super-three 0.184.0 → 0.185.0

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 (366) hide show
  1. package/build/three.cjs +1260 -927
  2. package/build/three.core.js +1104 -829
  3. package/build/three.core.min.js +1 -1
  4. package/build/three.module.js +156 -98
  5. package/build/three.module.min.js +1 -1
  6. package/build/three.tsl.js +11 -4
  7. package/build/three.tsl.min.js +1 -1
  8. package/build/three.webgpu.js +7538 -3367
  9. package/build/three.webgpu.min.js +1 -1
  10. package/build/three.webgpu.nodes.js +7538 -3366
  11. package/build/three.webgpu.nodes.min.js +1 -1
  12. package/examples/jsm/Addons.js +3 -0
  13. package/examples/jsm/controls/ArcballControls.js +6 -2
  14. package/examples/jsm/controls/FirstPersonControls.js +79 -42
  15. package/examples/jsm/controls/TransformControls.js +68 -15
  16. package/examples/jsm/csm/CSMFrustum.js +31 -6
  17. package/examples/jsm/csm/CSMShadowNode.js +4 -1
  18. package/examples/jsm/effects/AsciiEffect.js +14 -1
  19. package/examples/jsm/exporters/DRACOExporter.js +27 -6
  20. package/examples/jsm/exporters/GLTFExporter.js +114 -12
  21. package/examples/jsm/exporters/PLYExporter.js +286 -73
  22. package/examples/jsm/exporters/USDZExporter.js +347 -112
  23. package/examples/jsm/generators/CityGenerator.js +346 -0
  24. package/examples/jsm/generators/ForestGenerator.js +347 -0
  25. package/examples/jsm/generators/TerrainGenerator.js +504 -0
  26. package/examples/jsm/generators/TreeGenerator.js +377 -0
  27. package/examples/jsm/generators/city/SidewalkGenerator.js +253 -0
  28. package/examples/jsm/generators/city/SkyscraperGenerator.js +1357 -0
  29. package/examples/jsm/geometries/LoftGeometry.js +355 -0
  30. package/examples/jsm/helpers/LightProbeGridHelper.js +1 -1
  31. package/examples/jsm/helpers/LightProbeHelper.js +5 -4
  32. package/examples/jsm/helpers/ViewHelper.js +16 -6
  33. package/examples/jsm/inspector/Inspector.js +53 -15
  34. package/examples/jsm/inspector/RendererInspector.js +152 -36
  35. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +1 -1
  36. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +1 -1
  37. package/examples/jsm/inspector/tabs/Console.js +200 -18
  38. package/examples/jsm/inspector/tabs/Memory.js +8 -0
  39. package/examples/jsm/inspector/tabs/Parameters.js +64 -4
  40. package/examples/jsm/inspector/tabs/Performance.js +21 -6
  41. package/examples/jsm/inspector/tabs/Settings.js +51 -9
  42. package/examples/jsm/inspector/tabs/Timeline.js +178 -93
  43. package/examples/jsm/inspector/tabs/Viewer.js +628 -16
  44. package/examples/jsm/inspector/ui/Graph.js +162 -25
  45. package/examples/jsm/inspector/ui/Item.js +92 -13
  46. package/examples/jsm/inspector/ui/List.js +1 -1
  47. package/examples/jsm/inspector/ui/Profiler.js +90 -45
  48. package/examples/jsm/inspector/ui/Style.js +1788 -1401
  49. package/examples/jsm/inspector/ui/Tab.js +5 -3
  50. package/examples/jsm/inspector/ui/Values.js +71 -6
  51. package/examples/jsm/inspector/ui/utils.js +130 -10
  52. package/examples/jsm/libs/basis/README.md +0 -1
  53. package/examples/jsm/libs/demuxer_mp4.js +3 -3
  54. package/examples/jsm/libs/draco/README.md +0 -1
  55. package/examples/jsm/libs/meshopt_clusterizer.module.js +421 -0
  56. package/examples/jsm/libs/meshopt_simplifier.module.js +627 -0
  57. package/examples/jsm/libs/mikktspace.module.js +34 -9
  58. package/examples/jsm/lighting/ClusteredLighting.js +55 -0
  59. package/examples/jsm/lighting/LightProbeGrid.js +106 -76
  60. package/examples/jsm/lines/LineMaterial.js +38 -15
  61. package/examples/jsm/lines/LineSegments2.js +8 -0
  62. package/examples/jsm/lines/webgpu/LineSegments2.js +8 -0
  63. package/examples/jsm/loaders/3DMLoader.js +1 -1
  64. package/examples/jsm/loaders/DRACOLoader.js +46 -13
  65. package/examples/jsm/loaders/EXRLoader.js +27 -55
  66. package/examples/jsm/loaders/HDRLoader.js +6 -28
  67. package/examples/jsm/loaders/KTX2Loader.js +31 -12
  68. package/examples/jsm/loaders/LDrawLoader.js +8 -8
  69. package/examples/jsm/loaders/LUT3dlLoader.js +2 -2
  70. package/examples/jsm/loaders/LUTCubeLoader.js +2 -2
  71. package/examples/jsm/loaders/LWOLoader.js +4 -0
  72. package/examples/jsm/loaders/LottieLoader.js +1 -1
  73. package/examples/jsm/loaders/MaterialXLoader.js +31 -9
  74. package/examples/jsm/loaders/NRRDLoader.js +3 -3
  75. package/examples/jsm/loaders/PCDLoader.js +7 -7
  76. package/examples/jsm/loaders/PLYLoader.js +218 -55
  77. package/examples/jsm/loaders/SVGLoader.js +547 -495
  78. package/examples/jsm/loaders/TTFLoader.js +1 -1
  79. package/examples/jsm/loaders/USDLoader.js +33 -9
  80. package/examples/jsm/loaders/VRMLLoader.js +1 -1
  81. package/examples/jsm/loaders/usd/USDAParser.js +93 -20
  82. package/examples/jsm/loaders/usd/USDCParser.js +1 -1
  83. package/examples/jsm/loaders/usd/USDComposer.js +52 -19
  84. package/examples/jsm/misc/TileCreasedNormalsPlugin.js +270 -0
  85. package/examples/jsm/misc/Volume.js +2 -2
  86. package/examples/jsm/objects/GroundedSkybox.js +1 -1
  87. package/examples/jsm/objects/Reflector.js +2 -3
  88. package/examples/jsm/objects/Water2Mesh.js +1 -1
  89. package/examples/jsm/physics/AmmoPhysics.js +15 -8
  90. package/examples/jsm/physics/RapierPhysics.js +27 -2
  91. package/examples/jsm/shaders/VolumeShader.js +31 -44
  92. package/examples/jsm/transpiler/GLSLDecoder.js +6 -6
  93. package/examples/jsm/transpiler/Linker.js +1 -1
  94. package/examples/jsm/tsl/display/BloomNode.js +59 -19
  95. package/examples/jsm/tsl/display/DepthOfFieldNode.js +2 -2
  96. package/examples/jsm/tsl/display/FXAANode.js +11 -12
  97. package/examples/jsm/tsl/display/GTAONode.js +34 -13
  98. package/examples/jsm/tsl/display/GodraysNode.js +1 -1
  99. package/examples/jsm/tsl/display/ImportanceSampledEnvironment.js +560 -0
  100. package/examples/jsm/tsl/display/PixelationPassNode.js +2 -2
  101. package/examples/jsm/tsl/display/RecurrentDenoiseNode.js +912 -0
  102. package/examples/jsm/tsl/display/SSAAPassNode.js +13 -25
  103. package/examples/jsm/tsl/display/SSGINode.js +89 -39
  104. package/examples/jsm/tsl/display/SSRNode.js +829 -132
  105. package/examples/jsm/tsl/display/SSSNode.js +2 -2
  106. package/examples/jsm/tsl/display/TemporalReprojectNode.js +1023 -0
  107. package/examples/jsm/tsl/lighting/ClusteredLightsNode.js +622 -0
  108. package/examples/jsm/tsl/lighting/DynamicLightsNode.js +1 -1
  109. package/examples/jsm/tsl/math/curlNoise.js +107 -0
  110. package/examples/jsm/tsl/shadows/TileShadowNode.js +1 -1
  111. package/examples/jsm/tsl/shadows/TileShadowNodeHelper.js +3 -3
  112. package/examples/jsm/tsl/utils/GroundedSkybox.js +62 -0
  113. package/examples/jsm/tsl/utils/RNoise.js +51 -0
  114. package/examples/jsm/tsl/utils/SpecularHelpers.js +325 -0
  115. package/examples/jsm/utils/BufferGeometryUtils.js +126 -59
  116. package/examples/jsm/utils/GeometryCompressionUtils.js +1 -1
  117. package/examples/jsm/utils/SceneOptimizer.js +1 -1
  118. package/examples/jsm/webxr/ARButton.js +1 -1
  119. package/examples/jsm/webxr/WebGLXRFallback.js +89 -0
  120. package/examples/jsm/webxr/XRControllerModelFactory.js +2 -2
  121. package/package.json +7 -7
  122. package/src/Three.TSL.js +10 -3
  123. package/src/Three.WebGPU.js +4 -0
  124. package/src/animation/AnimationAction.js +15 -11
  125. package/src/animation/AnimationClip.js +0 -139
  126. package/src/animation/KeyframeTrack.js +2 -2
  127. package/src/animation/PropertyBinding.js +2 -2
  128. package/src/cameras/Camera.js +2 -2
  129. package/src/cameras/StereoCamera.js +5 -2
  130. package/src/constants.js +1 -1
  131. package/src/core/BufferGeometry.js +29 -7
  132. package/src/core/Object3D.js +17 -7
  133. package/src/core/Raycaster.js +1 -1
  134. package/src/core/RenderTarget.js +15 -2
  135. package/src/extras/PMREMGenerator.js +6 -4
  136. package/src/extras/TextureUtils.js +1 -1
  137. package/src/extras/core/ShapePath.js +149 -160
  138. package/src/geometries/SphereGeometry.js +8 -3
  139. package/src/helpers/DirectionalLightHelper.js +2 -0
  140. package/src/helpers/HemisphereLightHelper.js +2 -0
  141. package/src/helpers/PointLightHelper.js +2 -0
  142. package/src/helpers/SpotLightHelper.js +1 -1
  143. package/src/loaders/DataTextureLoader.js +69 -38
  144. package/src/loaders/LoadingManager.js +5 -0
  145. package/src/loaders/MaterialLoader.js +36 -266
  146. package/src/loaders/ObjectLoader.js +3 -1
  147. package/src/materials/LineBasicMaterial.js +4 -0
  148. package/src/materials/Material.js +196 -1
  149. package/src/materials/MeshBasicMaterial.js +24 -0
  150. package/src/materials/MeshDepthMaterial.js +10 -0
  151. package/src/materials/MeshDistanceMaterial.js +10 -0
  152. package/src/materials/MeshLambertMaterial.js +40 -1
  153. package/src/materials/MeshMatcapMaterial.js +25 -1
  154. package/src/materials/MeshNormalMaterial.js +9 -1
  155. package/src/materials/MeshPhongMaterial.js +40 -1
  156. package/src/materials/MeshPhysicalMaterial.js +38 -0
  157. package/src/materials/MeshStandardMaterial.js +42 -1
  158. package/src/materials/MeshToonMaterial.js +34 -1
  159. package/src/materials/PointsMaterial.js +7 -0
  160. package/src/materials/ShaderMaterial.js +86 -0
  161. package/src/materials/SpriteMaterial.js +7 -0
  162. package/src/materials/nodes/Line2NodeMaterial.js +378 -322
  163. package/src/materials/nodes/MeshBasicNodeMaterial.js +2 -2
  164. package/src/materials/nodes/MeshNormalNodeMaterial.js +2 -2
  165. package/src/materials/nodes/MeshPhongNodeMaterial.js +0 -9
  166. package/src/materials/nodes/MeshPhysicalNodeMaterial.js +0 -30
  167. package/src/materials/nodes/MeshSSSNodeMaterial.js +0 -13
  168. package/src/materials/nodes/MeshStandardNodeMaterial.js +0 -11
  169. package/src/materials/nodes/NodeMaterial.js +115 -71
  170. package/src/materials/nodes/SpriteNodeMaterial.js +0 -10
  171. package/src/materials/nodes/manager/NodeMaterialObserver.js +49 -20
  172. package/src/math/Box3.js +5 -0
  173. package/src/math/FrustumArray.js +103 -133
  174. package/src/math/Interpolant.js +1 -1
  175. package/src/math/MathUtils.js +2 -2
  176. package/src/math/Matrix3.js +11 -0
  177. package/src/math/Matrix4.js +28 -3
  178. package/src/math/Vector2.js +2 -2
  179. package/src/math/Vector3.js +2 -2
  180. package/src/math/Vector4.js +2 -2
  181. package/src/math/interpolants/BezierInterpolant.js +4 -6
  182. package/src/nodes/Nodes.js +2 -5
  183. package/src/nodes/TSL.js +8 -6
  184. package/src/nodes/accessors/Arrays.js +4 -4
  185. package/src/nodes/accessors/Batch.js +108 -0
  186. package/src/nodes/accessors/Bitangent.js +2 -2
  187. package/src/nodes/accessors/BufferAttributeNode.js +13 -2
  188. package/src/nodes/accessors/Camera.js +7 -7
  189. package/src/nodes/accessors/ClippingNode.js +1 -1
  190. package/src/nodes/accessors/Instance.js +264 -0
  191. package/src/nodes/accessors/MaterialNode.js +18 -2
  192. package/src/nodes/accessors/MaterialProperties.js +4 -3
  193. package/src/nodes/accessors/{MorphNode.js → Morph.js} +99 -112
  194. package/src/nodes/accessors/Normal.js +13 -13
  195. package/src/nodes/accessors/Position.js +5 -1
  196. package/src/nodes/accessors/ReferenceNode.js +1 -0
  197. package/src/nodes/accessors/ReflectVector.js +3 -3
  198. package/src/nodes/accessors/SceneProperties.js +1 -1
  199. package/src/nodes/accessors/Skinning.js +263 -0
  200. package/src/nodes/accessors/StorageBufferNode.js +2 -2
  201. package/src/nodes/accessors/StorageTexture3DNode.js +100 -0
  202. package/src/nodes/accessors/StorageTextureNode.js +39 -7
  203. package/src/nodes/accessors/Tangent.js +4 -4
  204. package/src/nodes/accessors/TextureNode.js +60 -5
  205. package/src/nodes/code/FunctionNode.js +2 -16
  206. package/src/nodes/core/MRTNode.js +7 -2
  207. package/src/nodes/core/Node.js +39 -2
  208. package/src/nodes/core/NodeBuilder.js +201 -41
  209. package/src/nodes/core/NodeUtils.js +13 -13
  210. package/src/nodes/core/OutputStructNode.js +1 -1
  211. package/src/nodes/core/OverrideContextNode.js +153 -0
  212. package/src/nodes/core/PropertyNode.js +51 -5
  213. package/src/nodes/core/StackNode.js +56 -34
  214. package/src/nodes/core/StructNode.js +4 -6
  215. package/src/nodes/core/StructTypeNode.js +6 -6
  216. package/src/nodes/core/VarNode.js +8 -0
  217. package/src/nodes/core/VaryingNode.js +12 -2
  218. package/src/nodes/display/BlendModes.js +1 -41
  219. package/src/nodes/display/BumpMapNode.js +6 -1
  220. package/src/nodes/display/ColorAdjustment.js +10 -9
  221. package/src/nodes/display/FrontFacingNode.js +38 -9
  222. package/src/nodes/display/NormalMapNode.js +2 -2
  223. package/src/nodes/display/PassNode.js +35 -43
  224. package/src/nodes/display/PremultiplyAlphaFunctions.js +39 -0
  225. package/src/nodes/display/RenderOutputNode.js +12 -3
  226. package/src/nodes/functions/VolumetricLightingModel.js +40 -7
  227. package/src/nodes/gpgpu/WorkgroupInfoNode.js +1 -1
  228. package/src/nodes/lighting/EnvironmentNode.js +2 -2
  229. package/src/nodes/lighting/IESSpotLightNode.js +40 -2
  230. package/src/nodes/lighting/LightingContextNode.js +10 -2
  231. package/src/nodes/lighting/LightsNode.js +90 -37
  232. package/src/nodes/lighting/PointShadowNode.js +6 -1
  233. package/src/nodes/lighting/ShadowFilterNode.js +21 -52
  234. package/src/nodes/lighting/ShadowNode.js +34 -14
  235. package/src/nodes/materialx/lib/mx_noise.js +2 -2
  236. package/src/nodes/math/ConditionalNode.js +3 -3
  237. package/src/nodes/math/MathNode.js +39 -11
  238. package/src/nodes/math/OperatorNode.js +23 -23
  239. package/src/nodes/parsers/GLSLNodeFunction.js +1 -1
  240. package/src/nodes/pmrem/PMREMNode.js +33 -2
  241. package/src/nodes/tsl/TSLCore.js +63 -18
  242. package/src/nodes/utils/EquirectUV.js +30 -5
  243. package/src/nodes/utils/FunctionOverloadingNode.js +1 -1
  244. package/src/nodes/utils/Packing.js +35 -4
  245. package/src/nodes/utils/RTTNode.js +40 -24
  246. package/src/nodes/utils/ReflectorNode.js +1 -0
  247. package/src/nodes/utils/StorageArrayElementNode.js +1 -1
  248. package/src/objects/BatchedMesh.js +22 -14
  249. package/src/objects/InstancedMesh.js +0 -11
  250. package/src/objects/Skeleton.js +0 -9
  251. package/src/renderers/WebGLRenderer.js +19 -15
  252. package/src/renderers/common/Backend.js +49 -5
  253. package/src/renderers/common/Bindings.js +114 -45
  254. package/src/renderers/common/Buffer.js +9 -0
  255. package/src/renderers/common/ClippingContext.js +10 -2
  256. package/src/renderers/common/Info.js +63 -22
  257. package/src/renderers/common/Lighting.js +53 -5
  258. package/src/renderers/common/RenderList.js +41 -4
  259. package/src/renderers/common/RenderObject.js +73 -13
  260. package/src/renderers/common/Renderer.js +281 -108
  261. package/src/renderers/common/Sampler.js +16 -48
  262. package/src/renderers/common/Textures.js +32 -5
  263. package/src/renderers/common/TimestampQueryPool.js +1 -1
  264. package/src/renderers/common/UniformsGroup.js +31 -9
  265. package/src/renderers/common/XRManager.js +340 -22
  266. package/src/renderers/common/extras/PMREMGenerator.js +15 -38
  267. package/src/renderers/common/nodes/NodeBuilderState.js +9 -1
  268. package/src/renderers/common/nodes/NodeLibrary.js +4 -4
  269. package/src/renderers/common/nodes/NodeManager.js +63 -14
  270. package/src/renderers/common/nodes/NodeUniformBuffer.js +13 -0
  271. package/src/renderers/shaders/ShaderChunk/common.glsl.js +13 -4
  272. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +0 -6
  273. package/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js +1 -1
  274. package/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js +2 -2
  275. package/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js +1 -1
  276. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +1 -1
  277. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +1 -1
  278. package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +2 -2
  279. package/src/renderers/shaders/ShaderChunk/normal_vertex.glsl.js +6 -0
  280. package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +1 -1
  281. package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +1 -1
  282. package/src/renderers/shaders/ShaderLib/distance.glsl.js +1 -1
  283. package/src/renderers/webgl/WebGLOutput.js +2 -1
  284. package/src/renderers/webgl/WebGLProgram.js +5 -4
  285. package/src/renderers/webgl/WebGLPrograms.js +12 -5
  286. package/src/renderers/webgl/WebGLRenderLists.js +9 -1
  287. package/src/renderers/webgl/WebGLShaderCache.js +5 -11
  288. package/src/renderers/webgl/WebGLTextures.js +20 -7
  289. package/src/renderers/webgl/WebGLUniformsGroups.js +66 -38
  290. package/src/renderers/webgl-fallback/WebGLBackend.js +84 -25
  291. package/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js +138 -8
  292. package/src/renderers/webgl-fallback/utils/WebGLAttributeUtils.js +1 -1
  293. package/src/renderers/webgl-fallback/utils/WebGLTextureUtils.js +52 -22
  294. package/src/renderers/webgl-fallback/utils/WebGLUtils.js +4 -2
  295. package/src/renderers/webgpu/WebGPUBackend.js +480 -169
  296. package/src/renderers/webgpu/descriptors/GPUBindGroupDescriptor.js +48 -0
  297. package/src/renderers/webgpu/descriptors/GPUBufferDescriptor.js +57 -0
  298. package/src/renderers/webgpu/descriptors/GPUCommandEncoderDescriptor.js +30 -0
  299. package/src/renderers/webgpu/descriptors/GPUComputePassDescriptor.js +38 -0
  300. package/src/renderers/webgpu/descriptors/GPUComputePipelineDescriptor.js +48 -0
  301. package/src/renderers/webgpu/descriptors/GPUCopyExternalImageDestInfo.js +47 -0
  302. package/src/renderers/webgpu/descriptors/GPUCopyExternalImageSourceInfo.js +50 -0
  303. package/src/renderers/webgpu/descriptors/GPUExtent3D.js +51 -0
  304. package/src/renderers/webgpu/descriptors/GPUPipelineLayoutDescriptor.js +39 -0
  305. package/src/renderers/webgpu/descriptors/GPUQuerySetDescriptor.js +47 -0
  306. package/src/renderers/webgpu/descriptors/GPURenderBundleEncoderDescriptor.js +74 -0
  307. package/src/renderers/webgpu/descriptors/GPURenderPassColorAttachment.js +72 -0
  308. package/src/renderers/webgpu/descriptors/GPURenderPassDepthStencilAttachment.js +99 -0
  309. package/src/renderers/webgpu/descriptors/GPURenderPassDescriptor.js +72 -0
  310. package/src/renderers/webgpu/descriptors/GPURenderPassTimestampWrites.js +49 -0
  311. package/src/renderers/webgpu/descriptors/GPURenderPipelineDescriptor.js +130 -0
  312. package/src/renderers/webgpu/descriptors/GPUSamplerDescriptor.js +119 -0
  313. package/src/renderers/webgpu/descriptors/GPUShaderModuleDescriptor.js +46 -0
  314. package/src/renderers/webgpu/descriptors/GPUTexelCopyBufferInfo.js +57 -0
  315. package/src/renderers/webgpu/descriptors/GPUTexelCopyBufferLayout.js +48 -0
  316. package/src/renderers/webgpu/descriptors/GPUTexelCopyTextureInfo.js +61 -0
  317. package/src/renderers/webgpu/descriptors/GPUTextureDescriptor.js +99 -0
  318. package/src/renderers/webgpu/descriptors/GPUTextureViewDescriptor.js +108 -0
  319. package/src/renderers/webgpu/nodes/StandardNodeLibrary.js +0 -1
  320. package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +164 -7
  321. package/src/renderers/webgpu/nodes/WGSLNodeFunction.js +1 -1
  322. package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +98 -38
  323. package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +72 -68
  324. package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +164 -69
  325. package/src/renderers/webgpu/utils/WebGPUTexturePassUtils.js +158 -95
  326. package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +297 -141
  327. package/src/renderers/webgpu/utils/WebGPUTimestampQueryPool.js +33 -18
  328. package/src/renderers/webgpu/utils/WebGPUUtils.js +38 -3
  329. package/src/textures/DepthTexture.js +1 -1
  330. package/src/textures/ExternalTexture.js +0 -3
  331. package/examples/fonts/LICENSE +0 -13
  332. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  333. package/examples/fonts/MPLUSRounded1c/OFL.txt +0 -91
  334. package/examples/fonts/README.md +0 -11
  335. package/examples/fonts/droid/NOTICE +0 -190
  336. package/examples/fonts/droid/README.txt +0 -18
  337. package/examples/fonts/droid/droid_sans_bold.typeface.json +0 -1
  338. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +0 -1
  339. package/examples/fonts/droid/droid_sans_regular.typeface.json +0 -1
  340. package/examples/fonts/droid/droid_serif_bold.typeface.json +0 -1
  341. package/examples/fonts/droid/droid_serif_regular.typeface.json +0 -1
  342. package/examples/fonts/gentilis_bold.typeface.json +0 -1
  343. package/examples/fonts/gentilis_regular.typeface.json +0 -1
  344. package/examples/fonts/helvetiker_bold.typeface.json +0 -1
  345. package/examples/fonts/helvetiker_regular.typeface.json +0 -1
  346. package/examples/fonts/optimer_bold.typeface.json +0 -1
  347. package/examples/fonts/optimer_regular.typeface.json +0 -1
  348. package/examples/fonts/ttf/README.md +0 -9
  349. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  350. package/examples/jsm/inspector/extensions/extensions.json +0 -6
  351. package/examples/jsm/libs/ammo.wasm.js +0 -822
  352. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  353. package/examples/jsm/libs/draco/draco_encoder.js +0 -33
  354. package/examples/jsm/libs/draco/gltf/draco_encoder.js +0 -33
  355. package/examples/jsm/libs/lottie_canvas.module.js +0 -14849
  356. package/examples/jsm/libs/opentype.module.js +0 -14506
  357. package/examples/jsm/libs/rhino3dm/rhino3dm.js +0 -21
  358. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +0 -16
  359. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  360. package/examples/jsm/lighting/TiledLighting.js +0 -42
  361. package/examples/jsm/tsl/display/AnamorphicNode.js +0 -293
  362. package/examples/jsm/tsl/lighting/TiledLightsNode.js +0 -442
  363. package/src/nodes/accessors/BatchNode.js +0 -163
  364. package/src/nodes/accessors/InstanceNode.js +0 -349
  365. package/src/nodes/accessors/InstancedMeshNode.js +0 -50
  366. package/src/nodes/accessors/SkinningNode.js +0 -328
@@ -340,11 +340,11 @@ var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
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  var color_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\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}\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}\n#define inverseTransformDirection transformDirectionByInverseViewMatrix\nvec3 transformNormalByInverseViewMatrix( in vec3 normal, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( normal, 0.0 ) * viewMatrix ).xyz );\n}\nvec3 transformDirectionByInverseViewMatrix( in vec3 dir, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * viewMatrix ).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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- var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
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+ var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n#endif";
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  var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
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@@ -358,7 +358,7 @@ var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
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  var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";
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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 * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif";
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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 = transformNormalByInverseViewMatrix( 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 * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif";
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  var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\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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@@ -366,7 +366,7 @@ var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t
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  var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
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- var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
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+ var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
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  var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
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@@ -384,9 +384,9 @@ var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor
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  var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
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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\n#include <lightprobes_pars_fragment>";
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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 = transformNormalByInverseViewMatrix( 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\n#include <lightprobes_pars_fragment>";
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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 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 = transformNormalByInverseViewMatrix( 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 = transformDirectionByInverseViewMatrix( 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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@@ -400,7 +400,7 @@ var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColo
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  var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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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.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = inverseTransformDirection( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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+ var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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  var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
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@@ -438,7 +438,7 @@ var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING
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  var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
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- var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
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+ var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
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  var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#if defined( USE_PACKED_NORMALMAP )\n\t\tmapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n\t#endif\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
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@@ -446,7 +446,7 @@ var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifd
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  var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
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- var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";
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+ var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t\t#ifdef FLIP_SIDED\n\t\t\tvBitangent = - vBitangent;\n\t\t#endif\n\t#endif\n#endif";
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  var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";
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@@ -478,7 +478,7 @@ var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSp
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  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";
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- var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
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+ var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
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  var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
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@@ -498,7 +498,7 @@ var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = to
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499
499
  var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
500
500
 
501
- var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
501
+ var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
502
502
 
503
503
  var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif";
504
504
 
@@ -528,7 +528,7 @@ const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\
528
528
 
529
529
  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}";
530
530
 
531
- const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}";
531
+ const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}";
532
532
 
533
533
  const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
534
534
 
@@ -2739,8 +2739,9 @@ class PMREMGenerator {
2739
2739
 
2740
2740
  /**
2741
2741
  * Generates a PMREM from an equirectangular texture, which can be either LDR
2742
- * or HDR. The ideal input image size is 1k (1024 x 512),
2743
- * as this matches best with the 256 x 256 cubemap output.
2742
+ * or HDR. The ideal input image size is 1k (1024 x 512), as this matches best
2743
+ * with the 256 x 256 cubemap output. The minimum supported input image size
2744
+ * is 64 x 32.
2744
2745
  *
2745
2746
  * @param {Texture} equirectangular - The equirectangular texture to be converted.
2746
2747
  * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
@@ -2754,8 +2755,9 @@ class PMREMGenerator {
2754
2755
 
2755
2756
  /**
2756
2757
  * Generates a PMREM from an cubemap texture, which can be either LDR
2757
- * or HDR. The ideal input cube size is 256 x 256,
2758
- * as this matches best with the 256 x 256 cubemap output.
2758
+ * or HDR. The ideal input cube size is 256 x 256, as this matches best
2759
+ * with the 256 x 256 cubemap output. The minimum supported input cube
2760
+ * size is 16 x 16 per face.
2759
2761
  *
2760
2762
  * @param {Texture} cubemap - The cubemap texture to be converted.
2761
2763
  * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
@@ -4890,13 +4892,14 @@ const toneMappingMap = {
4890
4892
  [ CustomToneMapping ]: 'CUSTOM_TONE_MAPPING'
4891
4893
  };
4892
4894
 
4893
- function WebGLOutput( type, width, height, depth, stencil ) {
4895
+ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4894
4896
 
4895
4897
  // render targets for scene and post-processing
4896
4898
  const targetA = new WebGLRenderTarget( width, height, {
4897
4899
  type: type,
4898
4900
  depthBuffer: depth,
4899
4901
  stencilBuffer: stencil,
4902
+ samples: antialias ? 4 : 0,
4900
4903
  depthTexture: depth ? new DepthTexture( width, height ) : undefined
4901
4904
  } );
4902
4905
 
@@ -6593,7 +6596,7 @@ function includeReplacer( match, include ) {
6593
6596
 
6594
6597
  } else {
6595
6598
 
6596
- throw new Error( 'Can not resolve #include <' + include + '>' );
6599
+ throw new Error( 'THREE.WebGLProgram: Can not resolve #include <' + include + '>' );
6597
6600
 
6598
6601
  }
6599
6602
 
@@ -7224,9 +7227,10 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
7224
7227
 
7225
7228
  gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
7226
7229
 
7227
- } else if ( parameters.morphTargets === true ) {
7230
+ } else if ( parameters.hasPositionAttribute === true ) {
7231
+
7232
+ // below avoids the "Attribute 0 is disabled" performance penalty
7228
7233
 
7229
- // programs with morphTargets displace position out of attribute 0
7230
7234
  gl.bindAttribLocation( program, 0, 'position' );
7231
7235
 
7232
7236
  }
@@ -7265,7 +7269,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
7265
7269
  const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
7266
7270
 
7267
7271
  error(
7268
- 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
7272
+ 'WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
7269
7273
  'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
7270
7274
  'Material Name: ' + self.name + '\n' +
7271
7275
  'Material Type: ' + self.type + '\n\n' +
@@ -7417,13 +7421,7 @@ class WebGLShaderCache {
7417
7421
 
7418
7422
  }
7419
7423
 
7420
- update( material ) {
7421
-
7422
- const vertexShader = material.vertexShader;
7423
- const fragmentShader = material.fragmentShader;
7424
-
7425
- const vertexShaderStage = this._getShaderStage( vertexShader );
7426
- const fragmentShaderStage = this._getShaderStage( fragmentShader );
7424
+ update( material, vertexShaderStage, fragmentShaderStage ) {
7427
7425
 
7428
7426
  const materialShaders = this._getShaderCacheForMaterial( material );
7429
7427
 
@@ -7463,15 +7461,15 @@ class WebGLShaderCache {
7463
7461
 
7464
7462
  }
7465
7463
 
7466
- getVertexShaderID( material ) {
7464
+ getVertexShaderStage( material ) {
7467
7465
 
7468
- return this._getShaderStage( material.vertexShader ).id;
7466
+ return this._getShaderStage( material.vertexShader );
7469
7467
 
7470
7468
  }
7471
7469
 
7472
- getFragmentShaderID( material ) {
7470
+ getFragmentShaderStage( material ) {
7473
7471
 
7474
- return this._getShaderStage( material.fragmentShader ).id;
7472
+ return this._getShaderStage( material.fragmentShader );
7475
7473
 
7476
7474
  }
7477
7475
 
@@ -7630,10 +7628,13 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7630
7628
  vertexShader = material.vertexShader;
7631
7629
  fragmentShader = material.fragmentShader;
7632
7630
 
7633
- _customShaders.update( material );
7631
+ const vertexShaderStage = _customShaders.getVertexShaderStage( material );
7632
+ const fragmentShaderStage = _customShaders.getFragmentShaderStage( material );
7633
+
7634
+ _customShaders.update( material, vertexShaderStage, fragmentShaderStage );
7634
7635
 
7635
- customVertexShaderID = _customShaders.getVertexShaderID( material );
7636
- customFragmentShaderID = _customShaders.getFragmentShaderID( material );
7636
+ customVertexShaderID = vertexShaderStage.id;
7637
+ customFragmentShaderID = fragmentShaderStage.id;
7637
7638
 
7638
7639
  }
7639
7640
 
@@ -7650,7 +7651,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7650
7651
  const HAS_ENVMAP = !! envMap;
7651
7652
  const HAS_AOMAP = !! material.aoMap;
7652
7653
  const HAS_LIGHTMAP = !! material.lightMap;
7653
- const HAS_BUMPMAP = !! material.bumpMap;
7654
+ const HAS_BUMPMAP = !! material.bumpMap && material.wireframe === false;
7654
7655
  const HAS_NORMALMAP = !! material.normalMap;
7655
7656
  const HAS_DISPLACEMENTMAP = !! material.displacementMap;
7656
7657
  const HAS_EMISSIVEMAP = !! material.emissiveMap;
@@ -7849,6 +7850,8 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7849
7850
 
7850
7851
  skinning: object.isSkinnedMesh === true,
7851
7852
 
7853
+ hasPositionAttribute: geometry.attributes.position !== undefined,
7854
+
7852
7855
  morphTargets: geometry.morphAttributes.position !== undefined,
7853
7856
  morphNormals: geometry.morphAttributes.normal !== undefined,
7854
7857
  morphColors: geometry.morphAttributes.color !== undefined,
@@ -8110,8 +8113,10 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
8110
8113
  _programLayers.enable( 21 );
8111
8114
  if ( parameters.numLightProbeGrids > 0 )
8112
8115
  _programLayers.enable( 22 );
8113
- if ( parameters.numMultiviewViews )
8116
+ if ( parameters.hasPositionAttribute )
8114
8117
  _programLayers.enable( 23 );
8118
+ if ( parameters.numMultiviewViews )
8119
+ _programLayers.enable( 24 );
8115
8120
 
8116
8121
  array.push( _programLayers.mask );
8117
8122
 
@@ -8417,12 +8422,20 @@ function WebGLRenderList() {
8417
8422
 
8418
8423
  }
8419
8424
 
8420
- function sort( customOpaqueSort, customTransparentSort ) {
8425
+ function sort( customOpaqueSort, customTransparentSort, reversedDepth ) {
8421
8426
 
8422
8427
  if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
8423
8428
  if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
8424
8429
  if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );
8425
8430
 
8431
+ if ( reversedDepth ) {
8432
+
8433
+ opaque.reverse();
8434
+ transmissive.reverse();
8435
+ transparent.reverse();
8436
+
8437
+ }
8438
+
8426
8439
  }
8427
8440
 
8428
8441
  function finish() {
@@ -12483,12 +12496,25 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
12483
12496
 
12484
12497
  }
12485
12498
 
12486
- const level = 0;
12487
- const internalFormat = _gl.RGBA;
12488
- const srcFormat = _gl.RGBA;
12489
- const srcType = _gl.UNSIGNED_BYTE;
12499
+ if ( _gl.texElementImage2D.length === 3 ) {
12500
+
12501
+ // Chrome 150+
12502
+
12503
+ _gl.texElementImage2D( _gl.TEXTURE_2D, _gl.RGBA8, image );
12504
+
12505
+ } else {
12506
+
12507
+ // Chrome 138 - 149
12508
+
12509
+ const level = 0;
12510
+ const internalFormat = _gl.RGBA;
12511
+ const srcFormat = _gl.RGBA;
12512
+ const srcType = _gl.UNSIGNED_BYTE;
12513
+
12514
+ _gl.texElementImage2D( _gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image );
12515
+
12516
+ }
12490
12517
 
12491
- _gl.texElementImage2D( _gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image );
12492
12518
  _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR );
12493
12519
  _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
12494
12520
  _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
@@ -13010,7 +13036,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
13010
13036
 
13011
13037
  if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
13012
13038
 
13013
- throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
13039
+ throw new Error( 'THREE.WebGLTextures: renderTarget.depthTexture must be an instance of THREE.DepthTexture.' );
13014
13040
 
13015
13041
  }
13016
13042
 
@@ -13149,7 +13175,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
13149
13175
 
13150
13176
  } else {
13151
13177
 
13152
- throw new Error( 'Unknown depthTexture format' );
13178
+ throw new Error( 'THREE.WebGLTextures: Unknown depthTexture format.' );
13153
13179
 
13154
13180
  }
13155
13181
 
@@ -16061,73 +16087,101 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
16061
16087
 
16062
16088
  for ( let i = 0, il = uniforms.length; i < il; i ++ ) {
16063
16089
 
16064
- const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];
16090
+ const uniformItem = uniforms[ i ];
16065
16091
 
16066
- for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {
16092
+ if ( Array.isArray( uniformItem ) ) {
16067
16093
 
16068
- const uniform = uniformArray[ j ];
16094
+ for ( let j = 0, jl = uniformItem.length; j < jl; j ++ ) {
16069
16095
 
16070
- if ( hasUniformChanged( uniform, i, j, cache ) === true ) {
16096
+ updateUniform( uniformItem[ j ], i, j, cache );
16071
16097
 
16072
- const offset = uniform.__offset;
16098
+ }
16073
16099
 
16074
- const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];
16100
+ } else {
16075
16101
 
16076
- let arrayOffset = 0;
16102
+ updateUniform( uniformItem, i, 0, cache );
16077
16103
 
16078
- for ( let k = 0; k < values.length; k ++ ) {
16104
+ }
16079
16105
 
16080
- const value = values[ k ];
16106
+ }
16081
16107
 
16082
- const info = getUniformSize( value );
16108
+ gl.bindBuffer( gl.UNIFORM_BUFFER, null );
16083
16109
 
16084
- // TODO add integer and struct support
16085
- if ( typeof value === 'number' || typeof value === 'boolean' ) {
16110
+ }
16086
16111
 
16087
- uniform.__data[ 0 ] = value;
16088
- gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );
16112
+ function updateUniform( uniform, index, indexArray, cache ) {
16089
16113
 
16090
- } else if ( value.isMatrix3 ) {
16114
+ if ( hasUniformChanged( uniform, index, indexArray, cache ) === true ) {
16091
16115
 
16092
- // manually converting 3x3 to 3x4
16116
+ const offset = uniform.__offset;
16117
+ const value = uniform.value;
16093
16118
 
16094
- uniform.__data[ 0 ] = value.elements[ 0 ];
16095
- uniform.__data[ 1 ] = value.elements[ 1 ];
16096
- uniform.__data[ 2 ] = value.elements[ 2 ];
16097
- uniform.__data[ 3 ] = 0;
16098
- uniform.__data[ 4 ] = value.elements[ 3 ];
16099
- uniform.__data[ 5 ] = value.elements[ 4 ];
16100
- uniform.__data[ 6 ] = value.elements[ 5 ];
16101
- uniform.__data[ 7 ] = 0;
16102
- uniform.__data[ 8 ] = value.elements[ 6 ];
16103
- uniform.__data[ 9 ] = value.elements[ 7 ];
16104
- uniform.__data[ 10 ] = value.elements[ 8 ];
16105
- uniform.__data[ 11 ] = 0;
16119
+ if ( Array.isArray( value ) ) {
16106
16120
 
16107
- } else if ( ArrayBuffer.isView( value ) ) {
16121
+ let arrayOffset = 0;
16108
16122
 
16109
- // copy the buffer data using "set"
16110
- uniform.__data.set( new value.constructor( value.buffer, value.byteOffset, uniform.__data.length ) );
16123
+ for ( let k = 0; k < value.length; k ++ ) {
16111
16124
 
16112
- } else {
16125
+ const val = value[ k ];
16126
+ const info = getUniformSize( val );
16113
16127
 
16114
- value.toArray( uniform.__data, arrayOffset );
16128
+ writeUniformValue( val, uniform.__data, arrayOffset );
16115
16129
 
16116
- arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;
16130
+ // only toArray() values advance arrayOffset
16131
+ if ( typeof val !== 'number' && typeof val !== 'boolean' && ! val.isMatrix3 && ! ArrayBuffer.isView( val ) ) {
16117
16132
 
16118
- }
16133
+ arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;
16119
16134
 
16120
16135
  }
16121
16136
 
16122
- gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );
16123
-
16124
16137
  }
16125
16138
 
16139
+ } else {
16140
+
16141
+ writeUniformValue( value, uniform.__data, 0 );
16142
+
16126
16143
  }
16127
16144
 
16145
+ gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );
16146
+
16128
16147
  }
16129
16148
 
16130
- gl.bindBuffer( gl.UNIFORM_BUFFER, null );
16149
+ }
16150
+
16151
+ function writeUniformValue( value, data, offset ) {
16152
+
16153
+ // TODO add integer and struct support
16154
+ if ( typeof value === 'number' || typeof value === 'boolean' ) {
16155
+
16156
+ data[ 0 ] = value;
16157
+
16158
+ } else if ( value.isMatrix3 ) {
16159
+
16160
+ // manually converting 3x3 to 3x4
16161
+
16162
+ data[ 0 ] = value.elements[ 0 ];
16163
+ data[ 1 ] = value.elements[ 1 ];
16164
+ data[ 2 ] = value.elements[ 2 ];
16165
+ data[ 3 ] = 0;
16166
+ data[ 4 ] = value.elements[ 3 ];
16167
+ data[ 5 ] = value.elements[ 4 ];
16168
+ data[ 6 ] = value.elements[ 5 ];
16169
+ data[ 7 ] = 0;
16170
+ data[ 8 ] = value.elements[ 6 ];
16171
+ data[ 9 ] = value.elements[ 7 ];
16172
+ data[ 10 ] = value.elements[ 8 ];
16173
+ data[ 11 ] = 0;
16174
+
16175
+ } else if ( ArrayBuffer.isView( value ) ) {
16176
+
16177
+ // copy the buffer data using "set"
16178
+ data.set( new value.constructor( value.buffer, value.byteOffset, data.length ) );
16179
+
16180
+ } else {
16181
+
16182
+ value.toArray( data, offset );
16183
+
16184
+ }
16131
16185
 
16132
16186
  }
16133
16187
 
@@ -16661,6 +16715,10 @@ class WebGLRenderer {
16661
16715
  let _isContextLost = false;
16662
16716
  let _nodesHandler = null;
16663
16717
 
16718
+ let _scratchFramebuffer = null;
16719
+ let _srcFramebuffer = null;
16720
+ let _dstFramebuffer = null;
16721
+
16664
16722
  // internal state cache
16665
16723
 
16666
16724
  this._outputColorSpace = SRGBColorSpace;
@@ -16760,11 +16818,11 @@ class WebGLRenderer {
16760
16818
 
16761
16819
  if ( getContext( contextName ) ) {
16762
16820
 
16763
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
16821
+ throw new Error( 'THREE.WebGLRenderer: Error creating WebGL context with your selected attributes.' );
16764
16822
 
16765
16823
  } else {
16766
16824
 
16767
- throw new Error( 'Error creating WebGL context.' );
16825
+ throw new Error( 'THREE.WebGLRenderer: Error creating WebGL context.' );
16768
16826
 
16769
16827
  }
16770
16828
 
@@ -16805,6 +16863,10 @@ class WebGLRenderer {
16805
16863
 
16806
16864
  }
16807
16865
 
16866
+ _scratchFramebuffer = _gl.createFramebuffer();
16867
+ _srcFramebuffer = _gl.createFramebuffer();
16868
+ _dstFramebuffer = _gl.createFramebuffer();
16869
+
16808
16870
  info = new WebGLInfo( _gl );
16809
16871
  properties = new WebGLProperties();
16810
16872
  textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
@@ -16912,7 +16974,7 @@ class WebGLRenderer {
16912
16974
 
16913
16975
  if ( _outputBufferType !== UnsignedByteType ) {
16914
16976
 
16915
- output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, depth, stencil );
16977
+ output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, antialias, depth, stencil );
16916
16978
 
16917
16979
  }
16918
16980
 
@@ -17096,7 +17158,7 @@ class WebGLRenderer {
17096
17158
 
17097
17159
  if ( _outputBufferType === UnsignedByteType ) {
17098
17160
 
17099
- error( 'THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' );
17161
+ error( 'WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' );
17100
17162
  return;
17101
17163
 
17102
17164
  }
@@ -17107,7 +17169,7 @@ class WebGLRenderer {
17107
17169
 
17108
17170
  if ( effects[ i ].isOutputPass === true ) {
17109
17171
 
17110
- warn( 'THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' );
17172
+ warn( 'WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' );
17111
17173
  break;
17112
17174
 
17113
17175
  }
@@ -17545,7 +17607,7 @@ class WebGLRenderer {
17545
17607
 
17546
17608
  if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
17547
17609
 
17548
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
17610
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 );
17549
17611
 
17550
17612
  const program = setProgram( camera, scene, geometry, material, object );
17551
17613
 
@@ -18044,7 +18106,7 @@ class WebGLRenderer {
18044
18106
 
18045
18107
  if ( _this.sortObjects === true ) {
18046
18108
 
18047
- currentRenderList.sort( _opaqueSort, _transparentSort );
18109
+ currentRenderList.sort( _opaqueSort, _transparentSort, camera.reversedDepth );
18048
18110
 
18049
18111
  }
18050
18112
 
@@ -18059,6 +18121,8 @@ class WebGLRenderer {
18059
18121
 
18060
18122
  this.info.render.frame ++;
18061
18123
 
18124
+ if ( this.info.autoReset === true ) this.info.reset();
18125
+
18062
18126
  if ( _clippingEnabled === true ) clipping.beginShadows();
18063
18127
 
18064
18128
  const shadowsArray = currentRenderState.state.shadowsArray;
@@ -18069,8 +18133,6 @@ class WebGLRenderer {
18069
18133
 
18070
18134
  //
18071
18135
 
18072
- if ( this.info.autoReset === true ) this.info.reset();
18073
-
18074
18136
  // render scene (skip if first effect is a render pass - it will render the scene itself)
18075
18137
 
18076
18138
  const skipSceneRender = useOutput && output.hasRenderPass();
@@ -19300,8 +19362,6 @@ class WebGLRenderer {
19300
19362
 
19301
19363
  };
19302
19364
 
19303
- const _scratchFrameBuffer = _gl.createFramebuffer();
19304
-
19305
19365
  /**
19306
19366
  * Sets the active rendertarget.
19307
19367
  *
@@ -19372,7 +19432,7 @@ class WebGLRenderer {
19372
19432
  ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height )
19373
19433
  ) {
19374
19434
 
19375
- throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' );
19435
+ throw new Error( 'THREE.WebGLRenderer: Attached DepthTexture is initialized to the incorrect size.' );
19376
19436
 
19377
19437
  }
19378
19438
 
@@ -19441,7 +19501,7 @@ class WebGLRenderer {
19441
19501
  // being bound that are different sizes.
19442
19502
  if ( activeMipmapLevel !== 0 ) {
19443
19503
 
19444
- framebuffer = _scratchFrameBuffer;
19504
+ framebuffer = _scratchFramebuffer;
19445
19505
 
19446
19506
  }
19447
19507
 
@@ -19684,8 +19744,6 @@ class WebGLRenderer {
19684
19744
 
19685
19745
  };
19686
19746
 
19687
- const _srcFramebuffer = _gl.createFramebuffer();
19688
- const _dstFramebuffer = _gl.createFramebuffer();
19689
19747
 
19690
19748
  /**
19691
19749
  * Copies data of the given source texture into a destination texture.