super-three 0.155.0 → 0.157.0

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.
Files changed (268) hide show
  1. package/build/three.cjs +361 -324
  2. package/build/three.js +361 -324
  3. package/build/three.min.js +2 -2
  4. package/build/three.module.js +354 -323
  5. package/build/three.module.min.js +1 -1
  6. package/examples/jsm/capabilities/WebGL.js +17 -0
  7. package/examples/jsm/controls/DragControls.js +3 -2
  8. package/examples/jsm/controls/OrbitControls.js +13 -5
  9. package/examples/jsm/csm/CSMShader.js +59 -21
  10. package/examples/jsm/exporters/EXRExporter.js +102 -24
  11. package/examples/jsm/exporters/GLTFExporter.js +1 -1
  12. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8726 -4
  13. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8737 -4
  14. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  15. package/examples/jsm/libs/tween.module.js +790 -735
  16. package/examples/jsm/libs/utif.module.js +1644 -1558
  17. package/examples/jsm/lights/LightProbeGenerator.js +37 -3
  18. package/examples/jsm/lines/LineMaterial.js +90 -156
  19. package/examples/jsm/loaders/3DMLoader.js +378 -104
  20. package/examples/jsm/loaders/DDSLoader.js +46 -3
  21. package/examples/jsm/loaders/EXRLoader.js +4 -4
  22. package/examples/jsm/loaders/FBXLoader.js +2 -0
  23. package/examples/jsm/loaders/GLTFLoader.js +18 -8
  24. package/examples/jsm/loaders/KTX2Loader.js +126 -77
  25. package/examples/jsm/loaders/LDrawLoader.js +22 -16
  26. package/examples/jsm/loaders/LogLuvLoader.js +2 -2
  27. package/examples/jsm/loaders/MMDLoader.js +10 -7
  28. package/examples/jsm/loaders/RGBELoader.js +48 -66
  29. package/examples/jsm/loaders/STLLoader.js +7 -0
  30. package/examples/jsm/loaders/USDZLoader.js +215 -12
  31. package/examples/jsm/materials/MeshGouraudMaterial.js +22 -18
  32. package/examples/jsm/nodes/Nodes.js +8 -1
  33. package/examples/jsm/nodes/accessors/BitangentNode.js +1 -1
  34. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +30 -4
  35. package/examples/jsm/nodes/accessors/BufferNode.js +1 -1
  36. package/examples/jsm/nodes/accessors/CameraNode.js +1 -1
  37. package/examples/jsm/nodes/accessors/CubeTextureNode.js +19 -4
  38. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +4 -5
  39. package/examples/jsm/nodes/accessors/InstanceNode.js +2 -2
  40. package/examples/jsm/nodes/accessors/LineMaterialNode.js +29 -0
  41. package/examples/jsm/nodes/accessors/MaterialNode.js +23 -13
  42. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +12 -9
  43. package/examples/jsm/nodes/accessors/ModelNode.js +1 -1
  44. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +5 -4
  45. package/examples/jsm/nodes/accessors/MorphNode.js +4 -4
  46. package/examples/jsm/nodes/accessors/NormalNode.js +1 -1
  47. package/examples/jsm/nodes/accessors/Object3DNode.js +3 -3
  48. package/examples/jsm/nodes/accessors/PointUVNode.js +1 -1
  49. package/examples/jsm/nodes/accessors/PositionNode.js +1 -1
  50. package/examples/jsm/nodes/accessors/ReferenceNode.js +13 -7
  51. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +2 -2
  52. package/examples/jsm/nodes/accessors/SceneNode.js +2 -2
  53. package/examples/jsm/nodes/accessors/SkinningNode.js +2 -2
  54. package/examples/jsm/nodes/accessors/StorageBufferNode.js +1 -1
  55. package/examples/jsm/nodes/accessors/TangentNode.js +1 -1
  56. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +2 -2
  57. package/examples/jsm/nodes/accessors/TextureNode.js +18 -8
  58. package/examples/jsm/nodes/accessors/TextureSizeNode.js +2 -2
  59. package/examples/jsm/nodes/accessors/TextureStoreNode.js +29 -0
  60. package/examples/jsm/nodes/accessors/UVNode.js +1 -1
  61. package/examples/jsm/nodes/accessors/UserDataNode.js +2 -2
  62. package/examples/jsm/nodes/code/CodeNode.js +1 -1
  63. package/examples/jsm/nodes/code/ExpressionNode.js +1 -1
  64. package/examples/jsm/nodes/code/FunctionCallNode.js +1 -1
  65. package/examples/jsm/nodes/code/FunctionNode.js +18 -7
  66. package/examples/jsm/nodes/code/ScriptableNode.js +2 -2
  67. package/examples/jsm/nodes/code/ScriptableValueNode.js +2 -2
  68. package/examples/jsm/nodes/core/ArrayUniformNode.js +1 -1
  69. package/examples/jsm/nodes/core/AttributeNode.js +3 -3
  70. package/examples/jsm/nodes/core/BypassNode.js +1 -1
  71. package/examples/jsm/nodes/core/CacheNode.js +1 -1
  72. package/examples/jsm/nodes/core/ConstNode.js +1 -1
  73. package/examples/jsm/nodes/core/ContextNode.js +2 -2
  74. package/examples/jsm/nodes/core/IndexNode.js +1 -1
  75. package/examples/jsm/nodes/core/InputNode.js +1 -1
  76. package/examples/jsm/nodes/core/Node.js +45 -14
  77. package/examples/jsm/nodes/core/NodeBuilder.js +83 -15
  78. package/examples/jsm/nodes/core/NodeFrame.js +37 -14
  79. package/examples/jsm/nodes/core/NodeUniform.js +1 -1
  80. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  81. package/examples/jsm/nodes/core/PropertyNode.js +3 -1
  82. package/examples/jsm/nodes/core/StackNode.js +5 -5
  83. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  84. package/examples/jsm/nodes/core/TempNode.js +1 -1
  85. package/examples/jsm/nodes/core/UniformNode.js +3 -1
  86. package/examples/jsm/nodes/core/VarNode.js +1 -1
  87. package/examples/jsm/nodes/core/VaryingNode.js +1 -1
  88. package/examples/jsm/nodes/core/constants.js +1 -1
  89. package/examples/jsm/nodes/display/BlendModeNode.js +2 -2
  90. package/examples/jsm/nodes/display/BumpMapNode.js +2 -2
  91. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +2 -2
  92. package/examples/jsm/nodes/display/ColorSpaceNode.js +2 -2
  93. package/examples/jsm/nodes/display/FrontFacingNode.js +1 -1
  94. package/examples/jsm/nodes/display/NormalMapNode.js +2 -2
  95. package/examples/jsm/nodes/display/PosterizeNode.js +2 -2
  96. package/examples/jsm/nodes/display/ToneMappingNode.js +2 -2
  97. package/examples/jsm/nodes/display/ViewportDepthNode.js +2 -2
  98. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +1 -1
  99. package/examples/jsm/nodes/display/ViewportNode.js +21 -7
  100. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +1 -1
  101. package/examples/jsm/nodes/display/ViewportTextureNode.js +1 -1
  102. package/examples/jsm/nodes/fog/FogExp2Node.js +2 -2
  103. package/examples/jsm/nodes/fog/FogNode.js +2 -2
  104. package/examples/jsm/nodes/fog/FogRangeNode.js +2 -2
  105. package/examples/jsm/nodes/geometry/RangeNode.js +2 -2
  106. package/examples/jsm/nodes/gpgpu/ComputeNode.js +1 -1
  107. package/examples/jsm/nodes/lighting/AONode.js +2 -2
  108. package/examples/jsm/nodes/lighting/AmbientLightNode.js +3 -3
  109. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +4 -4
  110. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +4 -4
  111. package/examples/jsm/nodes/lighting/EnvironmentNode.js +2 -2
  112. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +3 -3
  113. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +2 -2
  114. package/examples/jsm/nodes/lighting/LightNode.js +2 -2
  115. package/examples/jsm/nodes/lighting/LightingContextNode.js +3 -3
  116. package/examples/jsm/nodes/lighting/LightingNode.js +1 -1
  117. package/examples/jsm/nodes/lighting/LightsNode.js +4 -4
  118. package/examples/jsm/nodes/lighting/PointLightNode.js +3 -3
  119. package/examples/jsm/nodes/lighting/SpotLightNode.js +4 -4
  120. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +449 -0
  121. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +1 -1
  122. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
  123. package/examples/jsm/nodes/materials/Materials.js +2 -0
  124. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +1 -1
  125. package/examples/jsm/nodes/materials/MeshLambertNodeMaterial.js +2 -2
  126. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +2 -2
  127. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +3 -3
  128. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +6 -6
  129. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +3 -3
  130. package/examples/jsm/nodes/materials/NodeMaterial.js +39 -29
  131. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +1 -1
  132. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +2 -2
  133. package/examples/jsm/nodes/math/CondNode.js +1 -1
  134. package/examples/jsm/nodes/math/HashNode.js +34 -0
  135. package/examples/jsm/nodes/math/MathNode.js +2 -2
  136. package/examples/jsm/nodes/math/OperatorNode.js +1 -1
  137. package/examples/jsm/nodes/procedural/CheckerNode.js +3 -3
  138. package/examples/jsm/nodes/shadernode/ShaderNode.js +85 -28
  139. package/examples/jsm/nodes/utils/ArrayElementNode.js +1 -1
  140. package/examples/jsm/nodes/utils/ConvertNode.js +1 -1
  141. package/examples/jsm/nodes/utils/DiscardNode.js +1 -1
  142. package/examples/jsm/nodes/utils/EquirectUVNode.js +2 -2
  143. package/examples/jsm/nodes/utils/JoinNode.js +1 -1
  144. package/examples/jsm/nodes/utils/LoopNode.js +11 -11
  145. package/examples/jsm/nodes/utils/MatcapUVNode.js +2 -2
  146. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +1 -1
  147. package/examples/jsm/nodes/utils/OscNode.js +2 -2
  148. package/examples/jsm/nodes/utils/PackingNode.js +2 -2
  149. package/examples/jsm/nodes/utils/RemapNode.js +2 -2
  150. package/examples/jsm/nodes/utils/RotateUVNode.js +2 -2
  151. package/examples/jsm/nodes/utils/SetNode.js +62 -0
  152. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +2 -2
  153. package/examples/jsm/nodes/utils/SplitNode.js +2 -2
  154. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +2 -2
  155. package/examples/jsm/nodes/utils/TimerNode.js +2 -2
  156. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +2 -2
  157. package/examples/jsm/objects/Sky.js +1 -3
  158. package/examples/jsm/postprocessing/FilmPass.js +3 -5
  159. package/examples/jsm/postprocessing/OutputPass.js +3 -2
  160. package/examples/jsm/postprocessing/RenderPass.js +30 -12
  161. package/examples/jsm/postprocessing/SAOPass.js +23 -98
  162. package/examples/jsm/postprocessing/SSAOPass.js +10 -30
  163. package/examples/jsm/renderers/common/Backend.js +11 -8
  164. package/examples/jsm/renderers/common/Background.js +2 -2
  165. package/examples/jsm/renderers/common/Binding.js +6 -0
  166. package/examples/jsm/renderers/common/Bindings.js +4 -5
  167. package/examples/jsm/renderers/common/Pipelines.js +9 -9
  168. package/examples/jsm/renderers/common/RenderContext.js +3 -0
  169. package/examples/jsm/renderers/common/RenderContexts.js +26 -1
  170. package/examples/jsm/renderers/common/RenderList.js +12 -4
  171. package/examples/jsm/renderers/common/RenderObject.js +43 -15
  172. package/examples/jsm/renderers/common/RenderObjects.js +8 -14
  173. package/examples/jsm/renderers/common/Renderer.js +52 -16
  174. package/examples/jsm/renderers/common/SampledTexture.js +6 -3
  175. package/examples/jsm/renderers/common/Sampler.js +1 -1
  176. package/examples/jsm/renderers/common/StorageBuffer.js +1 -1
  177. package/examples/jsm/renderers/common/StorageTexture.js +19 -0
  178. package/examples/jsm/renderers/common/Textures.js +166 -21
  179. package/examples/jsm/renderers/common/nodes/NodeBuilderState.js +35 -0
  180. package/examples/jsm/renderers/common/nodes/NodeSampledTexture.js +21 -11
  181. package/examples/jsm/renderers/common/nodes/NodeSampler.js +1 -7
  182. package/examples/jsm/renderers/common/nodes/Nodes.js +79 -18
  183. package/examples/jsm/renderers/webgl/WebGLBackend.js +702 -0
  184. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +207 -20
  185. package/examples/jsm/renderers/webgl/utils/WebGLAttributeUtils.js +84 -0
  186. package/examples/jsm/renderers/webgl/utils/WebGLExtensions.js +26 -0
  187. package/examples/jsm/renderers/webgl/utils/WebGLState.js +529 -0
  188. package/examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js +212 -0
  189. package/examples/jsm/renderers/webgl/utils/WebGLUtils.js +242 -0
  190. package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +340 -0
  191. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +4 -4
  192. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodes.js +14 -2
  193. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +282 -43
  194. package/examples/jsm/renderers/webgpu/WebGPURenderer.js +18 -2
  195. package/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js +93 -60
  196. package/examples/jsm/renderers/webgpu/nodes/WGSLNodeFunction.js +2 -2
  197. package/examples/jsm/renderers/webgpu/utils/WebGPUBindingUtils.js +15 -2
  198. package/examples/jsm/renderers/webgpu/utils/WebGPUPipelineUtils.js +39 -14
  199. package/examples/jsm/renderers/webgpu/utils/WebGPUTexturePassUtils.js +285 -0
  200. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +205 -284
  201. package/examples/jsm/renderers/webgpu/utils/WebGPUUtils.js +6 -5
  202. package/examples/jsm/shaders/FilmShader.js +11 -54
  203. package/examples/jsm/shaders/GammaCorrectionShader.js +1 -1
  204. package/examples/jsm/shaders/MMDToonShader.js +4 -4
  205. package/examples/jsm/shaders/OutputShader.js +2 -2
  206. package/examples/jsm/shaders/SAOShader.js +0 -13
  207. package/examples/jsm/shaders/SSAOShader.js +33 -26
  208. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +6 -6
  209. package/examples/jsm/utils/BufferGeometryUtils.js +6 -4
  210. package/package.json +1 -1
  211. package/src/Three.js +1 -2
  212. package/src/animation/AnimationUtils.js +3 -20
  213. package/src/animation/KeyframeTrack.js +8 -8
  214. package/src/audio/Audio.js +6 -0
  215. package/src/cameras/Camera.js +1 -5
  216. package/src/cameras/CubeCamera.js +14 -8
  217. package/src/constants.js +10 -1
  218. package/src/core/Object3D.js +1 -14
  219. package/src/core/RenderTarget.js +16 -7
  220. package/src/core/UniformsGroup.js +2 -2
  221. package/src/extras/core/CurvePath.js +4 -1
  222. package/src/loaders/DataTextureLoader.js +0 -2
  223. package/src/loaders/MaterialLoader.js +1 -1
  224. package/src/loaders/ObjectLoader.js +6 -0
  225. package/src/materials/Material.js +10 -10
  226. package/src/math/Color.js +1 -5
  227. package/src/math/ColorManagement.js +82 -60
  228. package/src/math/Vector2.js +2 -2
  229. package/src/math/Vector3.js +3 -3
  230. package/src/math/Vector4.js +4 -4
  231. package/src/objects/Line.js +1 -1
  232. package/src/objects/Mesh.js +1 -1
  233. package/src/objects/Points.js +1 -1
  234. package/src/objects/Sprite.js +2 -2
  235. package/src/renderers/WebGLRenderer.js +42 -51
  236. package/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +1 -1
  237. package/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js +1 -1
  238. package/src/renderers/shaders/ShaderChunk/colorspace_pars_fragment.glsl.js +35 -2
  239. package/src/renderers/shaders/ShaderChunk/common.glsl.js +0 -9
  240. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +19 -15
  241. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +2 -2
  242. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +4 -4
  243. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +3 -3
  244. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +11 -6
  245. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +4 -4
  246. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +1 -1
  247. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +16 -16
  248. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +3 -3
  249. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +11 -1
  250. package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +1 -1
  251. package/src/renderers/shaders/ShaderLib/background.glsl.js +8 -0
  252. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +1 -1
  253. package/src/renderers/shaders/UniformsUtils.js +2 -2
  254. package/src/renderers/webgl/WebGLBackground.js +9 -17
  255. package/src/renderers/webgl/WebGLLights.js +14 -3
  256. package/src/renderers/webgl/WebGLProgram.js +36 -5
  257. package/src/renderers/webgl/WebGLPrograms.js +9 -1
  258. package/src/renderers/webgl/WebGLTextures.js +19 -8
  259. package/src/renderers/webgl/WebGLUtils.js +25 -20
  260. package/src/scenes/Fog.js +1 -0
  261. package/src/scenes/FogExp2.js +1 -0
  262. package/src/textures/Source.js +2 -2
  263. package/src/textures/Texture.js +2 -2
  264. package/src/utils.js +9 -1
  265. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureMipmapUtils.js +0 -163
  266. package/src/lights/AmbientLightProbe.js +0 -21
  267. package/src/lights/HemisphereLightProbe.js +0 -30
  268. /package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/SlotNode.js +0 -0
package/build/three.cjs CHANGED
@@ -5,7 +5,7 @@
5
5
  */
6
6
  'use strict';
7
7
 
8
- const REVISION = '155';
8
+ const REVISION = '157';
9
9
 
10
10
  const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
11
11
  const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
@@ -129,6 +129,8 @@ const RGBA_ASTC_10x10_Format = 37819;
129
129
  const RGBA_ASTC_12x10_Format = 37820;
130
130
  const RGBA_ASTC_12x12_Format = 37821;
131
131
  const RGBA_BPTC_Format = 36492;
132
+ const RGB_BPTC_SIGNED_Format = 36494;
133
+ const RGB_BPTC_UNSIGNED_Format = 36495;
132
134
  const RED_RGTC1_Format = 36283;
133
135
  const SIGNED_RED_RGTC1_Format = 36284;
134
136
  const RED_GREEN_RGTC2_Format = 36285;
@@ -161,6 +163,13 @@ const NoColorSpace = '';
161
163
  const SRGBColorSpace = 'srgb';
162
164
  const LinearSRGBColorSpace = 'srgb-linear';
163
165
  const DisplayP3ColorSpace = 'display-p3';
166
+ const LinearDisplayP3ColorSpace = 'display-p3-linear';
167
+
168
+ const LinearTransfer = 'linear';
169
+ const SRGBTransfer = 'srgb';
170
+
171
+ const Rec709Primaries = 'rec709';
172
+ const P3Primaries = 'p3';
164
173
 
165
174
  const ZeroStencilOp = 0;
166
175
  const KeepStencilOp = 7680;
@@ -921,8 +930,8 @@ class Vector2 {
921
930
 
922
931
  roundToZero() {
923
932
 
924
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
925
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
933
+ this.x = Math.trunc( this.x );
934
+ this.y = Math.trunc( this.y );
926
935
 
927
936
  return this;
928
937
 
@@ -1530,6 +1539,14 @@ function createElementNS( name ) {
1530
1539
 
1531
1540
  }
1532
1541
 
1542
+ function createCanvasElement() {
1543
+
1544
+ const canvas = createElementNS( 'canvas' );
1545
+ canvas.style.display = 'block';
1546
+ return canvas;
1547
+
1548
+ }
1549
+
1533
1550
  const _cache = {};
1534
1551
 
1535
1552
  function warnOnce( message ) {
@@ -1542,18 +1559,6 @@ function warnOnce( message ) {
1542
1559
 
1543
1560
  }
1544
1561
 
1545
- function SRGBToLinear( c ) {
1546
-
1547
- return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
1548
-
1549
- }
1550
-
1551
- function LinearToSRGB( c ) {
1552
-
1553
- return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
1554
-
1555
- }
1556
-
1557
1562
  /**
1558
1563
  * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
1559
1564
  * or clipping. Based on W3C specifications for sRGB and Display P3,
@@ -1566,50 +1571,57 @@ function LinearToSRGB( c ) {
1566
1571
  * - http://www.russellcottrell.com/photo/matrixCalculator.htm
1567
1572
  */
1568
1573
 
1569
- const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().fromArray( [
1570
- 0.8224621, 0.0331941, 0.0170827,
1571
- 0.1775380, 0.9668058, 0.0723974,
1572
- - 0.0000001, 0.0000001, 0.9105199
1573
- ] );
1574
-
1575
- const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [
1576
- 1.2249401, - 0.0420569, - 0.0196376,
1577
- - 0.2249404, 1.0420571, - 0.0786361,
1578
- 0.0000001, 0.0000000, 1.0982735
1579
- ] );
1580
-
1581
- function DisplayP3ToLinearSRGB( color ) {
1582
-
1583
- // Display P3 uses the sRGB transfer functions
1584
- return color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB );
1585
-
1586
- }
1587
-
1588
- function LinearSRGBToDisplayP3( color ) {
1589
-
1590
- // Display P3 uses the sRGB transfer functions
1591
- return color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB();
1574
+ const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
1575
+ 0.8224621, 0.177538, 0.0,
1576
+ 0.0331941, 0.9668058, 0.0,
1577
+ 0.0170827, 0.0723974, 0.9105199,
1578
+ );
1592
1579
 
1593
- }
1580
+ const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
1581
+ 1.2249401, - 0.2249404, 0.0,
1582
+ - 0.0420569, 1.0420571, 0.0,
1583
+ - 0.0196376, - 0.0786361, 1.0982735
1584
+ );
1594
1585
 
1595
- // Conversions from <source> to Linear-sRGB reference space.
1596
- const TO_LINEAR = {
1597
- [ LinearSRGBColorSpace ]: ( color ) => color,
1598
- [ SRGBColorSpace ]: ( color ) => color.convertSRGBToLinear(),
1599
- [ DisplayP3ColorSpace ]: DisplayP3ToLinearSRGB,
1586
+ /**
1587
+ * Defines supported color spaces by transfer function and primaries,
1588
+ * and provides conversions to/from the Linear-sRGB reference space.
1589
+ */
1590
+ const COLOR_SPACES = {
1591
+ [ LinearSRGBColorSpace ]: {
1592
+ transfer: LinearTransfer,
1593
+ primaries: Rec709Primaries,
1594
+ toReference: ( color ) => color,
1595
+ fromReference: ( color ) => color,
1596
+ },
1597
+ [ SRGBColorSpace ]: {
1598
+ transfer: SRGBTransfer,
1599
+ primaries: Rec709Primaries,
1600
+ toReference: ( color ) => color.convertSRGBToLinear(),
1601
+ fromReference: ( color ) => color.convertLinearToSRGB(),
1602
+ },
1603
+ [ LinearDisplayP3ColorSpace ]: {
1604
+ transfer: LinearTransfer,
1605
+ primaries: P3Primaries,
1606
+ toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
1607
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
1608
+ },
1609
+ [ DisplayP3ColorSpace ]: {
1610
+ transfer: SRGBTransfer,
1611
+ primaries: P3Primaries,
1612
+ toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
1613
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
1614
+ },
1600
1615
  };
1601
1616
 
1602
- // Conversions to <target> from Linear-sRGB reference space.
1603
- const FROM_LINEAR = {
1604
- [ LinearSRGBColorSpace ]: ( color ) => color,
1605
- [ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),
1606
- [ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,
1607
- };
1617
+ const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
1608
1618
 
1609
1619
  const ColorManagement = {
1610
1620
 
1611
1621
  enabled: true,
1612
1622
 
1623
+ _workingColorSpace: LinearSRGBColorSpace,
1624
+
1613
1625
  get legacyMode() {
1614
1626
 
1615
1627
  console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );
@@ -1628,13 +1640,19 @@ const ColorManagement = {
1628
1640
 
1629
1641
  get workingColorSpace() {
1630
1642
 
1631
- return LinearSRGBColorSpace;
1643
+ return this._workingColorSpace;
1632
1644
 
1633
1645
  },
1634
1646
 
1635
1647
  set workingColorSpace( colorSpace ) {
1636
1648
 
1637
- console.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );
1649
+ if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
1650
+
1651
+ throw new Error( `Unsupported working color space, "${ colorSpace }".` );
1652
+
1653
+ }
1654
+
1655
+ this._workingColorSpace = colorSpace;
1638
1656
 
1639
1657
  },
1640
1658
 
@@ -1646,33 +1664,54 @@ const ColorManagement = {
1646
1664
 
1647
1665
  }
1648
1666
 
1649
- const sourceToLinear = TO_LINEAR[ sourceColorSpace ];
1650
- const targetFromLinear = FROM_LINEAR[ targetColorSpace ];
1667
+ const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
1668
+ const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
1651
1669
 
1652
- if ( sourceToLinear === undefined || targetFromLinear === undefined ) {
1670
+ return targetFromReference( sourceToReference( color ) );
1653
1671
 
1654
- throw new Error( `Unsupported color space conversion, "${ sourceColorSpace }" to "${ targetColorSpace }".` );
1672
+ },
1655
1673
 
1656
- }
1674
+ fromWorkingColorSpace: function ( color, targetColorSpace ) {
1657
1675
 
1658
- return targetFromLinear( sourceToLinear( color ) );
1676
+ return this.convert( color, this._workingColorSpace, targetColorSpace );
1659
1677
 
1660
1678
  },
1661
1679
 
1662
- fromWorkingColorSpace: function ( color, targetColorSpace ) {
1680
+ toWorkingColorSpace: function ( color, sourceColorSpace ) {
1663
1681
 
1664
- return this.convert( color, this.workingColorSpace, targetColorSpace );
1682
+ return this.convert( color, sourceColorSpace, this._workingColorSpace );
1665
1683
 
1666
1684
  },
1667
1685
 
1668
- toWorkingColorSpace: function ( color, sourceColorSpace ) {
1686
+ getPrimaries: function ( colorSpace ) {
1669
1687
 
1670
- return this.convert( color, sourceColorSpace, this.workingColorSpace );
1688
+ return COLOR_SPACES[ colorSpace ].primaries;
1689
+
1690
+ },
1691
+
1692
+ getTransfer: function ( colorSpace ) {
1693
+
1694
+ if ( colorSpace === NoColorSpace ) return LinearTransfer;
1695
+
1696
+ return COLOR_SPACES[ colorSpace ].transfer;
1671
1697
 
1672
1698
  },
1673
1699
 
1674
1700
  };
1675
1701
 
1702
+
1703
+ function SRGBToLinear( c ) {
1704
+
1705
+ return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
1706
+
1707
+ }
1708
+
1709
+ function LinearToSRGB( c ) {
1710
+
1711
+ return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
1712
+
1713
+ }
1714
+
1676
1715
  let _canvas;
1677
1716
 
1678
1717
  class ImageUtils {
@@ -1798,7 +1837,7 @@ class ImageUtils {
1798
1837
 
1799
1838
  }
1800
1839
 
1801
- let sourceId = 0;
1840
+ let _sourceId = 0;
1802
1841
 
1803
1842
  class Source {
1804
1843
 
@@ -1806,7 +1845,7 @@ class Source {
1806
1845
 
1807
1846
  this.isSource = true;
1808
1847
 
1809
- Object.defineProperty( this, 'id', { value: sourceId ++ } );
1848
+ Object.defineProperty( this, 'id', { value: _sourceId ++ } );
1810
1849
 
1811
1850
  this.uuid = generateUUID();
1812
1851
 
@@ -1921,7 +1960,7 @@ function serializeImage( image ) {
1921
1960
 
1922
1961
  }
1923
1962
 
1924
- let textureId = 0;
1963
+ let _textureId = 0;
1925
1964
 
1926
1965
  class Texture extends EventDispatcher {
1927
1966
 
@@ -1931,7 +1970,7 @@ class Texture extends EventDispatcher {
1931
1970
 
1932
1971
  this.isTexture = true;
1933
1972
 
1934
- Object.defineProperty( this, 'id', { value: textureId ++ } );
1973
+ Object.defineProperty( this, 'id', { value: _textureId ++ } );
1935
1974
 
1936
1975
  this.uuid = generateUUID();
1937
1976
 
@@ -2741,10 +2780,10 @@ class Vector4 {
2741
2780
 
2742
2781
  roundToZero() {
2743
2782
 
2744
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
2745
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
2746
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
2747
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
2783
+ this.x = Math.trunc( this.x );
2784
+ this.y = Math.trunc( this.y );
2785
+ this.z = Math.trunc( this.z );
2786
+ this.w = Math.trunc( this.w );
2748
2787
 
2749
2788
  return this;
2750
2789
 
@@ -2912,20 +2951,29 @@ class RenderTarget extends EventDispatcher {
2912
2951
 
2913
2952
  }
2914
2953
 
2954
+ options = Object.assign( {
2955
+ generateMipmaps: false,
2956
+ internalFormat: null,
2957
+ minFilter: LinearFilter,
2958
+ depthBuffer: true,
2959
+ stencilBuffer: false,
2960
+ depthTexture: null,
2961
+ samples: 0
2962
+ }, options );
2963
+
2915
2964
  this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
2916
2965
  this.texture.isRenderTargetTexture = true;
2917
2966
 
2918
2967
  this.texture.flipY = false;
2919
- this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
2920
- this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
2921
- this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
2968
+ this.texture.generateMipmaps = options.generateMipmaps;
2969
+ this.texture.internalFormat = options.internalFormat;
2922
2970
 
2923
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
2924
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
2971
+ this.depthBuffer = options.depthBuffer;
2972
+ this.stencilBuffer = options.stencilBuffer;
2925
2973
 
2926
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
2974
+ this.depthTexture = options.depthTexture;
2927
2975
 
2928
- this.samples = options.samples !== undefined ? options.samples : 0;
2976
+ this.samples = options.samples;
2929
2977
 
2930
2978
  }
2931
2979
 
@@ -4252,9 +4300,9 @@ class Vector3 {
4252
4300
 
4253
4301
  roundToZero() {
4254
4302
 
4255
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
4256
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
4257
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
4303
+ this.x = Math.trunc( this.x );
4304
+ this.y = Math.trunc( this.y );
4305
+ this.z = Math.trunc( this.z );
4258
4306
 
4259
4307
  return this;
4260
4308
 
@@ -7484,20 +7532,7 @@ class Object3D extends EventDispatcher {
7484
7532
 
7485
7533
  clear() {
7486
7534
 
7487
- for ( let i = 0; i < this.children.length; i ++ ) {
7488
-
7489
- const object = this.children[ i ];
7490
-
7491
- object.parent = null;
7492
-
7493
- object.dispatchEvent( _removedEvent );
7494
-
7495
- }
7496
-
7497
- this.children.length = 0;
7498
-
7499
- return this;
7500
-
7535
+ return this.remove( ... this.children );
7501
7536
 
7502
7537
  }
7503
7538
 
@@ -8388,7 +8423,7 @@ class Triangle {
8388
8423
 
8389
8424
  }
8390
8425
 
8391
- let materialId = 0;
8426
+ let _materialId = 0;
8392
8427
 
8393
8428
  class Material extends EventDispatcher {
8394
8429
 
@@ -8398,7 +8433,7 @@ class Material extends EventDispatcher {
8398
8433
 
8399
8434
  this.isMaterial = true;
8400
8435
 
8401
- Object.defineProperty( this, 'id', { value: materialId ++ } );
8436
+ Object.defineProperty( this, 'id', { value: _materialId ++ } );
8402
8437
 
8403
8438
  this.uuid = generateUUID();
8404
8439
 
@@ -8706,10 +8741,10 @@ class Material extends EventDispatcher {
8706
8741
 
8707
8742
  if ( this.blending !== NormalBlending ) data.blending = this.blending;
8708
8743
  if ( this.side !== FrontSide ) data.side = this.side;
8709
- if ( this.vertexColors ) data.vertexColors = true;
8744
+ if ( this.vertexColors === true ) data.vertexColors = true;
8710
8745
 
8711
8746
  if ( this.opacity < 1 ) data.opacity = this.opacity;
8712
- if ( this.transparent === true ) data.transparent = this.transparent;
8747
+ if ( this.transparent === true ) data.transparent = true;
8713
8748
 
8714
8749
  data.depthFunc = this.depthFunc;
8715
8750
  data.depthTest = this.depthTest;
@@ -8740,17 +8775,17 @@ class Material extends EventDispatcher {
8740
8775
  if ( this.dithering === true ) data.dithering = true;
8741
8776
 
8742
8777
  if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
8743
- if ( this.alphaHash === true ) data.alphaHash = this.alphaHash;
8744
- if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;
8745
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
8746
- if ( this.forceSinglePass === true ) data.forceSinglePass = this.forceSinglePass;
8778
+ if ( this.alphaHash === true ) data.alphaHash = true;
8779
+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
8780
+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
8781
+ if ( this.forceSinglePass === true ) data.forceSinglePass = true;
8747
8782
 
8748
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
8783
+ if ( this.wireframe === true ) data.wireframe = true;
8749
8784
  if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
8750
8785
  if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
8751
8786
  if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
8752
8787
 
8753
- if ( this.flatShading === true ) data.flatShading = this.flatShading;
8788
+ if ( this.flatShading === true ) data.flatShading = true;
8754
8789
 
8755
8790
  if ( this.visible === false ) data.visible = false;
8756
8791
 
@@ -9331,11 +9366,7 @@ class Color {
9331
9366
 
9332
9367
  this.getHSL( _hslA );
9333
9368
 
9334
- _hslA.h += h; _hslA.s += s; _hslA.l += l;
9335
-
9336
- this.setHSL( _hslA.h, _hslA.s, _hslA.l );
9337
-
9338
- return this;
9369
+ return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
9339
9370
 
9340
9371
  }
9341
9372
 
@@ -10367,7 +10398,7 @@ class Float64BufferAttribute extends BufferAttribute {
10367
10398
 
10368
10399
  }
10369
10400
 
10370
- let _id$1 = 0;
10401
+ let _id$2 = 0;
10371
10402
 
10372
10403
  const _m1 = /*@__PURE__*/ new Matrix4();
10373
10404
  const _obj = /*@__PURE__*/ new Object3D();
@@ -10384,7 +10415,7 @@ class BufferGeometry extends EventDispatcher {
10384
10415
 
10385
10416
  this.isBufferGeometry = true;
10386
10417
 
10387
- Object.defineProperty( this, 'id', { value: _id$1 ++ } );
10418
+ Object.defineProperty( this, 'id', { value: _id$2 ++ } );
10388
10419
 
10389
10420
  this.uuid = generateUUID();
10390
10421
 
@@ -11489,7 +11520,7 @@ class Mesh extends Object3D {
11489
11520
 
11490
11521
  }
11491
11522
 
11492
- this.material = source.material;
11523
+ this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
11493
11524
  this.geometry = source.geometry;
11494
11525
 
11495
11526
  return this;
@@ -12118,7 +12149,7 @@ function getUnlitUniformColorSpace( renderer ) {
12118
12149
 
12119
12150
  }
12120
12151
 
12121
- return LinearSRGBColorSpace;
12152
+ return ColorManagement.workingColorSpace;
12122
12153
 
12123
12154
  }
12124
12155
 
@@ -12346,11 +12377,7 @@ class Camera extends Object3D {
12346
12377
 
12347
12378
  getWorldDirection( target ) {
12348
12379
 
12349
- this.updateWorldMatrix( true, false );
12350
-
12351
- const e = this.matrixWorld.elements;
12352
-
12353
- return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
12380
+ return super.getWorldDirection( target ).negate();
12354
12381
 
12355
12382
  }
12356
12383
 
@@ -12620,6 +12647,7 @@ class CubeCamera extends Object3D {
12620
12647
 
12621
12648
  this.renderTarget = renderTarget;
12622
12649
  this.coordinateSystem = null;
12650
+ this.activeMipmapLevel = 0;
12623
12651
 
12624
12652
  const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
12625
12653
  cameraPX.layers = this.layers;
@@ -12717,7 +12745,7 @@ class CubeCamera extends Object3D {
12717
12745
 
12718
12746
  if ( this.parent === null ) this.updateMatrixWorld();
12719
12747
 
12720
- const renderTarget = this.renderTarget;
12748
+ const { renderTarget, activeMipmapLevel } = this;
12721
12749
 
12722
12750
  if ( this.coordinateSystem !== renderer.coordinateSystem ) {
12723
12751
 
@@ -12730,6 +12758,8 @@ class CubeCamera extends Object3D {
12730
12758
  const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
12731
12759
 
12732
12760
  const currentRenderTarget = renderer.getRenderTarget();
12761
+ const currentActiveCubeFace = renderer.getActiveCubeFace();
12762
+ const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
12733
12763
 
12734
12764
  const currentXrEnabled = renderer.xr.enabled;
12735
12765
 
@@ -12739,27 +12769,30 @@ class CubeCamera extends Object3D {
12739
12769
 
12740
12770
  renderTarget.texture.generateMipmaps = false;
12741
12771
 
12742
- renderer.setRenderTarget( renderTarget, 0 );
12772
+ renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
12743
12773
  renderer.render( scene, cameraPX );
12744
12774
 
12745
- renderer.setRenderTarget( renderTarget, 1 );
12775
+ renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
12746
12776
  renderer.render( scene, cameraNX );
12747
12777
 
12748
- renderer.setRenderTarget( renderTarget, 2 );
12778
+ renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
12749
12779
  renderer.render( scene, cameraPY );
12750
12780
 
12751
- renderer.setRenderTarget( renderTarget, 3 );
12781
+ renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
12752
12782
  renderer.render( scene, cameraNY );
12753
12783
 
12754
- renderer.setRenderTarget( renderTarget, 4 );
12784
+ renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
12755
12785
  renderer.render( scene, cameraPZ );
12756
12786
 
12787
+ // mipmaps are generated during the last call of render()
12788
+ // at this point, all sides of the cube render target are defined
12789
+
12757
12790
  renderTarget.texture.generateMipmaps = generateMipmaps;
12758
12791
 
12759
- renderer.setRenderTarget( renderTarget, 5 );
12792
+ renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
12760
12793
  renderer.render( scene, cameraNZ );
12761
12794
 
12762
- renderer.setRenderTarget( currentRenderTarget );
12795
+ renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
12763
12796
 
12764
12797
  renderer.xr.enabled = currentXrEnabled;
12765
12798
 
@@ -13673,7 +13706,7 @@ var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTes
13673
13706
 
13674
13707
  var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
13675
13708
 
13676
- var 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_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
13709
+ var 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_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";
13677
13710
 
13678
13711
  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
13679
13712
 
@@ -13703,7 +13736,7 @@ var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\
13703
13736
 
13704
13737
  var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
13705
13738
 
13706
- var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\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}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\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";
13739
+ var 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}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\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";
13707
13740
 
13708
13741
  var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
13709
13742
 
@@ -13719,7 +13752,7 @@ var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emi
13719
13752
 
13720
13753
  var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
13721
13754
 
13722
- var colorspace_pars_fragment = "vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";
13755
+ var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\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}\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn sRGBTransferOETF( value );\n}";
13723
13756
 
13724
13757
  var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
13725
13758
 
@@ -13747,29 +13780,29 @@ var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;
13747
13780
 
13748
13781
  var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
13749
13782
 
13750
- var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
13783
+ var 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";
13751
13784
 
13752
- var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
13785
+ var 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\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, 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";
13753
13786
 
13754
13787
  var 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, 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, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\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";
13755
13788
 
13756
13789
  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
13757
13790
 
13758
- var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";
13791
+ var 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";
13759
13792
 
13760
13793
  var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
13761
13794
 
13762
- var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
13795
+ var 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";
13763
13796
 
13764
- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef 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 = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, 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_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, 0.07, 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\tanisotropyV /= material.anisotropy;\n\tmaterial.anisotropy = saturate( material.anisotropy );\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";
13797
+ var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - 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 = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, 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_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, 0.07, 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\tanisotropyV /= material.anisotropy;\n\tmaterial.anisotropy = saturate( material.anisotropy );\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";
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- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\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 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = 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 saturate(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.specularColor;\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 * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\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 a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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+ var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\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 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = 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 saturate(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.specularColor;\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 * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\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 a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in 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.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in 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\tclearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\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\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in 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\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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13768
- var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
13801
+ var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal;\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.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, 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.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.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";
13769
13802
 
13770
- var 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( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometry.viewDir, geometry.normal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
13803
+ var 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";
13771
13804
 
13772
- var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
13805
+ var 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";
13773
13806
 
13774
13807
  var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
13775
13808
 
@@ -13779,7 +13812,7 @@ var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_
13779
13812
 
13780
13813
  var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
13781
13814
 
13782
- var map_fragment = "#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, vMapUv );\n#endif";
13815
+ var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";
13783
13816
 
13784
13817
  var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
13785
13818
 
@@ -13799,7 +13832,7 @@ var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTar
13799
13832
 
13800
13833
  var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";
13801
13834
 
13802
- 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#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 geometryNormal = normal;";
13835
+ 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#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;";
13803
13836
 
13804
13837
  var 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";
13805
13838
 
@@ -13811,7 +13844,7 @@ var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNorm
13811
13844
 
13812
13845
  var 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";
13813
13846
 
13814
- var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
13847
+ var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
13815
13848
 
13816
13849
  var 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";
13817
13850
 
@@ -13873,7 +13906,7 @@ var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defin
13873
13906
 
13874
13907
  const vertex$h = "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}";
13875
13908
 
13876
- const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
13909
+ const fragment$h = "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}";
13877
13910
 
13878
13911
  const vertex$g = "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}";
13879
13912
 
@@ -13921,7 +13954,7 @@ const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;
13921
13954
 
13922
13955
  const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\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 <morphcolor_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}";
13923
13956
 
13924
- const fragment$5 = "#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_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 <packing>\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\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <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\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * 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}";
13957
+ const fragment$5 = "#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_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 <packing>\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\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <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\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\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 ) + clearcoatSpecular * 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}";
13925
13958
 
13926
13959
  const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\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 <morphcolor_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}";
13927
13960
 
@@ -14693,24 +14726,15 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
14693
14726
 
14694
14727
  }
14695
14728
 
14696
- const xr = renderer.xr;
14697
- const environmentBlendMode = xr.getEnvironmentBlendMode();
14729
+ const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
14698
14730
 
14699
- switch ( environmentBlendMode ) {
14731
+ if ( environmentBlendMode === 'additive' ) {
14700
14732
 
14701
- case 'opaque':
14702
- forceClear = true;
14703
- break;
14733
+ state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );
14704
14734
 
14705
- case 'additive':
14706
- state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );
14707
- forceClear = true;
14708
- break;
14735
+ } else if ( environmentBlendMode === 'alpha-blend' ) {
14709
14736
 
14710
- case 'alpha-blend':
14711
- state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );
14712
- forceClear = true;
14713
- break;
14737
+ state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );
14714
14738
 
14715
14739
  }
14716
14740
 
@@ -14766,7 +14790,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
14766
14790
  boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
14767
14791
  boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
14768
14792
  boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
14769
- boxMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;
14793
+ boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
14770
14794
 
14771
14795
  if ( currentBackground !== background ||
14772
14796
  currentBackgroundVersion !== background.version ||
@@ -14822,7 +14846,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
14822
14846
 
14823
14847
  planeMesh.material.uniforms.t2D.value = background;
14824
14848
  planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
14825
- planeMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;
14849
+ planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
14826
14850
 
14827
14851
  if ( background.matrixAutoUpdate === true ) {
14828
14852
 
@@ -19086,15 +19110,38 @@ function handleSource( string, errorLine ) {
19086
19110
 
19087
19111
  function getEncodingComponents( colorSpace ) {
19088
19112
 
19113
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
19114
+ const encodingPrimaries = ColorManagement.getPrimaries( colorSpace );
19115
+
19116
+ let gamutMapping;
19117
+
19118
+ if ( workingPrimaries === encodingPrimaries ) {
19119
+
19120
+ gamutMapping = '';
19121
+
19122
+ } else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {
19123
+
19124
+ gamutMapping = 'LinearDisplayP3ToLinearSRGB';
19125
+
19126
+ } else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {
19127
+
19128
+ gamutMapping = 'LinearSRGBToLinearDisplayP3';
19129
+
19130
+ }
19131
+
19089
19132
  switch ( colorSpace ) {
19090
19133
 
19091
19134
  case LinearSRGBColorSpace:
19092
- return [ 'Linear', '( value )' ];
19135
+ case LinearDisplayP3ColorSpace:
19136
+ return [ gamutMapping, 'LinearTransferOETF' ];
19137
+
19093
19138
  case SRGBColorSpace:
19094
- return [ 'sRGB', '( value )' ];
19139
+ case DisplayP3ColorSpace:
19140
+ return [ gamutMapping, 'sRGBTransferOETF' ];
19141
+
19095
19142
  default:
19096
19143
  console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );
19097
- return [ 'Linear', '( value )' ];
19144
+ return [ gamutMapping, 'LinearTransferOETF' ];
19098
19145
 
19099
19146
  }
19100
19147
 
@@ -19127,7 +19174,7 @@ function getShaderErrors( gl, shader, type ) {
19127
19174
  function getTexelEncodingFunction( functionName, colorSpace ) {
19128
19175
 
19129
19176
  const components = getEncodingComponents( colorSpace );
19130
- return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
19177
+ return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;
19131
19178
 
19132
19179
  }
19133
19180
 
@@ -19554,6 +19601,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19554
19601
  parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
19555
19602
  parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
19556
19603
 
19604
+ parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
19557
19605
  parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
19558
19606
 
19559
19607
  parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
@@ -19641,6 +19689,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19641
19689
 
19642
19690
  parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
19643
19691
 
19692
+ parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
19693
+
19644
19694
  parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
19645
19695
 
19646
19696
  parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
@@ -19823,8 +19873,12 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19823
19873
 
19824
19874
  parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
19825
19875
 
19876
+ parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
19877
+
19826
19878
  parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
19827
19879
 
19880
+ parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
19881
+
19828
19882
  parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
19829
19883
  ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
19830
19884
 
@@ -20059,7 +20113,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
20059
20113
 
20060
20114
  }
20061
20115
 
20062
- let _id = 0;
20116
+ let _id$1 = 0;
20063
20117
 
20064
20118
  class WebGLShaderCache {
20065
20119
 
@@ -20173,7 +20227,7 @@ class WebGLShaderStage {
20173
20227
 
20174
20228
  constructor( code ) {
20175
20229
 
20176
- this.id = _id ++;
20230
+ this.id = _id$1 ++;
20177
20231
 
20178
20232
  this.code = code;
20179
20233
  this.usedTimes = 0;
@@ -20501,6 +20555,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20501
20555
  numSpotLightShadows: lights.spotShadowMap.length,
20502
20556
  numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
20503
20557
 
20558
+ numLightProbes: lights.numLightProbes,
20559
+
20504
20560
  numClippingPlanes: clipping.numPlanes,
20505
20561
  numClipIntersection: clipping.numIntersection,
20506
20562
 
@@ -20512,6 +20568,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20512
20568
  toneMapping: toneMapping,
20513
20569
  useLegacyLights: renderer._useLegacyLights,
20514
20570
 
20571
+ decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
20572
+
20515
20573
  premultipliedAlpha: material.premultipliedAlpha,
20516
20574
 
20517
20575
  doubleSided: material.side === DoubleSide,
@@ -20623,6 +20681,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20623
20681
  array.push( parameters.numPointLightShadows );
20624
20682
  array.push( parameters.numSpotLightShadows );
20625
20683
  array.push( parameters.numSpotLightShadowsWithMaps );
20684
+ array.push( parameters.numLightProbes );
20626
20685
  array.push( parameters.shadowMapType );
20627
20686
  array.push( parameters.toneMapping );
20628
20687
  array.push( parameters.numClippingPlanes );
@@ -20713,6 +20772,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20713
20772
  _programLayers.enable( 17 );
20714
20773
  if ( parameters.pointsUvs )
20715
20774
  _programLayers.enable( 18 );
20775
+ if ( parameters.decodeVideoTexture )
20776
+ _programLayers.enable( 19 );
20716
20777
 
20717
20778
  array.push( _programLayers.mask );
20718
20779
 
@@ -21259,7 +21320,9 @@ function WebGLLights( extensions, capabilities ) {
21259
21320
  numDirectionalShadows: - 1,
21260
21321
  numPointShadows: - 1,
21261
21322
  numSpotShadows: - 1,
21262
- numSpotMaps: - 1
21323
+ numSpotMaps: - 1,
21324
+
21325
+ numLightProbes: - 1
21263
21326
  },
21264
21327
 
21265
21328
  ambient: [ 0, 0, 0 ],
@@ -21281,7 +21344,8 @@ function WebGLLights( extensions, capabilities ) {
21281
21344
  pointShadowMap: [],
21282
21345
  pointShadowMatrix: [],
21283
21346
  hemi: [],
21284
- numSpotLightShadowsWithMaps: 0
21347
+ numSpotLightShadowsWithMaps: 0,
21348
+ numLightProbes: 0
21285
21349
 
21286
21350
  };
21287
21351
 
@@ -21309,6 +21373,8 @@ function WebGLLights( extensions, capabilities ) {
21309
21373
  let numSpotMaps = 0;
21310
21374
  let numSpotShadowsWithMaps = 0;
21311
21375
 
21376
+ let numLightProbes = 0;
21377
+
21312
21378
  // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
21313
21379
  lights.sort( shadowCastingAndTexturingLightsFirst );
21314
21380
 
@@ -21339,6 +21405,8 @@ function WebGLLights( extensions, capabilities ) {
21339
21405
 
21340
21406
  }
21341
21407
 
21408
+ numLightProbes ++;
21409
+
21342
21410
  } else if ( light.isDirectionalLight ) {
21343
21411
 
21344
21412
  const uniforms = cache.get( light );
@@ -21526,7 +21594,8 @@ function WebGLLights( extensions, capabilities ) {
21526
21594
  hash.numDirectionalShadows !== numDirectionalShadows ||
21527
21595
  hash.numPointShadows !== numPointShadows ||
21528
21596
  hash.numSpotShadows !== numSpotShadows ||
21529
- hash.numSpotMaps !== numSpotMaps ) {
21597
+ hash.numSpotMaps !== numSpotMaps ||
21598
+ hash.numLightProbes !== numLightProbes ) {
21530
21599
 
21531
21600
  state.directional.length = directionalLength;
21532
21601
  state.spot.length = spotLength;
@@ -21545,6 +21614,7 @@ function WebGLLights( extensions, capabilities ) {
21545
21614
  state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
21546
21615
  state.spotLightMap.length = numSpotMaps;
21547
21616
  state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
21617
+ state.numLightProbes = numLightProbes;
21548
21618
 
21549
21619
  hash.directionalLength = directionalLength;
21550
21620
  hash.pointLength = pointLength;
@@ -21557,6 +21627,8 @@ function WebGLLights( extensions, capabilities ) {
21557
21627
  hash.numSpotShadows = numSpotShadows;
21558
21628
  hash.numSpotMaps = numSpotMaps;
21559
21629
 
21630
+ hash.numLightProbes = numLightProbes;
21631
+
21560
21632
  state.version = nextVersion ++;
21561
21633
 
21562
21634
  }
@@ -23703,9 +23775,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
23703
23775
 
23704
23776
  if ( glFormat === _gl.RGBA ) {
23705
23777
 
23778
+ const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
23779
+
23706
23780
  if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
23707
23781
  if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
23708
- if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
23782
+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
23709
23783
  if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
23710
23784
  if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
23711
23785
 
@@ -24260,10 +24334,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24260
24334
 
24261
24335
  state.activeTexture( _gl.TEXTURE0 + slot );
24262
24336
 
24337
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
24338
+ const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
24339
+ const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
24340
+
24263
24341
  _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
24264
24342
  _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
24265
24343
  _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
24266
- _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
24344
+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
24267
24345
 
24268
24346
  const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
24269
24347
  let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
@@ -24273,7 +24351,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24273
24351
  glFormat = utils.convert( texture.format, texture.colorSpace );
24274
24352
 
24275
24353
  let glType = utils.convert( texture.type ),
24276
- glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
24354
+ glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
24277
24355
 
24278
24356
  setTextureParameters( textureType, texture, supportsMips );
24279
24357
 
@@ -24674,10 +24752,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24674
24752
 
24675
24753
  state.activeTexture( _gl.TEXTURE0 + slot );
24676
24754
 
24755
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
24756
+ const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
24757
+ const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
24758
+
24677
24759
  _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
24678
24760
  _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
24679
24761
  _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
24680
- _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
24762
+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
24681
24763
 
24682
24764
  const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
24683
24765
  const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
@@ -24917,7 +24999,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24917
24999
 
24918
25000
  if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
24919
25001
 
24920
- let glInternalFormat = _gl.DEPTH_COMPONENT16;
25002
+ let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;
24921
25003
 
24922
25004
  if ( isMultisample || useMultisampledRTT( renderTarget ) ) {
24923
25005
 
@@ -25552,13 +25634,13 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
25552
25634
  const format = texture.format;
25553
25635
  const type = texture.type;
25554
25636
 
25555
- if ( texture.isCompressedTexture === true || texture.format === _SRGBAFormat ) return image;
25637
+ if ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;
25556
25638
 
25557
25639
  if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {
25558
25640
 
25559
25641
  // sRGB
25560
25642
 
25561
- if ( colorSpace === SRGBColorSpace ) {
25643
+ if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
25562
25644
 
25563
25645
  if ( isWebGL2 === false ) {
25564
25646
 
@@ -25632,6 +25714,8 @@ function WebGLUtils( gl, extensions, capabilities ) {
25632
25714
 
25633
25715
  let extension;
25634
25716
 
25717
+ const transfer = ColorManagement.getTransfer( colorSpace );
25718
+
25635
25719
  if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
25636
25720
  if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
25637
25721
  if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
@@ -25698,7 +25782,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
25698
25782
 
25699
25783
  if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
25700
25784
 
25701
- if ( colorSpace === SRGBColorSpace ) {
25785
+ if ( transfer === SRGBTransfer ) {
25702
25786
 
25703
25787
  extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
25704
25788
 
@@ -25783,8 +25867,8 @@ function WebGLUtils( gl, extensions, capabilities ) {
25783
25867
 
25784
25868
  if ( extension !== null ) {
25785
25869
 
25786
- if ( p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
25787
- if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
25870
+ if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
25871
+ if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
25788
25872
 
25789
25873
  } else {
25790
25874
 
@@ -25806,20 +25890,20 @@ function WebGLUtils( gl, extensions, capabilities ) {
25806
25890
 
25807
25891
  if ( extension !== null ) {
25808
25892
 
25809
- if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
25810
- if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
25811
- if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
25812
- if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
25813
- if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
25814
- if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
25815
- if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
25816
- if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
25817
- if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
25818
- if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
25819
- if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
25820
- if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
25821
- if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
25822
- if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
25893
+ if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
25894
+ if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
25895
+ if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
25896
+ if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
25897
+ if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
25898
+ if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
25899
+ if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
25900
+ if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
25901
+ if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
25902
+ if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
25903
+ if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
25904
+ if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
25905
+ if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
25906
+ if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
25823
25907
 
25824
25908
  } else {
25825
25909
 
@@ -25831,13 +25915,15 @@ function WebGLUtils( gl, extensions, capabilities ) {
25831
25915
 
25832
25916
  // BPTC
25833
25917
 
25834
- if ( p === RGBA_BPTC_Format ) {
25918
+ if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {
25835
25919
 
25836
25920
  extension = extensions.get( 'EXT_texture_compression_bptc' );
25837
25921
 
25838
25922
  if ( extension !== null ) {
25839
25923
 
25840
- if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
25924
+ if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
25925
+ if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
25926
+ if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
25841
25927
 
25842
25928
  } else {
25843
25929
 
@@ -28625,14 +28711,6 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
28625
28711
 
28626
28712
  }
28627
28713
 
28628
- function createCanvasElement() {
28629
-
28630
- const canvas = createElementNS( 'canvas' );
28631
- canvas.style.display = 'block';
28632
- return canvas;
28633
-
28634
- }
28635
-
28636
28714
  class WebGLRenderer {
28637
28715
 
28638
28716
  constructor( parameters = {} ) {
@@ -28713,7 +28791,7 @@ class WebGLRenderer {
28713
28791
 
28714
28792
  // physically based shading
28715
28793
 
28716
- this.outputColorSpace = SRGBColorSpace;
28794
+ this._outputColorSpace = SRGBColorSpace;
28717
28795
 
28718
28796
  // physical lights
28719
28797
 
@@ -30363,48 +30441,28 @@ class WebGLRenderer {
30363
30441
 
30364
30442
  if ( refreshProgram || _currentCamera !== camera ) {
30365
30443
 
30366
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
30367
-
30368
- if ( capabilities.logarithmicDepthBuffer ) {
30444
+ // common camera uniforms
30369
30445
 
30370
- p_uniforms.setValue( _gl, 'logDepthBufFC',
30371
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
30372
-
30373
- }
30374
-
30375
- if ( _currentCamera !== camera ) {
30446
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
30447
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
30376
30448
 
30377
- _currentCamera = camera;
30449
+ const uCamPos = p_uniforms.map.cameraPosition;
30378
30450
 
30379
- // lighting uniforms depend on the camera so enforce an update
30380
- // now, in case this material supports lights - or later, when
30381
- // the next material that does gets activated:
30451
+ if ( uCamPos !== undefined ) {
30382
30452
 
30383
- refreshMaterial = true; // set to true on material change
30384
- refreshLights = true; // remains set until update done
30453
+ uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
30385
30454
 
30386
30455
  }
30387
30456
 
30388
- // load material specific uniforms
30389
- // (shader material also gets them for the sake of genericity)
30390
-
30391
- if ( material.isShaderMaterial ||
30392
- material.isMeshPhongMaterial ||
30393
- material.isMeshToonMaterial ||
30394
- material.isMeshStandardMaterial ||
30395
- material.envMap ) {
30396
-
30397
- const uCamPos = p_uniforms.map.cameraPosition;
30398
-
30399
- if ( uCamPos !== undefined ) {
30400
-
30401
- uCamPos.setValue( _gl,
30402
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
30457
+ if ( capabilities.logarithmicDepthBuffer ) {
30403
30458
 
30404
- }
30459
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
30460
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
30405
30461
 
30406
30462
  }
30407
30463
 
30464
+ // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
30465
+
30408
30466
  if ( material.isMeshPhongMaterial ||
30409
30467
  material.isMeshToonMaterial ||
30410
30468
  material.isMeshLambertMaterial ||
@@ -30416,16 +30474,16 @@ class WebGLRenderer {
30416
30474
 
30417
30475
  }
30418
30476
 
30419
- if ( material.isMeshPhongMaterial ||
30420
- material.isMeshToonMaterial ||
30421
- material.isMeshLambertMaterial ||
30422
- material.isMeshBasicMaterial ||
30423
- material.isMeshStandardMaterial ||
30424
- material.isShaderMaterial ||
30425
- material.isShadowMaterial ||
30426
- object.isSkinnedMesh ) {
30477
+ if ( _currentCamera !== camera ) {
30427
30478
 
30428
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
30479
+ _currentCamera = camera;
30480
+
30481
+ // lighting uniforms depend on the camera so enforce an update
30482
+ // now, in case this material supports lights - or later, when
30483
+ // the next material that does gets activated:
30484
+
30485
+ refreshMaterial = true; // set to true on material change
30486
+ refreshLights = true; // remains set until update done
30429
30487
 
30430
30488
  }
30431
30489
 
@@ -31041,6 +31099,22 @@ class WebGLRenderer {
31041
31099
 
31042
31100
  }
31043
31101
 
31102
+ get outputColorSpace() {
31103
+
31104
+ return this._outputColorSpace;
31105
+
31106
+ }
31107
+
31108
+ set outputColorSpace( colorSpace ) {
31109
+
31110
+ this._outputColorSpace = colorSpace;
31111
+
31112
+ const gl = this.getContext();
31113
+ gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
31114
+ gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
31115
+
31116
+ }
31117
+
31044
31118
  get physicallyCorrectLights() { // @deprecated, r150
31045
31119
 
31046
31120
  console.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );
@@ -31112,6 +31186,7 @@ class FogExp2 {
31112
31186
 
31113
31187
  return {
31114
31188
  type: 'FogExp2',
31189
+ name: this.name,
31115
31190
  color: this.color.getHex(),
31116
31191
  density: this.density
31117
31192
  };
@@ -31145,6 +31220,7 @@ class Fog {
31145
31220
 
31146
31221
  return {
31147
31222
  type: 'Fog',
31223
+ name: this.name,
31148
31224
  color: this.color.getHex(),
31149
31225
  near: this.near,
31150
31226
  far: this.far
@@ -31750,7 +31826,7 @@ const _uvC = /*@__PURE__*/ new Vector2();
31750
31826
 
31751
31827
  class Sprite extends Object3D {
31752
31828
 
31753
- constructor( material ) {
31829
+ constructor( material = new SpriteMaterial() ) {
31754
31830
 
31755
31831
  super();
31756
31832
 
@@ -31778,7 +31854,7 @@ class Sprite extends Object3D {
31778
31854
  }
31779
31855
 
31780
31856
  this.geometry = _geometry;
31781
- this.material = ( material !== undefined ) ? material : new SpriteMaterial();
31857
+ this.material = material;
31782
31858
 
31783
31859
  this.center = new Vector2( 0.5, 0.5 );
31784
31860
 
@@ -32982,7 +33058,7 @@ class Line extends Object3D {
32982
33058
 
32983
33059
  super.copy( source, recursive );
32984
33060
 
32985
- this.material = source.material;
33061
+ this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
32986
33062
  this.geometry = source.geometry;
32987
33063
 
32988
33064
  return this;
@@ -33303,7 +33379,7 @@ class Points extends Object3D {
33303
33379
 
33304
33380
  super.copy( source, recursive );
33305
33381
 
33306
- this.material = source.material;
33382
+ this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
33307
33383
  this.geometry = source.geometry;
33308
33384
 
33309
33385
  return this;
@@ -35072,10 +35148,13 @@ class CurvePath extends Curve {
35072
35148
 
35073
35149
  if ( ! startPoint.equals( endPoint ) ) {
35074
35150
 
35075
- this.curves.push( new LineCurve( endPoint, startPoint ) );
35151
+ const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
35152
+ this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
35076
35153
 
35077
35154
  }
35078
35155
 
35156
+ return this;
35157
+
35079
35158
  }
35080
35159
 
35081
35160
  // To get accurate point with reference to
@@ -40431,21 +40510,6 @@ class LineDashedMaterial extends LineBasicMaterial {
40431
40510
 
40432
40511
  }
40433
40512
 
40434
- // same as Array.prototype.slice, but also works on typed arrays
40435
- function arraySlice( array, from, to ) {
40436
-
40437
- if ( isTypedArray( array ) ) {
40438
-
40439
- // in ios9 array.subarray(from, undefined) will return empty array
40440
- // but array.subarray(from) or array.subarray(from, len) is correct
40441
- return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
40442
-
40443
- }
40444
-
40445
- return array.slice( from, to );
40446
-
40447
- }
40448
-
40449
40513
  // converts an array to a specific type
40450
40514
  function convertArray( array, type, forceClone ) {
40451
40515
 
@@ -40709,14 +40773,14 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
40709
40773
  // Reference frame is earlier than the first keyframe, so just use the first keyframe
40710
40774
  const startIndex = referenceOffset;
40711
40775
  const endIndex = referenceValueSize - referenceOffset;
40712
- referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );
40776
+ referenceValue = referenceTrack.values.slice( startIndex, endIndex );
40713
40777
 
40714
40778
  } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
40715
40779
 
40716
40780
  // Reference frame is after the last keyframe, so just use the last keyframe
40717
40781
  const startIndex = lastIndex * referenceValueSize + referenceOffset;
40718
40782
  const endIndex = startIndex + referenceValueSize - referenceOffset;
40719
- referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );
40783
+ referenceValue = referenceTrack.values.slice( startIndex, endIndex );
40720
40784
 
40721
40785
  } else {
40722
40786
 
@@ -40725,7 +40789,7 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
40725
40789
  const startIndex = referenceOffset;
40726
40790
  const endIndex = referenceValueSize - referenceOffset;
40727
40791
  interpolant.evaluate( referenceTime );
40728
- referenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex );
40792
+ referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
40729
40793
 
40730
40794
  }
40731
40795
 
@@ -40780,7 +40844,6 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
40780
40844
  }
40781
40845
 
40782
40846
  const AnimationUtils = {
40783
- arraySlice: arraySlice,
40784
40847
  convertArray: convertArray,
40785
40848
  isTypedArray: isTypedArray,
40786
40849
  getKeyframeOrder: getKeyframeOrder,
@@ -41463,8 +41526,8 @@ class KeyframeTrack {
41463
41526
  }
41464
41527
 
41465
41528
  const stride = this.getValueSize();
41466
- this.times = arraySlice( times, from, to );
41467
- this.values = arraySlice( this.values, from * stride, to * stride );
41529
+ this.times = times.slice( from, to );
41530
+ this.values = this.values.slice( from * stride, to * stride );
41468
41531
 
41469
41532
  }
41470
41533
 
@@ -41554,8 +41617,8 @@ class KeyframeTrack {
41554
41617
  optimize() {
41555
41618
 
41556
41619
  // times or values may be shared with other tracks, so overwriting is unsafe
41557
- const times = arraySlice( this.times ),
41558
- values = arraySlice( this.values ),
41620
+ const times = this.times.slice(),
41621
+ values = this.values.slice(),
41559
41622
  stride = this.getValueSize(),
41560
41623
 
41561
41624
  smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
@@ -41648,8 +41711,8 @@ class KeyframeTrack {
41648
41711
 
41649
41712
  if ( writeIndex !== times.length ) {
41650
41713
 
41651
- this.times = arraySlice( times, 0, writeIndex );
41652
- this.values = arraySlice( values, 0, writeIndex * stride );
41714
+ this.times = times.slice( 0, writeIndex );
41715
+ this.values = values.slice( 0, writeIndex * stride );
41653
41716
 
41654
41717
  } else {
41655
41718
 
@@ -41664,8 +41727,8 @@ class KeyframeTrack {
41664
41727
 
41665
41728
  clone() {
41666
41729
 
41667
- const times = arraySlice( this.times, 0 );
41668
- const values = arraySlice( this.values, 0 );
41730
+ const times = this.times.slice();
41731
+ const values = this.values.slice();
41669
41732
 
41670
41733
  const TypedKeyframeTrack = this.constructor;
41671
41734
  const track = new TypedKeyframeTrack( this.name, times, values );
@@ -43139,8 +43202,6 @@ class DataTextureLoader extends Loader {
43139
43202
 
43140
43203
  }
43141
43204
 
43142
- if ( ! texData ) return onError(); // TODO: Remove this when all loaders properly throw errors
43143
-
43144
43205
  if ( texData.image !== undefined ) {
43145
43206
 
43146
43207
  texture.image = texData.image;
@@ -44246,7 +44307,7 @@ class MaterialLoader extends Loader {
44246
44307
 
44247
44308
  if ( json.rotation !== undefined ) material.rotation = json.rotation;
44248
44309
 
44249
- if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
44310
+ if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
44250
44311
  if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
44251
44312
  if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
44252
44313
  if ( json.scale !== undefined ) material.scale = json.scale;
@@ -45527,6 +45588,12 @@ class ObjectLoader extends Loader {
45527
45588
 
45528
45589
  }
45529
45590
 
45591
+ if ( data.fog.name !== '' ) {
45592
+
45593
+ object.fog.name = data.fog.name;
45594
+
45595
+ }
45596
+
45530
45597
  }
45531
45598
 
45532
45599
  if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
@@ -46011,48 +46078,6 @@ class AudioLoader extends Loader {
46011
46078
 
46012
46079
  }
46013
46080
 
46014
- class HemisphereLightProbe extends LightProbe {
46015
-
46016
- constructor( skyColor, groundColor, intensity = 1 ) {
46017
-
46018
- super( undefined, intensity );
46019
-
46020
- this.isHemisphereLightProbe = true;
46021
-
46022
- const color1 = new Color().set( skyColor );
46023
- const color2 = new Color().set( groundColor );
46024
-
46025
- const sky = new Vector3( color1.r, color1.g, color1.b );
46026
- const ground = new Vector3( color2.r, color2.g, color2.b );
46027
-
46028
- // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
46029
- const c0 = Math.sqrt( Math.PI );
46030
- const c1 = c0 * Math.sqrt( 0.75 );
46031
-
46032
- this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
46033
- this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
46034
-
46035
- }
46036
-
46037
- }
46038
-
46039
- class AmbientLightProbe extends LightProbe {
46040
-
46041
- constructor( color, intensity = 1 ) {
46042
-
46043
- super( undefined, intensity );
46044
-
46045
- this.isAmbientLightProbe = true;
46046
-
46047
- const color1 = new Color().set( color );
46048
-
46049
- // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
46050
- this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
46051
-
46052
- }
46053
-
46054
- }
46055
-
46056
46081
  const _eyeRight = /*@__PURE__*/ new Matrix4();
46057
46082
  const _eyeLeft = /*@__PURE__*/ new Matrix4();
46058
46083
  const _projectionMatrix = /*@__PURE__*/ new Matrix4();
@@ -46561,6 +46586,12 @@ class Audio extends Object3D {
46561
46586
 
46562
46587
  disconnect() {
46563
46588
 
46589
+ if ( this._connected === false ) {
46590
+
46591
+ return;
46592
+
46593
+ }
46594
+
46564
46595
  if ( this.filters.length > 0 ) {
46565
46596
 
46566
46597
  this.source.disconnect( this.filters[ 0 ] );
@@ -49809,7 +49840,7 @@ class Uniform {
49809
49840
 
49810
49841
  }
49811
49842
 
49812
- let id = 0;
49843
+ let _id = 0;
49813
49844
 
49814
49845
  class UniformsGroup extends EventDispatcher {
49815
49846
 
@@ -49819,7 +49850,7 @@ class UniformsGroup extends EventDispatcher {
49819
49850
 
49820
49851
  this.isUniformsGroup = true;
49821
49852
 
49822
- Object.defineProperty( this, 'id', { value: id ++ } );
49853
+ Object.defineProperty( this, 'id', { value: _id ++ } );
49823
49854
 
49824
49855
  this.name = '';
49825
49856
 
@@ -52097,7 +52128,6 @@ exports.AlwaysCompare = AlwaysCompare;
52097
52128
  exports.AlwaysDepth = AlwaysDepth;
52098
52129
  exports.AlwaysStencilFunc = AlwaysStencilFunc;
52099
52130
  exports.AmbientLight = AmbientLight;
52100
- exports.AmbientLightProbe = AmbientLightProbe;
52101
52131
  exports.AnimationAction = AnimationAction;
52102
52132
  exports.AnimationClip = AnimationClip;
52103
52133
  exports.AnimationLoader = AnimationLoader;
@@ -52220,7 +52250,6 @@ exports.Group = Group;
52220
52250
  exports.HalfFloatType = HalfFloatType;
52221
52251
  exports.HemisphereLight = HemisphereLight;
52222
52252
  exports.HemisphereLightHelper = HemisphereLightHelper;
52223
- exports.HemisphereLightProbe = HemisphereLightProbe;
52224
52253
  exports.IcosahedronGeometry = IcosahedronGeometry;
52225
52254
  exports.ImageBitmapLoader = ImageBitmapLoader;
52226
52255
  exports.ImageLoader = ImageLoader;
@@ -52263,6 +52292,7 @@ exports.LineCurve3 = LineCurve3;
52263
52292
  exports.LineDashedMaterial = LineDashedMaterial;
52264
52293
  exports.LineLoop = LineLoop;
52265
52294
  exports.LineSegments = LineSegments;
52295
+ exports.LinearDisplayP3ColorSpace = LinearDisplayP3ColorSpace;
52266
52296
  exports.LinearEncoding = LinearEncoding;
52267
52297
  exports.LinearFilter = LinearFilter;
52268
52298
  exports.LinearInterpolant = LinearInterpolant;
@@ -52272,6 +52302,7 @@ exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
52272
52302
  exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
52273
52303
  exports.LinearSRGBColorSpace = LinearSRGBColorSpace;
52274
52304
  exports.LinearToneMapping = LinearToneMapping;
52305
+ exports.LinearTransfer = LinearTransfer;
52275
52306
  exports.Loader = Loader;
52276
52307
  exports.LoaderUtils = LoaderUtils;
52277
52308
  exports.LoadingManager = LoadingManager;
@@ -52330,6 +52361,7 @@ exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
52330
52361
  exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
52331
52362
  exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
52332
52363
  exports.OrthographicCamera = OrthographicCamera;
52364
+ exports.P3Primaries = P3Primaries;
52333
52365
  exports.PCFShadowMap = PCFShadowMap;
52334
52366
  exports.PCFSoftShadowMap = PCFSoftShadowMap;
52335
52367
  exports.PMREMGenerator = PMREMGenerator;
@@ -52379,6 +52411,8 @@ exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
52379
52411
  exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
52380
52412
  exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
52381
52413
  exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
52414
+ exports.RGB_BPTC_SIGNED_Format = RGB_BPTC_SIGNED_Format;
52415
+ exports.RGB_BPTC_UNSIGNED_Format = RGB_BPTC_UNSIGNED_Format;
52382
52416
  exports.RGB_ETC1_Format = RGB_ETC1_Format;
52383
52417
  exports.RGB_ETC2_Format = RGB_ETC2_Format;
52384
52418
  exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
@@ -52389,6 +52423,7 @@ exports.RGIntegerFormat = RGIntegerFormat;
52389
52423
  exports.RawShaderMaterial = RawShaderMaterial;
52390
52424
  exports.Ray = Ray;
52391
52425
  exports.Raycaster = Raycaster;
52426
+ exports.Rec709Primaries = Rec709Primaries;
52392
52427
  exports.RectAreaLight = RectAreaLight;
52393
52428
  exports.RedFormat = RedFormat;
52394
52429
  exports.RedIntegerFormat = RedIntegerFormat;
@@ -52401,6 +52436,7 @@ exports.RingGeometry = RingGeometry;
52401
52436
  exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;
52402
52437
  exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;
52403
52438
  exports.SRGBColorSpace = SRGBColorSpace;
52439
+ exports.SRGBTransfer = SRGBTransfer;
52404
52440
  exports.Scene = Scene;
52405
52441
  exports.ShaderChunk = ShaderChunk;
52406
52442
  exports.ShaderLib = ShaderLib;
@@ -52488,4 +52524,5 @@ exports.ZeroFactor = ZeroFactor;
52488
52524
  exports.ZeroSlopeEnding = ZeroSlopeEnding;
52489
52525
  exports.ZeroStencilOp = ZeroStencilOp;
52490
52526
  exports._SRGBAFormat = _SRGBAFormat;
52527
+ exports.createCanvasElement = createCanvasElement;
52491
52528
  exports.sRGBEncoding = sRGBEncoding;