@hellpig/anarchy-engine 21.4.1 → 22.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +4 -3
- package/README.md +9 -0
- package/dist/Abstract/Entities/AbstractEntity.js +1 -1
- package/dist/Abstract/Entities/AbstractEntity.js.map +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js.map +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js.map +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js.map +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js.map +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js.map +1 -1
- package/dist/Actor/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js.map +1 -1
- package/dist/Actor/Entities/Actor/Actor.js +1 -1
- package/dist/Actor/Entities/Actor/Actor.js.map +1 -1
- package/dist/Actor/Factories/ActorFactory.js +1 -1
- package/dist/Actor/Factories/ActorFactory.js.map +1 -1
- package/dist/Actor/Mixins/WithActorStates.js +1 -1
- package/dist/Actor/Mixins/WithActorStates.js.map +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js.map +1 -1
- package/dist/Actor/Utils/ActorUtils.js +1 -1
- package/dist/Actor/Utils/ActorUtils.js.map +1 -1
- package/dist/Actor/index.d.ts +1 -0
- package/dist/Animations/Adapters/EntityToConfig.js +1 -1
- package/dist/Animations/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js.map +1 -1
- package/dist/Animations/Services/AnimationsService.js +1 -1
- package/dist/Animations/Services/AnimationsService.js.map +1 -1
- package/dist/Animations/Utils/SerializationUtils.js +1 -1
- package/dist/Animations/Utils/SerializationUtils.js.map +1 -1
- package/dist/Audio/Adapters/AudioConfigToParams.d.ts +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js.map +1 -0
- package/dist/Audio/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Audio/Adapters/index.d.ts +1 -1
- package/dist/Audio/Factories/AudioFactory.js +1 -1
- package/dist/Audio/Factories/AudioFactory.js.map +1 -1
- package/dist/Audio/Loader/AudioLoader.js +1 -1
- package/dist/Audio/Loader/AudioLoader.js.map +1 -1
- package/dist/Audio/Services/AudioService.js +1 -1
- package/dist/Audio/Services/AudioService.js.map +1 -1
- package/dist/Audio/Utils/AudioUtils.js +1 -1
- package/dist/Audio/Utils/AudioUtils.js.map +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js.map +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js.map +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js.map +1 -1
- package/dist/Camera/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Camera/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Camera/Adapters/index.d.ts +1 -1
- package/dist/Camera/Factories/CameraFactory.js +1 -1
- package/dist/Camera/Factories/CameraFactory.js.map +1 -1
- package/dist/Camera/Services/CameraService.js +1 -1
- package/dist/Camera/Services/CameraService.js.map +1 -1
- package/dist/Camera/Utils/CameraUtils.js +1 -1
- package/dist/Camera/Utils/CameraUtils.js.map +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js.map +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js.map +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js.map +1 -1
- package/dist/Collisions/Services/BvhService.js +1 -1
- package/dist/Collisions/Services/BvhService.js.map +1 -1
- package/dist/Collisions/Services/CollisionsService.js +1 -1
- package/dist/Collisions/Services/CollisionsService.js.map +1 -1
- package/dist/Color/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Color/Adapters/EntityToConfig.js +1 -1
- package/dist/Color/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js.map +1 -1
- package/dist/Controls/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Controls/Factories/ControlsFactory.js +1 -1
- package/dist/Controls/Factories/ControlsFactory.js.map +1 -1
- package/dist/Controls/Utils/ControlsUtils.js +1 -1
- package/dist/Controls/Utils/ControlsUtils.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/index.d.ts +1 -0
- package/dist/EnvMap/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js.map +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js.map +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js.map +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js.map +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js.map +1 -1
- package/dist/EnvMap/Services/EnvMapService.js +1 -1
- package/dist/EnvMap/Services/EnvMapService.js.map +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js.map +1 -1
- package/dist/EnvMap/index.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fog/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fog/Factories/FogFactory.js +1 -1
- package/dist/Fog/Factories/FogFactory.js.map +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js.map +1 -1
- package/dist/Fog/index.d.ts +1 -0
- package/dist/Fsm/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fsm/Entities/FsmSource.js +1 -1
- package/dist/Fsm/Entities/FsmSource.js.map +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js.map +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js.map +1 -1
- package/dist/Fsm/Services/FsmService.js +1 -1
- package/dist/Fsm/Services/FsmService.js.map +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js.map +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js.map +1 -1
- package/dist/Global/Utils/ContainerUtils.js +1 -1
- package/dist/Global/Utils/ContainerUtils.js.map +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js.map +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js.map +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js.map +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js.map +1 -1
- package/dist/Intersections/index.d.ts +1 -1
- package/dist/Keyboard/Services/KeyboardService.js +1 -1
- package/dist/Keyboard/Services/KeyboardService.js.map +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js.map +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js.map +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Kinematic/Adapters/index.d.ts +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js.map +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js.map +1 -1
- package/dist/Light/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Light/Adapters/ConfigToParams.js +1 -1
- package/dist/Light/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Light/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Light/Adapters/EntityToConfig.js +1 -1
- package/dist/Light/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Light/Factories/LightFactory.js +1 -1
- package/dist/Light/Factories/LightFactory.js.map +1 -1
- package/dist/Light/Utils/Utils.js +1 -1
- package/dist/Light/Utils/Utils.js.map +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js.map +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js.map +1 -1
- package/dist/Light/index.d.ts +1 -0
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js +1 -1
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js.map +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js.map +1 -1
- package/dist/Loop/Entities/Loop.js +1 -1
- package/dist/Loop/Entities/Loop.js.map +1 -1
- package/dist/Material/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Material/Adapters/ConfigToParams.js +1 -1
- package/dist/Material/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Material/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Material/Adapters/EntityToConfig.js +1 -1
- package/dist/Material/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js.map +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js.map +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js.map +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js.map +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js.map +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js.map +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js.map +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js.map +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js.map +1 -1
- package/dist/Material/Constants/Side/SideMap.js +1 -1
- package/dist/Material/Constants/Side/SideMap.js.map +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js.map +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js.map +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js.map +1 -1
- package/dist/Material/Factories/MaterialFactory.js +1 -1
- package/dist/Material/Factories/MaterialFactory.js.map +1 -1
- package/dist/Material/Mixins/WithMaterial.js +1 -1
- package/dist/Material/Mixins/WithMaterial.js.map +1 -1
- package/dist/Material/Utils/MaterialUtils.js +1 -1
- package/dist/Material/Utils/MaterialUtils.js.map +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js.map +1 -1
- package/dist/Material/index.d.ts +1 -0
- package/dist/Math/Utils/AnglesUtils.js +1 -1
- package/dist/Math/Utils/AnglesUtils.js.map +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js.map +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js.map +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js.map +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js.map +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Models3d/Entities/Model3d.js +1 -1
- package/dist/Models3d/Entities/Model3d.js.map +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js.map +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js.map +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js.map +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js.map +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js.map +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js.map +1 -1
- package/dist/Models3d/index.d.ts +1 -1
- package/dist/Mouse/Services/MouseService.js +1 -1
- package/dist/Mouse/Services/MouseService.js.map +1 -1
- package/dist/Mouse/Utils/MouseUtils.js +1 -1
- package/dist/Mouse/Utils/MouseUtils.js.map +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js.map +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js.map +1 -1
- package/dist/Particles/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Particles/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Particles/Factories/ParticlesFactory.js +1 -1
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import{UnsignedByteType,createCanvasElement,NoToneMapping,SRGBColorSpace,Vector4,Color,Frustum,Matrix4,Vector3,REVISION,error,warn,log,warnOnce,WebGLCoordinateSystem,WebGLRenderTarget,ColorManagement,LinearMipmapLinearFilter,HalfFloatType,DoubleSide,BackSide,FrontSide,LinearSRGBColorSpace,probeAsync,BufferGeometry,Float32BufferAttribute,RawShaderMaterial,Mesh,OrthographicCamera,SRGBTransfer,EventDispatcher,Vector2,PerspectiveCamera,ArrayCamera,WebXRController,RGBAFormat,DepthStencilFormat,DepthFormat,UnsignedInt248Type,UnsignedIntType,DepthTexture,RAD2DEG,DataTexture,RGFormat,LinearFilter,ClampToEdgeWrapping,NoColorSpace,LessEqualDepth,ReverseSubtractEquation,SubtractEquation,AddEquation,OneMinusConstantAlphaFactor,ConstantAlphaFactor,OneMinusConstantColorFactor,ConstantColorFactor,OneMinusDstAlphaFactor,OneMinusDstColorFactor,OneMinusSrcAlphaFactor,OneMinusSrcColorFactor,DstAlphaFactor,DstColorFactor,SrcAlphaSaturateFactor,SrcAlphaFactor,SrcColorFactor,OneFactor,ZeroFactor,MirroredRepeatWrapping,RepeatWrapping,LinearMipmapNearestFilter,NearestMipmapLinearFilter,NearestMipmapNearestFilter,NearestFilter,NotEqualCompare,GreaterCompare,GreaterEqualCompare,EqualCompare,LessEqualCompare,LessCompare,AlwaysCompare,NeverCompare,Plane,Matrix3,MeshDepthMaterial,MeshDistanceMaterial,ShaderMaterial,BufferAttribute,PCFShadowMap,PCFSoftShadowMap,NoBlending,VSMShadowMap,FloatType,WebGLCubeRenderTarget,CubeDepthTexture,RGBAIntegerFormat,RGIntegerFormat,RedIntegerFormat,UnsignedShortType,UnsignedShort4444Type,UnsignedShort5551Type,ExternalTexture,PlaneGeometry,UnsignedInt5999Type,UnsignedInt101111Type,ByteType,ShortType,IntType,AlphaFormat,RGBFormat,RedFormat,RGB_S3TC_DXT1_Format,RGBA_S3TC_DXT1_Format,RGBA_S3TC_DXT3_Format,RGBA_S3TC_DXT5_Format,RGB_PVRTC_4BPPV1_Format,RGB_PVRTC_2BPPV1_Format,RGBA_PVRTC_4BPPV1_Format,RGBA_PVRTC_2BPPV1_Format,RGB_ETC1_Format,RGB_ETC2_Format,RGBA_ETC2_EAC_Format,R11_EAC_Format,SIGNED_R11_EAC_Format,RG11_EAC_Format,SIGNED_RG11_EAC_Format,RGBA_ASTC_4x4_Format,RGBA_ASTC_5x4_Format,RGBA_ASTC_5x5_Format,RGBA_ASTC_6x5_Format,RGBA_ASTC_6x6_Format,RGBA_ASTC_8x5_Format,RGBA_ASTC_8x6_Format,RGBA_ASTC_8x8_Format,RGBA_ASTC_10x5_Format,RGBA_ASTC_10x6_Format,RGBA_ASTC_10x8_Format,RGBA_ASTC_10x10_Format,RGBA_ASTC_12x10_Format,RGBA_ASTC_12x12_Format,RGBA_BPTC_Format,RGB_BPTC_SIGNED_Format,RGB_BPTC_UNSIGNED_Format,RED_RGTC1_Format,SIGNED_RED_RGTC1_Format,RED_GREEN_RGTC2_Format,SIGNED_RED_GREEN_RGTC2_Format,NotEqualDepth,GreaterDepth,GreaterEqualDepth,EqualDepth,LessDepth,AlwaysDepth,NeverDepth,CullFaceNone,CullFaceBack,CullFaceFront,NormalBlending,CustomBlending,MultiplyBlending,SubtractiveBlending,AdditiveBlending,EquirectangularReflectionMapping,EquirectangularRefractionMapping,DataArrayTexture,UniformsUtils,CubeUVReflectionMapping,TangentSpaceNormalMap,ObjectSpaceNormalMap,getUnlitUniformColorSpace,BoxGeometry,cloneUniforms,Euler,CustomToneMapping,NeutralToneMapping,AgXToneMapping,ACESFilmicToneMapping,CineonToneMapping,ReinhardToneMapping,LinearToneMapping,getByteLength,LinearTransfer,CubeReflectionMapping,CubeRefractionMapping,MeshBasicMaterial,Uint32BufferAttribute,Uint16BufferAttribute,arrayNeedsUint32,GLSL3,Layers,CubeTexture,Data3DTexture,createElementNS,AddOperation,MixOperation,MultiplyOperation,mergeUniforms,Texture,MinEquation,MaxEquation}from"./three.core.js";export{AdditiveAnimationBlendMode,AlwaysStencilFunc,AmbientLight,AnimationAction,AnimationClip,AnimationMixer,AttachedBindMode,Audio,AudioContext,AudioListener,AudioLoader,BasicDepthPacking,BatchedMesh,Bone,BooleanKeyframeTrack,Box3,Cache,Camera,CanvasTexture,Clock,ColorKeyframeTrack,Controls,CubeCamera,CubicInterpolant,DataTextureLoader,DataUtils,DecrementStencilOp,DecrementWrapStencilOp,DefaultLoadingManager,DetachedBindMode,DirectionalLight,DiscreteInterpolant,EqualStencilFunc,FileLoader,Fog,FrustumArray,GreaterEqualStencilFunc,GreaterStencilFunc,Group,HemisphereLight,ImageBitmapLoader,ImageLoader,ImageUtils,IncrementStencilOp,IncrementWrapStencilOp,InstancedBufferAttribute,InstancedBufferGeometry,InstancedInterleavedBuffer,InstancedMesh,InterleavedBuffer,InterleavedBufferAttribute,Interpolant,InterpolateDiscrete,InterpolateLinear,InterpolateSmooth,InvertStencilOp,KeepStencilOp,KeyframeTrack,LessEqualStencilFunc,LessStencilFunc,Light,Line,Line3,LineBasicMaterial,LineDashedMaterial,LineLoop,LineSegments,LinearInterpolant,Loader,LoaderUtils,LoadingManager,LoopOnce,LoopPingPong,LoopRepeat,MOUSE,Material,MathUtils,MeshLambertMaterial,MeshMatcapMaterial,MeshNormalMaterial,MeshPhongMaterial,MeshPhysicalMaterial,MeshStandardMaterial,MeshToonMaterial,NeverStencilFunc,NormalAnimationBlendMode,NotEqualStencilFunc,NumberKeyframeTrack,Object3D,PointLight,Points,PointsMaterial,PositionalAudio,PropertyBinding,PropertyMixer,Quaternion,QuaternionKeyframeTrack,QuaternionLinearInterpolant,RGBADepthPacking,RGBIntegerFormat,Ray,Raycaster,RectAreaLight,RenderTarget,ReplaceStencilOp,Scene,ShadowMaterial,Skeleton,SkinnedMesh,Source,Sphere,SphereGeometry,Spherical,SpotLight,SpriteMaterial,StaticDrawUsage,StringKeyframeTrack,TOUCH,TextureLoader,Triangle,TriangleFanDrawMode,TriangleStripDrawMode,TrianglesDrawMode,UVMapping,VectorKeyframeTrack,WebGPUCoordinateSystem,WireframeGeometry,WrapAroundEnding,ZeroCurvatureEnding,ZeroSlopeEnding,ZeroStencilOp}from"./three.core.js";function WebGLAnimation(){let context=null,isAnimating=!1,animationLoop=null,requestId=null;function onAnimationFrame(time,frame){animationLoop(time,frame),requestId=context.requestAnimationFrame(onAnimationFrame)}return{start:function(){!0!==isAnimating&&null!==animationLoop&&(requestId=context.requestAnimationFrame(onAnimationFrame),isAnimating=!0)},stop:function(){context.cancelAnimationFrame(requestId),isAnimating=!1},setAnimationLoop:function(callback){animationLoop=callback},setContext:function(value){context=value}}}function WebGLAttributes(gl){const buffers=new WeakMap;return{get:function(attribute){return attribute.isInterleavedBufferAttribute&&(attribute=attribute.data),buffers.get(attribute)},remove:function(attribute){attribute.isInterleavedBufferAttribute&&(attribute=attribute.data);const data=buffers.get(attribute);data&&(gl.deleteBuffer(data.buffer),buffers.delete(attribute))},update:function(attribute,bufferType){if(attribute.isInterleavedBufferAttribute&&(attribute=attribute.data),attribute.isGLBufferAttribute){const cached=buffers.get(attribute);return void((!cached||cached.version<attribute.version)&&buffers.set(attribute,{buffer:attribute.buffer,type:attribute.type,bytesPerElement:attribute.elementSize,version:attribute.version}))}const data=buffers.get(attribute);if(void 0===data)buffers.set(attribute,function(attribute,bufferType){const array=attribute.array,usage=attribute.usage,size=array.byteLength,buffer=gl.createBuffer();let type;if(gl.bindBuffer(bufferType,buffer),gl.bufferData(bufferType,array,usage),attribute.onUploadCallback(),array instanceof Float32Array)type=gl.FLOAT;else if("undefined"!=typeof Float16Array&&array instanceof Float16Array)type=gl.HALF_FLOAT;else if(array instanceof Uint16Array)type=attribute.isFloat16BufferAttribute?gl.HALF_FLOAT:gl.UNSIGNED_SHORT;else if(array instanceof Int16Array)type=gl.SHORT;else if(array instanceof Uint32Array)type=gl.UNSIGNED_INT;else if(array instanceof Int32Array)type=gl.INT;else if(array instanceof Int8Array)type=gl.BYTE;else if(array instanceof Uint8Array)type=gl.UNSIGNED_BYTE;else{if(!(array instanceof Uint8ClampedArray))throw new Error("THREE.WebGLAttributes: Unsupported buffer data format: "+array);type=gl.UNSIGNED_BYTE}return{buffer:buffer,type:type,bytesPerElement:array.BYTES_PER_ELEMENT,version:attribute.version,size:size}}(attribute,bufferType));else if(data.version<attribute.version){if(data.size!==attribute.array.byteLength)throw new Error("THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. Resizing buffer attributes is not supported.");!function(buffer,attribute,bufferType){const array=attribute.array,updateRanges=attribute.updateRanges;if(gl.bindBuffer(bufferType,buffer),0===updateRanges.length)gl.bufferSubData(bufferType,0,array);else{updateRanges.sort((a,b)=>a.start-b.start);let mergeIndex=0;for(let i=1;i<updateRanges.length;i++){const previousRange=updateRanges[mergeIndex],range=updateRanges[i];range.start<=previousRange.start+previousRange.count+1?previousRange.count=Math.max(previousRange.count,range.start+range.count-previousRange.start):(++mergeIndex,updateRanges[mergeIndex]=range)}updateRanges.length=mergeIndex+1;for(let i=0,l=updateRanges.length;i<l;i++){const range=updateRanges[i];gl.bufferSubData(bufferType,range.start*array.BYTES_PER_ELEMENT,array,range.start,range.count)}attribute.clearUpdateRanges()}attribute.onUploadCallback()}(data.buffer,attribute,bufferType),data.version=attribute.version}}}}const ShaderChunk={alphahash_fragment:"#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif",alphahash_pars_fragment:"#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif",alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif",alphatest_pars_fragment:"#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",batching_pars_vertex:"#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif",batching_vertex:"#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif",begin_vertex:"vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"float 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} // validated",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\treturn 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 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( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + 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 = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( 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#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\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 ) || defined( USE_BATCHING_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 ) || defined( USE_BATCHING_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\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.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};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\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}\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}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated",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_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\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_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 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, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",colorspace_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",colorspace_pars_fragment:"vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( 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, envMapRotation * 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\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\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:"#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * 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#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * 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\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\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_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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\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\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\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, 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 vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\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 vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\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 USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\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 = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, 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, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).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_DISPERSION\n\tmaterial.dispersion = dispersion;\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, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).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_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",lights_physical_pars_fragment:"uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\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\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\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\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn v;\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\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 dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 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 * transpose( 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}\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\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 rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\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\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\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}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\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.specularColorBlended * t2.x + ( vec3( 1.0 ) - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\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:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\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.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\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, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, 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.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, 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.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\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 ], geometryNormal );\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, vLightMapUv );\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( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\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\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\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_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\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, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphinstance_vertex:"#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS )\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\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\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 *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;",normal_fragment_maps:"#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).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( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\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 USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.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 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\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",opaque_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\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.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in 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( const in 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 depth, const in float near, const in float far ) {\n\treturn depth * ( 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 depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - 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_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\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, vRoughnessMapUv );\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\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\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\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\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\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\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\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * 6.28318530718;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * 6.28318530718;\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 0, 5, phi ).x + bitangent * vogelDiskSample( 0, 5, phi ).y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 1, 5, phi ).x + bitangent * vogelDiskSample( 1, 5, phi ).y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 2, 5, phi ).x + bitangent * vogelDiskSample( 2, 5, phi ).y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 3, 5, phi ).x + bitangent * vogelDiskSample( 3, 5, phi ).y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 4, 5, phi ).x + bitangent * vogelDiskSample( 4, 5, phi ).y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadow = step( depth, dp );\n\t\t\t#else\n\t\t\t\tshadow = step( dp, depth );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying 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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity;\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.shadowIntensity, 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.shadowIntensity, 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 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\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.shadowIntensity, 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\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\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, vSpecularMapUv );\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 saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( 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}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\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, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.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\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\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 lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\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 dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif",uv_pars_fragment:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_pars_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 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_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\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 <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\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;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * 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 <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}",cube_vert:"varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\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 <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}",depth_vert:"#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <logdepthbuf_fragment>\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\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#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}",distance_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}",distance_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}",meshbasic_vert:"#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_lambert_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",points_vert:"uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}",shadow_vert:"#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}"},UniformsLib={common:{diffuse:{value:new Color(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new Matrix3},alphaMap:{value:null},alphaMapTransform:{value:new Matrix3},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new Matrix3}},envmap:{envMap:{value:null},envMapRotation:{value:new Matrix3},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98},dfgLUT:{value:null}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new Matrix3}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new Matrix3}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new Matrix3},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new Matrix3},normalScale:{value:new Vector2(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new Matrix3},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new Matrix3}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new Matrix3}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new Matrix3}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Color(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Color(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new Matrix3},alphaTest:{value:0},uvTransform:{value:new Matrix3}},sprite:{diffuse:{value:new Color(16777215)},opacity:{value:1},center:{value:new Vector2(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new Matrix3},alphaMap:{value:null},alphaMapTransform:{value:new Matrix3},alphaTest:{value:0}}},ShaderLib={basic:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.fog]),vertexShader:ShaderChunk.meshbasic_vert,fragmentShader:ShaderChunk.meshbasic_frag},lambert:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0)}}]),vertexShader:ShaderChunk.meshlambert_vert,fragmentShader:ShaderChunk.meshlambert_frag},phong:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0)},specular:{value:new Color(1118481)},shininess:{value:30}}]),vertexShader:ShaderChunk.meshphong_vert,fragmentShader:ShaderChunk.meshphong_frag},standard:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.roughnessmap,UniformsLib.metalnessmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag},toon:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.gradientmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0)}}]),vertexShader:ShaderChunk.meshtoon_vert,fragmentShader:ShaderChunk.meshtoon_frag},matcap:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,{matcap:{value:null}}]),vertexShader:ShaderChunk.meshmatcap_vert,fragmentShader:ShaderChunk.meshmatcap_frag},points:{uniforms:mergeUniforms([UniformsLib.points,UniformsLib.fog]),vertexShader:ShaderChunk.points_vert,fragmentShader:ShaderChunk.points_frag},dashed:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:ShaderChunk.linedashed_vert,fragmentShader:ShaderChunk.linedashed_frag},depth:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.displacementmap]),vertexShader:ShaderChunk.depth_vert,fragmentShader:ShaderChunk.depth_frag},normal:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,{opacity:{value:1}}]),vertexShader:ShaderChunk.meshnormal_vert,fragmentShader:ShaderChunk.meshnormal_frag},sprite:{uniforms:mergeUniforms([UniformsLib.sprite,UniformsLib.fog]),vertexShader:ShaderChunk.sprite_vert,fragmentShader:ShaderChunk.sprite_frag},background:{uniforms:{uvTransform:{value:new Matrix3},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:ShaderChunk.background_vert,fragmentShader:ShaderChunk.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1},backgroundRotation:{value:new Matrix3}},vertexShader:ShaderChunk.backgroundCube_vert,fragmentShader:ShaderChunk.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:ShaderChunk.cube_vert,fragmentShader:ShaderChunk.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:ShaderChunk.equirect_vert,fragmentShader:ShaderChunk.equirect_frag},distance:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.displacementmap,{referencePosition:{value:new Vector3},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:ShaderChunk.distance_vert,fragmentShader:ShaderChunk.distance_frag},shadow:{uniforms:mergeUniforms([UniformsLib.lights,UniformsLib.fog,{color:{value:new Color(0)},opacity:{value:1}}]),vertexShader:ShaderChunk.shadow_vert,fragmentShader:ShaderChunk.shadow_frag}};ShaderLib.physical={uniforms:mergeUniforms([ShaderLib.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatMapTransform:{value:new Matrix3},clearcoatNormalMap:{value:null},clearcoatNormalMapTransform:{value:new Matrix3},clearcoatNormalScale:{value:new Vector2(1,1)},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatRoughnessMapTransform:{value:new Matrix3},dispersion:{value:0},iridescence:{value:0},iridescenceMap:{value:null},iridescenceMapTransform:{value:new Matrix3},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},iridescenceThicknessMapTransform:{value:new Matrix3},sheen:{value:0},sheenColor:{value:new Color(0)},sheenColorMap:{value:null},sheenColorMapTransform:{value:new Matrix3},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},sheenRoughnessMapTransform:{value:new Matrix3},transmission:{value:0},transmissionMap:{value:null},transmissionMapTransform:{value:new Matrix3},transmissionSamplerSize:{value:new Vector2},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},thicknessMapTransform:{value:new Matrix3},attenuationDistance:{value:0},attenuationColor:{value:new Color(0)},specularColor:{value:new Color(1,1,1)},specularColorMap:{value:null},specularColorMapTransform:{value:new Matrix3},specularIntensity:{value:1},specularIntensityMap:{value:null},specularIntensityMapTransform:{value:new Matrix3},anisotropyVector:{value:new Vector2},anisotropyMap:{value:null},anisotropyMapTransform:{value:new Matrix3}}]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag};const _rgb={r:0,b:0,g:0},_e1$1=new Euler,_m1$1=new Matrix4;function WebGLBackground(renderer,cubemaps,cubeuvmaps,state,objects,alpha,premultipliedAlpha){const clearColor=new Color(0);let planeMesh,boxMesh,clearAlpha=!0===alpha?0:1,currentBackground=null,currentBackgroundVersion=0,currentTonemapping=null;function getBackground(scene){let background=!0===scene.isScene?scene.background:null;return background&&background.isTexture&&(background=(scene.backgroundBlurriness>0?cubeuvmaps:cubemaps).get(background)),background}function setClear(color,alpha){color.getRGB(_rgb,getUnlitUniformColorSpace(renderer)),state.buffers.color.setClear(_rgb.r,_rgb.g,_rgb.b,alpha,premultipliedAlpha)}return{getClearColor:function(){return clearColor},setClearColor:function(color,alpha=1){clearColor.set(color),clearAlpha=alpha,setClear(clearColor,clearAlpha)},getClearAlpha:function(){return clearAlpha},setClearAlpha:function(alpha){clearAlpha=alpha,setClear(clearColor,clearAlpha)},render:function(scene){let forceClear=!1;const background=getBackground(scene);null===background?setClear(clearColor,clearAlpha):background&&background.isColor&&(setClear(background,1),forceClear=!0);const environmentBlendMode=renderer.xr.getEnvironmentBlendMode();"additive"===environmentBlendMode?state.buffers.color.setClear(0,0,0,1,premultipliedAlpha):"alpha-blend"===environmentBlendMode&&state.buffers.color.setClear(0,0,0,0,premultipliedAlpha),(renderer.autoClear||forceClear)&&(state.buffers.depth.setTest(!0),state.buffers.depth.setMask(!0),state.buffers.color.setMask(!0),renderer.clear(renderer.autoClearColor,renderer.autoClearDepth,renderer.autoClearStencil))},addToRenderList:function(renderList,scene){const background=getBackground(scene);background&&(background.isCubeTexture||background.mapping===CubeUVReflectionMapping)?(void 0===boxMesh&&(boxMesh=new Mesh(new BoxGeometry(1,1,1),new ShaderMaterial({name:"BackgroundCubeMaterial",uniforms:cloneUniforms(ShaderLib.backgroundCube.uniforms),vertexShader:ShaderLib.backgroundCube.vertexShader,fragmentShader:ShaderLib.backgroundCube.fragmentShader,side:BackSide,depthTest:!1,depthWrite:!1,fog:!1,allowOverride:!1})),boxMesh.geometry.deleteAttribute("normal"),boxMesh.geometry.deleteAttribute("uv"),boxMesh.onBeforeRender=function(renderer,scene,camera){this.matrixWorld.copyPosition(camera.matrixWorld)},Object.defineProperty(boxMesh.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),objects.update(boxMesh)),_e1$1.copy(scene.backgroundRotation),_e1$1.x*=-1,_e1$1.y*=-1,_e1$1.z*=-1,background.isCubeTexture&&!1===background.isRenderTargetTexture&&(_e1$1.y*=-1,_e1$1.z*=-1),boxMesh.material.uniforms.envMap.value=background,boxMesh.material.uniforms.flipEnvMap.value=background.isCubeTexture&&!1===background.isRenderTargetTexture?-1:1,boxMesh.material.uniforms.backgroundBlurriness.value=scene.backgroundBlurriness,boxMesh.material.uniforms.backgroundIntensity.value=scene.backgroundIntensity,boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4(_m1$1.makeRotationFromEuler(_e1$1)),boxMesh.material.toneMapped=ColorManagement.getTransfer(background.colorSpace)!==SRGBTransfer,currentBackground===background&¤tBackgroundVersion===background.version&¤tTonemapping===renderer.toneMapping||(boxMesh.material.needsUpdate=!0,currentBackground=background,currentBackgroundVersion=background.version,currentTonemapping=renderer.toneMapping),boxMesh.layers.enableAll(),renderList.unshift(boxMesh,boxMesh.geometry,boxMesh.material,0,0,null)):background&&background.isTexture&&(void 0===planeMesh&&(planeMesh=new Mesh(new PlaneGeometry(2,2),new ShaderMaterial({name:"BackgroundMaterial",uniforms:cloneUniforms(ShaderLib.background.uniforms),vertexShader:ShaderLib.background.vertexShader,fragmentShader:ShaderLib.background.fragmentShader,side:FrontSide,depthTest:!1,depthWrite:!1,fog:!1,allowOverride:!1})),planeMesh.geometry.deleteAttribute("normal"),Object.defineProperty(planeMesh.material,"map",{get:function(){return this.uniforms.t2D.value}}),objects.update(planeMesh)),planeMesh.material.uniforms.t2D.value=background,planeMesh.material.uniforms.backgroundIntensity.value=scene.backgroundIntensity,planeMesh.material.toneMapped=ColorManagement.getTransfer(background.colorSpace)!==SRGBTransfer,!0===background.matrixAutoUpdate&&background.updateMatrix(),planeMesh.material.uniforms.uvTransform.value.copy(background.matrix),currentBackground===background&¤tBackgroundVersion===background.version&¤tTonemapping===renderer.toneMapping||(planeMesh.material.needsUpdate=!0,currentBackground=background,currentBackgroundVersion=background.version,currentTonemapping=renderer.toneMapping),planeMesh.layers.enableAll(),renderList.unshift(planeMesh,planeMesh.geometry,planeMesh.material,0,0,null))},dispose:function(){void 0!==boxMesh&&(boxMesh.geometry.dispose(),boxMesh.material.dispose(),boxMesh=void 0),void 0!==planeMesh&&(planeMesh.geometry.dispose(),planeMesh.material.dispose(),planeMesh=void 0)}}}function WebGLBindingStates(gl,attributes){const maxVertexAttributes=gl.getParameter(gl.MAX_VERTEX_ATTRIBS),bindingStates={},defaultState=createBindingState(null);let currentState=defaultState,forceUpdate=!1;function bindVertexArrayObject(vao){return gl.bindVertexArray(vao)}function deleteVertexArrayObject(vao){return gl.deleteVertexArray(vao)}function createBindingState(vao){const newAttributes=[],enabledAttributes=[],attributeDivisors=[];for(let i=0;i<maxVertexAttributes;i++)newAttributes[i]=0,enabledAttributes[i]=0,attributeDivisors[i]=0;return{geometry:null,program:null,wireframe:!1,newAttributes:newAttributes,enabledAttributes:enabledAttributes,attributeDivisors:attributeDivisors,object:vao,attributes:{},index:null}}function initAttributes(){const newAttributes=currentState.newAttributes;for(let i=0,il=newAttributes.length;i<il;i++)newAttributes[i]=0}function enableAttribute(attribute){enableAttributeAndDivisor(attribute,0)}function enableAttributeAndDivisor(attribute,meshPerAttribute){const enabledAttributes=currentState.enabledAttributes,attributeDivisors=currentState.attributeDivisors;currentState.newAttributes[attribute]=1,0===enabledAttributes[attribute]&&(gl.enableVertexAttribArray(attribute),enabledAttributes[attribute]=1),attributeDivisors[attribute]!==meshPerAttribute&&(gl.vertexAttribDivisor(attribute,meshPerAttribute),attributeDivisors[attribute]=meshPerAttribute)}function disableUnusedAttributes(){const newAttributes=currentState.newAttributes,enabledAttributes=currentState.enabledAttributes;for(let i=0,il=enabledAttributes.length;i<il;i++)enabledAttributes[i]!==newAttributes[i]&&(gl.disableVertexAttribArray(i),enabledAttributes[i]=0)}function vertexAttribPointer(index,size,type,normalized,stride,offset,integer){!0===integer?gl.vertexAttribIPointer(index,size,type,stride,offset):gl.vertexAttribPointer(index,size,type,normalized,stride,offset)}function reset(){resetDefaultState(),forceUpdate=!0,currentState!==defaultState&&(currentState=defaultState,bindVertexArrayObject(currentState.object))}function resetDefaultState(){defaultState.geometry=null,defaultState.program=null,defaultState.wireframe=!1}return{setup:function(object,material,program,geometry,index){let updateBuffers=!1;const state=function(geometry,program,material){const wireframe=!0===material.wireframe;let programMap=bindingStates[geometry.id];void 0===programMap&&(programMap={},bindingStates[geometry.id]=programMap);let stateMap=programMap[program.id];void 0===stateMap&&(stateMap={},programMap[program.id]=stateMap);let state=stateMap[wireframe];return void 0===state&&(state=createBindingState(gl.createVertexArray()),stateMap[wireframe]=state),state}(geometry,program,material);currentState!==state&&(currentState=state,bindVertexArrayObject(currentState.object)),updateBuffers=function(object,geometry,program,index){const cachedAttributes=currentState.attributes,geometryAttributes=geometry.attributes;let attributesNum=0;const programAttributes=program.getAttributes();for(const name in programAttributes)if(programAttributes[name].location>=0){const cachedAttribute=cachedAttributes[name];let geometryAttribute=geometryAttributes[name];if(void 0===geometryAttribute&&("instanceMatrix"===name&&object.instanceMatrix&&(geometryAttribute=object.instanceMatrix),"instanceColor"===name&&object.instanceColor&&(geometryAttribute=object.instanceColor)),void 0===cachedAttribute)return!0;if(cachedAttribute.attribute!==geometryAttribute)return!0;if(geometryAttribute&&cachedAttribute.data!==geometryAttribute.data)return!0;attributesNum++}return currentState.attributesNum!==attributesNum||currentState.index!==index}(object,geometry,program,index),updateBuffers&&function(object,geometry,program,index){const cache={},attributes=geometry.attributes;let attributesNum=0;const programAttributes=program.getAttributes();for(const name in programAttributes)if(programAttributes[name].location>=0){let attribute=attributes[name];void 0===attribute&&("instanceMatrix"===name&&object.instanceMatrix&&(attribute=object.instanceMatrix),"instanceColor"===name&&object.instanceColor&&(attribute=object.instanceColor));const data={};data.attribute=attribute,attribute&&attribute.data&&(data.data=attribute.data),cache[name]=data,attributesNum++}currentState.attributes=cache,currentState.attributesNum=attributesNum,currentState.index=index}(object,geometry,program,index),null!==index&&attributes.update(index,gl.ELEMENT_ARRAY_BUFFER),(updateBuffers||forceUpdate)&&(forceUpdate=!1,function(object,material,program,geometry){initAttributes();const geometryAttributes=geometry.attributes,programAttributes=program.getAttributes(),materialDefaultAttributeValues=material.defaultAttributeValues;for(const name in programAttributes){const programAttribute=programAttributes[name];if(programAttribute.location>=0){let geometryAttribute=geometryAttributes[name];if(void 0===geometryAttribute&&("instanceMatrix"===name&&object.instanceMatrix&&(geometryAttribute=object.instanceMatrix),"instanceColor"===name&&object.instanceColor&&(geometryAttribute=object.instanceColor)),void 0!==geometryAttribute){const normalized=geometryAttribute.normalized,size=geometryAttribute.itemSize,attribute=attributes.get(geometryAttribute);if(void 0===attribute)continue;const buffer=attribute.buffer,type=attribute.type,bytesPerElement=attribute.bytesPerElement,integer=type===gl.INT||type===gl.UNSIGNED_INT||geometryAttribute.gpuType===IntType;if(geometryAttribute.isInterleavedBufferAttribute){const data=geometryAttribute.data,stride=data.stride,offset=geometryAttribute.offset;if(data.isInstancedInterleavedBuffer){for(let i=0;i<programAttribute.locationSize;i++)enableAttributeAndDivisor(programAttribute.location+i,data.meshPerAttribute);!0!==object.isInstancedMesh&&void 0===geometry._maxInstanceCount&&(geometry._maxInstanceCount=data.meshPerAttribute*data.count)}else for(let i=0;i<programAttribute.locationSize;i++)enableAttribute(programAttribute.location+i);gl.bindBuffer(gl.ARRAY_BUFFER,buffer);for(let i=0;i<programAttribute.locationSize;i++)vertexAttribPointer(programAttribute.location+i,size/programAttribute.locationSize,type,normalized,stride*bytesPerElement,(offset+size/programAttribute.locationSize*i)*bytesPerElement,integer)}else{if(geometryAttribute.isInstancedBufferAttribute){for(let i=0;i<programAttribute.locationSize;i++)enableAttributeAndDivisor(programAttribute.location+i,geometryAttribute.meshPerAttribute);!0!==object.isInstancedMesh&&void 0===geometry._maxInstanceCount&&(geometry._maxInstanceCount=geometryAttribute.meshPerAttribute*geometryAttribute.count)}else for(let i=0;i<programAttribute.locationSize;i++)enableAttribute(programAttribute.location+i);gl.bindBuffer(gl.ARRAY_BUFFER,buffer);for(let i=0;i<programAttribute.locationSize;i++)vertexAttribPointer(programAttribute.location+i,size/programAttribute.locationSize,type,normalized,size*bytesPerElement,size/programAttribute.locationSize*i*bytesPerElement,integer)}}else if(void 0!==materialDefaultAttributeValues){const value=materialDefaultAttributeValues[name];if(void 0!==value)switch(value.length){case 2:gl.vertexAttrib2fv(programAttribute.location,value);break;case 3:gl.vertexAttrib3fv(programAttribute.location,value);break;case 4:gl.vertexAttrib4fv(programAttribute.location,value);break;default:gl.vertexAttrib1fv(programAttribute.location,value)}}}}disableUnusedAttributes()}(object,material,program,geometry),null!==index&&gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,attributes.get(index).buffer))},reset:reset,resetDefaultState:resetDefaultState,dispose:function(){reset();for(const geometryId in bindingStates){const programMap=bindingStates[geometryId];for(const programId in programMap){const stateMap=programMap[programId];for(const wireframe in stateMap)deleteVertexArrayObject(stateMap[wireframe].object),delete stateMap[wireframe];delete programMap[programId]}delete bindingStates[geometryId]}},releaseStatesOfGeometry:function(geometry){if(void 0===bindingStates[geometry.id])return;const programMap=bindingStates[geometry.id];for(const programId in programMap){const stateMap=programMap[programId];for(const wireframe in stateMap)deleteVertexArrayObject(stateMap[wireframe].object),delete stateMap[wireframe];delete programMap[programId]}delete bindingStates[geometry.id]},releaseStatesOfProgram:function(program){for(const geometryId in bindingStates){const programMap=bindingStates[geometryId];if(void 0===programMap[program.id])continue;const stateMap=programMap[program.id];for(const wireframe in stateMap)deleteVertexArrayObject(stateMap[wireframe].object),delete stateMap[wireframe];delete programMap[program.id]}},initAttributes:initAttributes,enableAttribute:enableAttribute,disableUnusedAttributes:disableUnusedAttributes}}function WebGLBufferRenderer(gl,extensions,info){let mode;function renderInstances(start,count,primcount){0!==primcount&&(gl.drawArraysInstanced(mode,start,count,primcount),info.update(count,mode,primcount))}this.setMode=function(value){mode=value},this.render=function(start,count){gl.drawArrays(mode,start,count),info.update(count,mode,1)},this.renderInstances=renderInstances,this.renderMultiDraw=function(starts,counts,drawCount){if(0===drawCount)return;extensions.get("WEBGL_multi_draw").multiDrawArraysWEBGL(mode,starts,0,counts,0,drawCount);let elementCount=0;for(let i=0;i<drawCount;i++)elementCount+=counts[i];info.update(elementCount,mode,1)},this.renderMultiDrawInstances=function(starts,counts,drawCount,primcount){if(0===drawCount)return;const extension=extensions.get("WEBGL_multi_draw");if(null===extension)for(let i=0;i<starts.length;i++)renderInstances(starts[i],counts[i],primcount[i]);else{extension.multiDrawArraysInstancedWEBGL(mode,starts,0,counts,0,primcount,0,drawCount);let elementCount=0;for(let i=0;i<drawCount;i++)elementCount+=counts[i]*primcount[i];info.update(elementCount,mode,1)}}}function WebGLCapabilities(gl,extensions,parameters,utils){let maxAnisotropy;function getMaxPrecision(precision){if("highp"===precision){if(gl.getShaderPrecisionFormat(gl.VERTEX_SHADER,gl.HIGH_FLOAT).precision>0&&gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER,gl.HIGH_FLOAT).precision>0)return"highp";precision="mediump"}return"mediump"===precision&&gl.getShaderPrecisionFormat(gl.VERTEX_SHADER,gl.MEDIUM_FLOAT).precision>0&&gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER,gl.MEDIUM_FLOAT).precision>0?"mediump":"lowp"}let precision=void 0!==parameters.precision?parameters.precision:"highp";const maxPrecision=getMaxPrecision(precision);return maxPrecision!==precision&&(warn("WebGLRenderer:",precision,"not supported, using",maxPrecision,"instead."),precision=maxPrecision),{isWebGL2:!0,getMaxAnisotropy:function(){if(void 0!==maxAnisotropy)return maxAnisotropy;if(!0===extensions.has("EXT_texture_filter_anisotropic")){const extension=extensions.get("EXT_texture_filter_anisotropic");maxAnisotropy=gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else maxAnisotropy=0;return maxAnisotropy},getMaxPrecision:getMaxPrecision,textureFormatReadable:function(textureFormat){return textureFormat===RGBAFormat||utils.convert(textureFormat)===gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT)},textureTypeReadable:function(textureType){const halfFloatSupportedByExt=textureType===HalfFloatType&&(extensions.has("EXT_color_buffer_half_float")||extensions.has("EXT_color_buffer_float"));return!(textureType!==UnsignedByteType&&utils.convert(textureType)!==gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE)&&textureType!==FloatType&&!halfFloatSupportedByExt)},precision:precision,logarithmicDepthBuffer:!0===parameters.logarithmicDepthBuffer,reversedDepthBuffer:!0===parameters.reversedDepthBuffer&&extensions.has("EXT_clip_control"),maxTextures:gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),maxVertexTextures:gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),maxTextureSize:gl.getParameter(gl.MAX_TEXTURE_SIZE),maxCubemapSize:gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE),maxAttributes:gl.getParameter(gl.MAX_VERTEX_ATTRIBS),maxVertexUniforms:gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS),maxVaryings:gl.getParameter(gl.MAX_VARYING_VECTORS),maxFragmentUniforms:gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS),maxSamples:gl.getParameter(gl.MAX_SAMPLES),samples:gl.getParameter(gl.SAMPLES)}}function WebGLClipping(properties){const scope=this;let globalState=null,numGlobalPlanes=0,localClippingEnabled=!1,renderingShadows=!1;const plane=new Plane,viewNormalMatrix=new Matrix3,uniform={value:null,needsUpdate:!1};function projectPlanes(planes,camera,dstOffset,skipTransform){const nPlanes=null!==planes?planes.length:0;let dstArray=null;if(0!==nPlanes){if(dstArray=uniform.value,!0!==skipTransform||null===dstArray){const flatSize=dstOffset+4*nPlanes,viewMatrix=camera.matrixWorldInverse;viewNormalMatrix.getNormalMatrix(viewMatrix),(null===dstArray||dstArray.length<flatSize)&&(dstArray=new Float32Array(flatSize));for(let i=0,i4=dstOffset;i!==nPlanes;++i,i4+=4)plane.copy(planes[i]).applyMatrix4(viewMatrix,viewNormalMatrix),plane.normal.toArray(dstArray,i4),dstArray[i4+3]=plane.constant}uniform.value=dstArray,uniform.needsUpdate=!0}return scope.numPlanes=nPlanes,scope.numIntersection=0,dstArray}this.uniform=uniform,this.numPlanes=0,this.numIntersection=0,this.init=function(planes,enableLocalClipping){const enabled=0!==planes.length||enableLocalClipping||0!==numGlobalPlanes||localClippingEnabled;return localClippingEnabled=enableLocalClipping,numGlobalPlanes=planes.length,enabled},this.beginShadows=function(){renderingShadows=!0,projectPlanes(null)},this.endShadows=function(){renderingShadows=!1},this.setGlobalState=function(planes,camera){globalState=projectPlanes(planes,camera,0)},this.setState=function(material,camera,useCache){const planes=material.clippingPlanes,clipIntersection=material.clipIntersection,clipShadows=material.clipShadows,materialProperties=properties.get(material);if(!localClippingEnabled||null===planes||0===planes.length||renderingShadows&&!clipShadows)renderingShadows?projectPlanes(null):(uniform.value!==globalState&&(uniform.value=globalState,uniform.needsUpdate=numGlobalPlanes>0),scope.numPlanes=numGlobalPlanes,scope.numIntersection=0);else{const nGlobal=renderingShadows?0:numGlobalPlanes,lGlobal=4*nGlobal;let dstArray=materialProperties.clippingState||null;uniform.value=dstArray,dstArray=projectPlanes(planes,camera,lGlobal,useCache);for(let i=0;i!==lGlobal;++i)dstArray[i]=globalState[i];materialProperties.clippingState=dstArray,this.numIntersection=clipIntersection?this.numPlanes:0,this.numPlanes+=nGlobal}}}function WebGLCubeMaps(renderer){let cubemaps=new WeakMap;function mapTextureMapping(texture,mapping){return mapping===EquirectangularReflectionMapping?texture.mapping=CubeReflectionMapping:mapping===EquirectangularRefractionMapping&&(texture.mapping=CubeRefractionMapping),texture}function onTextureDispose(event){const texture=event.target;texture.removeEventListener("dispose",onTextureDispose);const cubemap=cubemaps.get(texture);void 0!==cubemap&&(cubemaps.delete(texture),cubemap.dispose())}return{get:function(texture){if(texture&&texture.isTexture){const mapping=texture.mapping;if(mapping===EquirectangularReflectionMapping||mapping===EquirectangularRefractionMapping){if(cubemaps.has(texture))return mapTextureMapping(cubemaps.get(texture).texture,texture.mapping);{const image=texture.image;if(image&&image.height>0){const renderTarget=new WebGLCubeRenderTarget(image.height);return renderTarget.fromEquirectangularTexture(renderer,texture),cubemaps.set(texture,renderTarget),texture.addEventListener("dispose",onTextureDispose),mapTextureMapping(renderTarget.texture,texture.mapping)}return null}}}return texture},dispose:function(){cubemaps=new WeakMap}}}const EXTRA_LOD_SIGMA=[.125,.215,.35,.446,.526,.582],_flatCamera=new OrthographicCamera,_clearColor=new Color;let _oldTarget=null,_oldActiveCubeFace=0,_oldActiveMipmapLevel=0,_oldXrEnabled=!1;const _origin=new Vector3;class PMREMGenerator{constructor(renderer){this._renderer=renderer,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._sizeLods=[],this._sigmas=[],this._lodMeshes=[],this._backgroundBox=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._blurMaterial=null,this._ggxMaterial=null}fromScene(scene,sigma=0,near=.1,far=100,options={}){const{size:size=256,position:position=_origin}=options;_oldTarget=this._renderer.getRenderTarget(),_oldActiveCubeFace=this._renderer.getActiveCubeFace(),_oldActiveMipmapLevel=this._renderer.getActiveMipmapLevel(),_oldXrEnabled=this._renderer.xr.enabled,this._renderer.xr.enabled=!1,this._setSize(size);const cubeUVRenderTarget=this._allocateTargets();return cubeUVRenderTarget.depthBuffer=!0,this._sceneToCubeUV(scene,near,far,cubeUVRenderTarget,position),sigma>0&&this._blur(cubeUVRenderTarget,0,0,sigma),this._applyPMREM(cubeUVRenderTarget),this._cleanup(cubeUVRenderTarget),cubeUVRenderTarget}fromEquirectangular(equirectangular,renderTarget=null){return this._fromTexture(equirectangular,renderTarget)}fromCubemap(cubemap,renderTarget=null){return this._fromTexture(cubemap,renderTarget)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=_getCubemapMaterial(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=_getEquirectMaterial(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose(),null!==this._backgroundBox&&(this._backgroundBox.geometry.dispose(),this._backgroundBox.material.dispose())}_setSize(cubeSize){this._lodMax=Math.floor(Math.log2(cubeSize)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._ggxMaterial&&this._ggxMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let i=0;i<this._lodMeshes.length;i++)this._lodMeshes[i].geometry.dispose()}_cleanup(outputTarget){this._renderer.setRenderTarget(_oldTarget,_oldActiveCubeFace,_oldActiveMipmapLevel),this._renderer.xr.enabled=_oldXrEnabled,outputTarget.scissorTest=!1,_setViewport(outputTarget,0,0,outputTarget.width,outputTarget.height)}_fromTexture(texture,renderTarget){this._setSize(texture.mapping===CubeReflectionMapping||texture.mapping===CubeRefractionMapping?0===texture.image.length?16:texture.image[0].width||texture.image[0].image.width:texture.image.width/4),_oldTarget=this._renderer.getRenderTarget(),_oldActiveCubeFace=this._renderer.getActiveCubeFace(),_oldActiveMipmapLevel=this._renderer.getActiveMipmapLevel(),_oldXrEnabled=this._renderer.xr.enabled,this._renderer.xr.enabled=!1;const cubeUVRenderTarget=renderTarget||this._allocateTargets();return this._textureToCubeUV(texture,cubeUVRenderTarget),this._applyPMREM(cubeUVRenderTarget),this._cleanup(cubeUVRenderTarget),cubeUVRenderTarget}_allocateTargets(){const width=3*Math.max(this._cubeSize,112),height=4*this._cubeSize,params={magFilter:LinearFilter,minFilter:LinearFilter,generateMipmaps:!1,type:HalfFloatType,format:RGBAFormat,colorSpace:LinearSRGBColorSpace,depthBuffer:!1},cubeUVRenderTarget=_createRenderTarget(width,height,params);if(null===this._pingPongRenderTarget||this._pingPongRenderTarget.width!==width||this._pingPongRenderTarget.height!==height){null!==this._pingPongRenderTarget&&this._dispose(),this._pingPongRenderTarget=_createRenderTarget(width,height,params);const{_lodMax:_lodMax}=this;({lodMeshes:this._lodMeshes,sizeLods:this._sizeLods,sigmas:this._sigmas}=function(lodMax){const sizeLods=[],sigmas=[],lodMeshes=[];let lod=lodMax;const totalLods=lodMax-4+1+EXTRA_LOD_SIGMA.length;for(let i=0;i<totalLods;i++){const sizeLod=Math.pow(2,lod);sizeLods.push(sizeLod);let sigma=1/sizeLod;i>lodMax-4?sigma=EXTRA_LOD_SIGMA[i-lodMax+4-1]:0===i&&(sigma=0),sigmas.push(sigma);const texelSize=1/(sizeLod-2),min=-texelSize,max=1+texelSize,uv1=[min,min,max,min,max,max,min,min,max,max,min,max],cubeFaces=6,vertices=6,positionSize=3,uvSize=2,faceIndexSize=1,position=new Float32Array(positionSize*vertices*cubeFaces),uv=new Float32Array(uvSize*vertices*cubeFaces),faceIndex=new Float32Array(faceIndexSize*vertices*cubeFaces);for(let face=0;face<cubeFaces;face++){const x=face%3*2/3-1,y=face>2?0:-1;position.set([x,y,0,x+2/3,y,0,x+2/3,y+1,0,x,y,0,x+2/3,y+1,0,x,y+1,0],positionSize*vertices*face),uv.set(uv1,uvSize*vertices*face),faceIndex.set([face,face,face,face,face,face],faceIndexSize*vertices*face)}const planes=new BufferGeometry;planes.setAttribute("position",new BufferAttribute(position,positionSize)),planes.setAttribute("uv",new BufferAttribute(uv,uvSize)),planes.setAttribute("faceIndex",new BufferAttribute(faceIndex,faceIndexSize)),lodMeshes.push(new Mesh(planes,null)),lod>4&&lod--}return{lodMeshes:lodMeshes,sizeLods:sizeLods,sigmas:sigmas}}(_lodMax)),this._blurMaterial=function(lodMax,width,height){const weights=new Float32Array(20),poleAxis=new Vector3(0,1,0);return new ShaderMaterial({name:"SphericalGaussianBlur",defines:{n:20,CUBEUV_TEXEL_WIDTH:1/width,CUBEUV_TEXEL_HEIGHT:1/height,CUBEUV_MAX_MIP:`${lodMax}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:weights},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:poleAxis}},vertexShader:"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t",fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:NoBlending,depthTest:!1,depthWrite:!1})}(_lodMax,width,height),this._ggxMaterial=function(lodMax,width,height){return new ShaderMaterial({name:"PMREMGGXConvolution",defines:{GGX_SAMPLES:256,CUBEUV_TEXEL_WIDTH:1/width,CUBEUV_TEXEL_HEIGHT:1/height,CUBEUV_MAX_MIP:`${lodMax}.0`},uniforms:{envMap:{value:null},roughness:{value:0},mipInt:{value:0}},vertexShader:"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t",fragmentShader:'\n\n\t\t\tprecision highp float;\n\t\t\tprecision highp int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform float roughness;\n\t\t\tuniform float mipInt;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\t#define PI 3.14159265359\n\n\t\t\t// Van der Corput radical inverse\n\t\t\tfloat radicalInverse_VdC(uint bits) {\n\t\t\t\tbits = (bits << 16u) | (bits >> 16u);\n\t\t\t\tbits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);\n\t\t\t\tbits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);\n\t\t\t\tbits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);\n\t\t\t\tbits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);\n\t\t\t\treturn float(bits) * 2.3283064365386963e-10; // / 0x100000000\n\t\t\t}\n\n\t\t\t// Hammersley sequence\n\t\t\tvec2 hammersley(uint i, uint N) {\n\t\t\t\treturn vec2(float(i) / float(N), radicalInverse_VdC(i));\n\t\t\t}\n\n\t\t\t// GGX VNDF importance sampling (Eric Heitz 2018)\n\t\t\t// "Sampling the GGX Distribution of Visible Normals"\n\t\t\t// https://jcgt.org/published/0007/04/01/\n\t\t\tvec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {\n\t\t\t\tfloat alpha = roughness * roughness;\n\n\t\t\t\t// Section 3.2: Transform view direction to hemisphere configuration\n\t\t\t\tvec3 Vh = normalize(vec3(alpha * V.x, alpha * V.y, V.z));\n\n\t\t\t\t// Section 4.1: Orthonormal basis\n\t\t\t\tfloat lensq = Vh.x * Vh.x + Vh.y * Vh.y;\n\t\t\t\tvec3 T1 = lensq > 0.0 ? vec3(-Vh.y, Vh.x, 0.0) / sqrt(lensq) : vec3(1.0, 0.0, 0.0);\n\t\t\t\tvec3 T2 = cross(Vh, T1);\n\n\t\t\t\t// Section 4.2: Parameterization of projected area\n\t\t\t\tfloat r = sqrt(Xi.x);\n\t\t\t\tfloat phi = 2.0 * PI * Xi.y;\n\t\t\t\tfloat t1 = r * cos(phi);\n\t\t\t\tfloat t2 = r * sin(phi);\n\t\t\t\tfloat s = 0.5 * (1.0 + Vh.z);\n\t\t\t\tt2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;\n\n\t\t\t\t// Section 4.3: Reprojection onto hemisphere\n\t\t\t\tvec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * Vh;\n\n\t\t\t\t// Section 3.4: Transform back to ellipsoid configuration\n\t\t\t\treturn normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));\n\t\t\t}\n\n\t\t\tvoid main() {\n\t\t\t\tvec3 N = normalize(vOutputDirection);\n\t\t\t\tvec3 V = N; // Assume view direction equals normal for pre-filtering\n\n\t\t\t\tvec3 prefilteredColor = vec3(0.0);\n\t\t\t\tfloat totalWeight = 0.0;\n\n\t\t\t\t// For very low roughness, just sample the environment directly\n\t\t\t\tif (roughness < 0.001) {\n\t\t\t\t\tgl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\t// Tangent space basis for VNDF sampling\n\t\t\t\tvec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);\n\t\t\t\tvec3 tangent = normalize(cross(up, N));\n\t\t\t\tvec3 bitangent = cross(N, tangent);\n\n\t\t\t\tfor(uint i = 0u; i < uint(GGX_SAMPLES); i++) {\n\t\t\t\t\tvec2 Xi = hammersley(i, uint(GGX_SAMPLES));\n\n\t\t\t\t\t// For PMREM, V = N, so in tangent space V is always (0, 0, 1)\n\t\t\t\t\tvec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);\n\n\t\t\t\t\t// Transform H back to world space\n\t\t\t\t\tvec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);\n\t\t\t\t\tvec3 L = normalize(2.0 * dot(V, H) * H - V);\n\n\t\t\t\t\tfloat NdotL = max(dot(N, L), 0.0);\n\n\t\t\t\t\tif(NdotL > 0.0) {\n\t\t\t\t\t\t// Sample environment at fixed mip level\n\t\t\t\t\t\t// VNDF importance sampling handles the distribution filtering\n\t\t\t\t\t\tvec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);\n\n\t\t\t\t\t\t// Weight by NdotL for the split-sum approximation\n\t\t\t\t\t\t// VNDF PDF naturally accounts for the visible microfacet distribution\n\t\t\t\t\t\tprefilteredColor += sampleColor * NdotL;\n\t\t\t\t\t\ttotalWeight += NdotL;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (totalWeight > 0.0) {\n\t\t\t\t\tprefilteredColor = prefilteredColor / totalWeight;\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = vec4(prefilteredColor, 1.0);\n\t\t\t}\n\t\t',blending:NoBlending,depthTest:!1,depthWrite:!1})}(_lodMax,width,height)}return cubeUVRenderTarget}_compileMaterial(material){const mesh=new Mesh(new BufferGeometry,material);this._renderer.compile(mesh,_flatCamera)}_sceneToCubeUV(scene,near,far,cubeUVRenderTarget,position){const cubeCamera=new PerspectiveCamera(90,1,near,far),upSign=[1,-1,1,1,1,1],forwardSign=[1,1,1,-1,-1,-1],renderer=this._renderer,originalAutoClear=renderer.autoClear,toneMapping=renderer.toneMapping;renderer.getClearColor(_clearColor),renderer.toneMapping=NoToneMapping,renderer.autoClear=!1,renderer.state.buffers.depth.getReversed()&&(renderer.setRenderTarget(cubeUVRenderTarget),renderer.clearDepth(),renderer.setRenderTarget(null)),null===this._backgroundBox&&(this._backgroundBox=new Mesh(new BoxGeometry,new MeshBasicMaterial({name:"PMREM.Background",side:BackSide,depthWrite:!1,depthTest:!1})));const backgroundBox=this._backgroundBox,backgroundMaterial=backgroundBox.material;let useSolidColor=!1;const background=scene.background;background?background.isColor&&(backgroundMaterial.color.copy(background),scene.background=null,useSolidColor=!0):(backgroundMaterial.color.copy(_clearColor),useSolidColor=!0);for(let i=0;i<6;i++){const col=i%3;0===col?(cubeCamera.up.set(0,upSign[i],0),cubeCamera.position.set(position.x,position.y,position.z),cubeCamera.lookAt(position.x+forwardSign[i],position.y,position.z)):1===col?(cubeCamera.up.set(0,0,upSign[i]),cubeCamera.position.set(position.x,position.y,position.z),cubeCamera.lookAt(position.x,position.y+forwardSign[i],position.z)):(cubeCamera.up.set(0,upSign[i],0),cubeCamera.position.set(position.x,position.y,position.z),cubeCamera.lookAt(position.x,position.y,position.z+forwardSign[i]));const size=this._cubeSize;_setViewport(cubeUVRenderTarget,col*size,i>2?size:0,size,size),renderer.setRenderTarget(cubeUVRenderTarget),useSolidColor&&renderer.render(backgroundBox,cubeCamera),renderer.render(scene,cubeCamera)}renderer.toneMapping=toneMapping,renderer.autoClear=originalAutoClear,scene.background=background}_textureToCubeUV(texture,cubeUVRenderTarget){const renderer=this._renderer,isCubeTexture=texture.mapping===CubeReflectionMapping||texture.mapping===CubeRefractionMapping;isCubeTexture?(null===this._cubemapMaterial&&(this._cubemapMaterial=_getCubemapMaterial()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===texture.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=_getEquirectMaterial());const material=isCubeTexture?this._cubemapMaterial:this._equirectMaterial,mesh=this._lodMeshes[0];mesh.material=material,material.uniforms.envMap.value=texture;const size=this._cubeSize;_setViewport(cubeUVRenderTarget,0,0,3*size,2*size),renderer.setRenderTarget(cubeUVRenderTarget),renderer.render(mesh,_flatCamera)}_applyPMREM(cubeUVRenderTarget){const renderer=this._renderer,autoClear=renderer.autoClear;renderer.autoClear=!1;const n=this._lodMeshes.length;for(let i=1;i<n;i++)this._applyGGXFilter(cubeUVRenderTarget,i-1,i);renderer.autoClear=autoClear}_applyGGXFilter(cubeUVRenderTarget,lodIn,lodOut){const renderer=this._renderer,pingPongRenderTarget=this._pingPongRenderTarget,ggxMaterial=this._ggxMaterial,ggxMesh=this._lodMeshes[lodOut];ggxMesh.material=ggxMaterial;const ggxUniforms=ggxMaterial.uniforms,targetRoughness=lodOut/(this._lodMeshes.length-1),sourceRoughness=lodIn/(this._lodMeshes.length-1),adjustedRoughness=Math.sqrt(targetRoughness*targetRoughness-sourceRoughness*sourceRoughness)*(0+1.25*targetRoughness),{_lodMax:_lodMax}=this,outputSize=this._sizeLods[lodOut],x=3*outputSize*(lodOut>_lodMax-4?lodOut-_lodMax+4:0),y=4*(this._cubeSize-outputSize);ggxUniforms.envMap.value=cubeUVRenderTarget.texture,ggxUniforms.roughness.value=adjustedRoughness,ggxUniforms.mipInt.value=_lodMax-lodIn,_setViewport(pingPongRenderTarget,x,y,3*outputSize,2*outputSize),renderer.setRenderTarget(pingPongRenderTarget),renderer.render(ggxMesh,_flatCamera),ggxUniforms.envMap.value=pingPongRenderTarget.texture,ggxUniforms.roughness.value=0,ggxUniforms.mipInt.value=_lodMax-lodOut,_setViewport(cubeUVRenderTarget,x,y,3*outputSize,2*outputSize),renderer.setRenderTarget(cubeUVRenderTarget),renderer.render(ggxMesh,_flatCamera)}_blur(cubeUVRenderTarget,lodIn,lodOut,sigma,poleAxis){const pingPongRenderTarget=this._pingPongRenderTarget;this._halfBlur(cubeUVRenderTarget,pingPongRenderTarget,lodIn,lodOut,sigma,"latitudinal",poleAxis),this._halfBlur(pingPongRenderTarget,cubeUVRenderTarget,lodOut,lodOut,sigma,"longitudinal",poleAxis)}_halfBlur(targetIn,targetOut,lodIn,lodOut,sigmaRadians,direction,poleAxis){const renderer=this._renderer,blurMaterial=this._blurMaterial;"latitudinal"!==direction&&"longitudinal"!==direction&&error("blur direction must be either latitudinal or longitudinal!");const blurMesh=this._lodMeshes[lodOut];blurMesh.material=blurMaterial;const blurUniforms=blurMaterial.uniforms,pixels=this._sizeLods[lodIn]-1,radiansPerPixel=isFinite(sigmaRadians)?Math.PI/(2*pixels):2*Math.PI/39,sigmaPixels=sigmaRadians/radiansPerPixel,samples=isFinite(sigmaRadians)?1+Math.floor(3*sigmaPixels):20;samples>20&&warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to 20`);const weights=[];let sum=0;for(let i=0;i<20;++i){const x=i/sigmaPixels,weight=Math.exp(-x*x/2);weights.push(weight),0===i?sum+=weight:i<samples&&(sum+=2*weight)}for(let i=0;i<weights.length;i++)weights[i]=weights[i]/sum;blurUniforms.envMap.value=targetIn.texture,blurUniforms.samples.value=samples,blurUniforms.weights.value=weights,blurUniforms.latitudinal.value="latitudinal"===direction,poleAxis&&(blurUniforms.poleAxis.value=poleAxis);const{_lodMax:_lodMax}=this;blurUniforms.dTheta.value=radiansPerPixel,blurUniforms.mipInt.value=_lodMax-lodIn;const outputSize=this._sizeLods[lodOut];_setViewport(targetOut,3*outputSize*(lodOut>_lodMax-4?lodOut-_lodMax+4:0),4*(this._cubeSize-outputSize),3*outputSize,2*outputSize),renderer.setRenderTarget(targetOut),renderer.render(blurMesh,_flatCamera)}}function _createRenderTarget(width,height,params){const cubeUVRenderTarget=new WebGLRenderTarget(width,height,params);return cubeUVRenderTarget.texture.mapping=CubeUVReflectionMapping,cubeUVRenderTarget.texture.name="PMREM.cubeUv",cubeUVRenderTarget.scissorTest=!0,cubeUVRenderTarget}function _setViewport(target,x,y,width,height){target.viewport.set(x,y,width,height),target.scissor.set(x,y,width,height)}function _getEquirectMaterial(){return new ShaderMaterial({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t",fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:NoBlending,depthTest:!1,depthWrite:!1})}function _getCubemapMaterial(){return new ShaderMaterial({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t",fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:NoBlending,depthTest:!1,depthWrite:!1})}function WebGLCubeUVMaps(renderer){let cubeUVmaps=new WeakMap,pmremGenerator=null;function onTextureDispose(event){const texture=event.target;texture.removeEventListener("dispose",onTextureDispose);const cubemapUV=cubeUVmaps.get(texture);void 0!==cubemapUV&&(cubeUVmaps.delete(texture),cubemapUV.dispose())}return{get:function(texture){if(texture&&texture.isTexture){const mapping=texture.mapping,isEquirectMap=mapping===EquirectangularReflectionMapping||mapping===EquirectangularRefractionMapping,isCubeMap=mapping===CubeReflectionMapping||mapping===CubeRefractionMapping;if(isEquirectMap||isCubeMap){let renderTarget=cubeUVmaps.get(texture);if(texture.isRenderTargetTexture&&texture.pmremVersion!==(void 0!==renderTarget?renderTarget.texture.pmremVersion:0))return null===pmremGenerator&&(pmremGenerator=new PMREMGenerator(renderer)),renderTarget=isEquirectMap?pmremGenerator.fromEquirectangular(texture,renderTarget):pmremGenerator.fromCubemap(texture,renderTarget),renderTarget.texture.pmremVersion=texture.pmremVersion,cubeUVmaps.set(texture,renderTarget),renderTarget.texture;if(void 0!==renderTarget)return renderTarget.texture;{const image=texture.image;return isEquirectMap&&image&&image.height>0||isCubeMap&&image&&function(image){let count=0;for(let i=0;i<6;i++)void 0!==image[i]&&count++;return 6===count}(image)?(null===pmremGenerator&&(pmremGenerator=new PMREMGenerator(renderer)),renderTarget=isEquirectMap?pmremGenerator.fromEquirectangular(texture):pmremGenerator.fromCubemap(texture),renderTarget.texture.pmremVersion=texture.pmremVersion,cubeUVmaps.set(texture,renderTarget),texture.addEventListener("dispose",onTextureDispose),renderTarget.texture):null}}}return texture},dispose:function(){cubeUVmaps=new WeakMap,null!==pmremGenerator&&(pmremGenerator.dispose(),pmremGenerator=null)}}}function WebGLExtensions(gl){const extensions={};function getExtension(name){if(void 0!==extensions[name])return extensions[name];const extension=gl.getExtension(name);return extensions[name]=extension,extension}return{has:function(name){return null!==getExtension(name)},init:function(){getExtension("EXT_color_buffer_float"),getExtension("WEBGL_clip_cull_distance"),getExtension("OES_texture_float_linear"),getExtension("EXT_color_buffer_half_float"),getExtension("WEBGL_multisampled_render_to_texture"),getExtension("WEBGL_render_shared_exponent")},get:function(name){const extension=getExtension(name);return null===extension&&warnOnce("WebGLRenderer: "+name+" extension not supported."),extension}}}function WebGLGeometries(gl,attributes,info,bindingStates){const geometries={},wireframeAttributes=new WeakMap;function onGeometryDispose(event){const geometry=event.target;null!==geometry.index&&attributes.remove(geometry.index);for(const name in geometry.attributes)attributes.remove(geometry.attributes[name]);geometry.removeEventListener("dispose",onGeometryDispose),delete geometries[geometry.id];const attribute=wireframeAttributes.get(geometry);attribute&&(attributes.remove(attribute),wireframeAttributes.delete(geometry)),bindingStates.releaseStatesOfGeometry(geometry),!0===geometry.isInstancedBufferGeometry&&delete geometry._maxInstanceCount,info.memory.geometries--}function updateWireframeAttribute(geometry){const indices=[],geometryIndex=geometry.index,geometryPosition=geometry.attributes.position;let version=0;if(null!==geometryIndex){const array=geometryIndex.array;version=geometryIndex.version;for(let i=0,l=array.length;i<l;i+=3){const a=array[i+0],b=array[i+1],c=array[i+2];indices.push(a,b,b,c,c,a)}}else{if(void 0===geometryPosition)return;version=geometryPosition.version;for(let i=0,l=geometryPosition.array.length/3-1;i<l;i+=3){const a=i+0,b=i+1,c=i+2;indices.push(a,b,b,c,c,a)}}const attribute=new(arrayNeedsUint32(indices)?Uint32BufferAttribute:Uint16BufferAttribute)(indices,1);attribute.version=version;const previousAttribute=wireframeAttributes.get(geometry);previousAttribute&&attributes.remove(previousAttribute),wireframeAttributes.set(geometry,attribute)}return{get:function(object,geometry){return!0===geometries[geometry.id]||(geometry.addEventListener("dispose",onGeometryDispose),geometries[geometry.id]=!0,info.memory.geometries++),geometry},update:function(geometry){const geometryAttributes=geometry.attributes;for(const name in geometryAttributes)attributes.update(geometryAttributes[name],gl.ARRAY_BUFFER)},getWireframeAttribute:function(geometry){const currentAttribute=wireframeAttributes.get(geometry);if(currentAttribute){const geometryIndex=geometry.index;null!==geometryIndex&¤tAttribute.version<geometryIndex.version&&updateWireframeAttribute(geometry)}else updateWireframeAttribute(geometry);return wireframeAttributes.get(geometry)}}}function WebGLIndexedBufferRenderer(gl,extensions,info){let mode,type,bytesPerElement;function renderInstances(start,count,primcount){0!==primcount&&(gl.drawElementsInstanced(mode,count,type,start*bytesPerElement,primcount),info.update(count,mode,primcount))}this.setMode=function(value){mode=value},this.setIndex=function(value){type=value.type,bytesPerElement=value.bytesPerElement},this.render=function(start,count){gl.drawElements(mode,count,type,start*bytesPerElement),info.update(count,mode,1)},this.renderInstances=renderInstances,this.renderMultiDraw=function(starts,counts,drawCount){if(0===drawCount)return;extensions.get("WEBGL_multi_draw").multiDrawElementsWEBGL(mode,counts,0,type,starts,0,drawCount);let elementCount=0;for(let i=0;i<drawCount;i++)elementCount+=counts[i];info.update(elementCount,mode,1)},this.renderMultiDrawInstances=function(starts,counts,drawCount,primcount){if(0===drawCount)return;const extension=extensions.get("WEBGL_multi_draw");if(null===extension)for(let i=0;i<starts.length;i++)renderInstances(starts[i]/bytesPerElement,counts[i],primcount[i]);else{extension.multiDrawElementsInstancedWEBGL(mode,counts,0,type,starts,0,primcount,0,drawCount);let elementCount=0;for(let i=0;i<drawCount;i++)elementCount+=counts[i]*primcount[i];info.update(elementCount,mode,1)}}}function WebGLInfo(gl){const render={frame:0,calls:0,triangles:0,points:0,lines:0};return{memory:{geometries:0,textures:0},render:render,programs:null,autoReset:!0,reset:function(){render.calls=0,render.triangles=0,render.points=0,render.lines=0},update:function(count,mode,instanceCount){switch(render.calls++,mode){case gl.TRIANGLES:render.triangles+=instanceCount*(count/3);break;case gl.LINES:render.lines+=instanceCount*(count/2);break;case gl.LINE_STRIP:render.lines+=instanceCount*(count-1);break;case gl.LINE_LOOP:render.lines+=instanceCount*count;break;case gl.POINTS:render.points+=instanceCount*count;break;default:error("WebGLInfo: Unknown draw mode:",mode)}}}}function WebGLMorphtargets(gl,capabilities,textures){const morphTextures=new WeakMap,morph=new Vector4;return{update:function(object,geometry,program){const objectInfluences=object.morphTargetInfluences,morphAttribute=geometry.morphAttributes.position||geometry.morphAttributes.normal||geometry.morphAttributes.color,morphTargetsCount=void 0!==morphAttribute?morphAttribute.length:0;let entry=morphTextures.get(geometry);if(void 0===entry||entry.count!==morphTargetsCount){void 0!==entry&&entry.texture.dispose();const hasMorphPosition=void 0!==geometry.morphAttributes.position,hasMorphNormals=void 0!==geometry.morphAttributes.normal,hasMorphColors=void 0!==geometry.morphAttributes.color,morphTargets=geometry.morphAttributes.position||[],morphNormals=geometry.morphAttributes.normal||[],morphColors=geometry.morphAttributes.color||[];let vertexDataCount=0;!0===hasMorphPosition&&(vertexDataCount=1),!0===hasMorphNormals&&(vertexDataCount=2),!0===hasMorphColors&&(vertexDataCount=3);let width=geometry.attributes.position.count*vertexDataCount,height=1;width>capabilities.maxTextureSize&&(height=Math.ceil(width/capabilities.maxTextureSize),width=capabilities.maxTextureSize);const buffer=new Float32Array(width*height*4*morphTargetsCount),texture=new DataArrayTexture(buffer,width,height,morphTargetsCount);texture.type=FloatType,texture.needsUpdate=!0;const vertexDataStride=4*vertexDataCount;for(let i=0;i<morphTargetsCount;i++){const morphTarget=morphTargets[i],morphNormal=morphNormals[i],morphColor=morphColors[i],offset=width*height*4*i;for(let j=0;j<morphTarget.count;j++){const stride=j*vertexDataStride;!0===hasMorphPosition&&(morph.fromBufferAttribute(morphTarget,j),buffer[offset+stride+0]=morph.x,buffer[offset+stride+1]=morph.y,buffer[offset+stride+2]=morph.z,buffer[offset+stride+3]=0),!0===hasMorphNormals&&(morph.fromBufferAttribute(morphNormal,j),buffer[offset+stride+4]=morph.x,buffer[offset+stride+5]=morph.y,buffer[offset+stride+6]=morph.z,buffer[offset+stride+7]=0),!0===hasMorphColors&&(morph.fromBufferAttribute(morphColor,j),buffer[offset+stride+8]=morph.x,buffer[offset+stride+9]=morph.y,buffer[offset+stride+10]=morph.z,buffer[offset+stride+11]=4===morphColor.itemSize?morph.w:1)}}function disposeTexture(){texture.dispose(),morphTextures.delete(geometry),geometry.removeEventListener("dispose",disposeTexture)}entry={count:morphTargetsCount,texture:texture,size:new Vector2(width,height)},morphTextures.set(geometry,entry),geometry.addEventListener("dispose",disposeTexture)}if(!0===object.isInstancedMesh&&null!==object.morphTexture)program.getUniforms().setValue(gl,"morphTexture",object.morphTexture,textures);else{let morphInfluencesSum=0;for(let i=0;i<objectInfluences.length;i++)morphInfluencesSum+=objectInfluences[i];const morphBaseInfluence=geometry.morphTargetsRelative?1:1-morphInfluencesSum;program.getUniforms().setValue(gl,"morphTargetBaseInfluence",morphBaseInfluence),program.getUniforms().setValue(gl,"morphTargetInfluences",objectInfluences)}program.getUniforms().setValue(gl,"morphTargetsTexture",entry.texture,textures),program.getUniforms().setValue(gl,"morphTargetsTextureSize",entry.size)}}}function WebGLObjects(gl,geometries,attributes,info){let updateMap=new WeakMap;function onInstancedMeshDispose(event){const instancedMesh=event.target;instancedMesh.removeEventListener("dispose",onInstancedMeshDispose),attributes.remove(instancedMesh.instanceMatrix),null!==instancedMesh.instanceColor&&attributes.remove(instancedMesh.instanceColor)}return{update:function(object){const frame=info.render.frame,buffergeometry=geometries.get(object,object.geometry);if(updateMap.get(buffergeometry)!==frame&&(geometries.update(buffergeometry),updateMap.set(buffergeometry,frame)),object.isInstancedMesh&&(!1===object.hasEventListener("dispose",onInstancedMeshDispose)&&object.addEventListener("dispose",onInstancedMeshDispose),updateMap.get(object)!==frame&&(attributes.update(object.instanceMatrix,gl.ARRAY_BUFFER),null!==object.instanceColor&&attributes.update(object.instanceColor,gl.ARRAY_BUFFER),updateMap.set(object,frame))),object.isSkinnedMesh){const skeleton=object.skeleton;updateMap.get(skeleton)!==frame&&(skeleton.update(),updateMap.set(skeleton,frame))}return buffergeometry},dispose:function(){updateMap=new WeakMap}}}const toneMappingMap={[LinearToneMapping]:"LINEAR_TONE_MAPPING",[ReinhardToneMapping]:"REINHARD_TONE_MAPPING",[CineonToneMapping]:"CINEON_TONE_MAPPING",[ACESFilmicToneMapping]:"ACES_FILMIC_TONE_MAPPING",[AgXToneMapping]:"AGX_TONE_MAPPING",[NeutralToneMapping]:"NEUTRAL_TONE_MAPPING",[CustomToneMapping]:"CUSTOM_TONE_MAPPING"};function WebGLOutput(type,width,height,depth,stencil){const targetA=new WebGLRenderTarget(width,height,{type:type,depthBuffer:depth,stencilBuffer:stencil}),targetB=new WebGLRenderTarget(width,height,{type:HalfFloatType,depthBuffer:!1,stencilBuffer:!1}),geometry=new BufferGeometry;geometry.setAttribute("position",new Float32BufferAttribute([-1,3,0,-1,-1,0,3,-1,0],3)),geometry.setAttribute("uv",new Float32BufferAttribute([0,2,0,0,2,0],2));const material=new RawShaderMaterial({uniforms:{tDiffuse:{value:null}},vertexShader:"\n\t\t\tprecision highp float;\n\n\t\t\tuniform mat4 modelViewMatrix;\n\t\t\tuniform mat4 projectionMatrix;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\t\t\t\tvUv = uv;\n\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t}",fragmentShader:"\n\t\t\tprecision highp float;\n\n\t\t\tuniform sampler2D tDiffuse;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\t#include <tonemapping_pars_fragment>\n\t\t\t#include <colorspace_pars_fragment>\n\n\t\t\tvoid main() {\n\t\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\t\t#ifdef LINEAR_TONE_MAPPING\n\t\t\t\t\tgl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\t\t\t\t#elif defined( REINHARD_TONE_MAPPING )\n\t\t\t\t\tgl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\t\t\t\t#elif defined( CINEON_TONE_MAPPING )\n\t\t\t\t\tgl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\t\t\t\t#elif defined( ACES_FILMIC_TONE_MAPPING )\n\t\t\t\t\tgl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\t\t\t\t#elif defined( AGX_TONE_MAPPING )\n\t\t\t\t\tgl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\t\t\t\t#elif defined( NEUTRAL_TONE_MAPPING )\n\t\t\t\t\tgl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\t\t\t\t#elif defined( CUSTOM_TONE_MAPPING )\n\t\t\t\t\tgl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef SRGB_TRANSFER\n\t\t\t\t\tgl_FragColor = sRGBTransferOETF( gl_FragColor );\n\t\t\t\t#endif\n\t\t\t}",depthTest:!1,depthWrite:!1}),mesh=new Mesh(geometry,material),camera=new OrthographicCamera(-1,1,1,-1,0,1);let _savedToneMapping,_outputColorSpace=null,_outputToneMapping=null,_isCompositing=!1,_savedRenderTarget=null,_effects=[],_hasRenderPass=!1;this.setSize=function(width,height){targetA.setSize(width,height),targetB.setSize(width,height);for(let i=0;i<_effects.length;i++){const effect=_effects[i];effect.setSize&&effect.setSize(width,height)}},this.setEffects=function(effects){_effects=effects,_hasRenderPass=_effects.length>0&&!0===_effects[0].isRenderPass;const width=targetA.width,height=targetA.height;for(let i=0;i<_effects.length;i++){const effect=_effects[i];effect.setSize&&effect.setSize(width,height)}},this.begin=function(renderer,renderTarget){if(_isCompositing)return!1;if(renderer.toneMapping===NoToneMapping&&0===_effects.length)return!1;if(_savedRenderTarget=renderTarget,null!==renderTarget){const width=renderTarget.width,height=renderTarget.height;targetA.width===width&&targetA.height===height||this.setSize(width,height)}return!1===_hasRenderPass&&renderer.setRenderTarget(targetA),_savedToneMapping=renderer.toneMapping,renderer.toneMapping=NoToneMapping,!0},this.hasRenderPass=function(){return _hasRenderPass},this.end=function(renderer,deltaTime){renderer.toneMapping=_savedToneMapping,_isCompositing=!0;let readBuffer=targetA,writeBuffer=targetB;for(let i=0;i<_effects.length;i++){const effect=_effects[i];if(!1!==effect.enabled&&(effect.render(renderer,writeBuffer,readBuffer,deltaTime),!1!==effect.needsSwap)){const temp=readBuffer;readBuffer=writeBuffer,writeBuffer=temp}}if(_outputColorSpace!==renderer.outputColorSpace||_outputToneMapping!==renderer.toneMapping){_outputColorSpace=renderer.outputColorSpace,_outputToneMapping=renderer.toneMapping,material.defines={},ColorManagement.getTransfer(_outputColorSpace)===SRGBTransfer&&(material.defines.SRGB_TRANSFER="");const toneMapping=toneMappingMap[_outputToneMapping];toneMapping&&(material.defines[toneMapping]=""),material.needsUpdate=!0}material.uniforms.tDiffuse.value=readBuffer.texture,renderer.setRenderTarget(_savedRenderTarget),renderer.render(mesh,camera),_savedRenderTarget=null,_isCompositing=!1},this.isCompositing=function(){return _isCompositing},this.dispose=function(){targetA.dispose(),targetB.dispose(),geometry.dispose(),material.dispose()}}const emptyTexture=new Texture,emptyShadowTexture=new DepthTexture(1,1),emptyArrayTexture=new DataArrayTexture,empty3dTexture=new Data3DTexture,emptyCubeTexture=new CubeTexture,arrayCacheF32=[],arrayCacheI32=[],mat4array=new Float32Array(16),mat3array=new Float32Array(9),mat2array=new Float32Array(4);function flatten(array,nBlocks,blockSize){const firstElem=array[0];if(firstElem<=0||firstElem>0)return array;const n=nBlocks*blockSize;let r=arrayCacheF32[n];if(void 0===r&&(r=new Float32Array(n),arrayCacheF32[n]=r),0!==nBlocks){firstElem.toArray(r,0);for(let i=1,offset=0;i!==nBlocks;++i)offset+=blockSize,array[i].toArray(r,offset)}return r}function arraysEqual(a,b){if(a.length!==b.length)return!1;for(let i=0,l=a.length;i<l;i++)if(a[i]!==b[i])return!1;return!0}function copyArray(a,b){for(let i=0,l=b.length;i<l;i++)a[i]=b[i]}function allocTexUnits(textures,n){let r=arrayCacheI32[n];void 0===r&&(r=new Int32Array(n),arrayCacheI32[n]=r);for(let i=0;i!==n;++i)r[i]=textures.allocateTextureUnit();return r}function setValueV1f(gl,v){const cache=this.cache;cache[0]!==v&&(gl.uniform1f(this.addr,v),cache[0]=v)}function setValueV2f(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y||(gl.uniform2f(this.addr,v.x,v.y),cache[0]=v.x,cache[1]=v.y);else{if(arraysEqual(cache,v))return;gl.uniform2fv(this.addr,v),copyArray(cache,v)}}function setValueV3f(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y&&cache[2]===v.z||(gl.uniform3f(this.addr,v.x,v.y,v.z),cache[0]=v.x,cache[1]=v.y,cache[2]=v.z);else if(void 0!==v.r)cache[0]===v.r&&cache[1]===v.g&&cache[2]===v.b||(gl.uniform3f(this.addr,v.r,v.g,v.b),cache[0]=v.r,cache[1]=v.g,cache[2]=v.b);else{if(arraysEqual(cache,v))return;gl.uniform3fv(this.addr,v),copyArray(cache,v)}}function setValueV4f(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y&&cache[2]===v.z&&cache[3]===v.w||(gl.uniform4f(this.addr,v.x,v.y,v.z,v.w),cache[0]=v.x,cache[1]=v.y,cache[2]=v.z,cache[3]=v.w);else{if(arraysEqual(cache,v))return;gl.uniform4fv(this.addr,v),copyArray(cache,v)}}function setValueM2(gl,v){const cache=this.cache,elements=v.elements;if(void 0===elements){if(arraysEqual(cache,v))return;gl.uniformMatrix2fv(this.addr,!1,v),copyArray(cache,v)}else{if(arraysEqual(cache,elements))return;mat2array.set(elements),gl.uniformMatrix2fv(this.addr,!1,mat2array),copyArray(cache,elements)}}function setValueM3(gl,v){const cache=this.cache,elements=v.elements;if(void 0===elements){if(arraysEqual(cache,v))return;gl.uniformMatrix3fv(this.addr,!1,v),copyArray(cache,v)}else{if(arraysEqual(cache,elements))return;mat3array.set(elements),gl.uniformMatrix3fv(this.addr,!1,mat3array),copyArray(cache,elements)}}function setValueM4(gl,v){const cache=this.cache,elements=v.elements;if(void 0===elements){if(arraysEqual(cache,v))return;gl.uniformMatrix4fv(this.addr,!1,v),copyArray(cache,v)}else{if(arraysEqual(cache,elements))return;mat4array.set(elements),gl.uniformMatrix4fv(this.addr,!1,mat4array),copyArray(cache,elements)}}function setValueV1i(gl,v){const cache=this.cache;cache[0]!==v&&(gl.uniform1i(this.addr,v),cache[0]=v)}function setValueV2i(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y||(gl.uniform2i(this.addr,v.x,v.y),cache[0]=v.x,cache[1]=v.y);else{if(arraysEqual(cache,v))return;gl.uniform2iv(this.addr,v),copyArray(cache,v)}}function setValueV3i(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y&&cache[2]===v.z||(gl.uniform3i(this.addr,v.x,v.y,v.z),cache[0]=v.x,cache[1]=v.y,cache[2]=v.z);else{if(arraysEqual(cache,v))return;gl.uniform3iv(this.addr,v),copyArray(cache,v)}}function setValueV4i(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y&&cache[2]===v.z&&cache[3]===v.w||(gl.uniform4i(this.addr,v.x,v.y,v.z,v.w),cache[0]=v.x,cache[1]=v.y,cache[2]=v.z,cache[3]=v.w);else{if(arraysEqual(cache,v))return;gl.uniform4iv(this.addr,v),copyArray(cache,v)}}function setValueV1ui(gl,v){const cache=this.cache;cache[0]!==v&&(gl.uniform1ui(this.addr,v),cache[0]=v)}function setValueV2ui(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y||(gl.uniform2ui(this.addr,v.x,v.y),cache[0]=v.x,cache[1]=v.y);else{if(arraysEqual(cache,v))return;gl.uniform2uiv(this.addr,v),copyArray(cache,v)}}function setValueV3ui(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y&&cache[2]===v.z||(gl.uniform3ui(this.addr,v.x,v.y,v.z),cache[0]=v.x,cache[1]=v.y,cache[2]=v.z);else{if(arraysEqual(cache,v))return;gl.uniform3uiv(this.addr,v),copyArray(cache,v)}}function setValueV4ui(gl,v){const cache=this.cache;if(void 0!==v.x)cache[0]===v.x&&cache[1]===v.y&&cache[2]===v.z&&cache[3]===v.w||(gl.uniform4ui(this.addr,v.x,v.y,v.z,v.w),cache[0]=v.x,cache[1]=v.y,cache[2]=v.z,cache[3]=v.w);else{if(arraysEqual(cache,v))return;gl.uniform4uiv(this.addr,v),copyArray(cache,v)}}function setValueT1(gl,v,textures){const cache=this.cache,unit=textures.allocateTextureUnit();let emptyTexture2D;cache[0]!==unit&&(gl.uniform1i(this.addr,unit),cache[0]=unit),this.type===gl.SAMPLER_2D_SHADOW?(emptyShadowTexture.compareFunction=textures.isReversedDepthBuffer()?GreaterEqualCompare:LessEqualCompare,emptyTexture2D=emptyShadowTexture):emptyTexture2D=emptyTexture,textures.setTexture2D(v||emptyTexture2D,unit)}function setValueT3D1(gl,v,textures){const cache=this.cache,unit=textures.allocateTextureUnit();cache[0]!==unit&&(gl.uniform1i(this.addr,unit),cache[0]=unit),textures.setTexture3D(v||empty3dTexture,unit)}function setValueT6(gl,v,textures){const cache=this.cache,unit=textures.allocateTextureUnit();cache[0]!==unit&&(gl.uniform1i(this.addr,unit),cache[0]=unit),textures.setTextureCube(v||emptyCubeTexture,unit)}function setValueT2DArray1(gl,v,textures){const cache=this.cache,unit=textures.allocateTextureUnit();cache[0]!==unit&&(gl.uniform1i(this.addr,unit),cache[0]=unit),textures.setTexture2DArray(v||emptyArrayTexture,unit)}function setValueV1fArray(gl,v){gl.uniform1fv(this.addr,v)}function setValueV2fArray(gl,v){const data=flatten(v,this.size,2);gl.uniform2fv(this.addr,data)}function setValueV3fArray(gl,v){const data=flatten(v,this.size,3);gl.uniform3fv(this.addr,data)}function setValueV4fArray(gl,v){const data=flatten(v,this.size,4);gl.uniform4fv(this.addr,data)}function setValueM2Array(gl,v){const data=flatten(v,this.size,4);gl.uniformMatrix2fv(this.addr,!1,data)}function setValueM3Array(gl,v){const data=flatten(v,this.size,9);gl.uniformMatrix3fv(this.addr,!1,data)}function setValueM4Array(gl,v){const data=flatten(v,this.size,16);gl.uniformMatrix4fv(this.addr,!1,data)}function setValueV1iArray(gl,v){gl.uniform1iv(this.addr,v)}function setValueV2iArray(gl,v){gl.uniform2iv(this.addr,v)}function setValueV3iArray(gl,v){gl.uniform3iv(this.addr,v)}function setValueV4iArray(gl,v){gl.uniform4iv(this.addr,v)}function setValueV1uiArray(gl,v){gl.uniform1uiv(this.addr,v)}function setValueV2uiArray(gl,v){gl.uniform2uiv(this.addr,v)}function setValueV3uiArray(gl,v){gl.uniform3uiv(this.addr,v)}function setValueV4uiArray(gl,v){gl.uniform4uiv(this.addr,v)}function setValueT1Array(gl,v,textures){const cache=this.cache,n=v.length,units=allocTexUnits(textures,n);let emptyTexture2D;arraysEqual(cache,units)||(gl.uniform1iv(this.addr,units),copyArray(cache,units)),emptyTexture2D=this.type===gl.SAMPLER_2D_SHADOW?emptyShadowTexture:emptyTexture;for(let i=0;i!==n;++i)textures.setTexture2D(v[i]||emptyTexture2D,units[i])}function setValueT3DArray(gl,v,textures){const cache=this.cache,n=v.length,units=allocTexUnits(textures,n);arraysEqual(cache,units)||(gl.uniform1iv(this.addr,units),copyArray(cache,units));for(let i=0;i!==n;++i)textures.setTexture3D(v[i]||empty3dTexture,units[i])}function setValueT6Array(gl,v,textures){const cache=this.cache,n=v.length,units=allocTexUnits(textures,n);arraysEqual(cache,units)||(gl.uniform1iv(this.addr,units),copyArray(cache,units));for(let i=0;i!==n;++i)textures.setTextureCube(v[i]||emptyCubeTexture,units[i])}function setValueT2DArrayArray(gl,v,textures){const cache=this.cache,n=v.length,units=allocTexUnits(textures,n);arraysEqual(cache,units)||(gl.uniform1iv(this.addr,units),copyArray(cache,units));for(let i=0;i!==n;++i)textures.setTexture2DArray(v[i]||emptyArrayTexture,units[i])}class SingleUniform{constructor(id,activeInfo,addr){this.id=id,this.addr=addr,this.cache=[],this.type=activeInfo.type,this.setValue=function(type){switch(type){case 5126:return setValueV1f;case 35664:return setValueV2f;case 35665:return setValueV3f;case 35666:return setValueV4f;case 35674:return setValueM2;case 35675:return setValueM3;case 35676:return setValueM4;case 5124:case 35670:return setValueV1i;case 35667:case 35671:return setValueV2i;case 35668:case 35672:return setValueV3i;case 35669:case 35673:return setValueV4i;case 5125:return setValueV1ui;case 36294:return setValueV2ui;case 36295:return setValueV3ui;case 36296:return setValueV4ui;case 35678:case 36198:case 36298:case 36306:case 35682:return setValueT1;case 35679:case 36299:case 36307:return setValueT3D1;case 35680:case 36300:case 36308:case 36293:return setValueT6;case 36289:case 36303:case 36311:case 36292:return setValueT2DArray1}}(activeInfo.type)}}class PureArrayUniform{constructor(id,activeInfo,addr){this.id=id,this.addr=addr,this.cache=[],this.type=activeInfo.type,this.size=activeInfo.size,this.setValue=function(type){switch(type){case 5126:return setValueV1fArray;case 35664:return setValueV2fArray;case 35665:return setValueV3fArray;case 35666:return setValueV4fArray;case 35674:return setValueM2Array;case 35675:return setValueM3Array;case 35676:return setValueM4Array;case 5124:case 35670:return setValueV1iArray;case 35667:case 35671:return setValueV2iArray;case 35668:case 35672:return setValueV3iArray;case 35669:case 35673:return setValueV4iArray;case 5125:return setValueV1uiArray;case 36294:return setValueV2uiArray;case 36295:return setValueV3uiArray;case 36296:return setValueV4uiArray;case 35678:case 36198:case 36298:case 36306:case 35682:return setValueT1Array;case 35679:case 36299:case 36307:return setValueT3DArray;case 35680:case 36300:case 36308:case 36293:return setValueT6Array;case 36289:case 36303:case 36311:case 36292:return setValueT2DArrayArray}}(activeInfo.type)}}class StructuredUniform{constructor(id){this.id=id,this.seq=[],this.map={}}setValue(gl,value,textures){const seq=this.seq;for(let i=0,n=seq.length;i!==n;++i){const u=seq[i];u.setValue(gl,value[u.id],textures)}}}const RePathPart=/(\w+)(\])?(\[|\.)?/g;function addUniform(container,uniformObject){container.seq.push(uniformObject),container.map[uniformObject.id]=uniformObject}function parseUniform(activeInfo,addr,container){const path=activeInfo.name,pathLength=path.length;for(RePathPart.lastIndex=0;;){const match=RePathPart.exec(path);let id=match[1];const subscript=match[3];if("]"===match[2]&&(id|=0),void 0===subscript||"["===subscript&&RePathPart.lastIndex+2===pathLength){addUniform(container,void 0===subscript?new SingleUniform(id,activeInfo,addr):new PureArrayUniform(id,activeInfo,addr));break}{let next=container.map[id];void 0===next&&(next=new StructuredUniform(id),addUniform(container,next)),container=next}}}class WebGLUniforms{constructor(gl,program){this.seq=[],this.map={};const n=gl.getProgramParameter(program,gl.ACTIVE_UNIFORMS);for(let i=0;i<n;++i){const info=gl.getActiveUniform(program,i);parseUniform(info,gl.getUniformLocation(program,info.name),this)}const shadowSamplers=[],otherUniforms=[];for(const u of this.seq)u.type===gl.SAMPLER_2D_SHADOW||u.type===gl.SAMPLER_CUBE_SHADOW||u.type===gl.SAMPLER_2D_ARRAY_SHADOW?shadowSamplers.push(u):otherUniforms.push(u);shadowSamplers.length>0&&(this.seq=shadowSamplers.concat(otherUniforms))}setValue(gl,name,value,textures){const u=this.map[name];void 0!==u&&u.setValue(gl,value,textures)}setOptional(gl,object,name){const v=object[name];void 0!==v&&this.setValue(gl,name,v)}static upload(gl,seq,values,textures){for(let i=0,n=seq.length;i!==n;++i){const u=seq[i],v=values[u.id];!1!==v.needsUpdate&&u.setValue(gl,v.value,textures)}}static seqWithValue(seq,values){const r=[];for(let i=0,n=seq.length;i!==n;++i){const u=seq[i];u.id in values&&r.push(u)}return r}}function WebGLShader(gl,type,string){const shader=gl.createShader(type);return gl.shaderSource(shader,string),gl.compileShader(shader),shader}let programIdCount=0;const _m0=new Matrix3;function getShaderErrors(gl,shader,type){const status=gl.getShaderParameter(shader,gl.COMPILE_STATUS),errors=(gl.getShaderInfoLog(shader)||"").trim();if(status&&""===errors)return"";const errorMatches=/ERROR: 0:(\d+)/.exec(errors);if(errorMatches){const errorLine=parseInt(errorMatches[1]);return type.toUpperCase()+"\n\n"+errors+"\n\n"+function(string,errorLine){const lines=string.split("\n"),lines2=[],from=Math.max(errorLine-6,0),to=Math.min(errorLine+6,lines.length);for(let i=from;i<to;i++){const line=i+1;lines2.push(`${line===errorLine?">":" "} ${line}: ${lines[i]}`)}return lines2.join("\n")}(gl.getShaderSource(shader),errorLine)}return errors}function getTexelEncodingFunction(functionName,colorSpace){const components=function(colorSpace){ColorManagement._getMatrix(_m0,ColorManagement.workingColorSpace,colorSpace);const encodingMatrix=`mat3( ${_m0.elements.map(v=>v.toFixed(4))} )`;switch(ColorManagement.getTransfer(colorSpace)){case LinearTransfer:return[encodingMatrix,"LinearTransferOETF"];case SRGBTransfer:return[encodingMatrix,"sRGBTransferOETF"];default:return warn("WebGLProgram: Unsupported color space: ",colorSpace),[encodingMatrix,"LinearTransferOETF"]}}(colorSpace);return[`vec4 ${functionName}( vec4 value ) {`,`\treturn ${components[1]}( vec4( value.rgb * ${components[0]}, value.a ) );`,"}"].join("\n")}const toneMappingFunctions={[LinearToneMapping]:"Linear",[ReinhardToneMapping]:"Reinhard",[CineonToneMapping]:"Cineon",[ACESFilmicToneMapping]:"ACESFilmic",[AgXToneMapping]:"AgX",[NeutralToneMapping]:"Neutral",[CustomToneMapping]:"Custom"};function getToneMappingFunction(functionName,toneMapping){const toneMappingName=toneMappingFunctions[toneMapping];return void 0===toneMappingName?(warn("WebGLProgram: Unsupported toneMapping:",toneMapping),"vec3 "+functionName+"( vec3 color ) { return LinearToneMapping( color ); }"):"vec3 "+functionName+"( vec3 color ) { return "+toneMappingName+"ToneMapping( color ); }"}const _v0=new Vector3;function filterEmptyLine(string){return""!==string}function replaceLightNums(string,parameters){const numSpotLightCoords=parameters.numSpotLightShadows+parameters.numSpotLightMaps-parameters.numSpotLightShadowsWithMaps;return string.replace(/NUM_DIR_LIGHTS/g,parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g,parameters.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,parameters.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,numSpotLightCoords).replace(/NUM_RECT_AREA_LIGHTS/g,parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g,parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,parameters.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,parameters.numPointLightShadows)}function replaceClippingPlaneNums(string,parameters){return string.replace(/NUM_CLIPPING_PLANES/g,parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,parameters.numClippingPlanes-parameters.numClipIntersection)}const includePattern=/^[ \t]*#include +<([\w\d./]+)>/gm;function resolveIncludes(string){return string.replace(includePattern,includeReplacer)}const shaderChunkMap=new Map;function includeReplacer(match,include){let string=ShaderChunk[include];if(void 0===string){const newInclude=shaderChunkMap.get(include);if(void 0===newInclude)throw new Error("Can not resolve #include <"+include+">");string=ShaderChunk[newInclude],warn('WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.',include,newInclude)}return resolveIncludes(string)}const unrollLoopPattern=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function unrollLoops(string){return string.replace(unrollLoopPattern,loopReplacer)}function loopReplacer(match,start,end,snippet){let string="";for(let i=parseInt(start);i<parseInt(end);i++)string+=snippet.replace(/\[\s*i\s*\]/g,"[ "+i+" ]").replace(/UNROLLED_LOOP_INDEX/g,i);return string}function generatePrecision(parameters){let precisionstring=`precision ${parameters.precision} float;\n\tprecision ${parameters.precision} int;\n\tprecision ${parameters.precision} sampler2D;\n\tprecision ${parameters.precision} samplerCube;\n\tprecision ${parameters.precision} sampler3D;\n\tprecision ${parameters.precision} sampler2DArray;\n\tprecision ${parameters.precision} sampler2DShadow;\n\tprecision ${parameters.precision} samplerCubeShadow;\n\tprecision ${parameters.precision} sampler2DArrayShadow;\n\tprecision ${parameters.precision} isampler2D;\n\tprecision ${parameters.precision} isampler3D;\n\tprecision ${parameters.precision} isamplerCube;\n\tprecision ${parameters.precision} isampler2DArray;\n\tprecision ${parameters.precision} usampler2D;\n\tprecision ${parameters.precision} usampler3D;\n\tprecision ${parameters.precision} usamplerCube;\n\tprecision ${parameters.precision} usampler2DArray;\n\t`;return"highp"===parameters.precision?precisionstring+="\n#define HIGH_PRECISION":"mediump"===parameters.precision?precisionstring+="\n#define MEDIUM_PRECISION":"lowp"===parameters.precision&&(precisionstring+="\n#define LOW_PRECISION"),precisionstring}const shadowMapTypeDefines={[PCFShadowMap]:"SHADOWMAP_TYPE_PCF",[VSMShadowMap]:"SHADOWMAP_TYPE_VSM"},envMapTypeDefines={[CubeReflectionMapping]:"ENVMAP_TYPE_CUBE",[CubeRefractionMapping]:"ENVMAP_TYPE_CUBE",[CubeUVReflectionMapping]:"ENVMAP_TYPE_CUBE_UV"},envMapModeDefines={[CubeRefractionMapping]:"ENVMAP_MODE_REFRACTION"},envMapBlendingDefines={[MultiplyOperation]:"ENVMAP_BLENDING_MULTIPLY",[MixOperation]:"ENVMAP_BLENDING_MIX",[AddOperation]:"ENVMAP_BLENDING_ADD"};function WebGLProgram(renderer,cacheKey,parameters,bindingStates){const gl=renderer.getContext(),defines=parameters.defines;let vertexShader=parameters.vertexShader,fragmentShader=parameters.fragmentShader;const shadowMapTypeDefine=function(parameters){return shadowMapTypeDefines[parameters.shadowMapType]||"SHADOWMAP_TYPE_BASIC"}(parameters),envMapTypeDefine=function(parameters){return!1===parameters.envMap?"ENVMAP_TYPE_CUBE":envMapTypeDefines[parameters.envMapMode]||"ENVMAP_TYPE_CUBE"}(parameters),envMapModeDefine=function(parameters){return!1===parameters.envMap?"ENVMAP_MODE_REFLECTION":envMapModeDefines[parameters.envMapMode]||"ENVMAP_MODE_REFLECTION"}(parameters),envMapBlendingDefine=function(parameters){return!1===parameters.envMap?"ENVMAP_BLENDING_NONE":envMapBlendingDefines[parameters.combine]||"ENVMAP_BLENDING_NONE"}(parameters),envMapCubeUVSize=function(parameters){const imageHeight=parameters.envMapCubeUVHeight;if(null===imageHeight)return null;const maxMip=Math.log2(imageHeight)-2,texelHeight=1/imageHeight;return{texelWidth:1/(3*Math.max(Math.pow(2,maxMip),112)),texelHeight:texelHeight,maxMip:maxMip}}(parameters),customVertexExtensions=function(parameters){return[parameters.extensionClipCullDistance?"#extension GL_ANGLE_clip_cull_distance : require":"",parameters.extensionMultiDraw?"#extension GL_ANGLE_multi_draw : require":""].filter(filterEmptyLine).join("\n")}(parameters),customDefines=function(defines){const chunks=[];for(const name in defines){const value=defines[name];!1!==value&&chunks.push("#define "+name+" "+value)}return chunks.join("\n")}(defines),program=gl.createProgram();let prefixVertex,prefixFragment,versionString=parameters.glslVersion?"#version "+parameters.glslVersion+"\n":"";parameters.isRawShaderMaterial?(prefixVertex=["#define SHADER_TYPE "+parameters.shaderType,"#define SHADER_NAME "+parameters.shaderName,customDefines].filter(filterEmptyLine).join("\n"),prefixVertex.length>0&&(prefixVertex+="\n"),prefixFragment=["#define SHADER_TYPE "+parameters.shaderType,"#define SHADER_NAME "+parameters.shaderName,customDefines].filter(filterEmptyLine).join("\n"),prefixFragment.length>0&&(prefixFragment+="\n")):(prefixVertex=[generatePrecision(parameters),"#define SHADER_TYPE "+parameters.shaderType,"#define SHADER_NAME "+parameters.shaderName,customDefines,parameters.extensionClipCullDistance?"#define USE_CLIP_DISTANCE":"",parameters.batching?"#define USE_BATCHING":"",parameters.batchingColor?"#define USE_BATCHING_COLOR":"",parameters.instancing?"#define USE_INSTANCING":"",parameters.instancingColor?"#define USE_INSTANCING_COLOR":"",parameters.instancingMorph?"#define USE_INSTANCING_MORPH":"",parameters.useFog&¶meters.fog?"#define USE_FOG":"",parameters.useFog&¶meters.fogExp2?"#define FOG_EXP2":"",parameters.map?"#define USE_MAP":"",parameters.envMap?"#define USE_ENVMAP":"",parameters.envMap?"#define "+envMapModeDefine:"",parameters.lightMap?"#define USE_LIGHTMAP":"",parameters.aoMap?"#define USE_AOMAP":"",parameters.bumpMap?"#define USE_BUMPMAP":"",parameters.normalMap?"#define USE_NORMALMAP":"",parameters.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",parameters.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",parameters.displacementMap?"#define USE_DISPLACEMENTMAP":"",parameters.emissiveMap?"#define USE_EMISSIVEMAP":"",parameters.anisotropy?"#define USE_ANISOTROPY":"",parameters.anisotropyMap?"#define USE_ANISOTROPYMAP":"",parameters.clearcoatMap?"#define USE_CLEARCOATMAP":"",parameters.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",parameters.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",parameters.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",parameters.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",parameters.specularMap?"#define USE_SPECULARMAP":"",parameters.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",parameters.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",parameters.roughnessMap?"#define USE_ROUGHNESSMAP":"",parameters.metalnessMap?"#define USE_METALNESSMAP":"",parameters.alphaMap?"#define USE_ALPHAMAP":"",parameters.alphaHash?"#define USE_ALPHAHASH":"",parameters.transmission?"#define USE_TRANSMISSION":"",parameters.transmissionMap?"#define USE_TRANSMISSIONMAP":"",parameters.thicknessMap?"#define USE_THICKNESSMAP":"",parameters.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",parameters.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",parameters.mapUv?"#define MAP_UV "+parameters.mapUv:"",parameters.alphaMapUv?"#define ALPHAMAP_UV "+parameters.alphaMapUv:"",parameters.lightMapUv?"#define LIGHTMAP_UV "+parameters.lightMapUv:"",parameters.aoMapUv?"#define AOMAP_UV "+parameters.aoMapUv:"",parameters.emissiveMapUv?"#define EMISSIVEMAP_UV "+parameters.emissiveMapUv:"",parameters.bumpMapUv?"#define BUMPMAP_UV "+parameters.bumpMapUv:"",parameters.normalMapUv?"#define NORMALMAP_UV "+parameters.normalMapUv:"",parameters.displacementMapUv?"#define DISPLACEMENTMAP_UV "+parameters.displacementMapUv:"",parameters.metalnessMapUv?"#define METALNESSMAP_UV "+parameters.metalnessMapUv:"",parameters.roughnessMapUv?"#define ROUGHNESSMAP_UV "+parameters.roughnessMapUv:"",parameters.anisotropyMapUv?"#define ANISOTROPYMAP_UV "+parameters.anisotropyMapUv:"",parameters.clearcoatMapUv?"#define CLEARCOATMAP_UV "+parameters.clearcoatMapUv:"",parameters.clearcoatNormalMapUv?"#define CLEARCOAT_NORMALMAP_UV "+parameters.clearcoatNormalMapUv:"",parameters.clearcoatRoughnessMapUv?"#define CLEARCOAT_ROUGHNESSMAP_UV "+parameters.clearcoatRoughnessMapUv:"",parameters.iridescenceMapUv?"#define IRIDESCENCEMAP_UV "+parameters.iridescenceMapUv:"",parameters.iridescenceThicknessMapUv?"#define IRIDESCENCE_THICKNESSMAP_UV "+parameters.iridescenceThicknessMapUv:"",parameters.sheenColorMapUv?"#define SHEEN_COLORMAP_UV "+parameters.sheenColorMapUv:"",parameters.sheenRoughnessMapUv?"#define SHEEN_ROUGHNESSMAP_UV "+parameters.sheenRoughnessMapUv:"",parameters.specularMapUv?"#define SPECULARMAP_UV "+parameters.specularMapUv:"",parameters.specularColorMapUv?"#define SPECULAR_COLORMAP_UV "+parameters.specularColorMapUv:"",parameters.specularIntensityMapUv?"#define SPECULAR_INTENSITYMAP_UV "+parameters.specularIntensityMapUv:"",parameters.transmissionMapUv?"#define TRANSMISSIONMAP_UV "+parameters.transmissionMapUv:"",parameters.thicknessMapUv?"#define THICKNESSMAP_UV "+parameters.thicknessMapUv:"",parameters.vertexTangents&&!1===parameters.flatShading?"#define USE_TANGENT":"",parameters.vertexColors?"#define USE_COLOR":"",parameters.vertexAlphas?"#define USE_COLOR_ALPHA":"",parameters.vertexUv1s?"#define USE_UV1":"",parameters.vertexUv2s?"#define USE_UV2":"",parameters.vertexUv3s?"#define USE_UV3":"",parameters.pointsUvs?"#define USE_POINTS_UV":"",parameters.flatShading?"#define FLAT_SHADED":"",parameters.skinning?"#define USE_SKINNING":"",parameters.morphTargets?"#define USE_MORPHTARGETS":"",parameters.morphNormals&&!1===parameters.flatShading?"#define USE_MORPHNORMALS":"",parameters.morphColors?"#define USE_MORPHCOLORS":"",parameters.morphTargetsCount>0?"#define MORPHTARGETS_TEXTURE_STRIDE "+parameters.morphTextureStride:"",parameters.morphTargetsCount>0?"#define MORPHTARGETS_COUNT "+parameters.morphTargetsCount:"",parameters.doubleSided?"#define DOUBLE_SIDED":"",parameters.flipSided?"#define FLIP_SIDED":"",parameters.shadowMapEnabled?"#define USE_SHADOWMAP":"",parameters.shadowMapEnabled?"#define "+shadowMapTypeDefine:"",parameters.sizeAttenuation?"#define USE_SIZEATTENUATION":"",parameters.numLightProbes>0?"#define USE_LIGHT_PROBES":"",parameters.logarithmicDepthBuffer?"#define USE_LOGARITHMIC_DEPTH_BUFFER":"",parameters.reversedDepthBuffer?"#define USE_REVERSED_DEPTH_BUFFER":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;","#ifdef USE_INSTANCING","\tattribute mat4 instanceMatrix;","#endif","#ifdef USE_INSTANCING_COLOR","\tattribute vec3 instanceColor;","#endif","#ifdef USE_INSTANCING_MORPH","\tuniform sampler2D morphTexture;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_UV1","\tattribute vec2 uv1;","#endif","#ifdef USE_UV2","\tattribute vec2 uv2;","#endif","#ifdef USE_UV3","\tattribute vec2 uv3;","#endif","#ifdef USE_TANGENT","\tattribute vec4 tangent;","#endif","#if defined( USE_COLOR_ALPHA )","\tattribute vec4 color;","#elif defined( USE_COLOR )","\tattribute vec3 color;","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;","#endif","\n"].filter(filterEmptyLine).join("\n"),prefixFragment=[generatePrecision(parameters),"#define SHADER_TYPE "+parameters.shaderType,"#define SHADER_NAME "+parameters.shaderName,customDefines,parameters.useFog&¶meters.fog?"#define USE_FOG":"",parameters.useFog&¶meters.fogExp2?"#define FOG_EXP2":"",parameters.alphaToCoverage?"#define ALPHA_TO_COVERAGE":"",parameters.map?"#define USE_MAP":"",parameters.matcap?"#define USE_MATCAP":"",parameters.envMap?"#define USE_ENVMAP":"",parameters.envMap?"#define "+envMapTypeDefine:"",parameters.envMap?"#define "+envMapModeDefine:"",parameters.envMap?"#define "+envMapBlendingDefine:"",envMapCubeUVSize?"#define CUBEUV_TEXEL_WIDTH "+envMapCubeUVSize.texelWidth:"",envMapCubeUVSize?"#define CUBEUV_TEXEL_HEIGHT "+envMapCubeUVSize.texelHeight:"",envMapCubeUVSize?"#define CUBEUV_MAX_MIP "+envMapCubeUVSize.maxMip+".0":"",parameters.lightMap?"#define USE_LIGHTMAP":"",parameters.aoMap?"#define USE_AOMAP":"",parameters.bumpMap?"#define USE_BUMPMAP":"",parameters.normalMap?"#define USE_NORMALMAP":"",parameters.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",parameters.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",parameters.emissiveMap?"#define USE_EMISSIVEMAP":"",parameters.anisotropy?"#define USE_ANISOTROPY":"",parameters.anisotropyMap?"#define USE_ANISOTROPYMAP":"",parameters.clearcoat?"#define USE_CLEARCOAT":"",parameters.clearcoatMap?"#define USE_CLEARCOATMAP":"",parameters.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",parameters.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",parameters.dispersion?"#define USE_DISPERSION":"",parameters.iridescence?"#define USE_IRIDESCENCE":"",parameters.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",parameters.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",parameters.specularMap?"#define USE_SPECULARMAP":"",parameters.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",parameters.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",parameters.roughnessMap?"#define USE_ROUGHNESSMAP":"",parameters.metalnessMap?"#define USE_METALNESSMAP":"",parameters.alphaMap?"#define USE_ALPHAMAP":"",parameters.alphaTest?"#define USE_ALPHATEST":"",parameters.alphaHash?"#define USE_ALPHAHASH":"",parameters.sheen?"#define USE_SHEEN":"",parameters.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",parameters.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",parameters.transmission?"#define USE_TRANSMISSION":"",parameters.transmissionMap?"#define USE_TRANSMISSIONMAP":"",parameters.thicknessMap?"#define USE_THICKNESSMAP":"",parameters.vertexTangents&&!1===parameters.flatShading?"#define USE_TANGENT":"",parameters.vertexColors||parameters.instancingColor||parameters.batchingColor?"#define USE_COLOR":"",parameters.vertexAlphas?"#define USE_COLOR_ALPHA":"",parameters.vertexUv1s?"#define USE_UV1":"",parameters.vertexUv2s?"#define USE_UV2":"",parameters.vertexUv3s?"#define USE_UV3":"",parameters.pointsUvs?"#define USE_POINTS_UV":"",parameters.gradientMap?"#define USE_GRADIENTMAP":"",parameters.flatShading?"#define FLAT_SHADED":"",parameters.doubleSided?"#define DOUBLE_SIDED":"",parameters.flipSided?"#define FLIP_SIDED":"",parameters.shadowMapEnabled?"#define USE_SHADOWMAP":"",parameters.shadowMapEnabled?"#define "+shadowMapTypeDefine:"",parameters.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",parameters.numLightProbes>0?"#define USE_LIGHT_PROBES":"",parameters.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",parameters.decodeVideoTextureEmissive?"#define DECODE_VIDEO_TEXTURE_EMISSIVE":"",parameters.logarithmicDepthBuffer?"#define USE_LOGARITHMIC_DEPTH_BUFFER":"",parameters.reversedDepthBuffer?"#define USE_REVERSED_DEPTH_BUFFER":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",parameters.toneMapping!==NoToneMapping?"#define TONE_MAPPING":"",parameters.toneMapping!==NoToneMapping?ShaderChunk.tonemapping_pars_fragment:"",parameters.toneMapping!==NoToneMapping?getToneMappingFunction("toneMapping",parameters.toneMapping):"",parameters.dithering?"#define DITHERING":"",parameters.opaque?"#define OPAQUE":"",ShaderChunk.colorspace_pars_fragment,getTexelEncodingFunction("linearToOutputTexel",parameters.outputColorSpace),(ColorManagement.getLuminanceCoefficients(_v0),["float luminance( const in vec3 rgb ) {",`\tconst vec3 weights = vec3( ${_v0.x.toFixed(4)}, ${_v0.y.toFixed(4)}, ${_v0.z.toFixed(4)} );`,"\treturn dot( weights, rgb );","}"].join("\n")),parameters.useDepthPacking?"#define DEPTH_PACKING "+parameters.depthPacking:"","\n"].filter(filterEmptyLine).join("\n")),vertexShader=resolveIncludes(vertexShader),vertexShader=replaceLightNums(vertexShader,parameters),vertexShader=replaceClippingPlaneNums(vertexShader,parameters),fragmentShader=resolveIncludes(fragmentShader),fragmentShader=replaceLightNums(fragmentShader,parameters),fragmentShader=replaceClippingPlaneNums(fragmentShader,parameters),vertexShader=unrollLoops(vertexShader),fragmentShader=unrollLoops(fragmentShader),!0!==parameters.isRawShaderMaterial&&(versionString="#version 300 es\n",prefixVertex=[customVertexExtensions,"#define attribute in","#define varying out","#define texture2D texture"].join("\n")+"\n"+prefixVertex,prefixFragment=["#define varying in",parameters.glslVersion===GLSL3?"":"layout(location = 0) out highp vec4 pc_fragColor;",parameters.glslVersion===GLSL3?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join("\n")+"\n"+prefixFragment);const fragmentGlsl=versionString+prefixFragment+fragmentShader,glVertexShader=WebGLShader(gl,gl.VERTEX_SHADER,versionString+prefixVertex+vertexShader),glFragmentShader=WebGLShader(gl,gl.FRAGMENT_SHADER,fragmentGlsl);function onFirstUse(self){if(renderer.debug.checkShaderErrors){const programInfoLog=gl.getProgramInfoLog(program)||"",vertexShaderInfoLog=gl.getShaderInfoLog(glVertexShader)||"",fragmentShaderInfoLog=gl.getShaderInfoLog(glFragmentShader)||"",programLog=programInfoLog.trim(),vertexLog=vertexShaderInfoLog.trim(),fragmentLog=fragmentShaderInfoLog.trim();let runnable=!0,haveDiagnostics=!0;if(!1===gl.getProgramParameter(program,gl.LINK_STATUS))if(runnable=!1,"function"==typeof renderer.debug.onShaderError)renderer.debug.onShaderError(gl,program,glVertexShader,glFragmentShader);else{const vertexErrors=getShaderErrors(gl,glVertexShader,"vertex"),fragmentErrors=getShaderErrors(gl,glFragmentShader,"fragment");error("THREE.WebGLProgram: Shader Error "+gl.getError()+" - VALIDATE_STATUS "+gl.getProgramParameter(program,gl.VALIDATE_STATUS)+"\n\nMaterial Name: "+self.name+"\nMaterial Type: "+self.type+"\n\nProgram Info Log: "+programLog+"\n"+vertexErrors+"\n"+fragmentErrors)}else""!==programLog?warn("WebGLProgram: Program Info Log:",programLog):""!==vertexLog&&""!==fragmentLog||(haveDiagnostics=!1);haveDiagnostics&&(self.diagnostics={runnable:runnable,programLog:programLog,vertexShader:{log:vertexLog,prefix:prefixVertex},fragmentShader:{log:fragmentLog,prefix:prefixFragment}})}gl.deleteShader(glVertexShader),gl.deleteShader(glFragmentShader),cachedUniforms=new WebGLUniforms(gl,program),cachedAttributes=function(gl,program){const attributes={},n=gl.getProgramParameter(program,gl.ACTIVE_ATTRIBUTES);for(let i=0;i<n;i++){const info=gl.getActiveAttrib(program,i),name=info.name;let locationSize=1;info.type===gl.FLOAT_MAT2&&(locationSize=2),info.type===gl.FLOAT_MAT3&&(locationSize=3),info.type===gl.FLOAT_MAT4&&(locationSize=4),attributes[name]={type:info.type,location:gl.getAttribLocation(program,name),locationSize:locationSize}}return attributes}(gl,program)}let cachedUniforms,cachedAttributes;gl.attachShader(program,glVertexShader),gl.attachShader(program,glFragmentShader),void 0!==parameters.index0AttributeName?gl.bindAttribLocation(program,0,parameters.index0AttributeName):!0===parameters.morphTargets&&gl.bindAttribLocation(program,0,"position"),gl.linkProgram(program),this.getUniforms=function(){return void 0===cachedUniforms&&onFirstUse(this),cachedUniforms},this.getAttributes=function(){return void 0===cachedAttributes&&onFirstUse(this),cachedAttributes};let programReady=!1===parameters.rendererExtensionParallelShaderCompile;return this.isReady=function(){return!1===programReady&&(programReady=gl.getProgramParameter(program,37297)),programReady},this.destroy=function(){bindingStates.releaseStatesOfProgram(this),gl.deleteProgram(program),this.program=void 0},this.type=parameters.shaderType,this.name=parameters.shaderName,this.id=programIdCount++,this.cacheKey=cacheKey,this.usedTimes=1,this.program=program,this.vertexShader=glVertexShader,this.fragmentShader=glFragmentShader,this}let _id=0;class WebGLShaderCache{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(material){const fragmentShader=material.fragmentShader,vertexShaderStage=this._getShaderStage(material.vertexShader),fragmentShaderStage=this._getShaderStage(fragmentShader),materialShaders=this._getShaderCacheForMaterial(material);return!1===materialShaders.has(vertexShaderStage)&&(materialShaders.add(vertexShaderStage),vertexShaderStage.usedTimes++),!1===materialShaders.has(fragmentShaderStage)&&(materialShaders.add(fragmentShaderStage),fragmentShaderStage.usedTimes++),this}remove(material){const materialShaders=this.materialCache.get(material);for(const shaderStage of materialShaders)shaderStage.usedTimes--,0===shaderStage.usedTimes&&this.shaderCache.delete(shaderStage.code);return this.materialCache.delete(material),this}getVertexShaderID(material){return this._getShaderStage(material.vertexShader).id}getFragmentShaderID(material){return this._getShaderStage(material.fragmentShader).id}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(material){const cache=this.materialCache;let set=cache.get(material);return void 0===set&&(set=new Set,cache.set(material,set)),set}_getShaderStage(code){const cache=this.shaderCache;let stage=cache.get(code);return void 0===stage&&(stage=new WebGLShaderStage(code),cache.set(code,stage)),stage}}class WebGLShaderStage{constructor(code){this.id=_id++,this.code=code,this.usedTimes=0}}function WebGLPrograms(renderer,cubemaps,cubeuvmaps,extensions,capabilities,bindingStates,clipping){const _programLayers=new Layers,_customShaders=new WebGLShaderCache,_activeChannels=new Set,programs=[],programsMap=new Map,logarithmicDepthBuffer=capabilities.logarithmicDepthBuffer;let precision=capabilities.precision;const shaderIDs={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distance",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"toon",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"};function getChannel(value){return _activeChannels.add(value),0===value?"uv":`uv${value}`}return{getParameters:function(material,lights,shadows,scene,object){const fog=scene.fog,geometry=object.geometry,envMap=(material.isMeshStandardMaterial?cubeuvmaps:cubemaps).get(material.envMap||(material.isMeshStandardMaterial?scene.environment:null)),envMapCubeUVHeight=envMap&&envMap.mapping===CubeUVReflectionMapping?envMap.image.height:null,shaderID=shaderIDs[material.type];null!==material.precision&&(precision=capabilities.getMaxPrecision(material.precision),precision!==material.precision&&warn("WebGLProgram.getParameters:",material.precision,"not supported, using",precision,"instead."));const morphAttribute=geometry.morphAttributes.position||geometry.morphAttributes.normal||geometry.morphAttributes.color,morphTargetsCount=void 0!==morphAttribute?morphAttribute.length:0;let vertexShader,fragmentShader,customVertexShaderID,customFragmentShaderID,morphTextureStride=0;if(void 0!==geometry.morphAttributes.position&&(morphTextureStride=1),void 0!==geometry.morphAttributes.normal&&(morphTextureStride=2),void 0!==geometry.morphAttributes.color&&(morphTextureStride=3),shaderID){const shader=ShaderLib[shaderID];vertexShader=shader.vertexShader,fragmentShader=shader.fragmentShader}else vertexShader=material.vertexShader,fragmentShader=material.fragmentShader,_customShaders.update(material),customVertexShaderID=_customShaders.getVertexShaderID(material),customFragmentShaderID=_customShaders.getFragmentShaderID(material);const currentRenderTarget=renderer.getRenderTarget(),reversedDepthBuffer=renderer.state.buffers.depth.getReversed(),IS_INSTANCEDMESH=!0===object.isInstancedMesh,IS_BATCHEDMESH=!0===object.isBatchedMesh,HAS_MAP=!!material.map,HAS_ENVMAP=!!envMap,HAS_AOMAP=!!material.aoMap,HAS_LIGHTMAP=!!material.lightMap,HAS_BUMPMAP=!!material.bumpMap,HAS_NORMALMAP=!!material.normalMap,HAS_DISPLACEMENTMAP=!!material.displacementMap,HAS_EMISSIVEMAP=!!material.emissiveMap,HAS_METALNESSMAP=!!material.metalnessMap,HAS_ROUGHNESSMAP=!!material.roughnessMap,HAS_ANISOTROPY=material.anisotropy>0,HAS_CLEARCOAT=material.clearcoat>0,HAS_IRIDESCENCE=material.iridescence>0,HAS_SHEEN=material.sheen>0,HAS_TRANSMISSION=material.transmission>0,HAS_ANISOTROPYMAP=HAS_ANISOTROPY&&!!material.anisotropyMap,HAS_CLEARCOATMAP=HAS_CLEARCOAT&&!!material.clearcoatMap,HAS_CLEARCOAT_NORMALMAP=HAS_CLEARCOAT&&!!material.clearcoatNormalMap,HAS_CLEARCOAT_ROUGHNESSMAP=HAS_CLEARCOAT&&!!material.clearcoatRoughnessMap,HAS_IRIDESCENCEMAP=HAS_IRIDESCENCE&&!!material.iridescenceMap,HAS_IRIDESCENCE_THICKNESSMAP=HAS_IRIDESCENCE&&!!material.iridescenceThicknessMap,HAS_SHEEN_COLORMAP=HAS_SHEEN&&!!material.sheenColorMap,HAS_SHEEN_ROUGHNESSMAP=HAS_SHEEN&&!!material.sheenRoughnessMap,HAS_SPECULARMAP=!!material.specularMap,HAS_SPECULAR_COLORMAP=!!material.specularColorMap,HAS_SPECULAR_INTENSITYMAP=!!material.specularIntensityMap,HAS_TRANSMISSIONMAP=HAS_TRANSMISSION&&!!material.transmissionMap,HAS_THICKNESSMAP=HAS_TRANSMISSION&&!!material.thicknessMap,HAS_ALPHAMAP=!!material.alphaMap,HAS_EXTENSIONS=!!material.extensions;let toneMapping=NoToneMapping;material.toneMapped&&(null!==currentRenderTarget&&!0!==currentRenderTarget.isXRRenderTarget||(toneMapping=renderer.toneMapping));const parameters={shaderID:shaderID,shaderType:material.type,shaderName:material.name,vertexShader:vertexShader,fragmentShader:fragmentShader,defines:material.defines,customVertexShaderID:customVertexShaderID,customFragmentShaderID:customFragmentShaderID,isRawShaderMaterial:!0===material.isRawShaderMaterial,glslVersion:material.glslVersion,precision:precision,batching:IS_BATCHEDMESH,batchingColor:IS_BATCHEDMESH&&null!==object._colorsTexture,instancing:IS_INSTANCEDMESH,instancingColor:IS_INSTANCEDMESH&&null!==object.instanceColor,instancingMorph:IS_INSTANCEDMESH&&null!==object.morphTexture,outputColorSpace:null===currentRenderTarget?renderer.outputColorSpace:!0===currentRenderTarget.isXRRenderTarget?currentRenderTarget.texture.colorSpace:LinearSRGBColorSpace,alphaToCoverage:!!material.alphaToCoverage,map:HAS_MAP,matcap:!!material.matcap,envMap:HAS_ENVMAP,envMapMode:HAS_ENVMAP&&envMap.mapping,envMapCubeUVHeight:envMapCubeUVHeight,aoMap:HAS_AOMAP,lightMap:HAS_LIGHTMAP,bumpMap:HAS_BUMPMAP,normalMap:HAS_NORMALMAP,displacementMap:HAS_DISPLACEMENTMAP,emissiveMap:HAS_EMISSIVEMAP,normalMapObjectSpace:HAS_NORMALMAP&&material.normalMapType===ObjectSpaceNormalMap,normalMapTangentSpace:HAS_NORMALMAP&&material.normalMapType===TangentSpaceNormalMap,metalnessMap:HAS_METALNESSMAP,roughnessMap:HAS_ROUGHNESSMAP,anisotropy:HAS_ANISOTROPY,anisotropyMap:HAS_ANISOTROPYMAP,clearcoat:HAS_CLEARCOAT,clearcoatMap:HAS_CLEARCOATMAP,clearcoatNormalMap:HAS_CLEARCOAT_NORMALMAP,clearcoatRoughnessMap:HAS_CLEARCOAT_ROUGHNESSMAP,dispersion:material.dispersion>0,iridescence:HAS_IRIDESCENCE,iridescenceMap:HAS_IRIDESCENCEMAP,iridescenceThicknessMap:HAS_IRIDESCENCE_THICKNESSMAP,sheen:HAS_SHEEN,sheenColorMap:HAS_SHEEN_COLORMAP,sheenRoughnessMap:HAS_SHEEN_ROUGHNESSMAP,specularMap:HAS_SPECULARMAP,specularColorMap:HAS_SPECULAR_COLORMAP,specularIntensityMap:HAS_SPECULAR_INTENSITYMAP,transmission:HAS_TRANSMISSION,transmissionMap:HAS_TRANSMISSIONMAP,thicknessMap:HAS_THICKNESSMAP,gradientMap:!!material.gradientMap,opaque:!1===material.transparent&&material.blending===NormalBlending&&!1===material.alphaToCoverage,alphaMap:HAS_ALPHAMAP,alphaTest:material.alphaTest>0,alphaHash:!!material.alphaHash,combine:material.combine,mapUv:HAS_MAP&&getChannel(material.map.channel),aoMapUv:HAS_AOMAP&&getChannel(material.aoMap.channel),lightMapUv:HAS_LIGHTMAP&&getChannel(material.lightMap.channel),bumpMapUv:HAS_BUMPMAP&&getChannel(material.bumpMap.channel),normalMapUv:HAS_NORMALMAP&&getChannel(material.normalMap.channel),displacementMapUv:HAS_DISPLACEMENTMAP&&getChannel(material.displacementMap.channel),emissiveMapUv:HAS_EMISSIVEMAP&&getChannel(material.emissiveMap.channel),metalnessMapUv:HAS_METALNESSMAP&&getChannel(material.metalnessMap.channel),roughnessMapUv:HAS_ROUGHNESSMAP&&getChannel(material.roughnessMap.channel),anisotropyMapUv:HAS_ANISOTROPYMAP&&getChannel(material.anisotropyMap.channel),clearcoatMapUv:HAS_CLEARCOATMAP&&getChannel(material.clearcoatMap.channel),clearcoatNormalMapUv:HAS_CLEARCOAT_NORMALMAP&&getChannel(material.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:HAS_CLEARCOAT_ROUGHNESSMAP&&getChannel(material.clearcoatRoughnessMap.channel),iridescenceMapUv:HAS_IRIDESCENCEMAP&&getChannel(material.iridescenceMap.channel),iridescenceThicknessMapUv:HAS_IRIDESCENCE_THICKNESSMAP&&getChannel(material.iridescenceThicknessMap.channel),sheenColorMapUv:HAS_SHEEN_COLORMAP&&getChannel(material.sheenColorMap.channel),sheenRoughnessMapUv:HAS_SHEEN_ROUGHNESSMAP&&getChannel(material.sheenRoughnessMap.channel),specularMapUv:HAS_SPECULARMAP&&getChannel(material.specularMap.channel),specularColorMapUv:HAS_SPECULAR_COLORMAP&&getChannel(material.specularColorMap.channel),specularIntensityMapUv:HAS_SPECULAR_INTENSITYMAP&&getChannel(material.specularIntensityMap.channel),transmissionMapUv:HAS_TRANSMISSIONMAP&&getChannel(material.transmissionMap.channel),thicknessMapUv:HAS_THICKNESSMAP&&getChannel(material.thicknessMap.channel),alphaMapUv:HAS_ALPHAMAP&&getChannel(material.alphaMap.channel),vertexTangents:!!geometry.attributes.tangent&&(HAS_NORMALMAP||HAS_ANISOTROPY),vertexColors:material.vertexColors,vertexAlphas:!0===material.vertexColors&&!!geometry.attributes.color&&4===geometry.attributes.color.itemSize,pointsUvs:!0===object.isPoints&&!!geometry.attributes.uv&&(HAS_MAP||HAS_ALPHAMAP),fog:!!fog,useFog:!0===material.fog,fogExp2:!!fog&&fog.isFogExp2,flatShading:!0===material.flatShading&&!1===material.wireframe,sizeAttenuation:!0===material.sizeAttenuation,logarithmicDepthBuffer:logarithmicDepthBuffer,reversedDepthBuffer:reversedDepthBuffer,skinning:!0===object.isSkinnedMesh,morphTargets:void 0!==geometry.morphAttributes.position,morphNormals:void 0!==geometry.morphAttributes.normal,morphColors:void 0!==geometry.morphAttributes.color,morphTargetsCount:morphTargetsCount,morphTextureStride:morphTextureStride,numDirLights:lights.directional.length,numPointLights:lights.point.length,numSpotLights:lights.spot.length,numSpotLightMaps:lights.spotLightMap.length,numRectAreaLights:lights.rectArea.length,numHemiLights:lights.hemi.length,numDirLightShadows:lights.directionalShadowMap.length,numPointLightShadows:lights.pointShadowMap.length,numSpotLightShadows:lights.spotShadowMap.length,numSpotLightShadowsWithMaps:lights.numSpotLightShadowsWithMaps,numLightProbes:lights.numLightProbes,numClippingPlanes:clipping.numPlanes,numClipIntersection:clipping.numIntersection,dithering:material.dithering,shadowMapEnabled:renderer.shadowMap.enabled&&shadows.length>0,shadowMapType:renderer.shadowMap.type,toneMapping:toneMapping,decodeVideoTexture:HAS_MAP&&!0===material.map.isVideoTexture&&ColorManagement.getTransfer(material.map.colorSpace)===SRGBTransfer,decodeVideoTextureEmissive:HAS_EMISSIVEMAP&&!0===material.emissiveMap.isVideoTexture&&ColorManagement.getTransfer(material.emissiveMap.colorSpace)===SRGBTransfer,premultipliedAlpha:material.premultipliedAlpha,doubleSided:material.side===DoubleSide,flipSided:material.side===BackSide,useDepthPacking:material.depthPacking>=0,depthPacking:material.depthPacking||0,index0AttributeName:material.index0AttributeName,extensionClipCullDistance:HAS_EXTENSIONS&&!0===material.extensions.clipCullDistance&&extensions.has("WEBGL_clip_cull_distance"),extensionMultiDraw:(HAS_EXTENSIONS&&!0===material.extensions.multiDraw||IS_BATCHEDMESH)&&extensions.has("WEBGL_multi_draw"),rendererExtensionParallelShaderCompile:extensions.has("KHR_parallel_shader_compile"),customProgramCacheKey:material.customProgramCacheKey()};return parameters.vertexUv1s=_activeChannels.has(1),parameters.vertexUv2s=_activeChannels.has(2),parameters.vertexUv3s=_activeChannels.has(3),_activeChannels.clear(),parameters},getProgramCacheKey:function(parameters){const array=[];if(parameters.shaderID?array.push(parameters.shaderID):(array.push(parameters.customVertexShaderID),array.push(parameters.customFragmentShaderID)),void 0!==parameters.defines)for(const name in parameters.defines)array.push(name),array.push(parameters.defines[name]);return!1===parameters.isRawShaderMaterial&&(function(array,parameters){array.push(parameters.precision),array.push(parameters.outputColorSpace),array.push(parameters.envMapMode),array.push(parameters.envMapCubeUVHeight),array.push(parameters.mapUv),array.push(parameters.alphaMapUv),array.push(parameters.lightMapUv),array.push(parameters.aoMapUv),array.push(parameters.bumpMapUv),array.push(parameters.normalMapUv),array.push(parameters.displacementMapUv),array.push(parameters.emissiveMapUv),array.push(parameters.metalnessMapUv),array.push(parameters.roughnessMapUv),array.push(parameters.anisotropyMapUv),array.push(parameters.clearcoatMapUv),array.push(parameters.clearcoatNormalMapUv),array.push(parameters.clearcoatRoughnessMapUv),array.push(parameters.iridescenceMapUv),array.push(parameters.iridescenceThicknessMapUv),array.push(parameters.sheenColorMapUv),array.push(parameters.sheenRoughnessMapUv),array.push(parameters.specularMapUv),array.push(parameters.specularColorMapUv),array.push(parameters.specularIntensityMapUv),array.push(parameters.transmissionMapUv),array.push(parameters.thicknessMapUv),array.push(parameters.combine),array.push(parameters.fogExp2),array.push(parameters.sizeAttenuation),array.push(parameters.morphTargetsCount),array.push(parameters.morphAttributeCount),array.push(parameters.numDirLights),array.push(parameters.numPointLights),array.push(parameters.numSpotLights),array.push(parameters.numSpotLightMaps),array.push(parameters.numHemiLights),array.push(parameters.numRectAreaLights),array.push(parameters.numDirLightShadows),array.push(parameters.numPointLightShadows),array.push(parameters.numSpotLightShadows),array.push(parameters.numSpotLightShadowsWithMaps),array.push(parameters.numLightProbes),array.push(parameters.shadowMapType),array.push(parameters.toneMapping),array.push(parameters.numClippingPlanes),array.push(parameters.numClipIntersection),array.push(parameters.depthPacking)}(array,parameters),function(array,parameters){_programLayers.disableAll(),parameters.instancing&&_programLayers.enable(0),parameters.instancingColor&&_programLayers.enable(1),parameters.instancingMorph&&_programLayers.enable(2),parameters.matcap&&_programLayers.enable(3),parameters.envMap&&_programLayers.enable(4),parameters.normalMapObjectSpace&&_programLayers.enable(5),parameters.normalMapTangentSpace&&_programLayers.enable(6),parameters.clearcoat&&_programLayers.enable(7),parameters.iridescence&&_programLayers.enable(8),parameters.alphaTest&&_programLayers.enable(9),parameters.vertexColors&&_programLayers.enable(10),parameters.vertexAlphas&&_programLayers.enable(11),parameters.vertexUv1s&&_programLayers.enable(12),parameters.vertexUv2s&&_programLayers.enable(13),parameters.vertexUv3s&&_programLayers.enable(14),parameters.vertexTangents&&_programLayers.enable(15),parameters.anisotropy&&_programLayers.enable(16),parameters.alphaHash&&_programLayers.enable(17),parameters.batching&&_programLayers.enable(18),parameters.dispersion&&_programLayers.enable(19),parameters.batchingColor&&_programLayers.enable(20),parameters.gradientMap&&_programLayers.enable(21),array.push(_programLayers.mask),_programLayers.disableAll(),parameters.fog&&_programLayers.enable(0),parameters.useFog&&_programLayers.enable(1),parameters.flatShading&&_programLayers.enable(2),parameters.logarithmicDepthBuffer&&_programLayers.enable(3),parameters.reversedDepthBuffer&&_programLayers.enable(4),parameters.skinning&&_programLayers.enable(5),parameters.morphTargets&&_programLayers.enable(6),parameters.morphNormals&&_programLayers.enable(7),parameters.morphColors&&_programLayers.enable(8),parameters.premultipliedAlpha&&_programLayers.enable(9),parameters.shadowMapEnabled&&_programLayers.enable(10),parameters.doubleSided&&_programLayers.enable(11),parameters.flipSided&&_programLayers.enable(12),parameters.useDepthPacking&&_programLayers.enable(13),parameters.dithering&&_programLayers.enable(14),parameters.transmission&&_programLayers.enable(15),parameters.sheen&&_programLayers.enable(16),parameters.opaque&&_programLayers.enable(17),parameters.pointsUvs&&_programLayers.enable(18),parameters.decodeVideoTexture&&_programLayers.enable(19),parameters.decodeVideoTextureEmissive&&_programLayers.enable(20),parameters.alphaToCoverage&&_programLayers.enable(21),array.push(_programLayers.mask)}(array,parameters),array.push(renderer.outputColorSpace)),array.push(parameters.customProgramCacheKey),array.join()},getUniforms:function(material){const shaderID=shaderIDs[material.type];let uniforms;return uniforms=shaderID?UniformsUtils.clone(ShaderLib[shaderID].uniforms):material.uniforms,uniforms},acquireProgram:function(parameters,cacheKey){let program=programsMap.get(cacheKey);return void 0!==program?++program.usedTimes:(program=new WebGLProgram(renderer,cacheKey,parameters,bindingStates),programs.push(program),programsMap.set(cacheKey,program)),program},releaseProgram:function(program){if(0===--program.usedTimes){const i=programs.indexOf(program);programs[i]=programs[programs.length-1],programs.pop(),programsMap.delete(program.cacheKey),program.destroy()}},releaseShaderCache:function(material){_customShaders.remove(material)},programs:programs,dispose:function(){_customShaders.dispose()}}}function WebGLProperties(){let properties=new WeakMap;return{has:function(object){return properties.has(object)},get:function(object){let map=properties.get(object);return void 0===map&&(map={},properties.set(object,map)),map},remove:function(object){properties.delete(object)},update:function(object,key,value){properties.get(object)[key]=value},dispose:function(){properties=new WeakMap}}}function painterSortStable(a,b){return a.groupOrder!==b.groupOrder?a.groupOrder-b.groupOrder:a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function reversePainterSortStable(a,b){return a.groupOrder!==b.groupOrder?a.groupOrder-b.groupOrder:a.renderOrder!==b.renderOrder?a.renderOrder-b.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function WebGLRenderList(){const renderItems=[];let renderItemsIndex=0;const opaque=[],transmissive=[],transparent=[];function getNextRenderItem(object,geometry,material,groupOrder,z,group){let renderItem=renderItems[renderItemsIndex];return void 0===renderItem?(renderItem={id:object.id,object:object,geometry:geometry,material:material,groupOrder:groupOrder,renderOrder:object.renderOrder,z:z,group:group},renderItems[renderItemsIndex]=renderItem):(renderItem.id=object.id,renderItem.object=object,renderItem.geometry=geometry,renderItem.material=material,renderItem.groupOrder=groupOrder,renderItem.renderOrder=object.renderOrder,renderItem.z=z,renderItem.group=group),renderItemsIndex++,renderItem}return{opaque:opaque,transmissive:transmissive,transparent:transparent,init:function(){renderItemsIndex=0,opaque.length=0,transmissive.length=0,transparent.length=0},push:function(object,geometry,material,groupOrder,z,group){const renderItem=getNextRenderItem(object,geometry,material,groupOrder,z,group);material.transmission>0?transmissive.push(renderItem):!0===material.transparent?transparent.push(renderItem):opaque.push(renderItem)},unshift:function(object,geometry,material,groupOrder,z,group){const renderItem=getNextRenderItem(object,geometry,material,groupOrder,z,group);material.transmission>0?transmissive.unshift(renderItem):!0===material.transparent?transparent.unshift(renderItem):opaque.unshift(renderItem)},finish:function(){for(let i=renderItemsIndex,il=renderItems.length;i<il;i++){const renderItem=renderItems[i];if(null===renderItem.id)break;renderItem.id=null,renderItem.object=null,renderItem.geometry=null,renderItem.material=null,renderItem.group=null}},sort:function(customOpaqueSort,customTransparentSort){opaque.length>1&&opaque.sort(customOpaqueSort||painterSortStable),transmissive.length>1&&transmissive.sort(customTransparentSort||reversePainterSortStable),transparent.length>1&&transparent.sort(customTransparentSort||reversePainterSortStable)}}}function WebGLRenderLists(){let lists=new WeakMap;return{get:function(scene,renderCallDepth){const listArray=lists.get(scene);let list;return void 0===listArray?(list=new WebGLRenderList,lists.set(scene,[list])):renderCallDepth>=listArray.length?(list=new WebGLRenderList,listArray.push(list)):list=listArray[renderCallDepth],list},dispose:function(){lists=new WeakMap}}}function UniformsCache(){const lights={};return{get:function(light){if(void 0!==lights[light.id])return lights[light.id];let uniforms;switch(light.type){case"DirectionalLight":uniforms={direction:new Vector3,color:new Color};break;case"SpotLight":uniforms={position:new Vector3,direction:new Vector3,color:new Color,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":uniforms={position:new Vector3,color:new Color,distance:0,decay:0};break;case"HemisphereLight":uniforms={direction:new Vector3,skyColor:new Color,groundColor:new Color};break;case"RectAreaLight":uniforms={color:new Color,position:new Vector3,halfWidth:new Vector3,halfHeight:new Vector3}}return lights[light.id]=uniforms,uniforms}}}let nextVersion=0;function shadowCastingAndTexturingLightsFirst(lightA,lightB){return(lightB.castShadow?2:0)-(lightA.castShadow?2:0)+(lightB.map?1:0)-(lightA.map?1:0)}function WebGLLights(extensions){const cache=new UniformsCache,shadowCache=function(){const lights={};return{get:function(light){if(void 0!==lights[light.id])return lights[light.id];let uniforms;switch(light.type){case"DirectionalLight":case"SpotLight":uniforms={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Vector2};break;case"PointLight":uniforms={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Vector2,shadowCameraNear:1,shadowCameraFar:1e3}}return lights[light.id]=uniforms,uniforms}}}(),state={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1,numLightProbes:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0,numLightProbes:0};for(let i=0;i<9;i++)state.probe.push(new Vector3);const vector3=new Vector3,matrix4=new Matrix4,matrix42=new Matrix4;return{setup:function(lights){let r=0,g=0,b=0;for(let i=0;i<9;i++)state.probe[i].set(0,0,0);let directionalLength=0,pointLength=0,spotLength=0,rectAreaLength=0,hemiLength=0,numDirectionalShadows=0,numPointShadows=0,numSpotShadows=0,numSpotMaps=0,numSpotShadowsWithMaps=0,numLightProbes=0;lights.sort(shadowCastingAndTexturingLightsFirst);for(let i=0,l=lights.length;i<l;i++){const light=lights[i],color=light.color,intensity=light.intensity,distance=light.distance;let shadowMap=null;if(light.shadow&&light.shadow.map&&(shadowMap=light.shadow.map.texture.format===RGFormat?light.shadow.map.texture:light.shadow.map.depthTexture||light.shadow.map.texture),light.isAmbientLight)r+=color.r*intensity,g+=color.g*intensity,b+=color.b*intensity;else if(light.isLightProbe){for(let j=0;j<9;j++)state.probe[j].addScaledVector(light.sh.coefficients[j],intensity);numLightProbes++}else if(light.isDirectionalLight){const uniforms=cache.get(light);if(uniforms.color.copy(light.color).multiplyScalar(light.intensity),light.castShadow){const shadow=light.shadow,shadowUniforms=shadowCache.get(light);shadowUniforms.shadowIntensity=shadow.intensity,shadowUniforms.shadowBias=shadow.bias,shadowUniforms.shadowNormalBias=shadow.normalBias,shadowUniforms.shadowRadius=shadow.radius,shadowUniforms.shadowMapSize=shadow.mapSize,state.directionalShadow[directionalLength]=shadowUniforms,state.directionalShadowMap[directionalLength]=shadowMap,state.directionalShadowMatrix[directionalLength]=light.shadow.matrix,numDirectionalShadows++}state.directional[directionalLength]=uniforms,directionalLength++}else if(light.isSpotLight){const uniforms=cache.get(light);uniforms.position.setFromMatrixPosition(light.matrixWorld),uniforms.color.copy(color).multiplyScalar(intensity),uniforms.distance=distance,uniforms.coneCos=Math.cos(light.angle),uniforms.penumbraCos=Math.cos(light.angle*(1-light.penumbra)),uniforms.decay=light.decay,state.spot[spotLength]=uniforms;const shadow=light.shadow;if(light.map&&(state.spotLightMap[numSpotMaps]=light.map,numSpotMaps++,shadow.updateMatrices(light),light.castShadow&&numSpotShadowsWithMaps++),state.spotLightMatrix[spotLength]=shadow.matrix,light.castShadow){const shadowUniforms=shadowCache.get(light);shadowUniforms.shadowIntensity=shadow.intensity,shadowUniforms.shadowBias=shadow.bias,shadowUniforms.shadowNormalBias=shadow.normalBias,shadowUniforms.shadowRadius=shadow.radius,shadowUniforms.shadowMapSize=shadow.mapSize,state.spotShadow[spotLength]=shadowUniforms,state.spotShadowMap[spotLength]=shadowMap,numSpotShadows++}spotLength++}else if(light.isRectAreaLight){const uniforms=cache.get(light);uniforms.color.copy(color).multiplyScalar(intensity),uniforms.halfWidth.set(.5*light.width,0,0),uniforms.halfHeight.set(0,.5*light.height,0),state.rectArea[rectAreaLength]=uniforms,rectAreaLength++}else if(light.isPointLight){const uniforms=cache.get(light);if(uniforms.color.copy(light.color).multiplyScalar(light.intensity),uniforms.distance=light.distance,uniforms.decay=light.decay,light.castShadow){const shadow=light.shadow,shadowUniforms=shadowCache.get(light);shadowUniforms.shadowIntensity=shadow.intensity,shadowUniforms.shadowBias=shadow.bias,shadowUniforms.shadowNormalBias=shadow.normalBias,shadowUniforms.shadowRadius=shadow.radius,shadowUniforms.shadowMapSize=shadow.mapSize,shadowUniforms.shadowCameraNear=shadow.camera.near,shadowUniforms.shadowCameraFar=shadow.camera.far,state.pointShadow[pointLength]=shadowUniforms,state.pointShadowMap[pointLength]=shadowMap,state.pointShadowMatrix[pointLength]=light.shadow.matrix,numPointShadows++}state.point[pointLength]=uniforms,pointLength++}else if(light.isHemisphereLight){const uniforms=cache.get(light);uniforms.skyColor.copy(light.color).multiplyScalar(intensity),uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity),state.hemi[hemiLength]=uniforms,hemiLength++}}rectAreaLength>0&&(!0===extensions.has("OES_texture_float_linear")?(state.rectAreaLTC1=UniformsLib.LTC_FLOAT_1,state.rectAreaLTC2=UniformsLib.LTC_FLOAT_2):(state.rectAreaLTC1=UniformsLib.LTC_HALF_1,state.rectAreaLTC2=UniformsLib.LTC_HALF_2)),state.ambient[0]=r,state.ambient[1]=g,state.ambient[2]=b;const hash=state.hash;hash.directionalLength===directionalLength&&hash.pointLength===pointLength&&hash.spotLength===spotLength&&hash.rectAreaLength===rectAreaLength&&hash.hemiLength===hemiLength&&hash.numDirectionalShadows===numDirectionalShadows&&hash.numPointShadows===numPointShadows&&hash.numSpotShadows===numSpotShadows&&hash.numSpotMaps===numSpotMaps&&hash.numLightProbes===numLightProbes||(state.directional.length=directionalLength,state.spot.length=spotLength,state.rectArea.length=rectAreaLength,state.point.length=pointLength,state.hemi.length=hemiLength,state.directionalShadow.length=numDirectionalShadows,state.directionalShadowMap.length=numDirectionalShadows,state.pointShadow.length=numPointShadows,state.pointShadowMap.length=numPointShadows,state.spotShadow.length=numSpotShadows,state.spotShadowMap.length=numSpotShadows,state.directionalShadowMatrix.length=numDirectionalShadows,state.pointShadowMatrix.length=numPointShadows,state.spotLightMatrix.length=numSpotShadows+numSpotMaps-numSpotShadowsWithMaps,state.spotLightMap.length=numSpotMaps,state.numSpotLightShadowsWithMaps=numSpotShadowsWithMaps,state.numLightProbes=numLightProbes,hash.directionalLength=directionalLength,hash.pointLength=pointLength,hash.spotLength=spotLength,hash.rectAreaLength=rectAreaLength,hash.hemiLength=hemiLength,hash.numDirectionalShadows=numDirectionalShadows,hash.numPointShadows=numPointShadows,hash.numSpotShadows=numSpotShadows,hash.numSpotMaps=numSpotMaps,hash.numLightProbes=numLightProbes,state.version=nextVersion++)},setupView:function(lights,camera){let directionalLength=0,pointLength=0,spotLength=0,rectAreaLength=0,hemiLength=0;const viewMatrix=camera.matrixWorldInverse;for(let i=0,l=lights.length;i<l;i++){const light=lights[i];if(light.isDirectionalLight){const uniforms=state.directional[directionalLength];uniforms.direction.setFromMatrixPosition(light.matrixWorld),vector3.setFromMatrixPosition(light.target.matrixWorld),uniforms.direction.sub(vector3),uniforms.direction.transformDirection(viewMatrix),directionalLength++}else if(light.isSpotLight){const uniforms=state.spot[spotLength];uniforms.position.setFromMatrixPosition(light.matrixWorld),uniforms.position.applyMatrix4(viewMatrix),uniforms.direction.setFromMatrixPosition(light.matrixWorld),vector3.setFromMatrixPosition(light.target.matrixWorld),uniforms.direction.sub(vector3),uniforms.direction.transformDirection(viewMatrix),spotLength++}else if(light.isRectAreaLight){const uniforms=state.rectArea[rectAreaLength];uniforms.position.setFromMatrixPosition(light.matrixWorld),uniforms.position.applyMatrix4(viewMatrix),matrix42.identity(),matrix4.copy(light.matrixWorld),matrix4.premultiply(viewMatrix),matrix42.extractRotation(matrix4),uniforms.halfWidth.set(.5*light.width,0,0),uniforms.halfHeight.set(0,.5*light.height,0),uniforms.halfWidth.applyMatrix4(matrix42),uniforms.halfHeight.applyMatrix4(matrix42),rectAreaLength++}else if(light.isPointLight){const uniforms=state.point[pointLength];uniforms.position.setFromMatrixPosition(light.matrixWorld),uniforms.position.applyMatrix4(viewMatrix),pointLength++}else if(light.isHemisphereLight){const uniforms=state.hemi[hemiLength];uniforms.direction.setFromMatrixPosition(light.matrixWorld),uniforms.direction.transformDirection(viewMatrix),hemiLength++}}},state:state}}function WebGLRenderState(extensions){const lights=new WebGLLights(extensions),lightsArray=[],shadowsArray=[],state={lightsArray:lightsArray,shadowsArray:shadowsArray,camera:null,lights:lights,transmissionRenderTarget:{}};return{init:function(camera){state.camera=camera,lightsArray.length=0,shadowsArray.length=0},state:state,setupLights:function(){lights.setup(lightsArray)},setupLightsView:function(camera){lights.setupView(lightsArray,camera)},pushLight:function(light){lightsArray.push(light)},pushShadow:function(shadowLight){shadowsArray.push(shadowLight)}}}function WebGLRenderStates(extensions){let renderStates=new WeakMap;return{get:function(scene,renderCallDepth=0){const renderStateArray=renderStates.get(scene);let renderState;return void 0===renderStateArray?(renderState=new WebGLRenderState(extensions),renderStates.set(scene,[renderState])):renderCallDepth>=renderStateArray.length?(renderState=new WebGLRenderState(extensions),renderStateArray.push(renderState)):renderState=renderStateArray[renderCallDepth],renderState},dispose:function(){renderStates=new WeakMap}}}const _cubeDirections=[new Vector3(1,0,0),new Vector3(-1,0,0),new Vector3(0,1,0),new Vector3(0,-1,0),new Vector3(0,0,1),new Vector3(0,0,-1)],_cubeUps=[new Vector3(0,-1,0),new Vector3(0,-1,0),new Vector3(0,0,1),new Vector3(0,0,-1),new Vector3(0,-1,0),new Vector3(0,-1,0)],_projScreenMatrix=new Matrix4,_lightPositionWorld=new Vector3,_lookTarget=new Vector3;function WebGLShadowMap(renderer,objects,capabilities){let _frustum=new Frustum;const _shadowMapSize=new Vector2,_viewportSize=new Vector2,_viewport=new Vector4,_depthMaterial=new MeshDepthMaterial,_distanceMaterial=new MeshDistanceMaterial,_materialCache={},_maxTextureSize=capabilities.maxTextureSize,shadowSide={[FrontSide]:BackSide,[BackSide]:FrontSide,[DoubleSide]:DoubleSide},shadowMaterialVertical=new ShaderMaterial({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Vector2},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );\n\tgl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}"}),shadowMaterialHorizontal=shadowMaterialVertical.clone();shadowMaterialHorizontal.defines.HORIZONTAL_PASS=1;const fullScreenTri=new BufferGeometry;fullScreenTri.setAttribute("position",new BufferAttribute(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const fullScreenMesh=new Mesh(fullScreenTri,shadowMaterialVertical),scope=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=PCFShadowMap;let _previousType=this.type;function VSMPass(shadow,camera){const geometry=objects.update(fullScreenMesh);shadowMaterialVertical.defines.VSM_SAMPLES!==shadow.blurSamples&&(shadowMaterialVertical.defines.VSM_SAMPLES=shadow.blurSamples,shadowMaterialHorizontal.defines.VSM_SAMPLES=shadow.blurSamples,shadowMaterialVertical.needsUpdate=!0,shadowMaterialHorizontal.needsUpdate=!0),null===shadow.mapPass&&(shadow.mapPass=new WebGLRenderTarget(_shadowMapSize.x,_shadowMapSize.y,{format:RGFormat,type:HalfFloatType})),shadowMaterialVertical.uniforms.shadow_pass.value=shadow.map.depthTexture,shadowMaterialVertical.uniforms.resolution.value=shadow.mapSize,shadowMaterialVertical.uniforms.radius.value=shadow.radius,renderer.setRenderTarget(shadow.mapPass),renderer.clear(),renderer.renderBufferDirect(camera,null,geometry,shadowMaterialVertical,fullScreenMesh,null),shadowMaterialHorizontal.uniforms.shadow_pass.value=shadow.mapPass.texture,shadowMaterialHorizontal.uniforms.resolution.value=shadow.mapSize,shadowMaterialHorizontal.uniforms.radius.value=shadow.radius,renderer.setRenderTarget(shadow.map),renderer.clear(),renderer.renderBufferDirect(camera,null,geometry,shadowMaterialHorizontal,fullScreenMesh,null)}function getDepthMaterial(object,material,light,type){let result=null;const customMaterial=!0===light.isPointLight?object.customDistanceMaterial:object.customDepthMaterial;if(void 0!==customMaterial)result=customMaterial;else if(result=!0===light.isPointLight?_distanceMaterial:_depthMaterial,renderer.localClippingEnabled&&!0===material.clipShadows&&Array.isArray(material.clippingPlanes)&&0!==material.clippingPlanes.length||material.displacementMap&&0!==material.displacementScale||material.alphaMap&&material.alphaTest>0||material.map&&material.alphaTest>0||!0===material.alphaToCoverage){const keyA=result.uuid,keyB=material.uuid;let materialsForVariant=_materialCache[keyA];void 0===materialsForVariant&&(materialsForVariant={},_materialCache[keyA]=materialsForVariant);let cachedMaterial=materialsForVariant[keyB];void 0===cachedMaterial&&(cachedMaterial=result.clone(),materialsForVariant[keyB]=cachedMaterial,material.addEventListener("dispose",onMaterialDispose)),result=cachedMaterial}return result.visible=material.visible,result.wireframe=material.wireframe,result.side=type===VSMShadowMap?null!==material.shadowSide?material.shadowSide:material.side:null!==material.shadowSide?material.shadowSide:shadowSide[material.side],result.alphaMap=material.alphaMap,result.alphaTest=!0===material.alphaToCoverage?.5:material.alphaTest,result.map=material.map,result.clipShadows=material.clipShadows,result.clippingPlanes=material.clippingPlanes,result.clipIntersection=material.clipIntersection,result.displacementMap=material.displacementMap,result.displacementScale=material.displacementScale,result.displacementBias=material.displacementBias,result.wireframeLinewidth=material.wireframeLinewidth,result.linewidth=material.linewidth,!0===light.isPointLight&&!0===result.isMeshDistanceMaterial&&(renderer.properties.get(result).light=light),result}function renderObject(object,camera,shadowCamera,light,type){if(!1===object.visible)return;if(object.layers.test(camera.layers)&&(object.isMesh||object.isLine||object.isPoints)&&(object.castShadow||object.receiveShadow&&type===VSMShadowMap)&&(!object.frustumCulled||_frustum.intersectsObject(object))){object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse,object.matrixWorld);const geometry=objects.update(object),material=object.material;if(Array.isArray(material)){const groups=geometry.groups;for(let k=0,kl=groups.length;k<kl;k++){const group=groups[k],groupMaterial=material[group.materialIndex];if(groupMaterial&&groupMaterial.visible){const depthMaterial=getDepthMaterial(object,groupMaterial,light,type);object.onBeforeShadow(renderer,object,camera,shadowCamera,geometry,depthMaterial,group),renderer.renderBufferDirect(shadowCamera,null,geometry,depthMaterial,object,group),object.onAfterShadow(renderer,object,camera,shadowCamera,geometry,depthMaterial,group)}}}else if(material.visible){const depthMaterial=getDepthMaterial(object,material,light,type);object.onBeforeShadow(renderer,object,camera,shadowCamera,geometry,depthMaterial,null),renderer.renderBufferDirect(shadowCamera,null,geometry,depthMaterial,object,null),object.onAfterShadow(renderer,object,camera,shadowCamera,geometry,depthMaterial,null)}}const children=object.children;for(let i=0,l=children.length;i<l;i++)renderObject(children[i],camera,shadowCamera,light,type)}function onMaterialDispose(event){event.target.removeEventListener("dispose",onMaterialDispose);for(const id in _materialCache){const cache=_materialCache[id],uuid=event.target.uuid;uuid in cache&&(cache[uuid].dispose(),delete cache[uuid])}}this.render=function(lights,scene,camera){if(!1===scope.enabled)return;if(!1===scope.autoUpdate&&!1===scope.needsUpdate)return;if(0===lights.length)return;lights.type===PCFSoftShadowMap&&(warn("WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead."),lights.type=PCFShadowMap);const currentRenderTarget=renderer.getRenderTarget(),activeCubeFace=renderer.getActiveCubeFace(),activeMipmapLevel=renderer.getActiveMipmapLevel(),_state=renderer.state;_state.setBlending(NoBlending),!0===_state.buffers.depth.getReversed()?_state.buffers.color.setClear(0,0,0,0):_state.buffers.color.setClear(1,1,1,1),_state.buffers.depth.setTest(!0),_state.setScissorTest(!1);const typeChanged=_previousType!==this.type;typeChanged&&scene.traverse(function(object){object.material&&(Array.isArray(object.material)?object.material.forEach(mat=>mat.needsUpdate=!0):object.material.needsUpdate=!0)});for(let i=0,il=lights.length;i<il;i++){const light=lights[i],shadow=light.shadow;if(void 0===shadow){warn("WebGLShadowMap:",light,"has no shadow.");continue}if(!1===shadow.autoUpdate&&!1===shadow.needsUpdate)continue;_shadowMapSize.copy(shadow.mapSize);const shadowFrameExtents=shadow.getFrameExtents();if(_shadowMapSize.multiply(shadowFrameExtents),_viewportSize.copy(shadow.mapSize),(_shadowMapSize.x>_maxTextureSize||_shadowMapSize.y>_maxTextureSize)&&(_shadowMapSize.x>_maxTextureSize&&(_viewportSize.x=Math.floor(_maxTextureSize/shadowFrameExtents.x),_shadowMapSize.x=_viewportSize.x*shadowFrameExtents.x,shadow.mapSize.x=_viewportSize.x),_shadowMapSize.y>_maxTextureSize&&(_viewportSize.y=Math.floor(_maxTextureSize/shadowFrameExtents.y),_shadowMapSize.y=_viewportSize.y*shadowFrameExtents.y,shadow.mapSize.y=_viewportSize.y)),null===shadow.map||!0===typeChanged){if(null!==shadow.map&&(null!==shadow.map.depthTexture&&(shadow.map.depthTexture.dispose(),shadow.map.depthTexture=null),shadow.map.dispose()),this.type===VSMShadowMap){if(light.isPointLight){warn("WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.");continue}shadow.map=new WebGLRenderTarget(_shadowMapSize.x,_shadowMapSize.y,{format:RGFormat,type:HalfFloatType,minFilter:LinearFilter,magFilter:LinearFilter,generateMipmaps:!1}),shadow.map.texture.name=light.name+".shadowMap",shadow.map.depthTexture=new DepthTexture(_shadowMapSize.x,_shadowMapSize.y,FloatType),shadow.map.depthTexture.name=light.name+".shadowMapDepth",shadow.map.depthTexture.format=DepthFormat,shadow.map.depthTexture.compareFunction=null,shadow.map.depthTexture.minFilter=NearestFilter,shadow.map.depthTexture.magFilter=NearestFilter}else{light.isPointLight?(shadow.map=new WebGLCubeRenderTarget(_shadowMapSize.x),shadow.map.depthTexture=new CubeDepthTexture(_shadowMapSize.x,UnsignedIntType)):(shadow.map=new WebGLRenderTarget(_shadowMapSize.x,_shadowMapSize.y),shadow.map.depthTexture=new DepthTexture(_shadowMapSize.x,_shadowMapSize.y,UnsignedIntType)),shadow.map.depthTexture.name=light.name+".shadowMap",shadow.map.depthTexture.format=DepthFormat;const reversedDepthBuffer=renderer.state.buffers.depth.getReversed();this.type===PCFShadowMap?(shadow.map.depthTexture.compareFunction=reversedDepthBuffer?GreaterEqualCompare:LessEqualCompare,shadow.map.depthTexture.minFilter=LinearFilter,shadow.map.depthTexture.magFilter=LinearFilter):(shadow.map.depthTexture.compareFunction=null,shadow.map.depthTexture.minFilter=NearestFilter,shadow.map.depthTexture.magFilter=NearestFilter)}shadow.camera.updateProjectionMatrix()}const faceCount=shadow.map.isWebGLCubeRenderTarget?6:1;for(let face=0;face<faceCount;face++){if(shadow.map.isWebGLCubeRenderTarget)renderer.setRenderTarget(shadow.map,face),renderer.clear();else{0===face&&(renderer.setRenderTarget(shadow.map),renderer.clear());const viewport=shadow.getViewport(face);_viewport.set(_viewportSize.x*viewport.x,_viewportSize.y*viewport.y,_viewportSize.x*viewport.z,_viewportSize.y*viewport.w),_state.viewport(_viewport)}if(light.isPointLight){const camera=shadow.camera,shadowMatrix=shadow.matrix,far=light.distance||camera.far;far!==camera.far&&(camera.far=far,camera.updateProjectionMatrix()),_lightPositionWorld.setFromMatrixPosition(light.matrixWorld),camera.position.copy(_lightPositionWorld),_lookTarget.copy(camera.position),_lookTarget.add(_cubeDirections[face]),camera.up.copy(_cubeUps[face]),camera.lookAt(_lookTarget),camera.updateMatrixWorld(),shadowMatrix.makeTranslation(-_lightPositionWorld.x,-_lightPositionWorld.y,-_lightPositionWorld.z),_projScreenMatrix.multiplyMatrices(camera.projectionMatrix,camera.matrixWorldInverse),shadow._frustum.setFromProjectionMatrix(_projScreenMatrix,camera.coordinateSystem,camera.reversedDepth)}else shadow.updateMatrices(light);_frustum=shadow.getFrustum(),renderObject(scene,camera,shadow.camera,light,this.type)}!0!==shadow.isPointLightShadow&&this.type===VSMShadowMap&&VSMPass(shadow,camera),shadow.needsUpdate=!1}_previousType=this.type,scope.needsUpdate=!1,renderer.setRenderTarget(currentRenderTarget,activeCubeFace,activeMipmapLevel)}}const reversedFuncs={[NeverDepth]:AlwaysDepth,[LessDepth]:GreaterDepth,[EqualDepth]:NotEqualDepth,[LessEqualDepth]:GreaterEqualDepth,[AlwaysDepth]:NeverDepth,[GreaterDepth]:LessDepth,[NotEqualDepth]:EqualDepth,[GreaterEqualDepth]:LessEqualDepth};function WebGLState(gl,extensions){const colorBuffer=new function(){let locked=!1;const color=new Vector4;let currentColorMask=null;const currentColorClear=new Vector4(0,0,0,0);return{setMask:function(colorMask){currentColorMask===colorMask||locked||(gl.colorMask(colorMask,colorMask,colorMask,colorMask),currentColorMask=colorMask)},setLocked:function(lock){locked=lock},setClear:function(r,g,b,a,premultipliedAlpha){!0===premultipliedAlpha&&(r*=a,g*=a,b*=a),color.set(r,g,b,a),!1===currentColorClear.equals(color)&&(gl.clearColor(r,g,b,a),currentColorClear.copy(color))},reset:function(){locked=!1,currentColorMask=null,currentColorClear.set(-1,0,0,0)}}},depthBuffer=new function(){let locked=!1,currentReversed=!1,currentDepthMask=null,currentDepthFunc=null,currentDepthClear=null;return{setReversed:function(reversed){if(currentReversed!==reversed){const ext=extensions.get("EXT_clip_control");ext.clipControlEXT(ext.LOWER_LEFT_EXT,reversed?ext.ZERO_TO_ONE_EXT:ext.NEGATIVE_ONE_TO_ONE_EXT),currentReversed=reversed;const oldDepth=currentDepthClear;currentDepthClear=null,this.setClear(oldDepth)}},getReversed:function(){return currentReversed},setTest:function(depthTest){depthTest?enable(gl.DEPTH_TEST):disable(gl.DEPTH_TEST)},setMask:function(depthMask){currentDepthMask===depthMask||locked||(gl.depthMask(depthMask),currentDepthMask=depthMask)},setFunc:function(depthFunc){if(currentReversed&&(depthFunc=reversedFuncs[depthFunc]),currentDepthFunc!==depthFunc){switch(depthFunc){case NeverDepth:gl.depthFunc(gl.NEVER);break;case AlwaysDepth:gl.depthFunc(gl.ALWAYS);break;case LessDepth:gl.depthFunc(gl.LESS);break;case LessEqualDepth:gl.depthFunc(gl.LEQUAL);break;case EqualDepth:gl.depthFunc(gl.EQUAL);break;case GreaterEqualDepth:gl.depthFunc(gl.GEQUAL);break;case GreaterDepth:gl.depthFunc(gl.GREATER);break;case NotEqualDepth:gl.depthFunc(gl.NOTEQUAL);break;default:gl.depthFunc(gl.LEQUAL)}currentDepthFunc=depthFunc}},setLocked:function(lock){locked=lock},setClear:function(depth){currentDepthClear!==depth&&(currentReversed&&(depth=1-depth),gl.clearDepth(depth),currentDepthClear=depth)},reset:function(){locked=!1,currentDepthMask=null,currentDepthFunc=null,currentDepthClear=null,currentReversed=!1}}},stencilBuffer=new function(){let locked=!1,currentStencilMask=null,currentStencilFunc=null,currentStencilRef=null,currentStencilFuncMask=null,currentStencilFail=null,currentStencilZFail=null,currentStencilZPass=null,currentStencilClear=null;return{setTest:function(stencilTest){locked||(stencilTest?enable(gl.STENCIL_TEST):disable(gl.STENCIL_TEST))},setMask:function(stencilMask){currentStencilMask===stencilMask||locked||(gl.stencilMask(stencilMask),currentStencilMask=stencilMask)},setFunc:function(stencilFunc,stencilRef,stencilMask){currentStencilFunc===stencilFunc&¤tStencilRef===stencilRef&¤tStencilFuncMask===stencilMask||(gl.stencilFunc(stencilFunc,stencilRef,stencilMask),currentStencilFunc=stencilFunc,currentStencilRef=stencilRef,currentStencilFuncMask=stencilMask)},setOp:function(stencilFail,stencilZFail,stencilZPass){currentStencilFail===stencilFail&¤tStencilZFail===stencilZFail&¤tStencilZPass===stencilZPass||(gl.stencilOp(stencilFail,stencilZFail,stencilZPass),currentStencilFail=stencilFail,currentStencilZFail=stencilZFail,currentStencilZPass=stencilZPass)},setLocked:function(lock){locked=lock},setClear:function(stencil){currentStencilClear!==stencil&&(gl.clearStencil(stencil),currentStencilClear=stencil)},reset:function(){locked=!1,currentStencilMask=null,currentStencilFunc=null,currentStencilRef=null,currentStencilFuncMask=null,currentStencilFail=null,currentStencilZFail=null,currentStencilZPass=null,currentStencilClear=null}}},uboBindings=new WeakMap,uboProgramMap=new WeakMap;let enabledCapabilities={},currentBoundFramebuffers={},currentDrawbuffers=new WeakMap,defaultDrawbuffers=[],currentProgram=null,currentBlendingEnabled=!1,currentBlending=null,currentBlendEquation=null,currentBlendSrc=null,currentBlendDst=null,currentBlendEquationAlpha=null,currentBlendSrcAlpha=null,currentBlendDstAlpha=null,currentBlendColor=new Color(0,0,0),currentBlendAlpha=0,currentPremultipledAlpha=!1,currentFlipSided=null,currentCullFace=null,currentLineWidth=null,currentPolygonOffsetFactor=null,currentPolygonOffsetUnits=null;const maxTextures=gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);let lineWidthAvailable=!1,version=0;const glVersion=gl.getParameter(gl.VERSION);-1!==glVersion.indexOf("WebGL")?(version=parseFloat(/^WebGL (\d)/.exec(glVersion)[1]),lineWidthAvailable=version>=1):-1!==glVersion.indexOf("OpenGL ES")&&(version=parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]),lineWidthAvailable=version>=2);let currentTextureSlot=null,currentBoundTextures={};const scissorParam=gl.getParameter(gl.SCISSOR_BOX),viewportParam=gl.getParameter(gl.VIEWPORT),currentScissor=(new Vector4).fromArray(scissorParam),currentViewport=(new Vector4).fromArray(viewportParam);function createTexture(type,target,count,dimensions){const data=new Uint8Array(4),texture=gl.createTexture();gl.bindTexture(type,texture),gl.texParameteri(type,gl.TEXTURE_MIN_FILTER,gl.NEAREST),gl.texParameteri(type,gl.TEXTURE_MAG_FILTER,gl.NEAREST);for(let i=0;i<count;i++)type===gl.TEXTURE_3D||type===gl.TEXTURE_2D_ARRAY?gl.texImage3D(target,0,gl.RGBA,1,1,dimensions,0,gl.RGBA,gl.UNSIGNED_BYTE,data):gl.texImage2D(target+i,0,gl.RGBA,1,1,0,gl.RGBA,gl.UNSIGNED_BYTE,data);return texture}const emptyTextures={};function enable(id){!0!==enabledCapabilities[id]&&(gl.enable(id),enabledCapabilities[id]=!0)}function disable(id){!1!==enabledCapabilities[id]&&(gl.disable(id),enabledCapabilities[id]=!1)}emptyTextures[gl.TEXTURE_2D]=createTexture(gl.TEXTURE_2D,gl.TEXTURE_2D,1),emptyTextures[gl.TEXTURE_CUBE_MAP]=createTexture(gl.TEXTURE_CUBE_MAP,gl.TEXTURE_CUBE_MAP_POSITIVE_X,6),emptyTextures[gl.TEXTURE_2D_ARRAY]=createTexture(gl.TEXTURE_2D_ARRAY,gl.TEXTURE_2D_ARRAY,1,1),emptyTextures[gl.TEXTURE_3D]=createTexture(gl.TEXTURE_3D,gl.TEXTURE_3D,1,1),colorBuffer.setClear(0,0,0,1),depthBuffer.setClear(1),stencilBuffer.setClear(0),enable(gl.DEPTH_TEST),depthBuffer.setFunc(LessEqualDepth),setFlipSided(!1),setCullFace(CullFaceBack),enable(gl.CULL_FACE),setBlending(NoBlending);const equationToGL={[AddEquation]:gl.FUNC_ADD,[SubtractEquation]:gl.FUNC_SUBTRACT,[ReverseSubtractEquation]:gl.FUNC_REVERSE_SUBTRACT};equationToGL[MinEquation]=gl.MIN,equationToGL[MaxEquation]=gl.MAX;const factorToGL={[ZeroFactor]:gl.ZERO,[OneFactor]:gl.ONE,[SrcColorFactor]:gl.SRC_COLOR,[SrcAlphaFactor]:gl.SRC_ALPHA,[SrcAlphaSaturateFactor]:gl.SRC_ALPHA_SATURATE,[DstColorFactor]:gl.DST_COLOR,[DstAlphaFactor]:gl.DST_ALPHA,[OneMinusSrcColorFactor]:gl.ONE_MINUS_SRC_COLOR,[OneMinusSrcAlphaFactor]:gl.ONE_MINUS_SRC_ALPHA,[OneMinusDstColorFactor]:gl.ONE_MINUS_DST_COLOR,[OneMinusDstAlphaFactor]:gl.ONE_MINUS_DST_ALPHA,[ConstantColorFactor]:gl.CONSTANT_COLOR,[OneMinusConstantColorFactor]:gl.ONE_MINUS_CONSTANT_COLOR,[ConstantAlphaFactor]:gl.CONSTANT_ALPHA,[OneMinusConstantAlphaFactor]:gl.ONE_MINUS_CONSTANT_ALPHA};function setBlending(blending,blendEquation,blendSrc,blendDst,blendEquationAlpha,blendSrcAlpha,blendDstAlpha,blendColor,blendAlpha,premultipliedAlpha){if(blending!==NoBlending){if(!1===currentBlendingEnabled&&(enable(gl.BLEND),currentBlendingEnabled=!0),blending===CustomBlending)blendEquationAlpha=blendEquationAlpha||blendEquation,blendSrcAlpha=blendSrcAlpha||blendSrc,blendDstAlpha=blendDstAlpha||blendDst,blendEquation===currentBlendEquation&&blendEquationAlpha===currentBlendEquationAlpha||(gl.blendEquationSeparate(equationToGL[blendEquation],equationToGL[blendEquationAlpha]),currentBlendEquation=blendEquation,currentBlendEquationAlpha=blendEquationAlpha),blendSrc===currentBlendSrc&&blendDst===currentBlendDst&&blendSrcAlpha===currentBlendSrcAlpha&&blendDstAlpha===currentBlendDstAlpha||(gl.blendFuncSeparate(factorToGL[blendSrc],factorToGL[blendDst],factorToGL[blendSrcAlpha],factorToGL[blendDstAlpha]),currentBlendSrc=blendSrc,currentBlendDst=blendDst,currentBlendSrcAlpha=blendSrcAlpha,currentBlendDstAlpha=blendDstAlpha),!1!==blendColor.equals(currentBlendColor)&&blendAlpha===currentBlendAlpha||(gl.blendColor(blendColor.r,blendColor.g,blendColor.b,blendAlpha),currentBlendColor.copy(blendColor),currentBlendAlpha=blendAlpha),currentBlending=blending,currentPremultipledAlpha=!1;else if(blending!==currentBlending||premultipliedAlpha!==currentPremultipledAlpha){if(currentBlendEquation===AddEquation&¤tBlendEquationAlpha===AddEquation||(gl.blendEquation(gl.FUNC_ADD),currentBlendEquation=AddEquation,currentBlendEquationAlpha=AddEquation),premultipliedAlpha)switch(blending){case NormalBlending:gl.blendFuncSeparate(gl.ONE,gl.ONE_MINUS_SRC_ALPHA,gl.ONE,gl.ONE_MINUS_SRC_ALPHA);break;case AdditiveBlending:gl.blendFunc(gl.ONE,gl.ONE);break;case SubtractiveBlending:gl.blendFuncSeparate(gl.ZERO,gl.ONE_MINUS_SRC_COLOR,gl.ZERO,gl.ONE);break;case MultiplyBlending:gl.blendFuncSeparate(gl.DST_COLOR,gl.ONE_MINUS_SRC_ALPHA,gl.ZERO,gl.ONE);break;default:error("WebGLState: Invalid blending: ",blending)}else switch(blending){case NormalBlending:gl.blendFuncSeparate(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA,gl.ONE,gl.ONE_MINUS_SRC_ALPHA);break;case AdditiveBlending:gl.blendFuncSeparate(gl.SRC_ALPHA,gl.ONE,gl.ONE,gl.ONE);break;case SubtractiveBlending:error("WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true");break;case MultiplyBlending:error("WebGLState: MultiplyBlending requires material.premultipliedAlpha = true");break;default:error("WebGLState: Invalid blending: ",blending)}currentBlendSrc=null,currentBlendDst=null,currentBlendSrcAlpha=null,currentBlendDstAlpha=null,currentBlendColor.set(0,0,0),currentBlendAlpha=0,currentBlending=blending,currentPremultipledAlpha=premultipliedAlpha}}else!0===currentBlendingEnabled&&(disable(gl.BLEND),currentBlendingEnabled=!1)}function setFlipSided(flipSided){currentFlipSided!==flipSided&&(gl.frontFace(flipSided?gl.CW:gl.CCW),currentFlipSided=flipSided)}function setCullFace(cullFace){cullFace!==CullFaceNone?(enable(gl.CULL_FACE),cullFace!==currentCullFace&&gl.cullFace(cullFace===CullFaceBack?gl.BACK:cullFace===CullFaceFront?gl.FRONT:gl.FRONT_AND_BACK)):disable(gl.CULL_FACE),currentCullFace=cullFace}function setPolygonOffset(polygonOffset,factor,units){polygonOffset?(enable(gl.POLYGON_OFFSET_FILL),currentPolygonOffsetFactor===factor&¤tPolygonOffsetUnits===units||(gl.polygonOffset(factor,units),currentPolygonOffsetFactor=factor,currentPolygonOffsetUnits=units)):disable(gl.POLYGON_OFFSET_FILL)}return{buffers:{color:colorBuffer,depth:depthBuffer,stencil:stencilBuffer},enable:enable,disable:disable,bindFramebuffer:function(target,framebuffer){return currentBoundFramebuffers[target]!==framebuffer&&(gl.bindFramebuffer(target,framebuffer),currentBoundFramebuffers[target]=framebuffer,target===gl.DRAW_FRAMEBUFFER&&(currentBoundFramebuffers[gl.FRAMEBUFFER]=framebuffer),target===gl.FRAMEBUFFER&&(currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER]=framebuffer),!0)},drawBuffers:function(renderTarget,framebuffer){let drawBuffers=defaultDrawbuffers,needsUpdate=!1;if(renderTarget){drawBuffers=currentDrawbuffers.get(framebuffer),void 0===drawBuffers&&(drawBuffers=[],currentDrawbuffers.set(framebuffer,drawBuffers));const textures=renderTarget.textures;if(drawBuffers.length!==textures.length||drawBuffers[0]!==gl.COLOR_ATTACHMENT0){for(let i=0,il=textures.length;i<il;i++)drawBuffers[i]=gl.COLOR_ATTACHMENT0+i;drawBuffers.length=textures.length,needsUpdate=!0}}else drawBuffers[0]!==gl.BACK&&(drawBuffers[0]=gl.BACK,needsUpdate=!0);needsUpdate&&gl.drawBuffers(drawBuffers)},useProgram:function(program){return currentProgram!==program&&(gl.useProgram(program),currentProgram=program,!0)},setBlending:setBlending,setMaterial:function(material,frontFaceCW){material.side===DoubleSide?disable(gl.CULL_FACE):enable(gl.CULL_FACE);let flipSided=material.side===BackSide;frontFaceCW&&(flipSided=!flipSided),setFlipSided(flipSided),material.blending===NormalBlending&&!1===material.transparent?setBlending(NoBlending):setBlending(material.blending,material.blendEquation,material.blendSrc,material.blendDst,material.blendEquationAlpha,material.blendSrcAlpha,material.blendDstAlpha,material.blendColor,material.blendAlpha,material.premultipliedAlpha),depthBuffer.setFunc(material.depthFunc),depthBuffer.setTest(material.depthTest),depthBuffer.setMask(material.depthWrite),colorBuffer.setMask(material.colorWrite);const stencilWrite=material.stencilWrite;stencilBuffer.setTest(stencilWrite),stencilWrite&&(stencilBuffer.setMask(material.stencilWriteMask),stencilBuffer.setFunc(material.stencilFunc,material.stencilRef,material.stencilFuncMask),stencilBuffer.setOp(material.stencilFail,material.stencilZFail,material.stencilZPass)),setPolygonOffset(material.polygonOffset,material.polygonOffsetFactor,material.polygonOffsetUnits),!0===material.alphaToCoverage?enable(gl.SAMPLE_ALPHA_TO_COVERAGE):disable(gl.SAMPLE_ALPHA_TO_COVERAGE)},setFlipSided:setFlipSided,setCullFace:setCullFace,setLineWidth:function(width){width!==currentLineWidth&&(lineWidthAvailable&&gl.lineWidth(width),currentLineWidth=width)},setPolygonOffset:setPolygonOffset,setScissorTest:function(scissorTest){scissorTest?enable(gl.SCISSOR_TEST):disable(gl.SCISSOR_TEST)},activeTexture:function(webglSlot){void 0===webglSlot&&(webglSlot=gl.TEXTURE0+maxTextures-1),currentTextureSlot!==webglSlot&&(gl.activeTexture(webglSlot),currentTextureSlot=webglSlot)},bindTexture:function(webglType,webglTexture,webglSlot){void 0===webglSlot&&(webglSlot=null===currentTextureSlot?gl.TEXTURE0+maxTextures-1:currentTextureSlot);let boundTexture=currentBoundTextures[webglSlot];void 0===boundTexture&&(boundTexture={type:void 0,texture:void 0},currentBoundTextures[webglSlot]=boundTexture),boundTexture.type===webglType&&boundTexture.texture===webglTexture||(currentTextureSlot!==webglSlot&&(gl.activeTexture(webglSlot),currentTextureSlot=webglSlot),gl.bindTexture(webglType,webglTexture||emptyTextures[webglType]),boundTexture.type=webglType,boundTexture.texture=webglTexture)},unbindTexture:function(){const boundTexture=currentBoundTextures[currentTextureSlot];void 0!==boundTexture&&void 0!==boundTexture.type&&(gl.bindTexture(boundTexture.type,null),boundTexture.type=void 0,boundTexture.texture=void 0)},compressedTexImage2D:function(){try{gl.compressedTexImage2D(...arguments)}catch(e){error("WebGLState:",e)}},compressedTexImage3D:function(){try{gl.compressedTexImage3D(...arguments)}catch(e){error("WebGLState:",e)}},texImage2D:function(){try{gl.texImage2D(...arguments)}catch(e){error("WebGLState:",e)}},texImage3D:function(){try{gl.texImage3D(...arguments)}catch(e){error("WebGLState:",e)}},updateUBOMapping:function(uniformsGroup,program){let mapping=uboProgramMap.get(program);void 0===mapping&&(mapping=new WeakMap,uboProgramMap.set(program,mapping));let blockIndex=mapping.get(uniformsGroup);void 0===blockIndex&&(blockIndex=gl.getUniformBlockIndex(program,uniformsGroup.name),mapping.set(uniformsGroup,blockIndex))},uniformBlockBinding:function(uniformsGroup,program){const blockIndex=uboProgramMap.get(program).get(uniformsGroup);uboBindings.get(program)!==blockIndex&&(gl.uniformBlockBinding(program,blockIndex,uniformsGroup.__bindingPointIndex),uboBindings.set(program,blockIndex))},texStorage2D:function(){try{gl.texStorage2D(...arguments)}catch(e){error("WebGLState:",e)}},texStorage3D:function(){try{gl.texStorage3D(...arguments)}catch(e){error("WebGLState:",e)}},texSubImage2D:function(){try{gl.texSubImage2D(...arguments)}catch(e){error("WebGLState:",e)}},texSubImage3D:function(){try{gl.texSubImage3D(...arguments)}catch(e){error("WebGLState:",e)}},compressedTexSubImage2D:function(){try{gl.compressedTexSubImage2D(...arguments)}catch(e){error("WebGLState:",e)}},compressedTexSubImage3D:function(){try{gl.compressedTexSubImage3D(...arguments)}catch(e){error("WebGLState:",e)}},scissor:function(scissor){!1===currentScissor.equals(scissor)&&(gl.scissor(scissor.x,scissor.y,scissor.z,scissor.w),currentScissor.copy(scissor))},viewport:function(viewport){!1===currentViewport.equals(viewport)&&(gl.viewport(viewport.x,viewport.y,viewport.z,viewport.w),currentViewport.copy(viewport))},reset:function(){gl.disable(gl.BLEND),gl.disable(gl.CULL_FACE),gl.disable(gl.DEPTH_TEST),gl.disable(gl.POLYGON_OFFSET_FILL),gl.disable(gl.SCISSOR_TEST),gl.disable(gl.STENCIL_TEST),gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE),gl.blendEquation(gl.FUNC_ADD),gl.blendFunc(gl.ONE,gl.ZERO),gl.blendFuncSeparate(gl.ONE,gl.ZERO,gl.ONE,gl.ZERO),gl.blendColor(0,0,0,0),gl.colorMask(!0,!0,!0,!0),gl.clearColor(0,0,0,0),gl.depthMask(!0),gl.depthFunc(gl.LESS),depthBuffer.setReversed(!1),gl.clearDepth(1),gl.stencilMask(4294967295),gl.stencilFunc(gl.ALWAYS,0,4294967295),gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP),gl.clearStencil(0),gl.cullFace(gl.BACK),gl.frontFace(gl.CCW),gl.polygonOffset(0,0),gl.activeTexture(gl.TEXTURE0),gl.bindFramebuffer(gl.FRAMEBUFFER,null),gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER,null),gl.bindFramebuffer(gl.READ_FRAMEBUFFER,null),gl.useProgram(null),gl.lineWidth(1),gl.scissor(0,0,gl.canvas.width,gl.canvas.height),gl.viewport(0,0,gl.canvas.width,gl.canvas.height),enabledCapabilities={},currentTextureSlot=null,currentBoundTextures={},currentBoundFramebuffers={},currentDrawbuffers=new WeakMap,defaultDrawbuffers=[],currentProgram=null,currentBlendingEnabled=!1,currentBlending=null,currentBlendEquation=null,currentBlendSrc=null,currentBlendDst=null,currentBlendEquationAlpha=null,currentBlendSrcAlpha=null,currentBlendDstAlpha=null,currentBlendColor=new Color(0,0,0),currentBlendAlpha=0,currentPremultipledAlpha=!1,currentFlipSided=null,currentCullFace=null,currentLineWidth=null,currentPolygonOffsetFactor=null,currentPolygonOffsetUnits=null,currentScissor.set(0,0,gl.canvas.width,gl.canvas.height),currentViewport.set(0,0,gl.canvas.width,gl.canvas.height),colorBuffer.reset(),depthBuffer.reset(),stencilBuffer.reset()}}}function WebGLTextures(_gl,extensions,state,properties,capabilities,utils,info){const multisampledRTTExt=extensions.has("WEBGL_multisampled_render_to_texture")?extensions.get("WEBGL_multisampled_render_to_texture"):null,supportsInvalidateFramebuffer="undefined"!=typeof navigator&&/OculusBrowser/g.test(navigator.userAgent),_imageDimensions=new Vector2,_videoTextures=new WeakMap;let _canvas;const _sources=new WeakMap;let useOffscreenCanvas=!1;try{useOffscreenCanvas="undefined"!=typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext("2d")}catch(err){}function createCanvas(width,height){return useOffscreenCanvas?new OffscreenCanvas(width,height):createElementNS("canvas")}function resizeImage(image,needsNewCanvas,maxSize){let scale=1;const dimensions=getDimensions(image);if((dimensions.width>maxSize||dimensions.height>maxSize)&&(scale=maxSize/Math.max(dimensions.width,dimensions.height)),scale<1){if("undefined"!=typeof HTMLImageElement&&image instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&image instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&image instanceof ImageBitmap||"undefined"!=typeof VideoFrame&&image instanceof VideoFrame){const width=Math.floor(scale*dimensions.width),height=Math.floor(scale*dimensions.height);void 0===_canvas&&(_canvas=createCanvas(width,height));const canvas=needsNewCanvas?createCanvas(width,height):_canvas;return canvas.width=width,canvas.height=height,canvas.getContext("2d").drawImage(image,0,0,width,height),warn("WebGLRenderer: Texture has been resized from ("+dimensions.width+"x"+dimensions.height+") to ("+width+"x"+height+")."),canvas}return"data"in image&&warn("WebGLRenderer: Image in DataTexture is too big ("+dimensions.width+"x"+dimensions.height+")."),image}return image}function textureNeedsGenerateMipmaps(texture){return texture.generateMipmaps}function generateMipmap(target){_gl.generateMipmap(target)}function getTargetType(texture){return texture.isWebGLCubeRenderTarget?_gl.TEXTURE_CUBE_MAP:texture.isWebGL3DRenderTarget?_gl.TEXTURE_3D:texture.isWebGLArrayRenderTarget||texture.isCompressedArrayTexture?_gl.TEXTURE_2D_ARRAY:_gl.TEXTURE_2D}function getInternalFormat(internalFormatName,glFormat,glType,colorSpace,forceLinearTransfer=!1){if(null!==internalFormatName){if(void 0!==_gl[internalFormatName])return _gl[internalFormatName];warn("WebGLRenderer: Attempt to use non-existing WebGL internal format '"+internalFormatName+"'")}let internalFormat=glFormat;if(glFormat===_gl.RED&&(glType===_gl.FLOAT&&(internalFormat=_gl.R32F),glType===_gl.HALF_FLOAT&&(internalFormat=_gl.R16F),glType===_gl.UNSIGNED_BYTE&&(internalFormat=_gl.R8)),glFormat===_gl.RED_INTEGER&&(glType===_gl.UNSIGNED_BYTE&&(internalFormat=_gl.R8UI),glType===_gl.UNSIGNED_SHORT&&(internalFormat=_gl.R16UI),glType===_gl.UNSIGNED_INT&&(internalFormat=_gl.R32UI),glType===_gl.BYTE&&(internalFormat=_gl.R8I),glType===_gl.SHORT&&(internalFormat=_gl.R16I),glType===_gl.INT&&(internalFormat=_gl.R32I)),glFormat===_gl.RG&&(glType===_gl.FLOAT&&(internalFormat=_gl.RG32F),glType===_gl.HALF_FLOAT&&(internalFormat=_gl.RG16F),glType===_gl.UNSIGNED_BYTE&&(internalFormat=_gl.RG8)),glFormat===_gl.RG_INTEGER&&(glType===_gl.UNSIGNED_BYTE&&(internalFormat=_gl.RG8UI),glType===_gl.UNSIGNED_SHORT&&(internalFormat=_gl.RG16UI),glType===_gl.UNSIGNED_INT&&(internalFormat=_gl.RG32UI),glType===_gl.BYTE&&(internalFormat=_gl.RG8I),glType===_gl.SHORT&&(internalFormat=_gl.RG16I),glType===_gl.INT&&(internalFormat=_gl.RG32I)),glFormat===_gl.RGB_INTEGER&&(glType===_gl.UNSIGNED_BYTE&&(internalFormat=_gl.RGB8UI),glType===_gl.UNSIGNED_SHORT&&(internalFormat=_gl.RGB16UI),glType===_gl.UNSIGNED_INT&&(internalFormat=_gl.RGB32UI),glType===_gl.BYTE&&(internalFormat=_gl.RGB8I),glType===_gl.SHORT&&(internalFormat=_gl.RGB16I),glType===_gl.INT&&(internalFormat=_gl.RGB32I)),glFormat===_gl.RGBA_INTEGER&&(glType===_gl.UNSIGNED_BYTE&&(internalFormat=_gl.RGBA8UI),glType===_gl.UNSIGNED_SHORT&&(internalFormat=_gl.RGBA16UI),glType===_gl.UNSIGNED_INT&&(internalFormat=_gl.RGBA32UI),glType===_gl.BYTE&&(internalFormat=_gl.RGBA8I),glType===_gl.SHORT&&(internalFormat=_gl.RGBA16I),glType===_gl.INT&&(internalFormat=_gl.RGBA32I)),glFormat===_gl.RGB&&(glType===_gl.UNSIGNED_INT_5_9_9_9_REV&&(internalFormat=_gl.RGB9_E5),glType===_gl.UNSIGNED_INT_10F_11F_11F_REV&&(internalFormat=_gl.R11F_G11F_B10F)),glFormat===_gl.RGBA){const transfer=forceLinearTransfer?LinearTransfer:ColorManagement.getTransfer(colorSpace);glType===_gl.FLOAT&&(internalFormat=_gl.RGBA32F),glType===_gl.HALF_FLOAT&&(internalFormat=_gl.RGBA16F),glType===_gl.UNSIGNED_BYTE&&(internalFormat=transfer===SRGBTransfer?_gl.SRGB8_ALPHA8:_gl.RGBA8),glType===_gl.UNSIGNED_SHORT_4_4_4_4&&(internalFormat=_gl.RGBA4),glType===_gl.UNSIGNED_SHORT_5_5_5_1&&(internalFormat=_gl.RGB5_A1)}return internalFormat!==_gl.R16F&&internalFormat!==_gl.R32F&&internalFormat!==_gl.RG16F&&internalFormat!==_gl.RG32F&&internalFormat!==_gl.RGBA16F&&internalFormat!==_gl.RGBA32F||extensions.get("EXT_color_buffer_float"),internalFormat}function getInternalDepthFormat(useStencil,depthType){let glInternalFormat;return useStencil?null===depthType||depthType===UnsignedIntType||depthType===UnsignedInt248Type?glInternalFormat=_gl.DEPTH24_STENCIL8:depthType===FloatType?glInternalFormat=_gl.DEPTH32F_STENCIL8:depthType===UnsignedShortType&&(glInternalFormat=_gl.DEPTH24_STENCIL8,warn("DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.")):null===depthType||depthType===UnsignedIntType||depthType===UnsignedInt248Type?glInternalFormat=_gl.DEPTH_COMPONENT24:depthType===FloatType?glInternalFormat=_gl.DEPTH_COMPONENT32F:depthType===UnsignedShortType&&(glInternalFormat=_gl.DEPTH_COMPONENT16),glInternalFormat}function getMipLevels(texture,image){return!0===textureNeedsGenerateMipmaps(texture)||texture.isFramebufferTexture&&texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter?Math.log2(Math.max(image.width,image.height))+1:void 0!==texture.mipmaps&&texture.mipmaps.length>0?texture.mipmaps.length:texture.isCompressedTexture&&Array.isArray(texture.image)?image.mipmaps.length:1}function onTextureDispose(event){const texture=event.target;texture.removeEventListener("dispose",onTextureDispose),function(texture){const textureProperties=properties.get(texture);if(void 0===textureProperties.__webglInit)return;const source=texture.source,webglTextures=_sources.get(source);if(webglTextures){const webglTexture=webglTextures[textureProperties.__cacheKey];webglTexture.usedTimes--,0===webglTexture.usedTimes&&deleteTexture(texture),0===Object.keys(webglTextures).length&&_sources.delete(source)}properties.remove(texture)}(texture),texture.isVideoTexture&&_videoTextures.delete(texture)}function onRenderTargetDispose(event){const renderTarget=event.target;renderTarget.removeEventListener("dispose",onRenderTargetDispose),function(renderTarget){const renderTargetProperties=properties.get(renderTarget);if(renderTarget.depthTexture&&(renderTarget.depthTexture.dispose(),properties.remove(renderTarget.depthTexture)),renderTarget.isWebGLCubeRenderTarget)for(let i=0;i<6;i++){if(Array.isArray(renderTargetProperties.__webglFramebuffer[i]))for(let level=0;level<renderTargetProperties.__webglFramebuffer[i].length;level++)_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i][level]);else _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);renderTargetProperties.__webglDepthbuffer&&_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i])}else{if(Array.isArray(renderTargetProperties.__webglFramebuffer))for(let level=0;level<renderTargetProperties.__webglFramebuffer.length;level++)_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[level]);else _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);if(renderTargetProperties.__webglDepthbuffer&&_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer),renderTargetProperties.__webglMultisampledFramebuffer&&_gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer),renderTargetProperties.__webglColorRenderbuffer)for(let i=0;i<renderTargetProperties.__webglColorRenderbuffer.length;i++)renderTargetProperties.__webglColorRenderbuffer[i]&&_gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer[i]);renderTargetProperties.__webglDepthRenderbuffer&&_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer)}const textures=renderTarget.textures;for(let i=0,il=textures.length;i<il;i++){const attachmentProperties=properties.get(textures[i]);attachmentProperties.__webglTexture&&(_gl.deleteTexture(attachmentProperties.__webglTexture),info.memory.textures--),properties.remove(textures[i])}properties.remove(renderTarget)}(renderTarget)}function deleteTexture(texture){const textureProperties=properties.get(texture);_gl.deleteTexture(textureProperties.__webglTexture),delete _sources.get(texture.source)[textureProperties.__cacheKey],info.memory.textures--}let textureUnits=0;function setTexture2D(texture,slot){const textureProperties=properties.get(texture);if(texture.isVideoTexture&&function(texture){const frame=info.render.frame;_videoTextures.get(texture)!==frame&&(_videoTextures.set(texture,frame),texture.update())}(texture),!1===texture.isRenderTargetTexture&&!0!==texture.isExternalTexture&&texture.version>0&&textureProperties.__version!==texture.version){const image=texture.image;if(null===image)warn("WebGLRenderer: Texture marked for update but no image data found.");else{if(!1!==image.complete)return void uploadTexture(textureProperties,texture,slot);warn("WebGLRenderer: Texture marked for update but image is incomplete")}}else texture.isExternalTexture&&(textureProperties.__webglTexture=texture.sourceTexture?texture.sourceTexture:null);state.bindTexture(_gl.TEXTURE_2D,textureProperties.__webglTexture,_gl.TEXTURE0+slot)}const wrappingToGL={[RepeatWrapping]:_gl.REPEAT,[ClampToEdgeWrapping]:_gl.CLAMP_TO_EDGE,[MirroredRepeatWrapping]:_gl.MIRRORED_REPEAT},filterToGL={[NearestFilter]:_gl.NEAREST,[NearestMipmapNearestFilter]:_gl.NEAREST_MIPMAP_NEAREST,[NearestMipmapLinearFilter]:_gl.NEAREST_MIPMAP_LINEAR,[LinearFilter]:_gl.LINEAR,[LinearMipmapNearestFilter]:_gl.LINEAR_MIPMAP_NEAREST,[LinearMipmapLinearFilter]:_gl.LINEAR_MIPMAP_LINEAR},compareToGL={[NeverCompare]:_gl.NEVER,[AlwaysCompare]:_gl.ALWAYS,[LessCompare]:_gl.LESS,[LessEqualCompare]:_gl.LEQUAL,[EqualCompare]:_gl.EQUAL,[GreaterEqualCompare]:_gl.GEQUAL,[GreaterCompare]:_gl.GREATER,[NotEqualCompare]:_gl.NOTEQUAL};function setTextureParameters(textureType,texture){if(texture.type!==FloatType||!1!==extensions.has("OES_texture_float_linear")||texture.magFilter!==LinearFilter&&texture.magFilter!==LinearMipmapNearestFilter&&texture.magFilter!==NearestMipmapLinearFilter&&texture.magFilter!==LinearMipmapLinearFilter&&texture.minFilter!==LinearFilter&&texture.minFilter!==LinearMipmapNearestFilter&&texture.minFilter!==NearestMipmapLinearFilter&&texture.minFilter!==LinearMipmapLinearFilter||warn("WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device."),_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_S,wrappingToGL[texture.wrapS]),_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_T,wrappingToGL[texture.wrapT]),textureType!==_gl.TEXTURE_3D&&textureType!==_gl.TEXTURE_2D_ARRAY||_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_R,wrappingToGL[texture.wrapR]),_gl.texParameteri(textureType,_gl.TEXTURE_MAG_FILTER,filterToGL[texture.magFilter]),_gl.texParameteri(textureType,_gl.TEXTURE_MIN_FILTER,filterToGL[texture.minFilter]),texture.compareFunction&&(_gl.texParameteri(textureType,_gl.TEXTURE_COMPARE_MODE,_gl.COMPARE_REF_TO_TEXTURE),_gl.texParameteri(textureType,_gl.TEXTURE_COMPARE_FUNC,compareToGL[texture.compareFunction])),!0===extensions.has("EXT_texture_filter_anisotropic")){if(texture.magFilter===NearestFilter)return;if(texture.minFilter!==NearestMipmapLinearFilter&&texture.minFilter!==LinearMipmapLinearFilter)return;if(texture.type===FloatType&&!1===extensions.has("OES_texture_float_linear"))return;if(texture.anisotropy>1||properties.get(texture).__currentAnisotropy){const extension=extensions.get("EXT_texture_filter_anisotropic");_gl.texParameterf(textureType,extension.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(texture.anisotropy,capabilities.getMaxAnisotropy())),properties.get(texture).__currentAnisotropy=texture.anisotropy}}}function initTexture(textureProperties,texture){let forceUpload=!1;void 0===textureProperties.__webglInit&&(textureProperties.__webglInit=!0,texture.addEventListener("dispose",onTextureDispose));const source=texture.source;let webglTextures=_sources.get(source);void 0===webglTextures&&(webglTextures={},_sources.set(source,webglTextures));const textureCacheKey=function(texture){const array=[];return array.push(texture.wrapS),array.push(texture.wrapT),array.push(texture.wrapR||0),array.push(texture.magFilter),array.push(texture.minFilter),array.push(texture.anisotropy),array.push(texture.internalFormat),array.push(texture.format),array.push(texture.type),array.push(texture.generateMipmaps),array.push(texture.premultiplyAlpha),array.push(texture.flipY),array.push(texture.unpackAlignment),array.push(texture.colorSpace),array.join()}(texture);if(textureCacheKey!==textureProperties.__cacheKey){void 0===webglTextures[textureCacheKey]&&(webglTextures[textureCacheKey]={texture:_gl.createTexture(),usedTimes:0},info.memory.textures++,forceUpload=!0),webglTextures[textureCacheKey].usedTimes++;const webglTexture=webglTextures[textureProperties.__cacheKey];void 0!==webglTexture&&(webglTextures[textureProperties.__cacheKey].usedTimes--,0===webglTexture.usedTimes&&deleteTexture(texture)),textureProperties.__cacheKey=textureCacheKey,textureProperties.__webglTexture=webglTextures[textureCacheKey].texture}return forceUpload}function getRow(index,rowLength,componentStride){return Math.floor(Math.floor(index/componentStride)/rowLength)}function uploadTexture(textureProperties,texture,slot){let textureType=_gl.TEXTURE_2D;(texture.isDataArrayTexture||texture.isCompressedArrayTexture)&&(textureType=_gl.TEXTURE_2D_ARRAY),texture.isData3DTexture&&(textureType=_gl.TEXTURE_3D);const forceUpload=initTexture(textureProperties,texture),source=texture.source;state.bindTexture(textureType,textureProperties.__webglTexture,_gl.TEXTURE0+slot);const sourceProperties=properties.get(source);if(source.version!==sourceProperties.__version||!0===forceUpload){state.activeTexture(_gl.TEXTURE0+slot);const workingPrimaries=ColorManagement.getPrimaries(ColorManagement.workingColorSpace),texturePrimaries=texture.colorSpace===NoColorSpace?null:ColorManagement.getPrimaries(texture.colorSpace),unpackConversion=texture.colorSpace===NoColorSpace||workingPrimaries===texturePrimaries?_gl.NONE:_gl.BROWSER_DEFAULT_WEBGL;_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,texture.flipY),_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,texture.premultiplyAlpha),_gl.pixelStorei(_gl.UNPACK_ALIGNMENT,texture.unpackAlignment),_gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,unpackConversion);let image=resizeImage(texture.image,!1,capabilities.maxTextureSize);image=verifyColorSpace(texture,image);const glFormat=utils.convert(texture.format,texture.colorSpace),glType=utils.convert(texture.type);let mipmap,glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType,texture.colorSpace,texture.isVideoTexture);setTextureParameters(textureType,texture);const mipmaps=texture.mipmaps,useTexStorage=!0!==texture.isVideoTexture,allocateMemory=void 0===sourceProperties.__version||!0===forceUpload,dataReady=source.dataReady,levels=getMipLevels(texture,image);if(texture.isDepthTexture)glInternalFormat=getInternalDepthFormat(texture.format===DepthStencilFormat,texture.type),allocateMemory&&(useTexStorage?state.texStorage2D(_gl.TEXTURE_2D,1,glInternalFormat,image.width,image.height):state.texImage2D(_gl.TEXTURE_2D,0,glInternalFormat,image.width,image.height,0,glFormat,glType,null));else if(texture.isDataTexture)if(mipmaps.length>0){useTexStorage&&allocateMemory&&state.texStorage2D(_gl.TEXTURE_2D,levels,glInternalFormat,mipmaps[0].width,mipmaps[0].height);for(let i=0,il=mipmaps.length;i<il;i++)mipmap=mipmaps[i],useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_2D,i,0,0,mipmap.width,mipmap.height,glFormat,glType,mipmap.data):state.texImage2D(_gl.TEXTURE_2D,i,glInternalFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data);texture.generateMipmaps=!1}else useTexStorage?(allocateMemory&&state.texStorage2D(_gl.TEXTURE_2D,levels,glInternalFormat,image.width,image.height),dataReady&&function(texture,image,glFormat,glType){const updateRanges=texture.updateRanges;if(0===updateRanges.length)state.texSubImage2D(_gl.TEXTURE_2D,0,0,0,image.width,image.height,glFormat,glType,image.data);else{updateRanges.sort((a,b)=>a.start-b.start);let mergeIndex=0;for(let i=1;i<updateRanges.length;i++){const previousRange=updateRanges[mergeIndex],range=updateRanges[i],previousEnd=previousRange.start+previousRange.count,currentRow=getRow(range.start,image.width,4),previousRow=getRow(previousRange.start,image.width,4);range.start<=previousEnd+1&¤tRow===previousRow&&getRow(range.start+range.count-1,image.width,4)===currentRow?previousRange.count=Math.max(previousRange.count,range.start+range.count-previousRange.start):(++mergeIndex,updateRanges[mergeIndex]=range)}updateRanges.length=mergeIndex+1;const currentUnpackRowLen=_gl.getParameter(_gl.UNPACK_ROW_LENGTH),currentUnpackSkipPixels=_gl.getParameter(_gl.UNPACK_SKIP_PIXELS),currentUnpackSkipRows=_gl.getParameter(_gl.UNPACK_SKIP_ROWS);_gl.pixelStorei(_gl.UNPACK_ROW_LENGTH,image.width);for(let i=0,l=updateRanges.length;i<l;i++){const range=updateRanges[i],pixelStart=Math.floor(range.start/4),pixelCount=Math.ceil(range.count/4),x=pixelStart%image.width,y=Math.floor(pixelStart/image.width),width=pixelCount,height=1;_gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS,x),_gl.pixelStorei(_gl.UNPACK_SKIP_ROWS,y),state.texSubImage2D(_gl.TEXTURE_2D,0,x,y,width,height,glFormat,glType,image.data)}texture.clearUpdateRanges(),_gl.pixelStorei(_gl.UNPACK_ROW_LENGTH,currentUnpackRowLen),_gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS,currentUnpackSkipPixels),_gl.pixelStorei(_gl.UNPACK_SKIP_ROWS,currentUnpackSkipRows)}}(texture,image,glFormat,glType)):state.texImage2D(_gl.TEXTURE_2D,0,glInternalFormat,image.width,image.height,0,glFormat,glType,image.data);else if(texture.isCompressedTexture)if(texture.isCompressedArrayTexture){useTexStorage&&allocateMemory&&state.texStorage3D(_gl.TEXTURE_2D_ARRAY,levels,glInternalFormat,mipmaps[0].width,mipmaps[0].height,image.depth);for(let i=0,il=mipmaps.length;i<il;i++)if(mipmap=mipmaps[i],texture.format!==RGBAFormat)if(null!==glFormat)if(useTexStorage){if(dataReady)if(texture.layerUpdates.size>0){const layerByteLength=getByteLength(mipmap.width,mipmap.height,texture.format,texture.type);for(const layerIndex of texture.layerUpdates){const layerData=mipmap.data.subarray(layerIndex*layerByteLength/mipmap.data.BYTES_PER_ELEMENT,(layerIndex+1)*layerByteLength/mipmap.data.BYTES_PER_ELEMENT);state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY,i,0,0,layerIndex,mipmap.width,mipmap.height,1,glFormat,layerData)}texture.clearLayerUpdates()}else state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY,i,0,0,0,mipmap.width,mipmap.height,image.depth,glFormat,mipmap.data)}else state.compressedTexImage3D(_gl.TEXTURE_2D_ARRAY,i,glInternalFormat,mipmap.width,mipmap.height,image.depth,0,mipmap.data,0,0);else warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");else useTexStorage?dataReady&&state.texSubImage3D(_gl.TEXTURE_2D_ARRAY,i,0,0,0,mipmap.width,mipmap.height,image.depth,glFormat,glType,mipmap.data):state.texImage3D(_gl.TEXTURE_2D_ARRAY,i,glInternalFormat,mipmap.width,mipmap.height,image.depth,0,glFormat,glType,mipmap.data)}else{useTexStorage&&allocateMemory&&state.texStorage2D(_gl.TEXTURE_2D,levels,glInternalFormat,mipmaps[0].width,mipmaps[0].height);for(let i=0,il=mipmaps.length;i<il;i++)mipmap=mipmaps[i],texture.format!==RGBAFormat?null!==glFormat?useTexStorage?dataReady&&state.compressedTexSubImage2D(_gl.TEXTURE_2D,i,0,0,mipmap.width,mipmap.height,glFormat,mipmap.data):state.compressedTexImage2D(_gl.TEXTURE_2D,i,glInternalFormat,mipmap.width,mipmap.height,0,mipmap.data):warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()"):useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_2D,i,0,0,mipmap.width,mipmap.height,glFormat,glType,mipmap.data):state.texImage2D(_gl.TEXTURE_2D,i,glInternalFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data)}else if(texture.isDataArrayTexture)if(useTexStorage){if(allocateMemory&&state.texStorage3D(_gl.TEXTURE_2D_ARRAY,levels,glInternalFormat,image.width,image.height,image.depth),dataReady)if(texture.layerUpdates.size>0){const layerByteLength=getByteLength(image.width,image.height,texture.format,texture.type);for(const layerIndex of texture.layerUpdates){const layerData=image.data.subarray(layerIndex*layerByteLength/image.data.BYTES_PER_ELEMENT,(layerIndex+1)*layerByteLength/image.data.BYTES_PER_ELEMENT);state.texSubImage3D(_gl.TEXTURE_2D_ARRAY,0,0,0,layerIndex,image.width,image.height,1,glFormat,glType,layerData)}texture.clearLayerUpdates()}else state.texSubImage3D(_gl.TEXTURE_2D_ARRAY,0,0,0,0,image.width,image.height,image.depth,glFormat,glType,image.data)}else state.texImage3D(_gl.TEXTURE_2D_ARRAY,0,glInternalFormat,image.width,image.height,image.depth,0,glFormat,glType,image.data);else if(texture.isData3DTexture)useTexStorage?(allocateMemory&&state.texStorage3D(_gl.TEXTURE_3D,levels,glInternalFormat,image.width,image.height,image.depth),dataReady&&state.texSubImage3D(_gl.TEXTURE_3D,0,0,0,0,image.width,image.height,image.depth,glFormat,glType,image.data)):state.texImage3D(_gl.TEXTURE_3D,0,glInternalFormat,image.width,image.height,image.depth,0,glFormat,glType,image.data);else if(texture.isFramebufferTexture){if(allocateMemory)if(useTexStorage)state.texStorage2D(_gl.TEXTURE_2D,levels,glInternalFormat,image.width,image.height);else{let width=image.width,height=image.height;for(let i=0;i<levels;i++)state.texImage2D(_gl.TEXTURE_2D,i,glInternalFormat,width,height,0,glFormat,glType,null),width>>=1,height>>=1}}else if(mipmaps.length>0){if(useTexStorage&&allocateMemory){const dimensions=getDimensions(mipmaps[0]);state.texStorage2D(_gl.TEXTURE_2D,levels,glInternalFormat,dimensions.width,dimensions.height)}for(let i=0,il=mipmaps.length;i<il;i++)mipmap=mipmaps[i],useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_2D,i,0,0,glFormat,glType,mipmap):state.texImage2D(_gl.TEXTURE_2D,i,glInternalFormat,glFormat,glType,mipmap);texture.generateMipmaps=!1}else if(useTexStorage){if(allocateMemory){const dimensions=getDimensions(image);state.texStorage2D(_gl.TEXTURE_2D,levels,glInternalFormat,dimensions.width,dimensions.height)}dataReady&&state.texSubImage2D(_gl.TEXTURE_2D,0,0,0,glFormat,glType,image)}else state.texImage2D(_gl.TEXTURE_2D,0,glInternalFormat,glFormat,glType,image);textureNeedsGenerateMipmaps(texture)&&generateMipmap(textureType),sourceProperties.__version=source.version,texture.onUpdate&&texture.onUpdate(texture)}textureProperties.__version=texture.version}function setupFrameBufferTexture(framebuffer,renderTarget,texture,attachment,textureTarget,level){const glFormat=utils.convert(texture.format,texture.colorSpace),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType,texture.colorSpace),renderTargetProperties=properties.get(renderTarget),textureProperties=properties.get(texture);if(textureProperties.__renderTarget=renderTarget,!renderTargetProperties.__hasExternalTextures){const width=Math.max(1,renderTarget.width>>level),height=Math.max(1,renderTarget.height>>level);textureTarget===_gl.TEXTURE_3D||textureTarget===_gl.TEXTURE_2D_ARRAY?state.texImage3D(textureTarget,level,glInternalFormat,width,height,renderTarget.depth,0,glFormat,glType,null):state.texImage2D(textureTarget,level,glInternalFormat,width,height,0,glFormat,glType,null)}state.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer),useMultisampledRTT(renderTarget)?multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER,attachment,textureTarget,textureProperties.__webglTexture,0,getRenderTargetSamples(renderTarget)):(textureTarget===_gl.TEXTURE_2D||textureTarget>=_gl.TEXTURE_CUBE_MAP_POSITIVE_X&&textureTarget<=_gl.TEXTURE_CUBE_MAP_NEGATIVE_Z)&&_gl.framebufferTexture2D(_gl.FRAMEBUFFER,attachment,textureTarget,textureProperties.__webglTexture,level),state.bindFramebuffer(_gl.FRAMEBUFFER,null)}function setupRenderBufferStorage(renderbuffer,renderTarget,useMultisample){if(_gl.bindRenderbuffer(_gl.RENDERBUFFER,renderbuffer),renderTarget.depthBuffer){const depthTexture=renderTarget.depthTexture,glInternalFormat=getInternalDepthFormat(renderTarget.stencilBuffer,depthTexture&&depthTexture.isDepthTexture?depthTexture.type:null),glAttachmentType=renderTarget.stencilBuffer?_gl.DEPTH_STENCIL_ATTACHMENT:_gl.DEPTH_ATTACHMENT;useMultisampledRTT(renderTarget)?multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER,getRenderTargetSamples(renderTarget),glInternalFormat,renderTarget.width,renderTarget.height):useMultisample?_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER,getRenderTargetSamples(renderTarget),glInternalFormat,renderTarget.width,renderTarget.height):_gl.renderbufferStorage(_gl.RENDERBUFFER,glInternalFormat,renderTarget.width,renderTarget.height),_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,glAttachmentType,_gl.RENDERBUFFER,renderbuffer)}else{const textures=renderTarget.textures;for(let i=0;i<textures.length;i++){const texture=textures[i],glFormat=utils.convert(texture.format,texture.colorSpace),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType,texture.colorSpace);useMultisampledRTT(renderTarget)?multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER,getRenderTargetSamples(renderTarget),glInternalFormat,renderTarget.width,renderTarget.height):useMultisample?_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER,getRenderTargetSamples(renderTarget),glInternalFormat,renderTarget.width,renderTarget.height):_gl.renderbufferStorage(_gl.RENDERBUFFER,glInternalFormat,renderTarget.width,renderTarget.height)}}_gl.bindRenderbuffer(_gl.RENDERBUFFER,null)}function setupDepthTexture(framebuffer,renderTarget,cubeFace){const isCube=!0===renderTarget.isWebGLCubeRenderTarget;if(state.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer),!renderTarget.depthTexture||!renderTarget.depthTexture.isDepthTexture)throw new Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture");const textureProperties=properties.get(renderTarget.depthTexture);if(textureProperties.__renderTarget=renderTarget,textureProperties.__webglTexture&&renderTarget.depthTexture.image.width===renderTarget.width&&renderTarget.depthTexture.image.height===renderTarget.height||(renderTarget.depthTexture.image.width=renderTarget.width,renderTarget.depthTexture.image.height=renderTarget.height,renderTarget.depthTexture.needsUpdate=!0),isCube){if(void 0===textureProperties.__webglInit&&(textureProperties.__webglInit=!0,renderTarget.depthTexture.addEventListener("dispose",onTextureDispose)),void 0===textureProperties.__webglTexture){textureProperties.__webglTexture=_gl.createTexture(),state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__webglTexture),setTextureParameters(_gl.TEXTURE_CUBE_MAP,renderTarget.depthTexture);const glFormat=utils.convert(renderTarget.depthTexture.format),glType=utils.convert(renderTarget.depthTexture.type);let glInternalFormat;renderTarget.depthTexture.format===DepthFormat?glInternalFormat=_gl.DEPTH_COMPONENT24:renderTarget.depthTexture.format===DepthStencilFormat&&(glInternalFormat=_gl.DEPTH24_STENCIL8);for(let i=0;i<6;i++)_gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glInternalFormat,renderTarget.width,renderTarget.height,0,glFormat,glType,null)}}else setTexture2D(renderTarget.depthTexture,0);const webglDepthTexture=textureProperties.__webglTexture,samples=getRenderTargetSamples(renderTarget),glTextureType=isCube?_gl.TEXTURE_CUBE_MAP_POSITIVE_X+cubeFace:_gl.TEXTURE_2D,glAttachmentType=renderTarget.depthTexture.format===DepthStencilFormat?_gl.DEPTH_STENCIL_ATTACHMENT:_gl.DEPTH_ATTACHMENT;if(renderTarget.depthTexture.format===DepthFormat)useMultisampledRTT(renderTarget)?multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER,glAttachmentType,glTextureType,webglDepthTexture,0,samples):_gl.framebufferTexture2D(_gl.FRAMEBUFFER,glAttachmentType,glTextureType,webglDepthTexture,0);else{if(renderTarget.depthTexture.format!==DepthStencilFormat)throw new Error("Unknown depthTexture format");useMultisampledRTT(renderTarget)?multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER,glAttachmentType,glTextureType,webglDepthTexture,0,samples):_gl.framebufferTexture2D(_gl.FRAMEBUFFER,glAttachmentType,glTextureType,webglDepthTexture,0)}}function setupDepthRenderbuffer(renderTarget){const renderTargetProperties=properties.get(renderTarget),isCube=!0===renderTarget.isWebGLCubeRenderTarget;if(renderTargetProperties.__boundDepthTexture!==renderTarget.depthTexture){const depthTexture=renderTarget.depthTexture;if(renderTargetProperties.__depthDisposeCallback&&renderTargetProperties.__depthDisposeCallback(),depthTexture){const disposeEvent=()=>{delete renderTargetProperties.__boundDepthTexture,delete renderTargetProperties.__depthDisposeCallback,depthTexture.removeEventListener("dispose",disposeEvent)};depthTexture.addEventListener("dispose",disposeEvent),renderTargetProperties.__depthDisposeCallback=disposeEvent}renderTargetProperties.__boundDepthTexture=depthTexture}if(renderTarget.depthTexture&&!renderTargetProperties.__autoAllocateDepthBuffer)if(isCube)for(let i=0;i<6;i++)setupDepthTexture(renderTargetProperties.__webglFramebuffer[i],renderTarget,i);else{const mipmaps=renderTarget.texture.mipmaps;setupDepthTexture(mipmaps&&mipmaps.length>0?renderTargetProperties.__webglFramebuffer[0]:renderTargetProperties.__webglFramebuffer,renderTarget,0)}else if(isCube){renderTargetProperties.__webglDepthbuffer=[];for(let i=0;i<6;i++)if(state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglFramebuffer[i]),void 0===renderTargetProperties.__webglDepthbuffer[i])renderTargetProperties.__webglDepthbuffer[i]=_gl.createRenderbuffer(),setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i],renderTarget,!1);else{const glAttachmentType=renderTarget.stencilBuffer?_gl.DEPTH_STENCIL_ATTACHMENT:_gl.DEPTH_ATTACHMENT,renderbuffer=renderTargetProperties.__webglDepthbuffer[i];_gl.bindRenderbuffer(_gl.RENDERBUFFER,renderbuffer),_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,glAttachmentType,_gl.RENDERBUFFER,renderbuffer)}}else{const mipmaps=renderTarget.texture.mipmaps;if(state.bindFramebuffer(_gl.FRAMEBUFFER,mipmaps&&mipmaps.length>0?renderTargetProperties.__webglFramebuffer[0]:renderTargetProperties.__webglFramebuffer),void 0===renderTargetProperties.__webglDepthbuffer)renderTargetProperties.__webglDepthbuffer=_gl.createRenderbuffer(),setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer,renderTarget,!1);else{const glAttachmentType=renderTarget.stencilBuffer?_gl.DEPTH_STENCIL_ATTACHMENT:_gl.DEPTH_ATTACHMENT,renderbuffer=renderTargetProperties.__webglDepthbuffer;_gl.bindRenderbuffer(_gl.RENDERBUFFER,renderbuffer),_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,glAttachmentType,_gl.RENDERBUFFER,renderbuffer)}}state.bindFramebuffer(_gl.FRAMEBUFFER,null)}const invalidationArrayRead=[],invalidationArrayDraw=[];function getRenderTargetSamples(renderTarget){return Math.min(capabilities.maxSamples,renderTarget.samples)}function useMultisampledRTT(renderTarget){const renderTargetProperties=properties.get(renderTarget);return renderTarget.samples>0&&!0===extensions.has("WEBGL_multisampled_render_to_texture")&&!1!==renderTargetProperties.__useRenderToTexture}function verifyColorSpace(texture,image){const colorSpace=texture.colorSpace,format=texture.format,type=texture.type;return!0===texture.isCompressedTexture||!0===texture.isVideoTexture||colorSpace!==LinearSRGBColorSpace&&colorSpace!==NoColorSpace&&(ColorManagement.getTransfer(colorSpace)===SRGBTransfer?format===RGBAFormat&&type===UnsignedByteType||warn("WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):error("WebGLTextures: Unsupported texture color space:",colorSpace)),image}function getDimensions(image){return"undefined"!=typeof HTMLImageElement&&image instanceof HTMLImageElement?(_imageDimensions.width=image.naturalWidth||image.width,_imageDimensions.height=image.naturalHeight||image.height):"undefined"!=typeof VideoFrame&&image instanceof VideoFrame?(_imageDimensions.width=image.displayWidth,_imageDimensions.height=image.displayHeight):(_imageDimensions.width=image.width,_imageDimensions.height=image.height),_imageDimensions}this.allocateTextureUnit=function(){const textureUnit=textureUnits;return textureUnit>=capabilities.maxTextures&&warn("WebGLTextures: Trying to use "+textureUnit+" texture units while this GPU supports only "+capabilities.maxTextures),textureUnits+=1,textureUnit},this.resetTextureUnits=function(){textureUnits=0},this.setTexture2D=setTexture2D,this.setTexture2DArray=function(texture,slot){const textureProperties=properties.get(texture);!1===texture.isRenderTargetTexture&&texture.version>0&&textureProperties.__version!==texture.version?uploadTexture(textureProperties,texture,slot):(texture.isExternalTexture&&(textureProperties.__webglTexture=texture.sourceTexture?texture.sourceTexture:null),state.bindTexture(_gl.TEXTURE_2D_ARRAY,textureProperties.__webglTexture,_gl.TEXTURE0+slot))},this.setTexture3D=function(texture,slot){const textureProperties=properties.get(texture);!1===texture.isRenderTargetTexture&&texture.version>0&&textureProperties.__version!==texture.version?uploadTexture(textureProperties,texture,slot):state.bindTexture(_gl.TEXTURE_3D,textureProperties.__webglTexture,_gl.TEXTURE0+slot)},this.setTextureCube=function(texture,slot){const textureProperties=properties.get(texture);!0!==texture.isCubeDepthTexture&&texture.version>0&&textureProperties.__version!==texture.version?function(textureProperties,texture,slot){if(6!==texture.image.length)return;const forceUpload=initTexture(textureProperties,texture),source=texture.source;state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__webglTexture,_gl.TEXTURE0+slot);const sourceProperties=properties.get(source);if(source.version!==sourceProperties.__version||!0===forceUpload){state.activeTexture(_gl.TEXTURE0+slot);const workingPrimaries=ColorManagement.getPrimaries(ColorManagement.workingColorSpace),texturePrimaries=texture.colorSpace===NoColorSpace?null:ColorManagement.getPrimaries(texture.colorSpace),unpackConversion=texture.colorSpace===NoColorSpace||workingPrimaries===texturePrimaries?_gl.NONE:_gl.BROWSER_DEFAULT_WEBGL;_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,texture.flipY),_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,texture.premultiplyAlpha),_gl.pixelStorei(_gl.UNPACK_ALIGNMENT,texture.unpackAlignment),_gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,unpackConversion);const isCompressed=texture.isCompressedTexture||texture.image[0].isCompressedTexture,isDataTexture=texture.image[0]&&texture.image[0].isDataTexture,cubeImage=[];for(let i=0;i<6;i++)cubeImage[i]=isCompressed||isDataTexture?isDataTexture?texture.image[i].image:texture.image[i]:resizeImage(texture.image[i],!0,capabilities.maxCubemapSize),cubeImage[i]=verifyColorSpace(texture,cubeImage[i]);const image=cubeImage[0],glFormat=utils.convert(texture.format,texture.colorSpace),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType,texture.colorSpace),useTexStorage=!0!==texture.isVideoTexture,allocateMemory=void 0===sourceProperties.__version||!0===forceUpload,dataReady=source.dataReady;let mipmaps,levels=getMipLevels(texture,image);if(setTextureParameters(_gl.TEXTURE_CUBE_MAP,texture),isCompressed){useTexStorage&&allocateMemory&&state.texStorage2D(_gl.TEXTURE_CUBE_MAP,levels,glInternalFormat,image.width,image.height);for(let i=0;i<6;i++){mipmaps=cubeImage[i].mipmaps;for(let j=0;j<mipmaps.length;j++){const mipmap=mipmaps[j];texture.format!==RGBAFormat?null!==glFormat?useTexStorage?dataReady&&state.compressedTexSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,0,0,mipmap.width,mipmap.height,glFormat,mipmap.data):state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,glInternalFormat,mipmap.width,mipmap.height,0,mipmap.data):warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()"):useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,0,0,mipmap.width,mipmap.height,glFormat,glType,mipmap.data):state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,glInternalFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data)}}}else{if(mipmaps=texture.mipmaps,useTexStorage&&allocateMemory){mipmaps.length>0&&levels++;const dimensions=getDimensions(cubeImage[0]);state.texStorage2D(_gl.TEXTURE_CUBE_MAP,levels,glInternalFormat,dimensions.width,dimensions.height)}for(let i=0;i<6;i++)if(isDataTexture){useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,0,0,cubeImage[i].width,cubeImage[i].height,glFormat,glType,cubeImage[i].data):state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glInternalFormat,cubeImage[i].width,cubeImage[i].height,0,glFormat,glType,cubeImage[i].data);for(let j=0;j<mipmaps.length;j++){const mipmapImage=mipmaps[j].image[i].image;useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j+1,0,0,mipmapImage.width,mipmapImage.height,glFormat,glType,mipmapImage.data):state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j+1,glInternalFormat,mipmapImage.width,mipmapImage.height,0,glFormat,glType,mipmapImage.data)}}else{useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,0,0,glFormat,glType,cubeImage[i]):state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glInternalFormat,glFormat,glType,cubeImage[i]);for(let j=0;j<mipmaps.length;j++){const mipmap=mipmaps[j];useTexStorage?dataReady&&state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j+1,0,0,glFormat,glType,mipmap.image[i]):state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j+1,glInternalFormat,glFormat,glType,mipmap.image[i])}}}textureNeedsGenerateMipmaps(texture)&&generateMipmap(_gl.TEXTURE_CUBE_MAP),sourceProperties.__version=source.version,texture.onUpdate&&texture.onUpdate(texture)}textureProperties.__version=texture.version}(textureProperties,texture,slot):state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__webglTexture,_gl.TEXTURE0+slot)},this.rebindTextures=function(renderTarget,colorTexture,depthTexture){const renderTargetProperties=properties.get(renderTarget);void 0!==colorTexture&&setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer,renderTarget,renderTarget.texture,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_2D,0),void 0!==depthTexture&&setupDepthRenderbuffer(renderTarget)},this.setupRenderTarget=function(renderTarget){const texture=renderTarget.texture,renderTargetProperties=properties.get(renderTarget),textureProperties=properties.get(texture);renderTarget.addEventListener("dispose",onRenderTargetDispose);const textures=renderTarget.textures,isCube=!0===renderTarget.isWebGLCubeRenderTarget,isMultipleRenderTargets=textures.length>1;if(isMultipleRenderTargets||(void 0===textureProperties.__webglTexture&&(textureProperties.__webglTexture=_gl.createTexture()),textureProperties.__version=texture.version,info.memory.textures++),isCube){renderTargetProperties.__webglFramebuffer=[];for(let i=0;i<6;i++)if(texture.mipmaps&&texture.mipmaps.length>0){renderTargetProperties.__webglFramebuffer[i]=[];for(let level=0;level<texture.mipmaps.length;level++)renderTargetProperties.__webglFramebuffer[i][level]=_gl.createFramebuffer()}else renderTargetProperties.__webglFramebuffer[i]=_gl.createFramebuffer()}else{if(texture.mipmaps&&texture.mipmaps.length>0){renderTargetProperties.__webglFramebuffer=[];for(let level=0;level<texture.mipmaps.length;level++)renderTargetProperties.__webglFramebuffer[level]=_gl.createFramebuffer()}else renderTargetProperties.__webglFramebuffer=_gl.createFramebuffer();if(isMultipleRenderTargets)for(let i=0,il=textures.length;i<il;i++){const attachmentProperties=properties.get(textures[i]);void 0===attachmentProperties.__webglTexture&&(attachmentProperties.__webglTexture=_gl.createTexture(),info.memory.textures++)}if(renderTarget.samples>0&&!1===useMultisampledRTT(renderTarget)){renderTargetProperties.__webglMultisampledFramebuffer=_gl.createFramebuffer(),renderTargetProperties.__webglColorRenderbuffer=[],state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglMultisampledFramebuffer);for(let i=0;i<textures.length;i++){const texture=textures[i];renderTargetProperties.__webglColorRenderbuffer[i]=_gl.createRenderbuffer(),_gl.bindRenderbuffer(_gl.RENDERBUFFER,renderTargetProperties.__webglColorRenderbuffer[i]);const glFormat=utils.convert(texture.format,texture.colorSpace),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType,texture.colorSpace,!0===renderTarget.isXRRenderTarget),samples=getRenderTargetSamples(renderTarget);_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER,samples,glInternalFormat,renderTarget.width,renderTarget.height),_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0+i,_gl.RENDERBUFFER,renderTargetProperties.__webglColorRenderbuffer[i])}_gl.bindRenderbuffer(_gl.RENDERBUFFER,null),renderTarget.depthBuffer&&(renderTargetProperties.__webglDepthRenderbuffer=_gl.createRenderbuffer(),setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer,renderTarget,!0)),state.bindFramebuffer(_gl.FRAMEBUFFER,null)}}if(isCube){state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__webglTexture),setTextureParameters(_gl.TEXTURE_CUBE_MAP,texture);for(let i=0;i<6;i++)if(texture.mipmaps&&texture.mipmaps.length>0)for(let level=0;level<texture.mipmaps.length;level++)setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i][level],renderTarget,texture,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,level);else setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i],renderTarget,texture,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0);textureNeedsGenerateMipmaps(texture)&&generateMipmap(_gl.TEXTURE_CUBE_MAP),state.unbindTexture()}else if(isMultipleRenderTargets){for(let i=0,il=textures.length;i<il;i++){const attachment=textures[i],attachmentProperties=properties.get(attachment);let glTextureType=_gl.TEXTURE_2D;(renderTarget.isWebGL3DRenderTarget||renderTarget.isWebGLArrayRenderTarget)&&(glTextureType=renderTarget.isWebGL3DRenderTarget?_gl.TEXTURE_3D:_gl.TEXTURE_2D_ARRAY),state.bindTexture(glTextureType,attachmentProperties.__webglTexture),setTextureParameters(glTextureType,attachment),setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer,renderTarget,attachment,_gl.COLOR_ATTACHMENT0+i,glTextureType,0),textureNeedsGenerateMipmaps(attachment)&&generateMipmap(glTextureType)}state.unbindTexture()}else{let glTextureType=_gl.TEXTURE_2D;if((renderTarget.isWebGL3DRenderTarget||renderTarget.isWebGLArrayRenderTarget)&&(glTextureType=renderTarget.isWebGL3DRenderTarget?_gl.TEXTURE_3D:_gl.TEXTURE_2D_ARRAY),state.bindTexture(glTextureType,textureProperties.__webglTexture),setTextureParameters(glTextureType,texture),texture.mipmaps&&texture.mipmaps.length>0)for(let level=0;level<texture.mipmaps.length;level++)setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[level],renderTarget,texture,_gl.COLOR_ATTACHMENT0,glTextureType,level);else setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer,renderTarget,texture,_gl.COLOR_ATTACHMENT0,glTextureType,0);textureNeedsGenerateMipmaps(texture)&&generateMipmap(glTextureType),state.unbindTexture()}renderTarget.depthBuffer&&setupDepthRenderbuffer(renderTarget)},this.updateRenderTargetMipmap=function(renderTarget){const textures=renderTarget.textures;for(let i=0,il=textures.length;i<il;i++){const texture=textures[i];if(textureNeedsGenerateMipmaps(texture)){const targetType=getTargetType(renderTarget),webglTexture=properties.get(texture).__webglTexture;state.bindTexture(targetType,webglTexture),generateMipmap(targetType),state.unbindTexture()}}},this.updateMultisampleRenderTarget=function(renderTarget){if(renderTarget.samples>0)if(!1===useMultisampledRTT(renderTarget)){const textures=renderTarget.textures,width=renderTarget.width,height=renderTarget.height;let mask=_gl.COLOR_BUFFER_BIT;const depthStyle=renderTarget.stencilBuffer?_gl.DEPTH_STENCIL_ATTACHMENT:_gl.DEPTH_ATTACHMENT,renderTargetProperties=properties.get(renderTarget),isMultipleRenderTargets=textures.length>1;if(isMultipleRenderTargets)for(let i=0;i<textures.length;i++)state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglMultisampledFramebuffer),_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0+i,_gl.RENDERBUFFER,null),state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglFramebuffer),_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0+i,_gl.TEXTURE_2D,null,0);state.bindFramebuffer(_gl.READ_FRAMEBUFFER,renderTargetProperties.__webglMultisampledFramebuffer);const mipmaps=renderTarget.texture.mipmaps;state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,mipmaps&&mipmaps.length>0?renderTargetProperties.__webglFramebuffer[0]:renderTargetProperties.__webglFramebuffer);for(let i=0;i<textures.length;i++){if(renderTarget.resolveDepthBuffer&&(renderTarget.depthBuffer&&(mask|=_gl.DEPTH_BUFFER_BIT),renderTarget.stencilBuffer&&renderTarget.resolveStencilBuffer&&(mask|=_gl.STENCIL_BUFFER_BIT)),isMultipleRenderTargets){_gl.framebufferRenderbuffer(_gl.READ_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.RENDERBUFFER,renderTargetProperties.__webglColorRenderbuffer[i]);const webglTexture=properties.get(textures[i]).__webglTexture;_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_2D,webglTexture,0)}_gl.blitFramebuffer(0,0,width,height,0,0,width,height,mask,_gl.NEAREST),!0===supportsInvalidateFramebuffer&&(invalidationArrayRead.length=0,invalidationArrayDraw.length=0,invalidationArrayRead.push(_gl.COLOR_ATTACHMENT0+i),renderTarget.depthBuffer&&!1===renderTarget.resolveDepthBuffer&&(invalidationArrayRead.push(depthStyle),invalidationArrayDraw.push(depthStyle),_gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER,invalidationArrayDraw)),_gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER,invalidationArrayRead))}if(state.bindFramebuffer(_gl.READ_FRAMEBUFFER,null),state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,null),isMultipleRenderTargets)for(let i=0;i<textures.length;i++){state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglMultisampledFramebuffer),_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0+i,_gl.RENDERBUFFER,renderTargetProperties.__webglColorRenderbuffer[i]);const webglTexture=properties.get(textures[i]).__webglTexture;state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglFramebuffer),_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0+i,_gl.TEXTURE_2D,webglTexture,0)}state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,renderTargetProperties.__webglMultisampledFramebuffer)}else renderTarget.depthBuffer&&!1===renderTarget.resolveDepthBuffer&&supportsInvalidateFramebuffer&&_gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER,[renderTarget.stencilBuffer?_gl.DEPTH_STENCIL_ATTACHMENT:_gl.DEPTH_ATTACHMENT])},this.setupDepthRenderbuffer=setupDepthRenderbuffer,this.setupFrameBufferTexture=setupFrameBufferTexture,this.useMultisampledRTT=useMultisampledRTT,this.isReversedDepthBuffer=function(){return state.buffers.depth.getReversed()}}function WebGLUtils(gl,extensions){return{convert:function(p,colorSpace=NoColorSpace){let extension;const transfer=ColorManagement.getTransfer(colorSpace);if(p===UnsignedByteType)return gl.UNSIGNED_BYTE;if(p===UnsignedShort4444Type)return gl.UNSIGNED_SHORT_4_4_4_4;if(p===UnsignedShort5551Type)return gl.UNSIGNED_SHORT_5_5_5_1;if(p===UnsignedInt5999Type)return gl.UNSIGNED_INT_5_9_9_9_REV;if(p===UnsignedInt101111Type)return gl.UNSIGNED_INT_10F_11F_11F_REV;if(p===ByteType)return gl.BYTE;if(p===ShortType)return gl.SHORT;if(p===UnsignedShortType)return gl.UNSIGNED_SHORT;if(p===IntType)return gl.INT;if(p===UnsignedIntType)return gl.UNSIGNED_INT;if(p===FloatType)return gl.FLOAT;if(p===HalfFloatType)return gl.HALF_FLOAT;if(p===AlphaFormat)return gl.ALPHA;if(p===RGBFormat)return gl.RGB;if(p===RGBAFormat)return gl.RGBA;if(p===DepthFormat)return gl.DEPTH_COMPONENT;if(p===DepthStencilFormat)return gl.DEPTH_STENCIL;if(p===RedFormat)return gl.RED;if(p===RedIntegerFormat)return gl.RED_INTEGER;if(p===RGFormat)return gl.RG;if(p===RGIntegerFormat)return gl.RG_INTEGER;if(p===RGBAIntegerFormat)return gl.RGBA_INTEGER;if(p===RGB_S3TC_DXT1_Format||p===RGBA_S3TC_DXT1_Format||p===RGBA_S3TC_DXT3_Format||p===RGBA_S3TC_DXT5_Format)if(transfer===SRGBTransfer){if(extension=extensions.get("WEBGL_compressed_texture_s3tc_srgb"),null===extension)return null;if(p===RGB_S3TC_DXT1_Format)return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;if(p===RGBA_S3TC_DXT1_Format)return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;if(p===RGBA_S3TC_DXT3_Format)return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;if(p===RGBA_S3TC_DXT5_Format)return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}else{if(extension=extensions.get("WEBGL_compressed_texture_s3tc"),null===extension)return null;if(p===RGB_S3TC_DXT1_Format)return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;if(p===RGBA_S3TC_DXT1_Format)return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(p===RGBA_S3TC_DXT3_Format)return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(p===RGBA_S3TC_DXT5_Format)return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(p===RGB_PVRTC_4BPPV1_Format||p===RGB_PVRTC_2BPPV1_Format||p===RGBA_PVRTC_4BPPV1_Format||p===RGBA_PVRTC_2BPPV1_Format){if(extension=extensions.get("WEBGL_compressed_texture_pvrtc"),null===extension)return null;if(p===RGB_PVRTC_4BPPV1_Format)return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(p===RGB_PVRTC_2BPPV1_Format)return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(p===RGBA_PVRTC_4BPPV1_Format)return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(p===RGBA_PVRTC_2BPPV1_Format)return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(p===RGB_ETC1_Format||p===RGB_ETC2_Format||p===RGBA_ETC2_EAC_Format||p===R11_EAC_Format||p===SIGNED_R11_EAC_Format||p===RG11_EAC_Format||p===SIGNED_RG11_EAC_Format){if(extension=extensions.get("WEBGL_compressed_texture_etc"),null===extension)return null;if(p===RGB_ETC1_Format||p===RGB_ETC2_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ETC2:extension.COMPRESSED_RGB8_ETC2;if(p===RGBA_ETC2_EAC_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:extension.COMPRESSED_RGBA8_ETC2_EAC;if(p===R11_EAC_Format)return extension.COMPRESSED_R11_EAC;if(p===SIGNED_R11_EAC_Format)return extension.COMPRESSED_SIGNED_R11_EAC;if(p===RG11_EAC_Format)return extension.COMPRESSED_RG11_EAC;if(p===SIGNED_RG11_EAC_Format)return extension.COMPRESSED_SIGNED_RG11_EAC}if(p===RGBA_ASTC_4x4_Format||p===RGBA_ASTC_5x4_Format||p===RGBA_ASTC_5x5_Format||p===RGBA_ASTC_6x5_Format||p===RGBA_ASTC_6x6_Format||p===RGBA_ASTC_8x5_Format||p===RGBA_ASTC_8x6_Format||p===RGBA_ASTC_8x8_Format||p===RGBA_ASTC_10x5_Format||p===RGBA_ASTC_10x6_Format||p===RGBA_ASTC_10x8_Format||p===RGBA_ASTC_10x10_Format||p===RGBA_ASTC_12x10_Format||p===RGBA_ASTC_12x12_Format){if(extension=extensions.get("WEBGL_compressed_texture_astc"),null===extension)return null;if(p===RGBA_ASTC_4x4_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:extension.COMPRESSED_RGBA_ASTC_4x4_KHR;if(p===RGBA_ASTC_5x4_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:extension.COMPRESSED_RGBA_ASTC_5x4_KHR;if(p===RGBA_ASTC_5x5_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:extension.COMPRESSED_RGBA_ASTC_5x5_KHR;if(p===RGBA_ASTC_6x5_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:extension.COMPRESSED_RGBA_ASTC_6x5_KHR;if(p===RGBA_ASTC_6x6_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:extension.COMPRESSED_RGBA_ASTC_6x6_KHR;if(p===RGBA_ASTC_8x5_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:extension.COMPRESSED_RGBA_ASTC_8x5_KHR;if(p===RGBA_ASTC_8x6_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:extension.COMPRESSED_RGBA_ASTC_8x6_KHR;if(p===RGBA_ASTC_8x8_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:extension.COMPRESSED_RGBA_ASTC_8x8_KHR;if(p===RGBA_ASTC_10x5_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:extension.COMPRESSED_RGBA_ASTC_10x5_KHR;if(p===RGBA_ASTC_10x6_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:extension.COMPRESSED_RGBA_ASTC_10x6_KHR;if(p===RGBA_ASTC_10x8_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:extension.COMPRESSED_RGBA_ASTC_10x8_KHR;if(p===RGBA_ASTC_10x10_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:extension.COMPRESSED_RGBA_ASTC_10x10_KHR;if(p===RGBA_ASTC_12x10_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:extension.COMPRESSED_RGBA_ASTC_12x10_KHR;if(p===RGBA_ASTC_12x12_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:extension.COMPRESSED_RGBA_ASTC_12x12_KHR}if(p===RGBA_BPTC_Format||p===RGB_BPTC_SIGNED_Format||p===RGB_BPTC_UNSIGNED_Format){if(extension=extensions.get("EXT_texture_compression_bptc"),null===extension)return null;if(p===RGBA_BPTC_Format)return transfer===SRGBTransfer?extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;if(p===RGB_BPTC_SIGNED_Format)return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;if(p===RGB_BPTC_UNSIGNED_Format)return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT}if(p===RED_RGTC1_Format||p===SIGNED_RED_RGTC1_Format||p===RED_GREEN_RGTC2_Format||p===SIGNED_RED_GREEN_RGTC2_Format){if(extension=extensions.get("EXT_texture_compression_rgtc"),null===extension)return null;if(p===RED_RGTC1_Format)return extension.COMPRESSED_RED_RGTC1_EXT;if(p===SIGNED_RED_RGTC1_Format)return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;if(p===RED_GREEN_RGTC2_Format)return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;if(p===SIGNED_RED_GREEN_RGTC2_Format)return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT}return p===UnsignedInt248Type?gl.UNSIGNED_INT_24_8:void 0!==gl[p]?gl[p]:null}}}class WebXRDepthSensing{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(depthData,renderState){if(null===this.texture){const texture=new ExternalTexture(depthData.texture);depthData.depthNear===renderState.depthNear&&depthData.depthFar===renderState.depthFar||(this.depthNear=depthData.depthNear,this.depthFar=depthData.depthFar),this.texture=texture}}getMesh(cameraXR){if(null!==this.texture&&null===this.mesh){const viewport=cameraXR.cameras[0].viewport,material=new ShaderMaterial({vertexShader:"\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}",fragmentShader:"\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}",uniforms:{depthColor:{value:this.texture},depthWidth:{value:viewport.z},depthHeight:{value:viewport.w}}});this.mesh=new Mesh(new PlaneGeometry(20,20),material)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class WebXRManager extends EventDispatcher{constructor(renderer,gl){super();const scope=this;let session=null,framebufferScaleFactor=1,referenceSpace=null,referenceSpaceType="local-floor",foveation=1,customReferenceSpace=null,pose=null,glBinding=null,glProjLayer=null,glBaseLayer=null,xrFrame=null;const supportsGlBinding="undefined"!=typeof XRWebGLBinding,depthSensing=new WebXRDepthSensing,cameraAccessTextures={},attributes=gl.getContextAttributes();let initialRenderTarget=null,newRenderTarget=null;const controllers=[],controllerInputSources=[],currentSize=new Vector2;let currentPixelRatio=null;const cameraL=new PerspectiveCamera;cameraL.viewport=new Vector4;const cameraR=new PerspectiveCamera;cameraR.viewport=new Vector4;const cameras=[cameraL,cameraR],cameraXR=new ArrayCamera;let _currentDepthNear=null,_currentDepthFar=null;function onSessionEvent(event){const controllerIndex=controllerInputSources.indexOf(event.inputSource);if(-1===controllerIndex)return;const controller=controllers[controllerIndex];void 0!==controller&&(controller.update(event.inputSource,event.frame,customReferenceSpace||referenceSpace),controller.dispatchEvent({type:event.type,data:event.inputSource}))}function onSessionEnd(){session.removeEventListener("select",onSessionEvent),session.removeEventListener("selectstart",onSessionEvent),session.removeEventListener("selectend",onSessionEvent),session.removeEventListener("squeeze",onSessionEvent),session.removeEventListener("squeezestart",onSessionEvent),session.removeEventListener("squeezeend",onSessionEvent),session.removeEventListener("end",onSessionEnd),session.removeEventListener("inputsourceschange",onInputSourcesChange);for(let i=0;i<controllers.length;i++){const inputSource=controllerInputSources[i];null!==inputSource&&(controllerInputSources[i]=null,controllers[i].disconnect(inputSource))}_currentDepthNear=null,_currentDepthFar=null,depthSensing.reset();for(const key in cameraAccessTextures)delete cameraAccessTextures[key];renderer.setRenderTarget(initialRenderTarget),glBaseLayer=null,glProjLayer=null,glBinding=null,session=null,newRenderTarget=null,animation.stop(),scope.isPresenting=!1,renderer.setPixelRatio(currentPixelRatio),renderer.setSize(currentSize.width,currentSize.height,!1),scope.dispatchEvent({type:"sessionend"})}function onInputSourcesChange(event){for(let i=0;i<event.removed.length;i++){const inputSource=event.removed[i],index=controllerInputSources.indexOf(inputSource);index>=0&&(controllerInputSources[index]=null,controllers[index].disconnect(inputSource))}for(let i=0;i<event.added.length;i++){const inputSource=event.added[i];let controllerIndex=controllerInputSources.indexOf(inputSource);if(-1===controllerIndex){for(let i=0;i<controllers.length;i++){if(i>=controllerInputSources.length){controllerInputSources.push(inputSource),controllerIndex=i;break}if(null===controllerInputSources[i]){controllerInputSources[i]=inputSource,controllerIndex=i;break}}if(-1===controllerIndex)break}const controller=controllers[controllerIndex];controller&&controller.connect(inputSource)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(index){let controller=controllers[index];return void 0===controller&&(controller=new WebXRController,controllers[index]=controller),controller.getTargetRaySpace()},this.getControllerGrip=function(index){let controller=controllers[index];return void 0===controller&&(controller=new WebXRController,controllers[index]=controller),controller.getGripSpace()},this.getHand=function(index){let controller=controllers[index];return void 0===controller&&(controller=new WebXRController,controllers[index]=controller),controller.getHandSpace()},this.setFramebufferScaleFactor=function(value){framebufferScaleFactor=value,!0===scope.isPresenting&&warn("WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(value){referenceSpaceType=value,!0===scope.isPresenting&&warn("WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return customReferenceSpace||referenceSpace},this.setReferenceSpace=function(space){customReferenceSpace=space},this.getBaseLayer=function(){return null!==glProjLayer?glProjLayer:glBaseLayer},this.getBinding=function(){return null===glBinding&&supportsGlBinding&&(glBinding=new XRWebGLBinding(session,gl)),glBinding},this.getFrame=function(){return xrFrame},this.getSession=function(){return session},this.setSession=async function(value){if(session=value,null!==session){if(initialRenderTarget=renderer.getRenderTarget(),session.addEventListener("select",onSessionEvent),session.addEventListener("selectstart",onSessionEvent),session.addEventListener("selectend",onSessionEvent),session.addEventListener("squeeze",onSessionEvent),session.addEventListener("squeezestart",onSessionEvent),session.addEventListener("squeezeend",onSessionEvent),session.addEventListener("end",onSessionEnd),session.addEventListener("inputsourceschange",onInputSourcesChange),!0!==attributes.xrCompatible&&await gl.makeXRCompatible(),currentPixelRatio=renderer.getPixelRatio(),renderer.getSize(currentSize),supportsGlBinding&&"createProjectionLayer"in XRWebGLBinding.prototype){let depthFormat=null,depthType=null,glDepthFormat=null;attributes.depth&&(glDepthFormat=attributes.stencil?gl.DEPTH24_STENCIL8:gl.DEPTH_COMPONENT24,depthFormat=attributes.stencil?DepthStencilFormat:DepthFormat,depthType=attributes.stencil?UnsignedInt248Type:UnsignedIntType);const projectionlayerInit={colorFormat:gl.RGBA8,depthFormat:glDepthFormat,scaleFactor:framebufferScaleFactor};glBinding=this.getBinding(),glProjLayer=glBinding.createProjectionLayer(projectionlayerInit),session.updateRenderState({layers:[glProjLayer]}),renderer.setPixelRatio(1),renderer.setSize(glProjLayer.textureWidth,glProjLayer.textureHeight,!1),newRenderTarget=new WebGLRenderTarget(glProjLayer.textureWidth,glProjLayer.textureHeight,{format:RGBAFormat,type:UnsignedByteType,depthTexture:new DepthTexture(glProjLayer.textureWidth,glProjLayer.textureHeight,depthType,void 0,void 0,void 0,void 0,void 0,void 0,depthFormat),stencilBuffer:attributes.stencil,colorSpace:renderer.outputColorSpace,samples:attributes.antialias?4:0,resolveDepthBuffer:!1===glProjLayer.ignoreDepthValues,resolveStencilBuffer:!1===glProjLayer.ignoreDepthValues})}else glBaseLayer=new XRWebGLLayer(session,gl,{antialias:attributes.antialias,alpha:!0,depth:attributes.depth,stencil:attributes.stencil,framebufferScaleFactor:framebufferScaleFactor}),session.updateRenderState({baseLayer:glBaseLayer}),renderer.setPixelRatio(1),renderer.setSize(glBaseLayer.framebufferWidth,glBaseLayer.framebufferHeight,!1),newRenderTarget=new WebGLRenderTarget(glBaseLayer.framebufferWidth,glBaseLayer.framebufferHeight,{format:RGBAFormat,type:UnsignedByteType,colorSpace:renderer.outputColorSpace,stencilBuffer:attributes.stencil,resolveDepthBuffer:!1===glBaseLayer.ignoreDepthValues,resolveStencilBuffer:!1===glBaseLayer.ignoreDepthValues});newRenderTarget.isXRRenderTarget=!0,this.setFoveation(foveation),customReferenceSpace=null,referenceSpace=await session.requestReferenceSpace(referenceSpaceType),animation.setContext(session),animation.start(),scope.isPresenting=!0,scope.dispatchEvent({type:"sessionstart"})}},this.getEnvironmentBlendMode=function(){if(null!==session)return session.environmentBlendMode},this.getDepthTexture=function(){return depthSensing.getDepthTexture()};const cameraLPos=new Vector3,cameraRPos=new Vector3;function updateCamera(camera,parent){null===parent?camera.matrixWorld.copy(camera.matrix):camera.matrixWorld.multiplyMatrices(parent.matrixWorld,camera.matrix),camera.matrixWorldInverse.copy(camera.matrixWorld).invert()}this.updateCamera=function(camera){if(null===session)return;let depthNear=camera.near,depthFar=camera.far;null!==depthSensing.texture&&(depthSensing.depthNear>0&&(depthNear=depthSensing.depthNear),depthSensing.depthFar>0&&(depthFar=depthSensing.depthFar)),cameraXR.near=cameraR.near=cameraL.near=depthNear,cameraXR.far=cameraR.far=cameraL.far=depthFar,_currentDepthNear===cameraXR.near&&_currentDepthFar===cameraXR.far||(session.updateRenderState({depthNear:cameraXR.near,depthFar:cameraXR.far}),_currentDepthNear=cameraXR.near,_currentDepthFar=cameraXR.far),cameraXR.layers.mask=6|camera.layers.mask,cameraL.layers.mask=3&cameraXR.layers.mask,cameraR.layers.mask=5&cameraXR.layers.mask;const parent=camera.parent,cameras=cameraXR.cameras;updateCamera(cameraXR,parent);for(let i=0;i<cameras.length;i++)updateCamera(cameras[i],parent);2===cameras.length?function(camera,cameraL,cameraR){cameraLPos.setFromMatrixPosition(cameraL.matrixWorld),cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);const ipd=cameraLPos.distanceTo(cameraRPos),projL=cameraL.projectionMatrix.elements,projR=cameraR.projectionMatrix.elements,near=projL[14]/(projL[10]-1),far=projL[14]/(projL[10]+1),topFov=(projL[9]+1)/projL[5],bottomFov=(projL[9]-1)/projL[5],leftFov=(projL[8]-1)/projL[0],rightFov=(projR[8]+1)/projR[0],left=near*leftFov,right=near*rightFov,zOffset=ipd/(-leftFov+rightFov),xOffset=zOffset*-leftFov;if(cameraL.matrixWorld.decompose(camera.position,camera.quaternion,camera.scale),camera.translateX(xOffset),camera.translateZ(zOffset),camera.matrixWorld.compose(camera.position,camera.quaternion,camera.scale),camera.matrixWorldInverse.copy(camera.matrixWorld).invert(),-1===projL[10])camera.projectionMatrix.copy(cameraL.projectionMatrix),camera.projectionMatrixInverse.copy(cameraL.projectionMatrixInverse);else{const near2=near+zOffset,far2=far+zOffset;camera.projectionMatrix.makePerspective(left-xOffset,right+(ipd-xOffset),topFov*far/far2*near2,bottomFov*far/far2*near2,near2,far2),camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert()}}(cameraXR,cameraL,cameraR):cameraXR.projectionMatrix.copy(cameraL.projectionMatrix),function(camera,cameraXR,parent){null===parent?camera.matrix.copy(cameraXR.matrixWorld):(camera.matrix.copy(parent.matrixWorld),camera.matrix.invert(),camera.matrix.multiply(cameraXR.matrixWorld)),camera.matrix.decompose(camera.position,camera.quaternion,camera.scale),camera.updateMatrixWorld(!0),camera.projectionMatrix.copy(cameraXR.projectionMatrix),camera.projectionMatrixInverse.copy(cameraXR.projectionMatrixInverse),camera.isPerspectiveCamera&&(camera.fov=2*RAD2DEG*Math.atan(1/camera.projectionMatrix.elements[5]),camera.zoom=1)}(camera,cameraXR,parent)},this.getCamera=function(){return cameraXR},this.getFoveation=function(){if(null!==glProjLayer||null!==glBaseLayer)return foveation},this.setFoveation=function(value){foveation=value,null!==glProjLayer&&(glProjLayer.fixedFoveation=value),null!==glBaseLayer&&void 0!==glBaseLayer.fixedFoveation&&(glBaseLayer.fixedFoveation=value)},this.hasDepthSensing=function(){return null!==depthSensing.texture},this.getDepthSensingMesh=function(){return depthSensing.getMesh(cameraXR)},this.getCameraTexture=function(xrCamera){return cameraAccessTextures[xrCamera]};let onAnimationFrameCallback=null;const animation=new WebGLAnimation;animation.setAnimationLoop(function(time,frame){if(pose=frame.getViewerPose(customReferenceSpace||referenceSpace),xrFrame=frame,null!==pose){const views=pose.views;null!==glBaseLayer&&(renderer.setRenderTargetFramebuffer(newRenderTarget,glBaseLayer.framebuffer),renderer.setRenderTarget(newRenderTarget));let cameraXRNeedsUpdate=!1;views.length!==cameraXR.cameras.length&&(cameraXR.cameras.length=0,cameraXRNeedsUpdate=!0);for(let i=0;i<views.length;i++){const view=views[i];let viewport=null;if(null!==glBaseLayer)viewport=glBaseLayer.getViewport(view);else{const glSubImage=glBinding.getViewSubImage(glProjLayer,view);viewport=glSubImage.viewport,0===i&&(renderer.setRenderTargetTextures(newRenderTarget,glSubImage.colorTexture,glSubImage.depthStencilTexture),renderer.setRenderTarget(newRenderTarget))}let camera=cameras[i];void 0===camera&&(camera=new PerspectiveCamera,camera.layers.enable(i),camera.viewport=new Vector4,cameras[i]=camera),camera.matrix.fromArray(view.transform.matrix),camera.matrix.decompose(camera.position,camera.quaternion,camera.scale),camera.projectionMatrix.fromArray(view.projectionMatrix),camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert(),camera.viewport.set(viewport.x,viewport.y,viewport.width,viewport.height),0===i&&(cameraXR.matrix.copy(camera.matrix),cameraXR.matrix.decompose(cameraXR.position,cameraXR.quaternion,cameraXR.scale)),!0===cameraXRNeedsUpdate&&cameraXR.cameras.push(camera)}const enabledFeatures=session.enabledFeatures;if(enabledFeatures&&enabledFeatures.includes("depth-sensing")&&"gpu-optimized"==session.depthUsage&&supportsGlBinding){glBinding=scope.getBinding();const depthData=glBinding.getDepthInformation(views[0]);depthData&&depthData.isValid&&depthData.texture&&depthSensing.init(depthData,session.renderState)}if(enabledFeatures&&enabledFeatures.includes("camera-access")&&supportsGlBinding){renderer.state.unbindTexture(),glBinding=scope.getBinding();for(let i=0;i<views.length;i++){const camera=views[i].camera;if(camera){let cameraTex=cameraAccessTextures[camera];cameraTex||(cameraTex=new ExternalTexture,cameraAccessTextures[camera]=cameraTex);const glTexture=glBinding.getCameraImage(camera);cameraTex.sourceTexture=glTexture}}}}for(let i=0;i<controllers.length;i++){const inputSource=controllerInputSources[i],controller=controllers[i];null!==inputSource&&void 0!==controller&&controller.update(inputSource,frame,customReferenceSpace||referenceSpace)}onAnimationFrameCallback&&onAnimationFrameCallback(time,frame),frame.detectedPlanes&&scope.dispatchEvent({type:"planesdetected",data:frame}),xrFrame=null}),this.setAnimationLoop=function(callback){onAnimationFrameCallback=callback},this.dispose=function(){}}}const _e1=new Euler,_m1=new Matrix4;function WebGLMaterials(renderer,properties){function refreshTransformUniform(map,uniform){!0===map.matrixAutoUpdate&&map.updateMatrix(),uniform.value.copy(map.matrix)}function refreshUniformsCommon(uniforms,material){uniforms.opacity.value=material.opacity,material.color&&uniforms.diffuse.value.copy(material.color),material.emissive&&uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity),material.map&&(uniforms.map.value=material.map,refreshTransformUniform(material.map,uniforms.mapTransform)),material.alphaMap&&(uniforms.alphaMap.value=material.alphaMap,refreshTransformUniform(material.alphaMap,uniforms.alphaMapTransform)),material.bumpMap&&(uniforms.bumpMap.value=material.bumpMap,refreshTransformUniform(material.bumpMap,uniforms.bumpMapTransform),uniforms.bumpScale.value=material.bumpScale,material.side===BackSide&&(uniforms.bumpScale.value*=-1)),material.normalMap&&(uniforms.normalMap.value=material.normalMap,refreshTransformUniform(material.normalMap,uniforms.normalMapTransform),uniforms.normalScale.value.copy(material.normalScale),material.side===BackSide&&uniforms.normalScale.value.negate()),material.displacementMap&&(uniforms.displacementMap.value=material.displacementMap,refreshTransformUniform(material.displacementMap,uniforms.displacementMapTransform),uniforms.displacementScale.value=material.displacementScale,uniforms.displacementBias.value=material.displacementBias),material.emissiveMap&&(uniforms.emissiveMap.value=material.emissiveMap,refreshTransformUniform(material.emissiveMap,uniforms.emissiveMapTransform)),material.specularMap&&(uniforms.specularMap.value=material.specularMap,refreshTransformUniform(material.specularMap,uniforms.specularMapTransform)),material.alphaTest>0&&(uniforms.alphaTest.value=material.alphaTest);const materialProperties=properties.get(material),envMap=materialProperties.envMap,envMapRotation=materialProperties.envMapRotation;envMap&&(uniforms.envMap.value=envMap,_e1.copy(envMapRotation),_e1.x*=-1,_e1.y*=-1,_e1.z*=-1,envMap.isCubeTexture&&!1===envMap.isRenderTargetTexture&&(_e1.y*=-1,_e1.z*=-1),uniforms.envMapRotation.value.setFromMatrix4(_m1.makeRotationFromEuler(_e1)),uniforms.flipEnvMap.value=envMap.isCubeTexture&&!1===envMap.isRenderTargetTexture?-1:1,uniforms.reflectivity.value=material.reflectivity,uniforms.ior.value=material.ior,uniforms.refractionRatio.value=material.refractionRatio),material.lightMap&&(uniforms.lightMap.value=material.lightMap,uniforms.lightMapIntensity.value=material.lightMapIntensity,refreshTransformUniform(material.lightMap,uniforms.lightMapTransform)),material.aoMap&&(uniforms.aoMap.value=material.aoMap,uniforms.aoMapIntensity.value=material.aoMapIntensity,refreshTransformUniform(material.aoMap,uniforms.aoMapTransform))}return{refreshFogUniforms:function(uniforms,fog){fog.color.getRGB(uniforms.fogColor.value,getUnlitUniformColorSpace(renderer)),fog.isFog?(uniforms.fogNear.value=fog.near,uniforms.fogFar.value=fog.far):fog.isFogExp2&&(uniforms.fogDensity.value=fog.density)},refreshMaterialUniforms:function(uniforms,material,pixelRatio,height,transmissionRenderTarget){material.isMeshBasicMaterial||material.isMeshLambertMaterial?refreshUniformsCommon(uniforms,material):material.isMeshToonMaterial?(refreshUniformsCommon(uniforms,material),function(uniforms,material){material.gradientMap&&(uniforms.gradientMap.value=material.gradientMap)}(uniforms,material)):material.isMeshPhongMaterial?(refreshUniformsCommon(uniforms,material),function(uniforms,material){uniforms.specular.value.copy(material.specular),uniforms.shininess.value=Math.max(material.shininess,1e-4)}(uniforms,material)):material.isMeshStandardMaterial?(refreshUniformsCommon(uniforms,material),function(uniforms,material){uniforms.metalness.value=material.metalness,material.metalnessMap&&(uniforms.metalnessMap.value=material.metalnessMap,refreshTransformUniform(material.metalnessMap,uniforms.metalnessMapTransform)),uniforms.roughness.value=material.roughness,material.roughnessMap&&(uniforms.roughnessMap.value=material.roughnessMap,refreshTransformUniform(material.roughnessMap,uniforms.roughnessMapTransform)),material.envMap&&(uniforms.envMapIntensity.value=material.envMapIntensity)}(uniforms,material),material.isMeshPhysicalMaterial&&function(uniforms,material,transmissionRenderTarget){uniforms.ior.value=material.ior,material.sheen>0&&(uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen),uniforms.sheenRoughness.value=material.sheenRoughness,material.sheenColorMap&&(uniforms.sheenColorMap.value=material.sheenColorMap,refreshTransformUniform(material.sheenColorMap,uniforms.sheenColorMapTransform)),material.sheenRoughnessMap&&(uniforms.sheenRoughnessMap.value=material.sheenRoughnessMap,refreshTransformUniform(material.sheenRoughnessMap,uniforms.sheenRoughnessMapTransform))),material.clearcoat>0&&(uniforms.clearcoat.value=material.clearcoat,uniforms.clearcoatRoughness.value=material.clearcoatRoughness,material.clearcoatMap&&(uniforms.clearcoatMap.value=material.clearcoatMap,refreshTransformUniform(material.clearcoatMap,uniforms.clearcoatMapTransform)),material.clearcoatRoughnessMap&&(uniforms.clearcoatRoughnessMap.value=material.clearcoatRoughnessMap,refreshTransformUniform(material.clearcoatRoughnessMap,uniforms.clearcoatRoughnessMapTransform)),material.clearcoatNormalMap&&(uniforms.clearcoatNormalMap.value=material.clearcoatNormalMap,refreshTransformUniform(material.clearcoatNormalMap,uniforms.clearcoatNormalMapTransform),uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale),material.side===BackSide&&uniforms.clearcoatNormalScale.value.negate())),material.dispersion>0&&(uniforms.dispersion.value=material.dispersion),material.iridescence>0&&(uniforms.iridescence.value=material.iridescence,uniforms.iridescenceIOR.value=material.iridescenceIOR,uniforms.iridescenceThicknessMinimum.value=material.iridescenceThicknessRange[0],uniforms.iridescenceThicknessMaximum.value=material.iridescenceThicknessRange[1],material.iridescenceMap&&(uniforms.iridescenceMap.value=material.iridescenceMap,refreshTransformUniform(material.iridescenceMap,uniforms.iridescenceMapTransform)),material.iridescenceThicknessMap&&(uniforms.iridescenceThicknessMap.value=material.iridescenceThicknessMap,refreshTransformUniform(material.iridescenceThicknessMap,uniforms.iridescenceThicknessMapTransform))),material.transmission>0&&(uniforms.transmission.value=material.transmission,uniforms.transmissionSamplerMap.value=transmissionRenderTarget.texture,uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width,transmissionRenderTarget.height),material.transmissionMap&&(uniforms.transmissionMap.value=material.transmissionMap,refreshTransformUniform(material.transmissionMap,uniforms.transmissionMapTransform)),uniforms.thickness.value=material.thickness,material.thicknessMap&&(uniforms.thicknessMap.value=material.thicknessMap,refreshTransformUniform(material.thicknessMap,uniforms.thicknessMapTransform)),uniforms.attenuationDistance.value=material.attenuationDistance,uniforms.attenuationColor.value.copy(material.attenuationColor)),material.anisotropy>0&&(uniforms.anisotropyVector.value.set(material.anisotropy*Math.cos(material.anisotropyRotation),material.anisotropy*Math.sin(material.anisotropyRotation)),material.anisotropyMap&&(uniforms.anisotropyMap.value=material.anisotropyMap,refreshTransformUniform(material.anisotropyMap,uniforms.anisotropyMapTransform))),uniforms.specularIntensity.value=material.specularIntensity,uniforms.specularColor.value.copy(material.specularColor),material.specularColorMap&&(uniforms.specularColorMap.value=material.specularColorMap,refreshTransformUniform(material.specularColorMap,uniforms.specularColorMapTransform)),material.specularIntensityMap&&(uniforms.specularIntensityMap.value=material.specularIntensityMap,refreshTransformUniform(material.specularIntensityMap,uniforms.specularIntensityMapTransform))}(uniforms,material,transmissionRenderTarget)):material.isMeshMatcapMaterial?(refreshUniformsCommon(uniforms,material),function(uniforms,material){material.matcap&&(uniforms.matcap.value=material.matcap)}(uniforms,material)):material.isMeshDepthMaterial?refreshUniformsCommon(uniforms,material):material.isMeshDistanceMaterial?(refreshUniformsCommon(uniforms,material),function(uniforms,material){const light=properties.get(material).light;uniforms.referencePosition.value.setFromMatrixPosition(light.matrixWorld),uniforms.nearDistance.value=light.shadow.camera.near,uniforms.farDistance.value=light.shadow.camera.far}(uniforms,material)):material.isMeshNormalMaterial?refreshUniformsCommon(uniforms,material):material.isLineBasicMaterial?(function(uniforms,material){uniforms.diffuse.value.copy(material.color),uniforms.opacity.value=material.opacity,material.map&&(uniforms.map.value=material.map,refreshTransformUniform(material.map,uniforms.mapTransform))}(uniforms,material),material.isLineDashedMaterial&&function(uniforms,material){uniforms.dashSize.value=material.dashSize,uniforms.totalSize.value=material.dashSize+material.gapSize,uniforms.scale.value=material.scale}(uniforms,material)):material.isPointsMaterial?function(uniforms,material,pixelRatio,height){uniforms.diffuse.value.copy(material.color),uniforms.opacity.value=material.opacity,uniforms.size.value=material.size*pixelRatio,uniforms.scale.value=.5*height,material.map&&(uniforms.map.value=material.map,refreshTransformUniform(material.map,uniforms.uvTransform)),material.alphaMap&&(uniforms.alphaMap.value=material.alphaMap,refreshTransformUniform(material.alphaMap,uniforms.alphaMapTransform)),material.alphaTest>0&&(uniforms.alphaTest.value=material.alphaTest)}(uniforms,material,pixelRatio,height):material.isSpriteMaterial?function(uniforms,material){uniforms.diffuse.value.copy(material.color),uniforms.opacity.value=material.opacity,uniforms.rotation.value=material.rotation,material.map&&(uniforms.map.value=material.map,refreshTransformUniform(material.map,uniforms.mapTransform)),material.alphaMap&&(uniforms.alphaMap.value=material.alphaMap,refreshTransformUniform(material.alphaMap,uniforms.alphaMapTransform)),material.alphaTest>0&&(uniforms.alphaTest.value=material.alphaTest)}(uniforms,material):material.isShadowMaterial?(uniforms.color.value.copy(material.color),uniforms.opacity.value=material.opacity):material.isShaderMaterial&&(material.uniformsNeedUpdate=!1)}}}function WebGLUniformsGroups(gl,info,capabilities,state){let buffers={},updateList={},allocatedBindingPoints=[];const maxBindingPoints=gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS);function hasUniformChanged(uniform,index,indexArray,cache){const value=uniform.value,indexString=index+"_"+indexArray;if(void 0===cache[indexString])return cache[indexString]="number"==typeof value||"boolean"==typeof value?value:value.clone(),!0;{const cachedObject=cache[indexString];if("number"==typeof value||"boolean"==typeof value){if(cachedObject!==value)return cache[indexString]=value,!0}else if(!1===cachedObject.equals(value))return cachedObject.copy(value),!0}return!1}function getUniformSize(value){const info={boundary:0,storage:0};return"number"==typeof value||"boolean"==typeof value?(info.boundary=4,info.storage=4):value.isVector2?(info.boundary=8,info.storage=8):value.isVector3||value.isColor?(info.boundary=16,info.storage=12):value.isVector4?(info.boundary=16,info.storage=16):value.isMatrix3?(info.boundary=48,info.storage=48):value.isMatrix4?(info.boundary=64,info.storage=64):value.isTexture?warn("WebGLRenderer: Texture samplers can not be part of an uniforms group."):warn("WebGLRenderer: Unsupported uniform value type.",value),info}function onUniformsGroupsDispose(event){const uniformsGroup=event.target;uniformsGroup.removeEventListener("dispose",onUniformsGroupsDispose);const index=allocatedBindingPoints.indexOf(uniformsGroup.__bindingPointIndex);allocatedBindingPoints.splice(index,1),gl.deleteBuffer(buffers[uniformsGroup.id]),delete buffers[uniformsGroup.id],delete updateList[uniformsGroup.id]}return{bind:function(uniformsGroup,program){state.uniformBlockBinding(uniformsGroup,program.program)},update:function(uniformsGroup,program){let buffer=buffers[uniformsGroup.id];void 0===buffer&&(function(uniformsGroup){const uniforms=uniformsGroup.uniforms;let offset=0;for(let i=0,l=uniforms.length;i<l;i++){const uniformArray=Array.isArray(uniforms[i])?uniforms[i]:[uniforms[i]];for(let j=0,jl=uniformArray.length;j<jl;j++){const uniform=uniformArray[j],values=Array.isArray(uniform.value)?uniform.value:[uniform.value];for(let k=0,kl=values.length;k<kl;k++){const info=getUniformSize(values[k]),chunkOffset=offset%16,chunkPadding=chunkOffset%info.boundary,chunkStart=chunkOffset+chunkPadding;offset+=chunkPadding,0!==chunkStart&&16-chunkStart<info.storage&&(offset+=16-chunkStart),uniform.__data=new Float32Array(info.storage/Float32Array.BYTES_PER_ELEMENT),uniform.__offset=offset,offset+=info.storage}}}const chunkOffset=offset%16;chunkOffset>0&&(offset+=16-chunkOffset),uniformsGroup.__size=offset,uniformsGroup.__cache={}}(uniformsGroup),buffer=function(uniformsGroup){const bindingPointIndex=function(){for(let i=0;i<maxBindingPoints;i++)if(-1===allocatedBindingPoints.indexOf(i))return allocatedBindingPoints.push(i),i;return error("WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached."),0}();uniformsGroup.__bindingPointIndex=bindingPointIndex;const buffer=gl.createBuffer(),size=uniformsGroup.__size,usage=uniformsGroup.usage;return gl.bindBuffer(gl.UNIFORM_BUFFER,buffer),gl.bufferData(gl.UNIFORM_BUFFER,size,usage),gl.bindBuffer(gl.UNIFORM_BUFFER,null),gl.bindBufferBase(gl.UNIFORM_BUFFER,bindingPointIndex,buffer),buffer}(uniformsGroup),buffers[uniformsGroup.id]=buffer,uniformsGroup.addEventListener("dispose",onUniformsGroupsDispose)),state.updateUBOMapping(uniformsGroup,program.program);const frame=info.render.frame;updateList[uniformsGroup.id]!==frame&&(function(uniformsGroup){const uniforms=uniformsGroup.uniforms,cache=uniformsGroup.__cache;gl.bindBuffer(gl.UNIFORM_BUFFER,buffers[uniformsGroup.id]);for(let i=0,il=uniforms.length;i<il;i++){const uniformArray=Array.isArray(uniforms[i])?uniforms[i]:[uniforms[i]];for(let j=0,jl=uniformArray.length;j<jl;j++){const uniform=uniformArray[j];if(!0===hasUniformChanged(uniform,i,j,cache)){const offset=uniform.__offset,values=Array.isArray(uniform.value)?uniform.value:[uniform.value];let arrayOffset=0;for(let k=0;k<values.length;k++){const value=values[k],info=getUniformSize(value);"number"==typeof value||"boolean"==typeof value?(uniform.__data[0]=value,gl.bufferSubData(gl.UNIFORM_BUFFER,offset+arrayOffset,uniform.__data)):value.isMatrix3?(uniform.__data[0]=value.elements[0],uniform.__data[1]=value.elements[1],uniform.__data[2]=value.elements[2],uniform.__data[3]=0,uniform.__data[4]=value.elements[3],uniform.__data[5]=value.elements[4],uniform.__data[6]=value.elements[5],uniform.__data[7]=0,uniform.__data[8]=value.elements[6],uniform.__data[9]=value.elements[7],uniform.__data[10]=value.elements[8],uniform.__data[11]=0):(value.toArray(uniform.__data,arrayOffset),arrayOffset+=info.storage/Float32Array.BYTES_PER_ELEMENT)}gl.bufferSubData(gl.UNIFORM_BUFFER,offset,uniform.__data)}}}gl.bindBuffer(gl.UNIFORM_BUFFER,null)}(uniformsGroup),updateList[uniformsGroup.id]=frame)},dispose:function(){for(const id in buffers)gl.deleteBuffer(buffers[id]);allocatedBindingPoints=[],buffers={},updateList={}}}}const DATA=new 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lut=null;class WebGLRenderer{constructor(parameters={}){const{canvas:canvas=createCanvasElement(),context:context=null,depth:depth=!0,stencil:stencil=!1,alpha:alpha=!1,antialias:antialias=!1,premultipliedAlpha:premultipliedAlpha=!0,preserveDrawingBuffer:preserveDrawingBuffer=!1,powerPreference:powerPreference="default",failIfMajorPerformanceCaveat:failIfMajorPerformanceCaveat=!1,reversedDepthBuffer:reversedDepthBuffer=!1,outputBufferType:outputBufferType=UnsignedByteType}=parameters;let _alpha;if(this.isWebGLRenderer=!0,null!==context){if("undefined"!=typeof WebGLRenderingContext&&context instanceof WebGLRenderingContext)throw new Error("THREE.WebGLRenderer: WebGL 1 is not supported since r163.");_alpha=context.getContextAttributes().alpha}else _alpha=alpha;const _outputBufferType=outputBufferType,INTEGER_FORMATS=new Set([RGBAIntegerFormat,RGIntegerFormat,RedIntegerFormat]),UNSIGNED_TYPES=new Set([UnsignedByteType,UnsignedIntType,UnsignedShortType,UnsignedInt248Type,UnsignedShort4444Type,UnsignedShort5551Type]),uintClearColor=new Uint32Array(4),intClearColor=new Int32Array(4);let currentRenderList=null,currentRenderState=null;const renderListStack=[],renderStateStack=[];let output=null;this.domElement=canvas,this.debug={checkShaderErrors:!0,onShaderError:null},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.toneMapping=NoToneMapping,this.toneMappingExposure=1,this.transmissionResolutionScale=1;const _this=this;let _isContextLost=!1;this._outputColorSpace=SRGBColorSpace;let _currentActiveCubeFace=0,_currentActiveMipmapLevel=0,_currentRenderTarget=null,_currentMaterialId=-1,_currentCamera=null;const _currentViewport=new Vector4,_currentScissor=new Vector4;let _currentScissorTest=null;const _currentClearColor=new Color(0);let _currentClearAlpha=0,_width=canvas.width,_height=canvas.height,_pixelRatio=1,_opaqueSort=null,_transparentSort=null;const _viewport=new Vector4(0,0,_width,_height),_scissor=new Vector4(0,0,_width,_height);let _scissorTest=!1;const _frustum=new Frustum;let _clippingEnabled=!1,_localClippingEnabled=!1;const _projScreenMatrix=new Matrix4,_vector3=new Vector3,_vector4=new Vector4,_emptyScene={background:null,fog:null,environment:null,overrideMaterial:null,isScene:!0};let _renderBackground=!1;function getTargetPixelRatio(){return null===_currentRenderTarget?_pixelRatio:1}let extensions,capabilities,state,info,properties,textures,cubemaps,cubeuvmaps,attributes,geometries,objects,programCache,materials,renderLists,renderStates,clipping,shadowMap,background,morphtargets,bufferRenderer,indexedBufferRenderer,utils,bindingStates,uniformsGroups,_gl=context;function getContext(contextName,contextAttributes){return canvas.getContext(contextName,contextAttributes)}try{const contextAttributes={alpha:!0,depth:depth,stencil:stencil,antialias:antialias,premultipliedAlpha:premultipliedAlpha,preserveDrawingBuffer:preserveDrawingBuffer,powerPreference:powerPreference,failIfMajorPerformanceCaveat:failIfMajorPerformanceCaveat};if("setAttribute"in canvas&&canvas.setAttribute("data-engine",`three.js r${REVISION}`),canvas.addEventListener("webglcontextlost",onContextLost,!1),canvas.addEventListener("webglcontextrestored",onContextRestore,!1),canvas.addEventListener("webglcontextcreationerror",onContextCreationError,!1),null===_gl){const contextName="webgl2";if(_gl=getContext(contextName,contextAttributes),null===_gl)throw getContext(contextName)?new Error("Error creating WebGL context with your selected attributes."):new Error("Error creating WebGL context.")}}catch(e){throw error("WebGLRenderer: "+e.message),e}function initGLContext(){extensions=new WebGLExtensions(_gl),extensions.init(),utils=new WebGLUtils(_gl,extensions),capabilities=new WebGLCapabilities(_gl,extensions,parameters,utils),state=new WebGLState(_gl,extensions),capabilities.reversedDepthBuffer&&reversedDepthBuffer&&state.buffers.depth.setReversed(!0),info=new WebGLInfo(_gl),properties=new WebGLProperties,textures=new WebGLTextures(_gl,extensions,state,properties,capabilities,utils,info),cubemaps=new WebGLCubeMaps(_this),cubeuvmaps=new WebGLCubeUVMaps(_this),attributes=new WebGLAttributes(_gl),bindingStates=new WebGLBindingStates(_gl,attributes),geometries=new WebGLGeometries(_gl,attributes,info,bindingStates),objects=new WebGLObjects(_gl,geometries,attributes,info),morphtargets=new WebGLMorphtargets(_gl,capabilities,textures),clipping=new WebGLClipping(properties),programCache=new WebGLPrograms(_this,cubemaps,cubeuvmaps,extensions,capabilities,bindingStates,clipping),materials=new WebGLMaterials(_this,properties),renderLists=new WebGLRenderLists,renderStates=new WebGLRenderStates(extensions),background=new WebGLBackground(_this,cubemaps,cubeuvmaps,state,objects,_alpha,premultipliedAlpha),shadowMap=new WebGLShadowMap(_this,objects,capabilities),uniformsGroups=new WebGLUniformsGroups(_gl,info,capabilities,state),bufferRenderer=new WebGLBufferRenderer(_gl,extensions,info),indexedBufferRenderer=new WebGLIndexedBufferRenderer(_gl,extensions,info),info.programs=programCache.programs,_this.capabilities=capabilities,_this.extensions=extensions,_this.properties=properties,_this.renderLists=renderLists,_this.shadowMap=shadowMap,_this.state=state,_this.info=info}initGLContext(),_outputBufferType!==UnsignedByteType&&(output=new WebGLOutput(_outputBufferType,canvas.width,canvas.height,depth,stencil));const xr=new WebXRManager(_this,_gl);function onContextLost(event){event.preventDefault(),log("WebGLRenderer: Context Lost."),_isContextLost=!0}function onContextRestore(){log("WebGLRenderer: Context Restored."),_isContextLost=!1;const infoAutoReset=info.autoReset,shadowMapEnabled=shadowMap.enabled,shadowMapAutoUpdate=shadowMap.autoUpdate,shadowMapNeedsUpdate=shadowMap.needsUpdate,shadowMapType=shadowMap.type;initGLContext(),info.autoReset=infoAutoReset,shadowMap.enabled=shadowMapEnabled,shadowMap.autoUpdate=shadowMapAutoUpdate,shadowMap.needsUpdate=shadowMapNeedsUpdate,shadowMap.type=shadowMapType}function onContextCreationError(event){error("WebGLRenderer: A WebGL context could not be created. Reason: ",event.statusMessage)}function onMaterialDispose(event){const material=event.target;material.removeEventListener("dispose",onMaterialDispose),function(material){(function(material){const programs=properties.get(material).programs;void 0!==programs&&(programs.forEach(function(program){programCache.releaseProgram(program)}),material.isShaderMaterial&&programCache.releaseShaderCache(material))})(material),properties.remove(material)}(material)}function prepareMaterial(material,scene,object){!0===material.transparent&&material.side===DoubleSide&&!1===material.forceSinglePass?(material.side=BackSide,material.needsUpdate=!0,getProgram(material,scene,object),material.side=FrontSide,material.needsUpdate=!0,getProgram(material,scene,object),material.side=DoubleSide):getProgram(material,scene,object)}this.xr=xr,this.getContext=function(){return _gl},this.getContextAttributes=function(){return _gl.getContextAttributes()},this.forceContextLoss=function(){const extension=extensions.get("WEBGL_lose_context");extension&&extension.loseContext()},this.forceContextRestore=function(){const extension=extensions.get("WEBGL_lose_context");extension&&extension.restoreContext()},this.getPixelRatio=function(){return _pixelRatio},this.setPixelRatio=function(value){void 0!==value&&(_pixelRatio=value,this.setSize(_width,_height,!1))},this.getSize=function(target){return target.set(_width,_height)},this.setSize=function(width,height,updateStyle=!0){xr.isPresenting?warn("WebGLRenderer: Can't change size while VR device is presenting."):(_width=width,_height=height,canvas.width=Math.floor(width*_pixelRatio),canvas.height=Math.floor(height*_pixelRatio),!0===updateStyle&&(canvas.style.width=width+"px",canvas.style.height=height+"px"),null!==output&&output.setSize(canvas.width,canvas.height),this.setViewport(0,0,width,height))},this.getDrawingBufferSize=function(target){return target.set(_width*_pixelRatio,_height*_pixelRatio).floor()},this.setDrawingBufferSize=function(width,height,pixelRatio){_width=width,_height=height,_pixelRatio=pixelRatio,canvas.width=Math.floor(width*pixelRatio),canvas.height=Math.floor(height*pixelRatio),this.setViewport(0,0,width,height)},this.setEffects=function(effects){if(_outputBufferType!==UnsignedByteType){if(effects)for(let i=0;i<effects.length;i++)if(!0===effects[i].isOutputPass){console.warn("THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.");break}output.setEffects(effects||[])}else console.error("THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.")},this.getCurrentViewport=function(target){return target.copy(_currentViewport)},this.getViewport=function(target){return target.copy(_viewport)},this.setViewport=function(x,y,width,height){x.isVector4?_viewport.set(x.x,x.y,x.z,x.w):_viewport.set(x,y,width,height),state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).round())},this.getScissor=function(target){return target.copy(_scissor)},this.setScissor=function(x,y,width,height){x.isVector4?_scissor.set(x.x,x.y,x.z,x.w):_scissor.set(x,y,width,height),state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).round())},this.getScissorTest=function(){return _scissorTest},this.setScissorTest=function(boolean){state.setScissorTest(_scissorTest=boolean)},this.setOpaqueSort=function(method){_opaqueSort=method},this.setTransparentSort=function(method){_transparentSort=method},this.getClearColor=function(target){return target.copy(background.getClearColor())},this.setClearColor=function(){background.setClearColor(...arguments)},this.getClearAlpha=function(){return background.getClearAlpha()},this.setClearAlpha=function(){background.setClearAlpha(...arguments)},this.clear=function(color=!0,depth=!0,stencil=!0){let bits=0;if(color){let isIntegerFormat=!1;if(null!==_currentRenderTarget&&(isIntegerFormat=INTEGER_FORMATS.has(_currentRenderTarget.texture.format)),isIntegerFormat){const isUnsignedType=UNSIGNED_TYPES.has(_currentRenderTarget.texture.type),clearColor=background.getClearColor(),a=background.getClearAlpha(),r=clearColor.r,g=clearColor.g,b=clearColor.b;isUnsignedType?(uintClearColor[0]=r,uintClearColor[1]=g,uintClearColor[2]=b,uintClearColor[3]=a,_gl.clearBufferuiv(_gl.COLOR,0,uintClearColor)):(intClearColor[0]=r,intClearColor[1]=g,intClearColor[2]=b,intClearColor[3]=a,_gl.clearBufferiv(_gl.COLOR,0,intClearColor))}else bits|=_gl.COLOR_BUFFER_BIT}depth&&(bits|=_gl.DEPTH_BUFFER_BIT),stencil&&(bits|=_gl.STENCIL_BUFFER_BIT,this.state.buffers.stencil.setMask(4294967295)),_gl.clear(bits)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){canvas.removeEventListener("webglcontextlost",onContextLost,!1),canvas.removeEventListener("webglcontextrestored",onContextRestore,!1),canvas.removeEventListener("webglcontextcreationerror",onContextCreationError,!1),background.dispose(),renderLists.dispose(),renderStates.dispose(),properties.dispose(),cubemaps.dispose(),cubeuvmaps.dispose(),objects.dispose(),bindingStates.dispose(),uniformsGroups.dispose(),programCache.dispose(),xr.dispose(),xr.removeEventListener("sessionstart",onXRSessionStart),xr.removeEventListener("sessionend",onXRSessionEnd),animation.stop()},this.renderBufferDirect=function(camera,scene,geometry,material,object,group){null===scene&&(scene=_emptyScene);const frontFaceCW=object.isMesh&&object.matrixWorld.determinant()<0,program=function(camera,scene,geometry,material,object){!0!==scene.isScene&&(scene=_emptyScene),textures.resetTextureUnits();const fog=scene.fog,colorSpace=null===_currentRenderTarget?_this.outputColorSpace:!0===_currentRenderTarget.isXRRenderTarget?_currentRenderTarget.texture.colorSpace:LinearSRGBColorSpace,envMap=(material.isMeshStandardMaterial?cubeuvmaps:cubemaps).get(material.envMap||(material.isMeshStandardMaterial?scene.environment:null)),vertexAlphas=!0===material.vertexColors&&!!geometry.attributes.color&&4===geometry.attributes.color.itemSize,vertexTangents=!!geometry.attributes.tangent&&(!!material.normalMap||material.anisotropy>0),morphTargets=!!geometry.morphAttributes.position,morphNormals=!!geometry.morphAttributes.normal,morphColors=!!geometry.morphAttributes.color;let toneMapping=NoToneMapping;material.toneMapped&&(null!==_currentRenderTarget&&!0!==_currentRenderTarget.isXRRenderTarget||(toneMapping=_this.toneMapping));const morphAttribute=geometry.morphAttributes.position||geometry.morphAttributes.normal||geometry.morphAttributes.color,morphTargetsCount=void 0!==morphAttribute?morphAttribute.length:0,materialProperties=properties.get(material),lights=currentRenderState.state.lights;!0!==_clippingEnabled||!0!==_localClippingEnabled&&camera===_currentCamera||clipping.setState(material,camera,camera===_currentCamera&&material.id===_currentMaterialId);let needsProgramChange=!1;material.version===materialProperties.__version?materialProperties.needsLights&&materialProperties.lightsStateVersion!==lights.state.version||materialProperties.outputColorSpace!==colorSpace||object.isBatchedMesh&&!1===materialProperties.batching?needsProgramChange=!0:object.isBatchedMesh||!0!==materialProperties.batching?object.isBatchedMesh&&!0===materialProperties.batchingColor&&null===object.colorTexture||object.isBatchedMesh&&!1===materialProperties.batchingColor&&null!==object.colorTexture||object.isInstancedMesh&&!1===materialProperties.instancing?needsProgramChange=!0:object.isInstancedMesh||!0!==materialProperties.instancing?object.isSkinnedMesh&&!1===materialProperties.skinning?needsProgramChange=!0:object.isSkinnedMesh||!0!==materialProperties.skinning?object.isInstancedMesh&&!0===materialProperties.instancingColor&&null===object.instanceColor||object.isInstancedMesh&&!1===materialProperties.instancingColor&&null!==object.instanceColor||object.isInstancedMesh&&!0===materialProperties.instancingMorph&&null===object.morphTexture||object.isInstancedMesh&&!1===materialProperties.instancingMorph&&null!==object.morphTexture||materialProperties.envMap!==envMap||!0===material.fog&&materialProperties.fog!==fog?needsProgramChange=!0:void 0===materialProperties.numClippingPlanes||materialProperties.numClippingPlanes===clipping.numPlanes&&materialProperties.numIntersection===clipping.numIntersection?(materialProperties.vertexAlphas!==vertexAlphas||materialProperties.vertexTangents!==vertexTangents||materialProperties.morphTargets!==morphTargets||materialProperties.morphNormals!==morphNormals||materialProperties.morphColors!==morphColors||materialProperties.toneMapping!==toneMapping||materialProperties.morphTargetsCount!==morphTargetsCount)&&(needsProgramChange=!0):needsProgramChange=!0:needsProgramChange=!0:needsProgramChange=!0:needsProgramChange=!0:(needsProgramChange=!0,materialProperties.__version=material.version);let program=materialProperties.currentProgram;!0===needsProgramChange&&(program=getProgram(material,scene,object));let refreshProgram=!1,refreshMaterial=!1,refreshLights=!1;const p_uniforms=program.getUniforms(),m_uniforms=materialProperties.uniforms;if(state.useProgram(program.program)&&(refreshProgram=!0,refreshMaterial=!0,refreshLights=!0),material.id!==_currentMaterialId&&(_currentMaterialId=material.id,refreshMaterial=!0),refreshProgram||_currentCamera!==camera){state.buffers.depth.getReversed()&&!0!==camera.reversedDepth&&(camera._reversedDepth=!0,camera.updateProjectionMatrix()),p_uniforms.setValue(_gl,"projectionMatrix",camera.projectionMatrix),p_uniforms.setValue(_gl,"viewMatrix",camera.matrixWorldInverse);const uCamPos=p_uniforms.map.cameraPosition;void 0!==uCamPos&&uCamPos.setValue(_gl,_vector3.setFromMatrixPosition(camera.matrixWorld)),capabilities.logarithmicDepthBuffer&&p_uniforms.setValue(_gl,"logDepthBufFC",2/(Math.log(camera.far+1)/Math.LN2)),(material.isMeshPhongMaterial||material.isMeshToonMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial)&&p_uniforms.setValue(_gl,"isOrthographic",!0===camera.isOrthographicCamera),_currentCamera!==camera&&(_currentCamera=camera,refreshMaterial=!0,refreshLights=!0)}if(materialProperties.needsLights&&(lights.state.directionalShadowMap.length>0&&p_uniforms.setValue(_gl,"directionalShadowMap",lights.state.directionalShadowMap,textures),lights.state.spotShadowMap.length>0&&p_uniforms.setValue(_gl,"spotShadowMap",lights.state.spotShadowMap,textures),lights.state.pointShadowMap.length>0&&p_uniforms.setValue(_gl,"pointShadowMap",lights.state.pointShadowMap,textures)),object.isSkinnedMesh){p_uniforms.setOptional(_gl,object,"bindMatrix"),p_uniforms.setOptional(_gl,object,"bindMatrixInverse");const skeleton=object.skeleton;skeleton&&(null===skeleton.boneTexture&&skeleton.computeBoneTexture(),p_uniforms.setValue(_gl,"boneTexture",skeleton.boneTexture,textures))}object.isBatchedMesh&&(p_uniforms.setOptional(_gl,object,"batchingTexture"),p_uniforms.setValue(_gl,"batchingTexture",object._matricesTexture,textures),p_uniforms.setOptional(_gl,object,"batchingIdTexture"),p_uniforms.setValue(_gl,"batchingIdTexture",object._indirectTexture,textures),p_uniforms.setOptional(_gl,object,"batchingColorTexture"),null!==object._colorsTexture&&p_uniforms.setValue(_gl,"batchingColorTexture",object._colorsTexture,textures));const morphAttributes=geometry.morphAttributes;var uniforms,value;if(void 0===morphAttributes.position&&void 0===morphAttributes.normal&&void 0===morphAttributes.color||morphtargets.update(object,geometry,program),(refreshMaterial||materialProperties.receiveShadow!==object.receiveShadow)&&(materialProperties.receiveShadow=object.receiveShadow,p_uniforms.setValue(_gl,"receiveShadow",object.receiveShadow)),material.isMeshGouraudMaterial&&null!==material.envMap&&(m_uniforms.envMap.value=envMap,m_uniforms.flipEnvMap.value=envMap.isCubeTexture&&!1===envMap.isRenderTargetTexture?-1:1),material.isMeshStandardMaterial&&null===material.envMap&&null!==scene.environment&&(m_uniforms.envMapIntensity.value=scene.environmentIntensity),void 0!==m_uniforms.dfgLUT&&(m_uniforms.dfgLUT.value=(null===lut&&(lut=new DataTexture(DATA,16,16,RGFormat,HalfFloatType),lut.name="DFG_LUT",lut.minFilter=LinearFilter,lut.magFilter=LinearFilter,lut.wrapS=ClampToEdgeWrapping,lut.wrapT=ClampToEdgeWrapping,lut.generateMipmaps=!1,lut.needsUpdate=!0),lut)),refreshMaterial&&(p_uniforms.setValue(_gl,"toneMappingExposure",_this.toneMappingExposure),materialProperties.needsLights&&((uniforms=m_uniforms).ambientLightColor.needsUpdate=value=refreshLights,uniforms.lightProbe.needsUpdate=value,uniforms.directionalLights.needsUpdate=value,uniforms.directionalLightShadows.needsUpdate=value,uniforms.pointLights.needsUpdate=value,uniforms.pointLightShadows.needsUpdate=value,uniforms.spotLights.needsUpdate=value,uniforms.spotLightShadows.needsUpdate=value,uniforms.rectAreaLights.needsUpdate=value,uniforms.hemisphereLights.needsUpdate=value),fog&&!0===material.fog&&materials.refreshFogUniforms(m_uniforms,fog),materials.refreshMaterialUniforms(m_uniforms,material,_pixelRatio,_height,currentRenderState.state.transmissionRenderTarget[camera.id]),WebGLUniforms.upload(_gl,getUniformList(materialProperties),m_uniforms,textures)),material.isShaderMaterial&&!0===material.uniformsNeedUpdate&&(WebGLUniforms.upload(_gl,getUniformList(materialProperties),m_uniforms,textures),material.uniformsNeedUpdate=!1),material.isSpriteMaterial&&p_uniforms.setValue(_gl,"center",object.center),p_uniforms.setValue(_gl,"modelViewMatrix",object.modelViewMatrix),p_uniforms.setValue(_gl,"normalMatrix",object.normalMatrix),p_uniforms.setValue(_gl,"modelMatrix",object.matrixWorld),material.isShaderMaterial||material.isRawShaderMaterial){const groups=material.uniformsGroups;for(let i=0,l=groups.length;i<l;i++){const group=groups[i];uniformsGroups.update(group,program),uniformsGroups.bind(group,program)}}return program}(camera,scene,geometry,material,object);state.setMaterial(material,frontFaceCW);let index=geometry.index,rangeFactor=1;if(!0===material.wireframe){if(index=geometries.getWireframeAttribute(geometry),void 0===index)return;rangeFactor=2}const drawRange=geometry.drawRange,position=geometry.attributes.position;let drawStart=drawRange.start*rangeFactor,drawEnd=(drawRange.start+drawRange.count)*rangeFactor;null!==group&&(drawStart=Math.max(drawStart,group.start*rangeFactor),drawEnd=Math.min(drawEnd,(group.start+group.count)*rangeFactor)),null!==index?(drawStart=Math.max(drawStart,0),drawEnd=Math.min(drawEnd,index.count)):null!=position&&(drawStart=Math.max(drawStart,0),drawEnd=Math.min(drawEnd,position.count));const drawCount=drawEnd-drawStart;if(drawCount<0||drawCount===1/0)return;let attribute;bindingStates.setup(object,material,program,geometry,index);let renderer=bufferRenderer;if(null!==index&&(attribute=attributes.get(index),renderer=indexedBufferRenderer,renderer.setIndex(attribute)),object.isMesh)!0===material.wireframe?(state.setLineWidth(material.wireframeLinewidth*getTargetPixelRatio()),renderer.setMode(_gl.LINES)):renderer.setMode(_gl.TRIANGLES);else if(object.isLine){let lineWidth=material.linewidth;void 0===lineWidth&&(lineWidth=1),state.setLineWidth(lineWidth*getTargetPixelRatio()),renderer.setMode(object.isLineSegments?_gl.LINES:object.isLineLoop?_gl.LINE_LOOP:_gl.LINE_STRIP)}else object.isPoints?renderer.setMode(_gl.POINTS):object.isSprite&&renderer.setMode(_gl.TRIANGLES);if(object.isBatchedMesh)if(null!==object._multiDrawInstances)warnOnce("WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection."),renderer.renderMultiDrawInstances(object._multiDrawStarts,object._multiDrawCounts,object._multiDrawCount,object._multiDrawInstances);else if(extensions.get("WEBGL_multi_draw"))renderer.renderMultiDraw(object._multiDrawStarts,object._multiDrawCounts,object._multiDrawCount);else{const starts=object._multiDrawStarts,counts=object._multiDrawCounts,drawCount=object._multiDrawCount,bytesPerElement=index?attributes.get(index).bytesPerElement:1,uniforms=properties.get(material).currentProgram.getUniforms();for(let i=0;i<drawCount;i++)uniforms.setValue(_gl,"_gl_DrawID",i),renderer.render(starts[i]/bytesPerElement,counts[i])}else if(object.isInstancedMesh)renderer.renderInstances(drawStart,drawCount,object.count);else if(geometry.isInstancedBufferGeometry){const instanceCount=Math.min(geometry.instanceCount,void 0!==geometry._maxInstanceCount?geometry._maxInstanceCount:1/0);renderer.renderInstances(drawStart,drawCount,instanceCount)}else renderer.render(drawStart,drawCount)},this.compile=function(scene,camera,targetScene=null){null===targetScene&&(targetScene=scene),currentRenderState=renderStates.get(targetScene),currentRenderState.init(camera),renderStateStack.push(currentRenderState),targetScene.traverseVisible(function(object){object.isLight&&object.layers.test(camera.layers)&&(currentRenderState.pushLight(object),object.castShadow&¤tRenderState.pushShadow(object))}),scene!==targetScene&&scene.traverseVisible(function(object){object.isLight&&object.layers.test(camera.layers)&&(currentRenderState.pushLight(object),object.castShadow&¤tRenderState.pushShadow(object))}),currentRenderState.setupLights();const materials=new Set;return scene.traverse(function(object){if(!(object.isMesh||object.isPoints||object.isLine||object.isSprite))return;const material=object.material;if(material)if(Array.isArray(material))for(let i=0;i<material.length;i++){const material2=material[i];prepareMaterial(material2,targetScene,object),materials.add(material2)}else prepareMaterial(material,targetScene,object),materials.add(material)}),currentRenderState=renderStateStack.pop(),materials},this.compileAsync=function(scene,camera,targetScene=null){const materials=this.compile(scene,camera,targetScene);return new Promise(resolve=>{function checkMaterialsReady(){materials.forEach(function(material){properties.get(material).currentProgram.isReady()&&materials.delete(material)}),0!==materials.size?setTimeout(checkMaterialsReady,10):resolve(scene)}null!==extensions.get("KHR_parallel_shader_compile")?checkMaterialsReady():setTimeout(checkMaterialsReady,10)})};let onAnimationFrameCallback=null;function onXRSessionStart(){animation.stop()}function onXRSessionEnd(){animation.start()}const animation=new WebGLAnimation;function projectObject(object,camera,groupOrder,sortObjects){if(!1===object.visible)return;if(object.layers.test(camera.layers))if(object.isGroup)groupOrder=object.renderOrder;else if(object.isLOD)!0===object.autoUpdate&&object.update(camera);else if(object.isLight)currentRenderState.pushLight(object),object.castShadow&¤tRenderState.pushShadow(object);else if(object.isSprite){if(!object.frustumCulled||_frustum.intersectsSprite(object)){sortObjects&&_vector4.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);const geometry=objects.update(object),material=object.material;material.visible&¤tRenderList.push(object,geometry,material,groupOrder,_vector4.z,null)}}else if((object.isMesh||object.isLine||object.isPoints)&&(!object.frustumCulled||_frustum.intersectsObject(object))){const geometry=objects.update(object),material=object.material;if(sortObjects&&(void 0!==object.boundingSphere?(null===object.boundingSphere&&object.computeBoundingSphere(),_vector4.copy(object.boundingSphere.center)):(null===geometry.boundingSphere&&geometry.computeBoundingSphere(),_vector4.copy(geometry.boundingSphere.center)),_vector4.applyMatrix4(object.matrixWorld).applyMatrix4(_projScreenMatrix)),Array.isArray(material)){const groups=geometry.groups;for(let i=0,l=groups.length;i<l;i++){const group=groups[i],groupMaterial=material[group.materialIndex];groupMaterial&&groupMaterial.visible&¤tRenderList.push(object,geometry,groupMaterial,groupOrder,_vector4.z,group)}}else material.visible&¤tRenderList.push(object,geometry,material,groupOrder,_vector4.z,null)}const children=object.children;for(let i=0,l=children.length;i<l;i++)projectObject(children[i],camera,groupOrder,sortObjects)}function renderScene(currentRenderList,scene,camera,viewport){const{opaque:opaqueObjects,transmissive:transmissiveObjects,transparent:transparentObjects}=currentRenderList;currentRenderState.setupLightsView(camera),!0===_clippingEnabled&&clipping.setGlobalState(_this.clippingPlanes,camera),viewport&&state.viewport(_currentViewport.copy(viewport)),opaqueObjects.length>0&&renderObjects(opaqueObjects,scene,camera),transmissiveObjects.length>0&&renderObjects(transmissiveObjects,scene,camera),transparentObjects.length>0&&renderObjects(transparentObjects,scene,camera),state.buffers.depth.setTest(!0),state.buffers.depth.setMask(!0),state.buffers.color.setMask(!0),state.setPolygonOffset(!1)}function renderTransmissionPass(opaqueObjects,transmissiveObjects,scene,camera){if(null!==(!0===scene.isScene?scene.overrideMaterial:null))return;if(void 0===currentRenderState.state.transmissionRenderTarget[camera.id]){const hasHalfFloatSupport=extensions.has("EXT_color_buffer_half_float")||extensions.has("EXT_color_buffer_float");currentRenderState.state.transmissionRenderTarget[camera.id]=new WebGLRenderTarget(1,1,{generateMipmaps:!0,type:hasHalfFloatSupport?HalfFloatType:UnsignedByteType,minFilter:LinearMipmapLinearFilter,samples:capabilities.samples,stencilBuffer:stencil,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:ColorManagement.workingColorSpace})}const transmissionRenderTarget=currentRenderState.state.transmissionRenderTarget[camera.id],activeViewport=camera.viewport||_currentViewport;transmissionRenderTarget.setSize(activeViewport.z*_this.transmissionResolutionScale,activeViewport.w*_this.transmissionResolutionScale);const currentRenderTarget=_this.getRenderTarget(),currentActiveCubeFace=_this.getActiveCubeFace(),currentActiveMipmapLevel=_this.getActiveMipmapLevel();_this.setRenderTarget(transmissionRenderTarget),_this.getClearColor(_currentClearColor),_currentClearAlpha=_this.getClearAlpha(),_currentClearAlpha<1&&_this.setClearColor(16777215,.5),_this.clear(),_renderBackground&&background.render(scene);const currentToneMapping=_this.toneMapping;_this.toneMapping=NoToneMapping;const currentCameraViewport=camera.viewport;if(void 0!==camera.viewport&&(camera.viewport=void 0),currentRenderState.setupLightsView(camera),!0===_clippingEnabled&&clipping.setGlobalState(_this.clippingPlanes,camera),renderObjects(opaqueObjects,scene,camera),textures.updateMultisampleRenderTarget(transmissionRenderTarget),textures.updateRenderTargetMipmap(transmissionRenderTarget),!1===extensions.has("WEBGL_multisampled_render_to_texture")){let renderTargetNeedsUpdate=!1;for(let i=0,l=transmissiveObjects.length;i<l;i++){const renderItem=transmissiveObjects[i],{object:object,geometry:geometry,material:material,group:group}=renderItem;if(material.side===DoubleSide&&object.layers.test(camera.layers)){const currentSide=material.side;material.side=BackSide,material.needsUpdate=!0,renderObject(object,scene,camera,geometry,material,group),material.side=currentSide,material.needsUpdate=!0,renderTargetNeedsUpdate=!0}}!0===renderTargetNeedsUpdate&&(textures.updateMultisampleRenderTarget(transmissionRenderTarget),textures.updateRenderTargetMipmap(transmissionRenderTarget))}_this.setRenderTarget(currentRenderTarget,currentActiveCubeFace,currentActiveMipmapLevel),_this.setClearColor(_currentClearColor,_currentClearAlpha),void 0!==currentCameraViewport&&(camera.viewport=currentCameraViewport),_this.toneMapping=currentToneMapping}function renderObjects(renderList,scene,camera){const overrideMaterial=!0===scene.isScene?scene.overrideMaterial:null;for(let i=0,l=renderList.length;i<l;i++){const renderItem=renderList[i],{object:object,geometry:geometry,group:group}=renderItem;let material=renderItem.material;!0===material.allowOverride&&null!==overrideMaterial&&(material=overrideMaterial),object.layers.test(camera.layers)&&renderObject(object,scene,camera,geometry,material,group)}}function renderObject(object,scene,camera,geometry,material,group){object.onBeforeRender(_this,scene,camera,geometry,material,group),object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse,object.matrixWorld),object.normalMatrix.getNormalMatrix(object.modelViewMatrix),material.onBeforeRender(_this,scene,camera,geometry,object,group),!0===material.transparent&&material.side===DoubleSide&&!1===material.forceSinglePass?(material.side=BackSide,material.needsUpdate=!0,_this.renderBufferDirect(camera,scene,geometry,material,object,group),material.side=FrontSide,material.needsUpdate=!0,_this.renderBufferDirect(camera,scene,geometry,material,object,group),material.side=DoubleSide):_this.renderBufferDirect(camera,scene,geometry,material,object,group),object.onAfterRender(_this,scene,camera,geometry,material,group)}function getProgram(material,scene,object){!0!==scene.isScene&&(scene=_emptyScene);const materialProperties=properties.get(material),lights=currentRenderState.state.lights,lightsStateVersion=lights.state.version,parameters=programCache.getParameters(material,lights.state,currentRenderState.state.shadowsArray,scene,object),programCacheKey=programCache.getProgramCacheKey(parameters);let programs=materialProperties.programs;materialProperties.environment=material.isMeshStandardMaterial?scene.environment:null,materialProperties.fog=scene.fog,materialProperties.envMap=(material.isMeshStandardMaterial?cubeuvmaps:cubemaps).get(material.envMap||materialProperties.environment),materialProperties.envMapRotation=null!==materialProperties.environment&&null===material.envMap?scene.environmentRotation:material.envMapRotation,void 0===programs&&(material.addEventListener("dispose",onMaterialDispose),programs=new Map,materialProperties.programs=programs);let program=programs.get(programCacheKey);if(void 0!==program){if(materialProperties.currentProgram===program&&materialProperties.lightsStateVersion===lightsStateVersion)return updateCommonMaterialProperties(material,parameters),program}else parameters.uniforms=programCache.getUniforms(material),material.onBeforeCompile(parameters,_this),program=programCache.acquireProgram(parameters,programCacheKey),programs.set(programCacheKey,program),materialProperties.uniforms=parameters.uniforms;const uniforms=materialProperties.uniforms;return(material.isShaderMaterial||material.isRawShaderMaterial)&&!0!==material.clipping||(uniforms.clippingPlanes=clipping.uniform),updateCommonMaterialProperties(material,parameters),materialProperties.needsLights=function(material){return material.isMeshLambertMaterial||material.isMeshToonMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.isShadowMaterial||material.isShaderMaterial&&!0===material.lights}(material),materialProperties.lightsStateVersion=lightsStateVersion,materialProperties.needsLights&&(uniforms.ambientLightColor.value=lights.state.ambient,uniforms.lightProbe.value=lights.state.probe,uniforms.directionalLights.value=lights.state.directional,uniforms.directionalLightShadows.value=lights.state.directionalShadow,uniforms.spotLights.value=lights.state.spot,uniforms.spotLightShadows.value=lights.state.spotShadow,uniforms.rectAreaLights.value=lights.state.rectArea,uniforms.ltc_1.value=lights.state.rectAreaLTC1,uniforms.ltc_2.value=lights.state.rectAreaLTC2,uniforms.pointLights.value=lights.state.point,uniforms.pointLightShadows.value=lights.state.pointShadow,uniforms.hemisphereLights.value=lights.state.hemi,uniforms.directionalShadowMap.value=lights.state.directionalShadowMap,uniforms.directionalShadowMatrix.value=lights.state.directionalShadowMatrix,uniforms.spotShadowMap.value=lights.state.spotShadowMap,uniforms.spotLightMatrix.value=lights.state.spotLightMatrix,uniforms.spotLightMap.value=lights.state.spotLightMap,uniforms.pointShadowMap.value=lights.state.pointShadowMap,uniforms.pointShadowMatrix.value=lights.state.pointShadowMatrix),materialProperties.currentProgram=program,materialProperties.uniformsList=null,program}function getUniformList(materialProperties){if(null===materialProperties.uniformsList){const progUniforms=materialProperties.currentProgram.getUniforms();materialProperties.uniformsList=WebGLUniforms.seqWithValue(progUniforms.seq,materialProperties.uniforms)}return materialProperties.uniformsList}function updateCommonMaterialProperties(material,parameters){const materialProperties=properties.get(material);materialProperties.outputColorSpace=parameters.outputColorSpace,materialProperties.batching=parameters.batching,materialProperties.batchingColor=parameters.batchingColor,materialProperties.instancing=parameters.instancing,materialProperties.instancingColor=parameters.instancingColor,materialProperties.instancingMorph=parameters.instancingMorph,materialProperties.skinning=parameters.skinning,materialProperties.morphTargets=parameters.morphTargets,materialProperties.morphNormals=parameters.morphNormals,materialProperties.morphColors=parameters.morphColors,materialProperties.morphTargetsCount=parameters.morphTargetsCount,materialProperties.numClippingPlanes=parameters.numClippingPlanes,materialProperties.numIntersection=parameters.numClipIntersection,materialProperties.vertexAlphas=parameters.vertexAlphas,materialProperties.vertexTangents=parameters.vertexTangents,materialProperties.toneMapping=parameters.toneMapping}animation.setAnimationLoop(function(time){onAnimationFrameCallback&&onAnimationFrameCallback(time)}),"undefined"!=typeof self&&animation.setContext(self),this.setAnimationLoop=function(callback){onAnimationFrameCallback=callback,xr.setAnimationLoop(callback),null===callback?animation.stop():animation.start()},xr.addEventListener("sessionstart",onXRSessionStart),xr.addEventListener("sessionend",onXRSessionEnd),this.render=function(scene,camera){if(void 0!==camera&&!0!==camera.isCamera)return void error("WebGLRenderer.render: camera is not an instance of THREE.Camera.");if(!0===_isContextLost)return;const useOutput=null!==output&&(null===_currentRenderTarget||!0===xr.enabled&&!0===xr.isPresenting)&&output.begin(_this,_currentRenderTarget);if(!0===scene.matrixWorldAutoUpdate&&scene.updateMatrixWorld(),null===camera.parent&&!0===camera.matrixWorldAutoUpdate&&camera.updateMatrixWorld(),!0!==xr.enabled||!0!==xr.isPresenting||null!==output&&!1!==output.isCompositing()||(!0===xr.cameraAutoUpdate&&xr.updateCamera(camera),camera=xr.getCamera()),!0===scene.isScene&&scene.onBeforeRender(_this,scene,camera,_currentRenderTarget),currentRenderState=renderStates.get(scene,renderStateStack.length),currentRenderState.init(camera),renderStateStack.push(currentRenderState),_projScreenMatrix.multiplyMatrices(camera.projectionMatrix,camera.matrixWorldInverse),_frustum.setFromProjectionMatrix(_projScreenMatrix,WebGLCoordinateSystem,camera.reversedDepth),_localClippingEnabled=this.localClippingEnabled,_clippingEnabled=clipping.init(this.clippingPlanes,_localClippingEnabled),currentRenderList=renderLists.get(scene,renderListStack.length),currentRenderList.init(),renderListStack.push(currentRenderList),!0===xr.enabled&&!0===xr.isPresenting){const depthSensingMesh=_this.xr.getDepthSensingMesh();null!==depthSensingMesh&&projectObject(depthSensingMesh,camera,-1/0,_this.sortObjects)}if(projectObject(scene,camera,0,_this.sortObjects),currentRenderList.finish(),!0===_this.sortObjects&¤tRenderList.sort(_opaqueSort,_transparentSort),_renderBackground=!1===xr.enabled||!1===xr.isPresenting||!1===xr.hasDepthSensing(),_renderBackground&&background.addToRenderList(currentRenderList,scene),this.info.render.frame++,!0===_clippingEnabled&&clipping.beginShadows(),shadowMap.render(currentRenderState.state.shadowsArray,scene,camera),!0===_clippingEnabled&&clipping.endShadows(),!0===this.info.autoReset&&this.info.reset(),!1===(useOutput&&output.hasRenderPass())){const opaqueObjects=currentRenderList.opaque,transmissiveObjects=currentRenderList.transmissive;if(currentRenderState.setupLights(),camera.isArrayCamera){const cameras=camera.cameras;if(transmissiveObjects.length>0)for(let i=0,l=cameras.length;i<l;i++)renderTransmissionPass(opaqueObjects,transmissiveObjects,scene,cameras[i]);_renderBackground&&background.render(scene);for(let i=0,l=cameras.length;i<l;i++){const camera2=cameras[i];renderScene(currentRenderList,scene,camera2,camera2.viewport)}}else transmissiveObjects.length>0&&renderTransmissionPass(opaqueObjects,transmissiveObjects,scene,camera),_renderBackground&&background.render(scene),renderScene(currentRenderList,scene,camera)}null!==_currentRenderTarget&&0===_currentActiveMipmapLevel&&(textures.updateMultisampleRenderTarget(_currentRenderTarget),textures.updateRenderTargetMipmap(_currentRenderTarget)),useOutput&&output.end(_this),!0===scene.isScene&&scene.onAfterRender(_this,scene,camera),bindingStates.resetDefaultState(),_currentMaterialId=-1,_currentCamera=null,renderStateStack.pop(),renderStateStack.length>0?(currentRenderState=renderStateStack[renderStateStack.length-1],!0===_clippingEnabled&&clipping.setGlobalState(_this.clippingPlanes,currentRenderState.state.camera)):currentRenderState=null,renderListStack.pop(),currentRenderList=renderListStack.length>0?renderListStack[renderListStack.length-1]:null},this.getActiveCubeFace=function(){return _currentActiveCubeFace},this.getActiveMipmapLevel=function(){return _currentActiveMipmapLevel},this.getRenderTarget=function(){return _currentRenderTarget},this.setRenderTargetTextures=function(renderTarget,colorTexture,depthTexture){const renderTargetProperties=properties.get(renderTarget);renderTargetProperties.__autoAllocateDepthBuffer=!1===renderTarget.resolveDepthBuffer,!1===renderTargetProperties.__autoAllocateDepthBuffer&&(renderTargetProperties.__useRenderToTexture=!1),properties.get(renderTarget.texture).__webglTexture=colorTexture,properties.get(renderTarget.depthTexture).__webglTexture=renderTargetProperties.__autoAllocateDepthBuffer?void 0:depthTexture,renderTargetProperties.__hasExternalTextures=!0},this.setRenderTargetFramebuffer=function(renderTarget,defaultFramebuffer){const renderTargetProperties=properties.get(renderTarget);renderTargetProperties.__webglFramebuffer=defaultFramebuffer,renderTargetProperties.__useDefaultFramebuffer=void 0===defaultFramebuffer};const _scratchFrameBuffer=_gl.createFramebuffer();this.setRenderTarget=function(renderTarget,activeCubeFace=0,activeMipmapLevel=0){_currentRenderTarget=renderTarget,_currentActiveCubeFace=activeCubeFace,_currentActiveMipmapLevel=activeMipmapLevel;let framebuffer=null,isCube=!1,isRenderTarget3D=!1;if(renderTarget){const renderTargetProperties=properties.get(renderTarget);if(void 0!==renderTargetProperties.__useDefaultFramebuffer)return state.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglFramebuffer),_currentViewport.copy(renderTarget.viewport),_currentScissor.copy(renderTarget.scissor),_currentScissorTest=renderTarget.scissorTest,state.viewport(_currentViewport),state.scissor(_currentScissor),state.setScissorTest(_currentScissorTest),void(_currentMaterialId=-1);if(void 0===renderTargetProperties.__webglFramebuffer)textures.setupRenderTarget(renderTarget);else if(renderTargetProperties.__hasExternalTextures)textures.rebindTextures(renderTarget,properties.get(renderTarget.texture).__webglTexture,properties.get(renderTarget.depthTexture).__webglTexture);else if(renderTarget.depthBuffer){const depthTexture=renderTarget.depthTexture;if(renderTargetProperties.__boundDepthTexture!==depthTexture){if(null!==depthTexture&&properties.has(depthTexture)&&(renderTarget.width!==depthTexture.image.width||renderTarget.height!==depthTexture.image.height))throw new Error("WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.");textures.setupDepthRenderbuffer(renderTarget)}}const texture=renderTarget.texture;(texture.isData3DTexture||texture.isDataArrayTexture||texture.isCompressedArrayTexture)&&(isRenderTarget3D=!0);const __webglFramebuffer=properties.get(renderTarget).__webglFramebuffer;renderTarget.isWebGLCubeRenderTarget?(framebuffer=Array.isArray(__webglFramebuffer[activeCubeFace])?__webglFramebuffer[activeCubeFace][activeMipmapLevel]:__webglFramebuffer[activeCubeFace],isCube=!0):framebuffer=renderTarget.samples>0&&!1===textures.useMultisampledRTT(renderTarget)?properties.get(renderTarget).__webglMultisampledFramebuffer:Array.isArray(__webglFramebuffer)?__webglFramebuffer[activeMipmapLevel]:__webglFramebuffer,_currentViewport.copy(renderTarget.viewport),_currentScissor.copy(renderTarget.scissor),_currentScissorTest=renderTarget.scissorTest}else _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor(),_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor(),_currentScissorTest=_scissorTest;if(0!==activeMipmapLevel&&(framebuffer=_scratchFrameBuffer),state.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer)&&state.drawBuffers(renderTarget,framebuffer),state.viewport(_currentViewport),state.scissor(_currentScissor),state.setScissorTest(_currentScissorTest),isCube){const textureProperties=properties.get(renderTarget.texture);_gl.framebufferTexture2D(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_CUBE_MAP_POSITIVE_X+activeCubeFace,textureProperties.__webglTexture,activeMipmapLevel)}else if(isRenderTarget3D){const layer=activeCubeFace;for(let i=0;i<renderTarget.textures.length;i++){const textureProperties=properties.get(renderTarget.textures[i]);_gl.framebufferTextureLayer(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0+i,textureProperties.__webglTexture,activeMipmapLevel,layer)}}else if(null!==renderTarget&&0!==activeMipmapLevel){const textureProperties=properties.get(renderTarget.texture);_gl.framebufferTexture2D(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_2D,textureProperties.__webglTexture,activeMipmapLevel)}_currentMaterialId=-1},this.readRenderTargetPixels=function(renderTarget,x,y,width,height,buffer,activeCubeFaceIndex,textureIndex=0){if(!renderTarget||!renderTarget.isWebGLRenderTarget)return void error("WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let framebuffer=properties.get(renderTarget).__webglFramebuffer;if(renderTarget.isWebGLCubeRenderTarget&&void 0!==activeCubeFaceIndex&&(framebuffer=framebuffer[activeCubeFaceIndex]),framebuffer){state.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);try{const texture=renderTarget.textures[textureIndex],textureFormat=texture.format,textureType=texture.type;if(!capabilities.textureFormatReadable(textureFormat))return void error("WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");if(!capabilities.textureTypeReadable(textureType))return void error("WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");x>=0&&x<=renderTarget.width-width&&y>=0&&y<=renderTarget.height-height&&(renderTarget.textures.length>1&&_gl.readBuffer(_gl.COLOR_ATTACHMENT0+textureIndex),_gl.readPixels(x,y,width,height,utils.convert(textureFormat),utils.convert(textureType),buffer))}finally{const framebuffer=null!==_currentRenderTarget?properties.get(_currentRenderTarget).__webglFramebuffer:null;state.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer)}}},this.readRenderTargetPixelsAsync=async function(renderTarget,x,y,width,height,buffer,activeCubeFaceIndex,textureIndex=0){if(!renderTarget||!renderTarget.isWebGLRenderTarget)throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let framebuffer=properties.get(renderTarget).__webglFramebuffer;if(renderTarget.isWebGLCubeRenderTarget&&void 0!==activeCubeFaceIndex&&(framebuffer=framebuffer[activeCubeFaceIndex]),framebuffer){if(x>=0&&x<=renderTarget.width-width&&y>=0&&y<=renderTarget.height-height){state.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);const texture=renderTarget.textures[textureIndex],textureFormat=texture.format,textureType=texture.type;if(!capabilities.textureFormatReadable(textureFormat))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!capabilities.textureTypeReadable(textureType))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");const glBuffer=_gl.createBuffer();_gl.bindBuffer(_gl.PIXEL_PACK_BUFFER,glBuffer),_gl.bufferData(_gl.PIXEL_PACK_BUFFER,buffer.byteLength,_gl.STREAM_READ),renderTarget.textures.length>1&&_gl.readBuffer(_gl.COLOR_ATTACHMENT0+textureIndex),_gl.readPixels(x,y,width,height,utils.convert(textureFormat),utils.convert(textureType),0);const currFramebuffer=null!==_currentRenderTarget?properties.get(_currentRenderTarget).__webglFramebuffer:null;state.bindFramebuffer(_gl.FRAMEBUFFER,currFramebuffer);const sync=_gl.fenceSync(_gl.SYNC_GPU_COMMANDS_COMPLETE,0);return _gl.flush(),await probeAsync(_gl,sync,4),_gl.bindBuffer(_gl.PIXEL_PACK_BUFFER,glBuffer),_gl.getBufferSubData(_gl.PIXEL_PACK_BUFFER,0,buffer),_gl.deleteBuffer(glBuffer),_gl.deleteSync(sync),buffer}throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.")}},this.copyFramebufferToTexture=function(texture,position=null,level=0){const levelScale=Math.pow(2,-level),width=Math.floor(texture.image.width*levelScale),height=Math.floor(texture.image.height*levelScale),x=null!==position?position.x:0,y=null!==position?position.y:0;textures.setTexture2D(texture,0),_gl.copyTexSubImage2D(_gl.TEXTURE_2D,level,0,0,x,y,width,height),state.unbindTexture()};const _srcFramebuffer=_gl.createFramebuffer(),_dstFramebuffer=_gl.createFramebuffer();this.copyTextureToTexture=function(srcTexture,dstTexture,srcRegion=null,dstPosition=null,srcLevel=0,dstLevel=null){let width,height,depth,minX,minY,minZ,dstX,dstY,dstZ;null===dstLevel&&(0!==srcLevel?(warnOnce("WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels."),dstLevel=srcLevel,srcLevel=0):dstLevel=0);const image=srcTexture.isCompressedTexture?srcTexture.mipmaps[dstLevel]:srcTexture.image;if(null!==srcRegion)width=srcRegion.max.x-srcRegion.min.x,height=srcRegion.max.y-srcRegion.min.y,depth=srcRegion.isBox3?srcRegion.max.z-srcRegion.min.z:1,minX=srcRegion.min.x,minY=srcRegion.min.y,minZ=srcRegion.isBox3?srcRegion.min.z:0;else{const levelScale=Math.pow(2,-srcLevel);width=Math.floor(image.width*levelScale),height=Math.floor(image.height*levelScale),depth=srcTexture.isDataArrayTexture?image.depth:srcTexture.isData3DTexture?Math.floor(image.depth*levelScale):1,minX=0,minY=0,minZ=0}null!==dstPosition?(dstX=dstPosition.x,dstY=dstPosition.y,dstZ=dstPosition.z):(dstX=0,dstY=0,dstZ=0);const glFormat=utils.convert(dstTexture.format),glType=utils.convert(dstTexture.type);let glTarget;dstTexture.isData3DTexture?(textures.setTexture3D(dstTexture,0),glTarget=_gl.TEXTURE_3D):dstTexture.isDataArrayTexture||dstTexture.isCompressedArrayTexture?(textures.setTexture2DArray(dstTexture,0),glTarget=_gl.TEXTURE_2D_ARRAY):(textures.setTexture2D(dstTexture,0),glTarget=_gl.TEXTURE_2D),_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,dstTexture.flipY),_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,dstTexture.premultiplyAlpha),_gl.pixelStorei(_gl.UNPACK_ALIGNMENT,dstTexture.unpackAlignment);const currentUnpackRowLen=_gl.getParameter(_gl.UNPACK_ROW_LENGTH),currentUnpackImageHeight=_gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT),currentUnpackSkipPixels=_gl.getParameter(_gl.UNPACK_SKIP_PIXELS),currentUnpackSkipRows=_gl.getParameter(_gl.UNPACK_SKIP_ROWS),currentUnpackSkipImages=_gl.getParameter(_gl.UNPACK_SKIP_IMAGES);_gl.pixelStorei(_gl.UNPACK_ROW_LENGTH,image.width),_gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT,image.height),_gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS,minX),_gl.pixelStorei(_gl.UNPACK_SKIP_ROWS,minY),_gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES,minZ);const isSrc3D=srcTexture.isDataArrayTexture||srcTexture.isData3DTexture,isDst3D=dstTexture.isDataArrayTexture||dstTexture.isData3DTexture;if(srcTexture.isDepthTexture){const srcTextureProperties=properties.get(srcTexture),dstTextureProperties=properties.get(dstTexture),srcRenderTargetProperties=properties.get(srcTextureProperties.__renderTarget),dstRenderTargetProperties=properties.get(dstTextureProperties.__renderTarget);state.bindFramebuffer(_gl.READ_FRAMEBUFFER,srcRenderTargetProperties.__webglFramebuffer),state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,dstRenderTargetProperties.__webglFramebuffer);for(let i=0;i<depth;i++)isSrc3D&&(_gl.framebufferTextureLayer(_gl.READ_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,properties.get(srcTexture).__webglTexture,srcLevel,minZ+i),_gl.framebufferTextureLayer(_gl.DRAW_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,properties.get(dstTexture).__webglTexture,dstLevel,dstZ+i)),_gl.blitFramebuffer(minX,minY,width,height,dstX,dstY,width,height,_gl.DEPTH_BUFFER_BIT,_gl.NEAREST);state.bindFramebuffer(_gl.READ_FRAMEBUFFER,null),state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,null)}else if(0!==srcLevel||srcTexture.isRenderTargetTexture||properties.has(srcTexture)){const srcTextureProperties=properties.get(srcTexture),dstTextureProperties=properties.get(dstTexture);state.bindFramebuffer(_gl.READ_FRAMEBUFFER,_srcFramebuffer),state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,_dstFramebuffer);for(let i=0;i<depth;i++)isSrc3D?_gl.framebufferTextureLayer(_gl.READ_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,srcTextureProperties.__webglTexture,srcLevel,minZ+i):_gl.framebufferTexture2D(_gl.READ_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_2D,srcTextureProperties.__webglTexture,srcLevel),isDst3D?_gl.framebufferTextureLayer(_gl.DRAW_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,dstTextureProperties.__webglTexture,dstLevel,dstZ+i):_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_2D,dstTextureProperties.__webglTexture,dstLevel),0!==srcLevel?_gl.blitFramebuffer(minX,minY,width,height,dstX,dstY,width,height,_gl.COLOR_BUFFER_BIT,_gl.NEAREST):isDst3D?_gl.copyTexSubImage3D(glTarget,dstLevel,dstX,dstY,dstZ+i,minX,minY,width,height):_gl.copyTexSubImage2D(glTarget,dstLevel,dstX,dstY,minX,minY,width,height);state.bindFramebuffer(_gl.READ_FRAMEBUFFER,null),state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER,null)}else isDst3D?srcTexture.isDataTexture||srcTexture.isData3DTexture?_gl.texSubImage3D(glTarget,dstLevel,dstX,dstY,dstZ,width,height,depth,glFormat,glType,image.data):dstTexture.isCompressedArrayTexture?_gl.compressedTexSubImage3D(glTarget,dstLevel,dstX,dstY,dstZ,width,height,depth,glFormat,image.data):_gl.texSubImage3D(glTarget,dstLevel,dstX,dstY,dstZ,width,height,depth,glFormat,glType,image):srcTexture.isDataTexture?_gl.texSubImage2D(_gl.TEXTURE_2D,dstLevel,dstX,dstY,width,height,glFormat,glType,image.data):srcTexture.isCompressedTexture?_gl.compressedTexSubImage2D(_gl.TEXTURE_2D,dstLevel,dstX,dstY,image.width,image.height,glFormat,image.data):_gl.texSubImage2D(_gl.TEXTURE_2D,dstLevel,dstX,dstY,width,height,glFormat,glType,image);_gl.pixelStorei(_gl.UNPACK_ROW_LENGTH,currentUnpackRowLen),_gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT,currentUnpackImageHeight),_gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS,currentUnpackSkipPixels),_gl.pixelStorei(_gl.UNPACK_SKIP_ROWS,currentUnpackSkipRows),_gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES,currentUnpackSkipImages),0===dstLevel&&dstTexture.generateMipmaps&&_gl.generateMipmap(glTarget),state.unbindTexture()},this.initRenderTarget=function(target){void 0===properties.get(target).__webglFramebuffer&&textures.setupRenderTarget(target)},this.initTexture=function(texture){texture.isCubeTexture?textures.setTextureCube(texture,0):texture.isData3DTexture?textures.setTexture3D(texture,0):texture.isDataArrayTexture||texture.isCompressedArrayTexture?textures.setTexture2DArray(texture,0):textures.setTexture2D(texture,0),state.unbindTexture()},this.resetState=function(){_currentActiveCubeFace=0,_currentActiveMipmapLevel=0,_currentRenderTarget=null,state.reset(),bindingStates.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}get coordinateSystem(){return WebGLCoordinateSystem}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(colorSpace){this._outputColorSpace=colorSpace;const gl=this.getContext();gl.drawingBufferColorSpace=ColorManagement._getDrawingBufferColorSpace(colorSpace),gl.unpackColorSpace=ColorManagement._getUnpackColorSpace()}}export{ACESFilmicToneMapping,AddEquation,AddOperation,AdditiveBlending,AgXToneMapping,AlphaFormat,AlwaysCompare,AlwaysDepth,ArrayCamera,BackSide,BoxGeometry,BufferAttribute,BufferGeometry,ByteType,CineonToneMapping,ClampToEdgeWrapping,Color,ColorManagement,ConstantAlphaFactor,ConstantColorFactor,CubeDepthTexture,CubeReflectionMapping,CubeRefractionMapping,CubeTexture,CubeUVReflectionMapping,CullFaceBack,CullFaceFront,CullFaceNone,CustomBlending,CustomToneMapping,Data3DTexture,DataArrayTexture,DataTexture,DepthFormat,DepthStencilFormat,DepthTexture,DoubleSide,DstAlphaFactor,DstColorFactor,EqualCompare,EqualDepth,EquirectangularReflectionMapping,EquirectangularRefractionMapping,Euler,EventDispatcher,ExternalTexture,Float32BufferAttribute,FloatType,FrontSide,Frustum,GLSL3,GreaterCompare,GreaterDepth,GreaterEqualCompare,GreaterEqualDepth,HalfFloatType,IntType,Layers,LessCompare,LessDepth,LessEqualCompare,LessEqualDepth,LinearFilter,LinearMipmapLinearFilter,LinearMipmapNearestFilter,LinearSRGBColorSpace,LinearToneMapping,LinearTransfer,Matrix3,Matrix4,MaxEquation,Mesh,MeshBasicMaterial,MeshDepthMaterial,MeshDistanceMaterial,MinEquation,MirroredRepeatWrapping,MixOperation,MultiplyBlending,MultiplyOperation,NearestFilter,NearestMipmapLinearFilter,NearestMipmapNearestFilter,NeutralToneMapping,NeverCompare,NeverDepth,NoBlending,NoColorSpace,NoToneMapping,NormalBlending,NotEqualCompare,NotEqualDepth,ObjectSpaceNormalMap,OneFactor,OneMinusConstantAlphaFactor,OneMinusConstantColorFactor,OneMinusDstAlphaFactor,OneMinusDstColorFactor,OneMinusSrcAlphaFactor,OneMinusSrcColorFactor,OrthographicCamera,PCFShadowMap,PCFSoftShadowMap,PMREMGenerator,PerspectiveCamera,Plane,PlaneGeometry,R11_EAC_Format,RED_GREEN_RGTC2_Format,RED_RGTC1_Format,REVISION,RG11_EAC_Format,RGBAFormat,RGBAIntegerFormat,RGBA_ASTC_10x10_Format,RGBA_ASTC_10x5_Format,RGBA_ASTC_10x6_Format,RGBA_ASTC_10x8_Format,RGBA_ASTC_12x10_Format,RGBA_ASTC_12x12_Format,RGBA_ASTC_4x4_Format,RGBA_ASTC_5x4_Format,RGBA_ASTC_5x5_Format,RGBA_ASTC_6x5_Format,RGBA_ASTC_6x6_Format,RGBA_ASTC_8x5_Format,RGBA_ASTC_8x6_Format,RGBA_ASTC_8x8_Format,RGBA_BPTC_Format,RGBA_ETC2_EAC_Format,RGBA_PVRTC_2BPPV1_Format,RGBA_PVRTC_4BPPV1_Format,RGBA_S3TC_DXT1_Format,RGBA_S3TC_DXT3_Format,RGBA_S3TC_DXT5_Format,RGBFormat,RGB_BPTC_SIGNED_Format,RGB_BPTC_UNSIGNED_Format,RGB_ETC1_Format,RGB_ETC2_Format,RGB_PVRTC_2BPPV1_Format,RGB_PVRTC_4BPPV1_Format,RGB_S3TC_DXT1_Format,RGFormat,RGIntegerFormat,RawShaderMaterial,RedFormat,RedIntegerFormat,ReinhardToneMapping,RepeatWrapping,ReverseSubtractEquation,SIGNED_R11_EAC_Format,SIGNED_RED_GREEN_RGTC2_Format,SIGNED_RED_RGTC1_Format,SIGNED_RG11_EAC_Format,SRGBColorSpace,SRGBTransfer,ShaderChunk,ShaderLib,ShaderMaterial,ShortType,SrcAlphaFactor,SrcAlphaSaturateFactor,SrcColorFactor,SubtractEquation,SubtractiveBlending,TangentSpaceNormalMap,Texture,Uint16BufferAttribute,Uint32BufferAttribute,UniformsLib,UniformsUtils,UnsignedByteType,UnsignedInt101111Type,UnsignedInt248Type,UnsignedInt5999Type,UnsignedIntType,UnsignedShort4444Type,UnsignedShort5551Type,UnsignedShortType,VSMShadowMap,Vector2,Vector3,Vector4,WebGLCoordinateSystem,WebGLCubeRenderTarget,WebGLRenderTarget,WebGLRenderer,WebGLUtils,WebXRController,ZeroFactor,createCanvasElement,error,log,warn,warnOnce};
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