text: ;(function() {
  
  "use strict";
  
  var root = this
  
  var has_require = typeof require !== 'undefined'
  
  var THREE = root.THREE || has_require && require('three')
  if( !THREE )
  	throw new Error( 'MeshLine requires three.js' )
  
  function MeshLine() {
  
  	this.positions = [];
  
  	this.previous = [];
  	this.next = [];
  	this.side = [];
  	this.width = [];
  	this.indices_array = [];
  	this.uvs = [];
  	this.counters = [];
  	this.geometry = new THREE.BufferGeometry();
  
  	this.widthCallback = null;
  
  	// Used to raycast
  	this.matrixWorld = new THREE.Matrix4();
  }
  
  MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
  	this.matrixWorld = matrixWorld;
  }
  
  
  MeshLine.prototype.setGeometry = function( g, c ) {
  	
  	this.widthCallback = c;
  
  	this.positions = [];
  	this.counters = [];
  	// g.computeBoundingBox();
  	// g.computeBoundingSphere();
  
  	// set the normals
  	// g.computeVertexNormals();
  	if( g instanceof THREE.Geometry ) {
  		for( var j = 0; j < g.vertices.length; j++ ) {
  			var v = g.vertices[ j ];
  			var c = j/g.vertices.length;
  			this.positions.push( v.x, v.y, v.z );
  			this.positions.push( v.x, v.y, v.z );
  			this.counters.push(c);
  			this.counters.push(c);
  		}
  	}
  
  	if( g instanceof THREE.BufferGeometry ) {
  		// read attribute positions ?
  	}
  
  	if( g instanceof Float32Array || g instanceof Array ) {
  		for( var j = 0; j < g.length; j += 3 ) {
  			var c = j/g.length;
  			this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
  			this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
  			this.counters.push(c);
  			this.counters.push(c);
  		}
  	}
  
  	this.process();
  
  }
  
  MeshLine.prototype.raycast = ( function () {
  
  	var inverseMatrix = new THREE.Matrix4();
  	var ray = new THREE.Ray();
  	var sphere = new THREE.Sphere();
  
  	return function raycast( raycaster, intersects ) {
  
  		var precision = raycaster.linePrecision;
  		var precisionSq = precision * precision;
  
  		var geometry = this.geometry;
  
  		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  
  		// Checking boundingSphere distance to ray
  
  		sphere.copy( geometry.boundingSphere );
  		sphere.applyMatrix4( this.matrixWorld );
  
  		if ( raycaster.ray.intersectSphere( sphere ) === false ) {
  
  			return;
  
  		}
  
  		inverseMatrix.getInverse( this.matrixWorld );
  		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  
  		var vStart = new THREE.Vector3();
  		var vEnd = new THREE.Vector3();
  		var interSegment = new THREE.Vector3();
  		var interRay = new THREE.Vector3();
  		var step = this instanceof THREE.LineSegments ? 2 : 1;
  
  		if ( geometry instanceof THREE.BufferGeometry ) {
  
  			var index = geometry.index;
  			var attributes = geometry.attributes;
  
  			if ( index !== null ) {
  
  				var indices = index.array;
  				var positions = attributes.position.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 {
  
  				var positions = attributes.position.array;
  
  				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 instanceof THREE.Geometry ) {
  
  			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
  
  				} );
  
  			}
  
  		}
  
  	};
  
  }() );
  
  
  MeshLine.prototype.compareV3 = function( a, b ) {
  
  	var aa = a * 6;
  	var ab = b * 6;
  	return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );
  
  }
  
  MeshLine.prototype.copyV3 = function( a ) {
  
  	var aa = a * 6;
  	return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];
  
  }
  
  MeshLine.prototype.process = function() {
  
  	var l = this.positions.length / 6;
  
  	this.previous = [];
  	this.next = [];
  	this.side = [];
  	this.width = [];
  	this.indices_array = [];
  	this.uvs = [];
  
  	for( var j = 0; j < l; j++ ) {
  		this.side.push( 1 );
  		this.side.push( -1 );
  	}
  
  	var w;
  	for( var j = 0; j < l; j++ ) {
  		if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
  		else w = 1;
  		this.width.push( w );
  		this.width.push( w );
  	}
  
  	for( var j = 0; j < l; j++ ) {
  		this.uvs.push( j / ( l - 1 ), 0 );
  		this.uvs.push( j / ( l - 1 ), 1 );
  	}
  
  	var v;
  
  	if( this.compareV3( 0, l - 1 ) ){
  		v = this.copyV3( l - 2 );
  	} else {
  		v = this.copyV3( 0 );
  	}
  	this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  	this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  	for( var j = 0; j < l - 1; j++ ) {
  		v = this.copyV3( j );
  		this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  		this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  	}
  
  	for( var j = 1; j < l; j++ ) {
  		v = this.copyV3( j );
  		this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  		this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  	}
  
  	if( this.compareV3( l - 1, 0 ) ){
  		v = this.copyV3( 1 );
  	} else {
  		v = this.copyV3( l - 1 );
  	}
  	this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  	this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
  
  	for( var j = 0; j < l - 1; j++ ) {
  		var n = j * 2;
  		this.indices_array.push( n, n + 1, n + 2 );
  		this.indices_array.push( n + 2, n + 1, n + 3 );
  	}
  
  	if (!this.attributes) {
  		this.attributes = {
  			position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
  			previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
  			next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ),
  			side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ),
  			width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ),
  			uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
  			index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
  			counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
  		}
  	} else {
  		this.attributes.position.copyArray(new Float32Array(this.positions));
  		this.attributes.position.needsUpdate = true;
  		this.attributes.previous.copyArray(new Float32Array(this.previous));
  		this.attributes.previous.needsUpdate = true;
  		this.attributes.next.copyArray(new Float32Array(this.next));
  		this.attributes.next.needsUpdate = true;
  		this.attributes.side.copyArray(new Float32Array(this.side));
  		this.attributes.side.needsUpdate = true;
  		this.attributes.width.copyArray(new Float32Array(this.width));
  		this.attributes.width.needsUpdate = true;
  		this.attributes.uv.copyArray(new Float32Array(this.uvs));
  		this.attributes.uv.needsUpdate = true;
  		this.attributes.index.copyArray(new Uint16Array(this.indices_array));
  		this.attributes.index.needsUpdate = true;
  	}
  
  	this.geometry.setAttribute( 'position', this.attributes.position );
  	this.geometry.setAttribute( 'previous', this.attributes.previous );
  	this.geometry.setAttribute( 'next', this.attributes.next );
  	this.geometry.setAttribute( 'side', this.attributes.side );
  	this.geometry.setAttribute( 'width', this.attributes.width );
  	this.geometry.setAttribute( 'uv', this.attributes.uv );
  	this.geometry.setAttribute( 'counters', this.attributes.counters );
  
  	this.geometry.setIndex( this.attributes.index );
  
  }
  
  function memcpy (src, srcOffset, dst, dstOffset, length) {
  	var i
  
  	src = src.subarray || src.slice ? src : src.buffer
  	dst = dst.subarray || dst.slice ? dst : dst.buffer
  
  	src = srcOffset ? src.subarray ?
  	src.subarray(srcOffset, length && srcOffset + length) :
  	src.slice(srcOffset, length && srcOffset + length) : src
  
  	if (dst.set) {
  		dst.set(src, dstOffset)
  	} else {
  		for (i=0; i<src.length; i++) {
  			dst[i + dstOffset] = src[i]
  		}
  	}
  
  	return dst
  }
  
  /**
   * Fast method to advance the line by one position.  The oldest position is removed.
   * @param position
   */
  MeshLine.prototype.advance = function(position) {
  
  	var positions = this.attributes.position.array;
  	var previous = this.attributes.previous.array;
  	var next = this.attributes.next.array;
  	var l = positions.length;
  
  	// PREVIOUS
  	memcpy( positions, 0, previous, 0, l );
  
  	// POSITIONS
  	memcpy( positions, 6, positions, 0, l - 6 );
  
  	positions[l - 6] = position.x;
  	positions[l - 5] = position.y;
  	positions[l - 4] = position.z;
  	positions[l - 3] = position.x;
  	positions[l - 2] = position.y;
  	positions[l - 1] = position.z;
  
  	// NEXT
  	memcpy( positions, 6, next, 0, l - 6 );
  
  	next[l - 6]  = position.x;
  	next[l - 5]  = position.y;
  	next[l - 4]  = position.z;
  	next[l - 3]  = position.x;
  	next[l - 2]  = position.y;
  	next[l - 1]  = position.z;
  
  	this.attributes.position.needsUpdate = true;
  	this.attributes.previous.needsUpdate = true;
  	this.attributes.next.needsUpdate = true;
  
  };
  
  THREE.ShaderChunk[ 'meshline_vert' ] = [
  	'',
  	THREE.ShaderChunk.logdepthbuf_pars_vertex,
  	THREE.ShaderChunk.fog_pars_vertex,
  	'',
  	'attribute vec3 previous;',
  	'attribute vec3 next;',
  	'attribute float side;',
  	'attribute float width;',
  	'attribute float counters;',
  	'',
  	'uniform vec2 resolution;',
  	'uniform float lineWidth;',
  	'uniform vec3 color;',
  	'uniform float opacity;',
  	'uniform float near;',
  	'uniform float far;',
  	'uniform float sizeAttenuation;',
  	'uniform float time;',
  	'',
  	'varying vec2 vUV;',
  	'varying vec4 vColor;',
  	'varying float vCounters;',
  	'',
  	'vec2 fix( vec4 i, float aspect ) {',
  	'',
  	'    vec2 res = i.xy / i.w;',
  	'    res.x *= aspect;',
  	'	 vCounters = counters;',
  	'    return res;',
  	'',
  	'}',
  	'',
  	'void main() {',
  	'',
  	'    float aspect = resolution.x / resolution.y;',
  	'    float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
  	'',
  	'    vColor = vec4( color, opacity );',
  	'    vUV = uv;',
  	'',
  	'    mat4 m = projectionMatrix * modelViewMatrix;',
  	'    vec4 finalPosition = m * vec4( position, 1.0 );',
  	'    finalPosition.y += (sin(time/2.5)+0.85)/2.0 * 380.0 -190.0;',//追加
  	'    finalPosition.x += (cos(time/0.5)+1.0)/2.0 * 120.0 -80.0;',//追加
  	'    vec4 prevPos = m * vec4( previous, 1.0 );',
  	'    vec4 nextPos = m * vec4( next, 1.0 );',
  	'',
  	'    vec2 currentP = fix( finalPosition, aspect );',
  	'    vec2 prevP = fix( prevPos, aspect );',
  	'    vec2 nextP = fix( nextPos, aspect );',
  	'',
  	'    float pixelWidth = finalPosition.w * pixelWidthRatio;',
  	'    float w = 1.8 * pixelWidth * lineWidth * width;',
  	'',
  	'    if( sizeAttenuation == 1. ) {',
  	'        w = 1.8 * lineWidth * width;',
  	'    }',
  	'',
  	'    vec2 dir;',
  	'    if( nextP == currentP ) dir = normalize( currentP - prevP );',
  	'    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
  	'    else {',
  	'        vec2 dir1 = normalize( currentP - prevP );',
  	'        vec2 dir2 = normalize( nextP - currentP );',
  	'        dir = normalize( dir1 + dir2 );',
  	'',
  	'        vec2 perp = vec2( -dir1.y, dir1.x );',
  	'        vec2 miter = vec2( -dir.y, dir.x );',
  	'        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
  	'',
  	'    }',
  	'',
  	'    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
  	'    vec2 normal = vec2( -dir.y, dir.x );',
  	'    normal.x /= aspect;',
  	'    normal *= .5 * w;',
  	'',
  	// '    vec4 offset = vec4( vec2(normal.y, normal.x) * side, 0.0, 1.0 );',
  	'    vec4 offset = vec4( normal* side, 0.0, 1.0 );',
  	'    finalPosition.xy += offset.xy;',
  	'',
  	'    gl_Position = finalPosition;',
  	'',
  	THREE.ShaderChunk.logdepthbuf_vertex,
    THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
    THREE.ShaderChunk.fog_vertex,
  	'}'
  ].join( '\r\n' );
  
  THREE.ShaderChunk[ 'meshline_frag' ] = [
  	'',
  	THREE.ShaderChunk.fog_pars_fragment,
  	THREE.ShaderChunk.logdepthbuf_pars_fragment,
  	'',
  	'uniform sampler2D map;',
  	'uniform sampler2D alphaMap;',
  	'uniform float useMap;',
  	'uniform float useAlphaMap;',
  	'uniform float useDash;',
  	'uniform float dashArray;',
  	'uniform float dashOffset;',
  	'uniform float dashRatio;',
  	'uniform float visibility;',
  	'uniform float alphaTest;',
  	'uniform vec2 repeat;',
  	'uniform float dashGradate;',//custom
  	'uniform float backGradate;',//custom
  	'',
  	'varying vec2 vUV;',
  	'varying vec4 vColor;',
  	'varying float vCounters;',
  	'',
  	'void main() {',
  	'',
  	THREE.ShaderChunk.logdepthbuf_fragment,
  	'',
  	
  	'    vec4 c = vColor;',
  	// '    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
  	// '    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
  	// '    if( c.a < alphaTest ) discard;',
  	// '    if( useDash == 1. ){',
  	// '        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',//元
  	// '        c.a *= 0.1 /mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio);',//係数を0.1とかちっちゃくするともっと光のたまっぽくなる
  	// '        c.a *= dashGradate *mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio);',//薄くなる方向上と逆//d2.0ashGradate 1.~10.//大きいとグラデ長い
  	// '    }',
  
  	'    gl_FragColor = c;',
  	// '    float lenY = abs((vUV.y)-0.5);',//光ってみえる加工
  	// '    gl_FragColor.a /= lenY* .5;',//光ってみえる加工
  	// '    gl_FragColor.a /= vUV.x *backGradate;',//奥が薄くなる//0.4backGradate 0.1~1.0 大きいとくらい
  	'    gl_FragColor.a += (1.0-vUV.y)* 1.0 -1.0;',
  	// '    gl_FragColor.a *= step(vCounters, visibility);',
  	'',
  	THREE.ShaderChunk.fog_fragment,
  	'}'
  ].join( '\r\n' );
  
  
  function MeshLineMaterial( parameters ) {
  
  	THREE.ShaderMaterial.call( this, {
  		uniforms: Object.assign({},
  			THREE.UniformsLib.fog,
  			{
  				lineWidth: { value: 1 },
  				map: { value: null },
  				useMap: { value: 0 },
  				alphaMap: { value: null },
  				useAlphaMap: { value: 0 },
  				color: { value: new THREE.Color( 0xffffff ) },
  				opacity: { value: 1 },
  				resolution: { value: new THREE.Vector2( 1, 1 ) },
  				sizeAttenuation: { value: 1 },
  				near: { value: 1 },
  				far: { value: 1 },
  				dashArray: { value: 0 },
  				dashOffset: { value: 0 },
  				dashRatio: { value: 0.5 },
  				useDash: { value: 0 },
  				visibility: {value: 1 },
  				alphaTest: {value: 0 },
  				repeat: { value: new THREE.Vector2( 1, 1 ) },
  
  				dashGradate: { value: 1.0 },//custom
  				backGradate: { value: 0.1 },//custom
  				time: { value: 0.0 },//custom
  			}
  		),
  
  		vertexShader: THREE.ShaderChunk.meshline_vert,
  
  		fragmentShader: THREE.ShaderChunk.meshline_frag,
  
  	} );
  
  	this.type = 'MeshLineMaterial';
  
  	Object.defineProperties( this, {
  		lineWidth: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.lineWidth.value;
  			},
  			set: function ( value ) {
  				this.uniforms.lineWidth.value = value;
  			}
  		},
  		map: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.map.value;
  			},
  			set: function ( value ) {
  				this.uniforms.map.value = value;
  			}
  		},
  		useMap: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.useMap.value;
  			},
  			set: function ( value ) {
  				this.uniforms.useMap.value = value;
  			}
  		},
  		alphaMap: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.alphaMap.value;
  			},
  			set: function ( value ) {
  				this.uniforms.alphaMap.value = value;
  			}
  		},
  		useAlphaMap: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.useAlphaMap.value;
  			},
  			set: function ( value ) {
  				this.uniforms.useAlphaMap.value = value;
  			}
  		},
  		color: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.color.value;
  			},
  			set: function ( value ) {
  				this.uniforms.color.value = value;
  			}
  		},
  		opacity: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.opacity.value;
  			},
  			set: function ( value ) {
  				this.uniforms.opacity.value = value;
  			}
  		},
  		resolution: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.resolution.value;
  			},
  			set: function ( value ) {
  				this.uniforms.resolution.value.copy( value );
  			}
  		},
  		sizeAttenuation: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.sizeAttenuation.value;
  			},
  			set: function ( value ) {
  				this.uniforms.sizeAttenuation.value = value;
  			}
  		},
  		near: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.near.value;
  			},
  			set: function ( value ) {
  				this.uniforms.near.value = value;
  			}
  		},
  		far: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.far.value;
  			},
  			set: function ( value ) {
  				this.uniforms.far.value = value;
  			}
  		},
  		dashArray: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.dashArray.value;
  			},
  			set: function ( value ) {
  				this.uniforms.dashArray.value = value;
  				this.useDash = ( value !== 0 ) ? 1 : 0
  			}
  		},
  		dashOffset: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.dashOffset.value;
  			},
  			set: function ( value ) {
  				this.uniforms.dashOffset.value = value;
  			}
  		},
  		dashRatio: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.dashRatio.value;
  			},
  			set: function ( value ) {
  				this.uniforms.dashRatio.value = value;
  			}
  		},
  		dashGradate: {//custom
  			enumerable: true,
  			get: function () {
  				return this.uniforms.dashGradate.value;
  			},
  			set: function ( value ) {
  				this.uniforms.dashGradate.value = value;
  			}
  		},
  		backGradate: {//custom
  			enumerable: true,
  			get: function () {
  				return this.uniforms.backGradate.value;
  			},
  			set: function ( value ) {
  				this.uniforms.backGradate.value = value;
  			}
  		},
  		useDash: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.useDash.value;
  			},
  			set: function ( value ) {
  				this.uniforms.useDash.value = value;
  			}
  		},
  		visibility: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.visibility.value;
  			},
  			set: function ( value ) {
  				this.uniforms.visibility.value = value;
  			}
  		},
  		alphaTest: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.alphaTest.value;
  			},
  			set: function ( value ) {
  				this.uniforms.alphaTest.value = value;
  			}
  		},
  		repeat: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.repeat.value;
  			},
  			set: function ( value ) {
  				this.uniforms.repeat.value.copy( value );
  			}
  		},
  		opacity: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.opacity.value;
  			},
  			set: function ( value ) {
  				this.uniforms.opacity.value = value;
  			}
  		},
  		time: {
  			enumerable: true,
  			get: function () {
  				return this.uniforms.time.value;
  			},
  			set: function ( value ) {
  				this.uniforms.time.value = value;
  			}
  		},
  	});
  
  	this.setValues( parameters );
  }
  
  MeshLineMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  MeshLineMaterial.prototype.constructor = MeshLineMaterial;
  MeshLineMaterial.prototype.isMeshLineMaterial = true;
  
  MeshLineMaterial.prototype.copy = function ( source ) {
  
  	THREE.ShaderMaterial.prototype.copy.call( this, source );
  
  	this.lineWidth = source.lineWidth;
  	this.map = source.map;
  	this.useMap = source.useMap;
  	this.alphaMap = source.alphaMap;
  	this.useAlphaMap = source.useAlphaMap;
  	this.color.copy( source.color );
  	this.opacity = source.opacity;
  	this.resolution.copy( source.resolution );
  	this.sizeAttenuation = source.sizeAttenuation;
  	this.near = source.near;
  	this.far = source.far;
  	this.dashArray.copy( source.dashArray );
  	this.dashOffset.copy( source.dashOffset );
  	this.dashRatio.copy( source.dashRatio );
  	this.useDash = source.useDash;
  	this.visibility = source.visibility;
  	this.alphaTest = source.alphaTest;
  	this.repeat.copy( source.repeat );
  	this.time = source.time;
  
  	return this;
  
  };
  
  if( typeof exports !== 'undefined' ) {
  	if( typeof module !== 'undefined' && module.exports ) {
  		exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
  	}
  	exports.MeshLine = MeshLine;
  	exports.MeshLineMaterial = MeshLineMaterial;
  }
  else {
  	root.MeshLine = MeshLine;
  	root.MeshLineMaterial = MeshLineMaterial;
  }
  
  }).call(this);
  