super-three 0.177.0 → 0.181.0

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 (501) hide show
  1. package/README.md +1 -1
  2. package/build/three.cjs +1994 -749
  3. package/build/three.core.js +1358 -506
  4. package/build/three.core.min.js +1 -1
  5. package/build/three.module.js +631 -247
  6. package/build/three.module.min.js +1 -1
  7. package/build/three.tsl.js +113 -33
  8. package/build/three.tsl.min.js +1 -1
  9. package/build/three.webgpu.js +9571 -3424
  10. package/build/three.webgpu.min.js +1 -1
  11. package/build/three.webgpu.nodes.js +9397 -3426
  12. package/build/three.webgpu.nodes.min.js +1 -1
  13. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  14. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  15. package/examples/jsm/Addons.js +2 -3
  16. package/examples/jsm/animation/CCDIKSolver.js +1 -1
  17. package/examples/jsm/capabilities/WebGL.js +0 -27
  18. package/examples/jsm/capabilities/WebGPU.js +1 -1
  19. package/examples/jsm/controls/ArcballControls.js +9 -9
  20. package/examples/jsm/controls/DragControls.js +7 -57
  21. package/examples/jsm/controls/FirstPersonControls.js +3 -3
  22. package/examples/jsm/controls/FlyControls.js +1 -1
  23. package/examples/jsm/controls/OrbitControls.js +2 -2
  24. package/examples/jsm/controls/PointerLockControls.js +2 -10
  25. package/examples/jsm/controls/TrackballControls.js +1 -1
  26. package/examples/jsm/controls/TransformControls.js +62 -15
  27. package/examples/jsm/csm/CSMShadowNode.js +4 -4
  28. package/examples/jsm/effects/AsciiEffect.js +8 -8
  29. package/examples/jsm/environments/RoomEnvironment.js +8 -3
  30. package/examples/jsm/exporters/DRACOExporter.js +2 -2
  31. package/examples/jsm/exporters/EXRExporter.js +1 -1
  32. package/examples/jsm/exporters/GLTFExporter.js +33 -25
  33. package/examples/jsm/exporters/KTX2Exporter.js +4 -2
  34. package/examples/jsm/exporters/PLYExporter.js +1 -1
  35. package/examples/jsm/exporters/USDZExporter.js +683 -299
  36. package/examples/jsm/geometries/DecalGeometry.js +2 -2
  37. package/examples/jsm/geometries/ParametricGeometry.js +1 -1
  38. package/examples/jsm/geometries/RoundedBoxGeometry.js +47 -8
  39. package/examples/jsm/geometries/TeapotGeometry.js +2 -2
  40. package/examples/jsm/geometries/TextGeometry.js +3 -2
  41. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  42. package/examples/jsm/helpers/ViewHelper.js +43 -5
  43. package/examples/jsm/inspector/Inspector.js +427 -0
  44. package/examples/jsm/inspector/RendererInspector.js +415 -0
  45. package/examples/jsm/inspector/tabs/Console.js +204 -0
  46. package/examples/jsm/inspector/tabs/Parameters.js +332 -0
  47. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  48. package/examples/jsm/inspector/tabs/Viewer.js +166 -0
  49. package/examples/jsm/inspector/ui/Graph.js +95 -0
  50. package/examples/jsm/inspector/ui/Item.js +170 -0
  51. package/examples/jsm/inspector/ui/List.js +75 -0
  52. package/examples/jsm/inspector/ui/Profiler.js +170 -0
  53. package/examples/jsm/inspector/ui/Style.js +654 -0
  54. package/examples/jsm/inspector/ui/Tab.js +46 -0
  55. package/examples/jsm/inspector/ui/Values.js +423 -0
  56. package/examples/jsm/inspector/ui/utils.js +56 -0
  57. package/examples/jsm/interactive/HTMLMesh.js +11 -13
  58. package/examples/jsm/interactive/InteractiveGroup.js +1 -1
  59. package/examples/jsm/interactive/SelectionBox.js +30 -0
  60. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  61. package/examples/jsm/libs/meshopt_decoder.module.js +75 -58
  62. package/examples/jsm/lights/LightProbeGenerator.js +14 -3
  63. package/examples/jsm/lights/RectAreaLightTexturesLib.js +1 -1
  64. package/examples/jsm/lines/Line2.js +3 -3
  65. package/examples/jsm/lines/LineGeometry.js +1 -1
  66. package/examples/jsm/lines/LineSegments2.js +2 -2
  67. package/examples/jsm/lines/Wireframe.js +2 -2
  68. package/examples/jsm/lines/WireframeGeometry2.js +1 -1
  69. package/examples/jsm/lines/webgpu/LineSegments2.js +1 -1
  70. package/examples/jsm/lines/webgpu/Wireframe.js +1 -1
  71. package/examples/jsm/loaders/3MFLoader.js +1 -1
  72. package/examples/jsm/loaders/ColladaLoader.js +4 -4
  73. package/examples/jsm/loaders/DDSLoader.js +1 -1
  74. package/examples/jsm/loaders/DRACOLoader.js +73 -22
  75. package/examples/jsm/loaders/EXRLoader.js +210 -22
  76. package/examples/jsm/loaders/FBXLoader.js +4 -4
  77. package/examples/jsm/loaders/FontLoader.js +23 -5
  78. package/examples/jsm/loaders/GLTFLoader.js +14 -8
  79. package/examples/jsm/loaders/HDRCubeTextureLoader.js +5 -5
  80. package/examples/jsm/loaders/HDRLoader.js +486 -0
  81. package/examples/jsm/loaders/KTX2Loader.js +136 -49
  82. package/examples/jsm/loaders/KTXLoader.js +2 -2
  83. package/examples/jsm/loaders/LDrawLoader.js +1 -1
  84. package/examples/jsm/loaders/LUT3dlLoader.js +2 -2
  85. package/examples/jsm/loaders/LUTCubeLoader.js +1 -1
  86. package/examples/jsm/loaders/LWOLoader.js +2 -2
  87. package/examples/jsm/loaders/MaterialXLoader.js +233 -34
  88. package/examples/jsm/loaders/OBJLoader.js +1 -1
  89. package/examples/jsm/loaders/PDBLoader.js +1 -1
  90. package/examples/jsm/loaders/RGBELoader.js +7 -473
  91. package/examples/jsm/loaders/SVGLoader.js +2 -2
  92. package/examples/jsm/loaders/TTFLoader.js +13 -1
  93. package/examples/jsm/loaders/USDLoader.js +219 -0
  94. package/examples/jsm/loaders/USDZLoader.js +4 -892
  95. package/examples/jsm/loaders/UltraHDRLoader.js +2 -2
  96. package/examples/jsm/loaders/lwo/IFFParser.js +1 -1
  97. package/examples/jsm/loaders/usd/USDAParser.js +741 -0
  98. package/examples/jsm/loaders/usd/USDCParser.js +17 -0
  99. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  100. package/examples/jsm/math/ColorSpaces.js +19 -1
  101. package/examples/jsm/math/ConvexHull.js +3 -3
  102. package/examples/jsm/math/ImprovedNoise.js +1 -1
  103. package/examples/jsm/math/Lut.js +2 -2
  104. package/examples/jsm/math/SimplexNoise.js +1 -1
  105. package/examples/jsm/misc/MD2CharacterComplex.js +1 -1
  106. package/examples/jsm/misc/ProgressiveLightMap.js +9 -3
  107. package/examples/jsm/misc/ProgressiveLightMapGPU.js +7 -1
  108. package/examples/jsm/misc/TubePainter.js +383 -40
  109. package/examples/jsm/misc/Volume.js +1 -1
  110. package/examples/jsm/modifiers/SimplifyModifier.js +1 -1
  111. package/examples/jsm/objects/LensflareMesh.js +3 -3
  112. package/examples/jsm/objects/ReflectorForSSRPass.js +1 -0
  113. package/examples/jsm/objects/Sky.js +1 -1
  114. package/examples/jsm/objects/SkyMesh.js +3 -3
  115. package/examples/jsm/objects/Water.js +3 -3
  116. package/examples/jsm/objects/WaterMesh.js +6 -6
  117. package/examples/jsm/physics/RapierPhysics.js +95 -16
  118. package/examples/jsm/postprocessing/GTAOPass.js +10 -9
  119. package/examples/jsm/postprocessing/GlitchPass.js +2 -2
  120. package/examples/jsm/postprocessing/OutlinePass.js +17 -17
  121. package/examples/jsm/postprocessing/SSAOPass.js +10 -9
  122. package/examples/jsm/postprocessing/SSRPass.js +37 -8
  123. package/examples/jsm/postprocessing/UnrealBloomPass.js +8 -6
  124. package/examples/jsm/renderers/CSS2DRenderer.js +16 -5
  125. package/examples/jsm/renderers/CSS3DRenderer.js +7 -6
  126. package/examples/jsm/renderers/SVGRenderer.js +1 -1
  127. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +1 -1
  128. package/examples/jsm/shaders/AfterimageShader.js +1 -1
  129. package/examples/jsm/shaders/BleachBypassShader.js +1 -1
  130. package/examples/jsm/shaders/BokehShader.js +1 -1
  131. package/examples/jsm/shaders/BokehShader2.js +1 -1
  132. package/examples/jsm/shaders/DotScreenShader.js +1 -1
  133. package/examples/jsm/shaders/FocusShader.js +1 -1
  134. package/examples/jsm/shaders/GTAOShader.js +2 -2
  135. package/examples/jsm/shaders/GodRaysShader.js +1 -1
  136. package/examples/jsm/shaders/KaleidoShader.js +1 -1
  137. package/examples/jsm/shaders/PoissonDenoiseShader.js +2 -2
  138. package/examples/jsm/shaders/SSRShader.js +1 -1
  139. package/examples/jsm/shaders/SepiaShader.js +1 -1
  140. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +1 -1
  141. package/examples/jsm/shaders/TriangleBlurShader.js +1 -1
  142. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +11 -2
  143. package/examples/jsm/shaders/VignetteShader.js +1 -1
  144. package/examples/jsm/transpiler/AST.js +381 -30
  145. package/examples/jsm/transpiler/GLSLDecoder.js +247 -104
  146. package/examples/jsm/transpiler/Linker.js +327 -0
  147. package/examples/jsm/transpiler/TSLEncoder.js +196 -92
  148. package/examples/jsm/transpiler/Transpiler.js +17 -1
  149. package/examples/jsm/transpiler/TranspilerUtils.js +29 -0
  150. package/examples/jsm/transpiler/WGSLEncoder.js +812 -0
  151. package/examples/jsm/tsl/display/AfterImageNode.js +26 -24
  152. package/examples/jsm/tsl/display/AnamorphicNode.js +28 -4
  153. package/examples/jsm/tsl/display/BloomNode.js +11 -6
  154. package/examples/jsm/tsl/display/ChromaticAberrationNode.js +207 -0
  155. package/examples/jsm/tsl/display/DenoiseNode.js +2 -0
  156. package/examples/jsm/tsl/display/DepthOfFieldNode.js +446 -90
  157. package/examples/jsm/tsl/display/GTAONode.js +53 -5
  158. package/examples/jsm/tsl/display/GaussianBlurNode.js +55 -43
  159. package/examples/jsm/tsl/display/OutlineNode.js +13 -2
  160. package/examples/jsm/tsl/display/SSAAPassNode.js +2 -2
  161. package/examples/jsm/tsl/display/SSGINode.js +654 -0
  162. package/examples/jsm/tsl/display/SSRNode.js +182 -65
  163. package/examples/jsm/tsl/display/SSSNode.js +488 -0
  164. package/examples/jsm/tsl/display/TRAANode.js +578 -0
  165. package/examples/jsm/tsl/display/boxBlur.js +65 -0
  166. package/examples/jsm/tsl/display/hashBlur.js +18 -20
  167. package/examples/jsm/tsl/lighting/TiledLightsNode.js +22 -2
  168. package/examples/jsm/utils/BufferGeometryUtils.js +1 -1
  169. package/examples/jsm/utils/ShadowMapViewerGPU.js +12 -5
  170. package/examples/jsm/webxr/OculusHandModel.js +1 -1
  171. package/examples/jsm/webxr/XRControllerModelFactory.js +1 -1
  172. package/examples/jsm/webxr/XRHandModelFactory.js +2 -6
  173. package/package.json +5 -10
  174. package/src/Three.Core.js +5 -2
  175. package/src/Three.TSL.js +112 -32
  176. package/src/Three.WebGPU.Nodes.js +2 -0
  177. package/src/Three.WebGPU.js +4 -0
  178. package/src/animation/AnimationClip.js +20 -4
  179. package/src/animation/AnimationMixer.js +3 -3
  180. package/src/animation/AnimationObjectGroup.js +2 -1
  181. package/src/animation/KeyframeTrack.js +8 -7
  182. package/src/animation/PropertyBinding.js +12 -11
  183. package/src/animation/tracks/BooleanKeyframeTrack.js +1 -1
  184. package/src/animation/tracks/StringKeyframeTrack.js +1 -1
  185. package/src/audio/Audio.js +10 -9
  186. package/src/audio/PositionalAudio.js +1 -1
  187. package/src/cameras/Camera.js +14 -0
  188. package/src/cameras/OrthographicCamera.js +2 -2
  189. package/src/cameras/PerspectiveCamera.js +2 -2
  190. package/src/cameras/StereoCamera.js +2 -2
  191. package/src/constants.js +13 -5
  192. package/src/core/BufferAttribute.js +3 -3
  193. package/src/core/BufferGeometry.js +10 -10
  194. package/src/core/Clock.js +2 -8
  195. package/src/core/EventDispatcher.js +1 -1
  196. package/src/core/GLBufferAttribute.js +13 -1
  197. package/src/core/InterleavedBuffer.js +1 -1
  198. package/src/core/InterleavedBufferAttribute.js +3 -2
  199. package/src/core/Object3D.js +4 -3
  200. package/src/core/Raycaster.js +2 -1
  201. package/src/core/RenderTarget.js +10 -1
  202. package/{examples/jsm/misc → src/core}/Timer.js +4 -42
  203. package/src/extras/Controls.js +5 -4
  204. package/src/extras/DataUtils.js +2 -1
  205. package/src/extras/Earcut.js +6 -0
  206. package/src/extras/ImageUtils.js +2 -2
  207. package/src/extras/PMREMGenerator.js +279 -55
  208. package/src/extras/TextureUtils.js +2 -1
  209. package/src/extras/core/Curve.js +2 -1
  210. package/src/extras/core/Interpolations.js +7 -1
  211. package/src/extras/core/Path.js +22 -22
  212. package/src/extras/core/ShapePath.js +4 -4
  213. package/src/extras/lib/earcut.js +8 -8
  214. package/src/geometries/BoxGeometry.js +1 -0
  215. package/src/geometries/CapsuleGeometry.js +1 -0
  216. package/src/geometries/CircleGeometry.js +1 -0
  217. package/src/geometries/ConeGeometry.js +1 -0
  218. package/src/geometries/CylinderGeometry.js +1 -0
  219. package/src/geometries/DodecahedronGeometry.js +1 -0
  220. package/src/geometries/ExtrudeGeometry.js +8 -6
  221. package/src/geometries/IcosahedronGeometry.js +1 -0
  222. package/src/geometries/LatheGeometry.js +1 -0
  223. package/src/geometries/OctahedronGeometry.js +1 -0
  224. package/src/geometries/PlaneGeometry.js +1 -0
  225. package/src/geometries/RingGeometry.js +1 -0
  226. package/src/geometries/ShapeGeometry.js +1 -0
  227. package/src/geometries/SphereGeometry.js +1 -0
  228. package/src/geometries/TetrahedronGeometry.js +1 -0
  229. package/src/geometries/TorusGeometry.js +1 -0
  230. package/src/geometries/TorusKnotGeometry.js +1 -0
  231. package/src/geometries/TubeGeometry.js +1 -0
  232. package/src/helpers/CameraHelper.js +42 -12
  233. package/src/helpers/SkeletonHelper.js +35 -6
  234. package/src/lights/LightShadow.js +21 -8
  235. package/src/lights/PointLightShadow.js +1 -1
  236. package/src/lights/webgpu/ProjectorLight.js +1 -1
  237. package/src/loaders/AnimationLoader.js +2 -1
  238. package/src/loaders/AudioLoader.js +2 -1
  239. package/src/loaders/BufferGeometryLoader.js +2 -2
  240. package/src/loaders/Cache.js +2 -2
  241. package/src/loaders/DataTextureLoader.js +1 -1
  242. package/src/loaders/FileLoader.js +29 -5
  243. package/src/loaders/ImageBitmapLoader.js +32 -8
  244. package/src/loaders/ImageLoader.js +56 -9
  245. package/src/loaders/Loader.js +17 -3
  246. package/src/loaders/LoadingManager.js +45 -0
  247. package/src/loaders/MaterialLoader.js +3 -2
  248. package/src/loaders/ObjectLoader.js +13 -13
  249. package/src/loaders/TextureLoader.js +1 -1
  250. package/src/loaders/nodes/NodeLoader.js +3 -2
  251. package/src/materials/Material.js +16 -3
  252. package/src/materials/MeshBasicMaterial.js +2 -1
  253. package/src/materials/MeshDepthMaterial.js +1 -0
  254. package/src/materials/MeshDistanceMaterial.js +1 -1
  255. package/src/materials/MeshLambertMaterial.js +2 -1
  256. package/src/materials/MeshMatcapMaterial.js +22 -0
  257. package/src/materials/MeshNormalMaterial.js +1 -0
  258. package/src/materials/MeshPhongMaterial.js +2 -1
  259. package/src/materials/MeshPhysicalMaterial.js +2 -1
  260. package/src/materials/MeshStandardMaterial.js +8 -7
  261. package/src/materials/MeshToonMaterial.js +1 -0
  262. package/src/materials/PointsMaterial.js +1 -1
  263. package/src/materials/ShaderMaterial.js +2 -2
  264. package/src/materials/nodes/Line2NodeMaterial.js +2 -10
  265. package/src/materials/nodes/MeshBasicNodeMaterial.js +4 -3
  266. package/src/materials/nodes/MeshMatcapNodeMaterial.js +1 -1
  267. package/src/materials/nodes/MeshNormalNodeMaterial.js +2 -2
  268. package/src/materials/nodes/MeshPhysicalNodeMaterial.js +2 -1
  269. package/src/materials/nodes/MeshSSSNodeMaterial.js +3 -3
  270. package/src/materials/nodes/NodeMaterial.js +90 -27
  271. package/src/materials/nodes/PointsNodeMaterial.js +86 -28
  272. package/src/materials/nodes/SpriteNodeMaterial.js +3 -15
  273. package/src/materials/nodes/manager/NodeMaterialObserver.js +89 -3
  274. package/src/math/Color.js +6 -5
  275. package/src/math/ColorManagement.js +9 -3
  276. package/src/math/Cylindrical.js +1 -1
  277. package/src/math/Euler.js +2 -1
  278. package/src/math/Frustum.js +25 -9
  279. package/src/math/FrustumArray.js +10 -5
  280. package/src/math/Line3.js +129 -2
  281. package/src/math/MathUtils.js +13 -11
  282. package/src/math/Matrix2.js +1 -1
  283. package/src/math/Matrix3.js +2 -2
  284. package/src/math/Matrix4.js +55 -34
  285. package/src/math/Plane.js +1 -1
  286. package/src/math/Quaternion.js +69 -67
  287. package/src/math/Spherical.js +3 -3
  288. package/src/nodes/Nodes.js +6 -4
  289. package/src/nodes/TSL.js +9 -4
  290. package/src/nodes/accessors/AccessorsUtils.js +7 -8
  291. package/src/nodes/accessors/Bitangent.js +31 -25
  292. package/src/nodes/accessors/BufferNode.js +1 -1
  293. package/src/nodes/accessors/Camera.js +142 -16
  294. package/src/nodes/accessors/ClippingNode.js +6 -5
  295. package/src/nodes/accessors/CubeTextureNode.js +5 -4
  296. package/src/nodes/accessors/InstanceNode.js +25 -5
  297. package/src/nodes/accessors/Lights.js +10 -0
  298. package/src/nodes/accessors/Normal.js +97 -30
  299. package/src/nodes/accessors/Object3DNode.js +2 -2
  300. package/src/nodes/accessors/Position.js +25 -9
  301. package/src/nodes/accessors/ReferenceBaseNode.js +1 -1
  302. package/src/nodes/accessors/ReferenceNode.js +20 -4
  303. package/src/nodes/accessors/ReflectVector.js +3 -3
  304. package/src/nodes/accessors/SceneNode.js +3 -2
  305. package/src/nodes/accessors/StorageBufferNode.js +2 -1
  306. package/src/nodes/accessors/StorageTextureNode.js +23 -1
  307. package/src/nodes/accessors/Tangent.js +25 -17
  308. package/src/nodes/accessors/TangentUtils.js +46 -0
  309. package/src/nodes/accessors/Texture3DNode.js +14 -1
  310. package/src/nodes/accessors/TextureBicubic.js +21 -3
  311. package/src/nodes/accessors/TextureNode.js +142 -44
  312. package/src/nodes/accessors/UniformArrayNode.js +0 -16
  313. package/src/nodes/code/FunctionCallNode.js +24 -4
  314. package/src/nodes/code/FunctionNode.js +23 -0
  315. package/src/nodes/core/ArrayNode.js +13 -0
  316. package/src/nodes/core/AssignNode.js +6 -2
  317. package/src/nodes/core/AttributeNode.js +2 -1
  318. package/src/nodes/core/ContextNode.js +48 -10
  319. package/src/nodes/core/IndexNode.js +2 -2
  320. package/src/nodes/core/InputNode.js +2 -1
  321. package/src/nodes/core/InspectorNode.js +128 -0
  322. package/src/nodes/core/{CacheNode.js → IsolateNode.js} +36 -17
  323. package/src/nodes/core/Node.js +167 -34
  324. package/src/nodes/core/NodeBuilder.js +404 -120
  325. package/src/nodes/core/NodeFrame.js +21 -21
  326. package/src/nodes/core/NodeFunction.js +2 -1
  327. package/src/nodes/core/NodeParser.js +2 -1
  328. package/src/nodes/core/NodeUniform.js +1 -1
  329. package/src/nodes/core/NodeUtils.js +17 -88
  330. package/src/nodes/core/ParameterNode.js +31 -0
  331. package/src/nodes/core/PropertyNode.js +7 -0
  332. package/src/nodes/core/StackNode.js +77 -30
  333. package/src/nodes/core/StructNode.js +5 -5
  334. package/src/nodes/core/StructTypeNode.js +1 -0
  335. package/src/nodes/core/SubBuildNode.js +89 -0
  336. package/src/nodes/core/UniformNode.js +80 -14
  337. package/src/nodes/core/VarNode.js +142 -16
  338. package/src/nodes/core/VaryingNode.js +9 -6
  339. package/src/nodes/display/BlendModes.js +7 -6
  340. package/src/nodes/display/BumpMapNode.js +1 -1
  341. package/src/nodes/display/ColorAdjustment.js +1 -1
  342. package/src/nodes/display/FrontFacingNode.js +35 -7
  343. package/src/nodes/display/NormalMapNode.js +20 -50
  344. package/src/nodes/display/PassNode.js +206 -17
  345. package/src/nodes/display/RenderOutputNode.js +28 -2
  346. package/src/nodes/display/ScreenNode.js +44 -40
  347. package/src/nodes/display/ToneMappingNode.js +31 -4
  348. package/src/nodes/display/ToonOutlinePassNode.js +8 -0
  349. package/src/nodes/display/ViewportDepthTextureNode.js +16 -4
  350. package/src/nodes/display/ViewportSharedTextureNode.js +12 -0
  351. package/src/nodes/display/ViewportTextureNode.js +94 -4
  352. package/src/nodes/fog/Fog.js +3 -2
  353. package/src/nodes/functions/BSDF/BRDF_GGX.js +2 -6
  354. package/src/nodes/functions/BSDF/BRDF_GGX_Multiscatter.js +52 -0
  355. package/src/nodes/functions/BSDF/BRDF_Sheen.js +4 -4
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  479. package/src/renderers/webgpu/WebGPURenderer.js +3 -2
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  487. package/src/renderers/webgpu/utils/WebGPUTimestampQueryPool.js +32 -9
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  489. package/src/renderers/webxr/WebXRDepthSensing.js +6 -10
  490. package/src/renderers/webxr/WebXRManager.js +89 -13
  491. package/src/textures/ExternalTexture.js +56 -0
  492. package/src/textures/FramebufferTexture.js +2 -2
  493. package/src/textures/Source.js +14 -3
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  496. package/src/utils.js +67 -3
  497. package/examples/jsm/loaders/RGBMLoader.js +0 -1148
  498. package/examples/jsm/tsl/display/TRAAPassNode.js +0 -452
  499. package/src/nodes/utils/EquirectUVNode.js +0 -65
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  501. package/src/nodes/utils/TriplanarTexturesNode.js +0 -148
@@ -3,8 +3,8 @@
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  * Copyright 2010-2025 Three.js Authors
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  * SPDX-License-Identifier: MIT
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  */
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- import { Color, Matrix3, Vector2, mergeUniforms, Vector3, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, cloneUniforms, BackSide, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, Euler, Matrix4, IntType, RGBAFormat, HalfFloatType, UnsignedByteType, FloatType, Plane, EquirectangularReflectionMapping, EquirectangularRefractionMapping, WebGLCubeRenderTarget, CubeReflectionMapping, CubeRefractionMapping, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, BufferGeometry, BufferAttribute, WebGLRenderTarget, NoBlending, OrthographicCamera, LinearFilter, LinearSRGBColorSpace, warnOnce, arrayNeedsUint32, Uint32BufferAttribute, Uint16BufferAttribute, Vector4, DataArrayTexture, LessEqualCompare, Texture, DepthTexture, Data3DTexture, CubeTexture, GLSL3, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, PCFShadowMap, PCFSoftShadowMap, VSMShadowMap, LinearTransfer, AddOperation, MixOperation, MultiplyOperation, ObjectSpaceNormalMap, TangentSpaceNormalMap, NormalBlending, DoubleSide, UniformsUtils, Layers, Frustum, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, NearestFilter, LessEqualDepth, AddEquation, SubtractEquation, ReverseSubtractEquation, ZeroFactor, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor, ConstantColorFactor, OneMinusConstantColorFactor, ConstantAlphaFactor, OneMinusConstantAlphaFactor, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, CullFaceNone, CullFaceBack, CullFaceFront, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, MinEquation, MaxEquation, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestMipmapNearestFilter, NearestMipmapLinearFilter, LinearMipmapNearestFilter, LinearMipmapLinearFilter, NeverCompare, AlwaysCompare, LessCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, NoColorSpace, DepthStencilFormat, getByteLength, DepthFormat, UnsignedIntType, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, createCanvasElement, SRGBColorSpace, REVISION, toNormalizedProjectionMatrix, toReversedProjectionMatrix, probeAsync, WebGLCoordinateSystem } from './three.core.js';
7
- export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeCamera, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NormalAnimationBlendMode, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp } from './three.core.js';
6
+ import { Color, Matrix3, Vector2, mergeUniforms, Vector3, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, cloneUniforms, BackSide, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, Euler, Matrix4, IntType, warn, RGBAFormat, HalfFloatType, UnsignedByteType, FloatType, Plane, EquirectangularReflectionMapping, EquirectangularRefractionMapping, WebGLCubeRenderTarget, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, error, BufferAttribute, WebGLRenderTarget, NoBlending, OrthographicCamera, LinearFilter, LinearSRGBColorSpace, warnOnce, arrayNeedsUint32, Uint32BufferAttribute, Uint16BufferAttribute, Vector4, DataArrayTexture, LessEqualCompare, Texture, DepthTexture, Data3DTexture, CubeTexture, GLSL3, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, PCFShadowMap, PCFSoftShadowMap, VSMShadowMap, LinearTransfer, AddOperation, MixOperation, MultiplyOperation, ObjectSpaceNormalMap, TangentSpaceNormalMap, NormalBlending, DoubleSide, UniformsUtils, Layers, Frustum, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, NearestFilter, LessEqualDepth, AddEquation, SubtractEquation, ReverseSubtractEquation, ZeroFactor, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor, ConstantColorFactor, OneMinusConstantColorFactor, ConstantAlphaFactor, OneMinusConstantAlphaFactor, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, CullFaceNone, CullFaceBack, CullFaceFront, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, MinEquation, MaxEquation, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestMipmapNearestFilter, NearestMipmapLinearFilter, LinearMipmapNearestFilter, LinearMipmapLinearFilter, NeverCompare, AlwaysCompare, LessCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, NoColorSpace, DepthStencilFormat, getByteLength, DepthFormat, UnsignedIntType, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js';
7
+ export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeCamera, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NormalAnimationBlendMode, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js';
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  if ( attribute.isFloat16BufferAttribute ) {
@@ -335,7 +339,7 @@ var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\
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  var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif";
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- 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}\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";
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+ 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}\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";
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  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_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
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@@ -355,7 +359,7 @@ var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\tre
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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, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
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- var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
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+ var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif";
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  var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
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@@ -381,7 +385,7 @@ var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertM
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  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\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
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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, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
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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, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
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  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
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@@ -393,7 +397,7 @@ var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhong
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  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_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 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\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
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- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn 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\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += 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\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\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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+ var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn 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 * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat 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\tvec2 uv = vec2( roughness, dotNV );\n\treturn texture2D( dfgLUT, uv ).rg;\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}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNV * dotNV), 0.0, dotNV), material.roughness );\n\tvec2 dfgL = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNL * dotNL), 0.0, dotNL), material.roughness );\n\tvec3 FssEss_V = material.specularColor * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColor * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColor + ( 1.0 - material.specularColor ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.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\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( 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\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\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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  var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.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.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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@@ -401,13 +405,13 @@ var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGH
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  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 )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
408
+ var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
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406
- var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
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+ var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
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- var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
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+ var logdepthbuf_pars_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
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410
- var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";
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+ var logdepthbuf_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";
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  var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";
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@@ -467,7 +471,7 @@ var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUG
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  var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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470
- var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif";
474
+ var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\tfloat depth = unpackRGBAToDepth( texture2D( depths, uv ) );\n\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\treturn step( depth, compare );\n\t\t#else\n\t\t\treturn step( compare, depth );\n\t\t#endif\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow( sampler2D shadow, vec2 uv, float compare ) {\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\tfloat hard_shadow = step( distribution.x, compare );\n\t\t#else\n\t\t\tfloat hard_shadow = step( compare, distribution.x );\n\t\t#endif\n\t\tif ( hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif";
471
475
 
472
476
  var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
473
477
 
@@ -517,7 +521,7 @@ const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform fl
517
521
 
518
522
  const vertex$e = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
519
523
 
520
- const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}";
524
+ const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <logdepthbuf_fragment>\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}";
521
525
 
522
526
  const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
523
527
 
@@ -749,6 +753,7 @@ const UniformsLib = {
749
753
  reflectivity: { value: 1.0 }, // basic, lambert, phong
750
754
  ior: { value: 1.5 }, // physical
751
755
  refractionRatio: { value: 0.98 }, // basic, lambert, phong
756
+ dfgLUT: { value: null } // DFG LUT for physically-based rendering
752
757
 
753
758
  },
754
759
 
@@ -2345,13 +2350,13 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
2345
2350
 
2346
2351
  if ( maxPrecision !== precision ) {
2347
2352
 
2348
- console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
2353
+ warn( 'WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
2349
2354
  precision = maxPrecision;
2350
2355
 
2351
2356
  }
2352
2357
 
2353
2358
  const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
2354
- const reverseDepthBuffer = parameters.reverseDepthBuffer === true && extensions.has( 'EXT_clip_control' );
2359
+ const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' );
2355
2360
 
2356
2361
  const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
2357
2362
  const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
@@ -2379,7 +2384,7 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
2379
2384
 
2380
2385
  precision: precision,
2381
2386
  logarithmicDepthBuffer: logarithmicDepthBuffer,
2382
- reverseDepthBuffer: reverseDepthBuffer,
2387
+ reversedDepthBuffer: reversedDepthBuffer,
2383
2388
 
2384
2389
  maxTextures: maxTextures,
2385
2390
  maxVertexTextures: maxVertexTextures,
@@ -2662,16 +2667,18 @@ function WebGLCubeMaps( renderer ) {
2662
2667
 
2663
2668
  const LOD_MIN = 4;
2664
2669
 
2665
- // The standard deviations (radians) associated with the extra mips. These are
2666
- // chosen to approximate a Trowbridge-Reitz distribution function times the
2667
- // geometric shadowing function. These sigma values squared must match the
2668
- // variance #defines in cube_uv_reflection_fragment.glsl.js.
2670
+ // The standard deviations (radians) associated with the extra mips.
2671
+ // Used for scene blur in fromScene() method.
2669
2672
  const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
2670
2673
 
2671
2674
  // The maximum length of the blur for loop. Smaller sigmas will use fewer
2672
2675
  // samples and exit early, but not recompile the shader.
2676
+ // Used for scene blur in fromScene() method.
2673
2677
  const MAX_SAMPLES = 20;
2674
2678
 
2679
+ // GGX VNDF importance sampling configuration
2680
+ const GGX_SAMPLES = 256;
2681
+
2675
2682
  const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
2676
2683
  const _clearColor = /*@__PURE__*/ new Color();
2677
2684
  let _oldTarget = null;
@@ -2679,24 +2686,6 @@ let _oldActiveCubeFace = 0;
2679
2686
  let _oldActiveMipmapLevel = 0;
2680
2687
  let _oldXrEnabled = false;
2681
2688
 
2682
- // Golden Ratio
2683
- const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
2684
- const INV_PHI = 1 / PHI;
2685
-
2686
- // Vertices of a dodecahedron (except the opposites, which represent the
2687
- // same axis), used as axis directions evenly spread on a sphere.
2688
- const _axisDirections = [
2689
- /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
2690
- /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
2691
- /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
2692
- /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
2693
- /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
2694
- /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
2695
- /*@__PURE__*/ new Vector3( -1, 1, -1 ),
2696
- /*@__PURE__*/ new Vector3( 1, 1, -1 ),
2697
- /*@__PURE__*/ new Vector3( -1, 1, 1 ),
2698
- /*@__PURE__*/ new Vector3( 1, 1, 1 ) ];
2699
-
2700
2689
  const _origin = /*@__PURE__*/ new Vector3();
2701
2690
 
2702
2691
  /**
@@ -2710,9 +2699,11 @@ const _origin = /*@__PURE__*/ new Vector3();
2710
2699
  * higher roughness levels. In this way we maintain resolution to smoothly
2711
2700
  * interpolate diffuse lighting while limiting sampling computation.
2712
2701
  *
2713
- * Paper: Fast, Accurate Image-Based Lighting:
2714
- * {@link https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view}
2715
- */
2702
+ * The prefiltering uses GGX VNDF (Visible Normal Distribution Function)
2703
+ * importance sampling based on "Sampling the GGX Distribution of Visible Normals"
2704
+ * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF
2705
+ * used in material rendering for physically-based image-based lighting.
2706
+ */
2716
2707
  class PMREMGenerator {
2717
2708
 
2718
2709
  /**
@@ -2727,15 +2718,17 @@ class PMREMGenerator {
2727
2718
 
2728
2719
  this._lodMax = 0;
2729
2720
  this._cubeSize = 0;
2730
- this._lodPlanes = [];
2731
2721
  this._sizeLods = [];
2732
2722
  this._sigmas = [];
2723
+ this._lodMeshes = [];
2724
+
2725
+ this._backgroundBox = null;
2733
2726
 
2734
- this._blurMaterial = null;
2735
2727
  this._cubemapMaterial = null;
2736
2728
  this._equirectMaterial = null;
2737
2729
 
2738
- this._compileMaterial( this._blurMaterial );
2730
+ this._blurMaterial = null;
2731
+ this._ggxMaterial = null;
2739
2732
 
2740
2733
  }
2741
2734
 
@@ -2860,6 +2853,13 @@ class PMREMGenerator {
2860
2853
  if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
2861
2854
  if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
2862
2855
 
2856
+ if ( this._backgroundBox !== null ) {
2857
+
2858
+ this._backgroundBox.geometry.dispose();
2859
+ this._backgroundBox.material.dispose();
2860
+
2861
+ }
2862
+
2863
2863
  }
2864
2864
 
2865
2865
  // private interface
@@ -2874,12 +2874,13 @@ class PMREMGenerator {
2874
2874
  _dispose() {
2875
2875
 
2876
2876
  if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
2877
+ if ( this._ggxMaterial !== null ) this._ggxMaterial.dispose();
2877
2878
 
2878
2879
  if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
2879
2880
 
2880
- for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
2881
+ for ( let i = 0; i < this._lodMeshes.length; i ++ ) {
2881
2882
 
2882
- this._lodPlanes[ i ].dispose();
2883
+ this._lodMeshes[ i ].geometry.dispose();
2883
2884
 
2884
2885
  }
2885
2886
 
@@ -2951,7 +2952,7 @@ class PMREMGenerator {
2951
2952
  this._pingPongRenderTarget = _createRenderTarget( width, height, params );
2952
2953
 
2953
2954
  const { _lodMax } = this;
2954
- ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
2955
+ ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
2955
2956
 
2956
2957
  this._blurMaterial = _getBlurShader( _lodMax, width, height );
2957
2958
 
@@ -2963,8 +2964,8 @@ class PMREMGenerator {
2963
2964
 
2964
2965
  _compileMaterial( material ) {
2965
2966
 
2966
- const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
2967
- this._renderer.compile( tmpMesh, _flatCamera );
2967
+ const mesh = new Mesh( new BufferGeometry(), material );
2968
+ this._renderer.compile( mesh, _flatCamera );
2968
2969
 
2969
2970
  }
2970
2971
 
@@ -2984,16 +2985,36 @@ class PMREMGenerator {
2984
2985
  renderer.toneMapping = NoToneMapping;
2985
2986
  renderer.autoClear = false;
2986
2987
 
2987
- const backgroundMaterial = new MeshBasicMaterial( {
2988
- name: 'PMREM.Background',
2989
- side: BackSide,
2990
- depthWrite: false,
2991
- depthTest: false,
2992
- } );
2988
+ // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
2989
+ const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
2993
2990
 
2994
- const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
2991
+ if ( reversedDepthBuffer ) {
2992
+
2993
+ renderer.setRenderTarget( cubeUVRenderTarget );
2994
+ renderer.clearDepth();
2995
+ renderer.setRenderTarget( null );
2996
+
2997
+ }
2998
+
2999
+ if ( this._backgroundBox === null ) {
3000
+
3001
+ this._backgroundBox = new Mesh(
3002
+ new BoxGeometry(),
3003
+ new MeshBasicMaterial( {
3004
+ name: 'PMREM.Background',
3005
+ side: BackSide,
3006
+ depthWrite: false,
3007
+ depthTest: false,
3008
+ } )
3009
+ );
3010
+
3011
+ }
3012
+
3013
+ const backgroundBox = this._backgroundBox;
3014
+ const backgroundMaterial = backgroundBox.material;
2995
3015
 
2996
3016
  let useSolidColor = false;
3017
+
2997
3018
  const background = scene.background;
2998
3019
 
2999
3020
  if ( background ) {
@@ -3054,9 +3075,6 @@ class PMREMGenerator {
3054
3075
 
3055
3076
  }
3056
3077
 
3057
- backgroundBox.geometry.dispose();
3058
- backgroundBox.material.dispose();
3059
-
3060
3078
  renderer.toneMapping = toneMapping;
3061
3079
  renderer.autoClear = originalAutoClear;
3062
3080
  scene.background = background;
@@ -3090,7 +3108,9 @@ class PMREMGenerator {
3090
3108
  }
3091
3109
 
3092
3110
  const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
3093
- const mesh = new Mesh( this._lodPlanes[ 0 ], material );
3111
+
3112
+ const mesh = this._lodMeshes[ 0 ];
3113
+ mesh.material = material;
3094
3114
 
3095
3115
  const uniforms = material.uniforms;
3096
3116
 
@@ -3110,19 +3130,82 @@ class PMREMGenerator {
3110
3130
  const renderer = this._renderer;
3111
3131
  const autoClear = renderer.autoClear;
3112
3132
  renderer.autoClear = false;
3113
- const n = this._lodPlanes.length;
3114
3133
 
3134
+ const n = this._lodMeshes.length;
3135
+
3136
+ // Use GGX VNDF importance sampling
3115
3137
  for ( let i = 1; i < n; i ++ ) {
3116
3138
 
3117
- const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
3139
+ this._applyGGXFilter( cubeUVRenderTarget, i - 1, i );
3140
+
3141
+ }
3142
+
3143
+ renderer.autoClear = autoClear;
3144
+
3145
+ }
3146
+
3147
+ /**
3148
+ * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.
3149
+ * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the
3150
+ * GGX BRDF for physically-based rendering. Reads from the previous LOD level and
3151
+ * applies incremental roughness filtering to avoid over-blurring.
3152
+ *
3153
+ * @private
3154
+ * @param {WebGLRenderTarget} cubeUVRenderTarget
3155
+ * @param {number} lodIn - Source LOD level to read from
3156
+ * @param {number} lodOut - Target LOD level to write to
3157
+ */
3158
+ _applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) {
3159
+
3160
+ const renderer = this._renderer;
3161
+ const pingPongRenderTarget = this._pingPongRenderTarget;
3118
3162
 
3119
- const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
3163
+ if ( this._ggxMaterial === null ) {
3120
3164
 
3121
- this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
3165
+ const width = 3 * Math.max( this._cubeSize, 16 );
3166
+ const height = 4 * this._cubeSize;
3167
+ this._ggxMaterial = _getGGXShader( this._lodMax, width, height );
3122
3168
 
3123
3169
  }
3124
3170
 
3125
- renderer.autoClear = autoClear;
3171
+ const ggxMaterial = this._ggxMaterial;
3172
+ const ggxMesh = this._lodMeshes[ lodOut ];
3173
+ ggxMesh.material = ggxMaterial;
3174
+
3175
+ const ggxUniforms = ggxMaterial.uniforms;
3176
+
3177
+ // Calculate incremental roughness between LOD levels
3178
+ const targetRoughness = lodOut / ( this._lodMeshes.length - 1 );
3179
+ const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 );
3180
+ const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness );
3181
+
3182
+ // Apply blur strength mapping for better quality across the roughness range
3183
+ const blurStrength = 0.05 + targetRoughness * 0.95;
3184
+ const adjustedRoughness = incrementalRoughness * blurStrength;
3185
+
3186
+ // Calculate viewport position based on output LOD level
3187
+ const { _lodMax } = this;
3188
+ const outputSize = this._sizeLods[ lodOut ];
3189
+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
3190
+ const y = 4 * ( this._cubeSize - outputSize );
3191
+
3192
+ // Read from previous LOD with incremental roughness
3193
+ ggxUniforms[ 'envMap' ].value = cubeUVRenderTarget.texture;
3194
+ ggxUniforms[ 'roughness' ].value = adjustedRoughness;
3195
+ ggxUniforms[ 'mipInt' ].value = _lodMax - lodIn; // Sample from input LOD
3196
+
3197
+ _setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
3198
+ renderer.setRenderTarget( pingPongRenderTarget );
3199
+ renderer.render( ggxMesh, _flatCamera );
3200
+
3201
+ // Copy from pingPong back to cubeUV (simple direct copy)
3202
+ ggxUniforms[ 'envMap' ].value = pingPongRenderTarget.texture;
3203
+ ggxUniforms[ 'roughness' ].value = 0.0; // Direct copy
3204
+ ggxUniforms[ 'mipInt' ].value = _lodMax - lodOut; // Read from the level we just wrote
3205
+
3206
+ _setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
3207
+ renderer.setRenderTarget( cubeUVRenderTarget );
3208
+ renderer.render( ggxMesh, _flatCamera );
3126
3209
 
3127
3210
  }
3128
3211
 
@@ -3133,6 +3216,8 @@ class PMREMGenerator {
3133
3216
  * the poles) to approximate the orthogonally-separable blur. It is least
3134
3217
  * accurate at the poles, but still does a decent job.
3135
3218
  *
3219
+ * Used for initial scene blur in fromScene() method when sigma > 0.
3220
+ *
3136
3221
  * @private
3137
3222
  * @param {WebGLRenderTarget} cubeUVRenderTarget
3138
3223
  * @param {number} lodIn
@@ -3171,7 +3256,7 @@ class PMREMGenerator {
3171
3256
 
3172
3257
  if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
3173
3258
 
3174
- console.error(
3259
+ error(
3175
3260
  'blur direction must be either latitudinal or longitudinal!' );
3176
3261
 
3177
3262
  }
@@ -3179,7 +3264,9 @@ class PMREMGenerator {
3179
3264
  // Number of standard deviations at which to cut off the discrete approximation.
3180
3265
  const STANDARD_DEVIATIONS = 3;
3181
3266
 
3182
- const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
3267
+ const blurMesh = this._lodMeshes[ lodOut ];
3268
+ blurMesh.material = blurMaterial;
3269
+
3183
3270
  const blurUniforms = blurMaterial.uniforms;
3184
3271
 
3185
3272
  const pixels = this._sizeLods[ lodIn ] - 1;
@@ -3189,7 +3276,7 @@ class PMREMGenerator {
3189
3276
 
3190
3277
  if ( samples > MAX_SAMPLES ) {
3191
3278
 
3192
- console.warn( `sigmaRadians, ${
3279
+ warn( `sigmaRadians, ${
3193
3280
  sigmaRadians}, is too large and will clip, as it requested ${
3194
3281
  samples} samples when the maximum is set to ${MAX_SAMPLES}` );
3195
3282
 
@@ -3253,9 +3340,9 @@ class PMREMGenerator {
3253
3340
 
3254
3341
  function _createPlanes( lodMax ) {
3255
3342
 
3256
- const lodPlanes = [];
3257
3343
  const sizeLods = [];
3258
3344
  const sigmas = [];
3345
+ const lodMeshes = [];
3259
3346
 
3260
3347
  let lod = lodMax;
3261
3348
 
@@ -3317,7 +3404,7 @@ function _createPlanes( lodMax ) {
3317
3404
  planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
3318
3405
  planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
3319
3406
  planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
3320
- lodPlanes.push( planes );
3407
+ lodMeshes.push( new Mesh( planes, null ) );
3321
3408
 
3322
3409
  if ( lod > LOD_MIN ) {
3323
3410
 
@@ -3327,7 +3414,7 @@ function _createPlanes( lodMax ) {
3327
3414
 
3328
3415
  }
3329
3416
 
3330
- return { lodPlanes, sizeLods, sigmas };
3417
+ return { lodMeshes, sizeLods, sigmas };
3331
3418
 
3332
3419
  }
3333
3420
 
@@ -3348,6 +3435,147 @@ function _setViewport( target, x, y, width, height ) {
3348
3435
 
3349
3436
  }
3350
3437
 
3438
+ function _getGGXShader( lodMax, width, height ) {
3439
+
3440
+ const shaderMaterial = new ShaderMaterial( {
3441
+
3442
+ name: 'PMREMGGXConvolution',
3443
+
3444
+ defines: {
3445
+ 'GGX_SAMPLES': GGX_SAMPLES,
3446
+ 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
3447
+ 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
3448
+ 'CUBEUV_MAX_MIP': `${lodMax}.0`,
3449
+ },
3450
+
3451
+ uniforms: {
3452
+ 'envMap': { value: null },
3453
+ 'roughness': { value: 0.0 },
3454
+ 'mipInt': { value: 0 }
3455
+ },
3456
+
3457
+ vertexShader: _getCommonVertexShader(),
3458
+
3459
+ fragmentShader: /* glsl */`
3460
+
3461
+ precision highp float;
3462
+ precision highp int;
3463
+
3464
+ varying vec3 vOutputDirection;
3465
+
3466
+ uniform sampler2D envMap;
3467
+ uniform float roughness;
3468
+ uniform float mipInt;
3469
+
3470
+ #define ENVMAP_TYPE_CUBE_UV
3471
+ #include <cube_uv_reflection_fragment>
3472
+
3473
+ #define PI 3.14159265359
3474
+
3475
+ // Van der Corput radical inverse
3476
+ float radicalInverse_VdC(uint bits) {
3477
+ bits = (bits << 16u) | (bits >> 16u);
3478
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
3479
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
3480
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
3481
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
3482
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
3483
+ }
3484
+
3485
+ // Hammersley sequence
3486
+ vec2 hammersley(uint i, uint N) {
3487
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
3488
+ }
3489
+
3490
+ // GGX VNDF importance sampling (Eric Heitz 2018)
3491
+ // "Sampling the GGX Distribution of Visible Normals"
3492
+ // https://jcgt.org/published/0007/04/01/
3493
+ vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
3494
+ float alpha = roughness * roughness;
3495
+
3496
+ // Section 3.2: Transform view direction to hemisphere configuration
3497
+ vec3 Vh = normalize(vec3(alpha * V.x, alpha * V.y, V.z));
3498
+
3499
+ // Section 4.1: Orthonormal basis
3500
+ float lensq = Vh.x * Vh.x + Vh.y * Vh.y;
3501
+ vec3 T1 = lensq > 0.0 ? vec3(-Vh.y, Vh.x, 0.0) / sqrt(lensq) : vec3(1.0, 0.0, 0.0);
3502
+ vec3 T2 = cross(Vh, T1);
3503
+
3504
+ // Section 4.2: Parameterization of projected area
3505
+ float r = sqrt(Xi.x);
3506
+ float phi = 2.0 * PI * Xi.y;
3507
+ float t1 = r * cos(phi);
3508
+ float t2 = r * sin(phi);
3509
+ float s = 0.5 * (1.0 + Vh.z);
3510
+ t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;
3511
+
3512
+ // Section 4.3: Reprojection onto hemisphere
3513
+ vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * Vh;
3514
+
3515
+ // Section 3.4: Transform back to ellipsoid configuration
3516
+ return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
3517
+ }
3518
+
3519
+ void main() {
3520
+ vec3 N = normalize(vOutputDirection);
3521
+ vec3 V = N; // Assume view direction equals normal for pre-filtering
3522
+
3523
+ vec3 prefilteredColor = vec3(0.0);
3524
+ float totalWeight = 0.0;
3525
+
3526
+ // For very low roughness, just sample the environment directly
3527
+ if (roughness < 0.001) {
3528
+ gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
3529
+ return;
3530
+ }
3531
+
3532
+ // Tangent space basis for VNDF sampling
3533
+ vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
3534
+ vec3 tangent = normalize(cross(up, N));
3535
+ vec3 bitangent = cross(N, tangent);
3536
+
3537
+ for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
3538
+ vec2 Xi = hammersley(i, uint(GGX_SAMPLES));
3539
+
3540
+ // For PMREM, V = N, so in tangent space V is always (0, 0, 1)
3541
+ vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);
3542
+
3543
+ // Transform H back to world space
3544
+ vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
3545
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
3546
+
3547
+ float NdotL = max(dot(N, L), 0.0);
3548
+
3549
+ if(NdotL > 0.0) {
3550
+ // Sample environment at fixed mip level
3551
+ // VNDF importance sampling handles the distribution filtering
3552
+ vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);
3553
+
3554
+ // Weight by NdotL for the split-sum approximation
3555
+ // VNDF PDF naturally accounts for the visible microfacet distribution
3556
+ prefilteredColor += sampleColor * NdotL;
3557
+ totalWeight += NdotL;
3558
+ }
3559
+ }
3560
+
3561
+ if (totalWeight > 0.0) {
3562
+ prefilteredColor = prefilteredColor / totalWeight;
3563
+ }
3564
+
3565
+ gl_FragColor = vec4(prefilteredColor, 1.0);
3566
+ }
3567
+ `,
3568
+
3569
+ blending: NoBlending,
3570
+ depthTest: false,
3571
+ depthWrite: false
3572
+
3573
+ } );
3574
+
3575
+ return shaderMaterial;
3576
+
3577
+ }
3578
+
3351
3579
  function _getBlurShader( lodMax, width, height ) {
3352
3580
 
3353
3581
  const weights = new Float32Array( MAX_SAMPLES );
@@ -3730,30 +3958,7 @@ function WebGLExtensions( gl ) {
3730
3958
 
3731
3959
  }
3732
3960
 
3733
- let extension;
3734
-
3735
- switch ( name ) {
3736
-
3737
- case 'WEBGL_depth_texture':
3738
- extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
3739
- break;
3740
-
3741
- case 'EXT_texture_filter_anisotropic':
3742
- extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
3743
- break;
3744
-
3745
- case 'WEBGL_compressed_texture_s3tc':
3746
- extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
3747
- break;
3748
-
3749
- case 'WEBGL_compressed_texture_pvrtc':
3750
- extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
3751
- break;
3752
-
3753
- default:
3754
- extension = gl.getExtension( name );
3755
-
3756
- }
3961
+ const extension = gl.getExtension( name );
3757
3962
 
3758
3963
  extensions[ name ] = extension;
3759
3964
 
@@ -3786,7 +3991,7 @@ function WebGLExtensions( gl ) {
3786
3991
 
3787
3992
  if ( extension === null ) {
3788
3993
 
3789
- warnOnce( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
3994
+ warnOnce( 'WebGLRenderer: ' + name + ' extension not supported.' );
3790
3995
 
3791
3996
  }
3792
3997
 
@@ -4116,7 +4321,7 @@ function WebGLInfo( gl ) {
4116
4321
  break;
4117
4322
 
4118
4323
  default:
4119
- console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
4324
+ error( 'WebGLInfo: Unknown draw mode:', mode );
4120
4325
  break;
4121
4326
 
4122
4327
  }
@@ -5702,7 +5907,7 @@ function getEncodingComponents( colorSpace ) {
5702
5907
  return [ encodingMatrix, 'sRGBTransferOETF' ];
5703
5908
 
5704
5909
  default:
5705
- console.warn( 'THREE.WebGLProgram: Unsupported color space: ', colorSpace );
5910
+ warn( 'WebGLProgram: Unsupported color space: ', colorSpace );
5706
5911
  return [ encodingMatrix, 'LinearTransferOETF' ];
5707
5912
 
5708
5913
  }
@@ -5712,7 +5917,9 @@ function getEncodingComponents( colorSpace ) {
5712
5917
  function getShaderErrors( gl, shader, type ) {
5713
5918
 
5714
5919
  const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
5715
- const errors = gl.getShaderInfoLog( shader ).trim();
5920
+
5921
+ const shaderInfoLog = gl.getShaderInfoLog( shader ) || '';
5922
+ const errors = shaderInfoLog.trim();
5716
5923
 
5717
5924
  if ( status && errors === '' ) return '';
5718
5925
 
@@ -5720,7 +5927,7 @@ function getShaderErrors( gl, shader, type ) {
5720
5927
  if ( errorMatches ) {
5721
5928
 
5722
5929
  // --enable-privileged-webgl-extension
5723
- // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
5930
+ // log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
5724
5931
 
5725
5932
  const errorLine = parseInt( errorMatches[ 1 ] );
5726
5933
  return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine );
@@ -5784,7 +5991,7 @@ function getToneMappingFunction( functionName, toneMapping ) {
5784
5991
  break;
5785
5992
 
5786
5993
  default:
5787
- console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
5994
+ warn( 'WebGLProgram: Unsupported toneMapping:', toneMapping );
5788
5995
  toneMappingName = 'Linear';
5789
5996
 
5790
5997
  }
@@ -5862,7 +6069,7 @@ function fetchAttributeLocations( gl, program ) {
5862
6069
  if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
5863
6070
  if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;
5864
6071
 
5865
- // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
6072
+ // log( 'WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
5866
6073
 
5867
6074
  attributes[ name ] = {
5868
6075
  type: info.type,
@@ -5932,7 +6139,7 @@ function includeReplacer( match, include ) {
5932
6139
  if ( newInclude !== undefined ) {
5933
6140
 
5934
6141
  string = ShaderChunk[ newInclude ];
5935
- console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude );
6142
+ warn( 'WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude );
5936
6143
 
5937
6144
  } else {
5938
6145
 
@@ -6128,7 +6335,7 @@ function generateCubeUVSize( parameters ) {
6128
6335
  function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6129
6336
 
6130
6337
  // TODO Send this event to Three.js DevTools
6131
- // console.log( 'WebGLProgram', cacheKey );
6338
+ // log( 'WebGLProgram', cacheKey );
6132
6339
 
6133
6340
  const gl = renderer.getContext();
6134
6341
 
@@ -6308,8 +6515,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6308
6515
 
6309
6516
  parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
6310
6517
 
6311
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
6312
- parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
6518
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
6519
+ parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',
6313
6520
 
6314
6521
  'uniform mat4 modelMatrix;',
6315
6522
  'uniform mat4 modelViewMatrix;',
@@ -6475,8 +6682,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6475
6682
  parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
6476
6683
  parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
6477
6684
 
6478
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
6479
- parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
6685
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
6686
+ parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',
6480
6687
 
6481
6688
  'uniform mat4 viewMatrix;',
6482
6689
  'uniform vec3 cameraPosition;',
@@ -6593,8 +6800,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6593
6800
  const vertexGlsl = versionString + prefixVertex + vertexShader;
6594
6801
  const fragmentGlsl = versionString + prefixFragment + fragmentShader;
6595
6802
 
6596
- // console.log( '*VERTEX*', vertexGlsl );
6597
- // console.log( '*FRAGMENT*', fragmentGlsl );
6803
+ // log( '*VERTEX*', vertexGlsl );
6804
+ // log( '*FRAGMENT*', fragmentGlsl );
6598
6805
 
6599
6806
  const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
6600
6807
  const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
@@ -6622,9 +6829,13 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6622
6829
  // check for link errors
6623
6830
  if ( renderer.debug.checkShaderErrors ) {
6624
6831
 
6625
- const programLog = gl.getProgramInfoLog( program ).trim();
6626
- const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
6627
- const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
6832
+ const programInfoLog = gl.getProgramInfoLog( program ) || '';
6833
+ const vertexShaderInfoLog = gl.getShaderInfoLog( glVertexShader ) || '';
6834
+ const fragmentShaderInfoLog = gl.getShaderInfoLog( glFragmentShader ) || '';
6835
+
6836
+ const programLog = programInfoLog.trim();
6837
+ const vertexLog = vertexShaderInfoLog.trim();
6838
+ const fragmentLog = fragmentShaderInfoLog.trim();
6628
6839
 
6629
6840
  let runnable = true;
6630
6841
  let haveDiagnostics = true;
@@ -6644,7 +6855,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6644
6855
  const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
6645
6856
  const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
6646
6857
 
6647
- console.error(
6858
+ error(
6648
6859
  'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
6649
6860
  'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
6650
6861
  'Material Name: ' + self.name + '\n' +
@@ -6658,7 +6869,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6658
6869
 
6659
6870
  } else if ( programLog !== '' ) {
6660
6871
 
6661
- console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
6872
+ warn( 'WebGLProgram: Program Info Log:', programLog );
6662
6873
 
6663
6874
  } else if ( vertexLog === '' || fragmentLog === '' ) {
6664
6875
 
@@ -6969,7 +7180,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
6969
7180
 
6970
7181
  if ( precision !== material.precision ) {
6971
7182
 
6972
- console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
7183
+ warn( 'WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
6973
7184
 
6974
7185
  }
6975
7186
 
@@ -7011,7 +7222,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
7011
7222
  }
7012
7223
 
7013
7224
  const currentRenderTarget = renderer.getRenderTarget();
7014
- const reverseDepthBuffer = renderer.state.buffers.depth.getReversed();
7225
+ const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
7015
7226
 
7016
7227
  const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
7017
7228
 
@@ -7208,11 +7419,11 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
7208
7419
  useFog: material.fog === true,
7209
7420
  fogExp2: ( !! fog && fog.isFogExp2 ),
7210
7421
 
7211
- flatShading: material.flatShading === true,
7422
+ flatShading: ( material.flatShading === true && material.wireframe === false ),
7212
7423
 
7213
7424
  sizeAttenuation: material.sizeAttenuation === true,
7214
7425
  logarithmicDepthBuffer: logarithmicDepthBuffer,
7215
- reverseDepthBuffer: reverseDepthBuffer,
7426
+ reversedDepthBuffer: reversedDepthBuffer,
7216
7427
 
7217
7428
  skinning: object.isSkinnedMesh === true,
7218
7429
 
@@ -7421,6 +7632,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
7421
7632
  _programLayers.enable( 20 );
7422
7633
  if ( parameters.batchingColor )
7423
7634
  _programLayers.enable( 21 );
7635
+ if ( parameters.gradientMap )
7636
+ _programLayers.enable( 22 );
7424
7637
 
7425
7638
  array.push( _programLayers.mask );
7426
7639
  _programLayers.disableAll();
@@ -7433,7 +7646,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
7433
7646
  _programLayers.enable( 2 );
7434
7647
  if ( parameters.logarithmicDepthBuffer )
7435
7648
  _programLayers.enable( 3 );
7436
- if ( parameters.reverseDepthBuffer )
7649
+ if ( parameters.reversedDepthBuffer )
7437
7650
  _programLayers.enable( 4 );
7438
7651
  if ( parameters.skinning )
7439
7652
  _programLayers.enable( 5 );
@@ -7470,7 +7683,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
7470
7683
  if ( parameters.alphaToCoverage )
7471
7684
  _programLayers.enable( 21 );
7472
7685
  if ( parameters.numMultiviewViews )
7473
- _programLayers.enable( 21 );
7686
+ _programLayers.enable( 22 );
7474
7687
 
7475
7688
  array.push( _programLayers.mask );
7476
7689
 
@@ -8602,7 +8815,17 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
8602
8815
 
8603
8816
  // Set GL state for depth map.
8604
8817
  _state.setBlending( NoBlending );
8605
- _state.buffers.color.setClear( 1, 1, 1, 1 );
8818
+
8819
+ if ( _state.buffers.depth.getReversed() === true ) {
8820
+
8821
+ _state.buffers.color.setClear( 0, 0, 0, 0 );
8822
+
8823
+ } else {
8824
+
8825
+ _state.buffers.color.setClear( 1, 1, 1, 1 );
8826
+
8827
+ }
8828
+
8606
8829
  _state.buffers.depth.setTest( true );
8607
8830
  _state.setScissorTest( false );
8608
8831
 
@@ -8620,7 +8843,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
8620
8843
 
8621
8844
  if ( shadow === undefined ) {
8622
8845
 
8623
- console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
8846
+ warn( 'WebGLShadowMap:', light, 'has no shadow.' );
8624
8847
  continue;
8625
8848
 
8626
8849
  }
@@ -9604,11 +9827,11 @@ function WebGLState( gl, extensions ) {
9604
9827
  break;
9605
9828
 
9606
9829
  case MultiplyBlending:
9607
- gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
9830
+ gl.blendFuncSeparate( gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE );
9608
9831
  break;
9609
9832
 
9610
9833
  default:
9611
- console.error( 'THREE.WebGLState: Invalid blending: ', blending );
9834
+ error( 'WebGLState: Invalid blending: ', blending );
9612
9835
  break;
9613
9836
 
9614
9837
  }
@@ -9622,19 +9845,19 @@ function WebGLState( gl, extensions ) {
9622
9845
  break;
9623
9846
 
9624
9847
  case AdditiveBlending:
9625
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
9848
+ gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE );
9626
9849
  break;
9627
9850
 
9628
9851
  case SubtractiveBlending:
9629
- gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
9852
+ error( 'WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true' );
9630
9853
  break;
9631
9854
 
9632
9855
  case MultiplyBlending:
9633
- gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
9856
+ error( 'WebGLState: MultiplyBlending requires material.premultipliedAlpha = true' );
9634
9857
  break;
9635
9858
 
9636
9859
  default:
9637
- console.error( 'THREE.WebGLState: Invalid blending: ', blending );
9860
+ error( 'WebGLState: Invalid blending: ', blending );
9638
9861
  break;
9639
9862
 
9640
9863
  }
@@ -9921,7 +10144,7 @@ function WebGLState( gl, extensions ) {
9921
10144
 
9922
10145
  } catch ( error ) {
9923
10146
 
9924
- console.error( 'THREE.WebGLState:', error );
10147
+ error( 'WebGLState:', error );
9925
10148
 
9926
10149
  }
9927
10150
 
@@ -9935,7 +10158,7 @@ function WebGLState( gl, extensions ) {
9935
10158
 
9936
10159
  } catch ( error ) {
9937
10160
 
9938
- console.error( 'THREE.WebGLState:', error );
10161
+ error( 'WebGLState:', error );
9939
10162
 
9940
10163
  }
9941
10164
 
@@ -9949,7 +10172,7 @@ function WebGLState( gl, extensions ) {
9949
10172
 
9950
10173
  } catch ( error ) {
9951
10174
 
9952
- console.error( 'THREE.WebGLState:', error );
10175
+ error( 'WebGLState:', error );
9953
10176
 
9954
10177
  }
9955
10178
 
@@ -9963,7 +10186,7 @@ function WebGLState( gl, extensions ) {
9963
10186
 
9964
10187
  } catch ( error ) {
9965
10188
 
9966
- console.error( 'THREE.WebGLState:', error );
10189
+ error( 'WebGLState:', error );
9967
10190
 
9968
10191
  }
9969
10192
 
@@ -9977,7 +10200,7 @@ function WebGLState( gl, extensions ) {
9977
10200
 
9978
10201
  } catch ( error ) {
9979
10202
 
9980
- console.error( 'THREE.WebGLState:', error );
10203
+ error( 'WebGLState:', error );
9981
10204
 
9982
10205
  }
9983
10206
 
@@ -9991,7 +10214,7 @@ function WebGLState( gl, extensions ) {
9991
10214
 
9992
10215
  } catch ( error ) {
9993
10216
 
9994
- console.error( 'THREE.WebGLState:', error );
10217
+ error( 'WebGLState:', error );
9995
10218
 
9996
10219
  }
9997
10220
 
@@ -10005,7 +10228,7 @@ function WebGLState( gl, extensions ) {
10005
10228
 
10006
10229
  } catch ( error ) {
10007
10230
 
10008
- console.error( 'THREE.WebGLState:', error );
10231
+ error( 'WebGLState:', error );
10009
10232
 
10010
10233
  }
10011
10234
 
@@ -10019,7 +10242,7 @@ function WebGLState( gl, extensions ) {
10019
10242
 
10020
10243
  } catch ( error ) {
10021
10244
 
10022
- console.error( 'THREE.WebGLState:', error );
10245
+ error( 'WebGLState:', error );
10023
10246
 
10024
10247
  }
10025
10248
 
@@ -10033,7 +10256,7 @@ function WebGLState( gl, extensions ) {
10033
10256
 
10034
10257
  } catch ( error ) {
10035
10258
 
10036
- console.error( 'THREE.WebGLState:', error );
10259
+ error( 'WebGLState:', error );
10037
10260
 
10038
10261
  }
10039
10262
 
@@ -10047,7 +10270,7 @@ function WebGLState( gl, extensions ) {
10047
10270
 
10048
10271
  } catch ( error ) {
10049
10272
 
10050
- console.error( 'THREE.WebGLState:', error );
10273
+ error( 'WebGLState:', error );
10051
10274
 
10052
10275
  }
10053
10276
 
@@ -10348,7 +10571,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10348
10571
  const context = canvas.getContext( '2d' );
10349
10572
  context.drawImage( image, 0, 0, width, height );
10350
10573
 
10351
- console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );
10574
+ warn( 'WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );
10352
10575
 
10353
10576
  return canvas;
10354
10577
 
@@ -10356,7 +10579,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10356
10579
 
10357
10580
  if ( 'data' in image ) {
10358
10581
 
10359
- console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );
10582
+ warn( 'WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );
10360
10583
 
10361
10584
  }
10362
10585
 
@@ -10397,7 +10620,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10397
10620
 
10398
10621
  if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
10399
10622
 
10400
- console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
10623
+ warn( 'WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
10401
10624
 
10402
10625
  }
10403
10626
 
@@ -10466,6 +10689,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10466
10689
  if ( glFormat === _gl.RGB ) {
10467
10690
 
10468
10691
  if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;
10692
+ if ( glType === _gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = _gl.R11F_G11F_B10F;
10469
10693
 
10470
10694
  }
10471
10695
 
@@ -10509,7 +10733,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10509
10733
  } else if ( depthType === UnsignedShortType ) {
10510
10734
 
10511
10735
  glInternalFormat = _gl.DEPTH24_STENCIL8;
10512
- console.warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' );
10736
+ warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' );
10513
10737
 
10514
10738
  }
10515
10739
 
@@ -10739,7 +10963,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10739
10963
 
10740
10964
  if ( textureUnit >= capabilities.maxTextures ) {
10741
10965
 
10742
- console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
10966
+ warn( 'WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
10743
10967
 
10744
10968
  }
10745
10969
 
@@ -10780,17 +11004,17 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10780
11004
 
10781
11005
  if ( texture.isVideoTexture ) updateVideoTexture( texture );
10782
11006
 
10783
- if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {
11007
+ if ( texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) {
10784
11008
 
10785
11009
  const image = texture.image;
10786
11010
 
10787
11011
  if ( image === null ) {
10788
11012
 
10789
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );
11013
+ warn( 'WebGLRenderer: Texture marked for update but no image data found.' );
10790
11014
 
10791
11015
  } else if ( image.complete === false ) {
10792
11016
 
10793
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
11017
+ warn( 'WebGLRenderer: Texture marked for update but image is incomplete' );
10794
11018
 
10795
11019
  } else {
10796
11020
 
@@ -10802,6 +11026,10 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10802
11026
 
10803
11027
  }
10804
11028
 
11029
+ } else if ( texture.isExternalTexture ) {
11030
+
11031
+ textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;
11032
+
10805
11033
  }
10806
11034
 
10807
11035
  state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
@@ -10812,11 +11040,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10812
11040
 
10813
11041
  const textureProperties = properties.get( texture );
10814
11042
 
10815
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
11043
+ if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {
10816
11044
 
10817
11045
  uploadTexture( textureProperties, texture, slot );
10818
11046
  return;
10819
11047
 
11048
+ } else if ( texture.isExternalTexture ) {
11049
+
11050
+ textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;
11051
+
10820
11052
  }
10821
11053
 
10822
11054
  state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
@@ -10827,7 +11059,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10827
11059
 
10828
11060
  const textureProperties = properties.get( texture );
10829
11061
 
10830
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
11062
+ if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {
10831
11063
 
10832
11064
  uploadTexture( textureProperties, texture, slot );
10833
11065
  return;
@@ -10886,7 +11118,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
10886
11118
  ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
10887
11119
  texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {
10888
11120
 
10889
- console.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );
11121
+ warn( 'WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );
10890
11122
 
10891
11123
  }
10892
11124
 
@@ -11331,7 +11563,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
11331
11563
 
11332
11564
  } else {
11333
11565
 
11334
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
11566
+ warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
11335
11567
 
11336
11568
  }
11337
11569
 
@@ -11387,7 +11619,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
11387
11619
 
11388
11620
  } else {
11389
11621
 
11390
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
11622
+ warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
11391
11623
 
11392
11624
  }
11393
11625
 
@@ -11682,7 +11914,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
11682
11914
 
11683
11915
  } else {
11684
11916
 
11685
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
11917
+ warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
11686
11918
 
11687
11919
  }
11688
11920
 
@@ -12428,13 +12660,21 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
12428
12660
  const attachment = textures[ i ];
12429
12661
  const attachmentProperties = properties.get( attachment );
12430
12662
 
12431
- state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );
12432
- setTextureParameters( _gl.TEXTURE_2D, attachment );
12433
- setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );
12663
+ let glTextureType = _gl.TEXTURE_2D;
12664
+
12665
+ if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {
12666
+
12667
+ glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
12668
+
12669
+ }
12670
+
12671
+ state.bindTexture( glTextureType, attachmentProperties.__webglTexture );
12672
+ setTextureParameters( glTextureType, attachment );
12673
+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0 );
12434
12674
 
12435
12675
  if ( textureNeedsGenerateMipmaps( attachment ) ) {
12436
12676
 
12437
- generateMipmap( _gl.TEXTURE_2D );
12677
+ generateMipmap( glTextureType );
12438
12678
 
12439
12679
  }
12440
12680
 
@@ -12694,13 +12934,13 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
12694
12934
 
12695
12935
  if ( format !== RGBAFormat || type !== UnsignedByteType ) {
12696
12936
 
12697
- console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );
12937
+ warn( 'WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );
12698
12938
 
12699
12939
  }
12700
12940
 
12701
12941
  } else {
12702
12942
 
12703
- console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );
12943
+ error( 'WebGLTextures: Unsupported texture color space:', colorSpace );
12704
12944
 
12705
12945
  }
12706
12946
 
@@ -12770,6 +13010,7 @@ function WebGLUtils( gl, extensions ) {
12770
13010
  if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
12771
13011
  if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
12772
13012
  if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
13013
+ if ( p === UnsignedInt101111Type ) return gl.UNSIGNED_INT_10F_11F_11F_REV;
12773
13014
 
12774
13015
  if ( p === ByteType ) return gl.BYTE;
12775
13016
  if ( p === ShortType ) return gl.SHORT;
@@ -12938,7 +13179,7 @@ function WebGLUtils( gl, extensions ) {
12938
13179
 
12939
13180
  if ( extension !== null ) {
12940
13181
 
12941
- if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
13182
+ if ( p === RED_RGTC1_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
12942
13183
  if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
12943
13184
  if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
12944
13185
  if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
@@ -13037,9 +13278,9 @@ class WebXRDepthSensing {
13037
13278
  constructor() {
13038
13279
 
13039
13280
  /**
13040
- * A texture representing the depth of the user's environment.
13281
+ * An opaque texture representing the depth of the user's environment.
13041
13282
  *
13042
- * @type {?Texture}
13283
+ * @type {?ExternalTexture}
13043
13284
  */
13044
13285
  this.texture = null;
13045
13286
 
@@ -13069,18 +13310,14 @@ class WebXRDepthSensing {
13069
13310
  /**
13070
13311
  * Inits the depth sensing module
13071
13312
  *
13072
- * @param {WebGLRenderer} renderer - The renderer.
13073
13313
  * @param {XRWebGLDepthInformation} depthData - The XR depth data.
13074
13314
  * @param {XRRenderState} renderState - The XR render state.
13075
13315
  */
13076
- init( renderer, depthData, renderState ) {
13316
+ init( depthData, renderState ) {
13077
13317
 
13078
13318
  if ( this.texture === null ) {
13079
13319
 
13080
- const texture = new Texture();
13081
-
13082
- const texProps = renderer.properties.get( texture );
13083
- texProps.__webglTexture = depthData.texture;
13320
+ const texture = new ExternalTexture( depthData.texture );
13084
13321
 
13085
13322
  if ( ( depthData.depthNear !== renderState.depthNear ) || ( depthData.depthFar !== renderState.depthFar ) ) {
13086
13323
 
@@ -13141,7 +13378,7 @@ class WebXRDepthSensing {
13141
13378
  /**
13142
13379
  * Returns a texture representing the depth of the user's environment.
13143
13380
  *
13144
- * @return {?Texture} The depth texture.
13381
+ * @return {?ExternalTexture} The depth texture.
13145
13382
  */
13146
13383
  getDepthTexture() {
13147
13384
 
@@ -13193,7 +13430,10 @@ class WebXRManager extends EventDispatcher {
13193
13430
  let glBaseLayer = null;
13194
13431
  let xrFrame = null;
13195
13432
 
13433
+ const supportsGlBinding = typeof XRWebGLBinding !== 'undefined';
13434
+
13196
13435
  const depthSensing = new WebXRDepthSensing();
13436
+ const cameraAccessTextures = {};
13197
13437
  const attributes = gl.getContextAttributes();
13198
13438
 
13199
13439
  let initialRenderTarget = null;
@@ -13381,6 +13621,11 @@ class WebXRManager extends EventDispatcher {
13381
13621
  _currentDepthFar = null;
13382
13622
 
13383
13623
  depthSensing.reset();
13624
+ for ( const key in cameraAccessTextures ) {
13625
+
13626
+ delete cameraAccessTextures[ key ];
13627
+
13628
+ }
13384
13629
 
13385
13630
  // restore framebuffer/rendering state
13386
13631
 
@@ -13418,7 +13663,7 @@ class WebXRManager extends EventDispatcher {
13418
13663
 
13419
13664
  if ( scope.isPresenting === true ) {
13420
13665
 
13421
- console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
13666
+ warn( 'WebXRManager: Cannot change framebuffer scale while presenting.' );
13422
13667
 
13423
13668
  }
13424
13669
 
@@ -13440,7 +13685,7 @@ class WebXRManager extends EventDispatcher {
13440
13685
 
13441
13686
  if ( scope.isPresenting === true ) {
13442
13687
 
13443
- console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
13688
+ warn( 'WebXRManager: Cannot change reference space type while presenting.' );
13444
13689
 
13445
13690
  }
13446
13691
 
@@ -13471,6 +13716,9 @@ class WebXRManager extends EventDispatcher {
13471
13716
  /**
13472
13717
  * Returns the current base layer.
13473
13718
  *
13719
+ * This is an `XRProjectionLayer` when the targeted XR device supports the
13720
+ * WebXR Layers API, or an `XRWebGLLayer` otherwise.
13721
+ *
13474
13722
  * @return {?(XRWebGLLayer|XRProjectionLayer)} The XR base layer.
13475
13723
  */
13476
13724
  this.getBaseLayer = function () {
@@ -13482,10 +13730,19 @@ class WebXRManager extends EventDispatcher {
13482
13730
  /**
13483
13731
  * Returns the current XR binding.
13484
13732
  *
13485
- * @return {?XRWebGLBinding} The XR binding.
13733
+ * Creates a new binding if needed and the browser is
13734
+ * capable of doing so.
13735
+ *
13736
+ * @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created.
13486
13737
  */
13487
13738
  this.getBinding = function () {
13488
13739
 
13740
+ if ( glBinding === null && supportsGlBinding ) {
13741
+
13742
+ glBinding = new XRWebGLBinding( session, gl );
13743
+
13744
+ }
13745
+
13489
13746
  return glBinding;
13490
13747
 
13491
13748
  };
@@ -13553,11 +13810,12 @@ class WebXRManager extends EventDispatcher {
13553
13810
  currentPixelRatio = renderer.getPixelRatio();
13554
13811
  renderer.getSize( currentSize );
13555
13812
 
13813
+
13556
13814
  // Check that the browser implements the necessary APIs to use an
13557
13815
  // XRProjectionLayer rather than an XRWebGLLayer
13558
- const useLayers = typeof XRWebGLBinding !== 'undefined' && 'createProjectionLayer' in XRWebGLBinding.prototype;
13816
+ const supportsLayers = supportsGlBinding && 'createProjectionLayer' in XRWebGLBinding.prototype;
13559
13817
 
13560
- if ( ! useLayers ) {
13818
+ if ( ! supportsLayers ) {
13561
13819
 
13562
13820
  const layerInit = {
13563
13821
  antialias: attributes.antialias,
@@ -13616,7 +13874,7 @@ class WebXRManager extends EventDispatcher {
13616
13874
 
13617
13875
  }
13618
13876
 
13619
- glBinding = new XRWebGLBinding( session, gl );
13877
+ glBinding = this.getBinding();
13620
13878
 
13621
13879
  glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );
13622
13880
 
@@ -13712,6 +13970,8 @@ class WebXRManager extends EventDispatcher {
13712
13970
  /**
13713
13971
  * Returns the current depth texture computed via depth sensing.
13714
13972
  *
13973
+ * See {@link WebXRDepthSensing#getDepthTexture}.
13974
+ *
13715
13975
  * @return {?Texture} The depth texture.
13716
13976
  */
13717
13977
  this.getDepthTexture = function () {
@@ -13888,7 +14148,7 @@ class WebXRManager extends EventDispatcher {
13888
14148
 
13889
14149
  /**
13890
14150
  * Updates the state of the XR camera. Use this method on app level if you
13891
- * set cameraAutoUpdate` to `false`. The method requires the non-XR
14151
+ * set `cameraAutoUpdate` to `false`. The method requires the non-XR
13892
14152
  * camera of the scene as a parameter. The passed in camera's transformation
13893
14153
  * is automatically adjusted to the position of the XR camera when calling
13894
14154
  * this method.
@@ -13926,9 +14186,10 @@ class WebXRManager extends EventDispatcher {
13926
14186
 
13927
14187
  }
13928
14188
 
13929
- cameraL.layers.mask = camera.layers.mask | 0b010;
13930
- cameraR.layers.mask = camera.layers.mask | 0b100;
13931
- cameraXR.layers.mask = cameraL.layers.mask | cameraR.layers.mask;
14189
+ // inherit camera layers and enable eye layers (1 = left, 2 = right)
14190
+ cameraXR.layers.mask = camera.layers.mask | 0b110;
14191
+ cameraL.layers.mask = cameraXR.layers.mask & 0b011;
14192
+ cameraR.layers.mask = cameraXR.layers.mask & 0b101;
13932
14193
 
13933
14194
  const cameras = cameraXR.cameras;
13934
14195
  var object = poseTarget || camera;
@@ -14010,7 +14271,7 @@ class WebXRManager extends EventDispatcher {
14010
14271
  /**
14011
14272
  * Returns the amount of foveation used by the XR compositor for the projection layer.
14012
14273
  *
14013
- * @return {number} The amount of foveation.
14274
+ * @return {number|undefined} The amount of foveation.
14014
14275
  */
14015
14276
  this.getFoveation = function () {
14016
14277
 
@@ -14065,6 +14326,8 @@ class WebXRManager extends EventDispatcher {
14065
14326
  /**
14066
14327
  * Returns the depth sensing mesh.
14067
14328
  *
14329
+ * See {@link WebXRDepthSensing#getMesh}.
14330
+ *
14068
14331
  * @return {Mesh} The depth sensing mesh.
14069
14332
  */
14070
14333
  this.getDepthSensingMesh = function () {
@@ -14073,6 +14336,19 @@ class WebXRManager extends EventDispatcher {
14073
14336
 
14074
14337
  };
14075
14338
 
14339
+ /**
14340
+ * Retrieves an opaque texture from the view-aligned {@link XRCamera}.
14341
+ * Only available during the current animation loop.
14342
+ *
14343
+ * @param {XRCamera} xrCamera - The camera to query.
14344
+ * @return {?Texture} An opaque texture representing the current raw camera frame.
14345
+ */
14346
+ this.getCameraTexture = function ( xrCamera ) {
14347
+
14348
+ return cameraAccessTextures[ xrCamera ];
14349
+
14350
+ };
14351
+
14076
14352
  // Animation Loop
14077
14353
 
14078
14354
  let onAnimationFrameCallback = null;
@@ -14172,13 +14448,48 @@ class WebXRManager extends EventDispatcher {
14172
14448
  enabledFeatures.includes( 'depth-sensing' ) &&
14173
14449
  session.depthUsage == 'gpu-optimized';
14174
14450
 
14175
- if ( gpuDepthSensingEnabled && glBinding ) {
14451
+ if ( gpuDepthSensingEnabled && supportsGlBinding ) {
14452
+
14453
+ glBinding = scope.getBinding();
14176
14454
 
14177
14455
  const depthData = glBinding.getDepthInformation( views[ 0 ] );
14178
14456
 
14179
14457
  if ( depthData && depthData.isValid && depthData.texture ) {
14180
14458
 
14181
- depthSensing.init( renderer, depthData, session.renderState );
14459
+ depthSensing.init( depthData, session.renderState );
14460
+
14461
+ }
14462
+
14463
+ }
14464
+
14465
+ const cameraAccessEnabled = enabledFeatures &&
14466
+ enabledFeatures.includes( 'camera-access' );
14467
+
14468
+ if ( cameraAccessEnabled && supportsGlBinding ) {
14469
+
14470
+ renderer.state.unbindTexture();
14471
+
14472
+ glBinding = scope.getBinding();
14473
+
14474
+ for ( let i = 0; i < views.length; i ++ ) {
14475
+
14476
+ const camera = views[ i ].camera;
14477
+
14478
+ if ( camera ) {
14479
+
14480
+ let cameraTex = cameraAccessTextures[ camera ];
14481
+
14482
+ if ( ! cameraTex ) {
14483
+
14484
+ cameraTex = new ExternalTexture();
14485
+ cameraAccessTextures[ camera ] = cameraTex;
14486
+
14487
+ }
14488
+
14489
+ const glTexture = glBinding.getCameraImage( camera );
14490
+ cameraTex.sourceTexture = glTexture;
14491
+
14492
+ }
14182
14493
 
14183
14494
  }
14184
14495
 
@@ -14896,7 +15207,7 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
14896
15207
 
14897
15208
  }
14898
15209
 
14899
- console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );
15210
+ error( 'WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );
14900
15211
 
14901
15212
  return 0;
14902
15213
 
@@ -15151,11 +15462,11 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
15151
15462
 
15152
15463
  } else if ( value.isTexture ) {
15153
15464
 
15154
- console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );
15465
+ warn( 'WebGLRenderer: Texture samplers can not be part of an uniforms group.' );
15155
15466
 
15156
15467
  } else {
15157
15468
 
15158
- console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );
15469
+ warn( 'WebGLRenderer: Unsupported uniform value type.', value );
15159
15470
 
15160
15471
  }
15161
15472
 
@@ -15204,6 +15515,69 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
15204
15515
 
15205
15516
  }
15206
15517
 
15518
+ /**
15519
+ * Precomputed DFG LUT for Image-Based Lighting
15520
+ * Resolution: 32x32
15521
+ * Samples: 4096 per texel
15522
+ * Format: RG16F (2 half floats per texel: scale, bias)
15523
+ */
15524
+
15525
+
15526
+ const DATA = new Uint16Array( [
15527
+ 0x2cd9, 0x3b64, 0x2d0e, 0x3b43, 0x2e20, 0x3aa7, 0x3061, 0x39fb, 0x325e, 0x397c, 0x3454, 0x3908, 0x357d, 0x3893, 0x3698, 0x381e, 0x379d, 0x375b, 0x3845, 0x3689, 0x38af, 0x35ca, 0x390d, 0x351e, 0x395f, 0x3484, 0x39a8, 0x33f9, 0x39e6, 0x330a, 0x3a1c, 0x3239, 0x3a4b, 0x3183, 0x3a73, 0x30e5, 0x3a95, 0x305b, 0x3ab1, 0x2fc6, 0x3ac9, 0x2ef7, 0x3ade, 0x2e43, 0x3aee, 0x2da7, 0x3afc, 0x2d1f, 0x3b07, 0x2ca9, 0x3b10, 0x2c42, 0x3b17, 0x2bd1, 0x3b1c, 0x2b34, 0x3b1f, 0x2aaa, 0x3b22, 0x2a31, 0x3b23, 0x29c7, 0x3b23, 0x2968,
15528
+ 0x32d4, 0x3a4b, 0x32dc, 0x3a45, 0x3308, 0x3a26, 0x3378, 0x39d0, 0x3425, 0x394a, 0x34c9, 0x38be, 0x359c, 0x383e, 0x3688, 0x3796, 0x3778, 0x36c4, 0x382f, 0x3603, 0x3898, 0x3553, 0x38f7, 0x34b3, 0x394b, 0x3424, 0x3994, 0x334c, 0x39d3, 0x326c, 0x3a08, 0x31a9, 0x3a35, 0x30fe, 0x3a5a, 0x306a, 0x3a78, 0x2fd1, 0x3a90, 0x2ef1, 0x3aa2, 0x2e2e, 0x3ab0, 0x2d86, 0x3aba, 0x2cf3, 0x3ac1, 0x2c74, 0x3ac4, 0x2c05, 0x3ac4, 0x2b49, 0x3ac2, 0x2aa1, 0x3abd, 0x2a0c, 0x3ab7, 0x298b, 0x3aaf, 0x2918, 0x3aa6, 0x28b3, 0x3a9b, 0x285a,
15529
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15530
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15531
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15532
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15533
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15534
+ 0x39e5, 0x3436, 0x39e5, 0x3435, 0x39e5, 0x3434, 0x39e5, 0x342e, 0x39e5, 0x3420, 0x39e5, 0x3408, 0x39e3, 0x33c4, 0x39e1, 0x3359, 0x39df, 0x32d3, 0x39de, 0x323a, 0x39e1, 0x319a, 0x39e7, 0x30fb, 0x39f0, 0x3065, 0x39f9, 0x2fb6, 0x3a02, 0x2ec0, 0x3a08, 0x2de6, 0x3a0d, 0x2d26, 0x3a12, 0x2c7e, 0x3a13, 0x2bda, 0x3a0e, 0x2adc, 0x3a05, 0x2a02, 0x39f8, 0x2945, 0x39e7, 0x28a1, 0x39d3, 0x2813, 0x39bc, 0x2730, 0x39a2, 0x265c, 0x3985, 0x25a3, 0x3966, 0x2501, 0x3945, 0x2475, 0x3923, 0x23f3, 0x3901, 0x231c, 0x38dd, 0x225e,
15535
+ 0x3a4b, 0x32d6, 0x3a4a, 0x32d6, 0x3a4a, 0x32d4, 0x3a4a, 0x32cc, 0x3a48, 0x32bb, 0x3a47, 0x329d, 0x3a43, 0x326b, 0x3a3d, 0x3222, 0x3a36, 0x31c2, 0x3a2e, 0x314f, 0x3a28, 0x30d2, 0x3a23, 0x3052, 0x3a20, 0x2fab, 0x3a1e, 0x2ec2, 0x3a1b, 0x2def, 0x3a19, 0x2d31, 0x3a1a, 0x2c89, 0x3a18, 0x2beb, 0x3a11, 0x2aea, 0x3a07, 0x2a0a, 0x39fa, 0x2948, 0x39e9, 0x28a1, 0x39d4, 0x280f, 0x39bd, 0x2721, 0x39a2, 0x2647, 0x3985, 0x258b, 0x3964, 0x24e5, 0x3942, 0x2455, 0x391f, 0x23b3, 0x38fb, 0x22d8, 0x38d4, 0x2219, 0x38ad, 0x2172,
15536
+ 0x3aa0, 0x3180, 0x3aa0, 0x3180, 0x3aa0, 0x317f, 0x3a9f, 0x317b, 0x3a9d, 0x3170, 0x3a99, 0x315d, 0x3a95, 0x313d, 0x3a8d, 0x310c, 0x3a82, 0x30ca, 0x3a76, 0x3077, 0x3a69, 0x3019, 0x3a5c, 0x2f68, 0x3a4f, 0x2e9e, 0x3a42, 0x2dde, 0x3a37, 0x2d2b, 0x3a30, 0x2c89, 0x3a29, 0x2bef, 0x3a1f, 0x2af0, 0x3a12, 0x2a0f, 0x3a03, 0x294a, 0x39f1, 0x28a0, 0x39dc, 0x280c, 0x39c5, 0x2717, 0x39a9, 0x2638, 0x398b, 0x2578, 0x396a, 0x24d0, 0x3947, 0x243f, 0x3923, 0x2380, 0x38fc, 0x22a4, 0x38d4, 0x21e4, 0x38ac, 0x213c, 0x3883, 0x20a8,
15537
+ 0x3ae8, 0x3062, 0x3ae8, 0x3062, 0x3ae7, 0x3061, 0x3ae6, 0x305f, 0x3ae4, 0x305a, 0x3ae0, 0x304f, 0x3ada, 0x303b, 0x3ad1, 0x301b, 0x3ac5, 0x2fdd, 0x3ab6, 0x2f6a, 0x3aa4, 0x2ede, 0x3a91, 0x2e45, 0x3a7c, 0x2da5, 0x3a67, 0x2d0a, 0x3a57, 0x2c77, 0x3a48, 0x2bdc, 0x3a38, 0x2ae5, 0x3a27, 0x2a0a, 0x3a16, 0x2947, 0x3a02, 0x289d, 0x39eb, 0x2808, 0x39d3, 0x270d, 0x39b6, 0x262b, 0x3997, 0x256a, 0x3976, 0x24bf, 0x3952, 0x242b, 0x392d, 0x2358, 0x3904, 0x227a, 0x38db, 0x21b8, 0x38b2, 0x2110, 0x3887, 0x207d, 0x385b, 0x1ff6,
15538
+ 0x3b23, 0x2ee8, 0x3b23, 0x2ee8, 0x3b22, 0x2ee8, 0x3b21, 0x2ee7, 0x3b1f, 0x2ee3, 0x3b1a, 0x2ed6, 0x3b14, 0x2ec1, 0x3b0b, 0x2e99, 0x3afe, 0x2e60, 0x3aee, 0x2e12, 0x3ad8, 0x2dad, 0x3ac1, 0x2d3d, 0x3aa5, 0x2cc3, 0x3a8b, 0x2c48, 0x3a76, 0x2ba2, 0x3a60, 0x2ac0, 0x3a49, 0x29f2, 0x3a32, 0x2938, 0x3a1b, 0x2893, 0x3a02, 0x27ff, 0x39e8, 0x26ff, 0x39ca, 0x261e, 0x39aa, 0x255b, 0x3988, 0x24b0, 0x3964, 0x241c, 0x393d, 0x2336, 0x3913, 0x2257, 0x38e9, 0x2195, 0x38be, 0x20eb, 0x3891, 0x2059, 0x3864, 0x1fae, 0x3837, 0x1ecd,
15539
+ 0x3b54, 0x2d61, 0x3b54, 0x2d61, 0x3b53, 0x2d61, 0x3b52, 0x2d62, 0x3b4f, 0x2d61, 0x3b4b, 0x2d5c, 0x3b45, 0x2d51, 0x3b3b, 0x2d3d, 0x3b2e, 0x2d1a, 0x3b1d, 0x2ce7, 0x3b06, 0x2ca3, 0x3aeb, 0x2c52, 0x3acb, 0x2bee, 0x3ab0, 0x2b31, 0x3a94, 0x2a74, 0x3a77, 0x29bf, 0x3a5a, 0x2915, 0x3a3f, 0x287a, 0x3a22, 0x27de, 0x3a05, 0x26e4, 0x39e5, 0x2609, 0x39c3, 0x2547, 0x39a0, 0x249f, 0x397b, 0x240c, 0x3953, 0x2314, 0x3928, 0x2238, 0x38fd, 0x2175, 0x38d0, 0x20cb, 0x38a2, 0x2038, 0x3873, 0x1f71, 0x3844, 0x1e90, 0x3815, 0x1dce,
15540
+ 0x3b7c, 0x2c22, 0x3b7c, 0x2c22, 0x3b7b, 0x2c23, 0x3b7a, 0x2c25, 0x3b77, 0x2c27, 0x3b73, 0x2c26, 0x3b6d, 0x2c23, 0x3b64, 0x2c1a, 0x3b57, 0x2c07, 0x3b46, 0x2bd1, 0x3b2e, 0x2b79, 0x3b0f, 0x2b07, 0x3aef, 0x2a86, 0x3ad1, 0x29f8, 0x3ab0, 0x2967, 0x3a8e, 0x28d7, 0x3a6d, 0x284e, 0x3a4c, 0x279f, 0x3a2b, 0x26b7, 0x3a08, 0x25e5, 0x39e4, 0x252c, 0x39be, 0x2488, 0x3998, 0x23f0, 0x396f, 0x22f2, 0x3943, 0x2215, 0x3917, 0x2155, 0x38e8, 0x20ae, 0x38b9, 0x201c, 0x3888, 0x1f38, 0x3857, 0x1e5a, 0x3826, 0x1d9a, 0x37eb, 0x1cf0,
15541
+ 0x3b9c, 0x2a43, 0x3b9c, 0x2a43, 0x3b9b, 0x2a46, 0x3b9a, 0x2a4a, 0x3b98, 0x2a50, 0x3b93, 0x2a54, 0x3b8e, 0x2a59, 0x3b85, 0x2a56, 0x3b79, 0x2a45, 0x3b67, 0x2a24, 0x3b4f, 0x29ee, 0x3b2f, 0x29a4, 0x3b10, 0x294b, 0x3aef, 0x28e5, 0x3ac9, 0x2877, 0x3aa4, 0x2809, 0x3a7e, 0x2739, 0x3a59, 0x266d, 0x3a34, 0x25af, 0x3a0c, 0x2503, 0x39e4, 0x2468, 0x39bb, 0x23bb, 0x3990, 0x22c6, 0x3963, 0x21f0, 0x3936, 0x2133, 0x3906, 0x208f, 0x38d5, 0x1ffd, 0x38a3, 0x1f04, 0x3870, 0x1e28, 0x383d, 0x1d69, 0x380b, 0x1cc3, 0x37b0, 0x1c32,
15542
+ 0x3bb5, 0x28aa, 0x3bb5, 0x28ab, 0x3bb5, 0x28ad, 0x3bb4, 0x28b2, 0x3bb2, 0x28b9, 0x3bae, 0x28c2, 0x3ba8, 0x28ca, 0x3ba0, 0x28d1, 0x3b94, 0x28cd, 0x3b83, 0x28c1, 0x3b6a, 0x28a3, 0x3b4b, 0x2876, 0x3b2d, 0x283d, 0x3b09, 0x27ea, 0x3ae1, 0x274b, 0x3ab9, 0x26a6, 0x3a8f, 0x25fe, 0x3a67, 0x255d, 0x3a3d, 0x24c5, 0x3a11, 0x2439, 0x39e6, 0x2371, 0x39b9, 0x228d, 0x398a, 0x21c1, 0x395a, 0x210b, 0x3929, 0x206c, 0x38f7, 0x1fc1, 0x38c3, 0x1ecb, 0x388f, 0x1df6, 0x385a, 0x1d3a, 0x3825, 0x1c99, 0x37e1, 0x1c08, 0x3779, 0x1b1b,
15543
+ 0x3bc9, 0x26d3, 0x3bc9, 0x26d4, 0x3bc9, 0x26d9, 0x3bc8, 0x26e3, 0x3bc6, 0x26ef, 0x3bc2, 0x2705, 0x3bbd, 0x271a, 0x3bb6, 0x2731, 0x3baa, 0x273c, 0x3b9a, 0x273d, 0x3b81, 0x2726, 0x3b65, 0x26f7, 0x3b46, 0x26af, 0x3b20, 0x2650, 0x3af7, 0x25e1, 0x3acd, 0x256a, 0x3aa1, 0x24eb, 0x3a75, 0x246f, 0x3a46, 0x23ee, 0x3a17, 0x230d, 0x39e9, 0x223e, 0x39b7, 0x2183, 0x3985, 0x20d8, 0x3953, 0x2043, 0x391e, 0x1f7a, 0x38e9, 0x1e8d, 0x38b3, 0x1dbf, 0x387c, 0x1d0b, 0x3845, 0x1c6c, 0x380e, 0x1bc4, 0x37b0, 0x1ad2, 0x3745, 0x19fd,
15544
+ 0x3bd9, 0x24e4, 0x3bd9, 0x24e5, 0x3bd9, 0x24e8, 0x3bd8, 0x24f2, 0x3bd5, 0x24fe, 0x3bd2, 0x2512, 0x3bce, 0x252b, 0x3bc6, 0x2544, 0x3bbc, 0x255a, 0x3bac, 0x256b, 0x3b93, 0x2569, 0x3b7a, 0x2557, 0x3b5b, 0x252f, 0x3b34, 0x24f7, 0x3b0c, 0x24ad, 0x3adf, 0x2458, 0x3ab1, 0x23f8, 0x3a82, 0x233f, 0x3a4f, 0x2286, 0x3a1e, 0x21d5, 0x39eb, 0x2130, 0x39b6, 0x2098, 0x3982, 0x200e, 0x394b, 0x1f25, 0x3914, 0x1e45, 0x38dc, 0x1d83, 0x38a3, 0x1cd6, 0x386b, 0x1c3d, 0x3831, 0x1b71, 0x37f2, 0x1a87, 0x3782, 0x19bc, 0x3714, 0x1909,
15545
+ 0x3be5, 0x22d8, 0x3be5, 0x22d9, 0x3be4, 0x22df, 0x3be4, 0x22ef, 0x3be1, 0x2305, 0x3bde, 0x232a, 0x3bda, 0x2358, 0x3bd4, 0x2392, 0x3bcb, 0x23ca, 0x3bbb, 0x23f4, 0x3ba3, 0x2405, 0x3b8c, 0x2405, 0x3b6c, 0x23ec, 0x3b47, 0x23ae, 0x3b1d, 0x2353, 0x3af0, 0x22e2, 0x3ac0, 0x2261, 0x3a8e, 0x21d9, 0x3a5a, 0x214e, 0x3a26, 0x20c7, 0x39ee, 0x2045, 0x39b7, 0x1f97, 0x397f, 0x1eba, 0x3945, 0x1df0, 0x390b, 0x1d3a, 0x38d0, 0x1c9a, 0x3895, 0x1c0a, 0x385a, 0x1b18, 0x381f, 0x1a39, 0x37c9, 0x1975, 0x3756, 0x18cc, 0x36e6, 0x1836,
15546
+ 0x3bed, 0x20a8, 0x3bed, 0x20a9, 0x3bed, 0x20ae, 0x3bed, 0x20bb, 0x3beb, 0x20cf, 0x3be8, 0x20ef, 0x3be4, 0x2119, 0x3bde, 0x214f, 0x3bd6, 0x2189, 0x3bc6, 0x21b8, 0x3bb1, 0x21de, 0x3b9a, 0x21f2, 0x3b7b, 0x21f2, 0x3b57, 0x21d8, 0x3b2d, 0x21a4, 0x3b00, 0x215f, 0x3acf, 0x2108, 0x3a99, 0x20a8, 0x3a64, 0x2043, 0x3a2c, 0x1fba, 0x39f2, 0x1ef3, 0x39b8, 0x1e36, 0x397c, 0x1d86, 0x3940, 0x1ce5, 0x3903, 0x1c52, 0x38c6, 0x1b9e, 0x3888, 0x1ab3, 0x384a, 0x19e4, 0x380e, 0x192b, 0x37a3, 0x188b, 0x372d, 0x17f7, 0x36ba, 0x1701,
15547
+ 0x3bf4, 0x1e23, 0x3bf4, 0x1e25, 0x3bf4, 0x1e2d, 0x3bf3, 0x1e41, 0x3bf1, 0x1e64, 0x3bef, 0x1e9c, 0x3beb, 0x1ee1, 0x3be6, 0x1f40, 0x3bde, 0x1fa7, 0x3bce, 0x2001, 0x3bbd, 0x202f, 0x3ba6, 0x204e, 0x3b88, 0x205f, 0x3b64, 0x205b, 0x3b3b, 0x2044, 0x3b0e, 0x201f, 0x3adb, 0x1fcf, 0x3aa6, 0x1f4e, 0x3a6e, 0x1ec1, 0x3a33, 0x1e2b, 0x39f7, 0x1d95, 0x39ba, 0x1d06, 0x397b, 0x1c7d, 0x393c, 0x1bfc, 0x38fc, 0x1b13, 0x38bc, 0x1a40, 0x387c, 0x1983, 0x383c, 0x18da, 0x37fa, 0x1842, 0x377f, 0x177f, 0x3706, 0x1695, 0x3691, 0x15c8,
15548
+ 0x3bf8, 0x1bca, 0x3bf8, 0x1bcc, 0x3bf8, 0x1bd8, 0x3bf8, 0x1bf7, 0x3bf6, 0x1c1b, 0x3bf4, 0x1c45, 0x3bf1, 0x1c83, 0x3bec, 0x1cce, 0x3be4, 0x1d21, 0x3bd5, 0x1d78, 0x3bc5, 0x1dd1, 0x3bb0, 0x1e17, 0x3b93, 0x1e4a, 0x3b70, 0x1e5f, 0x3b48, 0x1e57, 0x3b1b, 0x1e35, 0x3ae7, 0x1df6, 0x3ab2, 0x1da4, 0x3a77, 0x1d44, 0x3a3a, 0x1cdb, 0x39fc, 0x1c6e, 0x39bb, 0x1c03, 0x397a, 0x1b35, 0x3938, 0x1a72, 0x38f5, 0x19bb, 0x38b3, 0x1914, 0x3870, 0x187d, 0x382e, 0x17eb, 0x37db, 0x16f9, 0x375c, 0x1621, 0x36e1, 0x1565, 0x3669, 0x14be,
15549
+ 0x3bfb, 0x18b9, 0x3bfb, 0x18ba, 0x3bfb, 0x18c3, 0x3bfb, 0x18da, 0x3bf9, 0x190a, 0x3bf7, 0x1948, 0x3bf5, 0x19ac, 0x3bf0, 0x1a20, 0x3be9, 0x1ab3, 0x3bdb, 0x1b49, 0x3bcd, 0x1be6, 0x3bb7, 0x1c34, 0x3b9c, 0x1c6d, 0x3b7a, 0x1c8e, 0x3b54, 0x1c9e, 0x3b26, 0x1c96, 0x3af2, 0x1c75, 0x3abc, 0x1c47, 0x3a80, 0x1c09, 0x3a42, 0x1b85, 0x3a01, 0x1aec, 0x39be, 0x1a50, 0x397a, 0x19b5, 0x3935, 0x1921, 0x38f0, 0x1895, 0x38aa, 0x1814, 0x3866, 0x173a, 0x3821, 0x1665, 0x37be, 0x15a4, 0x373c, 0x14f9, 0x36be, 0x1460, 0x3644, 0x13b3,
15550
+ 0x3bfd, 0x156b, 0x3bfd, 0x156c, 0x3bfd, 0x1578, 0x3bfd, 0x1598, 0x3bfc, 0x15dd, 0x3bfa, 0x163c, 0x3bf7, 0x16cb, 0x3bf3, 0x177b, 0x3beb, 0x1833, 0x3be0, 0x18ad, 0x3bd2, 0x192e, 0x3bbd, 0x19a6, 0x3ba4, 0x1a0c, 0x3b83, 0x1a5a, 0x3b5d, 0x1a8c, 0x3b30, 0x1a9b, 0x3afd, 0x1a86, 0x3ac6, 0x1a5c, 0x3a89, 0x1a11, 0x3a49, 0x19b7, 0x3a06, 0x194f, 0x39c1, 0x18e3, 0x397a, 0x1873, 0x3933, 0x1805, 0x38eb, 0x173a, 0x38a3, 0x1676, 0x385c, 0x15bf, 0x3816, 0x1519, 0x37a2, 0x1482, 0x371d, 0x13f7, 0x369c, 0x1306, 0x3620, 0x1231,
15551
+ 0x3bff, 0x11cb, 0x3bff, 0x11cd, 0x3bfe, 0x11dd, 0x3bfe, 0x1219, 0x3bfd, 0x126b, 0x3bfb, 0x12e9, 0x3bf9, 0x13c5, 0x3bf5, 0x1460, 0x3bee, 0x150f, 0x3be3, 0x15c9, 0x3bd6, 0x168a, 0x3bc3, 0x174f, 0x3baa, 0x1806, 0x3b8b, 0x184f, 0x3b66, 0x1888, 0x3b39, 0x18a6, 0x3b07, 0x18ad, 0x3acf, 0x189c, 0x3a92, 0x1876, 0x3a50, 0x1840, 0x3a0c, 0x17fd, 0x39c4, 0x176a, 0x397b, 0x16ce, 0x3931, 0x1634, 0x38e6, 0x1599, 0x389c, 0x1508, 0x3852, 0x147f, 0x380a, 0x1401, 0x3788, 0x131c, 0x36ff, 0x124a, 0x367c, 0x1190, 0x35fe, 0x10ea,
15552
+ 0x3bff, 0x0daa, 0x3bff, 0x0dad, 0x3bff, 0x0dc0, 0x3bff, 0x0e0e, 0x3bfe, 0x0e87, 0x3bfc, 0x0f14, 0x3bfb, 0x1029, 0x3bf7, 0x10d1, 0x3bf0, 0x11d3, 0x3be6, 0x12c9, 0x3bd9, 0x13fc, 0x3bc7, 0x1499, 0x3bb0, 0x152a, 0x3b92, 0x15ab, 0x3b6e, 0x1615, 0x3b42, 0x165a, 0x3b10, 0x1681, 0x3ad8, 0x1683, 0x3a9a, 0x1665, 0x3a57, 0x1629, 0x3a11, 0x15dd, 0x39c8, 0x1580, 0x397c, 0x1518, 0x3930, 0x14ae, 0x38e3, 0x1441, 0x3896, 0x13b1, 0x384a, 0x12e9, 0x37ff, 0x122f, 0x376f, 0x1182, 0x36e3, 0x10e5, 0x365e, 0x1057, 0x35de, 0x0fac,
15553
+ 0x3c00, 0x08ea, 0x3c00, 0x08ed, 0x3c00, 0x0902, 0x3c00, 0x0961, 0x3bff, 0x09f3, 0x3bfd, 0x0abc, 0x3bfb, 0x0c1f, 0x3bf8, 0x0d15, 0x3bf1, 0x0e5b, 0x3be8, 0x0fb4, 0x3bdc, 0x10b0, 0x3bcb, 0x1190, 0x3bb5, 0x126c, 0x3b97, 0x132c, 0x3b74, 0x13de, 0x3b4a, 0x1432, 0x3b18, 0x145e, 0x3ae0, 0x1472, 0x3aa2, 0x146f, 0x3a5f, 0x1456, 0x3a17, 0x142e, 0x39cc, 0x13ee, 0x397e, 0x136b, 0x392f, 0x12e1, 0x38df, 0x124f, 0x3890, 0x11bd, 0x3842, 0x1131, 0x37eb, 0x10ac, 0x3757, 0x102e, 0x36c9, 0x0f76, 0x3640, 0x0ea3, 0x35bf, 0x0de4,
15554
+ 0x3c00, 0x039b, 0x3c00, 0x039d, 0x3c00, 0x03b2, 0x3c00, 0x041c, 0x3bff, 0x04be, 0x3bfd, 0x05d6, 0x3bfc, 0x0764, 0x3bf8, 0x08e2, 0x3bf2, 0x0a67, 0x3bea, 0x0c1b, 0x3bde, 0x0d41, 0x3bcd, 0x0e5f, 0x3bb8, 0x0f8c, 0x3b9c, 0x1057, 0x3b7a, 0x10e5, 0x3b51, 0x1155, 0x3b20, 0x11a5, 0x3ae8, 0x11da, 0x3aaa, 0x11ef, 0x3a66, 0x11e5, 0x3a1d, 0x11c1, 0x39d0, 0x1185, 0x3980, 0x113b, 0x392e, 0x10e5, 0x38dc, 0x1087, 0x388b, 0x1028, 0x383b, 0x0f94, 0x37d9, 0x0edb, 0x3741, 0x0e2c, 0x36af, 0x0d89, 0x3625, 0x0cf2, 0x35a1, 0x0c69,
15555
+ 0x3c00, 0x0107, 0x3c00, 0x0108, 0x3c00, 0x0110, 0x3c00, 0x0145, 0x3bff, 0x0197, 0x3bfe, 0x0224, 0x3bfc, 0x030c, 0x3bf8, 0x0478, 0x3bf3, 0x062c, 0x3beb, 0x0833, 0x3be0, 0x0979, 0x3bd0, 0x0aeb, 0x3bbc, 0x0c3d, 0x3ba0, 0x0d01, 0x3b80, 0x0dbd, 0x3b57, 0x0e69, 0x3b27, 0x0eeb, 0x3af0, 0x0f53, 0x3ab1, 0x0f8a, 0x3a6c, 0x0f9f, 0x3a22, 0x0f8b, 0x39d4, 0x0f5b, 0x3982, 0x0f0f, 0x392f, 0x0eac, 0x38da, 0x0e3d, 0x3886, 0x0dc9, 0x3834, 0x0d51, 0x37c7, 0x0cd9, 0x372c, 0x0c65, 0x3697, 0x0bef, 0x360a, 0x0b20, 0x3585, 0x0a62,
15556
+ 0x3c00, 0x0031, 0x3c00, 0x0031, 0x3c00, 0x0034, 0x3c00, 0x004b, 0x3bff, 0x006f, 0x3bfe, 0x00c9, 0x3bfc, 0x011b, 0x3bf9, 0x0207, 0x3bf4, 0x02d6, 0x3bec, 0x0415, 0x3be1, 0x0587, 0x3bd2, 0x0703, 0x3bbf, 0x087d, 0x3ba5, 0x096a, 0x3b85, 0x0a59, 0x3b5d, 0x0b32, 0x3b2e, 0x0bee, 0x3af7, 0x0c44, 0x3ab8, 0x0c7c, 0x3a73, 0x0c9c, 0x3a28, 0x0ca4, 0x39d8, 0x0c98, 0x3985, 0x0c77, 0x392f, 0x0c4a, 0x38d9, 0x0c10, 0x3882, 0x0ba0, 0x382e, 0x0b14, 0x37b6, 0x0a84, 0x3717, 0x09f5, 0x3680, 0x0969, 0x35f0, 0x08e6, 0x356a, 0x086a,
15557
+ 0x3c00, 0x0004, 0x3c00, 0x0004, 0x3c00, 0x0004, 0x3c00, 0x000d, 0x3bff, 0x0021, 0x3bfe, 0x003b, 0x3bfd, 0x0070, 0x3bf9, 0x00c7, 0x3bf4, 0x012e, 0x3bed, 0x01c8, 0x3be3, 0x0274, 0x3bd4, 0x033b, 0x3bc1, 0x043a, 0x3ba8, 0x0534, 0x3b89, 0x0641, 0x3b62, 0x073b, 0x3b34, 0x0815, 0x3afd, 0x087c, 0x3abf, 0x08d0, 0x3a7a, 0x090a, 0x3a2e, 0x092c, 0x39dd, 0x0936, 0x3988, 0x0928, 0x3930, 0x0907, 0x38d7, 0x08d7, 0x387f, 0x089b, 0x3828, 0x0855, 0x37a7, 0x080b, 0x3704, 0x077b, 0x366a, 0x06e1, 0x35d8, 0x0649, 0x3550, 0x05b8,
15558
+ 0x3c00, 0x0000, 0x3c00, 0x0000, 0x3c00, 0x0000, 0x3c00, 0x0003, 0x3bff, 0x0012, 0x3bfe, 0x001a, 0x3bfd, 0x0035, 0x3bfa, 0x0050, 0x3bf4, 0x0061, 0x3bed, 0x00a5, 0x3be4, 0x00ee, 0x3bd6, 0x0146, 0x3bc3, 0x01ab, 0x3bab, 0x0211, 0x3b8d, 0x028e, 0x3b67, 0x0303, 0x3b39, 0x0375, 0x3b04, 0x03e2, 0x3ac6, 0x0441, 0x3a80, 0x0492, 0x3a34, 0x04cd, 0x39e1, 0x04f2, 0x398b, 0x0504, 0x3931, 0x0502, 0x38d6, 0x04ec, 0x387c, 0x04c7, 0x3822, 0x0496, 0x3798, 0x045c, 0x36f2, 0x041a, 0x3655, 0x03d5, 0x35c1, 0x038e, 0x3537, 0x0347
15559
+ ] );
15560
+
15561
+ let lut = null;
15562
+
15563
+ function getDFGLUT() {
15564
+
15565
+ if ( lut === null ) {
15566
+
15567
+ lut = new DataTexture( DATA, 32, 32, RGFormat, HalfFloatType );
15568
+ lut.minFilter = LinearFilter;
15569
+ lut.magFilter = LinearFilter;
15570
+ lut.wrapS = ClampToEdgeWrapping;
15571
+ lut.wrapT = ClampToEdgeWrapping;
15572
+ lut.generateMipmaps = false;
15573
+ lut.needsUpdate = true;
15574
+
15575
+ }
15576
+
15577
+ return lut;
15578
+
15579
+ }
15580
+
15207
15581
  /**
15208
15582
  * This renderer uses WebGL 2 to display scenes.
15209
15583
  *
@@ -15229,7 +15603,7 @@ class WebGLRenderer {
15229
15603
  preserveDrawingBuffer = false,
15230
15604
  powerPreference = 'default',
15231
15605
  failIfMajorPerformanceCaveat = false,
15232
- reverseDepthBuffer = false,
15606
+ reversedDepthBuffer = false,
15233
15607
  multiviewStereo = false,
15234
15608
  } = parameters;
15235
15609
 
@@ -15260,6 +15634,21 @@ class WebGLRenderer {
15260
15634
 
15261
15635
  }
15262
15636
 
15637
+ const INTEGER_FORMATS = new Set( [
15638
+ RGBAIntegerFormat,
15639
+ RGIntegerFormat,
15640
+ RedIntegerFormat
15641
+ ] );
15642
+
15643
+ const UNSIGNED_TYPES = new Set( [
15644
+ UnsignedByteType,
15645
+ UnsignedIntType,
15646
+ UnsignedShortType,
15647
+ UnsignedInt248Type,
15648
+ UnsignedShort4444Type,
15649
+ UnsignedShort5551Type
15650
+ ] );
15651
+
15263
15652
  const uintClearColor = new Uint32Array( 4 );
15264
15653
  const intClearColor = new Int32Array( 4 );
15265
15654
 
@@ -15281,7 +15670,7 @@ class WebGLRenderer {
15281
15670
  * document.body.appendChild( renderer.domElement );
15282
15671
  * ```
15283
15672
  *
15284
- * @type {DOMElement}
15673
+ * @type {HTMLCanvasElement|OffscreenCanvas}
15285
15674
  */
15286
15675
  this.domElement = canvas;
15287
15676
 
@@ -15463,7 +15852,6 @@ class WebGLRenderer {
15463
15852
 
15464
15853
  // camera matrices cache
15465
15854
 
15466
- const _currentProjectionMatrix = new Matrix4();
15467
15855
  const _projScreenMatrix = new Matrix4();
15468
15856
 
15469
15857
  const _vector3 = new Vector3();
@@ -15535,7 +15923,7 @@ class WebGLRenderer {
15535
15923
 
15536
15924
  } catch ( error ) {
15537
15925
 
15538
- console.error( 'THREE.WebGLRenderer: ' + error.message );
15926
+ error( 'WebGLRenderer: ' + error.message );
15539
15927
  throw error;
15540
15928
 
15541
15929
  }
@@ -15560,7 +15948,7 @@ class WebGLRenderer {
15560
15948
 
15561
15949
  state = new WebGLState( _gl, extensions );
15562
15950
 
15563
- if ( capabilities.reverseDepthBuffer && reverseDepthBuffer ) {
15951
+ if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) {
15564
15952
 
15565
15953
  state.buffers.depth.setReversed( true );
15566
15954
 
@@ -15672,7 +16060,7 @@ class WebGLRenderer {
15672
16060
 
15673
16061
  // xr
15674
16062
 
15675
- const xr = new WebXRManager( _this, _gl );
16063
+ const xr = new WebXRManager( _this, _gl, extensions, multiviewStereo );
15676
16064
 
15677
16065
  /**
15678
16066
  * A reference to the XR manager.
@@ -15774,7 +16162,7 @@ class WebGLRenderer {
15774
16162
 
15775
16163
  if ( xr.isPresenting ) {
15776
16164
 
15777
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
16165
+ warn( 'WebGLRenderer: Can\'t change size while VR device is presenting.' );
15778
16166
  return;
15779
16167
 
15780
16168
  }
@@ -16036,9 +16424,7 @@ class WebGLRenderer {
16036
16424
  if ( _currentRenderTarget !== null ) {
16037
16425
 
16038
16426
  const targetFormat = _currentRenderTarget.texture.format;
16039
- isIntegerFormat = targetFormat === RGBAIntegerFormat ||
16040
- targetFormat === RGIntegerFormat ||
16041
- targetFormat === RedIntegerFormat;
16427
+ isIntegerFormat = INTEGER_FORMATS.has( targetFormat );
16042
16428
 
16043
16429
  }
16044
16430
 
@@ -16047,12 +16433,7 @@ class WebGLRenderer {
16047
16433
  if ( isIntegerFormat ) {
16048
16434
 
16049
16435
  const targetType = _currentRenderTarget.texture.type;
16050
- const isUnsignedType = targetType === UnsignedByteType ||
16051
- targetType === UnsignedIntType ||
16052
- targetType === UnsignedShortType ||
16053
- targetType === UnsignedInt248Type ||
16054
- targetType === UnsignedShort4444Type ||
16055
- targetType === UnsignedShort5551Type;
16436
+ const isUnsignedType = UNSIGNED_TYPES.has( targetType );
16056
16437
 
16057
16438
  const clearColor = background.getClearColor();
16058
16439
  const a = background.getClearAlpha();
@@ -16166,7 +16547,7 @@ class WebGLRenderer {
16166
16547
 
16167
16548
  event.preventDefault();
16168
16549
 
16169
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
16550
+ log( 'WebGLRenderer: Context Lost.' );
16170
16551
 
16171
16552
  _isContextLost = true;
16172
16553
 
@@ -16174,7 +16555,7 @@ class WebGLRenderer {
16174
16555
 
16175
16556
  function onContextRestore( /* event */ ) {
16176
16557
 
16177
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
16558
+ log( 'WebGLRenderer: Context Restored.' );
16178
16559
 
16179
16560
  _isContextLost = false;
16180
16561
 
@@ -16196,7 +16577,7 @@ class WebGLRenderer {
16196
16577
 
16197
16578
  function onContextCreationError( event ) {
16198
16579
 
16199
- console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
16580
+ error( 'WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
16200
16581
 
16201
16582
  }
16202
16583
 
@@ -16369,7 +16750,7 @@ class WebGLRenderer {
16369
16750
  if ( object._multiDrawInstances !== null ) {
16370
16751
 
16371
16752
  // @deprecated, r174
16372
- warnOnce( 'THREE.WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
16753
+ warnOnce( 'WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
16373
16754
  renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
16374
16755
 
16375
16756
  } else {
@@ -16645,6 +17026,13 @@ class WebGLRenderer {
16645
17026
 
16646
17027
  if ( typeof self !== 'undefined' ) animation.setContext( self );
16647
17028
 
17029
+ /**
17030
+ * Applications are advised to always define the animation loop
17031
+ * with this method and not manually with `requestAnimationFrame()`
17032
+ * for best compatibility.
17033
+ *
17034
+ * @param {?onAnimationCallback} callback - The application's animation loop.
17035
+ */
16648
17036
  this.setAnimationLoop = function ( callback ) {
16649
17037
 
16650
17038
  onAnimationFrameCallback = callback;
@@ -16677,7 +17065,7 @@ class WebGLRenderer {
16677
17065
 
16678
17066
  if ( camera !== undefined && camera.isCamera !== true ) {
16679
17067
 
16680
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
17068
+ error( 'WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
16681
17069
  return;
16682
17070
 
16683
17071
  }
@@ -16709,7 +17097,7 @@ class WebGLRenderer {
16709
17097
  renderStateStack.push( currentRenderState );
16710
17098
 
16711
17099
  _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
16712
- _frustum.setFromProjectionMatrix( _projScreenMatrix );
17100
+ _frustum.setFromProjectionMatrix( _projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth );
16713
17101
 
16714
17102
  _localClippingEnabled = this.localClippingEnabled;
16715
17103
  _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
@@ -16835,6 +17223,8 @@ class WebGLRenderer {
16835
17223
 
16836
17224
  if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
16837
17225
 
17226
+ textures.runDeferredUploads();
17227
+
16838
17228
  // _gl.finish();
16839
17229
 
16840
17230
  bindingStates.resetDefaultState();
@@ -16985,9 +17375,7 @@ class WebGLRenderer {
16985
17375
 
16986
17376
  function renderScene( currentRenderList, scene, camera, viewport ) {
16987
17377
 
16988
- const opaqueObjects = currentRenderList.opaque;
16989
- const transmissiveObjects = currentRenderList.transmissive;
16990
- const transparentObjects = currentRenderList.transparent;
17378
+ const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList;
16991
17379
 
16992
17380
  currentRenderState.setupLightsView( camera );
16993
17381
 
@@ -17052,6 +17440,9 @@ class WebGLRenderer {
17052
17440
  //
17053
17441
 
17054
17442
  const currentRenderTarget = _this.getRenderTarget();
17443
+ const currentActiveCubeFace = _this.getActiveCubeFace();
17444
+ const currentActiveMipmapLevel = _this.getActiveMipmapLevel();
17445
+
17055
17446
  _this.setRenderTarget( transmissionRenderTarget );
17056
17447
 
17057
17448
  _this.getClearColor( _currentClearColor );
@@ -17089,10 +17480,7 @@ class WebGLRenderer {
17089
17480
 
17090
17481
  const renderItem = transmissiveObjects[ i ];
17091
17482
 
17092
- const object = renderItem.object;
17093
- const geometry = renderItem.geometry;
17094
- const material = renderItem.material;
17095
- const group = renderItem.group;
17483
+ const { object, geometry, material, group } = renderItem;
17096
17484
 
17097
17485
  if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
17098
17486
 
@@ -17121,7 +17509,7 @@ class WebGLRenderer {
17121
17509
 
17122
17510
  }
17123
17511
 
17124
- _this.setRenderTarget( currentRenderTarget );
17512
+ _this.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
17125
17513
 
17126
17514
  _this.setClearColor( _currentClearColor, _currentClearAlpha );
17127
17515
 
@@ -17139,9 +17527,7 @@ class WebGLRenderer {
17139
17527
 
17140
17528
  const renderItem = renderList[ i ];
17141
17529
 
17142
- const object = renderItem.object;
17143
- const geometry = renderItem.geometry;
17144
- const group = renderItem.group;
17530
+ const { object, geometry, group } = renderItem;
17145
17531
  let material = renderItem.material;
17146
17532
 
17147
17533
  if ( material.allowOverride === true && overrideMaterial !== null ) {
@@ -17553,23 +17939,17 @@ class WebGLRenderer {
17553
17939
 
17554
17940
  } else {
17555
17941
 
17556
- const reverseDepthBuffer = state.buffers.depth.getReversed();
17557
-
17558
- if ( reverseDepthBuffer ) {
17942
+ const reversedDepthBuffer = state.buffers.depth.getReversed();
17559
17943
 
17560
- _currentProjectionMatrix.copy( camera.projectionMatrix );
17944
+ if ( reversedDepthBuffer && camera.reversedDepth !== true ) {
17561
17945
 
17562
- toNormalizedProjectionMatrix( _currentProjectionMatrix );
17563
- toReversedProjectionMatrix( _currentProjectionMatrix );
17564
-
17565
- p_uniforms.setValue( _gl, 'projectionMatrix', _currentProjectionMatrix );
17566
-
17567
- } else {
17568
-
17569
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
17946
+ camera._reversedDepth = true;
17947
+ camera.updateProjectionMatrix();
17570
17948
 
17571
17949
  }
17572
17950
 
17951
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
17952
+
17573
17953
  p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
17574
17954
 
17575
17955
  }
@@ -17686,6 +18066,13 @@ class WebGLRenderer {
17686
18066
 
17687
18067
  }
17688
18068
 
18069
+ // Set DFG LUT for physically-based materials
18070
+ if ( m_uniforms.dfgLUT !== undefined ) {
18071
+
18072
+ m_uniforms.dfgLUT.value = getDFGLUT();
18073
+
18074
+ }
18075
+
17689
18076
  if ( refreshMaterial ) {
17690
18077
 
17691
18078
  p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
@@ -17859,7 +18246,7 @@ class WebGLRenderer {
17859
18246
  const renderTargetProperties = properties.get( renderTarget );
17860
18247
 
17861
18248
  renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false;
17862
- if ( ! renderTargetProperties.__autoAllocateDepthBuffer === false && ( ! _currentRenderTarget || ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) ) {
18249
+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
17863
18250
 
17864
18251
  // The multisample_render_to_texture extension doesn't work properly if there
17865
18252
  // are midframe flushes and an external depth buffer. Disable use of the extension.
@@ -18035,9 +18422,15 @@ class WebGLRenderer {
18035
18422
 
18036
18423
  } else if ( isRenderTarget3D ) {
18037
18424
 
18038
- const textureProperties = properties.get( renderTarget.texture );
18039
18425
  const layer = activeCubeFace;
18040
- _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel, layer );
18426
+
18427
+ for ( let i = 0; i < renderTarget.textures.length; i ++ ) {
18428
+
18429
+ const textureProperties = properties.get( renderTarget.textures[ i ] );
18430
+
18431
+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer );
18432
+
18433
+ }
18041
18434
 
18042
18435
  } else if ( renderTarget !== null && activeMipmapLevel !== 0 ) {
18043
18436
 
@@ -18068,7 +18461,7 @@ class WebGLRenderer {
18068
18461
 
18069
18462
  if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
18070
18463
 
18071
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
18464
+ error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
18072
18465
  return;
18073
18466
 
18074
18467
  }
@@ -18093,14 +18486,14 @@ class WebGLRenderer {
18093
18486
 
18094
18487
  if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
18095
18488
 
18096
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
18489
+ error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
18097
18490
  return;
18098
18491
 
18099
18492
  }
18100
18493
 
18101
18494
  if ( ! capabilities.textureTypeReadable( textureType ) ) {
18102
18495
 
18103
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
18496
+ error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
18104
18497
  return;
18105
18498
 
18106
18499
  }
@@ -18109,7 +18502,7 @@ class WebGLRenderer {
18109
18502
 
18110
18503
  if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
18111
18504
 
18112
- // when using MRT, select the corect color buffer for the subsequent read command
18505
+ // when using MRT, select the correct color buffer for the subsequent read command
18113
18506
 
18114
18507
  if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
18115
18508
 
@@ -18189,7 +18582,7 @@ class WebGLRenderer {
18189
18582
  _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
18190
18583
  _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
18191
18584
 
18192
- // when using MRT, select the corect color buffer for the subsequent read command
18585
+ // when using MRT, select the correct color buffer for the subsequent read command
18193
18586
 
18194
18587
  if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
18195
18588
 
@@ -18516,15 +18909,6 @@ class WebGLRenderer {
18516
18909
 
18517
18910
  };
18518
18911
 
18519
- this.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
18520
-
18521
- // @deprecated, r170
18522
- warnOnce( 'WebGLRenderer: copyTextureToTexture3D function has been deprecated. Use "copyTextureToTexture" instead.' );
18523
-
18524
- return this.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
18525
-
18526
- };
18527
-
18528
18912
  /**
18529
18913
  * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data
18530
18914
  * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been
@@ -18635,4 +19019,4 @@ class WebGLRenderer {
18635
19019
 
18636
19020
  }
18637
19021
 
18638
- export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement };
19022
+ export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce };