,   0,   0,   1,
  			0, 0, 0,   1,   0,   1,
  			0, 0, 0, - 1,   0,   1,
  			0, 0, 0,   0,   1,   1,
  			0, 0, 0,   0, - 1,   1
  		];
  
  		for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  
  			var p1 = ( i / l ) * Math.PI * 2;
  			var p2 = ( j / l ) * Math.PI * 2;
  
  			positions.push(
  				Math.cos( p1 ), Math.sin( p1 ), 1,
  				Math.cos( p2 ), Math.sin( p2 ), 1
  			);
  
  		}
  
  		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  
  		var material = new LineBasicMaterial( { fog: false } );
  
  		this.cone = new LineSegments( geometry, material );
  		this.add( this.cone );
  
  		this.update();
  
  	}
  
  	SpotLightHelper.prototype = Object.create( Object3D.prototype );
  	SpotLightHelper.prototype.constructor = SpotLightHelper;
  
  	SpotLightHelper.prototype.dispose = function () {
  
  		this.cone.geometry.dispose();
  		this.cone.material.dispose();
  
  	};
  
  	SpotLightHelper.prototype.update = function () {
  
  		var vector = new Vector3();
  		var vector2 = new Vector3();
  
  		return function update() {
  
  			var coneLength = this.light.distance ? this.light.distance : 1000;
  			var coneWidth = coneLength * Math.tan( this.light.angle );
  
  			this.cone.scale.set( coneWidth, coneWidth, coneLength );
  
  			vector.setFromMatrixPosition( this.light.matrixWorld );
  			vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  
  			this.cone.lookAt( vector2.sub( vector ) );
  
  			this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  		};
  
  	}();
  
  	/**
  	 * @author Sean Griffin / http://twitter.com/sgrif
  	 * @author Michael Guerrero / http://realitymeltdown.com
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author ikerr / http://verold.com
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function SkeletonHelper( object ) {
  
  		this.bones = this.getBoneList( object );
  
  		var geometry = new BufferGeometry();
  
  		var vertices = [];
  		var colors = [];
  
  		var color1 = new Color( 0, 0, 1 );
  		var color2 = new Color( 0, 1, 0 );
  
  		for ( var i = 0; i < this.bones.length; i ++ ) {
  
  			var bone = this.bones[ i ];
  
  			if ( bone.parent && bone.parent.isBone ) {
  
  				vertices.push( 0, 0, 0 );
  				vertices.push( 0, 0, 0 );
  				colors.push( color1.r, color1.g, color1.b );
  				colors.push( color2.r, color2.g, color2.b );
  
  			}
  
  		}
  
  		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  
  		var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  
  		LineSegments.call( this, geometry, material );
  
  		this.root = object;
  
  		this.matrix = object.matrixWorld;
  		this.matrixAutoUpdate = false;
  
  		this.update();
  
  	}
  
  
  	SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  	SkeletonHelper.prototype.constructor = SkeletonHelper;
  
  	SkeletonHelper.prototype.getBoneList = function( object ) {
  
  		var boneList = [];
  
  		if ( object && object.isBone ) {
  
  			boneList.push( object );
  
  		}
  
  		for ( var i = 0; i < object.children.length; i ++ ) {
  
  			boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
  
  		}
  
  		return boneList;
  
  	};
  
  	SkeletonHelper.prototype.update = function () {
  
  		var vector = new Vector3();
  
  		var boneMatrix = new Matrix4();
  		var matrixWorldInv = new Matrix4();
  
  		return function update() {
  
  			var geometry = this.geometry;
  			var position = geometry.getAttribute( 'position' );
  
  			matrixWorldInv.getInverse( this.root.matrixWorld );
  
  			for ( var i = 0, j = 0; i < this.bones.length; i ++ ) {
  
  				var bone = this.bones[ i ];
  
  				if ( bone.parent && bone.parent.isBone ) {
  
  					boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  					vector.setFromMatrixPosition( boneMatrix );
  					position.setXYZ( j, vector.x, vector.y, vector.z );
  
  					boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  					vector.setFromMatrixPosition( boneMatrix );
  					position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  
  					j += 2;
  
  				}
  
  			}
  
  			geometry.getAttribute( 'position' ).needsUpdate = true;
  
  		};
  
  	}();
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function PointLightHelper( light, sphereSize ) {
  
  		this.light = light;
  		this.light.updateMatrixWorld();
  
  		var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  		var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  		material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  		Mesh.call( this, geometry, material );
  
  		this.matrix = this.light.matrixWorld;
  		this.matrixAutoUpdate = false;
  
  		/*
  		var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  		var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  
  		this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  		this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  
  		var d = light.distance;
  
  		if ( d === 0.0 ) {
  
  			this.lightDistance.visible = false;
  
  		} else {
  
  			this.lightDistance.scale.set( d, d, d );
  
  		}
  
  		this.add( this.lightDistance );
  		*/
  
  	}
  
  	PointLightHelper.prototype = Object.create( Mesh.prototype );
  	PointLightHelper.prototype.constructor = PointLightHelper;
  
  	PointLightHelper.prototype.dispose = function () {
  
  		this.geometry.dispose();
  		this.material.dispose();
  
  	};
  
  	PointLightHelper.prototype.update = function () {
  
  		this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  		/*
  		var d = this.light.distance;
  
  		if ( d === 0.0 ) {
  
  			this.lightDistance.visible = false;
  
  		} else {
  
  			this.lightDistance.visible = true;
  			this.lightDistance.scale.set( d, d, d );
  
  		}
  		*/
  
  	};
  
  	/**
  	 * @author abelnation / http://github.com/abelnation
  	 * @author Mugen87 / http://github.com/Mugen87
  	 */
  
  	function RectAreaLightHelper( light ) {
  
  		Object3D.call( this );
  
  		this.light = light;
  		this.light.updateMatrixWorld();
  
  		var materialFront = new MeshBasicMaterial( {
  			color: light.color,
  			fog: false
  		} );
  
  		var materialBack = new MeshBasicMaterial( {
  			color: light.color,
  			fog: false,
  			wireframe: true
  		} );
  
  		var geometry = new BufferGeometry();
  
  		geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );
  
  		// shows the "front" of the light, e.g. where light comes from
  
  		this.add( new Mesh( geometry, materialFront ) );
  
  		// shows the "back" of the light, which does not emit light
  
  		this.add( new Mesh( geometry, materialBack ) );
  
  		this.update();
  
  	}
  
  	RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
  	RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  
  	RectAreaLightHelper.prototype.dispose = function () {
  
  		this.children[ 0 ].geometry.dispose();
  		this.children[ 0 ].material.dispose();
  		this.children[ 1 ].geometry.dispose();
  		this.children[ 1 ].material.dispose();
  
  	};
  
  	RectAreaLightHelper.prototype.update = function () {
  
  		var vector1 = new Vector3();
  		var vector2 = new Vector3();
  
  		return function update() {
  
  			var mesh1 = this.children[ 0 ];
  			var mesh2 = this.children[ 1 ];
  
  			if ( this.light.target ) {
  
  				vector1.setFromMatrixPosition( this.light.matrixWorld );
  				vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  
  				var lookVec = vector2.clone().sub( vector1 );
  				mesh1.lookAt( lookVec );
  				mesh2.lookAt( lookVec );
  
  			}
  
  			// update materials
  
  			mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  			mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  			// calculate new dimensions of the helper
  
  			var hx = this.light.width * 0.5;
  			var hy = this.light.height * 0.5;
  
  			// because the buffer attribute is shared over both geometries, we only have to update once
  
  			var position = mesh1.geometry.getAttribute( 'position' );
  			var array = position.array;
  
  			// first face
  
  			array[  0 ] =   hx; array[  1 ] = - hy; array[  2 ] = 0;
  			array[  3 ] =   hx; array[  4 ] =   hy; array[  5 ] = 0;
  			array[  6 ] = - hx; array[  7 ] =   hy; array[  8 ] = 0;
  
  			// second face
  
  			array[  9 ] = - hx; array[ 10 ] =   hy; array[ 11 ] = 0;
  			array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
  			array[ 15 ] =   hx; array[ 16 ] = - hy; array[ 17 ] = 0;
  
  			position.needsUpdate = true;
  
  		};
  
  	}();
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author Mugen87 / https://github.com/Mugen87
  	 */
  
  	function HemisphereLightHelper( light, size ) {
  
  		Object3D.call( this );
  
  		this.light = light;
  		this.light.updateMatrixWorld();
  
  		this.matrix = light.matrixWorld;
  		this.matrixAutoUpdate = false;
  
  		var geometry = new OctahedronBufferGeometry( size );
  		geometry.rotateY( Math.PI * 0.5 );
  
  		var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );
  
  		var position = geometry.getAttribute( 'position' );
  		var colors = new Float32Array( position.count * 3 );
  
  		geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  
  		this.add( new Mesh( geometry, material ) );
  
  		this.update();
  
  	}
  
  	HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  	HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  
  	HemisphereLightHelper.prototype.dispose = function () {
  
  		this.children[ 0 ].geometry.dispose();
  		this.children[ 0 ].material.dispose();
  
  	};
  
  	HemisphereLightHelper.prototype.update = function () {
  
  		var vector = new Vector3();
  
  		var color1 = new Color();
  		var color2 = new Color();
  
  		return function update() {
  
  			var mesh = this.children[ 0 ];
  
  			var colors = mesh.geometry.getAttribute( 'color' );
  
  			color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
  			color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  
  			for ( var i = 0, l = colors.count; i < l; i ++ ) {
  
  				var color = ( i < ( l / 2 ) ) ? color1 : color2;
  
  				colors.setXYZ( i, color.r, color.g, color.b );
  
  			}
  
  			mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  
  			colors.needsUpdate = true;
  
  		};
  
  	}();
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function GridHelper( size, divisions, color1, color2 ) {
  
  		size = size || 10;
  		divisions = divisions || 10;
  		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  
  		var center = divisions / 2;
  		var step = ( size * 2 ) / divisions;
  		var vertices = [], colors = [];
  
  		for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) {
  
  			vertices.push( - size, 0, k, size, 0, k );
  			vertices.push( k, 0, - size, k, 0, size );
  
  			var color = i === center ? color1 : color2;
  
  			color.toArray( colors, j ); j += 3;
  			color.toArray( colors, j ); j += 3;
  			color.toArray( colors, j ); j += 3;
  			color.toArray( colors, j ); j += 3;
  
  		}
  
  		var geometry = new BufferGeometry();
  		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  
  		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  
  		LineSegments.call( this, geometry, material );
  
  	}
  
  	GridHelper.prototype = Object.create( LineSegments.prototype );
  	GridHelper.prototype.constructor = GridHelper;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author Mugen87 / http://github.com/Mugen87
  	 * @author Hectate / http://www.github.com/Hectate
  	 */
  
  	function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  
  		radius = radius || 10;
  		radials = radials || 16;
  		circles = circles || 8;
  		divisions = divisions || 64;
  		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  
  		var vertices = [];
  		var colors = [];
  
  		var x, z;
  		var v, i, j, r, color;
  
  		// create the radials
  
  		for ( i = 0; i <= radials; i ++ ) {
  
  			v = ( i / radials ) * ( Math.PI * 2 );
  
  			x = Math.sin( v ) * radius;
  			z = Math.cos( v ) * radius;
  
  			vertices.push( 0, 0, 0 );
  			vertices.push( x, 0, z );
  
  			color = ( i & 1 ) ? color1 : color2;
  
  			colors.push( color.r, color.g, color.b );
  			colors.push( color.r, color.g, color.b );
  
  		}
  
  		// create the circles
  
  		for ( i = 0; i <= circles; i ++ ) {
  
  			color = ( i & 1 ) ? color1 : color2;
  
  			r = radius - ( radius / circles * i );
  
  			for ( j = 0; j < divisions; j ++ ) {
  
  				// first vertex
  
  				v = ( j / divisions ) * ( Math.PI * 2 );
  
  				x = Math.sin( v ) * r;
  				z = Math.cos( v ) * r;
  
  				vertices.push( x, 0, z );
  				colors.push( color.r, color.g, color.b );
  
  				// second vertex
  
  				v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  
  				x = Math.sin( v ) * r;
  				z = Math.cos( v ) * r;
  
  				vertices.push( x, 0, z );
  				colors.push( color.r, color.g, color.b );
  
  			}
  
  		}
  
  		var geometry = new BufferGeometry();
  		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  
  		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  
  		LineSegments.call( this, geometry, material );
  
  	}
  
  	PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  	PolarGridHelper.prototype.constructor = PolarGridHelper;
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	*/
  
  	function FaceNormalsHelper( object, size, hex, linewidth ) {
  
  		// FaceNormalsHelper only supports THREE.Geometry
  
  		this.object = object;
  
  		this.size = ( size !== undefined ) ? size : 1;
  
  		var color = ( hex !== undefined ) ? hex : 0xffff00;
  
  		var width = ( linewidth !== undefined ) ? linewidth : 1;
  
  		//
  
  		var nNormals = 0;
  
  		var objGeometry = this.object.geometry;
  
  		if ( objGeometry && objGeometry.isGeometry ) {
  
  			nNormals = objGeometry.faces.length;
  
  		} else {
  
  			console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  
  		}
  
  		//
  
  		var geometry = new BufferGeometry();
  
  		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  
  		geometry.addAttribute( 'position', positions );
  
  		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  
  		//
  
  		this.matrixAutoUpdate = false;
  		this.update();
  
  	}
  
  	FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  	FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  
  	FaceNormalsHelper.prototype.update = ( function () {
  
  		var v1 = new Vector3();
  		var v2 = new Vector3();
  		var normalMatrix = new Matrix3();
  
  		return function update() {
  
  			this.object.updateMatrixWorld( true );
  
  			normalMatrix.getNormalMatrix( this.object.matrixWorld );
  
  			var matrixWorld = this.object.matrixWorld;
  
  			var position = this.geometry.attributes.position;
  
  			//
  
  			var objGeometry = this.object.geometry;
  
  			var vertices = objGeometry.vertices;
  
  			var faces = objGeometry.faces;
  
  			var idx = 0;
  
  			for ( var i = 0, l = faces.length; i < l; i ++ ) {
  
  				var face = faces[ i ];
  
  				var normal = face.normal;
  
  				v1.copy( vertices[ face.a ] )
  					.add( vertices[ face.b ] )
  					.add( vertices[ face.c ] )
  					.divideScalar( 3 )
  					.applyMatrix4( matrixWorld );
  
  				v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  
  				position.setXYZ( idx, v1.x, v1.y, v1.z );
  
  				idx = idx + 1;
  
  				position.setXYZ( idx, v2.x, v2.y, v2.z );
  
  				idx = idx + 1;
  
  			}
  
  			position.needsUpdate = true;
  
  			return this;
  
  		};
  
  	}() );
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author WestLangley / http://github.com/WestLangley
  	 */
  
  	function DirectionalLightHelper( light, size ) {
  
  		Object3D.call( this );
  
  		this.light = light;
  		this.light.updateMatrixWorld();
  
  		this.matrix = light.matrixWorld;
  		this.matrixAutoUpdate = false;
  
  		if ( size === undefined ) size = 1;
  
  		var geometry = new BufferGeometry();
  		geometry.addAttribute( 'position', new Float32BufferAttribute( [
  			- size,   size, 0,
  			  size,   size, 0,
  			  size, - size, 0,
  			- size, - size, 0,
  			- size,   size, 0
  		], 3 ) );
  
  		var material = new LineBasicMaterial( { fog: false } );
  
  		this.add( new Line( geometry, material ) );
  
  		geometry = new BufferGeometry();
  		geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  
  		this.add( new Line( geometry, material ));
  
  		this.update();
  
  	}
  
  	DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  	DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  
  	DirectionalLightHelper.prototype.dispose = function () {
  
  		var lightPlane = this.children[ 0 ];
  		var targetLine = this.children[ 1 ];
  
  		lightPlane.geometry.dispose();
  		lightPlane.material.dispose();
  		targetLine.geometry.dispose();
  		targetLine.material.dispose();
  
  	};
  
  	DirectionalLightHelper.prototype.update = function () {
  
  		var v1 = new Vector3();
  		var v2 = new Vector3();
  		var v3 = new Vector3();
  
  		return function update() {
  
  			v1.setFromMatrixPosition( this.light.matrixWorld );
  			v2.setFromMatrixPosition( this.light.target.matrixWorld );
  			v3.subVectors( v2, v1 );
  
  			var lightPlane = this.children[ 0 ];
  			var targetLine = this.children[ 1 ];
  
  			lightPlane.lookAt( v3 );
  			lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  
  			targetLine.lookAt( v3 );
  			targetLine.scale.z = v3.length();
  
  		};
  
  	}();
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 * @author Mugen87 / https://github.com/Mugen87
  	 *
  	 *	- shows frustum, line of sight and up of the camera
  	 *	- suitable for fast updates
  	 * 	- based on frustum visualization in lightgl.js shadowmap example
  	 *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
  	 */
  
  	function CameraHelper( camera ) {
  
  		var geometry = new BufferGeometry();
  		var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  
  		var vertices = [];
  		var colors = [];
  
  		var pointMap = {};
  
  		// colors
  
  		var colorFrustum = new Color( 0xffaa00 );
  		var colorCone = new Color( 0xff0000 );
  		var colorUp = new Color( 0x00aaff );
  		var colorTarget = new Color( 0xffffff );
  		var colorCross = new Color( 0x333333 );
  
  		// near
  
  		addLine( "n1", "n2", colorFrustum );
  		addLine( "n2", "n4", colorFrustum );
  		addLine( "n4", "n3", colorFrustum );
  		addLine( "n3", "n1", colorFrustum );
  
  		// far
  
  		addLine( "f1", "f2", colorFrustum );
  		addLine( "f2", "f4", colorFrustum );
  		addLine( "f4", "f3", colorFrustum );
  		addLine( "f3", "f1", colorFrustum );
  
  		// sides
  
  		addLine( "n1", "f1", colorFrustum );
  		addLine( "n2", "f2", colorFrustum );
  		addLine( "n3", "f3", colorFrustum );
  		addLine( "n4", "f4", colorFrustum );
  
  		// cone
  
  		addLine( "p", "n1", colorCone );
  		addLine( "p", "n2", colorCone );
  		addLine( "p", "n3", colorCone );
  		addLine( "p", "n4", colorCone );
  
  		// up
  
  		addLine( "u1", "u2", colorUp );
  		addLine( "u2", "u3", colorUp );
  		addLine( "u3", "u1", colorUp );
  
  		// target
  
  		addLine( "c", "t", colorTarget );
  		addLine( "p", "c", colorCross );
  
  		// cross
  
  		addLine( "cn1", "cn2", colorCross );
  		addLine( "cn3", "cn4", colorCross );
  
  		addLine( "cf1", "cf2", colorCross );
  		addLine( "cf3", "cf4", colorCross );
  
  		function addLine( a, b, color ) {
  
  			addPoint( a, color );
  			addPoint( b, color );
  
  		}
  
  		function addPoint( id, color ) {
  
  			vertices.push( 0, 0, 0 );
  			colors.push( color.r, color.g, color.b );
  
  			if ( pointMap[ id ] === undefined ) {
  
  				pointMap[ id ] = [];
  
  			}
  
  			pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  
  		}
  
  		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  
  		LineSegments.call( this, geometry, material );
  
  		this.camera = camera;
  		if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  
  		this.matrix = camera.matrixWorld;
  		this.matrixAutoUpdate = false;
  
  		this.pointMap = pointMap;
  
  		this.update();
  
  	}
  
  	CameraHelper.prototype = Object.create( LineSegments.prototype );
  	CameraHelper.prototype.constructor = CameraHelper;
  
  	CameraHelper.prototype.update = function () {
  
  		var geometry, pointMap;
  
  		var vector = new Vector3();
  		var camera = new Camera();
  
  		function setPoint( point, x, y, z ) {
  
  			vector.set( x, y, z ).unproject( camera );
  
  			var points = pointMap[ point ];
  
  			if ( points !== undefined ) {
  
  				var position = geometry.getAttribute( 'position' );
  
  				for ( var i = 0, l = points.length; i < l; i ++ ) {
  
  					position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  
  				}
  
  			}
  
  		}
  
  		return function update() {
  
  			geometry = this.geometry;
  			pointMap = this.pointMap;
  
  			var w = 1, h = 1;
  
  			// we need just camera projection matrix
  			// world matrix must be identity
  
  			camera.projectionMatrix.copy( this.camera.projectionMatrix );
  
  			// center / target
  
  			setPoint( "c", 0, 0, - 1 );
  			setPoint( "t", 0, 0,  1 );
  
  			// near
  
  			setPoint( "n1", - w, - h, - 1 );
  			setPoint( "n2",   w, - h, - 1 );
  			setPoint( "n3", - w,   h, - 1 );
  			setPoint( "n4",   w,   h, - 1 );
  
  			// far
  
  			setPoint( "f1", - w, - h, 1 );
  			setPoint( "f2",   w, - h, 1 );
  			setPoint( "f3", - w,   h, 1 );
  			setPoint( "f4",   w,   h, 1 );
  
  			// up
  
  			setPoint( "u1",   w * 0.7, h * 1.1, - 1 );
  			setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  			setPoint( "u3",         0, h * 2,   - 1 );
  
  			// cross
  
  			setPoint( "cf1", - w,   0, 1 );
  			setPoint( "cf2",   w,   0, 1 );
  			setPoint( "cf3",   0, - h, 1 );
  			setPoint( "cf4",   0,   h, 1 );
  
  			setPoint( "cn1", - w,   0, - 1 );
  			setPoint( "cn2",   w,   0, - 1 );
  			setPoint( "cn3",   0, - h, - 1 );
  			setPoint( "cn4",   0,   h, - 1 );
  
  			geometry.getAttribute( 'position' ).needsUpdate = true;
  
  		};
  
  	}();
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function BoxHelper( object, color ) {
  
  		if ( color === undefined ) color = 0xffff00;
  
  		var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  		var positions = new Float32Array( 8 * 3 );
  
  		var geometry = new BufferGeometry();
  		geometry.setIndex( new BufferAttribute( indices, 1 ) );
  		geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  
  		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  
  		if ( object !== undefined ) {
  
  			this.update( object );
  
  		}
  
  	}
  
  	BoxHelper.prototype = Object.create( LineSegments.prototype );
  	BoxHelper.prototype.constructor = BoxHelper;
  
  	BoxHelper.prototype.update = ( function () {
  
  		var box = new Box3();
  
  		return function update( object ) {
  
  			if ( object && object.isBox3 ) {
  
  				box.copy( object );
  
  			} else {
  
  				box.setFromObject( object );
  
  			}
  
  			if ( box.isEmpty() ) return;
  
  			var min = box.min;
  			var max = box.max;
  
  			/*
  			  5____4
  			1/___0/|
  			| 6__|_7
  			2/___3/
  
  			0: max.x, max.y, max.z
  			1: min.x, max.y, max.z
  			2: min.x, min.y, max.z
  			3: max.x, min.y, max.z
  			4: max.x, max.y, min.z
  			5: min.x, max.y, min.z
  			6: min.x, min.y, min.z
  			7: max.x, min.y, min.z
  			*/
  
  			var position = this.geometry.attributes.position;
  			var array = position.array;
  
  			array[  0 ] = max.x; array[  1 ] = max.y; array[  2 ] = max.z;
  			array[  3 ] = min.x; array[  4 ] = max.y; array[  5 ] = max.z;
  			array[  6 ] = min.x; array[  7 ] = min.y; array[  8 ] = max.z;
  			array[  9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  			array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  			array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  			array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  			array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  
  			position.needsUpdate = true;
  
  			this.geometry.computeBoundingSphere();
  
  		};
  
  	} )();
  
  	/**
  	 * @author WestLangley / http://github.com/WestLangley
  	 * @author zz85 / http://github.com/zz85
  	 * @author bhouston / http://clara.io
  	 *
  	 * Creates an arrow for visualizing directions
  	 *
  	 * Parameters:
  	 *  dir - Vector3
  	 *  origin - Vector3
  	 *  length - Number
  	 *  color - color in hex value
  	 *  headLength - Number
  	 *  headWidth - Number
  	 */
  
  	var lineGeometry = new BufferGeometry();
  	lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  
  	var coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  	coneGeometry.translate( 0, - 0.5, 0 );
  
  	function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  
  		// dir is assumed to be normalized
  
  		Object3D.call( this );
  
  		if ( color === undefined ) color = 0xffff00;
  		if ( length === undefined ) length = 1;
  		if ( headLength === undefined ) headLength = 0.2 * length;
  		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  
  		this.position.copy( origin );
  
  		this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  		this.line.matrixAutoUpdate = false;
  		this.add( this.line );
  
  		this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  		this.cone.matrixAutoUpdate = false;
  		this.add( this.cone );
  
  		this.setDirection( dir );
  		this.setLength( length, headLength, headWidth );
  
  	}
  
  	ArrowHelper.prototype = Object.create( Object3D.prototype );
  	ArrowHelper.prototype.constructor = ArrowHelper;
  
  	ArrowHelper.prototype.setDirection = ( function () {
  
  		var axis = new Vector3();
  		var radians;
  
  		return function setDirection( dir ) {
  
  			// dir is assumed to be normalized
  
  			if ( dir.y > 0.99999 ) {
  
  				this.quaternion.set( 0, 0, 0, 1 );
  
  			} else if ( dir.y < - 0.99999 ) {
  
  				this.quaternion.set( 1, 0, 0, 0 );
  
  			} else {
  
  				axis.set( dir.z, 0, - dir.x ).normalize();
  
  				radians = Math.acos( dir.y );
  
  				this.quaternion.setFromAxisAngle( axis, radians );
  
  			}
  
  		};
  
  	}() );
  
  	ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  
  		if ( headLength === undefined ) headLength = 0.2 * length;
  		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  
  		this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  		this.line.updateMatrix();
  
  		this.cone.scale.set( headWidth, headLength, headWidth );
  		this.cone.position.y = length;
  		this.cone.updateMatrix();
  
  	};
  
  	ArrowHelper.prototype.setColor = function ( color ) {
  
  		this.line.material.color.copy( color );
  		this.cone.material.color.copy( color );
  
  	};
  
  	/**
  	 * @author sroucheray / http://sroucheray.org/
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function AxisHelper( size ) {
  
  		size = size || 1;
  
  		var vertices = [
  			0, 0, 0,  size, 0, 0,
  			0, 0, 0,  0, size, 0,
  			0, 0, 0,  0, 0, size
  		];
  
  		var colors = [
  			1, 0, 0,  1, 0.6, 0,
  			0, 1, 0,  0.6, 1, 0,
  			0, 0, 1,  0, 0.6, 1
  		];
  
  		var geometry = new BufferGeometry();
  		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  
  		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  
  		LineSegments.call( this, geometry, material );
  
  	}
  
  	AxisHelper.prototype = Object.create( LineSegments.prototype );
  	AxisHelper.prototype.constructor = AxisHelper;
  
  	/**
  	 * @author zz85 https://github.com/zz85
  	 *
  	 * Centripetal CatmullRom Curve - which is useful for avoiding
  	 * cusps and self-intersections in non-uniform catmull rom curves.
  	 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  	 *
  	 * curve.type accepts centripetal(default), chordal and catmullrom
  	 * curve.tension is used for catmullrom which defaults to 0.5
  	 */
  
  
  	/*
  	Based on an optimized c++ solution in
  	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  	 - http://ideone.com/NoEbVM
  
  	This CubicPoly class could be used for reusing some variables and calculations,
  	but for three.js curve use, it could be possible inlined and flatten into a single function call
  	which can be placed in CurveUtils.
  	*/
  
  	function CubicPoly() {
  
  		var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  
  		/*
  		 * Compute coefficients for a cubic polynomial
  		 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  		 * such that
  		 *   p(0) = x0, p(1) = x1
  		 *  and
  		 *   p'(0) = t0, p'(1) = t1.
  		 */
  		function init( x0, x1, t0, t1 ) {
  
  			c0 = x0;
  			c1 = t0;
  			c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  			c3 = 2 * x0 - 2 * x1 + t0 + t1;
  
  		}
  
  		return {
  
  			initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  
  				init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  
  			},
  
  			initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  
  				// compute tangents when parameterized in [t1,t2]
  				var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  				var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  
  				// rescale tangents for parametrization in [0,1]
  				t1 *= dt1;
  				t2 *= dt1;
  
  				init( x1, x2, t1, t2 );
  
  			},
  
  			calc: function ( t ) {
  
  				var t2 = t * t;
  				var t3 = t2 * t;
  				return c0 + c1 * t + c2 * t2 + c3 * t3;
  
  			}
  
  		};
  
  	}
  
  	//
  
  	var tmp = new Vector3();
  	var px = new CubicPoly();
  	var py = new CubicPoly();
  	var pz = new CubicPoly();
  
  	function CatmullRomCurve3( p /* array of Vector3 */ ) {
  
  		this.points = p || [];
  		this.closed = false;
  
  	}
  
  	CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  	CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  
  	CatmullRomCurve3.prototype.getPoint = function ( t ) {
  
  		var points = this.points;
  		var l = points.length;
  
  		if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
  
  		var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
  		var intPoint = Math.floor( point );
  		var weight = point - intPoint;
  
  		if ( this.closed ) {
  
  			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  
  		} else if ( weight === 0 && intPoint === l - 1 ) {
  
  			intPoint = l - 2;
  			weight = 1;
  
  		}
  
  		var p0, p1, p2, p3; // 4 points
  
  		if ( this.closed || intPoint > 0 ) {
  
  			p0 = points[ ( intPoint - 1 ) % l ];
  
  		} else {
  
  			// extrapolate first point
  			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  			p0 = tmp;
  
  		}
  
  		p1 = points[ intPoint % l ];
  		p2 = points[ ( intPoint + 1 ) % l ];
  
  		if ( this.closed || intPoint + 2 < l ) {
  
  			p3 = points[ ( intPoint + 2 ) % l ];
  
  		} else {
  
  			// extrapolate last point
  			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  			p3 = tmp;
  
  		}
  
  		if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
  
  			// init Centripetal / Chordal Catmull-Rom
  			var pow = this.type === 'chordal' ? 0.5 : 0.25;
  			var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  			var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  			var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  
  			// safety check for repeated points
  			if ( dt1 < 1e-4 ) dt1 = 1.0;
  			if ( dt0 < 1e-4 ) dt0 = dt1;
  			if ( dt2 < 1e-4 ) dt2 = dt1;
  
  			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  
  		} else if ( this.type === 'catmullrom' ) {
  
  			var tension = this.tension !== undefined ? this.tension : 0.5;
  			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
  			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
  			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
  
  		}
  
  		return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
  
  	};
  
  	function CubicBezierCurve3( v0, v1, v2, v3 ) {
  
  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;
  		this.v3 = v3;
  
  	}
  
  	CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  	CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  
  	CubicBezierCurve3.prototype.getPoint = function ( t ) {
  
  		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  
  		return new Vector3(
  			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  		);
  
  	};
  
  	function QuadraticBezierCurve3( v0, v1, v2 ) {
  
  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;
  
  	}
  
  	QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  	QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  
  	QuadraticBezierCurve3.prototype.getPoint = function ( t ) {
  
  		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  
  		return new Vector3(
  			QuadraticBezier( t, v0.x, v1.x, v2.x ),
  			QuadraticBezier( t, v0.y, v1.y, v2.y ),
  			QuadraticBezier( t, v0.z, v1.z, v2.z )
  		);
  
  	};
  
  	function LineCurve3( v1, v2 ) {
  
  		this.v1 = v1;
  		this.v2 = v2;
  
  	}
  
  	LineCurve3.prototype = Object.create( Curve.prototype );
  	LineCurve3.prototype.constructor = LineCurve3;
  
  	LineCurve3.prototype.getPoint = function ( t ) {
  
  		if ( t === 1 ) {
  
  			return this.v2.clone();
  
  		}
  
  		var vector = new Vector3();
  
  		vector.subVectors( this.v2, this.v1 ); // diff
  		vector.multiplyScalar( t );
  		vector.add( this.v1 );
  
  		return vector;
  
  	};
  
  	function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  
  		EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  
  	}
  
  	ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  	ArcCurve.prototype.constructor = ArcCurve;
  
  	/**
  	 * @author alteredq / http://alteredqualia.com/
  	 */
  
  	var SceneUtils = {
  
  		createMultiMaterialObject: function ( geometry, materials ) {
  
  			var group = new Group();
  
  			for ( var i = 0, l = materials.length; i < l; i ++ ) {
  
  				group.add( new Mesh( geometry, materials[ i ] ) );
  
  			}
  
  			return group;
  
  		},
  
  		detach: function ( child, parent, scene ) {
  
  			child.applyMatrix( parent.matrixWorld );
  			parent.remove( child );
  			scene.add( child );
  
  		},
  
  		attach: function ( child, scene, parent ) {
  
  			var matrixWorldInverse = new Matrix4();
  			matrixWorldInverse.getInverse( parent.matrixWorld );
  			child.applyMatrix( matrixWorldInverse );
  
  			scene.remove( child );
  			parent.add( child );
  
  		}
  
  	};
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 */
  
  	function Face4( a, b, c, d, normal, color, materialIndex ) {
  
  		console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  		return new Face3( a, b, c, normal, color, materialIndex );
  
  	}
  
  	var LineStrip = 0;
  
  	var LinePieces = 1;
  
  	function MeshFaceMaterial( materials ) {
  
  		console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
  		return new MultiMaterial( materials );
  
  	}
  
  	function PointCloud( geometry, material ) {
  
  		console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  		return new Points( geometry, material );
  
  	}
  
  	function Particle( material ) {
  
  		console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  		return new Sprite( material );
  
  	}
  
  	function ParticleSystem( geometry, material ) {
  
  		console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  		return new Points( geometry, material );
  
  	}
  
  	function PointCloudMaterial( parameters ) {
  
  		console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  		return new PointsMaterial( parameters );
  
  	}
  
  	function ParticleBasicMaterial( parameters ) {
  
  		console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  		return new PointsMaterial( parameters );
  
  	}
  
  	function ParticleSystemMaterial( parameters ) {
  
  		console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  		return new PointsMaterial( parameters );
  
  	}
  
  	function Vertex( x, y, z ) {
  
  		console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  		return new Vector3( x, y, z );
  
  	}
  
  	//
  
  	function DynamicBufferAttribute( array, itemSize ) {
  
  		console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  		return new BufferAttribute( array, itemSize ).setDynamic( true );
  
  	}
  
  	function Int8Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  		return new Int8BufferAttribute( array, itemSize );
  
  	}
  
  	function Uint8Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  		return new Uint8BufferAttribute( array, itemSize );
  
  	}
  
  	function Uint8ClampedAttribute( array, itemSize ) {
  
  		console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  		return new Uint8ClampedBufferAttribute( array, itemSize );
  
  	}
  
  	function Int16Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  		return new Int16BufferAttribute( array, itemSize );
  
  	}
  
  	function Uint16Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  		return new Uint16BufferAttribute( array, itemSize );
  
  	}
  
  	function Int32Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  		return new Int32BufferAttribute( array, itemSize );
  
  	}
  
  	function Uint32Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  		return new Uint32BufferAttribute( array, itemSize );
  
  	}
  
  	function Float32Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  		return new Float32BufferAttribute( array, itemSize );
  
  	}
  
  	function Float64Attribute( array, itemSize ) {
  
  		console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  		return new Float64BufferAttribute( array, itemSize );
  
  	}
  
  	//
  
  	Curve.create = function ( construct, getPoint ) {
  
  		console.log( 'THREE.Curve.create() has been deprecated' );
  
  		construct.prototype = Object.create( Curve.prototype );
  		construct.prototype.constructor = construct;
  		construct.prototype.getPoint = getPoint;
  
  		return construct;
  
  	};
  
  	//
  
  	function ClosedSplineCurve3( points ) {
  
  		console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  
  		CatmullRomCurve3.call( this, points );
  		this.type = 'catmullrom';
  		this.closed = true;
  
  	}
  
  	ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  
  	//
  
  	function SplineCurve3( points ) {
  
  		console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  
  		CatmullRomCurve3.call( this, points );
  		this.type = 'catmullrom';
  
  	}
  
  	SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  
  	//
  
  	function Spline( points ) {
  
  		console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  
  		CatmullRomCurve3.call( this, points );
  		this.type = 'catmullrom';
  
  	}
  
  	Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  
  	Object.assign( Spline.prototype, {
  
  		initFromArray: function ( a ) {
  
  			console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  
  		},
  		getControlPointsArray: function ( optionalTarget ) {
  
  			console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  
  		},
  		reparametrizeByArcLength: function ( samplingCoef ) {
  
  			console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  
  		}
  
  	} );
  
  	//
  	function BoundingBoxHelper( object, color ) {
  
  		console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  		return new BoxHelper( object, color );
  
  	}
  
  	function EdgesHelper( object, hex ) {
  
  		console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  		return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  
  	}
  
  	GridHelper.prototype.setColors = function () {
  
  		console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  
  	};
  
  	function WireframeHelper( object, hex ) {
  
  		console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  		return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  
  	}
  
  	//
  
  	function XHRLoader( manager ) {
  
  		console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  		return new FileLoader( manager );
  
  	}
  
  	function BinaryTextureLoader( manager ) {
  
  		console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  		return new DataTextureLoader( manager );
  
  	}
  
  	//
  
  	Object.assign( Box2.prototype, {
  
  		center: function ( optionalTarget ) {
  
  			console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  			return this.getCenter( optionalTarget );
  
  		},
  		empty: function () {
  
  			console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  			return this.isEmpty();
  
  		},
  		isIntersectionBox: function ( box ) {
  
  			console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  			return this.intersectsBox( box );
  
  		},
  		size: function ( optionalTarget ) {
  
  			console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  			return this.getSize( optionalTarget );
  
  		}
  	} );
  
  	Object.assign( Box3.prototype, {
  
  		center: function ( optionalTarget ) {
  
  			console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  			return this.getCenter( optionalTarget );
  
  		},
  		empty: function () {
  
  			console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  			return this.isEmpty();
  
  		},
  		isIntersectionBox: function ( box ) {
  
  			console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  			return this.intersectsBox( box );
  
  		},
  		isIntersectionSphere: function ( sphere ) {
  
  			console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  			return this.intersectsSphere( sphere );
  
  		},
  		size: function ( optionalTarget ) {
  
  			console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  			return this.getSize( optionalTarget );
  
  		}
  	} );
  
  	Line3.prototype.center = function ( optionalTarget ) {
  
  		console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  		return this.getCenter( optionalTarget );
  
  	};
  
  	_Math.random16 = function () {
  
  		console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
  		return Math.random();
  
  	};
  
  	Object.assign( Matrix3.prototype, {
  
  		flattenToArrayOffset: function ( array, offset ) {
  
  			console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  			return this.toArray( array, offset );
  
  		},
  		multiplyVector3: function ( vector ) {
  
  			console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  			return vector.applyMatrix3( this );
  
  		},
  		multiplyVector3Array: function ( a ) {
  
  			console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  			return this.applyToVector3Array( a );
  
  		},
  		applyToBuffer: function( buffer, offset, length ) {
  
  			console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  			return this.applyToBufferAttribute( buffer );
  
  		},
  		applyToVector3Array: function( array, offset, length ) {
  
  			console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  
  		}
  
  	} );
  
  	Object.assign( Matrix4.prototype, {
  
  		extractPosition: function ( m ) {
  
  			console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  			return this.copyPosition( m );
  
  		},
  		flattenToArrayOffset: function ( array, offset ) {
  
  			console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  			return this.toArray( array, offset );
  
  		},
  		getPosition: function () {
  
  			var v1;
  
  			return function getPosition() {
  
  				if ( v1 === undefined ) v1 = new Vector3();
  				console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  				return v1.setFromMatrixColumn( this, 3 );
  
  			};
  
  		}(),
  		setRotationFromQuaternion: function ( q ) {
  
  			console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  			return this.makeRotationFromQuaternion( q );
  
  		},
  		multiplyVector3: function ( vector ) {
  
  			console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  			return vector.applyMatrix4( this );
  
  		},
  		multiplyVector4: function ( vector ) {
  
  			console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  			return vector.applyMatrix4( this );
  
  		},
  		multiplyVector3Array: function ( a ) {
  
  			console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  			return this.applyToVector3Array( a );
  
  		},
  		rotateAxis: function ( v ) {
  
  			console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  			v.transformDirection( this );
  
  		},
  		crossVector: function ( vector ) {
  
  			console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  			return vector.applyMatrix4( this );
  
  		},
  		translate: function () {
  
  			console.error( 'THREE.Matrix4: .translate() has been removed.' );
  
  		},
  		rotateX: function () {
  
  			console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  
  		},
  		rotateY: function () {
  
  			console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  
  		},
  		rotateZ: function () {
  
  			console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  
  		},
  		rotateByAxis: function () {
  
  			console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  
  		},
  		applyToBuffer: function( buffer, offset, length ) {
  
  			console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  			return this.applyToBufferAttribute( buffer );
  
  		},
  		applyToVector3Array: function( array, offset, length ) {
  
  			console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  
  		},
  		makeFrustum: function( left, right, bottom, top, near, far ) {
  
  			console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  			return this.makePerspective( left, right, top, bottom, near, far );
  
  		}
  
  	} );
  
  	Plane.prototype.isIntersectionLine = function ( line ) {
  
  		console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  		return this.intersectsLine( line );
  
  	};
  
  	Quaternion.prototype.multiplyVector3 = function ( vector ) {
  
  		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  		return vector.applyQuaternion( this );
  
  	};
  
  	Object.assign( Ray.prototype, {
  
  		isIntersectionBox: function ( box ) {
  
  			console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  			return this.intersectsBox( box );
  
  		},
  		isIntersectionPlane: function ( plane ) {
  
  			console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  			return this.intersectsPlane( plane );
  
  		},
  		isIntersectionSphere: function ( sphere ) {
  
  			console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  			return this.intersectsSphere( sphere );
  
  		}
  
  	} );
  
  	Object.assign( Shape.prototype, {
  
  		extrude: function ( options ) {
  
  			console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  			return new ExtrudeGeometry( this, options );
  
  		},
  		makeGeometry: function ( options ) {
  
  			console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  			return new ShapeGeometry( this, options );
  
  		}
  
  	} );
  
  	Object.assign( Vector2.prototype, {
  
  		fromAttribute: function ( attribute, index, offset ) {
  
  			console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  			return this.fromBufferAttribute( attribute, index, offset );
  
  		}
  
  	} );
  
  	Object.assign( Vector3.prototype, {
  
  		setEulerFromRotationMatrix: function () {
  
  			console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  
  		},
  		setEulerFromQuaternion: function () {
  
  			console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  
  		},
  		getPositionFromMatrix: function ( m ) {
  
  			console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  			return this.setFromMatrixPosition( m );
  
  		},
  		getScaleFromMatrix: function ( m ) {
  
  			console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  			return this.setFromMatrixScale( m );
  
  		},
  		getColumnFromMatrix: function ( index, matrix ) {
  
  			console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  			return this.setFromMatrixColumn( matrix, index );
  
  		},
  		applyProjection: function ( m ) {
  
  			console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  			return this.applyMatrix4( m );
  
  		},
  		fromAttribute: function ( attribute, index, offset ) {
  
  			console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  			return this.fromBufferAttribute( attribute, index, offset );
  
  		}
  
  	} );
  
  	Object.assign( Vector4.prototype, {
  
  		fromAttribute: function ( attribute, index, offset ) {
  
  			console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  			return this.fromBufferAttribute( attribute, index, offset );
  
  		}
  
  	} );
  
  	//
  
  	Geometry.prototype.computeTangents = function () {
  
  		console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
  
  	};
  
  	Object.assign( Object3D.prototype, {
  
  		getChildByName: function ( name ) {
  
  			console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  			return this.getObjectByName( name );
  
  		},
  		renderDepth: function () {
  
  			console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  
  		},
  		translate: function ( distance, axis ) {
  
  			console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  			return this.translateOnAxis( axis, distance );
  
  		}
  
  	} );
  
  	Object.defineProperties( Object3D.prototype, {
  
  		eulerOrder: {
  			get: function () {
  
  				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  				return this.rotation.order;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  				this.rotation.order = value;
  
  			}
  		},
  		useQuaternion: {
  			get: function () {
  
  				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  
  			},
  			set: function () {
  
  				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  
  			}
  		}
  
  	} );
  
  	Object.defineProperties( LOD.prototype, {
  
  		objects: {
  			get: function () {
  
  				console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  				return this.levels;
  
  			}
  		}
  
  	} );
  
  	//
  
  	PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  
  		console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  				"Use .setFocalLength and .filmGauge for a photographic setup." );
  
  		if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  		this.setFocalLength( focalLength );
  
  	};
  
  	//
  
  	Object.defineProperties( Light.prototype, {
  		onlyShadow: {
  			set: function () {
  
  				console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  
  			}
  		},
  		shadowCameraFov: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  				this.shadow.camera.fov = value;
  
  			}
  		},
  		shadowCameraLeft: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  				this.shadow.camera.left = value;
  
  			}
  		},
  		shadowCameraRight: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  				this.shadow.camera.right = value;
  
  			}
  		},
  		shadowCameraTop: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  				this.shadow.camera.top = value;
  
  			}
  		},
  		shadowCameraBottom: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  				this.shadow.camera.bottom = value;
  
  			}
  		},
  		shadowCameraNear: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  				this.shadow.camera.near = value;
  
  			}
  		},
  		shadowCameraFar: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  				this.shadow.camera.far = value;
  
  			}
  		},
  		shadowCameraVisible: {
  			set: function () {
  
  				console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  
  			}
  		},
  		shadowBias: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  				this.shadow.bias = value;
  
  			}
  		},
  		shadowDarkness: {
  			set: function () {
  
  				console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  
  			}
  		},
  		shadowMapWidth: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  				this.shadow.mapSize.width = value;
  
  			}
  		},
  		shadowMapHeight: {
  			set: function ( value ) {
  
  				console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  				this.shadow.mapSize.height = value;
  
  			}
  		}
  	} );
  
  	//
  
  	Object.defineProperties( BufferAttribute.prototype, {
  
  		length: {
  			get: function () {
  
  				console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  				return this.array.length;
  
  			}
  		}
  
  	} );
  
  	Object.assign( BufferGeometry.prototype, {
  
  		addIndex: function ( index ) {
  
  			console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  			this.setIndex( index );
  
  		},
  		addDrawCall: function ( start, count, indexOffset ) {
  
  			if ( indexOffset !== undefined ) {
  
  				console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  
  			}
  			console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  			this.addGroup( start, count );
  
  		},
  		clearDrawCalls: function () {
  
  			console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  			this.clearGroups();
  
  		},
  		computeTangents: function () {
  
  			console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  
  		},
  		computeOffsets: function () {
  
  			console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  
  		}
  
  	} );
  
  	Object.defineProperties( BufferGeometry.prototype, {
  
  		drawcalls: {
  			get: function () {
  
  				console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  				return this.groups;
  
  			}
  		},
  		offsets: {
  			get: function () {
  
  				console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  				return this.groups;
  
  			}
  		}
  
  	} );
  
  	//
  
  	Object.defineProperties( Uniform.prototype, {
  
  		dynamic: {
  			set: function () {
  
  				console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  
  			}
  		},
  		onUpdate: {
  			value: function () {
  
  				console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  				return this;
  
  			}
  		}
  
  	} );
  
  	//
  
  	Object.defineProperties( Material.prototype, {
  
  		wrapAround: {
  			get: function () {
  
  				console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
  
  			},
  			set: function () {
  
  				console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
  
  			}
  		},
  		wrapRGB: {
  			get: function () {
  
  				console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
  				return new Color();
  
  			}
  		}
  
  	} );
  
  	Object.defineProperties( MeshPhongMaterial.prototype, {
  
  		metal: {
  			get: function () {
  
  				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  				return false;
  
  			},
  			set: function () {
  
  				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  
  			}
  		}
  
  	} );
  
  	Object.defineProperties( ShaderMaterial.prototype, {
  
  		derivatives: {
  			get: function () {
  
  				console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  				return this.extensions.derivatives;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  				this.extensions.derivatives = value;
  
  			}
  		}
  
  	} );
  
  	//
  
  	Object.assign( WebGLRenderer.prototype, {
  
  		supportsFloatTextures: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  			return this.extensions.get( 'OES_texture_float' );
  
  		},
  		supportsHalfFloatTextures: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  			return this.extensions.get( 'OES_texture_half_float' );
  
  		},
  		supportsStandardDerivatives: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  			return this.extensions.get( 'OES_standard_derivatives' );
  
  		},
  		supportsCompressedTextureS3TC: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  			return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  
  		},
  		supportsCompressedTexturePVRTC: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  			return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  
  		},
  		supportsBlendMinMax: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  			return this.extensions.get( 'EXT_blend_minmax' );
  
  		},
  		supportsVertexTextures: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  			return this.capabilities.vertexTextures;
  
  		},
  		supportsInstancedArrays: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  			return this.extensions.get( 'ANGLE_instanced_arrays' );
  
  		},
  		enableScissorTest: function ( boolean ) {
  
  			console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  			this.setScissorTest( boolean );
  
  		},
  		initMaterial: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  
  		},
  		addPrePlugin: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  
  		},
  		addPostPlugin: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  
  		},
  		updateShadowMap: function () {
  
  			console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  
  		}
  
  	} );
  
  	Object.defineProperties( WebGLRenderer.prototype, {
  
  		shadowMapEnabled: {
  			get: function () {
  
  				return this.shadowMap.enabled;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  				this.shadowMap.enabled = value;
  
  			}
  		},
  		shadowMapType: {
  			get: function () {
  
  				return this.shadowMap.type;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  				this.shadowMap.type = value;
  
  			}
  		},
  		shadowMapCullFace: {
  			get: function () {
  
  				return this.shadowMap.cullFace;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  				this.shadowMap.cullFace = value;
  
  			}
  		}
  	} );
  
  	Object.defineProperties( WebGLShadowMap.prototype, {
  
  		cullFace: {
  			get: function () {
  
  				return this.renderReverseSided ? CullFaceFront : CullFaceBack;
  
  			},
  			set: function ( cullFace ) {
  
  				var value = ( cullFace !== CullFaceBack );
  				console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
  				this.renderReverseSided = value;
  
  			}
  		}
  
  	} );
  
  	//
  
  	Object.defineProperties( WebGLRenderTarget.prototype, {
  
  		wrapS: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  				return this.texture.wrapS;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  				this.texture.wrapS = value;
  
  			}
  		},
  		wrapT: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  				return this.texture.wrapT;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  				this.texture.wrapT = value;
  
  			}
  		},
  		magFilter: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  				return this.texture.magFilter;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  				this.texture.magFilter = value;
  
  			}
  		},
  		minFilter: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  				return this.texture.minFilter;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  				this.texture.minFilter = value;
  
  			}
  		},
  		anisotropy: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  				return this.texture.anisotropy;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  				this.texture.anisotropy = value;
  
  			}
  		},
  		offset: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  				return this.texture.offset;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  				this.texture.offset = value;
  
  			}
  		},
  		repeat: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  				return this.texture.repeat;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  				this.texture.repeat = value;
  
  			}
  		},
  		format: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  				return this.texture.format;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  				this.texture.format = value;
  
  			}
  		},
  		type: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  				return this.texture.type;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  				this.texture.type = value;
  
  			}
  		},
  		generateMipmaps: {
  			get: function () {
  
  				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  				return this.texture.generateMipmaps;
  
  			},
  			set: function ( value ) {
  
  				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  				this.texture.generateMipmaps = value;
  
  			}
  		}
  
  	} );
  
  	//
  
  	Audio.prototype.load = function ( file ) {
  
  		console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  		var scope = this;
  		var audioLoader = new AudioLoader();
  		audioLoader.load( file, function ( buffer ) {
  
  			scope.setBuffer( buffer );
  
  		} );
  		return this;
  
  	};
  
  	AudioAnalyser.prototype.getData = function () {
  
  		console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  		return this.getFrequencyData();
  
  	};
  
  	//
  
  	var GeometryUtils = {
  
  		merge: function ( geometry1, geometry2, materialIndexOffset ) {
  
  			console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  			var matrix;
  
  			if ( geometry2.isMesh ) {
  
  				geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  
  				matrix = geometry2.matrix;
  				geometry2 = geometry2.geometry;
  
  			}
  
  			geometry1.merge( geometry2, matrix, materialIndexOffset );
  
  		},
  
  		center: function ( geometry ) {
  
  			console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  			return geometry.center();
  
  		}
  
  	};
  
  	var ImageUtils = {
  
  		crossOrigin: undefined,
  
  		loadTexture: function ( url, mapping, onLoad, onError ) {
  
  			console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  
  			var loader = new TextureLoader();
  			loader.setCrossOrigin( this.crossOrigin );
  
  			var texture = loader.load( url, onLoad, undefined, onError );
  
  			if ( mapping ) texture.mapping = mapping;
  
  			return texture;
  
  		},
  
  		loadTextureCube: function ( urls, mapping, onLoad, onError ) {
  
  			console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  
  			var loader = new CubeTextureLoader();
  			loader.setCrossOrigin( this.crossOrigin );
  
  			var texture = loader.load( urls, onLoad, undefined, onError );
  
  			if ( mapping ) texture.mapping = mapping;
  
  			return texture;
  
  		},
  
  		loadCompressedTexture: function () {
  
  			console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  
  		},
  
  		loadCompressedTextureCube: function () {
  
  			console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  
  		}
  
  	};
  
  	//
  
  	function Projector() {
  
  		console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  
  		this.projectVector = function ( vector, camera ) {
  
  			console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  			vector.project( camera );
  
  		};
  
  		this.unprojectVector = function ( vector, camera ) {
  
  			console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  			vector.unproject( camera );
  
  		};
  
  		this.pickingRay = function () {
  
  			console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  
  		};
  
  	}
  
  	//
  
  	function CanvasRenderer() {
  
  		console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
  
  		this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  		this.clear = function () {};
  		this.render = function () {};
  		this.setClearColor = function () {};
  		this.setSize = function () {};
  
  	}
  
  	exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  	exports.WebGLRenderTarget = WebGLRenderTarget;
  	exports.WebGLRenderer = WebGLRenderer;
  	exports.ShaderLib = ShaderLib;
  	exports.UniformsLib = UniformsLib;
  	exports.UniformsUtils = UniformsUtils;
  	exports.ShaderChunk = ShaderChunk;
  	exports.FogExp2 = FogExp2;
  	exports.Fog = Fog;
  	exports.Scene = Scene;
  	exports.LensFlare = LensFlare;
  	exports.Sprite = Sprite;
  	exports.LOD = LOD;
  	exports.SkinnedMesh = SkinnedMesh;
  	exports.Skeleton = Skeleton;
  	exports.Bone = Bone;
  	exports.Mesh = Mesh;
  	exports.LineSegments = LineSegments;
  	exports.Line = Line;
  	exports.Points = Points;
  	exports.Group = Group;
  	exports.VideoTexture = VideoTexture;
  	exports.DataTexture = DataTexture;
  	exports.CompressedTexture = CompressedTexture;
  	exports.CubeTexture = CubeTexture;
  	exports.CanvasTexture = CanvasTexture;
  	exports.DepthTexture = DepthTexture;
  	exports.Texture = Texture;
  	exports.CompressedTextureLoader = CompressedTextureLoader;
  	exports.DataTextureLoader = DataTextureLoader;
  	exports.CubeTextureLoader = CubeTextureLoader;
  	exports.TextureLoader = TextureLoader;
  	exports.ObjectLoader = ObjectLoader;
  	exports.MaterialLoader = MaterialLoader;
  	exports.BufferGeometryLoader = BufferGeometryLoader;
  	exports.DefaultLoadingManager = DefaultLoadingManager;
  	exports.LoadingManager = LoadingManager;
  	exports.JSONLoader = JSONLoader;
  	exports.ImageLoader = ImageLoader;
  	exports.FontLoader = FontLoader;
  	exports.FileLoader = FileLoader;
  	exports.Loader = Loader;
  	exports.Cache = Cache;
  	exports.AudioLoader = AudioLoader;
  	exports.SpotLightShadow = SpotLightShadow;
  	exports.SpotLight = SpotLight;
  	exports.PointLight = PointLight;
  	exports.RectAreaLight = RectAreaLight;
  	exports.HemisphereLight = HemisphereLight;
  	exports.DirectionalLightShadow = DirectionalLightShadow;
  	exports.DirectionalLight = DirectionalLight;
  	exports.AmbientLight = AmbientLight;
  	exports.LightShadow = LightShadow;
  	exports.Light = Light;
  	exports.StereoCamera = StereoCamera;
  	exports.PerspectiveCamera = PerspectiveCamera;
  	exports.OrthographicCamera = OrthographicCamera;
  	exports.CubeCamera = CubeCamera;
  	exports.Camera = Camera;
  	exports.AudioListener = AudioListener;
  	exports.PositionalAudio = PositionalAudio;
  	exports.AudioContext = AudioContext;
  	exports.AudioAnalyser = AudioAnalyser;
  	exports.Audio = Audio;
  	exports.VectorKeyframeTrack = VectorKeyframeTrack;
  	exports.StringKeyframeTrack = StringKeyframeTrack;
  	exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  	exports.NumberKeyframeTrack = NumberKeyframeTrack;
  	exports.ColorKeyframeTrack = ColorKeyframeTrack;
  	exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  	exports.PropertyMixer = PropertyMixer;
  	exports.PropertyBinding = PropertyBinding;
  	exports.KeyframeTrack = KeyframeTrack;
  	exports.AnimationUtils = AnimationUtils;
  	exports.AnimationObjectGroup = AnimationObjectGroup;
  	exports.AnimationMixer = AnimationMixer;
  	exports.AnimationClip = AnimationClip;
  	exports.Uniform = Uniform;
  	exports.InstancedBufferGeometry = InstancedBufferGeometry;
  	exports.BufferGeometry = BufferGeometry;
  	exports.GeometryIdCount = GeometryIdCount;
  	exports.Geometry = Geometry;
  	exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  	exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  	exports.InterleavedBuffer = InterleavedBuffer;
  	exports.InstancedBufferAttribute = InstancedBufferAttribute;
  	exports.Face3 = Face3;
  	exports.Object3D = Object3D;
  	exports.Raycaster = Raycaster;
  	exports.Layers = Layers;
  	exports.EventDispatcher = EventDispatcher;
  	exports.Clock = Clock;
  	exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  	exports.LinearInterpolant = LinearInterpolant;
  	exports.DiscreteInterpolant = DiscreteInterpolant;
  	exports.CubicInterpolant = CubicInterpolant;
  	exports.Interpolant = Interpolant;
  	exports.Triangle = Triangle;
  	exports.Math = _Math;
  	exports.Spherical = Spherical;
  	exports.Cylindrical = Cylindrical;
  	exports.Plane = Plane;
  	exports.Frustum = Frustum;
  	exports.Sphere = Sphere;
  	exports.Ray = Ray;
  	exports.Matrix4 = Matrix4;
  	exports.Matrix3 = Matrix3;
  	exports.Box3 = Box3;
  	exports.Box2 = Box2;
  	exports.Line3 = Line3;
  	exports.Euler = Euler;
  	exports.Vector4 = Vector4;
  	exports.Vector3 = Vector3;
  	exports.Vector2 = Vector2;
  	exports.Quaternion = Quaternion;
  	exports.Color = Color;
  	exports.MorphBlendMesh = MorphBlendMesh;
  	exports.ImmediateRenderObject = ImmediateRenderObject;
  	exports.VertexNormalsHelper = VertexNormalsHelper;
  	exports.SpotLightHelper = SpotLightHelper;
  	exports.SkeletonHelper = SkeletonHelper;
  	exports.PointLightHelper = PointLightHelper;
  	exports.RectAreaLightHelper = RectAreaLightHelper;
  	exports.HemisphereLightHelper = HemisphereLightHelper;
  	exports.GridHelper = GridHelper;
  	exports.PolarGridHelper = PolarGridHelper;
  	exports.FaceNormalsHelper = FaceNormalsHelper;
  	exports.DirectionalLightHelper = DirectionalLightHelper;
  	exports.CameraHelper = CameraHelper;
  	exports.BoxHelper = BoxHelper;
  	exports.ArrowHelper = ArrowHelper;
  	exports.AxisHelper = AxisHelper;
  	exports.CatmullRomCurve3 = CatmullRomCurve3;
  	exports.CubicBezierCurve3 = CubicBezierCurve3;
  	exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  	exports.LineCurve3 = LineCurve3;
  	exports.ArcCurve = ArcCurve;
  	exports.EllipseCurve = EllipseCurve;
  	exports.SplineCurve = SplineCurve;
  	exports.CubicBezierCurve = CubicBezierCurve;
  	exports.QuadraticBezierCurve = QuadraticBezierCurve;
  	exports.LineCurve = LineCurve;
  	exports.Shape = Shape;
  	exports.Path = Path;
  	exports.ShapePath = ShapePath;
  	exports.Font = Font;
  	exports.CurvePath = CurvePath;
  	exports.Curve = Curve;
  	exports.ShapeUtils = ShapeUtils;
  	exports.SceneUtils = SceneUtils;
  	exports.WireframeGeometry = WireframeGeometry;
  	exports.ParametricGeometry = ParametricGeometry;
  	exports.ParametricBufferGeometry = ParametricBufferGeometry;
  	exports.TetrahedronGeometry = TetrahedronGeometry;
  	exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  	exports.OctahedronGeometry = OctahedronGeometry;
  	exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  	exports.IcosahedronGeometry = IcosahedronGeometry;
  	exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  	exports.DodecahedronGeometry = DodecahedronGeometry;
  	exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  	exports.PolyhedronGeometry = PolyhedronGeometry;
  	exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  	exports.TubeGeometry = TubeGeometry;
  	exports.TubeBufferGeometry = TubeBufferGeometry;
  	exports.TorusKnotGeometry = TorusKnotGeometry;
  	exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  	exports.TorusGeometry = TorusGeometry;
  	exports.TorusBufferGeometry = TorusBufferGeometry;
  	exports.TextGeometry = TextGeometry;
  	exports.SphereGeometry = SphereGeometry;
  	exports.SphereBufferGeometry = SphereBufferGeometry;
  	exports.RingGeometry = RingGeometry;
  	exports.RingBufferGeometry = RingBufferGeometry;
  	exports.PlaneGeometry = PlaneGeometry;
  	exports.PlaneBufferGeometry = PlaneBufferGeometry;
  	exports.LatheGeometry = LatheGeometry;
  	exports.LatheBufferGeometry = LatheBufferGeometry;
  	exports.ShapeGeometry = ShapeGeometry;
  	exports.ShapeBufferGeometry = ShapeBufferGeometry;
  	exports.ExtrudeGeometry = ExtrudeGeometry;
  	exports.EdgesGeometry = EdgesGeometry;
  	exports.ConeGeometry = ConeGeometry;
  	exports.ConeBufferGeometry = ConeBufferGeometry;
  	exports.CylinderGeometry = CylinderGeometry;
  	exports.CylinderBufferGeometry = CylinderBufferGeometry;
  	exports.CircleGeometry = CircleGeometry;
  	exports.CircleBufferGeometry = CircleBufferGeometry;
  	exports.BoxGeometry = BoxGeometry;
  	exports.BoxBufferGeometry = BoxBufferGeometry;
  	exports.ShadowMaterial = ShadowMaterial;
  	exports.SpriteMaterial = SpriteMaterial;
  	exports.RawShaderMaterial = RawShaderMaterial;
  	exports.ShaderMaterial = ShaderMaterial;
  	exports.PointsMaterial = PointsMaterial;
  	exports.MultiMaterial = MultiMaterial;
  	exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  	exports.MeshStandardMaterial = MeshStandardMaterial;
  	exports.MeshPhongMaterial = MeshPhongMaterial;
  	exports.MeshToonMaterial = MeshToonMaterial;
  	exports.MeshNormalMaterial = MeshNormalMaterial;
  	exports.MeshLambertMaterial = MeshLambertMaterial;
  	exports.MeshDepthMaterial = MeshDepthMaterial;
  	exports.MeshBasicMaterial = MeshBasicMaterial;
  	exports.LineDashedMaterial = LineDashedMaterial;
  	exports.LineBasicMaterial = LineBasicMaterial;
  	exports.Material = Material;
  	exports.Float64BufferAttribute = Float64BufferAttribute;
  	exports.Float32BufferAttribute = Float32BufferAttribute;
  	exports.Uint32BufferAttribute = Uint32BufferAttribute;
  	exports.Int32BufferAttribute = Int32BufferAttribute;
  	exports.Uint16BufferAttribute = Uint16BufferAttribute;
  	exports.Int16BufferAttribute = Int16BufferAttribute;
  	exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  	exports.Uint8BufferAttribute = Uint8BufferAttribute;
  	exports.Int8BufferAttribute = Int8BufferAttribute;
  	exports.BufferAttribute = BufferAttribute;
  	exports.REVISION = REVISION;
  	exports.MOUSE = MOUSE;
  	exports.CullFaceNone = CullFaceNone;
  	exports.CullFaceBack = CullFaceBack;
  	exports.CullFaceFront = CullFaceFront;
  	exports.CullFaceFrontBack = CullFaceFrontBack;
  	exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  	exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  	exports.BasicShadowMap = BasicShadowMap;
  	exports.PCFShadowMap = PCFShadowMap;
  	exports.PCFSoftShadowMap = PCFSoftShadowMap;
  	exports.FrontSide = FrontSide;
  	exports.BackSide = BackSide;
  	exports.DoubleSide = DoubleSide;
  	exports.FlatShading = FlatShading;
  	exports.SmoothShading = SmoothShading;
  	exports.NoColors = NoColors;
  	exports.FaceColors = FaceColors;
  	exports.VertexColors = VertexColors;
  	exports.NoBlending = NoBlending;
  	exports.NormalBlending = NormalBlending;
  	exports.AdditiveBlending = AdditiveBlending;
  	exports.SubtractiveBlending = SubtractiveBlending;
  	exports.MultiplyBlending = MultiplyBlending;
  	exports.CustomBlending = CustomBlending;
  	exports.AddEquation = AddEquation;
  	exports.SubtractEquation = SubtractEquation;
  	exports.ReverseSubtractEquation = ReverseSubtractEquation;
  	exports.MinEquation = MinEquation;
  	exports.MaxEquation = MaxEquation;
  	exports.ZeroFactor = ZeroFactor;
  	exports.OneFactor = OneFactor;
  	exports.SrcColorFactor = SrcColorFactor;
  	exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  	exports.SrcAlphaFactor = SrcAlphaFactor;
  	exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  	exports.DstAlphaFactor = DstAlphaFactor;
  	exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  	exports.DstColorFactor = DstColorFactor;
  	exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  	exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  	exports.NeverDepth = NeverDepth;
  	exports.AlwaysDepth = AlwaysDepth;
  	exports.LessDepth = LessDepth;
  	exports.LessEqualDepth = LessEqualDepth;
  	exports.EqualDepth = EqualDepth;
  	exports.GreaterEqualDepth = GreaterEqualDepth;
  	exports.GreaterDepth = GreaterDepth;
  	exports.NotEqualDepth = NotEqualDepth;
  	exports.MultiplyOperation = MultiplyOperation;
  	exports.MixOperation = MixOperation;
  	exports.AddOperation = AddOperation;
  	exports.NoToneMapping = NoToneMapping;
  	exports.LinearToneMapping = LinearToneMapping;
  	exports.ReinhardToneMapping = ReinhardToneMapping;
  	exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  	exports.CineonToneMapping = CineonToneMapping;
  	exports.UVMapping = UVMapping;
  	exports.CubeReflectionMapping = CubeReflectionMapping;
  	exports.CubeRefractionMapping = CubeRefractionMapping;
  	exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  	exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  	exports.SphericalReflectionMapping = SphericalReflectionMapping;
  	exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  	exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  	exports.RepeatWrapping = RepeatWrapping;
  	exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  	exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  	exports.NearestFilter = NearestFilter;
  	exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  	exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  	exports.LinearFilter = LinearFilter;
  	exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  	exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  	exports.UnsignedByteType = UnsignedByteType;
  	exports.ByteType = ByteType;
  	exports.ShortType = ShortType;
  	exports.UnsignedShortType = UnsignedShortType;
  	exports.IntType = IntType;
  	exports.UnsignedIntType = UnsignedIntType;
  	exports.FloatType = FloatType;
  	exports.HalfFloatType = HalfFloatType;
  	exports.UnsignedShort4444Type = UnsignedShort4444Type;
  	exports.UnsignedShort5551Type = UnsignedShort5551Type;
  	exports.UnsignedShort565Type = UnsignedShort565Type;
  	exports.UnsignedInt248Type = UnsignedInt248Type;
  	exports.AlphaFormat = AlphaFormat;
  	exports.RGBFormat = RGBFormat;
  	exports.RGBAFormat = RGBAFormat;
  	exports.LuminanceFormat = LuminanceFormat;
  	exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  	exports.RGBEFormat = RGBEFormat;
  	exports.DepthFormat = DepthFormat;
  	exports.DepthStencilFormat = DepthStencilFormat;
  	exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  	exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  	exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  	exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  	exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  	exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  	exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  	exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  	exports.RGB_ETC1_Format = RGB_ETC1_Format;
  	exports.LoopOnce = LoopOnce;
  	exports.LoopRepeat = LoopRepeat;
  	exports.LoopPingPong = LoopPingPong;
  	exports.InterpolateDiscrete = InterpolateDiscrete;
  	exports.InterpolateLinear = InterpolateLinear;
  	exports.InterpolateSmooth = InterpolateSmooth;
  	exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  	exports.ZeroSlopeEnding = ZeroSlopeEnding;
  	exports.WrapAroundEnding = WrapAroundEnding;
  	exports.TrianglesDrawMode = TrianglesDrawMode;
  	exports.TriangleStripDrawMode = TriangleStripDrawMode;
  	exports.TriangleFanDrawMode = TriangleFanDrawMode;
  	exports.LinearEncoding = LinearEncoding;
  	exports.sRGBEncoding = sRGBEncoding;
  	exports.GammaEncoding = GammaEncoding;
  	exports.RGBEEncoding = RGBEEncoding;
  	exports.LogLuvEncoding = LogLuvEncoding;
  	exports.RGBM7Encoding = RGBM7Encoding;
  	exports.RGBM16Encoding = RGBM16Encoding;
  	exports.RGBDEncoding = RGBDEncoding;
  	exports.BasicDepthPacking = BasicDepthPacking;
  	exports.RGBADepthPacking = RGBADepthPacking;
  	exports.CubeGeometry = BoxGeometry;
  	exports.Face4 = Face4;
  	exports.LineStrip = LineStrip;
  	exports.LinePieces = LinePieces;
  	exports.MeshFaceMaterial = MeshFaceMaterial;
  	exports.PointCloud = PointCloud;
  	exports.Particle = Particle;
  	exports.ParticleSystem = ParticleSystem;
  	exports.PointCloudMaterial = PointCloudMaterial;
  	exports.ParticleBasicMaterial = ParticleBasicMaterial;
  	exports.ParticleSystemMaterial = ParticleSystemMaterial;
  	exports.Vertex = Vertex;
  	exports.DynamicBufferAttribute = DynamicBufferAttribute;
  	exports.Int8Attribute = Int8Attribute;
  	exports.Uint8Attribute = Uint8Attribute;
  	exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  	exports.Int16Attribute = Int16Attribute;
  	exports.Uint16Attribute = Uint16Attribute;
  	exports.Int32Attribute = Int32Attribute;
  	exports.Uint32Attribute = Uint32Attribute;
  	exports.Float32Attribute = Float32Attribute;
  	exports.Float64Attribute = Float64Attribute;
  	exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  	exports.SplineCurve3 = SplineCurve3;
  	exports.Spline = Spline;
  	exports.BoundingBoxHelper = BoundingBoxHelper;
  	exports.EdgesHelper = EdgesHelper;
  	exports.WireframeHelper = WireframeHelper;
  	exports.XHRLoader = XHRLoader;
  	exports.BinaryTextureLoader = BinaryTextureLoader;
  	exports.GeometryUtils = GeometryUtils;
  	exports.ImageUtils = ImageUtils;
  	exports.Projector = Projector;
  	exports.CanvasRenderer = CanvasRenderer;
  
  	Object.defineProperty(exports, '__esModule', { value: true });
  
  })));
  