@plastic-software/three 0.175.9 → 0.175.11

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@@ -3,7 +3,7 @@
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  * Copyright 2010-2025 Three.js Authors
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  * SPDX-License-Identifier: MIT
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  */
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- import { Color, Matrix3, Matrix4, Vector2, mergeUniforms, Vector3, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, cloneUniforms, BackSide, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, Euler, IntType, RGBAFormat, HalfFloatType, UnsignedByteType, FloatType, Plane, EquirectangularReflectionMapping, EquirectangularRefractionMapping, WebGLCubeRenderTarget, CubeReflectionMapping, CubeRefractionMapping, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, BufferGeometry, BufferAttribute, WebGLRenderTarget, NoBlending, OrthographicCamera, LinearFilter, LinearSRGBColorSpace, warnOnce, arrayNeedsUint32, Uint32BufferAttribute, Uint16BufferAttribute, Vector4, DataArrayTexture, LessEqualCompare, Texture, DepthTexture, Data3DTexture, CubeTexture, TriPlanarMapping, CylindricalMapping, UVMapping, GLSL3, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, PCFShadowMap, PCFSoftShadowMap, VSMShadowMap, LinearTransfer, AddOperation, MixOperation, MultiplyOperation, ObjectSpaceNormalMap, TangentSpaceNormalMap, NormalBlending, DoubleSide, UniformsUtils, Layers, Frustum, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, NearestFilter, LessEqualDepth, AddEquation, SubtractEquation, ReverseSubtractEquation, ZeroFactor, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor, ConstantColorFactor, OneMinusConstantColorFactor, ConstantAlphaFactor, OneMinusConstantAlphaFactor, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, CullFaceNone, CullFaceBack, CullFaceFront, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, MinEquation, MaxEquation, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestMipmapNearestFilter, NearestMipmapLinearFilter, LinearMipmapNearestFilter, LinearMipmapLinearFilter, NeverCompare, AlwaysCompare, LessCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedIntType, UnsignedInt248Type, UnsignedShortType, DepthFormat, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, ByteType, ShortType, AlphaFormat, RGBFormat, LuminanceFormat, LuminanceAlphaFormat, RedFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBAIntegerFormat, 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, 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, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, createCanvasElement, SRGBColorSpace, REVISION, toNormalizedProjectionMatrix, toReversedProjectionMatrix, probeAsync, WebGLCoordinateSystem } from './three.core.js';
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+ import { Matrix3, Vector2, Color, Matrix4, mergeUniforms, Vector3, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Euler, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, EquirectangularReflectionMapping, EquirectangularRefractionMapping, WebGLCubeRenderTarget, CubeReflectionMapping, CubeRefractionMapping, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, NoBlending, WebGLRenderTarget, BufferGeometry, BufferAttribute, LinearSRGBColorSpace, LinearFilter, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, arrayNeedsUint32, Vector4, DataArrayTexture, CubeTexture, Data3DTexture, LessEqualCompare, DepthTexture, Texture, TriPlanarMapping, CylindricalMapping, UVMapping, GLSL3, PCFShadowMap, PCFSoftShadowMap, VSMShadowMap, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, LinearTransfer, AddOperation, MixOperation, MultiplyOperation, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, Frustum, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, NearestFilter, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, GreaterEqualCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, DepthFormat, UnsignedIntType, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, ByteType, ShortType, AlphaFormat, RGBFormat, LuminanceFormat, LuminanceAlphaFormat, RedFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBAIntegerFormat, 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, 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, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, createCanvasElement, SRGBColorSpace, REVISION, toNormalizedProjectionMatrix, toReversedProjectionMatrix, probeAsync, WebGLCoordinateSystem } from './three.core.js';
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  export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeCamera, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Fog, FogExp2, FramebufferTexture, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NormalAnimationBlendMode, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, RenderTargetArray, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp } from './three.core.js';
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  function WebGLAnimation() {
@@ -433,9 +433,9 @@ var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING
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  var 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";
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- var 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#if defined( USE_TANGENT )\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #elif defined( USE_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vNormalMapUv );\n #elif defined( USE_NORMALMAP_CYLINDRICAL ) || defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL ) || (defined( USE_ANISOTROPY ) && !defined( USE_UV1 ) || !defined( USE_UV2 ) && !defined( USE_UV3 ))\n \n #if defined( USE_NORMALMAP_CYLINDRICAL )\n vec2 vNormalMapUv = ( normalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n #if defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec2 vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n vec3 tangent = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent = cross(tangent, normal);\n \tmat3 tbn = mat3(tangent, bitangent, normal);\n \n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#else\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vUv );\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 #elif defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec3 tangent2 = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent2 = cross(tangent2, normal);\n \tmat3 tbn2 = mat3(tangent2, bitangent2, normal);\n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\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;";
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+ var 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#if defined( USE_TANGENT )\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #elif defined( USE_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vNormalMapUv );\n #elif defined( USE_NORMALMAP_CYLINDRICAL ) || defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL ) || (defined( USE_ANISOTROPY ) && !defined( USE_UV1 ) || !defined( USE_UV2 ) && !defined( USE_UV3 ))\n \n #if defined( USE_NORMALMAP_CYLINDRICAL )\n vec2 vNormalMapUv = ( normalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n #if defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec2 vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n vec3 tangent = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent = cross(tangent, normal);\n \tmat3 tbn = mat3(tangent, bitangent, normal);\n \n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#else\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vUv );\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#if !defined( USE_CLEARCOAT_NORMALMAP_TRIPLANAR )\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n\t\t\tvec3 tangent2 = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n\t\t\tvec3 bitangent2 = cross(tangent2, normal);\n\t\t\tmat3 tbn2 = mat3(tangent2, bitangent2, normal);\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t\t#else\n\t\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vUv );\n\t\t#endif\n\t\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\t\ttbn2[0] *= faceDirection;\n\t\t\ttbn2[1] *= faceDirection;\n\t\t#endif\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
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- var normal_fragment_maps = "#ifdef USE_NORMALMAP_TRIPLANAR\n\tnormal = normalize(normalMatrix * transpose(mat3(texture3DMatrix)) * texture2DTriplanarNormal( normalMap, normalMapTransform, normalScale, normalize(mat3(texture3DMatrix) * vModelNormal.xyz), triplanarCoords, triplanarWeights ));\n#elif defined( 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";
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+ var normal_fragment_maps = "#ifdef USE_NORMALMAP_TRIPLANAR\n\tnormal = normalize(normalMatrix * transpose(mat3(texture3DMatrix)) * texture2DTriplanarNormal( normalMap, normalMapTransform, normalScale, normalize(mat3(texture3DMatrix) * vModelNormal.xyz), triplanarCoords, triplanarWeights ));\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#elif defined( 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";
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  var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#if defined( USE_TANGENT )\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
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@@ -751,7 +751,7 @@ const UniformsLib = {
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  envMap: { value: null },
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  envMapRotation: { value: /*@__PURE__*/ new Matrix3() },
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- flipEnvMap: { value: - 1 },
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+ flipEnvMap: { value: -1 },
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  reflectivity: { value: 1.0 }, // basic, lambert, phong
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  ior: { value: 1.5 }, // physical
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  refractionRatio: { value: 0.98 }, // basic, lambert, phong
@@ -1172,7 +1172,7 @@ const ShaderLib = {
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  uniforms: {
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  envMap: { value: null },
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- flipEnvMap: { value: - 1 },
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+ flipEnvMap: { value: -1 },
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  backgroundBlurriness: { value: 0 },
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  backgroundIntensity: { value: 1 },
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  backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
@@ -1187,7 +1187,7 @@ const ShaderLib = {
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  uniforms: {
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  tCube: { value: null },
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- tFlip: { value: - 1 },
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+ tFlip: { value: -1 },
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  opacity: { value: 1.0 }
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  },
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@@ -1422,18 +1422,18 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
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  _e1$1.copy( scene.backgroundRotation );
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  // accommodate left-handed frame
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- _e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;
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+ _e1$1.x *= -1; _e1$1.y *= -1; _e1$1.z *= -1;
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  if ( background.isCubeTexture && background.isRenderTargetTexture === false ) {
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  // environment maps which are not cube render targets or PMREMs follow a different convention
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- _e1$1.y *= - 1;
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- _e1$1.z *= - 1;
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+ _e1$1.y *= -1;
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+ _e1$1.z *= -1;
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  }
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  boxMesh.material.uniforms.envMap.value = background;
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- boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
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+ boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? -1 : 1;
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  boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
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  boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
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  boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );
@@ -2698,9 +2698,9 @@ const _axisDirections = [
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  /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
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  /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
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  /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
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- /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
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- /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
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- /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
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+ /*@__PURE__*/ new Vector3( -1, 1, -1 ),
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+ /*@__PURE__*/ new Vector3( 1, 1, -1 ),
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+ /*@__PURE__*/ new Vector3( -1, 1, 1 ),
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  /*@__PURE__*/ new Vector3( 1, 1, 1 ) ];
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  const _origin = /*@__PURE__*/ new Vector3();
@@ -2979,8 +2979,8 @@ class PMREMGenerator {
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  const fov = 90;
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  const aspect = 1;
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  const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
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- const upSign = [ 1, - 1, 1, 1, 1, 1 ];
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- const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
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+ const upSign = [ 1, -1, 1, 1, 1, 1 ];
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+ const forwardSign = [ 1, 1, 1, -1, -1, -1 ];
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  const renderer = this._renderer;
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  const originalAutoClear = renderer.autoClear;
@@ -3083,7 +3083,7 @@ class PMREMGenerator {
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  }
3085
3085
 
3086
- this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
3086
+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? -1 : 1;
3087
3087
 
3088
3088
  } else {
3089
3089
 
@@ -3303,7 +3303,7 @@ function _createPlanes( lodMax ) {
3303
3303
  for ( let face = 0; face < cubeFaces; face ++ ) {
3304
3304
 
3305
3305
  const x = ( face % 3 ) * 2 / 3 - 1;
3306
- const y = face > 2 ? 0 : - 1;
3306
+ const y = face > 2 ? 0 : -1;
3307
3307
  const coordinates = [
3308
3308
  x, y, 0,
3309
3309
  x + 2 / 3, y, 0,
@@ -3502,7 +3502,7 @@ function _getCubemapMaterial() {
3502
3502
 
3503
3503
  uniforms: {
3504
3504
  'envMap': { value: null },
3505
- 'flipEnvMap': { value: - 1 }
3505
+ 'flipEnvMap': { value: -1 }
3506
3506
  },
3507
3507
 
3508
3508
  vertexShader: _getCommonVertexShader(),
@@ -7910,18 +7910,18 @@ function WebGLLights( extensions ) {
7910
7910
  version: 0,
7911
7911
 
7912
7912
  hash: {
7913
- directionalLength: - 1,
7914
- pointLength: - 1,
7915
- spotLength: - 1,
7916
- rectAreaLength: - 1,
7917
- hemiLength: - 1,
7918
-
7919
- numDirectionalShadows: - 1,
7920
- numPointShadows: - 1,
7921
- numSpotShadows: - 1,
7922
- numSpotMaps: - 1,
7923
-
7924
- numLightProbes: - 1
7913
+ directionalLength: -1,
7914
+ pointLength: -1,
7915
+ spotLength: -1,
7916
+ rectAreaLength: -1,
7917
+ hemiLength: -1,
7918
+
7919
+ numDirectionalShadows: -1,
7920
+ numPointShadows: -1,
7921
+ numSpotShadows: -1,
7922
+ numSpotMaps: -1,
7923
+
7924
+ numLightProbes: -1
7925
7925
  },
7926
7926
 
7927
7927
  ambient: [ 0, 0, 0 ],
@@ -8462,7 +8462,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
8462
8462
  fullScreenTri.setAttribute(
8463
8463
  'position',
8464
8464
  new BufferAttribute(
8465
- new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
8465
+ new Float32Array( [ -1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5 ] ),
8466
8466
  3
8467
8467
  )
8468
8468
  );
@@ -8895,7 +8895,7 @@ function WebGLState( gl, extensions ) {
8895
8895
  locked = false;
8896
8896
 
8897
8897
  currentColorMask = null;
8898
- currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
8898
+ currentColorClear.set( -1, 0, 0, 0 ); // set to invalid state
8899
8899
 
8900
8900
  }
8901
8901
 
@@ -9224,12 +9224,12 @@ function WebGLState( gl, extensions ) {
9224
9224
  let version = 0;
9225
9225
  const glVersion = gl.getParameter( gl.VERSION );
9226
9226
 
9227
- if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
9227
+ if ( glVersion.indexOf( 'WebGL' ) !== -1 ) {
9228
9228
 
9229
9229
  version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
9230
9230
  lineWidthAvailable = ( version >= 1.0 );
9231
9231
 
9232
- } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
9232
+ } else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) {
9233
9233
 
9234
9234
  version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
9235
9235
  lineWidthAvailable = ( version >= 2.0 );
@@ -12872,7 +12872,7 @@ class WebXRManager extends EventDispatcher {
12872
12872
 
12873
12873
  const controllerIndex = controllerInputSources.indexOf( event.inputSource );
12874
12874
 
12875
- if ( controllerIndex === - 1 ) {
12875
+ if ( controllerIndex === -1 ) {
12876
12876
 
12877
12877
  return;
12878
12878
 
@@ -13231,7 +13231,7 @@ class WebXRManager extends EventDispatcher {
13231
13231
 
13232
13232
  let controllerIndex = controllerInputSources.indexOf( inputSource );
13233
13233
 
13234
- if ( controllerIndex === - 1 ) {
13234
+ if ( controllerIndex === -1 ) {
13235
13235
 
13236
13236
  // Assign input source a controller that currently has no input source
13237
13237
 
@@ -13255,7 +13255,7 @@ class WebXRManager extends EventDispatcher {
13255
13255
 
13256
13256
  // If all controllers do currently receive input we ignore new ones
13257
13257
 
13258
- if ( controllerIndex === - 1 ) break;
13258
+ if ( controllerIndex === -1 ) break;
13259
13259
 
13260
13260
  }
13261
13261
 
@@ -13322,7 +13322,7 @@ class WebXRManager extends EventDispatcher {
13322
13322
  camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
13323
13323
 
13324
13324
  // Check if the projection uses an infinite far plane.
13325
- if ( projL[ 10 ] === - 1.0 ) {
13325
+ if ( projL[ 10 ] === -1 ) {
13326
13326
 
13327
13327
  // Use the projection matrix from the left eye.
13328
13328
  // The camera offset is sufficient to include the view volumes
@@ -13875,7 +13875,7 @@ function WebGLMaterials( renderer, properties ) {
13875
13875
 
13876
13876
  if ( material.side === BackSide ) {
13877
13877
 
13878
- uniforms.bumpScale.value *= - 1;
13878
+ uniforms.bumpScale.value *= -1;
13879
13879
 
13880
13880
  }
13881
13881
 
@@ -13942,19 +13942,19 @@ function WebGLMaterials( renderer, properties ) {
13942
13942
  _e1.copy( envMapRotation );
13943
13943
 
13944
13944
  // accommodate left-handed frame
13945
- _e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;
13945
+ _e1.x *= -1; _e1.y *= -1; _e1.z *= -1;
13946
13946
 
13947
13947
  if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {
13948
13948
 
13949
13949
  // environment maps which are not cube render targets or PMREMs follow a different convention
13950
- _e1.y *= - 1;
13951
- _e1.z *= - 1;
13950
+ _e1.y *= -1;
13951
+ _e1.z *= -1;
13952
13952
 
13953
13953
  }
13954
13954
 
13955
13955
  uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );
13956
13956
 
13957
- uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
13957
+ uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
13958
13958
 
13959
13959
  uniforms.reflectivity.value = material.reflectivity;
13960
13960
  uniforms.ior.value = material.ior;
@@ -14377,7 +14377,7 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
14377
14377
 
14378
14378
  for ( let i = 0; i < maxBindingPoints; i ++ ) {
14379
14379
 
14380
- if ( allocatedBindingPoints.indexOf( i ) === - 1 ) {
14380
+ if ( allocatedBindingPoints.indexOf( i ) === -1 ) {
14381
14381
 
14382
14382
  allocatedBindingPoints.push( i );
14383
14383
  return i;
@@ -14917,7 +14917,7 @@ class WebGLRenderer {
14917
14917
  let _currentActiveCubeFace = 0;
14918
14918
  let _currentActiveMipmapLevel = 0;
14919
14919
  let _currentRenderTarget = null;
14920
- let _currentMaterialId = - 1;
14920
+ let _currentMaterialId = -1;
14921
14921
 
14922
14922
  let _currentCamera = null;
14923
14923
 
@@ -16315,7 +16315,7 @@ class WebGLRenderer {
16315
16315
  // _gl.finish();
16316
16316
 
16317
16317
  bindingStates.resetDefaultState();
16318
- _currentMaterialId = - 1;
16318
+ _currentMaterialId = -1;
16319
16319
  _currentCamera = null;
16320
16320
 
16321
16321
  renderStateStack.pop();
@@ -17153,7 +17153,7 @@ class WebGLRenderer {
17153
17153
 
17154
17154
  m_uniforms.envMap.value = envMap;
17155
17155
 
17156
- m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
17156
+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
17157
17157
 
17158
17158
  }
17159
17159
 
@@ -17483,7 +17483,7 @@ class WebGLRenderer {
17483
17483
 
17484
17484
  }
17485
17485
 
17486
- _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
17486
+ _currentMaterialId = -1; // reset current material to ensure correct uniform bindings
17487
17487
 
17488
17488
  };
17489
17489