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If you are looking for a way to prepare for the Cisco Certified Internetwork Expert (CCIE) certification exams, you might have heard of Ccie Torrent. But what is it exactly and how can it help you?
-Ccie Torrent is a collection of video courses, lab exercises, practice tests, and other resources that are designed to help you master the skills and knowledge required for the CCIE exams. These exams are among the most challenging and prestigious in the IT industry, covering topics such as routing and switching, service provider, security, wireless, data center, collaboration, and enterprise infrastructure.
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By downloading Ccie Torrent, you can access high-quality and up-to-date materials that are created by experts and instructors who have years of experience in teaching and working with Cisco technologies. You can learn at your own pace, review the concepts as many times as you need, and practice with realistic scenarios that simulate the real exam environment. You can also save money and time by avoiding expensive and inconvenient classroom training.
-In this article, we will show you how to download Ccie Torrent, what are the best sources for it, and how to use it effectively. By following these steps, you will be able to boost your confidence and readiness for the CCIE exams.
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-SolidTorrents is a torrent search engine that indexes millions of torrents from various sources. It has a simple and user-friendly interface that allows you to filter your results by category, size, date, seeders, leechers (users who download files), etc. You can also sort your results by relevance or popularity.
-One of the advantages of SolidTorrents is that it offers a lot of content related to CCIE Service Provider certification. You can find video courses, lab exercises, practice tests, diagrams, PDFs, etc., that cover topics such as MPLS VPNs (Virtual Private Networks), L2VPN (Layer 2 VPN), MPLS TE (Traffic Engineering), QoS (Quality of Service), Multicast VPNs (MVPN), etc.
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-GitHub is a platform that hosts and manages software development projects using Git, a version control system. It allows users to collaborate, share, and review code, as well as host and distribute software applications. It has a large and active community of developers and users who contribute to various open-source and proprietary projects.
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-Kbits.Live is a website that offers online training courses for Cisco certifications. It has a team of experienced and certified instructors who teach live classes via Zoom. It also provides recorded videos, lab exercises, practice tests, study materials, and support forums for students.
-One of the advantages of Kbits.Live is that it offers a lot of content related to CCIE Routing and Switching certification. You can find courses that cover topics such as IP routing (RIP (Routing Information Protocol), EIGRP, OSPF, BGP), IP services (DHCP, NAT, NTP, etc.), IP multicast (IGMP (Internet Group Management Protocol), PIM (Protocol Independent Multicast), etc.), switching technologies (VLANs, STP, EtherChannel, etc.), network security (ACLs, VPNs, IPSec, etc.), network troubleshooting (ping (Packet Internet Groper), traceroute (Trace Route), debug (Debugging), etc.), etc.
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-The installation process of Ccie Torrent depends on the type and format of the files you have downloaded. Some files might be ready to use without any installation, while others might require some additional steps. Here are some general instructions on how to install Ccie Torrent on different operating systems:
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-Ccie Torrent is a great way to prepare for the CCIE certification exams. It offers a lot of high-quality and up-to-date content that covers all the topics and skills required for the exams. By downloading Ccie Torrent from reliable and verified sources, you can access video courses, lab exercises, practice tests, and other resources that will help you master Cisco technologies and boost your confidence and readiness for the exams.
-If you want to download Ccie Torrent, you need to have a torrent client installed on your computer, enough disk space and internet bandwidth, and a careful selection of sources. You also need to know how to install and configure Ccie Torrent for optimal performance and security. By following these steps, you will be able to enjoy a smooth and safe downloading experience.
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-CCIE stands for Cisco Certified Internetwork Expert. It is a certification program that validates the skills and knowledge of network engineers who can plan, design, implement, operate, troubleshoot, and optimize complex network infrastructures using Cisco technologies.
-There are eight CCIE certifications available: Routing and Switching, Service Provider, Security, Wireless, Data Center, Collaboration, Enterprise Infrastructure, and Enterprise Wireless.
-To get CCIE certified, you need to pass two exams: a written exam that tests your theoretical knowledge of network concepts and technologies, and a lab exam that tests your practical skills in configuring and troubleshooting network scenarios using real equipment.
-The cost of CCIE certification varies depending on the exam location and currency. The written exam costs $450 USD per attempt, while the lab exam costs $1600 USD per attempt.
-CCIE certification lasts for three years from the date of passing the lab exam. To maintain your certification status, you need to recertify before the expiration date by passing any current CCIE written exam or lab exam.
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-A fourth way to download movies safely and legally is to scan the file for viruses or malware before opening or playing them. Some of the risks of downloading movies from untrusted sources are:
-alware:
These are malicious programs that can spy on your device and steal your personal information, such as passwords, credit card numbers, or identity.To avoid these risks, you should always scan the file for viruses or malware before opening or playing them. You can use a reliable antivirus or anti-malware software, such as Norton, McAfee, Kaspersky, or Malwarebytes, to scan the file and remove any threats.
-Downloading English movies from 2017 can be a fun and rewarding way to enjoy some of the best cinema of that year. However, you should also be careful and responsible when downloading movies online, as there are many risks and challenges involved. By following the tips and steps in this article, you can download movies safely and legally, and avoid any problems or issues. Happy watching!
-Here are some of the frequently asked questions about downloading English movies from 2017:
-The answer to this question depends on your preferences, budget, and availability. However, some of the most popular and reputable streaming platforms for downloading English movies from 2017 are Netflix, Amazon Prime Video, Hulu, Disney+, and HBO Max. These platforms offer a wide range of movies from different genres, styles, and countries, as well as original and exclusive content. They also offer high-quality and legal downloads, as well as other features such as offline viewing, multiple devices, parental controls, and subtitles.
-The answer to this question depends on your interests, tastes, and curiosity. However, some of the most interesting and reliable online archives for downloading English movies from 2017 are Internet Archive, Open Culture, and Public Domain Torrents. These websites offer free access to public domain or creative commons movies that are not protected by copyright. They also offer a variety of movies from different eras, cultures, and genres, as well as rare and independent movies that you might not find elsewhere.
-The answer to this question depends on your risk tolerance, ethics, and legality. However, some of the most popular and notorious torrent sites for downloading English movies from 2017 are The Pirate Bay, RARBG, and 1337x. These websites offer a huge collection of movies from different sources, qualities, and languages, as well as fast and easy downloads. However, they also pose many dangers and challenges, such as viruses, malware, legal issues, and ethical dilemmas.
-There are some tips and tricks that can help you download movies faster and easier, such as:
-There are some ways that you can watch downloaded movies on your TV, such as:
-¿Te gustan las películas? ¿Crees que puedes reconocer cualquier película de una sola escena, un cartel o un actor? Si es así, entonces deberías probar Guess the Movie, un juego divertido y desafiante que pone a prueba tu conocimiento y memoria cinematográfica. Adivina la película es un juego en el que tienes que adivinar el título de una película basado en diferentes pistas, como imágenes, sonidos, géneros, directores, actores, etc. Puedes jugarlo online o offline, solo o con amigos, y pasarlo en grande mientras aprendes nuevos hechos y curiosidades sobre las películas.
-Download Zip ✔✔✔ https://bltlly.com/2v6MXS
Las reglas de Adivina la Película son simples. Se te dará una pista sobre una película, como una imagen, un clip de sonido, un género, un director, un actor, etc. Tienes que adivinar el título de la película lo más rápido posible. Puede escribir su respuesta o elegir entre varias opciones. Dependiendo del tipo de pista y el nivel de dificultad, obtendrá más o menos puntos por cada suposición correcta. También puede omitir una pista si no la conoce o usar pistas si necesita ayuda. El juego termina cuando se le acaba el tiempo o las pistas.
Hay diferentes tipos de suposiciones que puedes hacer en Adivina la película. Algunos de ellos son:
El sistema de puntuación en Adivina la película depende de varios factores, como:
El juego le mostrará su puntuación después de cada adivinanza y al final del juego. Puedes comparar tu puntuación con la de otros jugadores y ver lo bien que lo hiciste.
-Adivinar películas puede ser complicado, pero hay algunos consejos y trucos que pueden ayudarle a mejorar sus habilidades y velocidad. Estos son algunos de ellos:
- -Jugar a adivinar la película no solo es divertido y desafiante, sino también beneficioso para el cerebro y la mente. Algunos de los beneficios son:
-Moviedle es un juego en línea que te muestra una versión de un segundo de una película y te pide que adivines el título. Puedes elegir entre diferentes géneros y niveles de dificultad. También puedes crear tus propios Moviedles y compartirlos con otros. Moviedle es una forma rápida y divertida de probar tus habilidades de reconocimiento de películas.
-Framed es un juego online que te muestra seis fotogramas de una película y te pide que adivines el título. Puedes elegir entre diferentes categorías y niveles de dificultad. También puedes crear tus propios juegos enmarcados y compartirlos con otros. Enmarcado es una forma desafiante y adictiva de probar tus habilidades de observación de películas.
-CineNerdle es un juego en línea que te muestra una cuadrícula de fichas de un cartel de película y te pide que adivines el título. Puedes elegir entre diferentes géneros y niveles de dificultad. También puedes crear tus propios CineNerdles y compartirlos con otros. CineNerdle es una forma inteligente y divertida de poner a prueba tus conocimientos cinematográficos.
-Charades es un juego offline que consiste en representar un título de película sin hablar. Puedes jugar con dos o más personas, en equipos o individualmente. Puedes elegir entre diferentes géneros y niveles de dificultad. También puedes crear tus propias cartas de Charadas y usarlas en el juego. Charadas es una forma clásica y entretenida de poner a prueba tus habilidades de actuación cinematográfica.
-Adivina la película es un juego divertido y desafiante que pone a prueba tu conocimiento de la película y la memoria. Es fácil jugar en línea o fuera de línea, solo o con amigos. Tiene muchos beneficios para el cerebro y la mente, como mejorar la memoria, el conocimiento, la creatividad, etc. También tiene muchos ejemplos de juegos que se basan en adivinanzas de películas, como Moviedle, Enmarcado, CineNerdle, Charadas, etc. Si te gustan las películas y quieres pasar un buen rato mientras aprendes nuevos hechos y trivia sobre ellas, ¡entonces deberías probar Guess the Movie hoy!
-Si usted está buscando un juego de torre de defensa que le mantendrá entretenido durante horas, es posible que desee echa un vistazo a Bloons TD 6. Esta es la última entrega de la popular serie Bloons, que ha existido desde 2007. En este juego, tienes que usar una variedad de torres de monos para hacer estallar globos (o bloons) que están tratando de invadir tu territorio. Suena simple, ¿verdad? Bueno, no del todo. Los bloons vienen en diferentes colores, formas y tamaños, cada uno con sus propias habilidades y resistencias. Algunos bloons pueden volar, algunos pueden camuflarse, algunos pueden regenerarse, algunos pueden dividirse en bloons más pequeños, y algunos pueden incluso proteger a otros bloons. Necesitarás usar estrategia, habilidad y creatividad para superar estos desafíos.
-Download ✪✪✪ https://bltlly.com/2v6Jiz
Bloons TD 6 no es solo un simple juego de torre de defensa. Es un juego masivo de torre de defensa en 3D que ofrece muchas características y contenido para mantenerte involucrado. Puedes elegir entre diferentes modos, mapas, torres, héroes, mejoras, eventos, misiones, trofeos, desafíos, odisea y más. También puedes jugar con hasta otros tres jugadores en modo cooperativo, o competir con otros equipos en el modo territorio disputado. Si usted es un jugador casual o un fan hardcore, encontrará algo para disfrutar en Bloons TD 6.
-Bloons TD 6 es un juego de torre de defensa desarrollado y publicado por Ninja Kiwi, una empresa con sede en Nueva Zelanda que se especializa en la creación de juegos divertidos y adictivos. El juego fue lanzado el 13 de junio de 2018 para dispositivos Android e iOS, y más tarde llevado a Steam para Windows y Macintosh. El juego es parte de la franquicia Bloons, que incluye otros juegos como Bloons Monkey City, Bloons Adventure Time TD, Bloons Super Monkey 2, y más.
- -El modo de juego de Bloons TD 6 es similar a otros juegos de torre de defensa. Tienes una cantidad limitada de dinero para gastar en torres de monos, que puedes colocar en lugares designados en el mapa. Cada torre tiene un rango y un tipo de ataque, y puede apuntar a diferentes tipos de bloons. También puede actualizar sus torres para hacerlas más eficaces, pero esto cuesta más dinero. El objetivo es evitar que los bloons lleguen al final de la pista, donde reducirán sus vidas. Si pierdes todas tus vidas, pierdes el juego.
-Hay diferentes modos para elegir en Bloons TD 6, cada uno con sus propias reglas y desafíos. Algunos de los modos son:
-Bloons TD 6 ofrece una gran variedad de torres de monos para elegir, cada una con sus propias fortalezas y debilidades. Hay cuatro categorías de torres: primarias, militares, mágicas y de apoyo. Cada torre tiene tres rutas de actualización que desbloquean diferentes habilidades y efectos. Por ejemplo, el mono dardo puede actualizar a un mono ballesta, un mono spike-o-pult, o un mono gigante. Puede mezclar y combinar dos rutas de actualización por torre, pero solo puede obtener una actualización de quinto nivel por ruta. Las mejoras de quinto nivel son muy potentes y caras, y pueden cambiar el juego drásticamente.
-Bloons TD 6 también presenta héroes, que son monos especiales que tienen habilidades y personalidades únicas. Los héroes suben de nivel automáticamente durante el juego, desbloqueando nuevas habilidades que pueden ayudarte de varias maneras. Por ejemplo, Quincy es un héroe arquero que puede disparar múltiples flechas a la vez, Gwendolin es un héroe mago de fuego que puede incendiar bloons, Striker Jones es un héroe experto en bombas que puede aturdir bloons de clase MOAB, y así sucesivamente. Solo puedes usar un héroe por juego, así que elige sabiamente.
- -Bloons TD 6 se actualiza constantemente con nuevos contenidos y eventos por Ninja Kiwi. El juego añade nuevos mapas, modos, torres, héroes, pieles, misiones, trofeos, logros, desafíos, odisea, y más. El juego también cuenta con eventos de temporada, como Halloween, Navidad, Pascua y más, que ofrecen recompensas y desafíos especiales. También puedes participar en carreras diarias y semanales, donde puedes competir con otros jugadores para completar un mapa lo más rápido posible. Siempre hay algo nuevo y emocionante que hacer en Bloons TD 6.
-Hay varias razones por las que es posible que desee descargar Bloons TD 6 de uptodown en lugar de otras fuentes, como Google Play Store o Steam. Algunos de ellos son:
-Sin embargo, también hay algunos inconvenientes de descargar Bloons TD 6 desde uptodown, como:
-Bloons TD 6 es un juego que requiere mucha estrategia y habilidad, especialmente en las dificultades y modos superiores. Aquí hay algunos consejos y trucos que pueden ayudarte a mejorar tu rendimiento y divertirte más en el juego:
-Bloons TD 6 es un juego que personalmente disfruto mucho. Es un juego que combina el clásico género de defensa de la torre con gráficos coloridos, animaciones humorísticas y un juego adictivo. Es un juego que tiene mucho contenido y valor de repetición, gracias a sus actualizaciones y eventos regulares. Es un juego que atrae tanto a jugadores casuales como hardcore, gracias a sus múltiples modos y dificultades.
-Sin embargo, Bloons TD 6 no es un juego perfecto. Es un juego que puede volverse repetitivo y aburrido después de un tiempo, especialmente si juegas los mismos mapas y modos una y otra vez. Es un juego que puede ser frustrante e injusto a veces, especialmente en las dificultades y modos más altos donde los bloons son extremadamente difíciles y rápidos. Es un juego que puede resultar caro si quieres desbloquear todo rápidamente o utilizar elementos o características premium.
-En general, calificaría Bloons TD 6 como un 8/10. Es un juego que tiene sus defectos, pero también sus puntos fuertes. Es un juego que recomendaría a cualquiera que le gusten los juegos de torre de defensa o simplemente quiere divertirse haciendo estallar bloons.
-Bloons TD 6 es un divertido y desafiante juego de torre de defensa que ofrece muchas características y contenido para mantenerte entretenido durante horas. Puedes elegir entre diferentes modos, mapas, torres, héroes, mejoras, eventos, misiones, trofeos, desafíos, odisea y más. También puedes jugar con hasta otros tres jugadores en modo cooperativo, o competir con otros equipos en el modo territorio disputado. Si usted es un jugador casual o un fan hardcore, encontrará algo para disfrutar en Bloons TD 6.
- -Sin embargo, también debes ser consciente de los inconvenientes de descargar Bloons TD 6 desde uptodown, como no poder jugar en línea o modo cooperativo con otros jugadores que han descargado el juego de otras fuentes, no ser capaz de sincronizar su progreso o logros con otros dispositivos o plataformas, no ser capaz de recibir apoyo oficial o comentarios de Ninja Kiwi en caso de cualquier problema o error, y el riesgo de violar los términos y condiciones de Ninja Kiwi o Google Play Store mediante la descarga de una versión no oficial del juego.
-Por lo tanto, usted debe pesar los pros y los contras de la descarga de Bloons TD 6 de uptodown antes de tomar su decisión. También debes respetar los derechos y esfuerzos de Ninja Kiwi como desarrollador y editor del juego, y considerar apoyarlos comprando el juego de sus canales oficiales.
-Bloons TD 6 es un juego que requiere mucha estrategia y habilidad, especialmente en las dificultades y modos superiores. Puedes usar el sistema de conocimiento del mono para desbloquear mejoras y bonificaciones permanentes para tus torres, héroes y poderes. Puedes usar el modo sandbox para probar cualquier combinación de torres, mejoras, héroes, bloons y configuraciones en cualquier mapa. Puedes ver videos y guías de otros jugadores para aprender de sus consejos, trucos y estrategias. También puedes divertirte y ser creativo con las posibilidades del juego.
-Bloons TD 6 es un juego que personalmente disfruto mucho. Es un juego que combina el clásico género de defensa de la torre con gráficos coloridos, animaciones humorísticas y un juego adictivo. Es un juego que tiene mucho contenido y valor de repetición, gracias a sus actualizaciones y eventos regulares. Es un juego que atrae tanto a jugadores casuales como hardcore, gracias a sus múltiples modos y dificultades.
- -Aquí hay algunas preguntas frecuentes sobre Bloons TD 6:
-Q" - format_p = format_i if self.e_ident_class == self.ELFCLASS32 else format_q - self.e_type = unpack(format_h) - self.e_machine = unpack(format_h) - self.e_version = unpack(format_i) - self.e_entry = unpack(format_p) - self.e_phoff = unpack(format_p) - self.e_shoff = unpack(format_p) - self.e_flags = unpack(format_i) - self.e_ehsize = unpack(format_h) - self.e_phentsize = unpack(format_h) - self.e_phnum = unpack(format_h) - self.e_shentsize = unpack(format_h) - self.e_shnum = unpack(format_h) - self.e_shstrndx = unpack(format_h) - - -def _get_elf_header() -> Optional[_ELFFileHeader]: - try: - with open(sys.executable, "rb") as f: - elf_header = _ELFFileHeader(f) - except (OSError, TypeError, _ELFFileHeader._InvalidELFFileHeader): - return None - return elf_header - - -def _is_linux_armhf() -> bool: - # hard-float ABI can be detected from the ELF header of the running - # process - # https://static.docs.arm.com/ihi0044/g/aaelf32.pdf - elf_header = _get_elf_header() - if elf_header is None: - return False - result = elf_header.e_ident_class == elf_header.ELFCLASS32 - result &= elf_header.e_ident_data == elf_header.ELFDATA2LSB - result &= elf_header.e_machine == elf_header.EM_ARM - result &= ( - elf_header.e_flags & elf_header.EF_ARM_ABIMASK - ) == elf_header.EF_ARM_ABI_VER5 - result &= ( - elf_header.e_flags & elf_header.EF_ARM_ABI_FLOAT_HARD - ) == elf_header.EF_ARM_ABI_FLOAT_HARD - return result - - -def _is_linux_i686() -> bool: - elf_header = _get_elf_header() - if elf_header is None: - return False - result = elf_header.e_ident_class == elf_header.ELFCLASS32 - result &= elf_header.e_ident_data == elf_header.ELFDATA2LSB - result &= elf_header.e_machine == elf_header.EM_386 - return result - - -def _have_compatible_abi(arch: str) -> bool: - if arch == "armv7l": - return _is_linux_armhf() - if arch == "i686": - return _is_linux_i686() - return arch in {"x86_64", "aarch64", "ppc64", "ppc64le", "s390x"} - - -# If glibc ever changes its major version, we need to know what the last -# minor version was, so we can build the complete list of all versions. -# For now, guess what the highest minor version might be, assume it will -# be 50 for testing. Once this actually happens, update the dictionary -# with the actual value. -_LAST_GLIBC_MINOR: Dict[int, int] = collections.defaultdict(lambda: 50) - - -class _GLibCVersion(NamedTuple): - major: int - minor: int - - -def _glibc_version_string_confstr() -> Optional[str]: - """ - Primary implementation of glibc_version_string using os.confstr. - """ - # os.confstr is quite a bit faster than ctypes.DLL. It's also less likely - # to be broken or missing. This strategy is used in the standard library - # platform module. - # https://github.com/python/cpython/blob/fcf1d003bf4f0100c/Lib/platform.py#L175-L183 - try: - # os.confstr("CS_GNU_LIBC_VERSION") returns a string like "glibc 2.17". - version_string = os.confstr("CS_GNU_LIBC_VERSION") - assert version_string is not None - _, version = version_string.split() - except (AssertionError, AttributeError, OSError, ValueError): - # os.confstr() or CS_GNU_LIBC_VERSION not available (or a bad value)... - return None - return version - - -def _glibc_version_string_ctypes() -> Optional[str]: - """ - Fallback implementation of glibc_version_string using ctypes. - """ - try: - import ctypes - except ImportError: - return None - - # ctypes.CDLL(None) internally calls dlopen(NULL), and as the dlopen - # manpage says, "If filename is NULL, then the returned handle is for the - # main program". This way we can let the linker do the work to figure out - # which libc our process is actually using. - # - # We must also handle the special case where the executable is not a - # dynamically linked executable. This can occur when using musl libc, - # for example. In this situation, dlopen() will error, leading to an - # OSError. Interestingly, at least in the case of musl, there is no - # errno set on the OSError. The single string argument used to construct - # OSError comes from libc itself and is therefore not portable to - # hard code here. In any case, failure to call dlopen() means we - # can proceed, so we bail on our attempt. - try: - process_namespace = ctypes.CDLL(None) - except OSError: - return None - - try: - gnu_get_libc_version = process_namespace.gnu_get_libc_version - except AttributeError: - # Symbol doesn't exist -> therefore, we are not linked to - # glibc. - return None - - # Call gnu_get_libc_version, which returns a string like "2.5" - gnu_get_libc_version.restype = ctypes.c_char_p - version_str: str = gnu_get_libc_version() - # py2 / py3 compatibility: - if not isinstance(version_str, str): - version_str = version_str.decode("ascii") - - return version_str - - -def _glibc_version_string() -> Optional[str]: - """Returns glibc version string, or None if not using glibc.""" - return _glibc_version_string_confstr() or _glibc_version_string_ctypes() - - -def _parse_glibc_version(version_str: str) -> Tuple[int, int]: - """Parse glibc version. - - We use a regexp instead of str.split because we want to discard any - random junk that might come after the minor version -- this might happen - in patched/forked versions of glibc (e.g. Linaro's version of glibc - uses version strings like "2.20-2014.11"). See gh-3588. - """ - m = re.match(r"(?P[0-9]+)\.(?P [0-9]+)", version_str) - if not m: - warnings.warn( - "Expected glibc version with 2 components major.minor," - " got: %s" % version_str, - RuntimeWarning, - ) - return -1, -1 - return int(m.group("major")), int(m.group("minor")) - - -@functools.lru_cache() -def _get_glibc_version() -> Tuple[int, int]: - version_str = _glibc_version_string() - if version_str is None: - return (-1, -1) - return _parse_glibc_version(version_str) - - -# From PEP 513, PEP 600 -def _is_compatible(name: str, arch: str, version: _GLibCVersion) -> bool: - sys_glibc = _get_glibc_version() - if sys_glibc < version: - return False - # Check for presence of _manylinux module. - try: - import _manylinux # noqa - except ImportError: - return True - if hasattr(_manylinux, "manylinux_compatible"): - result = _manylinux.manylinux_compatible(version[0], version[1], arch) - if result is not None: - return bool(result) - return True - if version == _GLibCVersion(2, 5): - if hasattr(_manylinux, "manylinux1_compatible"): - return bool(_manylinux.manylinux1_compatible) - if version == _GLibCVersion(2, 12): - if hasattr(_manylinux, "manylinux2010_compatible"): - return bool(_manylinux.manylinux2010_compatible) - if version == _GLibCVersion(2, 17): - if hasattr(_manylinux, "manylinux2014_compatible"): - return bool(_manylinux.manylinux2014_compatible) - return True - - -_LEGACY_MANYLINUX_MAP = { - # CentOS 7 w/ glibc 2.17 (PEP 599) - (2, 17): "manylinux2014", - # CentOS 6 w/ glibc 2.12 (PEP 571) - (2, 12): "manylinux2010", - # CentOS 5 w/ glibc 2.5 (PEP 513) - (2, 5): "manylinux1", -} - - -def platform_tags(linux: str, arch: str) -> Iterator[str]: - if not _have_compatible_abi(arch): - return - # Oldest glibc to be supported regardless of architecture is (2, 17). - too_old_glibc2 = _GLibCVersion(2, 16) - if arch in {"x86_64", "i686"}: - # On x86/i686 also oldest glibc to be supported is (2, 5). - too_old_glibc2 = _GLibCVersion(2, 4) - current_glibc = _GLibCVersion(*_get_glibc_version()) - glibc_max_list = [current_glibc] - # We can assume compatibility across glibc major versions. - # https://sourceware.org/bugzilla/show_bug.cgi?id=24636 - # - # Build a list of maximum glibc versions so that we can - # output the canonical list of all glibc from current_glibc - # down to too_old_glibc2, including all intermediary versions. - for glibc_major in range(current_glibc.major - 1, 1, -1): - glibc_minor = _LAST_GLIBC_MINOR[glibc_major] - glibc_max_list.append(_GLibCVersion(glibc_major, glibc_minor)) - for glibc_max in glibc_max_list: - if glibc_max.major == too_old_glibc2.major: - min_minor = too_old_glibc2.minor - else: - # For other glibc major versions oldest supported is (x, 0). - min_minor = -1 - for glibc_minor in range(glibc_max.minor, min_minor, -1): - glibc_version = _GLibCVersion(glibc_max.major, glibc_minor) - tag = "manylinux_{}_{}".format(*glibc_version) - if _is_compatible(tag, arch, glibc_version): - yield linux.replace("linux", tag) - # Handle the legacy manylinux1, manylinux2010, manylinux2014 tags. - if glibc_version in _LEGACY_MANYLINUX_MAP: - legacy_tag = _LEGACY_MANYLINUX_MAP[glibc_version] - if _is_compatible(legacy_tag, arch, glibc_version): - yield linux.replace("linux", legacy_tag) diff --git a/spaces/CVPR/v-doc_abstractive_mac/descrip.md b/spaces/CVPR/v-doc_abstractive_mac/descrip.md deleted file mode 100644 index d965b314baefdecfd61c003e97dcdc68f385782e..0000000000000000000000000000000000000000 --- a/spaces/CVPR/v-doc_abstractive_mac/descrip.md +++ /dev/null @@ -1,35 +0,0 @@ -# V-Doc : Visual questions answers with Documents -This repository contains code for the paper [V-Doc : Visual questions answers with Documents](https://arxiv.org/pdf/2205.13724.pdf). The demo videos can be accessed by this [link](https://drive.google.com/file/d/1Ztp9LBcrEcJA3NlbFWn1RfNyfwt8Y6Qk/view). - - - Ding, Y.*, Huang, Z.*, Wang, R., Zhang, Y., Chen, X., Ma, Y., Chung, H., & Han, C. (CVPR 2022)
- -
V-Doc : Visual questions answers with Documents
--
- -### Dataset in Dataset Storage Module - -The dataset we used to trained the model is provided in following links: - - - [PubVQA Dataset](https://drive.google.com/drive/folders/1YMuctGPJbsy45Iz23ygcN1VGHWQp3aaU?ths=true) for training Mac-Network. - -Dataset for training LayoutLMv2([FUNSD-QA](https://drive.google.com/file/d/1Ev_sLTx3U9nAr2TGgUT5BXB1rpfLMlcq/view?usp=sharing)). - -### Dataset Generation -To run the scene based question generation code, we need to fetch the JSON files from the source. - -#### Extract OCR information -```bash -python3 ./document_collection.py -``` -After the step above, a new folder called-
./input_ocr
will be generated. -#### Generate questions -```bash -python3 ./scene_based/pdf_generate_question.py -``` -To limit the number of generated questions, you can change the code inpdf_generate_question.py
line 575 and line 591-596 - -After the steps above, you can see a json file under the./output_qa_dataset
. diff --git a/spaces/Catspindev/monadical-labs-minecraft-skin-generator/README.md b/spaces/Catspindev/monadical-labs-minecraft-skin-generator/README.md deleted file mode 100644 index 55742e18742f322e1bb4673ee07f37168e44c580..0000000000000000000000000000000000000000 --- a/spaces/Catspindev/monadical-labs-minecraft-skin-generator/README.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -title: Monadical Labs Minecraft Skin Generator -emoji: 🚀 -colorFrom: gray -colorTo: gray -sdk: gradio -sdk_version: 3.43.2 -app_file: app.py -pinned: false ---- - -Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference \ No newline at end of file diff --git a/spaces/Chomkwoy/Nilkessye/__init__.py b/spaces/Chomkwoy/Nilkessye/__init__.py deleted file mode 100644 index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..0000000000000000000000000000000000000000 diff --git a/spaces/Chomkwoy/Nilkessye/app.py b/spaces/Chomkwoy/Nilkessye/app.py deleted file mode 100644 index 791a0bb3b2161b3d38527042a9828081a89df7bb..0000000000000000000000000000000000000000 --- a/spaces/Chomkwoy/Nilkessye/app.py +++ /dev/null @@ -1,253 +0,0 @@ -import gradio as gr -import numpy as np -import torch -import io -from PIL import Image -from transformers import PreTrainedModel, VisionEncoderDecoderModel, VisionEncoderDecoderConfig -import cv2 -from tqdm.auto import tqdm - -import load_book -import utils.hangul -from model import exkp -import syllable_model -import ocr_utils - - -class OcrModel(PreTrainedModel): - config_class = VisionEncoderDecoderConfig - - def __init__(self, config): - super().__init__(config) - self.centernet = exkp( - n=5, - nstack=4, - dims=[256, 256, 384, 384, 384, 512], - modules=[2, 2, 2, 2, 2, 4], - num_classes=4 - ) - self.recog = VisionEncoderDecoderModel(config) - - def forward(self, pixel_values, **kwargs): - outputs = self.centernet(pixel_values, **kwargs) - return outputs - - -def main(): - model = OcrModel.from_pretrained('Chomkwoy/nilkessye') - if torch.cuda.is_available(): - print("Enabling CUDA") - model = model.cuda() - recog = syllable_model.SyllableRecognizer(model.recog) - - def upload_file(file): - yield ( - [], # gallery - "", # output_textbox - gr.Textbox(show_label=False, visible=True), # progress_indicator - ) - - image = Image.open(io.BytesIO(file)) - yield ( - [image], # gallery - "", # output_textbox - "처리중... 이미지 자르는 중", # progress_indicator - ) - - image_np = np.array(image)[..., :3] - generator = recognize_page( - image_np, - model, recog, - return_line_infos=True, - batch_size=16 - ) - - # Crop image - image = next(generator) - yield ( - [Image.fromarray(image)], # gallery - "", # output_textbox - "처리중... 글자 위치 인식 중", # progress_indicator - ) - - # Get lines - line_infos = next(generator) - image = draw_detections(image, line_infos) - - # Read syllables - num_batches = next(generator) - - yield ( - [Image.fromarray(image)], # gallery - "", # output_textbox - f"처리중... 글자 읽는 중 (0/{num_batches})", # progress_indicator - ) - - # Free memory - i = 0 - while True: - try: - pred_syllables = next(generator) - i += 1 - yield ( - [Image.fromarray(image)], # gallery - gen_html(pred_syllables, line_infos), # output_textbox - f"처리중... 글자 읽는 중 ({i}/{num_batches})", # progress_indicator - ) - except StopIteration: - break - - yield ( - [Image.fromarray(image)], # gallery - gen_html(pred_syllables, line_infos), # output_textbox - gr.Textbox(visible=False), # progress_indicator - ) - - with gr.Blocks() as demo: - gr.Markdown(""" - # 닐거쎠: 옛한글 글자 인식기 - - 이미지 파일을 업로드해보세요. 한자는 인식되지 않습니다. - - 만든사람: ᄎᆞᆷ괴 - """) - - progress_indicator = gr.Textbox(visible=False) - - with gr.Row(): - gallery = gr.Gallery( - columns=1, - allow_preview=False, - object_fit="contain", - label="보기" - ) - - with gr.Column(): - upload_button = gr.UploadButton( - '파일 올리기', - type='binary' - ) - output_textbox = gr.HTML( - label="인식 결과", - value="여기에 결과가 표시됩니다." - ) - - upload_button.upload( - fn=upload_file, - inputs=upload_button, - outputs=[gallery, output_textbox, progress_indicator] - ) - - demo.queue(max_size=20).launch(server_name='0.0.0.0') - - -def gen_html(pred_syllables, line_infos): - output_lines = [] - offset = 0 - for line in line_infos: - if offset >= len(pred_syllables): - break - line_len = len(line['line']) - cur_line = '.'.join(pred_syllables[offset:offset + line_len]) - cur_line_hangul = utils.hangul.convert_yale_to_hangul(cur_line) - output_lines.append({ - 'is_anno': line['is_anno'], - 'text': cur_line_hangul - }) - offset += line_len - - output_html = "" - for line in output_lines: - if line['is_anno']: - output_html += f"{line['text']}" - else: - output_html += f"{line['text']}" - - return output_html - - -def draw_detections(image, line_infos): - image = image.copy() - for line_idx, line_info in enumerate(line_infos): - cv2.rectangle(image, - (int(line_info['bbox'][0][0]), int(line_info['bbox'][0][1])), - (int(line_info['bbox'][1][0]), int(line_info['bbox'][1][1])), - [255, 255, 255], 6) - - for line_idx, line_info in enumerate(line_infos): - for bbox, center, seq, cls in line_info['line']: - color = [[160, 158, 255], [212, 56, 13], [107, 255, 171], [255, 205, 66]][int(cls)] - shapes = image.copy() - cv2.rectangle(shapes, *bbox, color, cv2.FILLED) - alpha = 0.75 - image = cv2.addWeighted(image, alpha, shapes, 1 - alpha, 0) - cv2.rectangle(image, *bbox, color, 2) - - for line_idx, line_info in enumerate(line_infos): - cv2.putText( - image, f"{line_idx}", - (int(line_info['bbox'][0][0]), int(line_info['bbox'][0][1]) + 15), - cv2.FONT_HERSHEY_SIMPLEX, 0.7, [250, 225, 0], 2 - ) - return image - - -def recognize_page(orig_image, centernet, syllable_recognizer, return_line_infos=False, batch_size=32): - orig_image, bbox, orig_size = load_book.process_page(orig_image) - yield orig_image - - orig_size = (orig_image.shape[1], orig_image.shape[0]) - image = cv2.resize(orig_image, dsize=(512, 512), interpolation=cv2.INTER_AREA) - - image = image.astype(np.float32) / 255. - .5 # to [-.5, +.5] range - image = image.transpose((2, 0, 1)) # [H, W, C] to [C, H, W] - image = torch.as_tensor(image) - - # Run object detection - centernet.eval() - with torch.no_grad(): - output = centernet(torch.as_tensor(image)[None].to(centernet.device)) - - sw, sh = orig_size[0] * 4 / 512, orig_size[1] * 4 / 512 - - tiles = ocr_utils.get_pred_detections( - output, sw=sw, sh=sh, - threshold=0.3, - ae_threshold=20.0 - ) - - line_infos = ocr_utils.detect_lines(tiles) - yield line_infos - - yield from recognize_lines(line_infos, orig_image, syllable_recognizer, batch_size=batch_size) - - -def recognize_lines(line_infos, orig_image, syllable_recognizer, batch_size=32): - tiles = [] - for line_idx, line_info in enumerate(line_infos): - for bbox, center, seq, cls in line_info['line']: - (tlx, tly), (brx, bry) = bbox - w, h = brx - tlx, bry - tly - pw, ph = w / 5, h / 5 - tile = orig_image[ - max(0, int(tly - ph)):min(orig_image.shape[0], int(bry + ph)), - max(0, int(tlx - pw)):min(orig_image.shape[1], int(brx + pw)), - ] - tiles.append((tile, bbox, center, seq, cls)) - - hangul_tiles = [(i, tile) for i, (tile, _, _, _, cls) in enumerate(tiles) if cls in [0, 2]] - - pred_syllables = ["〓"] * len(tiles) - batches = list(ocr_utils.batched(hangul_tiles, batch_size)) - yield len(batches) - - for batch in tqdm(batches): - indices, images = zip(*batch) - batch_pred_syllables = syllable_recognizer.recognize(images) - for i, pred_syllable in zip(indices, batch_pred_syllables): - pred_syllables[i] = pred_syllable - yield pred_syllables[:i + 1] - - -if __name__ == "__main__": - main() diff --git a/spaces/CikeyQI/meme-api/meme_generator/memes/interview/__init__.py b/spaces/CikeyQI/meme-api/meme_generator/memes/interview/__init__.py deleted file mode 100644 index a8d226fad8b20c09cbedc2e5dd0ecab0beb9b904..0000000000000000000000000000000000000000 --- a/spaces/CikeyQI/meme-api/meme_generator/memes/interview/__init__.py +++ /dev/null @@ -1,45 +0,0 @@ -from pathlib import Path -from typing import List - -from pil_utils import BuildImage - -from meme_generator import add_meme -from meme_generator.exception import TextOverLength - -img_dir = Path(__file__).parent / "images" - - -def interview(images: List[BuildImage], texts: List[str], args): - if len(images) == 2: - self_img = images[0] - user_img = images[1] - else: - self_img = BuildImage.open(img_dir / "huaji.png") - user_img = images[0] - self_img = self_img.convert("RGBA").square().resize((124, 124)) - user_img = user_img.convert("RGBA").square().resize((124, 124)) - - text = texts[0] if texts else "采访大佬经验" - - frame = BuildImage.new("RGBA", (600, 310), "white") - microphone = BuildImage.open(img_dir / "microphone.png") - frame.paste(microphone, (330, 103), alpha=True) - frame.paste(self_img, (419, 40), alpha=True) - frame.paste(user_img, (57, 40), alpha=True) - try: - frame.draw_text((20, 200, 580, 310), text, max_fontsize=50, min_fontsize=20) - except ValueError: - raise TextOverLength(text) - return frame.save_jpg() - - -add_meme( - "interview", - interview, - min_images=1, - max_images=2, - min_texts=0, - max_texts=1, - default_texts=["采访大佬经验"], - keywords=["采访"], -) diff --git a/spaces/CognitiveLabs/GPT-auto-webscraping/ExcecuteFunction.py b/spaces/CognitiveLabs/GPT-auto-webscraping/ExcecuteFunction.py deleted file mode 100644 index edce83a720f72e05fdad7bb6b29464375e7be28c..0000000000000000000000000000000000000000 --- a/spaces/CognitiveLabs/GPT-auto-webscraping/ExcecuteFunction.py +++ /dev/null @@ -1,9 +0,0 @@ -import importlib - -def execute_function(): - module = "output" - function = "extract_info" - module = importlib.import_module(module) - function = getattr(module, function) - print("returning function") - return function diff --git a/spaces/CognitiveLabs/Research-Assistant/test/test3.py b/spaces/CognitiveLabs/Research-Assistant/test/test3.py deleted file mode 100644 index b19587e7b045df07ae61eaec8949524850600394..0000000000000000000000000000000000000000 --- a/spaces/CognitiveLabs/Research-Assistant/test/test3.py +++ /dev/null @@ -1,21 +0,0 @@ -import openai - 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Et:if(an(e,this.peekCodePoint(0),this.peekCodePoint(1)))return this.reconsumeCodePoint(e),this.consumeNumericToken();break;case Xe:if(this.peekCodePoint(0)===_t)for(this.consumeCodePoint();;){var s=this.consumeCodePoint();if(s===_t&&(s=this.consumeCodePoint())===Xe)return this.consumeToken();if(s===Lt)return this.consumeToken()}break;case Ct:return bn;case St:return xn;case lt:if(this.peekCodePoint(0)===st&&this.peekCodePoint(1)===ot&&this.peekCodePoint(2)===ot)return this.consumeCodePoint(),this.consumeCodePoint(),Bn;break;case ct:var l=this.peekCodePoint(0),c=this.peekCodePoint(1),d=this.peekCodePoint(2);if(An(l,c,d))return{type:7,value:this.consumeName()};break;case dt:return Cn;case qe:if(rn(e,this.peekCodePoint(0)))return this.reconsumeCodePoint(e),this.consumeIdentLikeToken();break;case ht:return Sn;case ft:if(this.peekCodePoint(0)===$e)return this.consumeCodePoint(),dn;break;case pt:return gn;case mt:return mn;case Pt:case Gt:var h=this.peekCodePoint(0),f=this.peekCodePoint(1);return h!==bt||!Xt(f)&&f!==gt||(this.consumeCodePoint(),this.consumeUnicodeRangeToken()),this.reconsumeCodePoint(e),this.consumeIdentLikeToken();case vt:if(this.peekCodePoint(0)===$e)return this.consumeCodePoint(),fn;if(this.peekCodePoint(0)===vt)return this.consumeCodePoint(),hn;break;case yt:if(this.peekCodePoint(0)===$e)return this.consumeCodePoint(),pn;break;case Lt:return Un}return $t(e)?(this.consumeWhiteSpace(),En):Wt(e)?(this.reconsumeCodePoint(e),this.consumeNumericToken()):en(e)?(this.reconsumeCodePoint(e),this.consumeIdentLikeToken()):{type:6,value:u(e)}},e.prototype.consumeCodePoint=function(){var e=this._value.shift();return"undefined"===typeof e?-1:e},e.prototype.reconsumeCodePoint=function(e){this._value.unshift(e)},e.prototype.peekCodePoint=function(e){return e>=this._value.length?-1:this._value[e]},e.prototype.consumeUnicodeRangeToken=function(){for(var e=[],t=this.consumeCodePoint();Xt(t)&&e.length<6;)e.push(t),t=this.consumeCodePoint();for(var n=!1;t===gt&&e.length<6;)e.push(t),t=this.consumeCodePoint(),n=!0;if(n)return{type:30,start:parseInt(u.apply(void 0,e.map((function(e){return e===gt?Dt:e}))),16),end:parseInt(u.apply(void 0,e.map((function(e){return e===gt?zt:e}))),16)};var r=parseInt(u.apply(void 0,e),16);if(this.peekCodePoint(0)===ot&&Xt(this.peekCodePoint(1))){this.consumeCodePoint(),t=this.consumeCodePoint();for(var i=[];Xt(t)&&i.length<6;)i.push(t),t=this.consumeCodePoint();return{type:30,start:r,end:parseInt(u.apply(void 0,i),16)}}return{type:30,start:r,end:r}},e.prototype.consumeIdentLikeToken=function(){var e=this.consumeName();return"url"===e.toLowerCase()&&this.peekCodePoint(0)===it?(this.consumeCodePoint(),this.consumeUrlToken()):this.peekCodePoint(0)===it?(this.consumeCodePoint(),{type:19,value:e}):{type:20,value:e}},e.prototype.consumeUrlToken=function(){var e=[];if(this.consumeWhiteSpace(),this.peekCodePoint(0)===Lt)return{type:22,value:""};var t=this.peekCodePoint(0);if(t===rt||t===Ze){var n=this.consumeStringToken(this.consumeCodePoint());return 0===n.type&&(this.consumeWhiteSpace(),this.peekCodePoint(0)===Lt||this.peekCodePoint(0)===At)?(this.consumeCodePoint(),{type:22,value:n.value}):(this.consumeBadUrlRemnants(),yn)}for(;;){var r=this.consumeCodePoint();if(r===Lt||r===At)return{type:22,value:u.apply(void 0,e)};if($t(r))return this.consumeWhiteSpace(),this.peekCodePoint(0)===Lt||this.peekCodePoint(0)===At?(this.consumeCodePoint(),{type:22,value:u.apply(void 0,e)}):(this.consumeBadUrlRemnants(),yn);if(r===Ze||r===rt||r===it||nn(r))return this.consumeBadUrlRemnants(),yn;if(r===qe){if(!rn(r,this.peekCodePoint(0)))return this.consumeBadUrlRemnants(),yn;e.push(this.consumeEscapedCodePoint())}else e.push(r)}},e.prototype.consumeWhiteSpace=function(){for(;$t(this.peekCodePoint(0));)this.consumeCodePoint()},e.prototype.consumeBadUrlRemnants=function(){for(;;){var e=this.consumeCodePoint();if(e===At||e===Lt)return;rn(e,this.peekCodePoint(0))&&this.consumeEscapedCodePoint()}},e.prototype.consumeStringSlice=function(e){for(var t=5e4,n="";e>0;){var r=Math.min(t,e);n+=u.apply(void 0,this._value.splice(0,r)),e-=r}return this._value.shift(),n},e.prototype.consumeStringToken=function(e){for(var t="",n=0;;){var r=this._value[n];if(r===Lt||void 0===r||r===e)return{type:0,value:t+=this.consumeStringSlice(n)};if(r===je)return this._value.splice(0,n),wn;if(r===qe){var i=this._value[n+1];i!==Lt&&void 0!==i&&(i===je?(t+=this.consumeStringSlice(n),n=-1,this._value.shift()):rn(r,i)&&(t+=this.consumeStringSlice(n),t+=u(this.consumeEscapedCodePoint()),n=-1))}n++}},e.prototype.consumeNumber=function(){var e=[],t=Ke,n=this.peekCodePoint(0);for(n!==bt&&n!==ot||e.push(this.consumeCodePoint());Wt(this.peekCodePoint(0));)e.push(this.consumeCodePoint());n=this.peekCodePoint(0);var r=this.peekCodePoint(1);if(n===Et&&Wt(r))for(e.push(this.consumeCodePoint(),this.consumeCodePoint()),t=We;Wt(this.peekCodePoint(0));)e.push(this.consumeCodePoint());n=this.peekCodePoint(0),r=this.peekCodePoint(1);var i=this.peekCodePoint(2);if((n===Vt||n===Rt)&&((r===bt||r===ot)&&Wt(i)||Wt(r)))for(e.push(this.consumeCodePoint(),this.consumeCodePoint()),t=We;Wt(this.peekCodePoint(0));)e.push(this.consumeCodePoint());return[on(e),t]},e.prototype.consumeNumericToken=function(){var e=this.consumeNumber(),t=e[0],n=e[1],r=this.peekCodePoint(0),i=this.peekCodePoint(1),A=this.peekCodePoint(2);return An(r,i,A)?{type:15,number:t,flags:n,unit:this.consumeName()}:r===nt?(this.consumeCodePoint(),{type:16,number:t,flags:n}):{type:17,number:t,flags:n}},e.prototype.consumeEscapedCodePoint=function(){var e=this.consumeCodePoint();if(Xt(e)){for(var t=u(e);Xt(this.peekCodePoint(0))&&t.length<6;)t+=u(this.consumeCodePoint());$t(this.peekCodePoint(0))&&this.consumeCodePoint();var n=parseInt(t,16);return 0===n||jt(n)||n>1114111?Bt:n}return e===Lt?Bt:e},e.prototype.consumeName=function(){for(var e="";;){var t=this.consumeCodePoint();if(tn(t))e+=u(t);else{if(!rn(t,this.peekCodePoint(0)))return this.reconsumeCodePoint(t),e;e+=u(this.consumeEscapedCodePoint())}}},e}(),Fn=function(){function e(e){this._tokens=e}return e.create=function(t){var n=new Mn;return n.write(t),new e(n.read())},e.parseValue=function(t){return e.create(t).parseComponentValue()},e.parseValues=function(t){return e.create(t).parseComponentValues()},e.prototype.parseComponentValue=function(){for(var e=this.consumeToken();31===e.type;)e=this.consumeToken();if(32===e.type)throw new SyntaxError("Error parsing CSS component value, unexpected EOF");this.reconsumeToken(e);var t=this.consumeComponentValue();do{e=this.consumeToken()}while(31===e.type);if(32===e.type)return t;throw new SyntaxError("Error parsing CSS component value, multiple values found when expecting only one")},e.prototype.parseComponentValues=function(){for(var e=[];;){var t=this.consumeComponentValue();if(32===t.type)return e;e.push(t),e.push()}},e.prototype.consumeComponentValue=function(){var e=this.consumeToken();switch(e.type){case 11:case 28:case 2:return this.consumeSimpleBlock(e.type);case 19:return this.consumeFunction(e)}return e},e.prototype.consumeSimpleBlock=function(e){for(var t={type:e,values:[]},n=this.consumeToken();;){if(32===n.type||Pn(n,e))return t;this.reconsumeToken(n),t.values.push(this.consumeComponentValue()),n=this.consumeToken()}},e.prototype.consumeFunction=function(e){for(var t={name:e.value,values:[],type:18};;){var n=this.consumeToken();if(32===n.type||3===n.type)return t;this.reconsumeToken(n),t.values.push(this.consumeComponentValue())}},e.prototype.consumeToken=function(){var e=this._tokens.shift();return"undefined"===typeof e?Un:e},e.prototype.reconsumeToken=function(e){this._tokens.unshift(e)},e}(),Tn=function(e){return 15===e.type},kn=function(e){return 17===e.type},Qn=function(e){return 20===e.type},Ln=function(e){return 0===e.type},Dn=function(e,t){return Qn(e)&&e.value===t},In=function(e){return 31!==e.type},Rn=function(e){return 31!==e.type&&4!==e.type},Hn=function(e){var t=[],n=[];return e.forEach((function(e){if(4===e.type){if(0===n.length)throw new Error("Error parsing function args, zero tokens for arg");return t.push(n),void(n=[])}31!==e.type&&n.push(e)})),n.length&&t.push(n),t},Pn=function(e,t){return 11===t&&12===e.type||28===t&&29===e.type||2===t&&3===e.type},Nn=function(e){return 17===e.type||15===e.type},On=function(e){return 16===e.type||Nn(e)},Vn=function(e){return 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Io(e,"\u30a2\u30a4\u30a6\u30a8\u30aa\u30ab\u30ad\u30af\u30b1\u30b3\u30b5\u30b7\u30b9\u30bb\u30bd\u30bf\u30c1\u30c4\u30c6\u30c8\u30ca\u30cb\u30cc\u30cd\u30ce\u30cf\u30d2\u30d5\u30d8\u30db\u30de\u30df\u30e0\u30e1\u30e2\u30e4\u30e6\u30e8\u30e9\u30ea\u30eb\u30ec\u30ed\u30ef\u30f0\u30f1\u30f2\u30f3",i);case 29:return Io(e,"\u30a4\u30ed\u30cf\u30cb\u30db\u30d8\u30c8\u30c1\u30ea\u30cc\u30eb\u30f2\u30ef\u30ab\u30e8\u30bf\u30ec\u30bd\u30c4\u30cd\u30ca\u30e9\u30e0\u30a6\u30f0\u30ce\u30aa\u30af\u30e4\u30de\u30b1\u30d5\u30b3\u30a8\u30c6\u30a2\u30b5\u30ad\u30e6\u30e1\u30df\u30b7\u30f1\u30d2\u30e2\u30bb\u30b9",i);case 34:return Do(e,3792,3801,!0,r);case 37:return Do(e,6160,6169,!0,r);case 38:return Do(e,4160,4169,!0,r);case 39:return Do(e,2918,2927,!0,r);case 40:return Do(e,1776,1785,!0,r);case 43:return Do(e,3046,3055,!0,r);case 44:return Do(e,3174,3183,!0,r);case 45:return Do(e,3664,3673,!0,r);case 46:return Do(e,3872,3881,!0,r);default:return 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wo(t)&&(wo(e)&&e.currentSrc&&e.currentSrc!==e.src&&(t.src=e.currentSrc,t.srcset=""),"lazy"===t.loading&&(t.loading="eager")),Eo(t)?this.createCustomElementClone(t):t},e.prototype.createCustomElementClone=function(e){var t=document.createElement("html2canvascustomelement");return ts(e.style,t),t},e.prototype.createStyleClone=function(e){try{var t=e.sheet;if(t&&t.cssRules){var n=[].slice.call(t.cssRules,0).reduce((function(e,t){return t&&"string"===typeof t.cssText?e+t.cssText:e}),""),r=e.cloneNode(!1);return r.textContent=n,r}}catch(Rt){if(this.context.logger.error("Unable to access cssRules property",Rt),"SecurityError"!==Rt.name)throw Rt}return e.cloneNode(!1)},e.prototype.createCanvasClone=function(e){var t;if(this.options.inlineImages&&e.ownerDocument){var n=e.ownerDocument.createElement("img");try{return n.src=e.toDataURL(),n}catch(Rt){this.context.logger.info("Unable to inline canvas contents, canvas is tainted",e)}}var r=e.cloneNode(!1);try{r.width=e.width,r.height=e.height;var i=e.getContext("2d"),A=r.getContext("2d");if(A)if(!this.options.allowTaint&&i)A.putImageData(i.getImageData(0,0,e.width,e.height),0,0);else{var a=null!==(t=e.getContext("webgl2"))&&void 0!==t?t:e.getContext("webgl");if(a){var o=a.getContextAttributes();!1===(null===o||void 0===o?void 0:o.preserveDrawingBuffer)&&this.context.logger.warn("Unable to clone WebGL context as it has preserveDrawingBuffer=false",e)}A.drawImage(e,0,0)}return r}catch(Rt){this.context.logger.info("Unable to clone canvas as it is tainted",e)}return r},e.prototype.createVideoClone=function(e){var t=e.ownerDocument.createElement("canvas");t.width=e.offsetWidth,t.height=e.offsetHeight;var n=t.getContext("2d");try{return n&&(n.drawImage(e,0,0,t.width,t.height),this.options.allowTaint||n.getImageData(0,0,t.width,t.height)),t}catch(Rt){this.context.logger.info("Unable to clone video as it is tainted",e)}var r=e.ownerDocument.createElement("canvas");return r.width=e.offsetWidth,r.height=e.offsetHeight,r},e.prototype.appendChildNode=function(e,t,n){so(t)&&(bo(t)||t.hasAttribute(jo)||"function"===typeof this.options.ignoreElements&&this.options.ignoreElements(t))||this.options.copyStyles&&so(t)&&_o(t)||e.appendChild(this.cloneNode(t,n))},e.prototype.cloneChildNodes=function(e,t,n){for(var r=this,i=e.shadowRoot?e.shadowRoot.firstChild:e.firstChild;i;i=i.nextSibling)if(so(i)&&So(i)&&"function"===typeof i.assignedNodes){var A=i.assignedNodes();A.length&&A.forEach((function(e){return r.appendChildNode(t,e,n)}))}else this.appendChildNode(t,i,n)},e.prototype.cloneNode=function(e,t){if(oo(e))return document.createTextNode(e.data);if(!e.ownerDocument)return e.cloneNode(!1);var n=e.ownerDocument.defaultView;if(n&&so(e)&&(lo(e)||uo(e))){var r=this.createElementClone(e);r.style.transitionProperty="none";var i=n.getComputedStyle(e),A=n.getComputedStyle(e,":before"),a=n.getComputedStyle(e,":after");this.referenceElement===e&&lo(r)&&(this.clonedReferenceElement=r),mo(r)&&us(r);var o=this.counters.parse(new mA(this.context,i)),s=this.resolvePseudoContent(e,r,A,KA.BEFORE);Eo(e)&&(t=!0),yo(e)||this.cloneChildNodes(e,r,t),s&&r.insertBefore(s,r.firstChild);var l=this.resolvePseudoContent(e,r,a,KA.AFTER);return l&&r.appendChild(l),this.counters.pop(o),(i&&(this.options.copyStyles||uo(e))&&!Bo(e)||t)&&ts(i,r),0===e.scrollTop&&0===e.scrollLeft||this.scrolledElements.push([r,e.scrollLeft,e.scrollTop]),(xo(e)||Co(e))&&(xo(r)||Co(r))&&(r.value=e.value),r}return e.cloneNode(!1)},e.prototype.resolvePseudoContent=function(e,t,n,r){var i=this;if(n){var A=n.content,a=t.ownerDocument;if(a&&A&&"none"!==A&&"-moz-alt-content"!==A&&"none"!==n.display){this.counters.parse(new mA(this.context,n));var o=new 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f=0;u.positiveZIndex.some((function(e,t){return d>=e.element.container.styles.zIndex.order?(f=t+1,!1):f>0})),u.positiveZIndex.splice(f,0,c)}else u.zeroOrAutoZIndexOrTransformedOrOpacity.push(c)}else A.styles.isFloating()?u.nonPositionedFloats.push(c):u.nonPositionedInlineLevel.push(c);e(s,c,a?c:r,l)}else A.styles.isInlineLevel()?n.inlineLevel.push(s):n.nonInlineLevel.push(s),e(s,n,r,l);iA(A.flags,8)&&Vs(A,l)}))},Vs=function(e,t){for(var n=e instanceof Va?e.start:1,r=e instanceof Va&&e.reversed,i=0;i 0&&e.intrinsicHeight>0){var r=Js(e),i=Fs(t);this.path(i),this.ctx.save(),this.ctx.clip(),this.ctx.drawImage(n,0,0,e.intrinsicWidth,e.intrinsicHeight,r.left,r.top,r.width,r.height),this.ctx.restore()}},n.prototype.renderNodeContent=function(e){return r(this,void 0,void 0,(function(){var t,r,A,o,s,l,u,c,d,h,f,p,g,m,v,y,w,B;return i(this,(function(i){switch(i.label){case 0:this.applyEffects(e.getEffects(4)),t=e.container,r=e.curves,A=t.styles,o=0,s=t.textNodes,i.label=1;case 1:return o 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e=this.io;this.subs=[ah(e,"open",this.onopen.bind(this)),ah(e,"packet",this.onpacket.bind(this)),ah(e,"error",this.onerror.bind(this)),ah(e,"close",this.onclose.bind(this))]}}},{key:"active",get:function(){return!!this.subs}},{key:"connect",value:function(){return this.connected||(this.subEvents(),this.io._reconnecting||this.io.open(),"open"===this.io._readyState&&this.onopen()),this}},{key:"open",value:function(){return this.connect()}},{key:"send",value:function(){for(var e=arguments.length,t=new Array(e),n=0;n 1?t-1:0),r=1;r 1?n-1:0),i=1;i n._opts.retries&&(n._queue.shift(),t&&t(e));else if(n._queue.shift(),t){for(var i=arguments.length,A=new Array(i>1?i-1:0),a=1;a0&&void 0!==arguments[0]&&arguments[0];if(this.connected&&0!==this._queue.length){var t=this._queue[0];t.pending&&!e||(t.pending=!0,t.tryCount++,this.flags=t.flags,this.emit.apply(this,t.args))}}},{key:"packet",value:function(e){e.nsp=this.nsp,this.io._packet(e)}},{key:"onopen",value:function(){var e=this;"function"==typeof this.auth?this.auth((function(t){e._sendConnectPacket(t)})):this._sendConnectPacket(this.auth)}},{key:"_sendConnectPacket",value:function(e){this.packet({type:th.CONNECT,data:this._pid?Object.assign({pid:this._pid,offset:this._lastOffset},e):e})}},{key:"onerror",value:function(e){this.connected||this.emitReserved("connect_error",e)}},{key:"onclose",value:function(e,t){this.connected=!1,delete this.id,this.emitReserved("disconnect",e,t)}},{key:"onpacket",value:function(e){if(e.nsp===this.nsp)switch(e.type){case th.CONNECT:e.data&&e.data.sid?this.onconnect(e.data.sid,e.data.pid):this.emitReserved("connect_error",new Error("It seems you are trying to reach a Socket.IO server in v2.x with a v3.x client, but they are not compatible (more information here: https://socket.io/docs/v3/migrating-from-2-x-to-3-0/)"));break;case th.EVENT:case th.BINARY_EVENT:this.onevent(e);break;case th.ACK:case th.BINARY_ACK:this.onack(e);break;case th.DISCONNECT:this.ondisconnect();break;case th.CONNECT_ERROR:this.destroy();var t=new Error(e.data.message);t.data=e.data.data,this.emitReserved("connect_error",t)}}},{key:"onevent",value:function(e){var t=e.data||[];null!=e.id&&t.push(this.ack(e.id)),this.connected?this.emitEvent(t):this.receiveBuffer.push(Object.freeze(t))}},{key:"emitEvent",value:function(e){if(this._anyListeners&&this._anyListeners.length){var t,r=k(this._anyListeners.slice());try{for(r.s();!(t=r.n()).done;){t.value.apply(this,e)}}catch(Xx){r.e(Xx)}finally{r.f()}}jc(S(n.prototype),"emit",this).apply(this,e),this._pid&&e.length&&"string"===typeof e[e.length-1]&&(this._lastOffset=e[e.length-1])}},{key:"ack",value:function(e){var t=this,n=!1;return function(){if(!n){n=!0;for(var r=arguments.length,i=new Array(r),A=0;A 0&&e.jitter<=1?e.jitter:0,this.attempts=0}lh.prototype.duration=function(){var e=this.ms*Math.pow(this.factor,this.attempts++);if(this.jitter){var t=Math.random(),n=Math.floor(t*this.jitter*e);e=0==(1&Math.floor(10*t))?e-n:e+n}return 0|Math.min(e,this.max)},lh.prototype.reset=function(){this.attempts=0},lh.prototype.setMin=function(e){this.ms=e},lh.prototype.setMax=function(e){this.max=e},lh.prototype.setJitter=function(e){this.jitter=e};var uh=function(t){C(r,t);var n=M(r);function r(t,i){var A,a;B(this,r),(A=n.call(this)).nsps={},A.subs=[],t&&"object"===typeof t&&(i=t,t=void 0),(i=i||{}).path=i.path||"/socket.io",A.opts=i,fd(U(A),i),A.reconnection(!1!==i.reconnection),A.reconnectionAttempts(i.reconnectionAttempts||1/0),A.reconnectionDelay(i.reconnectionDelay||1e3),A.reconnectionDelayMax(i.reconnectionDelayMax||5e3),A.randomizationFactor(null!==(a=i.randomizationFactor)&&void 0!==a?a:.5),A.backoff=new lh({min:A.reconnectionDelay(),max:A.reconnectionDelayMax(),jitter:A.randomizationFactor()}),A.timeout(null==i.timeout?2e4:i.timeout),A._readyState="closed",A.uri=t;var o=i.parser||e;return A.encoder=new o.Encoder,A.decoder=new o.Decoder,A._autoConnect=!1!==i.autoConnect,A._autoConnect&&A.open(),A}return b(r,[{key:"reconnection",value:function(e){return arguments.length?(this._reconnection=!!e,this):this._reconnection}},{key:"reconnectionAttempts",value:function(e){return void 0===e?this._reconnectionAttempts:(this._reconnectionAttempts=e,this)}},{key:"reconnectionDelay",value:function(e){var t;return void 0===e?this._reconnectionDelay:(this._reconnectionDelay=e,null===(t=this.backoff)||void 0===t||t.setMin(e),this)}},{key:"randomizationFactor",value:function(e){var t;return void 0===e?this._randomizationFactor:(this._randomizationFactor=e,null===(t=this.backoff)||void 0===t||t.setJitter(e),this)}},{key:"reconnectionDelayMax",value:function(e){var t;return void 0===e?this._reconnectionDelayMax:(this._reconnectionDelayMax=e,null===(t=this.backoff)||void 0===t||t.setMax(e),this)}},{key:"timeout",value:function(e){return arguments.length?(this._timeout=e,this):this._timeout}},{key:"maybeReconnectOnOpen",value:function(){!this._reconnecting&&this._reconnection&&0===this.backoff.attempts&&this.reconnect()}},{key:"open",value:function(e){var t=this;if(~this._readyState.indexOf("open"))return this;this.engine=new zd(this.uri,this.opts);var n=this.engine,r=this;this._readyState="opening",this.skipReconnect=!1;var i=ah(n,"open",(function(){r.onopen(),e&&e()})),A=ah(n,"error",(function(n){r.cleanup(),r._readyState="closed",t.emitReserved("error",n),e?e(n):r.maybeReconnectOnOpen()}));if(!1!==this._timeout){var a=this._timeout;0===a&&i();var o=this.setTimeoutFn((function(){i(),n.close(),n.emit("error",new Error("timeout"))}),a);this.opts.autoUnref&&o.unref(),this.subs.push((function(){clearTimeout(o)}))}return this.subs.push(i),this.subs.push(A),this}},{key:"connect",value:function(e){return this.open(e)}},{key:"onopen",value:function(){this.cleanup(),this._readyState="open",this.emitReserved("open");var e=this.engine;this.subs.push(ah(e,"ping",this.onping.bind(this)),ah(e,"data",this.ondata.bind(this)),ah(e,"error",this.onerror.bind(this)),ah(e,"close",this.onclose.bind(this)),ah(this.decoder,"decoded",this.ondecoded.bind(this)))}},{key:"onping",value:function(){this.emitReserved("ping")}},{key:"ondata",value:function(e){try{this.decoder.add(e)}catch(t){this.onclose("parse error",t)}}},{key:"ondecoded",value:function(e){var t=this;Dd((function(){t.emitReserved("packet",e)}),this.setTimeoutFn)}},{key:"onerror",value:function(e){this.emitReserved("error",e)}},{key:"socket",value:function(e,t){var n=this.nsps[e];return n?this._autoConnect&&!n.active&&n.connect():(n=new sh(this,e,t),this.nsps[e]=n),n}},{key:"_destroy",value:function(e){for(var t=0,n=Object.keys(this.nsps);t =this._reconnectionAttempts)this.backoff.reset(),this.emitReserved("reconnect_failed"),this._reconnecting=!1;else{var n=this.backoff.duration();this._reconnecting=!0;var r=this.setTimeoutFn((function(){t.skipReconnect||(e.emitReserved("reconnect_attempt",t.backoff.attempts),t.skipReconnect||t.open((function(n){n?(t._reconnecting=!1,t.reconnect(),e.emitReserved("reconnect_error",n)):t.onreconnect()})))}),n);this.opts.autoUnref&&r.unref(),this.subs.push((function(){clearTimeout(r)}))}}},{key:"onreconnect",value:function(){var e=this.backoff.attempts;this._reconnecting=!1,this.backoff.reset(),this.emitReserved("reconnect",e)}}]),r}(ld),ch={};function dh(e,t){"object"===typeof e&&(t=e,e=void 0);var n,r=function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:"",n=arguments.length>2?arguments[2]:void 0,r=e;n=n||"undefined"!==typeof location&&location,null==e&&(e=n.protocol+"//"+n.host),"string"===typeof e&&("/"===e.charAt(0)&&(e="/"===e.charAt(1)?n.protocol+e:n.host+e),/^(https?|wss?):\/\//.test(e)||(e="undefined"!==typeof n?n.protocol+"//"+e:"https://"+e),r=Vd(e)),r.port||(/^(http|ws)$/.test(r.protocol)?r.port="80":/^(http|ws)s$/.test(r.protocol)&&(r.port="443")),r.path=r.path||"/";var i=-1!==r.host.indexOf(":")?"["+r.host+"]":r.host;return r.id=r.protocol+"://"+i+":"+r.port+t,r.href=r.protocol+"://"+i+(n&&n.port===r.port?"":":"+r.port),r}(e,(t=t||{}).path||"/socket.io"),i=r.source,A=r.id,a=r.path,o=ch[A]&&a in ch[A].nsps;return t.forceNew||t["force new connection"]||!1===t.multiplex||o?n=new uh(i,t):(ch[A]||(ch[A]=new uh(i,t)),n=ch[A]),r.query&&!t.query&&(t.query=r.queryKey),n.socket(r.path,t)}Object.assign(dh,{Manager:uh,Socket:sh,io:dh,connect:dh});var hh,fh="https://hyperhuman.deemos.com/api",ph=Wc,gh=function(e){e&&(ph=Wc.create({headers:{Authorization:"Bearer ".concat(e)}}))},mh={username:"huggingface",email:"merife6322@duiter.com",password:"123456"},vh=function(e){var t=e.email,n=e.password;return ph.post("".concat(fh,"/user/login"),{email:t,password:n})},yh=function(e){var t=e.user_uuid,n=e.username;return ph.post("".concat(fh,"/user/get_info"),{user_uuid:t,username:n})},wh=function(){var e=l(o().mark((function e(){return o().wrap((function(e){for(;;)switch(e.prev=e.next){case 0:if(!hh){e.next=2;break}return e.abrupt("return",!1);case 2:return console.log("start chat"),e.abrupt("return",ph.get("".concat(fh,"/chat").concat("")));case 4:case"end":return e.stop()}}),e)})));return function(){return e.apply(this,arguments)}}(),Bh=function(){hh&&hh.connected&&(console.log("close ws"),hh.close(),console.log(hh))},_h=function(e){var t=e.task_uuid,n=e.prompt;return ph.post("".concat(fh,"/task/generate"),{task_uuid:t,prompt:n})},bh=function(e){return ph.post("".concat(fh,"/task/check_progress/").concat(e))},xh=function(e){var t=e.type,n=e.page_num;return Wc.post("".concat(fh,"/task/cards"),{type:t,page_num:n})},Ch=function(e){return Wc.post("".concat(fh,"/task/card/").concat(e))},Sh=function(e){var t=e.task_uuid,n=e.type,r=e.name,i=e.token;return 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this.convert(e,t,this.workingColorSpace)}},Zg={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},$g={r:0,g:0,b:0},em={h:0,s:0,l:0},tm={h:0,s:0,l:0};function nm(e,t,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?e+6*(t-e)*n:n<.5?t:n<2/3?e+6*(t-e)*(2/3-n):e}function rm(e,t){return t.r=e.r,t.g=e.g,t.b=e.b,t}var im,Am=function(e){function t(e,n,r){return B(this,t),this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===n&&void 0===r?this.set(e):this.setRGB(e,n,r)}return b(t,[{key:"set",value:function(e){return e&&e.isColor?this.copy(e):"number"===typeof e?this.setHex(e):"string"===typeof e&&this.setStyle(e),this}},{key:"setScalar",value:function(e){return this.r=e,this.g=e,this.b=e,this}},{key:"setHex",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:Bg;return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(255&e)/255,Jg.toWorkingColorSpace(this,t),this}},{key:"setRGB",value:function(e,t,n){var r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:Jg.workingColorSpace;return this.r=e,this.g=t,this.b=n,Jg.toWorkingColorSpace(this,r),this}},{key:"setHSL",value:function(e,t,n){var r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:Jg.workingColorSpace;if(e=Dg(e,1),t=Lg(t,0,1),n=Lg(n,0,1),0===t)this.r=this.g=this.b=n;else{var i=n<=.5?n*(1+t):n+t-n*t,A=2*n-i;this.r=nm(A,i,e+1/3),this.g=nm(A,i,e),this.b=nm(A,i,e-1/3)}return Jg.toWorkingColorSpace(this,r),this}},{key:"setStyle",value:function(e){var t,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:Bg;function r(t){void 0!==t&&parseFloat(t)<1&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}if(t=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(e)){var i,A=t[1],a=t[2];switch(A){case"rgb":case"rgba":if(i=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return this.r=Math.min(255,parseInt(i[1],10))/255,this.g=Math.min(255,parseInt(i[2],10))/255,this.b=Math.min(255,parseInt(i[3],10))/255,Jg.toWorkingColorSpace(this,n),r(i[4]),this;if(i=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return this.r=Math.min(100,parseInt(i[1],10))/100,this.g=Math.min(100,parseInt(i[2],10))/100,this.b=Math.min(100,parseInt(i[3],10))/100,Jg.toWorkingColorSpace(this,n),r(i[4]),this;break;case"hsl":case"hsla":if(i=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a)){var o=parseFloat(i[1])/360,s=parseFloat(i[2])/100,l=parseFloat(i[3])/100;return r(i[4]),this.setHSL(o,s,l,n)}}}else if(t=/^\#([A-Fa-f\d]+)$/.exec(e)){var u=t[1],c=u.length;if(3===c)return this.r=parseInt(u.charAt(0)+u.charAt(0),16)/255,this.g=parseInt(u.charAt(1)+u.charAt(1),16)/255,this.b=parseInt(u.charAt(2)+u.charAt(2),16)/255,Jg.toWorkingColorSpace(this,n),this;if(6===c)return this.r=parseInt(u.charAt(0)+u.charAt(1),16)/255,this.g=parseInt(u.charAt(2)+u.charAt(3),16)/255,this.b=parseInt(u.charAt(4)+u.charAt(5),16)/255,Jg.toWorkingColorSpace(this,n),this}return e&&e.length>0?this.setColorName(e,n):this}},{key:"setColorName",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:Bg,n=Zg[e.toLowerCase()];return void 0!==n?this.setHex(n,t):console.warn("THREE.Color: Unknown color "+e),this}},{key:"clone",value:function(){return new this.constructor(this.r,this.g,this.b)}},{key:"copy",value:function(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}},{key:"copySRGBToLinear",value:function(e){return this.r=Xg(e.r),this.g=Xg(e.g),this.b=Xg(e.b),this}},{key:"copyLinearToSRGB",value:function(e){return this.r=qg(e.r),this.g=qg(e.g),this.b=qg(e.b),this}},{key:"convertSRGBToLinear",value:function(){return this.copySRGBToLinear(this),this}},{key:"convertLinearToSRGB",value:function(){return this.copyLinearToSRGB(this),this}},{key:"getHex",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:Bg;return Jg.fromWorkingColorSpace(rm(this,$g),e),Lg(255*$g.r,0,255)<<16^Lg(255*$g.g,0,255)<<8^Lg(255*$g.b,0,255)<<0}},{key:"getHexString",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:Bg;return("000000"+this.getHex(e).toString(16)).slice(-6)}},{key:"getHSL",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:Jg.workingColorSpace;Jg.fromWorkingColorSpace(rm(this,$g),t);var n,r,i=$g.r,A=$g.g,a=$g.b,o=Math.max(i,A,a),s=Math.min(i,A,a),l=(s+o)/2;if(s===o)n=0,r=0;else{var u=o-s;switch(r=l<=.5?u/(o+s):u/(2-o-s),o){case i:n=(A-a)/u+(A1&&void 0!==arguments[1]?arguments[1]:Jg.workingColorSpace;return Jg.fromWorkingColorSpace(rm(this,$g),t),e.r=$g.r,e.g=$g.g,e.b=$g.b,e}},{key:"getStyle",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:Bg;return Jg.fromWorkingColorSpace(rm(this,$g),e),e!==Bg?"color(".concat(e," ").concat($g.r," ").concat($g.g," ").concat($g.b,")"):"rgb(".concat(255*$g.r|0,",").concat(255*$g.g|0,",").concat(255*$g.b|0,")")}},{key:"offsetHSL",value:function(e,t,n){return this.getHSL(em),em.h+=e,em.s+=t,em.l+=n,this.setHSL(em.h,em.s,em.l),this}},{key:"add",value:function(e){return this.r+=e.r,this.g+=e.g,this.b+=e.b,this}},{key:"addColors",value:function(e,t){return this.r=e.r+t.r,this.g=e.g+t.g,this.b=e.b+t.b,this}},{key:"addScalar",value:function(e){return this.r+=e,this.g+=e,this.b+=e,this}},{key:"sub",value:function(e){return this.r=Math.max(0,this.r-e.r),this.g=Math.max(0,this.g-e.g),this.b=Math.max(0,this.b-e.b),this}},{key:"multiply",value:function(e){return this.r*=e.r,this.g*=e.g,this.b*=e.b,this}},{key:"multiplyScalar",value:function(e){return this.r*=e,this.g*=e,this.b*=e,this}},{key:"lerp",value:function(e,t){return this.r+=(e.r-this.r)*t,this.g+=(e.g-this.g)*t,this.b+=(e.b-this.b)*t,this}},{key:"lerpColors",value:function(e,t,n){return this.r=e.r+(t.r-e.r)*n,this.g=e.g+(t.g-e.g)*n,this.b=e.b+(t.b-e.b)*n,this}},{key:"lerpHSL",value:function(e,t){this.getHSL(em),e.getHSL(tm);var n=Ig(em.h,tm.h,t),r=Ig(em.s,tm.s,t),i=Ig(em.l,tm.l,t);return this.setHSL(n,r,i),this}},{key:"equals",value:function(e){return e.r===this.r&&e.g===this.g&&e.b===this.b}},{key:"fromArray",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.r=e[t],this.g=e[t+1],this.b=e[t+2],this}},{key:"toArray",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.r,e[t+1]=this.g,e[t+2]=this.b,e}},{key:"fromBufferAttribute",value:function(e,t){return this.r=e.getX(t),this.g=e.getY(t),this.b=e.getZ(t),this}},{key:"toJSON",value:function(){return this.getHex()}},{key:Symbol.iterator,value:o().mark((function e(){return o().wrap((function(e){for(;;)switch(e.prev=e.next){case 0:return e.next=2,this.r;case 2:return e.next=4,this.g;case 4:return e.next=6,this.b;case 6:case"end":return e.stop()}}),e,this)}))}]),t}();Am.NAMES=Zg;var am=function(){function e(){B(this,e)}return b(e,null,[{key:"getDataURL",value:function(e){if(/^data:/i.test(e.src))return e.src;if("undefined"==typeof HTMLCanvasElement)return e.src;var t;if(e instanceof HTMLCanvasElement)t=e;else{void 0===im&&(im=jg("canvas")),im.width=e.width,im.height=e.height;var n=im.getContext("2d");e instanceof ImageData?n.putImageData(e,0,0):n.drawImage(e,0,0,e.width,e.height),t=im}return t.width>2048||t.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",e),t.toDataURL("image/jpeg",.6)):t.toDataURL("image/png")}},{key:"sRGBToLinear",value:function(e){if("undefined"!==typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!==typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!==typeof ImageBitmap&&e instanceof ImageBitmap){var t=jg("canvas");t.width=e.width,t.height=e.height;var n=t.getContext("2d");n.drawImage(e,0,0,e.width,e.height);for(var r=n.getImageData(0,0,e.width,e.height),i=r.data,A=0;A 0&&void 0!==arguments[0]?arguments[0]:null;B(this,e),this.isSource=!0,this.uuid=Qg(),this.data=t,this.version=0}return b(e,[{key:"needsUpdate",set:function(e){!0===e&&this.version++}},{key:"toJSON",value:function(e){var t=void 0===e||"string"===typeof e;if(!t&&void 0!==e.images[this.uuid])return e.images[this.uuid];var n={uuid:this.uuid,url:""},r=this.data;if(null!==r){var i;if(Array.isArray(r)){i=[];for(var A=0,a=r.length;A0&&void 0!==arguments[0]?arguments[0]:n.DEFAULT_IMAGE,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:n.DEFAULT_MAPPING,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:np,a=arguments.length>3&&void 0!==arguments[3]?arguments[3]:np,o=arguments.length>4&&void 0!==arguments[4]?arguments[4]:op,s=arguments.length>5&&void 0!==arguments[5]?arguments[5]:lp,l=arguments.length>6&&void 0!==arguments[6]?arguments[6]:bp,u=arguments.length>7&&void 0!==arguments[7]?arguments[7]:cp,c=arguments.length>8&&void 0!==arguments[8]?arguments[8]:n.DEFAULT_ANISOTROPY,d=arguments.length>9&&void 0!==arguments[9]?arguments[9]:pg;return B(this,n),(e=t.call(this)).isTexture=!0,Object.defineProperty(U(e),"id",{value:lm++}),e.uuid=Qg(),e.name="",e.source=new om(r),e.mipmaps=[],e.mapping=i,e.wrapS=A,e.wrapT=a,e.magFilter=o,e.minFilter=s,e.anisotropy=c,e.format=l,e.internalFormat=null,e.type=u,e.offset=new zg(0,0),e.repeat=new zg(1,1),e.center=new zg(0,0),e.rotation=0,e.matrixAutoUpdate=!0,e.matrix=new Gg,e.generateMipmaps=!0,e.premultiplyAlpha=!1,e.flipY=!0,e.unpackAlignment=4,e.encoding=d,e.userData={},e.version=0,e.onUpdate=null,e.isRenderTargetTexture=!1,e.needsPMREMUpdate=!1,e}return b(n,[{key:"image",get:function(){return this.source.data},set:function(e){this.source.data=e}},{key:"updateMatrix",value:function(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}},{key:"clone",value:function(){return(new this.constructor).copy(this)}},{key:"copy",value:function(e){return this.name=e.name,this.source=e.source,this.mipmaps=e.mipmaps.slice(0),this.mapping=e.mapping,this.wrapS=e.wrapS,this.wrapT=e.wrapT,this.magFilter=e.magFilter,this.minFilter=e.minFilter,this.anisotropy=e.anisotropy,this.format=e.format,this.internalFormat=e.internalFormat,this.type=e.type,this.offset.copy(e.offset),this.repeat.copy(e.repeat),this.center.copy(e.center),this.rotation=e.rotation,this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrix.copy(e.matrix),this.generateMipmaps=e.generateMipmaps,this.premultiplyAlpha=e.premultiplyAlpha,this.flipY=e.flipY,this.unpackAlignment=e.unpackAlignment,this.encoding=e.encoding,this.userData=JSON.parse(JSON.stringify(e.userData)),this.needsUpdate=!0,this}},{key:"toJSON",value:function(e){var t=void 0===e||"string"===typeof e;if(!t&&void 0!==e.textures[this.uuid])return e.textures[this.uuid];var n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,image:this.source.toJSON(e).uuid,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,generateMipmaps:this.generateMipmaps,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};return Object.keys(this.userData).length>0&&(n.userData=this.userData),t||(e.textures[this.uuid]=n),n}},{key:"dispose",value:function(){this.dispatchEvent({type:"dispose"})}},{key:"transformUv",value:function(e){if(300!==this.mapping)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case tp:e.x=e.x-Math.floor(e.x);break;case np:e.x=e.x<0?0:1;break;case rp:1===Math.abs(Math.floor(e.x)%2)?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x)}if(e.y<0||e.y>1)switch(this.wrapT){case tp:e.y=e.y-Math.floor(e.y);break;case np:e.y=e.y<0?0:1;break;case rp:1===Math.abs(Math.floor(e.y)%2)?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y)}return this.flipY&&(e.y=1-e.y),e}},{key:"needsUpdate",set:function(e){!0===e&&(this.version++,this.source.needsUpdate=!0)}}]),n}(Ug);um.DEFAULT_IMAGE=null,um.DEFAULT_MAPPING=300,um.DEFAULT_ANISOTROPY=1;var cm=function(e){function t(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0,i=arguments.length>3&&void 0!==arguments[3]?arguments[3]:1;B(this,t),t.prototype.isVector4=!0,this.x=e,this.y=n,this.z=r,this.w=i}return b(t,[{key:"width",get:function(){return this.z},set:function(e){this.z=e}},{key:"height",get:function(){return this.w},set:function(e){this.w=e}},{key:"set",value:function(e,t,n,r){return this.x=e,this.y=t,this.z=n,this.w=r,this}},{key:"setScalar",value:function(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}},{key:"setX",value:function(e){return this.x=e,this}},{key:"setY",value:function(e){return this.y=e,this}},{key:"setZ",value:function(e){return this.z=e,this}},{key:"setW",value:function(e){return this.w=e,this}},{key:"setComponent",value:function(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e)}return this}},{key:"getComponent",value:function(e){switch(e){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: "+e)}}},{key:"clone",value:function(){return new this.constructor(this.x,this.y,this.z,this.w)}},{key:"copy",value:function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0!==e.w?e.w:1,this}},{key:"add",value:function(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}},{key:"addScalar",value:function(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}},{key:"addVectors",value:function(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}},{key:"addScaledVector",value:function(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}},{key:"sub",value:function(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}},{key:"subScalar",value:function(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}},{key:"subVectors",value:function(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}},{key:"multiply",value:function(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}},{key:"multiplyScalar",value:function(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}},{key:"applyMatrix4",value:function(e){var t=this.x,n=this.y,r=this.z,i=this.w,A=e.elements;return this.x=A[0]*t+A[4]*n+A[8]*r+A[12]*i,this.y=A[1]*t+A[5]*n+A[9]*r+A[13]*i,this.z=A[2]*t+A[6]*n+A[10]*r+A[14]*i,this.w=A[3]*t+A[7]*n+A[11]*r+A[15]*i,this}},{key:"divideScalar",value:function(e){return this.multiplyScalar(1/e)}},{key:"setAxisAngleFromQuaternion",value:function(e){this.w=2*Math.acos(e.w);var t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}},{key:"setAxisAngleFromRotationMatrix",value:function(e){var t,n,r,i,A=.01,a=.1,o=e.elements,s=o[0],l=o[4],u=o[8],c=o[1],d=o[5],h=o[9],f=o[2],p=o[6],g=o[10];if(Math.abs(l-c)v&&m>y?my?v1&&void 0!==arguments[1]?arguments[1]:0;return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}},{key:"toArray",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}},{key:"fromBufferAttribute",value:function(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}},{key:"random",value:function(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}},{key:Symbol.iterator,value:o().mark((function e(){return o().wrap((function(e){for(;;)switch(e.prev=e.next){case 0:return e.next=2,this.x;case 2:return e.next=4,this.y;case 4:return e.next=6,this.z;case 6:return e.next=8,this.w;case 8:case"end":return e.stop()}}),e,this)}))}]),t}(),dm=function(e){C(n,e);var t=M(n);function n(){var e,r=arguments.length>0&&void 0!==arguments[0]?arguments[0]:1,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:{};B(this,n),(e=t.call(this)).isWebGLRenderTarget=!0,e.width=r,e.height=i,e.depth=1,e.scissor=new cm(0,0,r,i),e.scissorTest=!1,e.viewport=new cm(0,0,r,i);var a={width:r,height:i,depth:1};return e.texture=new um(a,A.mapping,A.wrapS,A.wrapT,A.magFilter,A.minFilter,A.format,A.type,A.anisotropy,A.encoding),e.texture.isRenderTargetTexture=!0,e.texture.flipY=!1,e.texture.generateMipmaps=void 0!==A.generateMipmaps&&A.generateMipmaps,e.texture.internalFormat=void 0!==A.internalFormat?A.internalFormat:null,e.texture.minFilter=void 0!==A.minFilter?A.minFilter:op,e.depthBuffer=void 0===A.depthBuffer||A.depthBuffer,e.stencilBuffer=void 0!==A.stencilBuffer&&A.stencilBuffer,e.depthTexture=void 0!==A.depthTexture?A.depthTexture:null,e.samples=void 0!==A.samples?A.samples:0,e}return b(n,[{key:"setSize",value:function(e,t){var n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:1;this.width===e&&this.height===t&&this.depth===n||(this.width=e,this.height=t,this.depth=n,this.texture.image.width=e,this.texture.image.height=t,this.texture.image.depth=n,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}},{key:"clone",value:function(){return(new this.constructor).copy(this)}},{key:"copy",value:function(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.texture.isRenderTargetTexture=!0;var t=Object.assign({},e.texture.image);return this.texture.source=new om(t),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,null!==e.depthTexture&&(this.depthTexture=e.depthTexture.clone()),this.samples=e.samples,this}},{key:"dispose",value:function(){this.dispatchEvent({type:"dispose"})}}]),n}(Ug),hm=function(e){C(n,e);var t=M(n);function n(){var e,r=arguments.length>0&&void 0!==arguments[0]?arguments[0]:null,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:1,a=arguments.length>3&&void 0!==arguments[3]?arguments[3]:1;return B(this,n),(e=t.call(this,null)).isDataArrayTexture=!0,e.image={data:r,width:i,height:A,depth:a},e.magFilter=ip,e.minFilter=ip,e.wrapR=np,e.generateMipmaps=!1,e.flipY=!1,e.unpackAlignment=1,e}return b(n)}(um),fm=function(e){C(n,e);var t=M(n);function n(){var e,r=arguments.length>0&&void 0!==arguments[0]?arguments[0]:null,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:1,a=arguments.length>3&&void 0!==arguments[3]?arguments[3]:1;return B(this,n),(e=t.call(this,null)).isData3DTexture=!0,e.image={data:r,width:i,height:A,depth:a},e.magFilter=ip,e.minFilter=ip,e.wrapR=np,e.generateMipmaps=!1,e.flipY=!1,e.unpackAlignment=1,e}return b(n)}(um),pm=function(e){function t(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0,i=arguments.length>3&&void 0!==arguments[3]?arguments[3]:1;B(this,t),this.isQuaternion=!0,this._x=e,this._y=n,this._z=r,this._w=i}return b(t,[{key:"x",get:function(){return this._x},set:function(e){this._x=e,this._onChangeCallback()}},{key:"y",get:function(){return this._y},set:function(e){this._y=e,this._onChangeCallback()}},{key:"z",get:function(){return this._z},set:function(e){this._z=e,this._onChangeCallback()}},{key:"w",get:function(){return this._w},set:function(e){this._w=e,this._onChangeCallback()}},{key:"set",value:function(e,t,n,r){return this._x=e,this._y=t,this._z=n,this._w=r,this._onChangeCallback(),this}},{key:"clone",value:function(){return new this.constructor(this._x,this._y,this._z,this._w)}},{key:"copy",value:function(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}},{key:"setFromEuler",value:function(e,t){var n=e._x,r=e._y,i=e._z,A=e._order,a=Math.cos,o=Math.sin,s=a(n/2),l=a(r/2),u=a(i/2),c=o(n/2),d=o(r/2),h=o(i/2);switch(A){case"XYZ":this._x=c*l*u+s*d*h,this._y=s*d*u-c*l*h,this._z=s*l*h+c*d*u,this._w=s*l*u-c*d*h;break;case"YXZ":this._x=c*l*u+s*d*h,this._y=s*d*u-c*l*h,this._z=s*l*h-c*d*u,this._w=s*l*u+c*d*h;break;case"ZXY":this._x=c*l*u-s*d*h,this._y=s*d*u+c*l*h,this._z=s*l*h+c*d*u,this._w=s*l*u-c*d*h;break;case"ZYX":this._x=c*l*u-s*d*h,this._y=s*d*u+c*l*h,this._z=s*l*h-c*d*u,this._w=s*l*u+c*d*h;break;case"YZX":this._x=c*l*u+s*d*h,this._y=s*d*u+c*l*h,this._z=s*l*h-c*d*u,this._w=s*l*u-c*d*h;break;case"XZY":this._x=c*l*u-s*d*h,this._y=s*d*u-c*l*h,this._z=s*l*h+c*d*u,this._w=s*l*u+c*d*h;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+A)}return!1!==t&&this._onChangeCallback(),this}},{key:"setFromAxisAngle",value:function(e,t){var n=t/2,r=Math.sin(n);return this._x=e.x*r,this._y=e.y*r,this._z=e.z*r,this._w=Math.cos(n),this._onChangeCallback(),this}},{key:"setFromRotationMatrix",value:function(e){var t=e.elements,n=t[0],r=t[4],i=t[8],A=t[1],a=t[5],o=t[9],s=t[2],l=t[6],u=t[10],c=n+a+u;if(c>0){var d=.5/Math.sqrt(c+1);this._w=.25/d,this._x=(l-o)*d,this._y=(i-s)*d,this._z=(A-r)*d}else if(n>a&&n>u){var h=2*Math.sqrt(1+n-a-u);this._w=(l-o)/h,this._x=.25*h,this._y=(r+A)/h,this._z=(i+s)/h}else if(a>u){var f=2*Math.sqrt(1+a-n-u);this._w=(i-s)/f,this._x=(r+A)/f,this._y=.25*f,this._z=(o+l)/f}else{var p=2*Math.sqrt(1+u-n-a);this._w=(A-r)/p,this._x=(i+s)/p,this._y=(o+l)/p,this._z=.25*p}return this._onChangeCallback(),this}},{key:"setFromUnitVectors",value:function(e,t){var n=e.dot(t)+1;return n Math.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=n):(this._x=0,this._y=-e.z,this._z=e.y,this._w=n)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=n),this.normalize()}},{key:"angleTo",value:function(e){return 2*Math.acos(Math.abs(Lg(this.dot(e),-1,1)))}},{key:"rotateTowards",value:function(e,t){var n=this.angleTo(e);if(0===n)return this;var r=Math.min(1,t/n);return this.slerp(e,r),this}},{key:"identity",value:function(){return this.set(0,0,0,1)}},{key:"invert",value:function(){return this.conjugate()}},{key:"conjugate",value:function(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}},{key:"dot",value:function(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}},{key:"lengthSq",value:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}},{key:"length",value:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}},{key:"normalize",value:function(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}},{key:"multiply",value:function(e){return this.multiplyQuaternions(this,e)}},{key:"premultiply",value:function(e){return this.multiplyQuaternions(e,this)}},{key:"multiplyQuaternions",value:function(e,t){var n=e._x,r=e._y,i=e._z,A=e._w,a=t._x,o=t._y,s=t._z,l=t._w;return this._x=n*l+A*a+r*s-i*o,this._y=r*l+A*o+i*a-n*s,this._z=i*l+A*s+n*o-r*a,this._w=A*l-n*a-r*o-i*s,this._onChangeCallback(),this}},{key:"slerp",value:function(e,t){if(0===t)return this;if(1===t)return this.copy(e);var n=this._x,r=this._y,i=this._z,A=this._w,a=A*e._w+n*e._x+r*e._y+i*e._z;if(a<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,a=-a):this.copy(e),a>=1)return this._w=A,this._x=n,this._y=r,this._z=i,this;var o=1-a*a;if(o<=Number.EPSILON){var s=1-t;return this._w=s*A+t*this._w,this._x=s*n+t*this._x,this._y=s*r+t*this._y,this._z=s*i+t*this._z,this.normalize(),this._onChangeCallback(),this}var l=Math.sqrt(o),u=Math.atan2(l,a),c=Math.sin((1-t)*u)/l,d=Math.sin(t*u)/l;return this._w=A*c+this._w*d,this._x=n*c+this._x*d,this._y=r*c+this._y*d,this._z=i*c+this._z*d,this._onChangeCallback(),this}},{key:"slerpQuaternions",value:function(e,t,n){return this.copy(e).slerp(t,n)}},{key:"random",value:function(){var e=Math.random(),t=Math.sqrt(1-e),n=Math.sqrt(e),r=2*Math.PI*Math.random(),i=2*Math.PI*Math.random();return this.set(t*Math.cos(r),n*Math.sin(i),n*Math.cos(i),t*Math.sin(r))}},{key:"equals",value:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}},{key:"fromArray",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}},{key:"toArray",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}},{key:"fromBufferAttribute",value:function(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this}},{key:"_onChange",value:function(e){return this._onChangeCallback=e,this}},{key:"_onChangeCallback",value:function(){}},{key:Symbol.iterator,value:o().mark((function e(){return o().wrap((function(e){for(;;)switch(e.prev=e.next){case 0:return e.next=2,this._x;case 2:return e.next=4,this._y;case 4:return e.next=6,this._z;case 6:return e.next=8,this._w;case 8:case"end":return e.stop()}}),e,this)}))}],[{key:"slerpFlat",value:function(e,t,n,r,i,A,a){var o=n[r+0],s=n[r+1],l=n[r+2],u=n[r+3],c=i[A+0],d=i[A+1],h=i[A+2],f=i[A+3];if(0===a)return e[t+0]=o,e[t+1]=s,e[t+2]=l,void(e[t+3]=u);if(1===a)return e[t+0]=c,e[t+1]=d,e[t+2]=h,void(e[t+3]=f);if(u!==f||o!==c||s!==d||l!==h){var p=1-a,g=o*c+s*d+l*h+u*f,m=g>=0?1:-1,v=1-g*g;if(v>Number.EPSILON){var y=Math.sqrt(v),w=Math.atan2(y,g*m);p=Math.sin(p*w)/y,a=Math.sin(a*w)/y}var B=a*m;if(o=o*p+c*B,s=s*p+d*B,l=l*p+h*B,u=u*p+f*B,p===1-a){var _=1/Math.sqrt(o*o+s*s+l*l+u*u);o*=_,s*=_,l*=_,u*=_}}e[t]=o,e[t+1]=s,e[t+2]=l,e[t+3]=u}},{key:"multiplyQuaternionsFlat",value:function(e,t,n,r,i,A){var a=n[r],o=n[r+1],s=n[r+2],l=n[r+3],u=i[A],c=i[A+1],d=i[A+2],h=i[A+3];return e[t]=a*h+l*u+o*d-s*c,e[t+1]=o*h+l*c+s*u-a*d,e[t+2]=s*h+l*d+a*c-o*u,e[t+3]=l*h-a*u-o*c-s*d,e}}]),t}(),gm=function(e){function t(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0;B(this,t),t.prototype.isVector3=!0,this.x=e,this.y=n,this.z=r}return b(t,[{key:"set",value:function(e,t,n){return void 0===n&&(n=this.z),this.x=e,this.y=t,this.z=n,this}},{key:"setScalar",value:function(e){return this.x=e,this.y=e,this.z=e,this}},{key:"setX",value:function(e){return this.x=e,this}},{key:"setY",value:function(e){return this.y=e,this}},{key:"setZ",value:function(e){return this.z=e,this}},{key:"setComponent",value:function(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e)}return this}},{key:"getComponent",value:function(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e)}}},{key:"clone",value:function(){return new this.constructor(this.x,this.y,this.z)}},{key:"copy",value:function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}},{key:"add",value:function(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this}},{key:"addScalar",value:function(e){return this.x+=e,this.y+=e,this.z+=e,this}},{key:"addVectors",value:function(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this}},{key:"addScaledVector",value:function(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this}},{key:"sub",value:function(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this}},{key:"subScalar",value:function(e){return this.x-=e,this.y-=e,this.z-=e,this}},{key:"subVectors",value:function(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}},{key:"multiply",value:function(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}},{key:"multiplyScalar",value:function(e){return this.x*=e,this.y*=e,this.z*=e,this}},{key:"multiplyVectors",value:function(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}},{key:"applyEuler",value:function(e){return this.applyQuaternion(vm.setFromEuler(e))}},{key:"applyAxisAngle",value:function(e,t){return this.applyQuaternion(vm.setFromAxisAngle(e,t))}},{key:"applyMatrix3",value:function(e){var t=this.x,n=this.y,r=this.z,i=e.elements;return this.x=i[0]*t+i[3]*n+i[6]*r,this.y=i[1]*t+i[4]*n+i[7]*r,this.z=i[2]*t+i[5]*n+i[8]*r,this}},{key:"applyNormalMatrix",value:function(e){return this.applyMatrix3(e).normalize()}},{key:"applyMatrix4",value:function(e){var t=this.x,n=this.y,r=this.z,i=e.elements,A=1/(i[3]*t+i[7]*n+i[11]*r+i[15]);return this.x=(i[0]*t+i[4]*n+i[8]*r+i[12])*A,this.y=(i[1]*t+i[5]*n+i[9]*r+i[13])*A,this.z=(i[2]*t+i[6]*n+i[10]*r+i[14])*A,this}},{key:"applyQuaternion",value:function(e){var t=this.x,n=this.y,r=this.z,i=e.x,A=e.y,a=e.z,o=e.w,s=o*t+A*r-a*n,l=o*n+a*t-i*r,u=o*r+i*n-A*t,c=-i*t-A*n-a*r;return this.x=s*o+c*-i+l*-a-u*-A,this.y=l*o+c*-A+u*-i-s*-a,this.z=u*o+c*-a+s*-A-l*-i,this}},{key:"project",value:function(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}},{key:"unproject",value:function(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}},{key:"transformDirection",value:function(e){var t=this.x,n=this.y,r=this.z,i=e.elements;return this.x=i[0]*t+i[4]*n+i[8]*r,this.y=i[1]*t+i[5]*n+i[9]*r,this.z=i[2]*t+i[6]*n+i[10]*r,this.normalize()}},{key:"divide",value:function(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}},{key:"divideScalar",value:function(e){return this.multiplyScalar(1/e)}},{key:"min",value:function(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}},{key:"max",value:function(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}},{key:"clamp",value:function(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this}},{key:"clampScalar",value:function(e,t){return this.x=Math.max(e,Math.min(t,this.x)),this.y=Math.max(e,Math.min(t,this.y)),this.z=Math.max(e,Math.min(t,this.z)),this}},{key:"clampLength",value:function(e,t){var n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}},{key:"floor",value:function(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}},{key:"ceil",value:function(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}},{key:"round",value:function(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}},{key:"roundToZero",value:function(){return 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}},{key:"negate",value:function(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}},{key:"dot",value:function(e){return this.x*e.x+this.y*e.y+this.z*e.z}},{key:"lengthSq",value:function(){return this.x*this.x+this.y*this.y+this.z*this.z}},{key:"length",value:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}},{key:"manhattanLength",value:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}},{key:"normalize",value:function(){return this.divideScalar(this.length()||1)}},{key:"setLength",value:function(e){return this.normalize().multiplyScalar(e)}},{key:"lerp",value:function(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}},{key:"lerpVectors",value:function(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this.z=e.z+(t.z-e.z)*n,this}},{key:"cross",value:function(e){return this.crossVectors(this,e)}},{key:"crossVectors",value:function(e,t){var n=e.x,r=e.y,i=e.z,A=t.x,a=t.y,o=t.z;return this.x=r*o-i*a,this.y=i*A-n*o,this.z=n*a-r*A,this}},{key:"projectOnVector",value:function(e){var t=e.lengthSq();if(0===t)return this.set(0,0,0);var n=e.dot(this)/t;return this.copy(e).multiplyScalar(n)}},{key:"projectOnPlane",value:function(e){return mm.copy(this).projectOnVector(e),this.sub(mm)}},{key:"reflect",value:function(e){return this.sub(mm.copy(e).multiplyScalar(2*this.dot(e)))}},{key:"angleTo",value:function(e){var t=Math.sqrt(this.lengthSq()*e.lengthSq());if(0===t)return Math.PI/2;var n=this.dot(e)/t;return Math.acos(Lg(n,-1,1))}},{key:"distanceTo",value:function(e){return Math.sqrt(this.distanceToSquared(e))}},{key:"distanceToSquared",value:function(e){var t=this.x-e.x,n=this.y-e.y,r=this.z-e.z;return t*t+n*n+r*r}},{key:"manhattanDistanceTo",value:function(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}},{key:"setFromSpherical",value:function(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}},{key:"setFromSphericalCoords",value:function(e,t,n){var r=Math.sin(t)*e;return this.x=r*Math.sin(n),this.y=Math.cos(t)*e,this.z=r*Math.cos(n),this}},{key:"setFromCylindrical",value:function(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}},{key:"setFromCylindricalCoords",value:function(e,t,n){return this.x=e*Math.sin(t),this.y=n,this.z=e*Math.cos(t),this}},{key:"setFromMatrixPosition",value:function(e){var t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}},{key:"setFromMatrixScale",value:function(e){var t=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),r=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=n,this.z=r,this}},{key:"setFromMatrixColumn",value:function(e,t){return this.fromArray(e.elements,4*t)}},{key:"setFromMatrix3Column",value:function(e,t){return this.fromArray(e.elements,3*t)}},{key:"setFromEuler",value:function(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}},{key:"equals",value:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}},{key:"fromArray",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}},{key:"toArray",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}},{key:"fromBufferAttribute",value:function(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}},{key:"random",value:function(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}},{key:"randomDirection",value:function(){var e=2*(Math.random()-.5),t=Math.random()*Math.PI*2,n=Math.sqrt(1-Math.pow(e,2));return this.x=n*Math.cos(t),this.y=n*Math.sin(t),this.z=e,this}},{key:Symbol.iterator,value:o().mark((function e(){return o().wrap((function(e){for(;;)switch(e.prev=e.next){case 0:return e.next=2,this.x;case 2:return e.next=4,this.y;case 4:return e.next=6,this.z;case 6:case"end":return e.stop()}}),e,this)}))}]),t}(),mm=new gm,vm=new pm,ym=function(){function e(){var t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:new gm(1/0,1/0,1/0),n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new gm(-1/0,-1/0,-1/0);B(this,e),this.isBox3=!0,this.min=t,this.max=n}return b(e,[{key:"set",value:function(e,t){return this.min.copy(e),this.max.copy(t),this}},{key:"setFromArray",value:function(e){for(var t=1/0,n=1/0,r=1/0,i=-1/0,A=-1/0,a=-1/0,o=0,s=e.length;o i&&(i=l),u>A&&(A=u),c>a&&(a=c)}return this.min.set(t,n,r),this.max.set(i,A,a),this}},{key:"setFromBufferAttribute",value:function(e){for(var t=1/0,n=1/0,r=1/0,i=-1/0,A=-1/0,a=-1/0,o=0,s=e.count;oi&&(i=l),u>A&&(A=u),c>a&&(a=c)}return this.min.set(t,n,r),this.max.set(i,A,a),this}},{key:"setFromPoints",value:function(e){this.makeEmpty();for(var t=0,n=e.length;t1&&void 0!==arguments[1]&&arguments[1];return this.makeEmpty(),this.expandByObject(e,t)}},{key:"clone",value:function(){return(new this.constructor).copy(this)}},{key:"copy",value:function(e){return this.min.copy(e.min),this.max.copy(e.max),this}},{key:"makeEmpty",value:function(){return this.min.x=this.min.y=this.min.z=1/0,this.max.x=this.max.y=this.max.z=-1/0,this}},{key:"isEmpty",value:function(){return this.max.x 1&&void 0!==arguments[1]&&arguments[1];e.updateWorldMatrix(!1,!1);var n=e.geometry;if(void 0!==n)if(t&&void 0!=n.attributes&&void 0!==n.attributes.position)for(var r=n.attributes.position,i=0,A=r.count;ithis.max.x||e.y this.max.y||e.z this.max.z)}},{key:"containsBox",value:function(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}},{key:"getParameter",value:function(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}},{key:"intersectsBox",value:function(e){return!(e.max.x this.max.x||e.max.y this.max.y||e.max.z this.max.z)}},{key:"intersectsSphere",value:function(e){return this.clampPoint(e.center,Bm),Bm.distanceToSquared(e.center)<=e.radius*e.radius}},{key:"intersectsPlane",value:function(e){var t,n;return e.normal.x>0?(t=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),t<=-e.constant&&n>=-e.constant}},{key:"intersectsTriangle",value:function(e){if(this.isEmpty())return!1;this.getCenter(Mm),Fm.subVectors(this.max,Mm),bm.subVectors(e.a,Mm),xm.subVectors(e.b,Mm),Cm.subVectors(e.c,Mm),Sm.subVectors(xm,bm),Em.subVectors(Cm,xm),Um.subVectors(bm,Cm);var t=[0,-Sm.z,Sm.y,0,-Em.z,Em.y,0,-Um.z,Um.y,Sm.z,0,-Sm.x,Em.z,0,-Em.x,Um.z,0,-Um.x,-Sm.y,Sm.x,0,-Em.y,Em.x,0,-Um.y,Um.x,0];return!!Qm(t,bm,xm,Cm,Fm)&&(!!Qm(t=[1,0,0,0,1,0,0,0,1],bm,xm,Cm,Fm)&&(Tm.crossVectors(Sm,Em),Qm(t=[Tm.x,Tm.y,Tm.z],bm,xm,Cm,Fm)))}},{key:"clampPoint",value:function(e,t){return t.copy(e).clamp(this.min,this.max)}},{key:"distanceToPoint",value:function(e){return Bm.copy(e).clamp(this.min,this.max).sub(e).length()}},{key:"getBoundingSphere",value:function(e){return this.getCenter(e.center),e.radius=.5*this.getSize(Bm).length(),e}},{key:"intersect",value:function(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}},{key:"union",value:function(e){return this.min.min(e.min),this.max.max(e.max),this}},{key:"applyMatrix4",value:function(e){return this.isEmpty()||(wm[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),wm[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),wm[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),wm[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),wm[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),wm[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),wm[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),wm[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(wm)),this}},{key:"translate",value:function(e){return this.min.add(e),this.max.add(e),this}},{key:"equals",value:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}]),e}(),wm=[new gm,new gm,new gm,new gm,new gm,new gm,new gm,new gm],Bm=new gm,_m=new ym,bm=new gm,xm=new gm,Cm=new gm,Sm=new gm,Em=new gm,Um=new gm,Mm=new gm,Fm=new gm,Tm=new gm,km=new gm;function Qm(e,t,n,r,i){for(var A=0,a=e.length-3;A<=a;A+=3){km.fromArray(e,A);var o=i.x*Math.abs(km.x)+i.y*Math.abs(km.y)+i.z*Math.abs(km.z),s=t.dot(km),l=n.dot(km),u=r.dot(km);if(Math.max(-Math.max(s,l,u),Math.min(s,l,u))>o)return!1}return!0}var Lm=new ym,Dm=new gm,Im=new gm,Rm=function(){function e(){var t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:new gm,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:-1;B(this,e),this.center=t,this.radius=n}return b(e,[{key:"set",value:function(e,t){return this.center.copy(e),this.radius=t,this}},{key:"setFromPoints",value:function(e,t){var n=this.center;void 0!==t?n.copy(t):Lm.setFromPoints(e).getCenter(n);for(var r=0,i=0,A=e.length;ithis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}},{key:"getBoundingBox",value:function(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}},{key:"applyMatrix4",value:function(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}},{key:"translate",value:function(e){return this.center.add(e),this}},{key:"expandByPoint",value:function(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;Dm.subVectors(e,this.center);var t=Dm.lengthSq();if(t>this.radius*this.radius){var n=Math.sqrt(t),r=.5*(n-this.radius);this.center.addScaledVector(Dm,r/n),this.radius+=r}return this}},{key:"union",value:function(e){return e.isEmpty()?this:this.isEmpty()?(this.copy(e),this):(!0===this.center.equals(e.center)?this.radius=Math.max(this.radius,e.radius):(Im.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(Dm.copy(e.center).add(Im)),this.expandByPoint(Dm.copy(e.center).sub(Im))),this)}},{key:"equals",value:function(e){return e.center.equals(this.center)&&e.radius===this.radius}},{key:"clone",value:function(){return(new this.constructor).copy(this)}}]),e}(),Hm=new gm,Pm=new gm,Nm=new gm,Om=new gm,Vm=new gm,zm=new gm,Gm=new gm,Km=function(){function e(){var t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:new gm,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new gm(0,0,-1);B(this,e),this.origin=t,this.direction=n}return b(e,[{key:"set",value:function(e,t){return this.origin.copy(e),this.direction.copy(t),this}},{key:"copy",value:function(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}},{key:"at",value:function(e,t){return t.copy(this.direction).multiplyScalar(e).add(this.origin)}},{key:"lookAt",value:function(e){return this.direction.copy(e).sub(this.origin).normalize(),this}},{key:"recast",value:function(e){return this.origin.copy(this.at(e,Hm)),this}},{key:"closestPointToPoint",value:function(e,t){t.subVectors(e,this.origin);var n=t.dot(this.direction);return n<0?t.copy(this.origin):t.copy(this.direction).multiplyScalar(n).add(this.origin)}},{key:"distanceToPoint",value:function(e){return Math.sqrt(this.distanceSqToPoint(e))}},{key:"distanceSqToPoint",value:function(e){var t=Hm.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(Hm.copy(this.direction).multiplyScalar(t).add(this.origin),Hm.distanceToSquared(e))}},{key:"distanceSqToSegment",value:function(e,t,n,r){Pm.copy(e).add(t).multiplyScalar(.5),Nm.copy(t).sub(e).normalize(),Om.copy(this.origin).sub(Pm);var i,A,a,o,s=.5*e.distanceTo(t),l=-this.direction.dot(Nm),u=Om.dot(this.direction),c=-Om.dot(Nm),d=Om.lengthSq(),h=Math.abs(1-l*l);if(h>0)if(A=l*u-c,o=s*h,(i=l*c-u)>=0)if(A>=-o)if(A<=o){var f=1/h;a=(i*=f)*(i+l*(A*=f)+2*u)+A*(l*i+A+2*c)+d}else A=s,a=-(i=Math.max(0,-(l*A+u)))*i+A*(A+2*c)+d;else A=-s,a=-(i=Math.max(0,-(l*A+u)))*i+A*(A+2*c)+d;else A<=-o?a=-(i=Math.max(0,-(-l*s+u)))*i+(A=i>0?-s:Math.min(Math.max(-s,-c),s))*(A+2*c)+d:A<=o?(i=0,a=(A=Math.min(Math.max(-s,-c),s))*(A+2*c)+d):a=-(i=Math.max(0,-(l*s+u)))*i+(A=i>0?s:Math.min(Math.max(-s,-c),s))*(A+2*c)+d;else A=l>0?-s:s,a=-(i=Math.max(0,-(l*A+u)))*i+A*(A+2*c)+d;return n&&n.copy(this.direction).multiplyScalar(i).add(this.origin),r&&r.copy(Nm).multiplyScalar(A).add(Pm),a}},{key:"intersectSphere",value:function(e,t){Hm.subVectors(e.center,this.origin);var n=Hm.dot(this.direction),r=Hm.dot(Hm)-n*n,i=e.radius*e.radius;if(r>i)return null;var A=Math.sqrt(i-r),a=n-A,o=n+A;return a<0&&o<0?null:a<0?this.at(o,t):this.at(a,t)}},{key:"intersectsSphere",value:function(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius}},{key:"distanceToPlane",value:function(e){var t=e.normal.dot(this.direction);if(0===t)return 0===e.distanceToPoint(this.origin)?0:null;var n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null}},{key:"intersectPlane",value:function(e,t){var n=this.distanceToPlane(e);return null===n?null:this.at(n,t)}},{key:"intersectsPlane",value:function(e){var t=e.distanceToPoint(this.origin);return 0===t||e.normal.dot(this.direction)*t<0}},{key:"intersectBox",value:function(e,t){var n,r,i,A,a,o,s=1/this.direction.x,l=1/this.direction.y,u=1/this.direction.z,c=this.origin;return s>=0?(n=(e.min.x-c.x)*s,r=(e.max.x-c.x)*s):(n=(e.max.x-c.x)*s,r=(e.min.x-c.x)*s),l>=0?(i=(e.min.y-c.y)*l,A=(e.max.y-c.y)*l):(i=(e.max.y-c.y)*l,A=(e.min.y-c.y)*l),n>A||i>r?null:((i>n||isNaN(n))&&(n=i),(A =0?(a=(e.min.z-c.z)*u,o=(e.max.z-c.z)*u):(a=(e.max.z-c.z)*u,o=(e.min.z-c.z)*u),n>o||a>r?null:((a>n||n!==n)&&(n=a),(o =0?n:r,t)))}},{key:"intersectsBox",value:function(e){return null!==this.intersectBox(e,Hm)}},{key:"intersectTriangle",value:function(e,t,n,r,i){Vm.subVectors(t,e),zm.subVectors(n,e),Gm.crossVectors(Vm,zm);var A,a=this.direction.dot(Gm);if(a>0){if(r)return null;A=1}else{if(!(a<0))return null;A=-1,a=-a}Om.subVectors(this.origin,e);var o=A*this.direction.dot(zm.crossVectors(Om,zm));if(o<0)return null;var s=A*this.direction.dot(Vm.cross(Om));if(s<0)return null;if(o+s>a)return null;var l=-A*Om.dot(Gm);return l<0?null:this.at(l/a,i)}},{key:"applyMatrix4",value:function(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}},{key:"equals",value:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}},{key:"clone",value:function(){return(new this.constructor).copy(this)}}]),e}(),Wm=function(){function e(){B(this,e),e.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}return b(e,[{key:"set",value:function(e,t,n,r,i,A,a,o,s,l,u,c,d,h,f,p){var g=this.elements;return g[0]=e,g[4]=t,g[8]=n,g[12]=r,g[1]=i,g[5]=A,g[9]=a,g[13]=o,g[2]=s,g[6]=l,g[10]=u,g[14]=c,g[3]=d,g[7]=h,g[11]=f,g[15]=p,this}},{key:"identity",value:function(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}},{key:"clone",value:function(){return(new e).fromArray(this.elements)}},{key:"copy",value:function(e){var t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],t[9]=n[9],t[10]=n[10],t[11]=n[11],t[12]=n[12],t[13]=n[13],t[14]=n[14],t[15]=n[15],this}},{key:"copyPosition",value:function(e){var t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this}},{key:"setFromMatrix3",value:function(e){var t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}},{key:"extractBasis",value:function(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}},{key:"makeBasis",value:function(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this}},{key:"extractRotation",value:function(e){var t=this.elements,n=e.elements,r=1/jm.setFromMatrixColumn(e,0).length(),i=1/jm.setFromMatrixColumn(e,1).length(),A=1/jm.setFromMatrixColumn(e,2).length();return t[0]=n[0]*r,t[1]=n[1]*r,t[2]=n[2]*r,t[3]=0,t[4]=n[4]*i,t[5]=n[5]*i,t[6]=n[6]*i,t[7]=0,t[8]=n[8]*A,t[9]=n[9]*A,t[10]=n[10]*A,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}},{key:"makeRotationFromEuler",value:function(e){var t=this.elements,n=e.x,r=e.y,i=e.z,A=Math.cos(n),a=Math.sin(n),o=Math.cos(r),s=Math.sin(r),l=Math.cos(i),u=Math.sin(i);if("XYZ"===e.order){var c=A*l,d=A*u,h=a*l,f=a*u;t[0]=o*l,t[4]=-o*u,t[8]=s,t[1]=d+h*s,t[5]=c-f*s,t[9]=-a*o,t[2]=f-c*s,t[6]=h+d*s,t[10]=A*o}else if("YXZ"===e.order){var p=o*l,g=o*u,m=s*l,v=s*u;t[0]=p+v*a,t[4]=m*a-g,t[8]=A*s,t[1]=A*u,t[5]=A*l,t[9]=-a,t[2]=g*a-m,t[6]=v+p*a,t[10]=A*o}else if("ZXY"===e.order){var y=o*l,w=o*u,B=s*l,_=s*u;t[0]=y-_*a,t[4]=-A*u,t[8]=B+w*a,t[1]=w+B*a,t[5]=A*l,t[9]=_-y*a,t[2]=-A*s,t[6]=a,t[10]=A*o}else if("ZYX"===e.order){var b=A*l,x=A*u,C=a*l,S=a*u;t[0]=o*l,t[4]=C*s-x,t[8]=b*s+S,t[1]=o*u,t[5]=S*s+b,t[9]=x*s-C,t[2]=-s,t[6]=a*o,t[10]=A*o}else if("YZX"===e.order){var E=A*o,U=A*s,M=a*o,F=a*s;t[0]=o*l,t[4]=F-E*u,t[8]=M*u+U,t[1]=u,t[5]=A*l,t[9]=-a*l,t[2]=-s*l,t[6]=U*u+M,t[10]=E-F*u}else if("XZY"===e.order){var T=A*o,k=A*s,Q=a*o,L=a*s;t[0]=o*l,t[4]=-u,t[8]=s*l,t[1]=T*u+L,t[5]=A*l,t[9]=k*u-Q,t[2]=Q*u-k,t[6]=a*l,t[10]=L*u+T}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}},{key:"makeRotationFromQuaternion",value:function(e){return this.compose(qm,e,Ym)}},{key:"lookAt",value:function(e,t,n){var r=this.elements;return $m.subVectors(e,t),0===$m.lengthSq()&&($m.z=1),$m.normalize(),Jm.crossVectors(n,$m),0===Jm.lengthSq()&&(1===Math.abs(n.z)?$m.x+=1e-4:$m.z+=1e-4,$m.normalize(),Jm.crossVectors(n,$m)),Jm.normalize(),Zm.crossVectors($m,Jm),r[0]=Jm.x,r[4]=Zm.x,r[8]=$m.x,r[1]=Jm.y,r[5]=Zm.y,r[9]=$m.y,r[2]=Jm.z,r[6]=Zm.z,r[10]=$m.z,this}},{key:"multiply",value:function(e){return this.multiplyMatrices(this,e)}},{key:"premultiply",value:function(e){return this.multiplyMatrices(e,this)}},{key:"multiplyMatrices",value:function(e,t){var n=e.elements,r=t.elements,i=this.elements,A=n[0],a=n[4],o=n[8],s=n[12],l=n[1],u=n[5],c=n[9],d=n[13],h=n[2],f=n[6],p=n[10],g=n[14],m=n[3],v=n[7],y=n[11],w=n[15],B=r[0],_=r[4],b=r[8],x=r[12],C=r[1],S=r[5],E=r[9],U=r[13],M=r[2],F=r[6],T=r[10],k=r[14],Q=r[3],L=r[7],D=r[11],I=r[15];return i[0]=A*B+a*C+o*M+s*Q,i[4]=A*_+a*S+o*F+s*L,i[8]=A*b+a*E+o*T+s*D,i[12]=A*x+a*U+o*k+s*I,i[1]=l*B+u*C+c*M+d*Q,i[5]=l*_+u*S+c*F+d*L,i[9]=l*b+u*E+c*T+d*D,i[13]=l*x+u*U+c*k+d*I,i[2]=h*B+f*C+p*M+g*Q,i[6]=h*_+f*S+p*F+g*L,i[10]=h*b+f*E+p*T+g*D,i[14]=h*x+f*U+p*k+g*I,i[3]=m*B+v*C+y*M+w*Q,i[7]=m*_+v*S+y*F+w*L,i[11]=m*b+v*E+y*T+w*D,i[15]=m*x+v*U+y*k+w*I,this}},{key:"multiplyScalar",value:function(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}},{key:"determinant",value:function(){var e=this.elements,t=e[0],n=e[4],r=e[8],i=e[12],A=e[1],a=e[5],o=e[9],s=e[13],l=e[2],u=e[6],c=e[10],d=e[14];return e[3]*(+i*o*u-r*s*u-i*a*c+n*s*c+r*a*d-n*o*d)+e[7]*(+t*o*d-t*s*c+i*A*c-r*A*d+r*s*l-i*o*l)+e[11]*(+t*s*u-t*a*d-i*A*u+n*A*d+i*a*l-n*s*l)+e[15]*(-r*a*l-t*o*u+t*a*c+r*A*u-n*A*c+n*o*l)}},{key:"transpose",value:function(){var e,t=this.elements;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}},{key:"setPosition",value:function(e,t,n){var r=this.elements;return e.isVector3?(r[12]=e.x,r[13]=e.y,r[14]=e.z):(r[12]=e,r[13]=t,r[14]=n),this}},{key:"invert",value:function(){var e=this.elements,t=e[0],n=e[1],r=e[2],i=e[3],A=e[4],a=e[5],o=e[6],s=e[7],l=e[8],u=e[9],c=e[10],d=e[11],h=e[12],f=e[13],p=e[14],g=e[15],m=u*p*s-f*c*s+f*o*d-a*p*d-u*o*g+a*c*g,v=h*c*s-l*p*s-h*o*d+A*p*d+l*o*g-A*c*g,y=l*f*s-h*u*s+h*a*d-A*f*d-l*a*g+A*u*g,w=h*u*o-l*f*o-h*a*c+A*f*c+l*a*p-A*u*p,B=t*m+n*v+r*y+i*w;if(0===B)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);var _=1/B;return e[0]=m*_,e[1]=(f*c*i-u*p*i-f*r*d+n*p*d+u*r*g-n*c*g)*_,e[2]=(a*p*i-f*o*i+f*r*s-n*p*s-a*r*g+n*o*g)*_,e[3]=(u*o*i-a*c*i-u*r*s+n*c*s+a*r*d-n*o*d)*_,e[4]=v*_,e[5]=(l*p*i-h*c*i+h*r*d-t*p*d-l*r*g+t*c*g)*_,e[6]=(h*o*i-A*p*i-h*r*s+t*p*s+A*r*g-t*o*g)*_,e[7]=(A*c*i-l*o*i+l*r*s-t*c*s-A*r*d+t*o*d)*_,e[8]=y*_,e[9]=(h*u*i-l*f*i-h*n*d+t*f*d+l*n*g-t*u*g)*_,e[10]=(A*f*i-h*a*i+h*n*s-t*f*s-A*n*g+t*a*g)*_,e[11]=(l*a*i-A*u*i-l*n*s+t*u*s+A*n*d-t*a*d)*_,e[12]=w*_,e[13]=(l*f*r-h*u*r+h*n*c-t*f*c-l*n*p+t*u*p)*_,e[14]=(h*a*r-A*f*r-h*n*o+t*f*o+A*n*p-t*a*p)*_,e[15]=(A*u*r-l*a*r+l*n*o-t*u*o-A*n*c+t*a*c)*_,this}},{key:"scale",value:function(e){var t=this.elements,n=e.x,r=e.y,i=e.z;return t[0]*=n,t[4]*=r,t[8]*=i,t[1]*=n,t[5]*=r,t[9]*=i,t[2]*=n,t[6]*=r,t[10]*=i,t[3]*=n,t[7]*=r,t[11]*=i,this}},{key:"getMaxScaleOnAxis",value:function(){var e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],n=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],r=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,n,r))}},{key:"makeTranslation",value:function(e,t,n){return this.set(1,0,0,e,0,1,0,t,0,0,1,n,0,0,0,1),this}},{key:"makeRotationX",value:function(e){var t=Math.cos(e),n=Math.sin(e);return this.set(1,0,0,0,0,t,-n,0,0,n,t,0,0,0,0,1),this}},{key:"makeRotationY",value:function(e){var t=Math.cos(e),n=Math.sin(e);return this.set(t,0,n,0,0,1,0,0,-n,0,t,0,0,0,0,1),this}},{key:"makeRotationZ",value:function(e){var t=Math.cos(e),n=Math.sin(e);return this.set(t,-n,0,0,n,t,0,0,0,0,1,0,0,0,0,1),this}},{key:"makeRotationAxis",value:function(e,t){var n=Math.cos(t),r=Math.sin(t),i=1-n,A=e.x,a=e.y,o=e.z,s=i*A,l=i*a;return this.set(s*A+n,s*a-r*o,s*o+r*a,0,s*a+r*o,l*a+n,l*o-r*A,0,s*o-r*a,l*o+r*A,i*o*o+n,0,0,0,0,1),this}},{key:"makeScale",value:function(e,t,n){return this.set(e,0,0,0,0,t,0,0,0,0,n,0,0,0,0,1),this}},{key:"makeShear",value:function(e,t,n,r,i,A){return this.set(1,n,i,0,e,1,A,0,t,r,1,0,0,0,0,1),this}},{key:"compose",value:function(e,t,n){var r=this.elements,i=t._x,A=t._y,a=t._z,o=t._w,s=i+i,l=A+A,u=a+a,c=i*s,d=i*l,h=i*u,f=A*l,p=A*u,g=a*u,m=o*s,v=o*l,y=o*u,w=n.x,B=n.y,_=n.z;return r[0]=(1-(f+g))*w,r[1]=(d+y)*w,r[2]=(h-v)*w,r[3]=0,r[4]=(d-y)*B,r[5]=(1-(c+g))*B,r[6]=(p+m)*B,r[7]=0,r[8]=(h+v)*_,r[9]=(p-m)*_,r[10]=(1-(c+f))*_,r[11]=0,r[12]=e.x,r[13]=e.y,r[14]=e.z,r[15]=1,this}},{key:"decompose",value:function(e,t,n){var r=this.elements,i=jm.set(r[0],r[1],r[2]).length(),A=jm.set(r[4],r[5],r[6]).length(),a=jm.set(r[8],r[9],r[10]).length();this.determinant()<0&&(i=-i),e.x=r[12],e.y=r[13],e.z=r[14],Xm.copy(this);var o=1/i,s=1/A,l=1/a;return Xm.elements[0]*=o,Xm.elements[1]*=o,Xm.elements[2]*=o,Xm.elements[4]*=s,Xm.elements[5]*=s,Xm.elements[6]*=s,Xm.elements[8]*=l,Xm.elements[9]*=l,Xm.elements[10]*=l,t.setFromRotationMatrix(Xm),n.x=i,n.y=A,n.z=a,this}},{key:"makePerspective",value:function(e,t,n,r,i,A){var a=this.elements,o=2*i/(t-e),s=2*i/(n-r),l=(t+e)/(t-e),u=(n+r)/(n-r),c=-(A+i)/(A-i),d=-2*A*i/(A-i);return a[0]=o,a[4]=0,a[8]=l,a[12]=0,a[1]=0,a[5]=s,a[9]=u,a[13]=0,a[2]=0,a[6]=0,a[10]=c,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}},{key:"makeOrthographic",value:function(e,t,n,r,i,A){var a=this.elements,o=1/(t-e),s=1/(n-r),l=1/(A-i),u=(t+e)*o,c=(n+r)*s,d=(A+i)*l;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-u,a[1]=0,a[5]=2*s,a[9]=0,a[13]=-c,a[2]=0,a[6]=0,a[10]=-2*l,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}},{key:"equals",value:function(e){for(var t=this.elements,n=e.elements,r=0;r<16;r++)if(t[r]!==n[r])return!1;return!0}},{key:"fromArray",value:function(e){for(var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=0;n<16;n++)this.elements[n]=e[n+t];return this}},{key:"toArray",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=this.elements;return e[t]=n[0],e[t+1]=n[1],e[t+2]=n[2],e[t+3]=n[3],e[t+4]=n[4],e[t+5]=n[5],e[t+6]=n[6],e[t+7]=n[7],e[t+8]=n[8],e[t+9]=n[9],e[t+10]=n[10],e[t+11]=n[11],e[t+12]=n[12],e[t+13]=n[13],e[t+14]=n[14],e[t+15]=n[15],e}}]),e}(),jm=new gm,Xm=new Wm,qm=new gm(0,0,0),Ym=new gm(1,1,1),Jm=new gm,Zm=new gm,$m=new gm,ev=new Wm,tv=new pm,nv=function(e){function t(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0,i=arguments.length>3&&void 0!==arguments[3]?arguments[3]:t.DEFAULT_ORDER;B(this,t),this.isEuler=!0,this._x=e,this._y=n,this._z=r,this._order=i}return b(t,[{key:"x",get:function(){return this._x},set:function(e){this._x=e,this._onChangeCallback()}},{key:"y",get:function(){return this._y},set:function(e){this._y=e,this._onChangeCallback()}},{key:"z",get:function(){return this._z},set:function(e){this._z=e,this._onChangeCallback()}},{key:"order",get:function(){return this._order},set:function(e){this._order=e,this._onChangeCallback()}},{key:"set",value:function(e,t,n){var r=arguments.length>3&&void 0!==arguments[3]?arguments[3]:this._order;return this._x=e,this._y=t,this._z=n,this._order=r,this._onChangeCallback(),this}},{key:"clone",value:function(){return new this.constructor(this._x,this._y,this._z,this._order)}},{key:"copy",value:function(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}},{key:"setFromRotationMatrix",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:this._order,n=!(arguments.length>2&&void 0!==arguments[2])||arguments[2],r=e.elements,i=r[0],A=r[4],a=r[8],o=r[1],s=r[5],l=r[9],u=r[2],c=r[6],d=r[10];switch(t){case"XYZ":this._y=Math.asin(Lg(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-l,d),this._z=Math.atan2(-A,i)):(this._x=Math.atan2(c,s),this._z=0);break;case"YXZ":this._x=Math.asin(-Lg(l,-1,1)),Math.abs(l)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,s)):(this._y=Math.atan2(-u,i),this._z=0);break;case"ZXY":this._x=Math.asin(Lg(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(-u,d),this._z=Math.atan2(-A,s)):(this._y=0,this._z=Math.atan2(o,i));break;case"ZYX":this._y=Math.asin(-Lg(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(c,d),this._z=Math.atan2(o,i)):(this._x=0,this._z=Math.atan2(-A,s));break;case"YZX":this._z=Math.asin(Lg(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-l,s),this._y=Math.atan2(-u,i)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-Lg(A,-1,1)),Math.abs(A)<.9999999?(this._x=Math.atan2(c,s),this._y=Math.atan2(a,i)):(this._x=Math.atan2(-l,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,!0===n&&this._onChangeCallback(),this}},{key:"setFromQuaternion",value:function(e,t,n){return ev.makeRotationFromQuaternion(e),this.setFromRotationMatrix(ev,t,n)}},{key:"setFromVector3",value:function(e){var t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:this._order;return this.set(e.x,e.y,e.z,t)}},{key:"reorder",value:function(e){return tv.setFromEuler(this),this.setFromQuaternion(tv,e)}},{key:"equals",value:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}},{key:"fromArray",value:function(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this}},{key:"toArray",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}},{key:"_onChange",value:function(e){return this._onChangeCallback=e,this}},{key:"_onChangeCallback",value:function(){}},{key:Symbol.iterator,value:o().mark((function e(){return o().wrap((function(e){for(;;)switch(e.prev=e.next){case 0:return e.next=2,this._x;case 2:return e.next=4,this._y;case 4:return e.next=6,this._z;case 6:return e.next=8,this._order;case 8:case"end":return e.stop()}}),e,this)}))}]),t}();nv.DEFAULT_ORDER="XYZ";var rv=function(){function e(){B(this,e),this.mask=1}return b(e,[{key:"set",value:function(e){this.mask=(1< >>0}},{key:"enable",value:function(e){this.mask|=1< 1){for(var t=0;t 1){for(var t=0;t 0&&(n=n.concat(A))}return n}},{key:"getWorldPosition",value:function(e){return this.updateWorldMatrix(!0,!1),e.setFromMatrixPosition(this.matrixWorld)}},{key:"getWorldQuaternion",value:function(e){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(lv,e,uv),e}},{key:"getWorldScale",value:function(e){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(lv,cv,e),e}},{key:"getWorldDirection",value:function(e){this.updateWorldMatrix(!0,!1);var t=this.matrixWorld.elements;return e.set(t[8],t[9],t[10]).normalize()}},{key:"raycast",value:function(){}},{key:"traverse",value:function(e){e(this);for(var t=this.children,n=0,r=t.length;n 0&&(r.userData=this.userData),r.layers=this.layers.mask,r.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(r.matrixAutoUpdate=!1),this.isInstancedMesh&&(r.type="InstancedMesh",r.count=this.count,r.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(r.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?r.background=this.background.toJSON():this.background.isTexture&&(r.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(r.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){r.geometry=i(e.geometries,this.geometry);var A=this.geometry.parameters;if(void 0!==A&&void 0!==A.shapes){var a=A.shapes;if(Array.isArray(a))for(var o=0,s=a.length;o 0){r.children=[];for(var h=0;h0){r.animations=[];for(var f=0;f 0&&(n.geometries=g),m.length>0&&(n.materials=m),v.length>0&&(n.textures=v),y.length>0&&(n.images=y),w.length>0&&(n.shapes=w),B.length>0&&(n.skeletons=B),_.length>0&&(n.animations=_),b.length>0&&(n.nodes=b)}return n.object=r,n;function x(e){var t=[];for(var n in e){var r=e[n];delete r.metadata,t.push(r)}return t}}},{key:"clone",value:function(e){return(new this.constructor).copy(this,e)}},{key:"copy",value:function(e){var t=!(arguments.length>1&&void 0!==arguments[1])||arguments[1];if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=e.matrixWorldAutoUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.userData=JSON.parse(JSON.stringify(e.userData)),!0===t)for(var n=0;n 0&&void 0!==arguments[0]?arguments[0]:new gm,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new gm,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:new gm;B(this,e),this.a=t,this.b=n,this.c=r}return b(e,[{key:"set",value:function(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this}},{key:"setFromPointsAndIndices",value:function(e,t,n,r){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[r]),this}},{key:"setFromAttributeAndIndices",value:function(e,t,n,r){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,n),this.c.fromBufferAttribute(e,r),this}},{key:"clone",value:function(){return(new this.constructor).copy(this)}},{key:"copy",value:function(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}},{key:"getArea",value:function(){return vv.subVectors(this.c,this.b),yv.subVectors(this.a,this.b),.5*vv.cross(yv).length()}},{key:"getMidpoint",value:function(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}},{key:"getNormal",value:function(t){return e.getNormal(this.a,this.b,this.c,t)}},{key:"getPlane",value:function(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}},{key:"getBarycoord",value:function(t,n){return e.getBarycoord(t,this.a,this.b,this.c,n)}},{key:"getUV",value:function(t,n,r,i,A){return e.getUV(t,this.a,this.b,this.c,n,r,i,A)}},{key:"containsPoint",value:function(t){return e.containsPoint(t,this.a,this.b,this.c)}},{key:"isFrontFacing",value:function(t){return e.isFrontFacing(this.a,this.b,this.c,t)}},{key:"intersectsBox",value:function(e){return e.intersectsTriangle(this)}},{key:"closestPointToPoint",value:function(e,t){var n,r,i=this.a,A=this.b,a=this.c;_v.subVectors(A,i),bv.subVectors(a,i),Cv.subVectors(e,i);var o=_v.dot(Cv),s=bv.dot(Cv);if(o<=0&&s<=0)return t.copy(i);Sv.subVectors(e,A);var l=_v.dot(Sv),u=bv.dot(Sv);if(l>=0&&u<=l)return t.copy(A);var c=o*u-l*s;if(c<=0&&o>=0&&l<=0)return n=o/(o-l),t.copy(i).addScaledVector(_v,n);Ev.subVectors(e,a);var d=_v.dot(Ev),h=bv.dot(Ev);if(h>=0&&d<=h)return t.copy(a);var f=d*s-o*h;if(f<=0&&s>=0&&h<=0)return r=s/(s-h),t.copy(i).addScaledVector(bv,r);var p=l*h-d*u;if(p<=0&&u-l>=0&&d-h>=0)return xv.subVectors(a,A),r=(u-l)/(u-l+(d-h)),t.copy(A).addScaledVector(xv,r);var g=1/(p+f+c);return n=f*g,r=c*g,t.copy(i).addScaledVector(_v,n).addScaledVector(bv,r)}},{key:"equals",value:function(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}],[{key:"getNormal",value:function(e,t,n,r){r.subVectors(n,t),vv.subVectors(e,t),r.cross(vv);var i=r.lengthSq();return i>0?r.multiplyScalar(1/Math.sqrt(i)):r.set(0,0,0)}},{key:"getBarycoord",value:function(e,t,n,r,i){vv.subVectors(r,t),yv.subVectors(n,t),wv.subVectors(e,t);var A=vv.dot(vv),a=vv.dot(yv),o=vv.dot(wv),s=yv.dot(yv),l=yv.dot(wv),u=A*s-a*a;if(0===u)return i.set(-2,-1,-1);var c=1/u,d=(s*o-a*l)*c,h=(A*l-a*o)*c;return i.set(1-d-h,h,d)}},{key:"containsPoint",value:function(e,t,n,r){return this.getBarycoord(e,t,n,r,Bv),Bv.x>=0&&Bv.y>=0&&Bv.x+Bv.y<=1}},{key:"getUV",value:function(e,t,n,r,i,A,a,o){return this.getBarycoord(e,t,n,r,Bv),o.set(0,0),o.addScaledVector(i,Bv.x),o.addScaledVector(A,Bv.y),o.addScaledVector(a,Bv.z),o}},{key:"isFrontFacing",value:function(e,t,n,r){return vv.subVectors(n,t),yv.subVectors(e,t),vv.cross(yv).dot(r)<0}}]),e}(),Mv=0,Fv=function(e){C(n,e);var t=M(n);function n(){var e;return B(this,n),(e=t.call(this)).isMaterial=!0,Object.defineProperty(U(e),"id",{value:Mv++}),e.uuid=Qg(),e.name="",e.type="Material",e.blending=df,e.side=sf,e.vertexColors=!1,e.opacity=1,e.transparent=!1,e.blendSrc=Sf,e.blendDst=Ef,e.blendEquation=mf,e.blendSrcAlpha=null,e.blendDstAlpha=null,e.blendEquationAlpha=null,e.depthFunc=If,e.depthTest=!0,e.depthWrite=!0,e.stencilWriteMask=255,e.stencilFunc=xg,e.stencilRef=0,e.stencilFuncMask=255,e.stencilFail=bg,e.stencilZFail=bg,e.stencilZPass=bg,e.stencilWrite=!1,e.clippingPlanes=null,e.clipIntersection=!1,e.clipShadows=!1,e.shadowSide=null,e.colorWrite=!0,e.precision=null,e.polygonOffset=!1,e.polygonOffsetFactor=0,e.polygonOffsetUnits=0,e.dithering=!1,e.alphaToCoverage=!1,e.premultipliedAlpha=!1,e.forceSinglePass=!1,e.visible=!0,e.toneMapped=!0,e.userData={},e.version=0,e._alphaTest=0,e}return b(n,[{key:"alphaTest",get:function(){return this._alphaTest},set:function(e){this._alphaTest>0!==e>0&&this.version++,this._alphaTest=e}},{key:"onBuild",value:function(){}},{key:"onBeforeRender",value:function(){}},{key:"onBeforeCompile",value:function(){}},{key:"customProgramCacheKey",value:function(){return this.onBeforeCompile.toString()}},{key:"setValues",value:function(e){if(void 0!==e)for(var t in e){var n=e[t];if(void 0!==n){var r=this[t];void 0!==r?r&&r.isColor?r.set(n):r&&r.isVector3&&n&&n.isVector3?r.copy(n):this[t]=n:console.warn("THREE."+this.type+": '"+t+"' is not a property of this material.")}else console.warn("THREE.Material: '"+t+"' parameter is undefined.")}}},{key:"toJSON",value:function(e){var t=void 0===e||"string"===typeof e;t&&(e={textures:{},images:{}});var n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function r(e){var t=[];for(var n in e){var r=e[n];delete r.metadata,t.push(r)}return t}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(e).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==df&&(n.blending=this.blending),this.side!==sf&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.forceSinglePass&&(n.forceSinglePass=this.forceSinglePass),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),t){var i=r(e.textures),A=r(e.images);i.length>0&&(n.textures=i),A.length>0&&(n.images=A)}return n}},{key:"clone",value:function(){return(new this.constructor).copy(this)}},{key:"copy",value:function(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;var t=e.clippingPlanes,n=null;if(null!==t){var r=t.length;n=new Array(r);for(var i=0;i!==r;++i)n[i]=t[i].clone()}return this.clippingPlanes=n,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}},{key:"dispose",value:function(){this.dispatchEvent({type:"dispose"})}},{key:"needsUpdate",set:function(e){!0===e&&this.version++}}]),n}(Ug),Tv=function(e){C(n,e);var t=M(n);function n(e){var r;return B(this,n),(r=t.call(this)).isMeshBasicMaterial=!0,r.type="MeshBasicMaterial",r.color=new Am(16777215),r.map=null,r.lightMap=null,r.lightMapIntensity=1,r.aoMap=null,r.aoMapIntensity=1,r.specularMap=null,r.alphaMap=null,r.envMap=null,r.combine=Of,r.reflectivity=1,r.refractionRatio=.98,r.wireframe=!1,r.wireframeLinewidth=1,r.wireframeLinecap="round",r.wireframeLinejoin="round",r.fog=!0,r.setValues(e),r}return b(n,[{key:"copy",value:function(e){return jc(S(n.prototype),"copy",this).call(this,e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}]),n}(Fv),kv=new gm,Qv=new zg,Lv=function(){function e(t,n){var r=arguments.length>2&&void 0!==arguments[2]&&arguments[2];if(B(this,e),Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=n,this.count=void 0!==t?t.length/n:0,this.normalized=r,this.usage=Cg,this.updateRange={offset:0,count:-1},this.version=0}return b(e,[{key:"onUploadCallback",value:function(){}},{key:"needsUpdate",set:function(e){!0===e&&this.version++}},{key:"setUsage",value:function(e){return this.usage=e,this}},{key:"copy",value:function(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this}},{key:"copyAt",value:function(e,t,n){e*=this.itemSize,n*=t.itemSize;for(var r=0,i=this.itemSize;r1&&void 0!==arguments[1]?arguments[1]:0;return this.array.set(e,t),this}},{key:"getX",value:function(e){var t=this.array[e*this.itemSize];return this.normalized&&(t=Ng(t,this.array)),t}},{key:"setX",value:function(e,t){return this.normalized&&(t=Og(t,this.array)),this.array[e*this.itemSize]=t,this}},{key:"getY",value:function(e){var t=this.array[e*this.itemSize+1];return this.normalized&&(t=Ng(t,this.array)),t}},{key:"setY",value:function(e,t){return this.normalized&&(t=Og(t,this.array)),this.array[e*this.itemSize+1]=t,this}},{key:"getZ",value:function(e){var t=this.array[e*this.itemSize+2];return this.normalized&&(t=Ng(t,this.array)),t}},{key:"setZ",value:function(e,t){return this.normalized&&(t=Og(t,this.array)),this.array[e*this.itemSize+2]=t,this}},{key:"getW",value:function(e){var t=this.array[e*this.itemSize+3];return this.normalized&&(t=Ng(t,this.array)),t}},{key:"setW",value:function(e,t){return this.normalized&&(t=Og(t,this.array)),this.array[e*this.itemSize+3]=t,this}},{key:"setXY",value:function(e,t,n){return e*=this.itemSize,this.normalized&&(t=Og(t,this.array),n=Og(n,this.array)),this.array[e+0]=t,this.array[e+1]=n,this}},{key:"setXYZ",value:function(e,t,n,r){return e*=this.itemSize,this.normalized&&(t=Og(t,this.array),n=Og(n,this.array),r=Og(r,this.array)),this.array[e+0]=t,this.array[e+1]=n,this.array[e+2]=r,this}},{key:"setXYZW",value:function(e,t,n,r,i){return e*=this.itemSize,this.normalized&&(t=Og(t,this.array),n=Og(n,this.array),r=Og(r,this.array),i=Og(i,this.array)),this.array[e+0]=t,this.array[e+1]=n,this.array[e+2]=r,this.array[e+3]=i,this}},{key:"onUpload",value:function(e){return this.onUploadCallback=e,this}},{key:"clone",value:function(){return new this.constructor(this.array,this.itemSize).copy(this)}},{key:"toJSON",value:function(){var e={itemSize:this.itemSize,type:this.array.constructor.name,array:Array.from(this.array),normalized:this.normalized};return""!==this.name&&(e.name=this.name),this.usage!==Cg&&(e.usage=this.usage),0===this.updateRange.offset&&-1===this.updateRange.count||(e.updateRange=this.updateRange),e}},{key:"copyColorsArray",value:function(){console.error("THREE.BufferAttribute: copyColorsArray() was removed in r144.")}},{key:"copyVector2sArray",value:function(){console.error("THREE.BufferAttribute: copyVector2sArray() was removed in r144.")}},{key:"copyVector3sArray",value:function(){console.error("THREE.BufferAttribute: copyVector3sArray() was removed in r144.")}},{key:"copyVector4sArray",value:function(){console.error("THREE.BufferAttribute: copyVector4sArray() was removed in r144.")}}]),e}(),Dv=function(e){C(n,e);var t=M(n);function n(e,r,i){return B(this,n),t.call(this,new Uint16Array(e),r,i)}return b(n)}(Lv),Iv=function(e){C(n,e);var t=M(n);function n(e,r,i){return B(this,n),t.call(this,new Uint32Array(e),r,i)}return b(n)}(Lv),Rv=function(e){C(n,e);var t=M(n);function n(e,r,i){return B(this,n),t.call(this,new Float32Array(e),r,i)}return b(n)}(Lv),Hv=0,Pv=new Wm,Nv=new mv,Ov=new gm,Vv=new ym,zv=new ym,Gv=new gm,Kv=function(e){C(n,e);var t=M(n);function n(){var e;return B(this,n),(e=t.call(this)).isBufferGeometry=!0,Object.defineProperty(U(e),"id",{value:Hv++}),e.uuid=Qg(),e.name="",e.type="BufferGeometry",e.index=null,e.attributes={},e.morphAttributes={},e.morphTargetsRelative=!1,e.groups=[],e.boundingBox=null,e.boundingSphere=null,e.drawRange={start:0,count:1/0},e.userData={},e}return b(n,[{key:"getIndex",value:function(){return this.index}},{key:"setIndex",value:function(e){return Array.isArray(e)?this.index=new(Wg(e)?Iv:Dv)(e,1):this.index=e,this}},{key:"getAttribute",value:function(e){return this.attributes[e]}},{key:"setAttribute",value:function(e,t){return this.attributes[e]=t,this}},{key:"deleteAttribute",value:function(e){return delete this.attributes[e],this}},{key:"hasAttribute",value:function(e){return void 0!==this.attributes[e]}},{key:"addGroup",value:function(e,t){var n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0;this.groups.push({start:e,count:t,materialIndex:n})}},{key:"clearGroups",value:function(){this.groups=[]}},{key:"setDrawRange",value:function(e,t){this.drawRange.start=e,this.drawRange.count=t}},{key:"applyMatrix4",value:function(e){var t=this.attributes.position;void 0!==t&&(t.applyMatrix4(e),t.needsUpdate=!0);var n=this.attributes.normal;if(void 0!==n){var r=(new Gg).getNormalMatrix(e);n.applyNormalMatrix(r),n.needsUpdate=!0}var i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(e),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}},{key:"applyQuaternion",value:function(e){return Pv.makeRotationFromQuaternion(e),this.applyMatrix4(Pv),this}},{key:"rotateX",value:function(e){return Pv.makeRotationX(e),this.applyMatrix4(Pv),this}},{key:"rotateY",value:function(e){return Pv.makeRotationY(e),this.applyMatrix4(Pv),this}},{key:"rotateZ",value:function(e){return Pv.makeRotationZ(e),this.applyMatrix4(Pv),this}},{key:"translate",value:function(e,t,n){return Pv.makeTranslation(e,t,n),this.applyMatrix4(Pv),this}},{key:"scale",value:function(e,t,n){return Pv.makeScale(e,t,n),this.applyMatrix4(Pv),this}},{key:"lookAt",value:function(e){return Nv.lookAt(e),Nv.updateMatrix(),this.applyMatrix4(Nv.matrix),this}},{key:"center",value:function(){return this.computeBoundingBox(),this.boundingBox.getCenter(Ov).negate(),this.translate(Ov.x,Ov.y,Ov.z),this}},{key:"setFromPoints",value:function(e){for(var t=[],n=0,r=e.length;n 0&&(e.userData=this.userData),void 0!==this.parameters){var t=this.parameters;for(var n in t)void 0!==t[n]&&(e[n]=t[n]);return e}e.data={attributes:{}};var r=this.index;null!==r&&(e.data.index={type:r.array.constructor.name,array:Array.prototype.slice.call(r.array)});var i=this.attributes;for(var A in i){var a=i[A];e.data.attributes[A]=a.toJSON(e.data)}var o={},s=!1;for(var l in this.morphAttributes){for(var u=this.morphAttributes[l],c=[],d=0,h=u.length;d 0&&(o[l]=c,s=!0)}s&&(e.data.morphAttributes=o,e.data.morphTargetsRelative=this.morphTargetsRelative);var p=this.groups;p.length>0&&(e.data.groups=JSON.parse(JSON.stringify(p)));var g=this.boundingSphere;return null!==g&&(e.data.boundingSphere={center:g.center.toArray(),radius:g.radius}),e}},{key:"clone",value:function(){return(new this.constructor).copy(this)}},{key:"copy",value:function(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;var t={};this.name=e.name;var n=e.index;null!==n&&this.setIndex(n.clone(t));var r=e.attributes;for(var i in r){var A=r[i];this.setAttribute(i,A.clone(t))}var a=e.morphAttributes;for(var o in a){for(var s=[],l=a[o],u=0,c=l.length;u 0&&void 0!==arguments[0]?arguments[0]:new Kv,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new Tv;return B(this,n),(e=t.call(this)).isMesh=!0,e.type="Mesh",e.geometry=r,e.material=i,e.updateMorphTargets(),e}return b(n,[{key:"copy",value:function(e,t){return jc(S(n.prototype),"copy",this).call(this,e,t),void 0!==e.morphTargetInfluences&&(this.morphTargetInfluences=e.morphTargetInfluences.slice()),void 0!==e.morphTargetDictionary&&(this.morphTargetDictionary=Object.assign({},e.morphTargetDictionary)),this.material=e.material,this.geometry=e.geometry,this}},{key:"updateMorphTargets",value:function(){var e=this.geometry.morphAttributes,t=Object.keys(e);if(t.length>0){var n=e[t[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(var r=0,i=n.length;rn.far?null:{distance:s,point:iy.clone(),object:e}}(e,t,n,r,qv,Yv,Jv,ry);if(l){i&&(ey.fromBufferAttribute(i,a),ty.fromBufferAttribute(i,o),ny.fromBufferAttribute(i,s),l.uv=Uv.getUV(ry,qv,Yv,Jv,ey,ty,ny,new zg)),A&&(ey.fromBufferAttribute(A,a),ty.fromBufferAttribute(A,o),ny.fromBufferAttribute(A,s),l.uv2=Uv.getUV(ry,qv,Yv,Jv,ey,ty,ny,new zg));var u={a:a,b:o,c:s,normal:new gm,materialIndex:0};Uv.getNormal(qv,Yv,Jv,u.normal),l.face=u}return l}var oy=function(e){C(n,e);var t=M(n);function n(){var e,r=arguments.length>0&&void 0!==arguments[0]?arguments[0]:1,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:1,a=arguments.length>3&&void 0!==arguments[3]?arguments[3]:1,o=arguments.length>4&&void 0!==arguments[4]?arguments[4]:1,s=arguments.length>5&&void 0!==arguments[5]?arguments[5]:1;B(this,n),(e=t.call(this)).type="BoxGeometry",e.parameters={width:r,height:i,depth:A,widthSegments:a,heightSegments:o,depthSegments:s};var l=U(e);a=Math.floor(a),o=Math.floor(o),s=Math.floor(s);var u=[],c=[],d=[],h=[],f=0,p=0;function g(e,t,n,r,i,A,a,o,s,g,m){for(var v=A/s,y=a/g,w=A/2,B=a/2,_=o/2,b=s+1,x=g+1,C=0,S=0,E=new gm,U=0;U 0?1:-1,d.push(E.x,E.y,E.z),h.push(F/s),h.push(1-U/g),C+=1}for(var k=0;k 0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader;var A={};for(var a in this.extensions)!0===this.extensions[a]&&(A[a]=!0);return Object.keys(A).length>0&&(t.extensions=A),t}}]),n}(Fv),py=function(e){C(n,e);var t=M(n);function n(){var e;return B(this,n),(e=t.call(this)).isCamera=!0,e.type="Camera",e.matrixWorldInverse=new Wm,e.projectionMatrix=new Wm,e.projectionMatrixInverse=new Wm,e}return b(n,[{key:"copy",value:function(e,t){return jc(S(n.prototype),"copy",this).call(this,e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this}},{key:"getWorldDirection",value:function(e){this.updateWorldMatrix(!0,!1);var t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}},{key:"updateMatrixWorld",value:function(e){jc(S(n.prototype),"updateMatrixWorld",this).call(this,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}},{key:"updateWorldMatrix",value:function(e,t){jc(S(n.prototype),"updateWorldMatrix",this).call(this,e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}},{key:"clone",value:function(){return(new this.constructor).copy(this)}}]),n}(mv),gy=function(e){C(n,e);var t=M(n);function n(){var e,r=arguments.length>0&&void 0!==arguments[0]?arguments[0]:50,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:.1,a=arguments.length>3&&void 0!==arguments[3]?arguments[3]:2e3;return B(this,n),(e=t.call(this)).isPerspectiveCamera=!0,e.type="PerspectiveCamera",e.fov=r,e.zoom=1,e.near=A,e.far=a,e.focus=10,e.aspect=i,e.view=null,e.filmGauge=35,e.filmOffset=0,e.updateProjectionMatrix(),e}return b(n,[{key:"copy",value:function(e,t){return jc(S(n.prototype),"copy",this).call(this,e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=null===e.view?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}},{key:"setFocalLength",value:function(e){var t=.5*this.getFilmHeight()/e;this.fov=2*kg*Math.atan(t),this.updateProjectionMatrix()}},{key:"getFocalLength",value:function(){var e=Math.tan(.5*Tg*this.fov);return.5*this.getFilmHeight()/e}},{key:"getEffectiveFOV",value:function(){return 2*kg*Math.atan(Math.tan(.5*Tg*this.fov)/this.zoom)}},{key:"getFilmWidth",value:function(){return this.filmGauge*Math.min(this.aspect,1)}},{key:"getFilmHeight",value:function(){return this.filmGauge/Math.max(this.aspect,1)}},{key:"setViewOffset",value:function(e,t,n,r,i,A){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=r,this.view.width=i,this.view.height=A,this.updateProjectionMatrix()}},{key:"clearViewOffset",value:function(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}},{key:"updateProjectionMatrix",value:function(){var e=this.near,t=e*Math.tan(.5*Tg*this.fov)/this.zoom,n=2*t,r=this.aspect*n,i=-.5*r,A=this.view;if(null!==this.view&&this.view.enabled){var a=A.fullWidth,o=A.fullHeight;i+=A.offsetX*r/a,t-=A.offsetY*n/o,r*=A.width/a,n*=A.height/o}var s=this.filmOffset;0!==s&&(i+=e*s/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+r,t,t-n,e,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}},{key:"toJSON",value:function(e){var t=jc(S(n.prototype),"toJSON",this).call(this,e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}}]),n}(py),my=-90,vy=1,yy=function(e){C(n,e);var t=M(n);function n(e,r,i){var A;B(this,n),(A=t.call(this)).type="CubeCamera",A.renderTarget=i;var a=new gy(my,vy,e,r);a.layers=A.layers,a.up.set(0,1,0),a.lookAt(1,0,0),A.add(a);var o=new gy(my,vy,e,r);o.layers=A.layers,o.up.set(0,1,0),o.lookAt(-1,0,0),A.add(o);var s=new gy(my,vy,e,r);s.layers=A.layers,s.up.set(0,0,-1),s.lookAt(0,1,0),A.add(s);var l=new gy(my,vy,e,r);l.layers=A.layers,l.up.set(0,0,1),l.lookAt(0,-1,0),A.add(l);var u=new gy(my,vy,e,r);u.layers=A.layers,u.up.set(0,1,0),u.lookAt(0,0,1),A.add(u);var c=new gy(my,vy,e,r);return c.layers=A.layers,c.up.set(0,1,0),c.lookAt(0,0,-1),A.add(c),A}return b(n,[{key:"update",value:function(e,t){null===this.parent&&this.updateMatrixWorld();var n=this.renderTarget,r=v(this.children,6),i=r[0],A=r[1],a=r[2],o=r[3],s=r[4],l=r[5],u=e.getRenderTarget(),c=e.toneMapping,d=e.xr.enabled;e.toneMapping=Gf,e.xr.enabled=!1;var h=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,e.setRenderTarget(n,0),e.render(t,i),e.setRenderTarget(n,1),e.render(t,A),e.setRenderTarget(n,2),e.render(t,a),e.setRenderTarget(n,3),e.render(t,o),e.setRenderTarget(n,4),e.render(t,s),n.texture.generateMipmaps=h,e.setRenderTarget(n,5),e.render(t,l),e.setRenderTarget(u),e.toneMapping=c,e.xr.enabled=d,n.texture.needsPMREMUpdate=!0}}]),n}(mv),wy=function(e){C(n,e);var t=M(n);function n(e,r,i,A,a,o,s,l,u,c){var d;return B(this,n),e=void 0!==e?e:[],r=void 0!==r?r:Yf,(d=t.call(this,e,r,i,A,a,o,s,l,u,c)).isCubeTexture=!0,d.flipY=!1,d}return b(n,[{key:"images",get:function(){return this.image},set:function(e){this.image=e}}]),n}(um),By=function(e){C(n,e);var t=M(n);function n(){var e,r=arguments.length>0&&void 0!==arguments[0]?arguments[0]:1,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:{};B(this,n),(e=t.call(this,r,r,i)).isWebGLCubeRenderTarget=!0;var A={width:r,height:r,depth:1},a=[A,A,A,A,A,A];return e.texture=new wy(a,i.mapping,i.wrapS,i.wrapT,i.magFilter,i.minFilter,i.format,i.type,i.anisotropy,i.encoding),e.texture.isRenderTargetTexture=!0,e.texture.generateMipmaps=void 0!==i.generateMipmaps&&i.generateMipmaps,e.texture.minFilter=void 0!==i.minFilter?i.minFilter:op,e}return b(n,[{key:"fromEquirectangularTexture",value:function(e,t){this.texture.type=t.type,this.texture.encoding=t.encoding,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;var n={tEquirect:{value:null}},r="\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",i="\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t",A=new oy(5,5,5),a=new fy({name:"CubemapFromEquirect",uniforms:sy(n),vertexShader:r,fragmentShader:i,side:lf,blending:cf});a.uniforms.tEquirect.value=t;var o=new Ay(A,a),s=t.minFilter;return t.minFilter===lp&&(t.minFilter=op),new yy(1,10,this).update(e,o),t.minFilter=s,o.geometry.dispose(),o.material.dispose(),this}},{key:"clear",value:function(e,t,n,r){for(var i=e.getRenderTarget(),A=0;A<6;A++)e.setRenderTarget(this,A),e.clear(t,n,r);e.setRenderTarget(i)}}]),n}(dm),_y=new gm,by=new gm,xy=new Gg,Cy=function(){function e(){var t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:new gm(1,0,0),n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0;B(this,e),this.isPlane=!0,this.normal=t,this.constant=n}return b(e,[{key:"set",value:function(e,t){return this.normal.copy(e),this.constant=t,this}},{key:"setComponents",value:function(e,t,n,r){return this.normal.set(e,t,n),this.constant=r,this}},{key:"setFromNormalAndCoplanarPoint",value:function(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}},{key:"setFromCoplanarPoints",value:function(e,t,n){var r=_y.subVectors(n,t).cross(by.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(r,e),this}},{key:"copy",value:function(e){return this.normal.copy(e.normal),this.constant=e.constant,this}},{key:"normalize",value:function(){var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this}},{key:"negate",value:function(){return this.constant*=-1,this.normal.negate(),this}},{key:"distanceToPoint",value:function(e){return this.normal.dot(e)+this.constant}},{key:"distanceToSphere",value:function(e){return this.distanceToPoint(e.center)-e.radius}},{key:"projectPoint",value:function(e,t){return t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)}},{key:"intersectLine",value:function(e,t){var n=e.delta(_y),r=this.normal.dot(n);if(0===r)return 0===this.distanceToPoint(e.start)?t.copy(e.start):null;var i=-(e.start.dot(this.normal)+this.constant)/r;return i<0||i>1?null:t.copy(n).multiplyScalar(i).add(e.start)}},{key:"intersectsLine",value:function(e){var t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}},{key:"intersectsBox",value:function(e){return e.intersectsPlane(this)}},{key:"intersectsSphere",value:function(e){return e.intersectsPlane(this)}},{key:"coplanarPoint",value:function(e){return e.copy(this.normal).multiplyScalar(-this.constant)}},{key:"applyMatrix4",value:function(e,t){var n=t||xy.getNormalMatrix(e),r=this.coplanarPoint(_y).applyMatrix4(e),i=this.normal.applyMatrix3(n).normalize();return this.constant=-r.dot(i),this}},{key:"translate",value:function(e){return this.constant-=e.dot(this.normal),this}},{key:"equals",value:function(e){return e.normal.equals(this.normal)&&e.constant===this.constant}},{key:"clone",value:function(){return(new this.constructor).copy(this)}}]),e}(),Sy=new Rm,Ey=new gm,Uy=function(){function e(){var t=arguments.length>0&&void 0!==arguments[0]?arguments[0]:new Cy,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:new Cy,r=arguments.length>2&&void 0!==arguments[2]?arguments[2]:new Cy,i=arguments.length>3&&void 0!==arguments[3]?arguments[3]:new Cy,A=arguments.length>4&&void 0!==arguments[4]?arguments[4]:new Cy,a=arguments.length>5&&void 0!==arguments[5]?arguments[5]:new Cy;B(this,e),this.planes=[t,n,r,i,A,a]}return b(e,[{key:"set",value:function(e,t,n,r,i,A){var a=this.planes;return a[0].copy(e),a[1].copy(t),a[2].copy(n),a[3].copy(r),a[4].copy(i),a[5].copy(A),this}},{key:"copy",value:function(e){for(var t=this.planes,n=0;n<6;n++)t[n].copy(e.planes[n]);return this}},{key:"setFromProjectionMatrix",value:function(e){var t=this.planes,n=e.elements,r=n[0],i=n[1],A=n[2],a=n[3],o=n[4],s=n[5],l=n[6],u=n[7],c=n[8],d=n[9],h=n[10],f=n[11],p=n[12],g=n[13],m=n[14],v=n[15];return t[0].setComponents(a-r,u-o,f-c,v-p).normalize(),t[1].setComponents(a+r,u+o,f+c,v+p).normalize(),t[2].setComponents(a+i,u+s,f+d,v+g).normalize(),t[3].setComponents(a-i,u-s,f-d,v-g).normalize(),t[4].setComponents(a-A,u-l,f-h,v-m).normalize(),t[5].setComponents(a+A,u+l,f+h,v+m).normalize(),this}},{key:"intersectsObject",value:function(e){var t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),Sy.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Sy)}},{key:"intersectsSprite",value:function(e){return Sy.center.set(0,0,0),Sy.radius=.7071067811865476,Sy.applyMatrix4(e.matrixWorld),this.intersectsSphere(Sy)}},{key:"intersectsSphere",value:function(e){for(var t=this.planes,n=e.center,r=-e.radius,i=0;i<6;i++){if(t[i].distanceToPoint(n) 0?e.max.x:e.min.x,Ey.y=r.normal.y>0?e.max.y:e.min.y,Ey.z=r.normal.z>0?e.max.z:e.min.z,r.distanceToPoint(Ey)<0)return!1}return!0}},{key:"containsPoint",value:function(e){for(var t=this.planes,n=0;n<6;n++)if(t[n].distanceToPoint(e)<0)return!1;return!0}},{key:"clone",value:function(){return(new this.constructor).copy(this)}}]),e}();function My(){var e=null,t=!1,n=null,r=null;function i(t,A){n(t,A),r=e.requestAnimationFrame(i)}return{start:function(){!0!==t&&null!==n&&(r=e.requestAnimationFrame(i),t=!0)},stop:function(){e.cancelAnimationFrame(r),t=!1},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function Fy(e,t){var n=t.isWebGL2,r=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),r.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);var n=r.get(t);n&&(e.deleteBuffer(n.buffer),r.delete(t))},update:function(t,i){if(t.isGLBufferAttribute){var A=r.get(t);(!A||A.version 0&&void 0!==arguments[0]?arguments[0]:1,i=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,A=arguments.length>2&&void 0!==arguments[2]?arguments[2]:1,a=arguments.length>3&&void 0!==arguments[3]?arguments[3]:1;B(this,n),(e=t.call(this)).type="PlaneGeometry",e.parameters={width:r,height:i,widthSegments:A,heightSegments:a};for(var o=r/2,s=i/2,l=Math.floor(A),u=Math.floor(a),c=l+1,d=u+1,h=r/l,f=i/u,p=[],g=[],m=[],v=[],y=0;y 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\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_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",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, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\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 ) * faceDirection;\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",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\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}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\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#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\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}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\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.a );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, 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, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\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",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\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",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.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};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.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};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 ltc_1;\tuniform sampler2D ltc_2;\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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, 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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, 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 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\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_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\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\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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\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 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\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}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\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}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\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\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\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( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), 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( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), 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 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\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, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\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",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",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\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",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\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\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}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef texture2DLodEXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include