super-three 0.156.0 → 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 (220) hide show
  1. package/build/three.cjs +279 -224
  2. package/build/three.js +279 -224
  3. package/build/three.min.js +2 -2
  4. package/build/three.module.js +276 -223
  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/csm/CSMShader.js +25 -21
  9. package/examples/jsm/exporters/EXRExporter.js +102 -24
  10. package/examples/jsm/exporters/GLTFExporter.js +1 -1
  11. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8726 -4
  12. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8737 -4
  13. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  14. package/examples/jsm/lights/LightProbeGenerator.js +37 -3
  15. package/examples/jsm/lines/LineMaterial.js +90 -156
  16. package/examples/jsm/loaders/3DMLoader.js +378 -104
  17. package/examples/jsm/loaders/GLTFLoader.js +1 -1
  18. package/examples/jsm/loaders/LDrawLoader.js +22 -16
  19. package/examples/jsm/loaders/RGBELoader.js +1 -1
  20. package/examples/jsm/loaders/USDZLoader.js +215 -12
  21. package/examples/jsm/materials/MeshGouraudMaterial.js +22 -18
  22. package/examples/jsm/nodes/Nodes.js +5 -1
  23. package/examples/jsm/nodes/accessors/BitangentNode.js +1 -1
  24. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +2 -2
  25. package/examples/jsm/nodes/accessors/BufferNode.js +1 -1
  26. package/examples/jsm/nodes/accessors/CameraNode.js +1 -1
  27. package/examples/jsm/nodes/accessors/CubeTextureNode.js +2 -2
  28. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +6 -5
  29. package/examples/jsm/nodes/accessors/InstanceNode.js +2 -2
  30. package/examples/jsm/nodes/accessors/LineMaterialNode.js +7 -9
  31. package/examples/jsm/nodes/accessors/MaterialNode.js +34 -46
  32. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +9 -9
  33. package/examples/jsm/nodes/accessors/ModelNode.js +1 -1
  34. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +5 -4
  35. package/examples/jsm/nodes/accessors/MorphNode.js +4 -4
  36. package/examples/jsm/nodes/accessors/NormalNode.js +1 -1
  37. package/examples/jsm/nodes/accessors/Object3DNode.js +1 -1
  38. package/examples/jsm/nodes/accessors/PointUVNode.js +1 -1
  39. package/examples/jsm/nodes/accessors/PositionNode.js +1 -1
  40. package/examples/jsm/nodes/accessors/ReferenceNode.js +13 -7
  41. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +2 -2
  42. package/examples/jsm/nodes/accessors/SceneNode.js +2 -2
  43. package/examples/jsm/nodes/accessors/SkinningNode.js +2 -2
  44. package/examples/jsm/nodes/accessors/StorageBufferNode.js +1 -1
  45. package/examples/jsm/nodes/accessors/TangentNode.js +1 -1
  46. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +2 -2
  47. package/examples/jsm/nodes/accessors/TextureNode.js +12 -6
  48. package/examples/jsm/nodes/accessors/TextureSizeNode.js +2 -2
  49. package/examples/jsm/nodes/accessors/TextureStoreNode.js +1 -1
  50. package/examples/jsm/nodes/accessors/UVNode.js +1 -1
  51. package/examples/jsm/nodes/accessors/UserDataNode.js +2 -2
  52. package/examples/jsm/nodes/code/CodeNode.js +1 -1
  53. package/examples/jsm/nodes/code/ExpressionNode.js +1 -1
  54. package/examples/jsm/nodes/code/FunctionCallNode.js +1 -1
  55. package/examples/jsm/nodes/code/FunctionNode.js +18 -7
  56. package/examples/jsm/nodes/code/ScriptableNode.js +2 -2
  57. package/examples/jsm/nodes/code/ScriptableValueNode.js +2 -2
  58. package/examples/jsm/nodes/core/ArrayUniformNode.js +1 -1
  59. package/examples/jsm/nodes/core/AttributeNode.js +1 -1
  60. package/examples/jsm/nodes/core/BypassNode.js +1 -1
  61. package/examples/jsm/nodes/core/CacheNode.js +1 -1
  62. package/examples/jsm/nodes/core/ConstNode.js +1 -1
  63. package/examples/jsm/nodes/core/ContextNode.js +2 -2
  64. package/examples/jsm/nodes/core/IndexNode.js +1 -1
  65. package/examples/jsm/nodes/core/InputNode.js +1 -1
  66. package/examples/jsm/nodes/core/Node.js +28 -13
  67. package/examples/jsm/nodes/core/NodeBuilder.js +3 -17
  68. package/examples/jsm/nodes/core/NodeFrame.js +37 -14
  69. package/examples/jsm/nodes/core/OutputStructNode.js +8 -4
  70. package/examples/jsm/nodes/core/PropertyNode.js +3 -3
  71. package/examples/jsm/nodes/core/StackNode.js +1 -1
  72. package/examples/jsm/nodes/core/StructTypeNode.js +1 -1
  73. package/examples/jsm/nodes/core/TempNode.js +1 -1
  74. package/examples/jsm/nodes/core/UniformNode.js +3 -1
  75. package/examples/jsm/nodes/core/VarNode.js +1 -1
  76. package/examples/jsm/nodes/core/VaryingNode.js +1 -1
  77. package/examples/jsm/nodes/core/constants.js +1 -1
  78. package/examples/jsm/nodes/display/BlendModeNode.js +2 -2
  79. package/examples/jsm/nodes/display/BumpMapNode.js +2 -2
  80. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +2 -2
  81. package/examples/jsm/nodes/display/ColorSpaceNode.js +2 -2
  82. package/examples/jsm/nodes/display/FrontFacingNode.js +1 -1
  83. package/examples/jsm/nodes/display/NormalMapNode.js +2 -2
  84. package/examples/jsm/nodes/display/PosterizeNode.js +2 -2
  85. package/examples/jsm/nodes/display/ToneMappingNode.js +2 -2
  86. package/examples/jsm/nodes/display/ViewportDepthNode.js +2 -2
  87. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +1 -1
  88. package/examples/jsm/nodes/display/ViewportNode.js +2 -2
  89. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +1 -1
  90. package/examples/jsm/nodes/display/ViewportTextureNode.js +1 -1
  91. package/examples/jsm/nodes/fog/FogExp2Node.js +2 -2
  92. package/examples/jsm/nodes/fog/FogNode.js +2 -2
  93. package/examples/jsm/nodes/fog/FogRangeNode.js +2 -2
  94. package/examples/jsm/nodes/geometry/RangeNode.js +2 -2
  95. package/examples/jsm/nodes/gpgpu/ComputeNode.js +1 -1
  96. package/examples/jsm/nodes/lighting/AONode.js +2 -2
  97. package/examples/jsm/nodes/lighting/AmbientLightNode.js +3 -3
  98. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +4 -4
  99. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +4 -4
  100. package/examples/jsm/nodes/lighting/EnvironmentNode.js +2 -2
  101. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +3 -3
  102. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +2 -2
  103. package/examples/jsm/nodes/lighting/LightNode.js +2 -2
  104. package/examples/jsm/nodes/lighting/LightingContextNode.js +3 -3
  105. package/examples/jsm/nodes/lighting/LightingNode.js +1 -1
  106. package/examples/jsm/nodes/lighting/LightsNode.js +4 -4
  107. package/examples/jsm/nodes/lighting/PointLightNode.js +3 -3
  108. package/examples/jsm/nodes/lighting/SpotLightNode.js +4 -4
  109. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +449 -0
  110. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +1 -1
  111. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +2 -2
  112. package/examples/jsm/nodes/materials/Materials.js +1 -0
  113. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +1 -1
  114. package/examples/jsm/nodes/materials/MeshLambertNodeMaterial.js +2 -2
  115. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +2 -2
  116. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +3 -3
  117. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +6 -6
  118. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +3 -3
  119. package/examples/jsm/nodes/materials/NodeMaterial.js +27 -26
  120. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +1 -1
  121. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +2 -2
  122. package/examples/jsm/nodes/math/CondNode.js +1 -1
  123. package/examples/jsm/nodes/math/HashNode.js +8 -9
  124. package/examples/jsm/nodes/math/MathNode.js +2 -2
  125. package/examples/jsm/nodes/math/OperatorNode.js +1 -1
  126. package/examples/jsm/nodes/procedural/CheckerNode.js +3 -3
  127. package/examples/jsm/nodes/shadernode/ShaderNode.js +81 -28
  128. package/examples/jsm/nodes/utils/ArrayElementNode.js +1 -1
  129. package/examples/jsm/nodes/utils/ConvertNode.js +1 -1
  130. package/examples/jsm/nodes/utils/DiscardNode.js +1 -1
  131. package/examples/jsm/nodes/utils/EquirectUVNode.js +2 -2
  132. package/examples/jsm/nodes/utils/JoinNode.js +1 -1
  133. package/examples/jsm/nodes/utils/LoopNode.js +11 -11
  134. package/examples/jsm/nodes/utils/MatcapUVNode.js +2 -2
  135. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +1 -1
  136. package/examples/jsm/nodes/utils/OscNode.js +2 -2
  137. package/examples/jsm/nodes/utils/PackingNode.js +2 -2
  138. package/examples/jsm/nodes/utils/RemapNode.js +2 -2
  139. package/examples/jsm/nodes/utils/RotateUVNode.js +2 -2
  140. package/examples/jsm/nodes/utils/SetNode.js +62 -0
  141. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +2 -2
  142. package/examples/jsm/nodes/utils/SplitNode.js +1 -1
  143. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +2 -2
  144. package/examples/jsm/nodes/utils/TimerNode.js +2 -2
  145. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +2 -2
  146. package/examples/jsm/objects/Sky.js +1 -3
  147. package/examples/jsm/postprocessing/OutputPass.js +3 -2
  148. package/examples/jsm/renderers/common/Background.js +2 -2
  149. package/examples/jsm/renderers/common/Bindings.js +3 -5
  150. package/examples/jsm/renderers/common/Pipelines.js +7 -7
  151. package/examples/jsm/renderers/common/RenderContext.js +3 -0
  152. package/examples/jsm/renderers/common/RenderObject.js +40 -16
  153. package/examples/jsm/renderers/common/RenderObjects.js +8 -14
  154. package/examples/jsm/renderers/common/Renderer.js +40 -13
  155. package/examples/jsm/renderers/common/SampledTexture.js +4 -2
  156. package/examples/jsm/renderers/common/StorageTexture.js +19 -0
  157. package/examples/jsm/renderers/common/Textures.js +14 -9
  158. package/examples/jsm/renderers/common/nodes/NodeBuilderState.js +35 -0
  159. package/examples/jsm/renderers/common/nodes/NodeSampledTexture.js +20 -10
  160. package/examples/jsm/renderers/common/nodes/NodeSampler.js +0 -6
  161. package/examples/jsm/renderers/common/nodes/Nodes.js +51 -24
  162. package/examples/jsm/renderers/webgl/WebGLBackend.js +100 -5
  163. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +92 -6
  164. package/examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js +13 -0
  165. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +3 -3
  166. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js +14 -2
  167. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +5 -5
  168. package/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js +6 -3
  169. package/examples/jsm/renderers/webgpu/utils/WebGPUPipelineUtils.js +5 -5
  170. package/examples/jsm/renderers/webgpu/utils/WebGPUTexturePassUtils.js +285 -0
  171. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +197 -167
  172. package/examples/jsm/shaders/GammaCorrectionShader.js +1 -1
  173. package/examples/jsm/shaders/MMDToonShader.js +4 -4
  174. package/examples/jsm/shaders/OutputShader.js +2 -2
  175. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +6 -6
  176. package/examples/jsm/utils/BufferGeometryUtils.js +6 -4
  177. package/package.json +1 -1
  178. package/src/Three.js +0 -2
  179. package/src/animation/AnimationUtils.js +3 -20
  180. package/src/animation/KeyframeTrack.js +8 -8
  181. package/src/cameras/Camera.js +1 -5
  182. package/src/cameras/CubeCamera.js +14 -8
  183. package/src/constants.js +7 -1
  184. package/src/core/RenderTarget.js +16 -7
  185. package/src/extras/core/CurvePath.js +4 -1
  186. package/src/loaders/MaterialLoader.js +1 -1
  187. package/src/loaders/ObjectLoader.js +6 -0
  188. package/src/materials/Material.js +8 -8
  189. package/src/math/Color.js +1 -5
  190. package/src/math/ColorManagement.js +82 -60
  191. package/src/objects/Sprite.js +2 -2
  192. package/src/renderers/WebGLRenderer.js +21 -2
  193. package/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +1 -1
  194. package/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js +1 -1
  195. package/src/renderers/shaders/ShaderChunk/colorspace_pars_fragment.glsl.js +35 -2
  196. package/src/renderers/shaders/ShaderChunk/common.glsl.js +0 -9
  197. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +19 -15
  198. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +2 -2
  199. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +4 -4
  200. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +3 -3
  201. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +11 -6
  202. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +4 -4
  203. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +1 -1
  204. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +16 -16
  205. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +3 -3
  206. package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +1 -1
  207. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +1 -1
  208. package/src/renderers/shaders/UniformsUtils.js +2 -2
  209. package/src/renderers/webgl/WebGLBackground.js +4 -3
  210. package/src/renderers/webgl/WebGLLights.js +14 -3
  211. package/src/renderers/webgl/WebGLProgram.js +34 -5
  212. package/src/renderers/webgl/WebGLPrograms.js +6 -2
  213. package/src/renderers/webgl/WebGLTextures.js +17 -6
  214. package/src/renderers/webgl/WebGLUtils.js +21 -23
  215. package/src/scenes/Fog.js +1 -0
  216. package/src/scenes/FogExp2.js +1 -0
  217. package/src/textures/Source.js +2 -2
  218. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureMipmapUtils.js +0 -163
  219. package/src/lights/AmbientLightProbe.js +0 -21
  220. package/src/lights/HemisphereLightProbe.js +0 -30
package/build/three.js CHANGED
@@ -10,7 +10,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
10
10
  (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
11
11
  })(this, (function (exports) { 'use strict';
12
12
 
13
- const REVISION = '156';
13
+ const REVISION = '157';
14
14
 
15
15
  const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
16
16
  const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
@@ -170,6 +170,12 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
170
170
  const DisplayP3ColorSpace = 'display-p3';
171
171
  const LinearDisplayP3ColorSpace = 'display-p3-linear';
172
172
 
173
+ const LinearTransfer = 'linear';
174
+ const SRGBTransfer = 'srgb';
175
+
176
+ const Rec709Primaries = 'rec709';
177
+ const P3Primaries = 'p3';
178
+
173
179
  const ZeroStencilOp = 0;
174
180
  const KeepStencilOp = 7680;
175
181
  const ReplaceStencilOp = 7681;
@@ -1558,18 +1564,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
1558
1564
 
1559
1565
  }
1560
1566
 
1561
- function SRGBToLinear( c ) {
1562
-
1563
- return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
1564
-
1565
- }
1566
-
1567
- function LinearToSRGB( c ) {
1568
-
1569
- return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
1570
-
1571
- }
1572
-
1573
1567
  /**
1574
1568
  * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
1575
1569
  * or clipping. Based on W3C specifications for sRGB and Display P3,
@@ -1582,50 +1576,57 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
1582
1576
  * - http://www.russellcottrell.com/photo/matrixCalculator.htm
1583
1577
  */
1584
1578
 
1585
- const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().fromArray( [
1586
- 0.8224621, 0.0331941, 0.0170827,
1587
- 0.1775380, 0.9668058, 0.0723974,
1588
- - 0.0000001, 0.0000001, 0.9105199
1589
- ] );
1590
-
1591
- const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [
1592
- 1.2249401, - 0.0420569, - 0.0196376,
1593
- - 0.2249404, 1.0420571, - 0.0786361,
1594
- 0.0000001, 0.0000000, 1.0982735
1595
- ] );
1596
-
1597
- function DisplayP3ToLinearSRGB( color ) {
1598
-
1599
- // Display P3 uses the sRGB transfer functions
1600
- return color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB );
1601
-
1602
- }
1603
-
1604
- function LinearSRGBToDisplayP3( color ) {
1605
-
1606
- // Display P3 uses the sRGB transfer functions
1607
- return color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB();
1579
+ const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
1580
+ 0.8224621, 0.177538, 0.0,
1581
+ 0.0331941, 0.9668058, 0.0,
1582
+ 0.0170827, 0.0723974, 0.9105199,
1583
+ );
1608
1584
 
1609
- }
1585
+ const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
1586
+ 1.2249401, - 0.2249404, 0.0,
1587
+ - 0.0420569, 1.0420571, 0.0,
1588
+ - 0.0196376, - 0.0786361, 1.0982735
1589
+ );
1610
1590
 
1611
- // Conversions from <source> to Linear-sRGB reference space.
1612
- const TO_LINEAR = {
1613
- [ LinearSRGBColorSpace ]: ( color ) => color,
1614
- [ SRGBColorSpace ]: ( color ) => color.convertSRGBToLinear(),
1615
- [ DisplayP3ColorSpace ]: DisplayP3ToLinearSRGB,
1591
+ /**
1592
+ * Defines supported color spaces by transfer function and primaries,
1593
+ * and provides conversions to/from the Linear-sRGB reference space.
1594
+ */
1595
+ const COLOR_SPACES = {
1596
+ [ LinearSRGBColorSpace ]: {
1597
+ transfer: LinearTransfer,
1598
+ primaries: Rec709Primaries,
1599
+ toReference: ( color ) => color,
1600
+ fromReference: ( color ) => color,
1601
+ },
1602
+ [ SRGBColorSpace ]: {
1603
+ transfer: SRGBTransfer,
1604
+ primaries: Rec709Primaries,
1605
+ toReference: ( color ) => color.convertSRGBToLinear(),
1606
+ fromReference: ( color ) => color.convertLinearToSRGB(),
1607
+ },
1608
+ [ LinearDisplayP3ColorSpace ]: {
1609
+ transfer: LinearTransfer,
1610
+ primaries: P3Primaries,
1611
+ toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
1612
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
1613
+ },
1614
+ [ DisplayP3ColorSpace ]: {
1615
+ transfer: SRGBTransfer,
1616
+ primaries: P3Primaries,
1617
+ toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
1618
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
1619
+ },
1616
1620
  };
1617
1621
 
1618
- // Conversions to <target> from Linear-sRGB reference space.
1619
- const FROM_LINEAR = {
1620
- [ LinearSRGBColorSpace ]: ( color ) => color,
1621
- [ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),
1622
- [ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,
1623
- };
1622
+ const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
1624
1623
 
1625
1624
  const ColorManagement = {
1626
1625
 
1627
1626
  enabled: true,
1628
1627
 
1628
+ _workingColorSpace: LinearSRGBColorSpace,
1629
+
1629
1630
  get legacyMode() {
1630
1631
 
1631
1632
  console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );
@@ -1644,13 +1645,19 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
1644
1645
 
1645
1646
  get workingColorSpace() {
1646
1647
 
1647
- return LinearSRGBColorSpace;
1648
+ return this._workingColorSpace;
1648
1649
 
1649
1650
  },
1650
1651
 
1651
1652
  set workingColorSpace( colorSpace ) {
1652
1653
 
1653
- console.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );
1654
+ if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
1655
+
1656
+ throw new Error( `Unsupported working color space, "${ colorSpace }".` );
1657
+
1658
+ }
1659
+
1660
+ this._workingColorSpace = colorSpace;
1654
1661
 
1655
1662
  },
1656
1663
 
@@ -1662,33 +1669,54 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
1662
1669
 
1663
1670
  }
1664
1671
 
1665
- const sourceToLinear = TO_LINEAR[ sourceColorSpace ];
1666
- const targetFromLinear = FROM_LINEAR[ targetColorSpace ];
1672
+ const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
1673
+ const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
1667
1674
 
1668
- if ( sourceToLinear === undefined || targetFromLinear === undefined ) {
1675
+ return targetFromReference( sourceToReference( color ) );
1669
1676
 
1670
- throw new Error( `Unsupported color space conversion, "${ sourceColorSpace }" to "${ targetColorSpace }".` );
1677
+ },
1671
1678
 
1672
- }
1679
+ fromWorkingColorSpace: function ( color, targetColorSpace ) {
1673
1680
 
1674
- return targetFromLinear( sourceToLinear( color ) );
1681
+ return this.convert( color, this._workingColorSpace, targetColorSpace );
1675
1682
 
1676
1683
  },
1677
1684
 
1678
- fromWorkingColorSpace: function ( color, targetColorSpace ) {
1685
+ toWorkingColorSpace: function ( color, sourceColorSpace ) {
1679
1686
 
1680
- return this.convert( color, this.workingColorSpace, targetColorSpace );
1687
+ return this.convert( color, sourceColorSpace, this._workingColorSpace );
1681
1688
 
1682
1689
  },
1683
1690
 
1684
- toWorkingColorSpace: function ( color, sourceColorSpace ) {
1691
+ getPrimaries: function ( colorSpace ) {
1685
1692
 
1686
- return this.convert( color, sourceColorSpace, this.workingColorSpace );
1693
+ return COLOR_SPACES[ colorSpace ].primaries;
1694
+
1695
+ },
1696
+
1697
+ getTransfer: function ( colorSpace ) {
1698
+
1699
+ if ( colorSpace === NoColorSpace ) return LinearTransfer;
1700
+
1701
+ return COLOR_SPACES[ colorSpace ].transfer;
1687
1702
 
1688
1703
  },
1689
1704
 
1690
1705
  };
1691
1706
 
1707
+
1708
+ function SRGBToLinear( c ) {
1709
+
1710
+ return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
1711
+
1712
+ }
1713
+
1714
+ function LinearToSRGB( c ) {
1715
+
1716
+ return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
1717
+
1718
+ }
1719
+
1692
1720
  let _canvas;
1693
1721
 
1694
1722
  class ImageUtils {
@@ -1814,7 +1842,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
1814
1842
 
1815
1843
  }
1816
1844
 
1817
- let sourceId = 0;
1845
+ let _sourceId = 0;
1818
1846
 
1819
1847
  class Source {
1820
1848
 
@@ -1822,7 +1850,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
1822
1850
 
1823
1851
  this.isSource = true;
1824
1852
 
1825
- Object.defineProperty( this, 'id', { value: sourceId ++ } );
1853
+ Object.defineProperty( this, 'id', { value: _sourceId ++ } );
1826
1854
 
1827
1855
  this.uuid = generateUUID();
1828
1856
 
@@ -2928,20 +2956,29 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
2928
2956
 
2929
2957
  }
2930
2958
 
2959
+ options = Object.assign( {
2960
+ generateMipmaps: false,
2961
+ internalFormat: null,
2962
+ minFilter: LinearFilter,
2963
+ depthBuffer: true,
2964
+ stencilBuffer: false,
2965
+ depthTexture: null,
2966
+ samples: 0
2967
+ }, options );
2968
+
2931
2969
  this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
2932
2970
  this.texture.isRenderTargetTexture = true;
2933
2971
 
2934
2972
  this.texture.flipY = false;
2935
- this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
2936
- this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
2937
- this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
2973
+ this.texture.generateMipmaps = options.generateMipmaps;
2974
+ this.texture.internalFormat = options.internalFormat;
2938
2975
 
2939
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
2940
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
2976
+ this.depthBuffer = options.depthBuffer;
2977
+ this.stencilBuffer = options.stencilBuffer;
2941
2978
 
2942
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
2979
+ this.depthTexture = options.depthTexture;
2943
2980
 
2944
- this.samples = options.samples !== undefined ? options.samples : 0;
2981
+ this.samples = options.samples;
2945
2982
 
2946
2983
  }
2947
2984
 
@@ -8709,10 +8746,10 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
8709
8746
 
8710
8747
  if ( this.blending !== NormalBlending ) data.blending = this.blending;
8711
8748
  if ( this.side !== FrontSide ) data.side = this.side;
8712
- if ( this.vertexColors ) data.vertexColors = true;
8749
+ if ( this.vertexColors === true ) data.vertexColors = true;
8713
8750
 
8714
8751
  if ( this.opacity < 1 ) data.opacity = this.opacity;
8715
- if ( this.transparent === true ) data.transparent = this.transparent;
8752
+ if ( this.transparent === true ) data.transparent = true;
8716
8753
 
8717
8754
  data.depthFunc = this.depthFunc;
8718
8755
  data.depthTest = this.depthTest;
@@ -8743,17 +8780,17 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
8743
8780
  if ( this.dithering === true ) data.dithering = true;
8744
8781
 
8745
8782
  if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
8746
- if ( this.alphaHash === true ) data.alphaHash = this.alphaHash;
8747
- if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;
8748
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
8749
- if ( this.forceSinglePass === true ) data.forceSinglePass = this.forceSinglePass;
8783
+ if ( this.alphaHash === true ) data.alphaHash = true;
8784
+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
8785
+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
8786
+ if ( this.forceSinglePass === true ) data.forceSinglePass = true;
8750
8787
 
8751
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
8788
+ if ( this.wireframe === true ) data.wireframe = true;
8752
8789
  if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
8753
8790
  if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
8754
8791
  if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
8755
8792
 
8756
- if ( this.flatShading === true ) data.flatShading = this.flatShading;
8793
+ if ( this.flatShading === true ) data.flatShading = true;
8757
8794
 
8758
8795
  if ( this.visible === false ) data.visible = false;
8759
8796
 
@@ -9334,11 +9371,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
9334
9371
 
9335
9372
  this.getHSL( _hslA );
9336
9373
 
9337
- _hslA.h += h; _hslA.s += s; _hslA.l += l;
9338
-
9339
- this.setHSL( _hslA.h, _hslA.s, _hslA.l );
9340
-
9341
- return this;
9374
+ return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
9342
9375
 
9343
9376
  }
9344
9377
 
@@ -12121,7 +12154,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
12121
12154
 
12122
12155
  }
12123
12156
 
12124
- return LinearSRGBColorSpace;
12157
+ return ColorManagement.workingColorSpace;
12125
12158
 
12126
12159
  }
12127
12160
 
@@ -12349,11 +12382,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
12349
12382
 
12350
12383
  getWorldDirection( target ) {
12351
12384
 
12352
- this.updateWorldMatrix( true, false );
12353
-
12354
- const e = this.matrixWorld.elements;
12355
-
12356
- return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
12385
+ return super.getWorldDirection( target ).negate();
12357
12386
 
12358
12387
  }
12359
12388
 
@@ -12623,6 +12652,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
12623
12652
 
12624
12653
  this.renderTarget = renderTarget;
12625
12654
  this.coordinateSystem = null;
12655
+ this.activeMipmapLevel = 0;
12626
12656
 
12627
12657
  const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
12628
12658
  cameraPX.layers = this.layers;
@@ -12720,7 +12750,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
12720
12750
 
12721
12751
  if ( this.parent === null ) this.updateMatrixWorld();
12722
12752
 
12723
- const renderTarget = this.renderTarget;
12753
+ const { renderTarget, activeMipmapLevel } = this;
12724
12754
 
12725
12755
  if ( this.coordinateSystem !== renderer.coordinateSystem ) {
12726
12756
 
@@ -12733,6 +12763,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
12733
12763
  const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
12734
12764
 
12735
12765
  const currentRenderTarget = renderer.getRenderTarget();
12766
+ const currentActiveCubeFace = renderer.getActiveCubeFace();
12767
+ const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
12736
12768
 
12737
12769
  const currentXrEnabled = renderer.xr.enabled;
12738
12770
 
@@ -12742,27 +12774,30 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
12742
12774
 
12743
12775
  renderTarget.texture.generateMipmaps = false;
12744
12776
 
12745
- renderer.setRenderTarget( renderTarget, 0 );
12777
+ renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
12746
12778
  renderer.render( scene, cameraPX );
12747
12779
 
12748
- renderer.setRenderTarget( renderTarget, 1 );
12780
+ renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
12749
12781
  renderer.render( scene, cameraNX );
12750
12782
 
12751
- renderer.setRenderTarget( renderTarget, 2 );
12783
+ renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
12752
12784
  renderer.render( scene, cameraPY );
12753
12785
 
12754
- renderer.setRenderTarget( renderTarget, 3 );
12786
+ renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
12755
12787
  renderer.render( scene, cameraNY );
12756
12788
 
12757
- renderer.setRenderTarget( renderTarget, 4 );
12789
+ renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
12758
12790
  renderer.render( scene, cameraPZ );
12759
12791
 
12792
+ // mipmaps are generated during the last call of render()
12793
+ // at this point, all sides of the cube render target are defined
12794
+
12760
12795
  renderTarget.texture.generateMipmaps = generateMipmaps;
12761
12796
 
12762
- renderer.setRenderTarget( renderTarget, 5 );
12797
+ renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
12763
12798
  renderer.render( scene, cameraNZ );
12764
12799
 
12765
- renderer.setRenderTarget( currentRenderTarget );
12800
+ renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
12766
12801
 
12767
12802
  renderer.xr.enabled = currentXrEnabled;
12768
12803
 
@@ -13676,7 +13711,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
13676
13711
 
13677
13712
  var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
13678
13713
 
13679
- 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";
13714
+ 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";
13680
13715
 
13681
13716
  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
13682
13717
 
@@ -13706,7 +13741,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
13706
13741
 
13707
13742
  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";
13708
13743
 
13709
- 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";
13744
+ 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";
13710
13745
 
13711
13746
  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";
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@@ -13722,7 +13757,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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  var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
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13725
- 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}";
13760
+ 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}";
13726
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13727
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  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";
13728
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@@ -13750,29 +13785,29 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
13750
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  var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
13752
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13753
- 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";
13788
+ 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";
13754
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13755
- 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";
13790
+ 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";
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  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";
13758
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13759
13794
  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
13760
13795
 
13761
- 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";
13796
+ 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";
13762
13797
 
13763
13798
  var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
13764
13799
 
13765
- 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";
13800
+ 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";
13766
13801
 
13767
- 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";
13802
+ 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";
13768
13803
 
13769
- 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}";
13804
+ 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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13771
- 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";
13806
+ 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";
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- 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";
13808
+ 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";
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13775
- 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";
13810
+ 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";
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  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";
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@@ -13802,7 +13837,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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  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";
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13839
 
13805
- 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;";
13840
+ 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;";
13806
13841
 
13807
13842
  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";
13808
13843
 
@@ -13814,7 +13849,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
13814
13849
 
13815
13850
  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";
13816
13851
 
13817
- var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
13852
+ var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
13818
13853
 
13819
13854
  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";
13820
13855
 
@@ -13924,7 +13959,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
13924
13959
 
13925
13960
  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}";
13926
13961
 
13927
- 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}";
13962
+ 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}";
13928
13963
 
13929
13964
  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}";
13930
13965
 
@@ -14760,7 +14795,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
14760
14795
  boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
14761
14796
  boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
14762
14797
  boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
14763
- boxMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;
14798
+ boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
14764
14799
 
14765
14800
  if ( currentBackground !== background ||
14766
14801
  currentBackgroundVersion !== background.version ||
@@ -14816,7 +14851,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
14816
14851
 
14817
14852
  planeMesh.material.uniforms.t2D.value = background;
14818
14853
  planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
14819
- planeMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;
14854
+ planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
14820
14855
 
14821
14856
  if ( background.matrixAutoUpdate === true ) {
14822
14857
 
@@ -19080,15 +19115,38 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
19080
19115
 
19081
19116
  function getEncodingComponents( colorSpace ) {
19082
19117
 
19118
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
19119
+ const encodingPrimaries = ColorManagement.getPrimaries( colorSpace );
19120
+
19121
+ let gamutMapping;
19122
+
19123
+ if ( workingPrimaries === encodingPrimaries ) {
19124
+
19125
+ gamutMapping = '';
19126
+
19127
+ } else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {
19128
+
19129
+ gamutMapping = 'LinearDisplayP3ToLinearSRGB';
19130
+
19131
+ } else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {
19132
+
19133
+ gamutMapping = 'LinearSRGBToLinearDisplayP3';
19134
+
19135
+ }
19136
+
19083
19137
  switch ( colorSpace ) {
19084
19138
 
19085
19139
  case LinearSRGBColorSpace:
19086
- return [ 'Linear', '( value )' ];
19140
+ case LinearDisplayP3ColorSpace:
19141
+ return [ gamutMapping, 'LinearTransferOETF' ];
19142
+
19087
19143
  case SRGBColorSpace:
19088
- return [ 'sRGB', '( value )' ];
19144
+ case DisplayP3ColorSpace:
19145
+ return [ gamutMapping, 'sRGBTransferOETF' ];
19146
+
19089
19147
  default:
19090
19148
  console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );
19091
- return [ 'Linear', '( value )' ];
19149
+ return [ gamutMapping, 'LinearTransferOETF' ];
19092
19150
 
19093
19151
  }
19094
19152
 
@@ -19121,7 +19179,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
19121
19179
  function getTexelEncodingFunction( functionName, colorSpace ) {
19122
19180
 
19123
19181
  const components = getEncodingComponents( colorSpace );
19124
- return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
19182
+ return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;
19125
19183
 
19126
19184
  }
19127
19185
 
@@ -19548,6 +19606,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
19548
19606
  parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
19549
19607
  parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
19550
19608
 
19609
+ parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
19551
19610
  parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
19552
19611
 
19553
19612
  parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
@@ -19635,6 +19694,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
19635
19694
 
19636
19695
  parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
19637
19696
 
19697
+ parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
19698
+
19638
19699
  parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
19639
19700
 
19640
19701
  parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
@@ -19817,6 +19878,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
19817
19878
 
19818
19879
  parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
19819
19880
 
19881
+ parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
19882
+
19820
19883
  parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
19821
19884
 
19822
19885
  parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
@@ -20497,6 +20560,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
20497
20560
  numSpotLightShadows: lights.spotShadowMap.length,
20498
20561
  numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
20499
20562
 
20563
+ numLightProbes: lights.numLightProbes,
20564
+
20500
20565
  numClippingPlanes: clipping.numPlanes,
20501
20566
  numClipIntersection: clipping.numIntersection,
20502
20567
 
@@ -20508,7 +20573,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
20508
20573
  toneMapping: toneMapping,
20509
20574
  useLegacyLights: renderer._useLegacyLights,
20510
20575
 
20511
- decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( material.map.colorSpace === SRGBColorSpace ),
20576
+ decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
20512
20577
 
20513
20578
  premultipliedAlpha: material.premultipliedAlpha,
20514
20579
 
@@ -20621,6 +20686,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
20621
20686
  array.push( parameters.numPointLightShadows );
20622
20687
  array.push( parameters.numSpotLightShadows );
20623
20688
  array.push( parameters.numSpotLightShadowsWithMaps );
20689
+ array.push( parameters.numLightProbes );
20624
20690
  array.push( parameters.shadowMapType );
20625
20691
  array.push( parameters.toneMapping );
20626
20692
  array.push( parameters.numClippingPlanes );
@@ -21259,7 +21325,9 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21259
21325
  numDirectionalShadows: - 1,
21260
21326
  numPointShadows: - 1,
21261
21327
  numSpotShadows: - 1,
21262
- numSpotMaps: - 1
21328
+ numSpotMaps: - 1,
21329
+
21330
+ numLightProbes: - 1
21263
21331
  },
21264
21332
 
21265
21333
  ambient: [ 0, 0, 0 ],
@@ -21281,7 +21349,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21281
21349
  pointShadowMap: [],
21282
21350
  pointShadowMatrix: [],
21283
21351
  hemi: [],
21284
- numSpotLightShadowsWithMaps: 0
21352
+ numSpotLightShadowsWithMaps: 0,
21353
+ numLightProbes: 0
21285
21354
 
21286
21355
  };
21287
21356
 
@@ -21309,6 +21378,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21309
21378
  let numSpotMaps = 0;
21310
21379
  let numSpotShadowsWithMaps = 0;
21311
21380
 
21381
+ let numLightProbes = 0;
21382
+
21312
21383
  // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
21313
21384
  lights.sort( shadowCastingAndTexturingLightsFirst );
21314
21385
 
@@ -21339,6 +21410,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21339
21410
 
21340
21411
  }
21341
21412
 
21413
+ numLightProbes ++;
21414
+
21342
21415
  } else if ( light.isDirectionalLight ) {
21343
21416
 
21344
21417
  const uniforms = cache.get( light );
@@ -21526,7 +21599,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21526
21599
  hash.numDirectionalShadows !== numDirectionalShadows ||
21527
21600
  hash.numPointShadows !== numPointShadows ||
21528
21601
  hash.numSpotShadows !== numSpotShadows ||
21529
- hash.numSpotMaps !== numSpotMaps ) {
21602
+ hash.numSpotMaps !== numSpotMaps ||
21603
+ hash.numLightProbes !== numLightProbes ) {
21530
21604
 
21531
21605
  state.directional.length = directionalLength;
21532
21606
  state.spot.length = spotLength;
@@ -21545,6 +21619,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21545
21619
  state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
21546
21620
  state.spotLightMap.length = numSpotMaps;
21547
21621
  state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
21622
+ state.numLightProbes = numLightProbes;
21548
21623
 
21549
21624
  hash.directionalLength = directionalLength;
21550
21625
  hash.pointLength = pointLength;
@@ -21557,6 +21632,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
21557
21632
  hash.numSpotShadows = numSpotShadows;
21558
21633
  hash.numSpotMaps = numSpotMaps;
21559
21634
 
21635
+ hash.numLightProbes = numLightProbes;
21636
+
21560
21637
  state.version = nextVersion ++;
21561
21638
 
21562
21639
  }
@@ -23703,9 +23780,11 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
23703
23780
 
23704
23781
  if ( glFormat === _gl.RGBA ) {
23705
23782
 
23783
+ const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
23784
+
23706
23785
  if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
23707
23786
  if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
23708
- if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
23787
+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
23709
23788
  if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
23710
23789
  if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
23711
23790
 
@@ -24260,10 +24339,14 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
24260
24339
 
24261
24340
  state.activeTexture( _gl.TEXTURE0 + slot );
24262
24341
 
24342
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
24343
+ const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
24344
+ const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
24345
+
24263
24346
  _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
24264
24347
  _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
24265
24348
  _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
24266
- _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
24349
+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
24267
24350
 
24268
24351
  const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
24269
24352
  let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
@@ -24674,10 +24757,14 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
24674
24757
 
24675
24758
  state.activeTexture( _gl.TEXTURE0 + slot );
24676
24759
 
24760
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
24761
+ const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
24762
+ const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
24763
+
24677
24764
  _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
24678
24765
  _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
24679
24766
  _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
24680
- _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
24767
+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
24681
24768
 
24682
24769
  const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
24683
24770
  const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
@@ -24917,7 +25004,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
24917
25004
 
24918
25005
  if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
24919
25006
 
24920
- let glInternalFormat = _gl.DEPTH_COMPONENT16;
25007
+ let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;
24921
25008
 
24922
25009
  if ( isMultisample || useMultisampledRTT( renderTarget ) ) {
24923
25010
 
@@ -25558,7 +25645,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25558
25645
 
25559
25646
  // sRGB
25560
25647
 
25561
- if ( colorSpace === SRGBColorSpace || colorSpace === DisplayP3ColorSpace ) {
25648
+ if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
25562
25649
 
25563
25650
  if ( isWebGL2 === false ) {
25564
25651
 
@@ -25624,9 +25711,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25624
25711
 
25625
25712
  }
25626
25713
 
25627
- const LinearTransferFunction = 0;
25628
- const SRGBTransferFunction = 1;
25629
-
25630
25714
  function WebGLUtils( gl, extensions, capabilities ) {
25631
25715
 
25632
25716
  const isWebGL2 = capabilities.isWebGL2;
@@ -25635,7 +25719,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25635
25719
 
25636
25720
  let extension;
25637
25721
 
25638
- const transferFunction = ( colorSpace === SRGBColorSpace || colorSpace === DisplayP3ColorSpace ) ? SRGBTransferFunction : LinearTransferFunction;
25722
+ const transfer = ColorManagement.getTransfer( colorSpace );
25639
25723
 
25640
25724
  if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
25641
25725
  if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
@@ -25703,7 +25787,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25703
25787
 
25704
25788
  if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
25705
25789
 
25706
- if ( transferFunction === SRGBTransferFunction ) {
25790
+ if ( transfer === SRGBTransfer ) {
25707
25791
 
25708
25792
  extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
25709
25793
 
@@ -25788,8 +25872,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25788
25872
 
25789
25873
  if ( extension !== null ) {
25790
25874
 
25791
- if ( p === RGB_ETC2_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
25792
- if ( p === RGBA_ETC2_EAC_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
25875
+ if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
25876
+ if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
25793
25877
 
25794
25878
  } else {
25795
25879
 
@@ -25811,20 +25895,20 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25811
25895
 
25812
25896
  if ( extension !== null ) {
25813
25897
 
25814
- if ( p === RGBA_ASTC_4x4_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
25815
- if ( p === RGBA_ASTC_5x4_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
25816
- if ( p === RGBA_ASTC_5x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
25817
- if ( p === RGBA_ASTC_6x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
25818
- if ( p === RGBA_ASTC_6x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
25819
- if ( p === RGBA_ASTC_8x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
25820
- if ( p === RGBA_ASTC_8x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
25821
- if ( p === RGBA_ASTC_8x8_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
25822
- if ( p === RGBA_ASTC_10x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
25823
- if ( p === RGBA_ASTC_10x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
25824
- if ( p === RGBA_ASTC_10x8_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
25825
- if ( p === RGBA_ASTC_10x10_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
25826
- if ( p === RGBA_ASTC_12x10_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
25827
- if ( p === RGBA_ASTC_12x12_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
25898
+ if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
25899
+ if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
25900
+ if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
25901
+ if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
25902
+ if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
25903
+ if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
25904
+ if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
25905
+ if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
25906
+ if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
25907
+ if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
25908
+ if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
25909
+ if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
25910
+ if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
25911
+ if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
25828
25912
 
25829
25913
  } else {
25830
25914
 
@@ -25842,7 +25926,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
25842
25926
 
25843
25927
  if ( extension !== null ) {
25844
25928
 
25845
- if ( p === RGBA_BPTC_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
25929
+ if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
25846
25930
  if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
25847
25931
  if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
25848
25932
 
@@ -28712,7 +28796,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
28712
28796
 
28713
28797
  // physically based shading
28714
28798
 
28715
- this.outputColorSpace = SRGBColorSpace;
28799
+ this._outputColorSpace = SRGBColorSpace;
28716
28800
 
28717
28801
  // physical lights
28718
28802
 
@@ -31020,6 +31104,22 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
31020
31104
 
31021
31105
  }
31022
31106
 
31107
+ get outputColorSpace() {
31108
+
31109
+ return this._outputColorSpace;
31110
+
31111
+ }
31112
+
31113
+ set outputColorSpace( colorSpace ) {
31114
+
31115
+ this._outputColorSpace = colorSpace;
31116
+
31117
+ const gl = this.getContext();
31118
+ gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
31119
+ gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
31120
+
31121
+ }
31122
+
31023
31123
  get physicallyCorrectLights() { // @deprecated, r150
31024
31124
 
31025
31125
  console.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );
@@ -31091,6 +31191,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
31091
31191
 
31092
31192
  return {
31093
31193
  type: 'FogExp2',
31194
+ name: this.name,
31094
31195
  color: this.color.getHex(),
31095
31196
  density: this.density
31096
31197
  };
@@ -31124,6 +31225,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
31124
31225
 
31125
31226
  return {
31126
31227
  type: 'Fog',
31228
+ name: this.name,
31127
31229
  color: this.color.getHex(),
31128
31230
  near: this.near,
31129
31231
  far: this.far
@@ -31729,7 +31831,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
31729
31831
 
31730
31832
  class Sprite extends Object3D {
31731
31833
 
31732
- constructor( material ) {
31834
+ constructor( material = new SpriteMaterial() ) {
31733
31835
 
31734
31836
  super();
31735
31837
 
@@ -31757,7 +31859,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
31757
31859
  }
31758
31860
 
31759
31861
  this.geometry = _geometry;
31760
- this.material = ( material !== undefined ) ? material : new SpriteMaterial();
31862
+ this.material = material;
31761
31863
 
31762
31864
  this.center = new Vector2( 0.5, 0.5 );
31763
31865
 
@@ -35051,10 +35153,13 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
35051
35153
 
35052
35154
  if ( ! startPoint.equals( endPoint ) ) {
35053
35155
 
35054
- this.curves.push( new LineCurve( endPoint, startPoint ) );
35156
+ const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
35157
+ this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
35055
35158
 
35056
35159
  }
35057
35160
 
35161
+ return this;
35162
+
35058
35163
  }
35059
35164
 
35060
35165
  // To get accurate point with reference to
@@ -40410,21 +40515,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
40410
40515
 
40411
40516
  }
40412
40517
 
40413
- // same as Array.prototype.slice, but also works on typed arrays
40414
- function arraySlice( array, from, to ) {
40415
-
40416
- if ( isTypedArray( array ) ) {
40417
-
40418
- // in ios9 array.subarray(from, undefined) will return empty array
40419
- // but array.subarray(from) or array.subarray(from, len) is correct
40420
- return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
40421
-
40422
- }
40423
-
40424
- return array.slice( from, to );
40425
-
40426
- }
40427
-
40428
40518
  // converts an array to a specific type
40429
40519
  function convertArray( array, type, forceClone ) {
40430
40520
 
@@ -40688,14 +40778,14 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
40688
40778
  // Reference frame is earlier than the first keyframe, so just use the first keyframe
40689
40779
  const startIndex = referenceOffset;
40690
40780
  const endIndex = referenceValueSize - referenceOffset;
40691
- referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );
40781
+ referenceValue = referenceTrack.values.slice( startIndex, endIndex );
40692
40782
 
40693
40783
  } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
40694
40784
 
40695
40785
  // Reference frame is after the last keyframe, so just use the last keyframe
40696
40786
  const startIndex = lastIndex * referenceValueSize + referenceOffset;
40697
40787
  const endIndex = startIndex + referenceValueSize - referenceOffset;
40698
- referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );
40788
+ referenceValue = referenceTrack.values.slice( startIndex, endIndex );
40699
40789
 
40700
40790
  } else {
40701
40791
 
@@ -40704,7 +40794,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
40704
40794
  const startIndex = referenceOffset;
40705
40795
  const endIndex = referenceValueSize - referenceOffset;
40706
40796
  interpolant.evaluate( referenceTime );
40707
- referenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex );
40797
+ referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
40708
40798
 
40709
40799
  }
40710
40800
 
@@ -40759,7 +40849,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
40759
40849
  }
40760
40850
 
40761
40851
  const AnimationUtils = {
40762
- arraySlice: arraySlice,
40763
40852
  convertArray: convertArray,
40764
40853
  isTypedArray: isTypedArray,
40765
40854
  getKeyframeOrder: getKeyframeOrder,
@@ -41442,8 +41531,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
41442
41531
  }
41443
41532
 
41444
41533
  const stride = this.getValueSize();
41445
- this.times = arraySlice( times, from, to );
41446
- this.values = arraySlice( this.values, from * stride, to * stride );
41534
+ this.times = times.slice( from, to );
41535
+ this.values = this.values.slice( from * stride, to * stride );
41447
41536
 
41448
41537
  }
41449
41538
 
@@ -41533,8 +41622,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
41533
41622
  optimize() {
41534
41623
 
41535
41624
  // times or values may be shared with other tracks, so overwriting is unsafe
41536
- const times = arraySlice( this.times ),
41537
- values = arraySlice( this.values ),
41625
+ const times = this.times.slice(),
41626
+ values = this.values.slice(),
41538
41627
  stride = this.getValueSize(),
41539
41628
 
41540
41629
  smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
@@ -41627,8 +41716,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
41627
41716
 
41628
41717
  if ( writeIndex !== times.length ) {
41629
41718
 
41630
- this.times = arraySlice( times, 0, writeIndex );
41631
- this.values = arraySlice( values, 0, writeIndex * stride );
41719
+ this.times = times.slice( 0, writeIndex );
41720
+ this.values = values.slice( 0, writeIndex * stride );
41632
41721
 
41633
41722
  } else {
41634
41723
 
@@ -41643,8 +41732,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
41643
41732
 
41644
41733
  clone() {
41645
41734
 
41646
- const times = arraySlice( this.times, 0 );
41647
- const values = arraySlice( this.values, 0 );
41735
+ const times = this.times.slice();
41736
+ const values = this.values.slice();
41648
41737
 
41649
41738
  const TypedKeyframeTrack = this.constructor;
41650
41739
  const track = new TypedKeyframeTrack( this.name, times, values );
@@ -44223,7 +44312,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
44223
44312
 
44224
44313
  if ( json.rotation !== undefined ) material.rotation = json.rotation;
44225
44314
 
44226
- if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
44315
+ if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
44227
44316
  if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
44228
44317
  if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
44229
44318
  if ( json.scale !== undefined ) material.scale = json.scale;
@@ -45504,6 +45593,12 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
45504
45593
 
45505
45594
  }
45506
45595
 
45596
+ if ( data.fog.name !== '' ) {
45597
+
45598
+ object.fog.name = data.fog.name;
45599
+
45600
+ }
45601
+
45507
45602
  }
45508
45603
 
45509
45604
  if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
@@ -45988,48 +46083,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
45988
46083
 
45989
46084
  }
45990
46085
 
45991
- class HemisphereLightProbe extends LightProbe {
45992
-
45993
- constructor( skyColor, groundColor, intensity = 1 ) {
45994
-
45995
- super( undefined, intensity );
45996
-
45997
- this.isHemisphereLightProbe = true;
45998
-
45999
- const color1 = new Color().set( skyColor );
46000
- const color2 = new Color().set( groundColor );
46001
-
46002
- const sky = new Vector3( color1.r, color1.g, color1.b );
46003
- const ground = new Vector3( color2.r, color2.g, color2.b );
46004
-
46005
- // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
46006
- const c0 = Math.sqrt( Math.PI );
46007
- const c1 = c0 * Math.sqrt( 0.75 );
46008
-
46009
- this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
46010
- this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
46011
-
46012
- }
46013
-
46014
- }
46015
-
46016
- class AmbientLightProbe extends LightProbe {
46017
-
46018
- constructor( color, intensity = 1 ) {
46019
-
46020
- super( undefined, intensity );
46021
-
46022
- this.isAmbientLightProbe = true;
46023
-
46024
- const color1 = new Color().set( color );
46025
-
46026
- // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
46027
- this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
46028
-
46029
- }
46030
-
46031
- }
46032
-
46033
46086
  const _eyeRight = /*@__PURE__*/ new Matrix4();
46034
46087
  const _eyeLeft = /*@__PURE__*/ new Matrix4();
46035
46088
  const _projectionMatrix = /*@__PURE__*/ new Matrix4();
@@ -52080,7 +52133,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
52080
52133
  exports.AlwaysDepth = AlwaysDepth;
52081
52134
  exports.AlwaysStencilFunc = AlwaysStencilFunc;
52082
52135
  exports.AmbientLight = AmbientLight;
52083
- exports.AmbientLightProbe = AmbientLightProbe;
52084
52136
  exports.AnimationAction = AnimationAction;
52085
52137
  exports.AnimationClip = AnimationClip;
52086
52138
  exports.AnimationLoader = AnimationLoader;
@@ -52203,7 +52255,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
52203
52255
  exports.HalfFloatType = HalfFloatType;
52204
52256
  exports.HemisphereLight = HemisphereLight;
52205
52257
  exports.HemisphereLightHelper = HemisphereLightHelper;
52206
- exports.HemisphereLightProbe = HemisphereLightProbe;
52207
52258
  exports.IcosahedronGeometry = IcosahedronGeometry;
52208
52259
  exports.ImageBitmapLoader = ImageBitmapLoader;
52209
52260
  exports.ImageLoader = ImageLoader;
@@ -52256,6 +52307,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
52256
52307
  exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
52257
52308
  exports.LinearSRGBColorSpace = LinearSRGBColorSpace;
52258
52309
  exports.LinearToneMapping = LinearToneMapping;
52310
+ exports.LinearTransfer = LinearTransfer;
52259
52311
  exports.Loader = Loader;
52260
52312
  exports.LoaderUtils = LoaderUtils;
52261
52313
  exports.LoadingManager = LoadingManager;
@@ -52314,6 +52366,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
52314
52366
  exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
52315
52367
  exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
52316
52368
  exports.OrthographicCamera = OrthographicCamera;
52369
+ exports.P3Primaries = P3Primaries;
52317
52370
  exports.PCFShadowMap = PCFShadowMap;
52318
52371
  exports.PCFSoftShadowMap = PCFSoftShadowMap;
52319
52372
  exports.PMREMGenerator = PMREMGenerator;
@@ -52375,6 +52428,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
52375
52428
  exports.RawShaderMaterial = RawShaderMaterial;
52376
52429
  exports.Ray = Ray;
52377
52430
  exports.Raycaster = Raycaster;
52431
+ exports.Rec709Primaries = Rec709Primaries;
52378
52432
  exports.RectAreaLight = RectAreaLight;
52379
52433
  exports.RedFormat = RedFormat;
52380
52434
  exports.RedIntegerFormat = RedIntegerFormat;
@@ -52387,6 +52441,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
52387
52441
  exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;
52388
52442
  exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;
52389
52443
  exports.SRGBColorSpace = SRGBColorSpace;
52444
+ exports.SRGBTransfer = SRGBTransfer;
52390
52445
  exports.Scene = Scene;
52391
52446
  exports.ShaderChunk = ShaderChunk;
52392
52447
  exports.ShaderLib = ShaderLib;